Исходник Resolver lw

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24 Фев 2022
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Заранее простите за говнокод!!! Есть даже некое подобие фикса рол аа :roflanPominki: .Без детекта джитеров. Кто знает как их сделать, напишите в тему
Код:
#include "animation_system.h"
#include "..\ragebot\aim.h"
void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
    original_pitch = math::normalize_pitch(pitch);
}

Vector player_t::get_eye_pos() {
    return m_vecOrigin() + m_vecViewOffset();
}

bool resolver::DesyncDetect()
{
    player_t* player = nullptr;
    if (!player->is_alive())
        return false;
    if (player->get_max_desync_delta() < 10)
        return false;
    if (!player->m_iTeamNum() == csgo.local()->m_iTeamNum())
        return false;
    if (player->get_move_type() == MOVETYPE_NOCLIP || player->get_move_type() == MOVETYPE_LADDER)
        return false;

    return true;
}

bool resolver::update_walk_data()
{
    auto e = player;


    auto anim_layers = player_record->layers;
    bool s_1 = false,
        s_2 = false,
        s_3 = false;

    for (int i = 0; i < e->animlayer_count(); i++)
    {
        anim_layers[i] = e->get_animlayers()[i];
        if (anim_layers[i].m_nSequence == 26 && anim_layers[i].m_flWeight < 0.47f)
            s_1 = true;
        if (anim_layers[i].m_nSequence == 7 && anim_layers[i].m_flWeight > 0.001f)
            s_2 = true;
        if (anim_layers[i].m_nSequence == 2 && anim_layers[i].m_flWeight == 0)
            s_3 = true;
    }
    bool  m_fakewalking;
    if (s_1 && s_2)
        if (s_3)
            m_fakewalking = true;
        else
            m_fakewalking = false;
    else
        m_fakewalking = false;

    return m_fakewalking;
}

bool resolver::is_slow_walking()
{
    auto entity = player;
    //float large = 0;
    float velocity_2D[64], old_velocity_2D[64];
    if (entity->m_vecVelocity().Length2D() != velocity_2D[entity->EntIndex()] && entity->m_vecVelocity().Length2D() != NULL) {
        old_velocity_2D[entity->EntIndex()] = velocity_2D[entity->EntIndex()];
        velocity_2D[entity->EntIndex()] = entity->m_vecVelocity().Length2D();
    }

    Vector velocity = entity->m_vecVelocity();
    Vector direction = entity->m_angEyeAngles();

    float speed = velocity.Length();
    direction.y = entity->m_angEyeAngles().y - direction.y;

    if (velocity_2D[entity->EntIndex()] > 1) {
        int tick_counter[64];
        if (velocity_2D[entity->EntIndex()] == old_velocity_2D[entity->EntIndex()])
            tick_counter[entity->EntIndex()] += 1;
        else
            tick_counter[entity->EntIndex()] = 0;

        while (tick_counter[entity->EntIndex()] > (1 / m_globals()->m_intervalpertick) * fabsf(0.1f))//should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
            return true;
    }


    return false;
}

bool resolver::IsAdjustingBalance()
{


    for (int i = 0; i < 15; i++)
    {
        const int activity = player->sequence_activity(player_record->layers[i].m_nSequence);
        if (activity == 979)
        {
            return true;
        }
    }
    return false;
}

bool resolver::is_breaking_lby(AnimationLayer cur_layer, AnimationLayer prev_layer)
{
    if (IsAdjustingBalance())
    {
        if (IsAdjustingBalance())
        {
            if ((prev_layer.m_flCycle != cur_layer.m_flCycle) || cur_layer.m_flWeight == 1.f)
            {
                return true;
            }
            else if (cur_layer.m_flWeight == 0.f && (prev_layer.m_flCycle > 0.92f && cur_layer.m_flCycle > 0.92f))
            {
                return true;
            }
        }
        return false;
    }

    return false;
}

void resolver::reset()
{
    player = nullptr;
    player_record = nullptr;

    side = false;

    was_first_bruteforce = false;
    was_second_bruteforce = false;

    original_goal_feet_yaw = 0.0f;
    original_pitch = 0.0f;
}

void resolver::setmode()
{
    auto e = player;

    float speed = e->m_vecVelocity().Length();


    auto cur_layer = player_record->layers;
    auto prev_layer = player_record->layers;

    bool on_ground = e->m_fFlags() & FL_ONGROUND && !e->get_animation_state()->m_bInHitGroundAnimation;

    bool slow_walking1 = is_slow_walking();
    bool slow_walking2 = update_walk_data();

    bool flicked_lby = abs(player_record->layers[3].m_flWeight - player_record->layers[7].m_flWeight) >= 1.1f;
    bool breaking_lby = is_breaking_lby(cur_layer[3], prev_layer[3]);


    bool ducking = player->get_animation_state()->m_fDuckAmount && e->m_fFlags() & FL_ONGROUND && !player->get_animation_state()->m_bInHitGroundAnimation;



    bool stand_anim = false;
    if (player_record->layers[3].m_flWeight == 0.f && player_record->layers[3].m_flCycle == 0.f && player_record->layers[6].m_flWeight == 0.f)
        stand_anim = true;

    bool move_anim = false;
    if (int(player_record->layers[6].m_flWeight * 1000.f) == int(previous_layers[6].m_flWeight * 1000.f))
        move_anim = true;

    auto animstate = player->get_animation_state();
    if (!animstate)
        return;

    auto valid_move = true;
    if (animstate->m_velocity > 0.1f || fabs(animstate->flUpVelocity) > 100.f)
        valid_move = animstate->m_flTimeSinceStartedMoving < 0.22f;


    if (!on_ground)
    {
        player_record->curMode = AIR;
    }
    else if (valid_move && stand_anim || speed < 3.1f && ducking || speed < 1.2f && !ducking || breaking_lby)
    {
        player_record->curMode = STANDING;

    }
    else if (!valid_move && move_anim || speed >= 3.1f && ducking || speed >= 1.2f && !ducking)
    {
        if ((speed >= 1.2f && speed < 134.f) && !ducking && (slow_walking1 || slow_walking2))
            player_record->curMode = SLOW_WALKING;
        else
            player_record->curMode = MOVING;
    }
    else
        player_record->curMode = FREESTANDING;
}

bool resolver::low_delta()
{
    auto record = player_record;
    if (!csgo.local()->is_alive())
        return false;
    float angle_diff = math::angle_diff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
    Vector first = ZERO, second = ZERO, third = ZERO;
    first = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y + min(angle_diff, 35), player->hitbox_position(HITBOX_HEAD).z);
    second = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y, player->hitbox_position(HITBOX_HEAD).z);
    third = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y - min(angle_diff, 35), player->hitbox_position(HITBOX_HEAD).z);
    Ray_t one, two, three;
    trace_t tone, ttwo, ttree;
    CTraceFilter fl;
    fl.pSkip = player;
    one.Init(csgo.local()->get_shoot_position(), first);
    two.Init(csgo.local()->get_shoot_position(), second);
    three.Init(csgo.local()->get_shoot_position(), third);
    m_trace()->TraceRay(one, MASK_PLAYERSOLID, &fl, &tone);
    m_trace()->TraceRay(two, MASK_PLAYERSOLID, &fl, &ttwo);
    m_trace()->TraceRay(three, MASK_PLAYERSOLID, &fl, &ttree);
    if (!tone.allsolid && !ttwo.allsolid && !ttree.allsolid && tone.fraction < 0.97 && ttwo.fraction < 0.97 && ttree.fraction < 0.97)
        return true;

    float lby = fabs(math::normalize_yaw(player->m_flLowerBodyYawTarget()));
    if (lby < 35 && lby > -35)
        return true;
    return false;
}

bool resolver::low_delta2()
{
    auto record = player_record;
    if (!csgo.local()->is_alive())
        return false;
    float angle_diff = math::angle_diff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
    Vector first = ZERO, second = ZERO, third = ZERO;
    first = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y + min(angle_diff, 20), player->hitbox_position(HITBOX_HEAD).z);
    second = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y, player->hitbox_position(HITBOX_HEAD).z);
    third = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y - min(angle_diff, 20), player->hitbox_position(HITBOX_HEAD).z);
    Ray_t one, two, three;
    trace_t tone, ttwo, ttree;
    CTraceFilter fl;
    fl.pSkip = player;
    one.Init(csgo.local()->get_shoot_position(), first);
    two.Init(csgo.local()->get_shoot_position(), second);
    three.Init(csgo.local()->get_shoot_position(), third);
    m_trace()->TraceRay(one, MASK_PLAYERSOLID, &fl, &tone);
    m_trace()->TraceRay(two, MASK_PLAYERSOLID, &fl, &ttwo);
    m_trace()->TraceRay(three, MASK_PLAYERSOLID, &fl, &ttree);
    if (!tone.allsolid && !ttwo.allsolid && !ttree.allsolid && tone.fraction < 0.97 && ttwo.fraction < 0.97 && ttree.fraction < 0.97)
        return true;

    float lby = fabs(math::normalize_yaw(player->m_flLowerBodyYawTarget()));
    if (lby < 20 && lby > -20)
        return true;
    return false;
}

bool resolver::RollAA(player_t* ent)
{
    auto record = player_record;
    if (!csgo.local()->is_alive())
        return false;
    float angle_diff = math::angle_diff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
    Vector first = ZERO, second = ZERO, third = ZERO;
    first = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y + min(angle_diff, 5), player->hitbox_position(HITBOX_HEAD).z);
    second = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y, player->hitbox_position(HITBOX_HEAD).z);
    third = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y - min(angle_diff, 5), player->hitbox_position(HITBOX_HEAD).z);
    Ray_t one, two, three;
    trace_t tone, ttwo, ttree;
    CTraceFilter fl;
    fl.pSkip = player;
    one.Init(csgo.local()->get_shoot_position(), first);
    two.Init(csgo.local()->get_shoot_position(), second);
    three.Init(csgo.local()->get_shoot_position(), third);
    m_trace()->TraceRay(one, MASK_PLAYERSOLID, &fl, &tone);
    m_trace()->TraceRay(two, MASK_PLAYERSOLID, &fl, &ttwo);
    m_trace()->TraceRay(three, MASK_PLAYERSOLID, &fl, &ttree);

    float lby = fabs(math::normalize_yaw(player->m_flLowerBodyYawTarget()));
    if (lby < 5 && lby > -5)
        return true;
    return false;
}


float resolver::GetBackwardYaw(player_t* ent) {
    return math::calculate_angle(csgo.local()->GetAbsOrigin(), ent->GetAbsOrigin()).y;
}

float resolver::GetForwardYaw(player_t* ent) {
    return math::normalize_yaw(GetBackwardYaw(ent) - 180.f);
}

void resolver::resolve_yaw()
{

    if (!DesyncDetect())
    {
        player_record->side = RESOLVER_ORIGINAL;
        player_record->curMode = NO_MODE;
        player_record->curSide = NO_SIDE;
        return;
    }

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

    static int side[63];
    auto animstate  = player->get_animation_state();
    auto speed = csgo.local()->m_vecVelocity().Length2D();
    int m_Side;
    if (speed <= 0.1f)
    {
        if (player_record->layers[3].m_flWeight == 0.0 && player_record->layers[3].m_flCycle == 0.0)
        {
            side[player->EntIndex()] = 2 * (math::normalize_diff(player->m_angEyeAngles().y, player_record->abs_angles.y) <= 0.0) - 1;
        }
    }
    else
    {
        const float f_delta = abs(player_record->layers[6].m_flPlaybackRate -   player_record->left_layers[6].m_flPlaybackRate);
        const float s_delta = abs(player_record->layers[6].m_flPlaybackRate - player_record->center_layers[6].m_flPlaybackRate);
        const float t_delta = abs(player_record->layers[6].m_flPlaybackRate -  player_record->right_layers[6].m_flPlaybackRate);

        if (f_delta < s_delta || t_delta <= s_delta || (s_delta * 1000.0))
        {
            if (f_delta >= t_delta && s_delta > t_delta && !(t_delta * 1000.0))
            {
                side[player->EntIndex()] = 1;
            }
        }
        else
        {
            side[player->EntIndex()] = -1;
        }
    }

    setmode();

    if (player_record->curMode == AIR)
    {
        player_record->side = RESOLVER_ORIGINAL;
        player_record->curMode = AIR;
        player_record->curSide = NO_SIDE;
        return;
    }

    if (player->GetAbsOrigin().y == GetForwardYaw(player))
        side[player->EntIndex()] *= -1;
    
    if (csgo.globals.missed_shots[player->EntIndex()] == 0) {
        if (side[player->EntIndex()] >= 1) {
            //right
            player_record->side = low_delta() ? RESOLVER_LOW_FIRST : RESOLVER_FIRST;
        }
        else if (side[player->EntIndex()] <= -1) {
            //left
            player_record->side = low_delta() ? RESOLVER_LOW_SECOND : RESOLVER_SECOND;
        }
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 1) {
        if (side[player->EntIndex()] >= 1) {
            //right
            player_record->side = low_delta2() ? RESOLVER_LOW_FIRST1 : RESOLVER_FIRST;
        }
        else if (side[player->EntIndex()] <= -1) {
            //left
            player_record->side = low_delta2() ? RESOLVER_LOW_SECOND1 : RESOLVER_SECOND;
        }
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 2) {
        player_record->side = RESOLVER_SECOND;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 3) {
        player_record->side = RESOLVER_FIRST;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 4) {
        player_record->side = RESOLVER_LOW_FIRST;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 5) {
        player_record->side = RESOLVER_LOW_SECOND;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] >= 6) {
        m_cvar()->ConsoleColorPrintf(Color(255, 0, 0), u8"");
        csgo.globals.missed_shots[player->EntIndex()] = 0;
    }

    if (csgo.globals.missed_shots[player->EntIndex()] > 0) {

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, 60.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60);
            animstate->m_flGoalFeetYaw += 60.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 63);
            animstate->m_flGoalFeetYaw += 63.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 65);
            animstate->m_flGoalFeetYaw += 65.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 67);
            animstate->m_flGoalFeetYaw += 67.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 69);
            animstate->m_flGoalFeetYaw += 69.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(60.0f, 69.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, -60.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60);
            animstate->m_flGoalFeetYaw -= 60.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 63);
            animstate->m_flGoalFeetYaw -= 63.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 65);
            animstate->m_flGoalFeetYaw -= 65.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 67);
            animstate->m_flGoalFeetYaw -= 67.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 69);
            animstate->m_flGoalFeetYaw -= 69.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-69.0f, -60.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, 90.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 90);
            animstate->m_flGoalFeetYaw += 90.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(0.0f, 90.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, -90.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 90);
            animstate->m_flGoalFeetYaw -= 90.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-90.0f, 0.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, 50.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 50);
            animstate->m_flGoalFeetYaw += 50.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 53);
            animstate->m_flGoalFeetYaw += 53.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 57);
            animstate->m_flGoalFeetYaw += 57.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58);
            animstate->m_flGoalFeetYaw += 58.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 59);
            animstate->m_flGoalFeetYaw += 59.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(50.0f, 59.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, -50.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 50);
            animstate->m_flGoalFeetYaw -= 50.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 53);
            animstate->m_flGoalFeetYaw -= 53.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 57);
            animstate->m_flGoalFeetYaw -= 57.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58);
            animstate->m_flGoalFeetYaw -= 58.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 59);
            animstate->m_flGoalFeetYaw -= 59.f;
            break;

        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-59.0f, -50.0f));
            break;
        }

        if (animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y < 50.f)) {
            switch (vars.ragebot.enable && player->is_alive()) {
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(40.f, 49.f));
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-40.f, -49.f));
                break;
            case 3:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(30.f, 39.f));
                break;
            case 4:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-20.f, -29.f));
                break;
            case 5:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(20.f, 29.f));
                break;
            case 6:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-10.f, -19.f));
                break;
            }
        }
    }

    float flRawYawIdeal = (math::angle_diff(-player->m_vecAbsVelocity().y, -player->m_vecAbsVelocity().x) * 180 / M_PI);
    if (flRawYawIdeal < 0)
        flRawYawIdeal += 360;

    if (resolver::RollAA(player))
    {
        animstate->m_flEyeYaw = math::normalize_yaw(player->m_angEyeAngles().y + 5);
        animstate->m_flEyeYaw += -5.f;
    }
}

float resolver::resolve_pitch()
{
    float liohsdafg = 0.f;
        if (liohsdafg < -179.f)
            liohsdafg += 360.f;
        else if (liohsdafg > 90.0 || liohsdafg < -90.0) liohsdafg = 89.f;
        else if (liohsdafg > 89.0 && liohsdafg < 91.0) liohsdafg -= 90.f;
        else if (liohsdafg > 179.0 && liohsdafg < 181.0) liohsdafg -= 180;
        else if (liohsdafg > -179.0 && liohsdafg < -181.0) liohsdafg += 180;

        else if (fabs(liohsdafg) == 0) liohsdafg = copysign(89.0f, liohsdafg);
        else liohsdafg = original_pitch;

        return liohsdafg;
}
 
get good get legendware
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you just stole my resolver and slapped bunch of useless things into it
there’s so much shit code i don’t even feel like discussing them, but if ur up to a beef i can give u 90 reasons why u should delete visual studio
 
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Заранее простите за говнокод!!! Есть даже некое подобие фикса рол аа :roflanPominki: .Без детекта джитеров. Кто знает как их сделать, напишите в тему
Код:
#include "animation_system.h"
#include "..\ragebot\aim.h"
void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
    player = e;
    player_record = record;

    original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
    original_pitch = math::normalize_pitch(pitch);
}

Vector player_t::get_eye_pos() {
    return m_vecOrigin() + m_vecViewOffset();
}

bool resolver::DesyncDetect()
{
    player_t* player = nullptr;
    if (!player->is_alive())
        return false;
    if (player->get_max_desync_delta() < 10)
        return false;
    if (!player->m_iTeamNum() == csgo.local()->m_iTeamNum())
        return false;
    if (player->get_move_type() == MOVETYPE_NOCLIP || player->get_move_type() == MOVETYPE_LADDER)
        return false;

    return true;
}

bool resolver::update_walk_data()
{
    auto e = player;


    auto anim_layers = player_record->layers;
    bool s_1 = false,
        s_2 = false,
        s_3 = false;

    for (int i = 0; i < e->animlayer_count(); i++)
    {
        anim_layers[i] = e->get_animlayers()[i];
        if (anim_layers[i].m_nSequence == 26 && anim_layers[i].m_flWeight < 0.47f)
            s_1 = true;
        if (anim_layers[i].m_nSequence == 7 && anim_layers[i].m_flWeight > 0.001f)
            s_2 = true;
        if (anim_layers[i].m_nSequence == 2 && anim_layers[i].m_flWeight == 0)
            s_3 = true;
    }
    bool  m_fakewalking;
    if (s_1 && s_2)
        if (s_3)
            m_fakewalking = true;
        else
            m_fakewalking = false;
    else
        m_fakewalking = false;

    return m_fakewalking;
}

bool resolver::is_slow_walking()
{
    auto entity = player;
    //float large = 0;
    float velocity_2D[64], old_velocity_2D[64];
    if (entity->m_vecVelocity().Length2D() != velocity_2D[entity->EntIndex()] && entity->m_vecVelocity().Length2D() != NULL) {
        old_velocity_2D[entity->EntIndex()] = velocity_2D[entity->EntIndex()];
        velocity_2D[entity->EntIndex()] = entity->m_vecVelocity().Length2D();
    }

    Vector velocity = entity->m_vecVelocity();
    Vector direction = entity->m_angEyeAngles();

    float speed = velocity.Length();
    direction.y = entity->m_angEyeAngles().y - direction.y;

    if (velocity_2D[entity->EntIndex()] > 1) {
        int tick_counter[64];
        if (velocity_2D[entity->EntIndex()] == old_velocity_2D[entity->EntIndex()])
            tick_counter[entity->EntIndex()] += 1;
        else
            tick_counter[entity->EntIndex()] = 0;

        while (tick_counter[entity->EntIndex()] > (1 / m_globals()->m_intervalpertick) * fabsf(0.1f))//should give use 100ms in ticks if their speed stays the same for that long they are definetely up to something..
            return true;
    }


    return false;
}

bool resolver::IsAdjustingBalance()
{


    for (int i = 0; i < 15; i++)
    {
        const int activity = player->sequence_activity(player_record->layers[i].m_nSequence);
        if (activity == 979)
        {
            return true;
        }
    }
    return false;
}

bool resolver::is_breaking_lby(AnimationLayer cur_layer, AnimationLayer prev_layer)
{
    if (IsAdjustingBalance())
    {
        if (IsAdjustingBalance())
        {
            if ((prev_layer.m_flCycle != cur_layer.m_flCycle) || cur_layer.m_flWeight == 1.f)
            {
                return true;
            }
            else if (cur_layer.m_flWeight == 0.f && (prev_layer.m_flCycle > 0.92f && cur_layer.m_flCycle > 0.92f))
            {
                return true;
            }
        }
        return false;
    }

    return false;
}

void resolver::reset()
{
    player = nullptr;
    player_record = nullptr;

    side = false;

    was_first_bruteforce = false;
    was_second_bruteforce = false;

    original_goal_feet_yaw = 0.0f;
    original_pitch = 0.0f;
}

void resolver::setmode()
{
    auto e = player;

    float speed = e->m_vecVelocity().Length();


    auto cur_layer = player_record->layers;
    auto prev_layer = player_record->layers;

    bool on_ground = e->m_fFlags() & FL_ONGROUND && !e->get_animation_state()->m_bInHitGroundAnimation;

    bool slow_walking1 = is_slow_walking();
    bool slow_walking2 = update_walk_data();

    bool flicked_lby = abs(player_record->layers[3].m_flWeight - player_record->layers[7].m_flWeight) >= 1.1f;
    bool breaking_lby = is_breaking_lby(cur_layer[3], prev_layer[3]);


    bool ducking = player->get_animation_state()->m_fDuckAmount && e->m_fFlags() & FL_ONGROUND && !player->get_animation_state()->m_bInHitGroundAnimation;



    bool stand_anim = false;
    if (player_record->layers[3].m_flWeight == 0.f && player_record->layers[3].m_flCycle == 0.f && player_record->layers[6].m_flWeight == 0.f)
        stand_anim = true;

    bool move_anim = false;
    if (int(player_record->layers[6].m_flWeight * 1000.f) == int(previous_layers[6].m_flWeight * 1000.f))
        move_anim = true;

    auto animstate = player->get_animation_state();
    if (!animstate)
        return;

    auto valid_move = true;
    if (animstate->m_velocity > 0.1f || fabs(animstate->flUpVelocity) > 100.f)
        valid_move = animstate->m_flTimeSinceStartedMoving < 0.22f;


    if (!on_ground)
    {
        player_record->curMode = AIR;
    }
    else if (valid_move && stand_anim || speed < 3.1f && ducking || speed < 1.2f && !ducking || breaking_lby)
    {
        player_record->curMode = STANDING;

    }
    else if (!valid_move && move_anim || speed >= 3.1f && ducking || speed >= 1.2f && !ducking)
    {
        if ((speed >= 1.2f && speed < 134.f) && !ducking && (slow_walking1 || slow_walking2))
            player_record->curMode = SLOW_WALKING;
        else
            player_record->curMode = MOVING;
    }
    else
        player_record->curMode = FREESTANDING;
}

bool resolver::low_delta()
{
    auto record = player_record;
    if (!csgo.local()->is_alive())
        return false;
    float angle_diff = math::angle_diff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
    Vector first = ZERO, second = ZERO, third = ZERO;
    first = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y + min(angle_diff, 35), player->hitbox_position(HITBOX_HEAD).z);
    second = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y, player->hitbox_position(HITBOX_HEAD).z);
    third = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y - min(angle_diff, 35), player->hitbox_position(HITBOX_HEAD).z);
    Ray_t one, two, three;
    trace_t tone, ttwo, ttree;
    CTraceFilter fl;
    fl.pSkip = player;
    one.Init(csgo.local()->get_shoot_position(), first);
    two.Init(csgo.local()->get_shoot_position(), second);
    three.Init(csgo.local()->get_shoot_position(), third);
    m_trace()->TraceRay(one, MASK_PLAYERSOLID, &fl, &tone);
    m_trace()->TraceRay(two, MASK_PLAYERSOLID, &fl, &ttwo);
    m_trace()->TraceRay(three, MASK_PLAYERSOLID, &fl, &ttree);
    if (!tone.allsolid && !ttwo.allsolid && !ttree.allsolid && tone.fraction < 0.97 && ttwo.fraction < 0.97 && ttree.fraction < 0.97)
        return true;

    float lby = fabs(math::normalize_yaw(player->m_flLowerBodyYawTarget()));
    if (lby < 35 && lby > -35)
        return true;
    return false;
}

bool resolver::low_delta2()
{
    auto record = player_record;
    if (!csgo.local()->is_alive())
        return false;
    float angle_diff = math::angle_diff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
    Vector first = ZERO, second = ZERO, third = ZERO;
    first = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y + min(angle_diff, 20), player->hitbox_position(HITBOX_HEAD).z);
    second = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y, player->hitbox_position(HITBOX_HEAD).z);
    third = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y - min(angle_diff, 20), player->hitbox_position(HITBOX_HEAD).z);
    Ray_t one, two, three;
    trace_t tone, ttwo, ttree;
    CTraceFilter fl;
    fl.pSkip = player;
    one.Init(csgo.local()->get_shoot_position(), first);
    two.Init(csgo.local()->get_shoot_position(), second);
    three.Init(csgo.local()->get_shoot_position(), third);
    m_trace()->TraceRay(one, MASK_PLAYERSOLID, &fl, &tone);
    m_trace()->TraceRay(two, MASK_PLAYERSOLID, &fl, &ttwo);
    m_trace()->TraceRay(three, MASK_PLAYERSOLID, &fl, &ttree);
    if (!tone.allsolid && !ttwo.allsolid && !ttree.allsolid && tone.fraction < 0.97 && ttwo.fraction < 0.97 && ttree.fraction < 0.97)
        return true;

    float lby = fabs(math::normalize_yaw(player->m_flLowerBodyYawTarget()));
    if (lby < 20 && lby > -20)
        return true;
    return false;
}

bool resolver::RollAA(player_t* ent)
{
    auto record = player_record;
    if (!csgo.local()->is_alive())
        return false;
    float angle_diff = math::angle_diff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
    Vector first = ZERO, second = ZERO, third = ZERO;
    first = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y + min(angle_diff, 5), player->hitbox_position(HITBOX_HEAD).z);
    second = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y, player->hitbox_position(HITBOX_HEAD).z);
    third = Vector(player->hitbox_position(HITBOX_HEAD).x, player->hitbox_position(HITBOX_HEAD).y - min(angle_diff, 5), player->hitbox_position(HITBOX_HEAD).z);
    Ray_t one, two, three;
    trace_t tone, ttwo, ttree;
    CTraceFilter fl;
    fl.pSkip = player;
    one.Init(csgo.local()->get_shoot_position(), first);
    two.Init(csgo.local()->get_shoot_position(), second);
    three.Init(csgo.local()->get_shoot_position(), third);
    m_trace()->TraceRay(one, MASK_PLAYERSOLID, &fl, &tone);
    m_trace()->TraceRay(two, MASK_PLAYERSOLID, &fl, &ttwo);
    m_trace()->TraceRay(three, MASK_PLAYERSOLID, &fl, &ttree);

    float lby = fabs(math::normalize_yaw(player->m_flLowerBodyYawTarget()));
    if (lby < 5 && lby > -5)
        return true;
    return false;
}


float resolver::GetBackwardYaw(player_t* ent) {
    return math::calculate_angle(csgo.local()->GetAbsOrigin(), ent->GetAbsOrigin()).y;
}

float resolver::GetForwardYaw(player_t* ent) {
    return math::normalize_yaw(GetBackwardYaw(ent) - 180.f);
}

void resolver::resolve_yaw()
{

    if (!DesyncDetect())
    {
        player_record->side = RESOLVER_ORIGINAL;
        player_record->curMode = NO_MODE;
        player_record->curSide = NO_SIDE;
        return;
    }

    player_info_t player_info;

    if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
        return;

    static int side[63];
    auto animstate  = player->get_animation_state();
    auto speed = csgo.local()->m_vecVelocity().Length2D();
    int m_Side;
    if (speed <= 0.1f)
    {
        if (player_record->layers[3].m_flWeight == 0.0 && player_record->layers[3].m_flCycle == 0.0)
        {
            side[player->EntIndex()] = 2 * (math::normalize_diff(player->m_angEyeAngles().y, player_record->abs_angles.y) <= 0.0) - 1;
        }
    }
    else
    {
        const float f_delta = abs(player_record->layers[6].m_flPlaybackRate -   player_record->left_layers[6].m_flPlaybackRate);
        const float s_delta = abs(player_record->layers[6].m_flPlaybackRate - player_record->center_layers[6].m_flPlaybackRate);
        const float t_delta = abs(player_record->layers[6].m_flPlaybackRate -  player_record->right_layers[6].m_flPlaybackRate);

        if (f_delta < s_delta || t_delta <= s_delta || (s_delta * 1000.0))
        {
            if (f_delta >= t_delta && s_delta > t_delta && !(t_delta * 1000.0))
            {
                side[player->EntIndex()] = 1;
            }
        }
        else
        {
            side[player->EntIndex()] = -1;
        }
    }

    setmode();

    if (player_record->curMode == AIR)
    {
        player_record->side = RESOLVER_ORIGINAL;
        player_record->curMode = AIR;
        player_record->curSide = NO_SIDE;
        return;
    }

    if (player->GetAbsOrigin().y == GetForwardYaw(player))
        side[player->EntIndex()] *= -1;
   
    if (csgo.globals.missed_shots[player->EntIndex()] == 0) {
        if (side[player->EntIndex()] >= 1) {
            //right
            player_record->side = low_delta() ? RESOLVER_LOW_FIRST : RESOLVER_FIRST;
        }
        else if (side[player->EntIndex()] <= -1) {
            //left
            player_record->side = low_delta() ? RESOLVER_LOW_SECOND : RESOLVER_SECOND;
        }
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 1) {
        if (side[player->EntIndex()] >= 1) {
            //right
            player_record->side = low_delta2() ? RESOLVER_LOW_FIRST1 : RESOLVER_FIRST;
        }
        else if (side[player->EntIndex()] <= -1) {
            //left
            player_record->side = low_delta2() ? RESOLVER_LOW_SECOND1 : RESOLVER_SECOND;
        }
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 2) {
        player_record->side = RESOLVER_SECOND;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 3) {
        player_record->side = RESOLVER_FIRST;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 4) {
        player_record->side = RESOLVER_LOW_FIRST;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] == 5) {
        player_record->side = RESOLVER_LOW_SECOND;
    }
    else if (csgo.globals.missed_shots[player->EntIndex()] >= 6) {
        m_cvar()->ConsoleColorPrintf(Color(255, 0, 0), u8"");
        csgo.globals.missed_shots[player->EntIndex()] = 0;
    }

    if (csgo.globals.missed_shots[player->EntIndex()] > 0) {

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, 60.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60);
            animstate->m_flGoalFeetYaw += 60.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 63);
            animstate->m_flGoalFeetYaw += 63.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 65);
            animstate->m_flGoalFeetYaw += 65.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 67);
            animstate->m_flGoalFeetYaw += 67.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 69);
            animstate->m_flGoalFeetYaw += 69.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(60.0f, 69.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, -60.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60);
            animstate->m_flGoalFeetYaw -= 60.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 63);
            animstate->m_flGoalFeetYaw -= 63.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 65);
            animstate->m_flGoalFeetYaw -= 65.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 67);
            animstate->m_flGoalFeetYaw -= 67.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 69);
            animstate->m_flGoalFeetYaw -= 69.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-69.0f, -60.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, 90.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 90);
            animstate->m_flGoalFeetYaw += 90.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(0.0f, 90.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, -90.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 90);
            animstate->m_flGoalFeetYaw -= 90.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-90.0f, 0.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, 50.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 50);
            animstate->m_flGoalFeetYaw += 50.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 53);
            animstate->m_flGoalFeetYaw += 53.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 57);
            animstate->m_flGoalFeetYaw += 57.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 58);
            animstate->m_flGoalFeetYaw += 58.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 59);
            animstate->m_flGoalFeetYaw += 59.f;
            break;
        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(50.0f, 59.0f));
            break;
        }

        switch (math::is_near_equal(animstate->m_flGoalFeetYaw, player->m_angEyeAngles().y, -50.f)) {
        case 1:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 50);
            animstate->m_flGoalFeetYaw -= 50.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 53);
            animstate->m_flGoalFeetYaw -= 53.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 57);
            animstate->m_flGoalFeetYaw -= 57.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 58);
            animstate->m_flGoalFeetYaw -= 58.f;
            break;
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 59);
            animstate->m_flGoalFeetYaw -= 59.f;
            break;

        case 2:
            animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-59.0f, -50.0f));
            break;
        }

        if (animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y < 50.f)) {
            switch (vars.ragebot.enable && player->is_alive()) {
            case 1:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(40.f, 49.f));
                break;
            case 2:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-40.f, -49.f));
                break;
            case 3:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(30.f, 39.f));
                break;
            case 4:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-20.f, -29.f));
                break;
            case 5:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(20.f, 29.f));
                break;
            case 6:
                animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + math::random_float(-10.f, -19.f));
                break;
            }
        }
    }

    float flRawYawIdeal = (math::angle_diff(-player->m_vecAbsVelocity().y, -player->m_vecAbsVelocity().x) * 180 / M_PI);
    if (flRawYawIdeal < 0)
        flRawYawIdeal += 360;

    if (resolver::RollAA(player))
    {
        animstate->m_flEyeYaw = math::normalize_yaw(player->m_angEyeAngles().y + 5);
        animstate->m_flEyeYaw += -5.f;
    }
}

float resolver::resolve_pitch()
{
    float liohsdafg = 0.f;
        if (liohsdafg < -179.f)
            liohsdafg += 360.f;
        else if (liohsdafg > 90.0 || liohsdafg < -90.0) liohsdafg = 89.f;
        else if (liohsdafg > 89.0 && liohsdafg < 91.0) liohsdafg -= 90.f;
        else if (liohsdafg > 179.0 && liohsdafg < 181.0) liohsdafg -= 180;
        else if (liohsdafg > -179.0 && liohsdafg < -181.0) liohsdafg += 180;

        else if (fabs(liohsdafg) == 0) liohsdafg = copysign(89.0f, liohsdafg);
        else liohsdafg = original_pitch;

        return liohsdafg;
}
Вам принципиально постить говно на югейм в виде ресольвера для лв?
 
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Вам принципиально постить говно на югейм в виде ресольвера для лв?
Почему бы и нет xD тапает и хер с ним, только нет джитер детекта. По крайней мере лучше других ресольверов
 
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Почему бы и нет xD тапает и хер с ним, только нет джитер детекта. По крайней мере лучше других ресольверов
Чем оно лучше? Оно работать как нужно не будет, ты хоть вчитывайся в код, который постишь. Какой джиттер детект, что ты несёшь, для чего он тебе??? Да и тапать оно не будет, ты ожидаешь чтобы функция из программы соответствовала ожиданиям, но при этом не учитываешь нужных алгоритмов, а лишь пастишь код с паблика, думая что оно нормально встанет и будет работать, как часы.
 
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Чем оно лучше? Оно работать как нужно не будет, ты хоть вчитывайся в код, который постишь. Какой джиттер детект, что ты несёшь, для чего он тебе??? Да и тапать оно не будет, ты ожидаешь чтобы функция из программы соответствовала ожиданиям, но при этом не учитываешь нужных алгоритмов, а лишь пастишь код с паблика, думая что оно нормально встанет и будет работать, как часы.
Пиздец. Джитер детект, чтобы определяло, что у чела джитеры, а не обычные аа
 
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Пиздец. Джитер детект, чтобы определяло, что у чела джитеры, а не обычные аа
Что тебе даст этот детект, зачем он тебе? movebx тебе уже написал, что делать, но ты всё так и не можешь понять.
 
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Как его добавить в сурсы проекта
1. Копируй
2. Открой свой проект
3. Открой папку своим ресиком
4. Вставь этот код
5. Ну а дальше фикси ошибки если будут и думай головой
 
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Кто знает как их сделать, напишите в тему
Держи:

C++:
bool resolver::DoesHaveJitter(player_t* player, int* new_side)
{
    static float LastAngle[64];
    static int LastBrute[64];
    static bool Switch[64];
    static float LastUpdateTime[64];

    if (!math::IsNearEqual(player->m_angEyeAngles().y, LastAngle[player->EntIndex()], 60.f))
    {
        Switch[player->EntIndex()] = !Switch[player->EntIndex()];
        LastAngle[player->EntIndex()] = player->m_angEyeAngles().y;
        *new_side = Switch[player->EntIndex()] ? 1 : -1;
        LastBrute[player->EntIndex()] = *new_side;
        LastUpdateTime[player->EntIndex()] = m_globals()->m_curtime;
        return true;
    }
    else
    {
        if (fabsf(LastUpdateTime[player->EntIndex()] - m_globals()->m_curtime >= TICKS_TO_TIME(17)) || player->m_flSimulationTime() != player->m_flOldSimulationTime())
            LastAngle[player->EntIndex()] = player->m_angEyeAngles().y;

        *new_side = LastBrute[player->EntIndex()];
    }

    return false;
}
 
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Держи:

C++:
bool resolver::DoesHaveJitter(player_t* player, int* new_side)
{
    static float LastAngle[64];
    static int LastBrute[64];
    static bool Switch[64];
    static float LastUpdateTime[64];

    if (!math::IsNearEqual(player->m_angEyeAngles().y, LastAngle[player->EntIndex()], 60.f))
    {
        Switch[player->EntIndex()] = !Switch[player->EntIndex()];
        LastAngle[player->EntIndex()] = player->m_angEyeAngles().y;
        *new_side = Switch[player->EntIndex()] ? 1 : -1;
        LastBrute[player->EntIndex()] = *new_side;
        LastUpdateTime[player->EntIndex()] = m_globals()->m_curtime;
        return true;
    }
    else
    {
        if (fabsf(LastUpdateTime[player->EntIndex()] - m_globals()->m_curtime >= TICKS_TO_TIME(17)) || player->m_flSimulationTime() != player->m_flOldSimulationTime())
            LastAngle[player->EntIndex()] = player->m_angEyeAngles().y;

        *new_side = LastBrute[player->EntIndex()];
    }

    return false;
}
TICKS_TO_TIME(15)
 
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Держи:

C++:
bool resolver::DoesHaveJitter(player_t* player, int* new_side)
{
    static float LastAngle[64];
    static int LastBrute[64];
    static bool Switch[64];
    static float LastUpdateTime[64];

    if (!math::IsNearEqual(player->m_angEyeAngles().y, LastAngle[player->EntIndex()], 60.f))
    {
        Switch[player->EntIndex()] = !Switch[player->EntIndex()];
        LastAngle[player->EntIndex()] = player->m_angEyeAngles().y;
        *new_side = Switch[player->EntIndex()] ? 1 : -1;
        LastBrute[player->EntIndex()] = *new_side;
        LastUpdateTime[player->EntIndex()] = m_globals()->m_curtime;
        return true;
    }
    else
    {
        if (fabsf(LastUpdateTime[player->EntIndex()] - m_globals()->m_curtime >= TICKS_TO_TIME(17)) || player->m_flSimulationTime() != player->m_flOldSimulationTime())
            LastAngle[player->EntIndex()] = player->m_angEyeAngles().y;

        *new_side = LastBrute[player->EntIndex()];
    }

    return false;
}
Хуйню не постите больше пжпжпжж
 
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