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Автор темы
- #1
Куплю ресольвер. База любая кроме вива (да, без лишних вопросов).
Цена: 500-600р.
telegram @senseseller
Цена: 500-600р.
telegram @senseseller
Никто не отменял цена=качество. Может человеку нужно именно под эту цену что-то средненькое ¯\_(ツ)_/¯Мне кажется вряд ли получится найти годный рес с таким маленьким бюджетом
Скорее всего вырежут из какой нибудь слитой пасты лв и скажут что $elf-co0de3
Resolver g_resolver{};
void Resolver::SetMode(LagComp::LagRecord_t* record)
{
// the resolver has 4 modes to chose from.
// these modes will vary more under the hood depending on what data we have about the player.
if (record->m_bIsFakePlayer) {
record->m_iResolveMode = Modes::RESOLVE_NONE;
return;
}
// if not on ground.
if (!(record->m_fFlags & FL_ONGROUND))
record->m_iResolveMode = Modes::RESOLVE_AIR;
// if sideways.
else if (record->m_bIsLeft || record->m_bIsRight)
record->m_iResolveMode = Modes::RESOLVE_SIDEWAYS;
// if on ground and fast moving.
else if (record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_weight > 0.7f)
record->m_iResolveMode = Modes::RESOLVE_RUN;
// if on ground and moving.
else if (record->m_vecVelocity.length_2d() > 0.1f)
record->m_iResolveMode = Modes::RESOLVE_WALK;
// if on ground and not moving.
else
record->m_iResolveMode = Modes::RESOLVE_STAND;
}
void Resolver::ResolveAngles(Player* player, LagComp::LagRecord_t* record, LagComp::LagRecord_t* previous_record) {
AimPlayer* data = &g_aimbot.m_players[player->index() - 1];
// next up mark this record with a resolver mode that will be used.
SetMode(record);
// restore some data.
data->m_type = 0;
data->m_side = 0;
data->m_resolve_strenght = 10.f;
if (record->m_bIsFakePlayer || !g_menu.main.aimbot.correct.get()) {
record->m_flResolveStrengh = data->m_resolve_strenght = 0.f;
record->m_iResolveSide = data->m_side;
player->m_PlayerAnimState()->m_flFootYaw = math::NormalizedAngle(record->m_angEyeAngles.y);
return;
}
if (!record->m_bDidShot) {
if (!data->m_missed_shots) {
if (record->m_iResolveMode != Modes::RESOLVE_STAND) {
if (record->m_iResolveMode != Modes::RESOLVE_RUN) {
if (record->m_iResolveMode != Modes::RESOLVE_SIDEWAYS) {
if (record->m_iResolveMode != Modes::RESOLVE_AIR)
{
// default.
data->m_type = data->m_type_before_bruteforce = 1;
data->m_side_before_bruteforce = -1;
}
else
{
// default.
data->m_type = data->m_type_before_bruteforce = 2;
data->m_side_before_bruteforce = -1;
}
}
else
{
// default.
data->m_type = data->m_type_before_bruteforce = 3;
data->m_side_before_bruteforce = -1;
}
}
else
{
// default.
data->m_type = data->m_type_before_bruteforce = 4;
data->m_side_before_bruteforce = -1;
}
// delta.
if (record->m_iResolveMode != Modes::RESOLVE_SIDEWAYS && record->m_iResolveMode != Modes::RESOLVE_AIR && fabsf(record->m_flLeftDelta - record->m_flRightDelta) > 15.f) {
if (record->m_flLeftDelta > record->m_flRightDelta) {
data->m_type = data->m_type_before_bruteforce = 5;
data->m_side = data->m_side_before_bruteforce = -1;
data->m_resolve_strenght = 60.f;
}
else {
data->m_type = data->m_type_before_bruteforce = 5;
data->m_side = data->m_side_before_bruteforce = 1;
data->m_resolve_strenght = 60.f;
}
}
// animlayers.
if (previous_record) {
float delta_positive = fabsf(record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_playback_rate - record->m_pPositiveLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_playback_rate);
float delta_negative = fabsf(record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_playback_rate - record->m_pNegativeLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_playback_rate);
float delta_zero = fabsf(record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_playback_rate - record->m_pZeroLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_playback_rate);
if (int(record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_weight * 1000.f) == int(previous_record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_weight * 1000.f))
{
if (!int(record->m_pLayers[ANIMATION_LAYER_LEAN].m_weight * 1000.f))
{
// onetap.
if (delta_zero < delta_positive || delta_negative <= delta_positive || (delta_positive * 1000.f)) {
if (delta_zero >= delta_negative && delta_positive > delta_negative && !(delta_negative * 1000.f)) {
data->m_type = data->m_type_before_bruteforce = 6;
data->m_side_before_bruteforce = 1;
data->m_resolve_strenght = 60.f;
}
}
else {
data->m_type = data->m_type_before_bruteforce = 6;
data->m_side_before_bruteforce = -1;
data->m_resolve_strenght = 60.f;
}
}
// nemesis.
if (delta_positive <= delta_zero)
record->m_flMoveDelta = delta_positive;
else
record->m_flMoveDelta = delta_zero;
if (record->m_flMoveDelta > delta_negative)
record->m_flMoveDelta = delta_negative;
if (!(record->m_flMoveDelta * 1000.f) && (delta_zero * 10000.f) != (delta_negative * 10000.f) && (record->m_flMoveDelta * 10000.f) != (delta_positive * 10000.f)) {
if (record->m_flMoveDelta == delta_negative) {
data->m_type = data->m_type_before_bruteforce = 7;
data->m_side_before_bruteforce = -1;
data->m_resolve_strenght = 60.f;
}
else if (record->m_flMoveDelta == delta_zero) {
data->m_type = data->m_type_before_bruteforce = 7;
data->m_side_before_bruteforce = 1;
data->m_resolve_strenght = 60.f;
}
}
}
}
}
else
{
// default.
data->m_type = data->m_type_before_bruteforce = 8;
data->m_side_before_bruteforce = 1;
data->m_resolve_strenght = 60.f;
// delta.
if (record->m_pLayers[ANIMATION_LAYER_ADJUST].m_weight == 0.f && record->m_pLayers[ANIMATION_LAYER_ADJUST].m_cycle == 0.f && record->m_pLayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_weight == 0.f) {
data->m_type = data->m_type_before_bruteforce = 9;
data->m_side_before_bruteforce = 2 * int(math::AngleDiff(record->m_angEyeAngles.y, record->m_flOriginalGoalFeetYaw) <= 0.f) - 1;
data->m_resolve_strenght = 60.f;
}
}
}
else
data->m_type = 10;
if (record->m_iResolveMode == Modes::RESOLVE_RUN || record->m_iResolveMode == Modes::RESOLVE_AIR) {
if (data->m_type_before_bruteforce == 5 || data->m_type_before_bruteforce == 6 || data->m_type_before_bruteforce == 9) {
switch (data->m_missed_shots % 2) {
case 0:
data->m_side = data->m_side_before_bruteforce;
break;
case 1:
data->m_side = -1;
data->m_resolve_strenght = 10.f;
break;
}
}
else {
switch (data->m_missed_shots % 5) {
case 0:
data->m_side = data->m_side_before_bruteforce;
break;
case 1:
data->m_side = -data->m_side_before_bruteforce;
data->m_resolve_strenght = 30.f;
break;
case 2:
data->m_side = data->m_side_before_bruteforce;
data->m_resolve_strenght = 30.f;
break;
case 3:
data->m_side = data->m_side_before_bruteforce;
data->m_resolve_strenght = 60.f;
break;
case 4:
data->m_side = -data->m_side_before_bruteforce;
data->m_resolve_strenght = 60.f;
break;
}
}
}
else if (data->m_type_before_bruteforce == 9) {
switch (data->m_missed_shots % 3) {
case 0:
data->m_side = data->m_side_before_bruteforce;
break;
case 1:
data->m_side = -data->m_side_before_bruteforce;
data->m_resolve_strenght = 60.f;
break;
case 2:
data->m_side = -1;
data->m_resolve_strenght = 10.f;
break;
}
}
else {
switch (data->m_missed_shots % 5) {
case 0:
data->m_side = data->m_side_before_bruteforce;
break;
case 1:
data->m_side = -data->m_side_before_bruteforce;
data->m_resolve_strenght = 60.f;
break;
case 2:
data->m_side = data->m_side_before_bruteforce;
data->m_resolve_strenght = 60.f;
break;
case 3:
data->m_side = data->m_side_before_bruteforce;
data->m_resolve_strenght = 30.f;
break;
case 4:
data->m_side = -data->m_side_before_bruteforce;
data->m_resolve_strenght = 30.f;
break;
}
}
}
else
{
data->m_type = 11;
data->m_side = -1;
//float flPseudoFireYaw = math::NormalizedAngle(math::CalcAngle(record->m_pMatrix[8].GetOrigin(), g_cl.m_local->m_BoneCache().m_pCachedBones[0].GetOrigin()).y);
//if (record->m_pLayers[3].m_cycle == 0.f && record->m_pLayers[3].m_weight == 0.f) {
// float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 56.f)));
// float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 56.f)));
// data->m_type = 12;
// data->m_side = flLeftFireYawDelta > flRightFireYawDelta ? -1 : 1;
// data->m_resolve_strenght = 56.f;
//}
//else {
// float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 35.f)));
// float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 35.f)));
// data->m_type = 13;
// data->m_side = flLeftFireYawDelta > flRightFireYawDelta ? -1 : 1;
// data->m_resolve_strenght = 35.f;
//}
}
record->m_flResolveStrengh = data->m_resolve_strenght;
record->m_iResolveSide = data->m_side;
player->m_PlayerAnimState()->m_flFootYaw = math::NormalizedAngle(record->m_angEyeAngles.y + (data->m_side * data->m_resolve_strenght));
}
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz