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C++:
bool c_anti_aim::will_body_realign( ) {
return !valve::g_client_state->m_choked_cmds
&& valve::ticks_to_time( g_local_player->self( )->tick_base( ) ) >= m_next_realign;
}
bool c_anti_aim::will_body_realign_after_unlag( ) {
return !valve::g_client_state->m_choked_cmds
&& valve::ticks_to_time( g_fakelag->unlag_tick( ) ) >= m_next_realign;
}
bool c_anti_aim::is_safe_angle( const sdk::angle_t::val_t yaw ) {
if ( !g_local_player->self( )->alive( ) )
return true;
const auto desired_entity = g_target_selector->highest_threat( true );
if ( !desired_entity )
return true;
const auto yaw_rad = sdk::deg_to_rad( yaw );
const auto head_pos_flick = g_local_player->eye_pos( )
+ sdk::vec2_t( std::cos( yaw_rad ) * 25.f, std::sin( yaw_rad ) * 25.f )
return g_awall->get_dmg( desired_entity, g_local_player->self( ), head_pos_flick, g_awall->awp( ) ) < 10.f;
}
bool c_anti_aim::is_safe_break_angle( ) {
if ( !g_ctx->cfg( ).m_aa.m_safe_break )
return true;
return is_safe_angle( m_breaker_yaw );
}
/*
before main aa code
if ( g_client_state->m_choked_cmds )
return;
if ( will_body_realign( ) ) {
if ( m_breaker_overlapped
|| g_ctx->cfg( ).m_aa.m_target_break.get( )
|| is_safe_break_angle( )
) {
cmd.m_view.y( ) = m_breaker_yaw;
return;
}
}
*/
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s/o movebx aka dp