Исходник Find_real function

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я забыл в том посте скинуть ну да похуй
имеет крутую анти пасту и крутой 3 айкью код 0____о
C++:
void c_resolver::start( c_cs_player* player, c_lag_record* record, c_lag_record* previous_record ) {
    if ( globals->m_missed_shots[ player->get_index( ) ].at( MISSED_SHOT_DUE_TO_UNRESOLVED ) >= 4 ) {
        // setup resolve method and side to unresolved.
        record->m_resolve_mode = RESOLVE_METHOD_UNRESOLVED;
        record->m_resolve_side = RESOLVE_SIDE_UNRESOLVED;
    }
   
    // get lastest delta.
    auto last_delta = 0.f;
   
    if ( player->get_flags( ) & FL_ONGROUND ) {
        // if standing or not can solve anim.
        if ( player->get_velocity( ).length2d( ) <= 0.1 || !record->can_solve_anim ) {
            // run auto freestand.
            auto left_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 0 );
            auto center_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 1 );
            auto right_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 2 );
           
            // main correction logic.
            // resolving left side
            if ( left_data_dmg > right_data_dmg || center_data_dmg > left_data_dmg ) {
                // setup resolving method and side to ANTI_FREESTAND, LEFT.
                record->m_resolve_mode = RESOLVE_METHOD_ANTI_FREESTAND;
                record->m_resolve_side = RESOLVE_SIDE_LEFT;
               
                // we set can solve anim to true.
                record->can_solve_anim = true;
               
                // setup last delta.
                last_delta = center_data_dmg ? right_data_dmg : 1;
            }
            // resolving right side.
            else if ( left_data_dmg < right_data_dmg || center_data_dmg > right_data_dmg ) {
                // setup resolving method and side to ANTI_FREESTAND, RIGHT.
                record->m_resolve_mode = RESOLVE_METHOD_ANTI_FREESTAND;
                record->m_resolve_side = RESOLVE_SIDE_RIGHT;
               
                // we set can solve anim to true.
                record->can_solve_anim = true;
               
                // setup last delta.
                last_delta = center_data_dmg ? right_data_dmg : 2;
            }
        }
        // go resolving moving or walk..
        else {
            // i using onetap method for this.
            // and some improves idk...
            if ( can_solve_anim
                && ( record->m_anim_layers[ 6 ].m_weight ) == ( previous_record->m_anim_layers[ 6 ].m_weight )
                || abs( last_delta ) < 50.f ) {
                // get animation layers delta.
                float delta_1 = abs( record->m_resolving_layers[ RESOLVING_SIDE_LEFT ][ 6 ].m_play_back_rate );
                float delta_2 = abs( record->m_resolving_layers[ RESOLVING_SIDE_CENTER ][ 6 ].m_play_back_rate );
                float delta_3 = abs( record->m_resolving_layers[ RESOLVING_SIDE_RIGHT ][ 6 ].m_play_back_rate );
               
                if ( delta_1 > delta_2 || delta_3 <= delta_2 ) {
                    // setup resolving method and side to ANIM_LAYERS, LEFT.
                    record->m_resolve_mode = RESOLVE_METHOD_ANIM_LAYERS;
                    record->m_resolve_side = RESOLVE_SIDE_LEFT;
                }
                else if ( delta_1 < delta_2 && delta_2 >= delta_3 ) {
                    // setup resolving method and side to ANIM_LAYERS, RIGHT.
                    record->m_resolve_mode = RESOLVE_METHOD_ANIM_LAYERS;
                    record->m_resolve_side = RESOLVE_SIDE_RIGHT;
                }
            }
        }
    }
   
    // bruteforce part looool.
    if ( globals->m_missed_shots[ player->get_index( ) ].at( MISSED_SHOT_DUE_TO_UNRESOLVED ) > 0 && record->m_resolve_side > 0 ) {
        switch ( record->m_resolve_side ) {
            case 1: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y - 60.f );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
            case 0: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
            case 2: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y + 60.f );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
        }
    }
   
    // reset our value.
    if ( record->m_bot || record->m_lag < 1 ) {
        record->m_resolve_mode = RESOLVING_METHOD_NONE;
        record->m_resolve_side = RESOLVE_SIDE_NONE;
        return;
    }
}
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
я забыл в том посте скинуть ну да похуй
имеет крутую анти пасту и крутой 3 айкью код 0____о
C++:
void c_resolver::start( c_cs_player* player, c_lag_record* record, c_lag_record* previous_record ) {
    if ( globals->m_missed_shots[ player->get_index( ) ].at( MISSED_SHOT_DUE_TO_UNRESOLVED ) >= 4 ) {
        // setup resolve method and side to unresolved.
        record->m_resolve_mode = RESOLVE_METHOD_UNRESOLVED;
        record->m_resolve_side = RESOLVE_SIDE_UNRESOLVED;
    }
  
    // get lastest delta.
    auto last_delta = 0.f;
  
    if ( player->get_flags( ) & FL_ONGROUND ) {
        // if standing or not can solve anim.
        if ( player->get_velocity( ).length2d( ) <= 0.1 || !record->can_solve_anim ) {
            // run auto freestand.
            auto left_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 0 );
            auto center_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 1 );
            auto right_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 2 );
          
            // main correction logic.
            // resolving left side
            if ( left_data_dmg > right_data_dmg || center_data_dmg > left_data_dmg ) {
                // setup resolving method and side to ANTI_FREESTAND, LEFT.
                record->m_resolve_mode = RESOLVE_METHOD_ANTI_FREESTAND;
                record->m_resolve_side = RESOLVE_SIDE_LEFT;
              
                // we set can solve anim to true.
                record->can_solve_anim = true;
              
                // setup last delta.
                last_delta = center_data_dmg ? right_data_dmg : 1;
            }
            // resolving right side.
            else if ( left_data_dmg < right_data_dmg || center_data_dmg > right_data_dmg ) {
                // setup resolving method and side to ANTI_FREESTAND, RIGHT.
                record->m_resolve_mode = RESOLVE_METHOD_ANTI_FREESTAND;
                record->m_resolve_side = RESOLVE_SIDE_RIGHT;
              
                // we set can solve anim to true.
                record->can_solve_anim = true;
              
                // setup last delta.
                last_delta = center_data_dmg ? right_data_dmg : 2;
            }
        }
        // go resolving moving or walk..
        else {
            // i using onetap method for this.
            // and some improves idk...
            if ( can_solve_anim
                && ( record->m_anim_layers[ 6 ].m_weight ) == ( previous_record->m_anim_layers[ 6 ].m_weight )
                || abs( last_delta ) < 50.f ) {
                // get animation layers delta.
                float delta_1 = abs( record->m_resolving_layers[ RESOLVING_SIDE_LEFT ][ 6 ].m_play_back_rate );
                float delta_2 = abs( record->m_resolving_layers[ RESOLVING_SIDE_CENTER ][ 6 ].m_play_back_rate );
                float delta_3 = abs( record->m_resolving_layers[ RESOLVING_SIDE_RIGHT ][ 6 ].m_play_back_rate );
              
                if ( delta_1 > delta_2 || delta_3 <= delta_2 ) {
                    // setup resolving method and side to ANIM_LAYERS, LEFT.
                    record->m_resolve_mode = RESOLVE_METHOD_ANIM_LAYERS;
                    record->m_resolve_side = RESOLVE_SIDE_LEFT;
                }
                else if ( delta_1 < delta_2 && delta_2 >= delta_3 ) {
                    // setup resolving method and side to ANIM_LAYERS, RIGHT.
                    record->m_resolve_mode = RESOLVE_METHOD_ANIM_LAYERS;
                    record->m_resolve_side = RESOLVE_SIDE_RIGHT;
                }
            }
        }
    }
  
    // bruteforce part looool.
    if ( globals->m_missed_shots[ player->get_index( ) ].at( MISSED_SHOT_DUE_TO_UNRESOLVED ) > 0 && record->m_resolve_side > 0 ) {
        switch ( record->m_resolve_side ) {
            case 1: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y - 60.f );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
            case 0: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
            case 2: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y + 60.f );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
        }
    }
  
    // reset our value.
    if ( record->m_bot || record->m_lag < 1 ) {
        record->m_resolve_mode = RESOLVING_METHOD_NONE;
        record->m_resolve_side = RESOLVE_SIDE_NONE;
        return;
    }
}
Уважаемый Дмитрий уйдите с этого форума нахуй
 
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я забыл в том посте скинуть ну да похуй
имеет крутую анти пасту и крутой 3 айкью код 0____о
C++:
void c_resolver::start( c_cs_player* player, c_lag_record* record, c_lag_record* previous_record ) {
    if ( globals->m_missed_shots[ player->get_index( ) ].at( MISSED_SHOT_DUE_TO_UNRESOLVED ) >= 4 ) {
        // setup resolve method and side to unresolved.
        record->m_resolve_mode = RESOLVE_METHOD_UNRESOLVED;
        record->m_resolve_side = RESOLVE_SIDE_UNRESOLVED;
    }
  
    // get lastest delta.
    auto last_delta = 0.f;
  
    if ( player->get_flags( ) & FL_ONGROUND ) {
        // if standing or not can solve anim.
        if ( player->get_velocity( ).length2d( ) <= 0.1 || !record->can_solve_anim ) {
            // run auto freestand.
            auto left_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 0 );
            auto center_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 1 );
            auto right_data_dmg = c_penetrate::get( ).get_dmg( globals->m_eye_pos, globals->m_local( ), 2 );
          
            // main correction logic.
            // resolving left side
            if ( left_data_dmg > right_data_dmg || center_data_dmg > left_data_dmg ) {
                // setup resolving method and side to ANTI_FREESTAND, LEFT.
                record->m_resolve_mode = RESOLVE_METHOD_ANTI_FREESTAND;
                record->m_resolve_side = RESOLVE_SIDE_LEFT;
              
                // we set can solve anim to true.
                record->can_solve_anim = true;
              
                // setup last delta.
                last_delta = center_data_dmg ? right_data_dmg : 1;
            }
            // resolving right side.
            else if ( left_data_dmg < right_data_dmg || center_data_dmg > right_data_dmg ) {
                // setup resolving method and side to ANTI_FREESTAND, RIGHT.
                record->m_resolve_mode = RESOLVE_METHOD_ANTI_FREESTAND;
                record->m_resolve_side = RESOLVE_SIDE_RIGHT;
              
                // we set can solve anim to true.
                record->can_solve_anim = true;
              
                // setup last delta.
                last_delta = center_data_dmg ? right_data_dmg : 2;
            }
        }
        // go resolving moving or walk..
        else {
            // i using onetap method for this.
            // and some improves idk...
            if ( can_solve_anim
                && ( record->m_anim_layers[ 6 ].m_weight ) == ( previous_record->m_anim_layers[ 6 ].m_weight )
                || abs( last_delta ) < 50.f ) {
                // get animation layers delta.
                float delta_1 = abs( record->m_resolving_layers[ RESOLVING_SIDE_LEFT ][ 6 ].m_play_back_rate );
                float delta_2 = abs( record->m_resolving_layers[ RESOLVING_SIDE_CENTER ][ 6 ].m_play_back_rate );
                float delta_3 = abs( record->m_resolving_layers[ RESOLVING_SIDE_RIGHT ][ 6 ].m_play_back_rate );
              
                if ( delta_1 > delta_2 || delta_3 <= delta_2 ) {
                    // setup resolving method and side to ANIM_LAYERS, LEFT.
                    record->m_resolve_mode = RESOLVE_METHOD_ANIM_LAYERS;
                    record->m_resolve_side = RESOLVE_SIDE_LEFT;
                }
                else if ( delta_1 < delta_2 && delta_2 >= delta_3 ) {
                    // setup resolving method and side to ANIM_LAYERS, RIGHT.
                    record->m_resolve_mode = RESOLVE_METHOD_ANIM_LAYERS;
                    record->m_resolve_side = RESOLVE_SIDE_RIGHT;
                }
            }
        }
    }
  
    // bruteforce part looool.
    if ( globals->m_missed_shots[ player->get_index( ) ].at( MISSED_SHOT_DUE_TO_UNRESOLVED ) > 0 && record->m_resolve_side > 0 ) {
        switch ( record->m_resolve_side ) {
            case 1: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y - 60.f );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
            case 0: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
            case 2: {
                record->m_state->m_foot_yaw = math::normalize_yaw( player->get_eye_angles( ).y + 60.f );
                record->m_resolve_mode = RESOLVING_METHOD_BRUTE;
                break;
            }
        }
    }
  
    // reset our value.
    if ( record->m_bot || record->m_lag < 1 ) {
        record->m_resolve_mode = RESOLVING_METHOD_NONE;
        record->m_resolve_side = RESOLVE_SIDE_NONE;
        return;
    }
}
useless
 
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mindset studio — yougame.biz/threads/284270
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топчик вантаповский как всегда жжёт! уже спастил к себе и норм хаесаю так
 
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mindset studio — yougame.biz/threads/284270
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Ничего страшного брат.. однажды оно само пофиксится или же ты зареверсишь скит и сделаешь топовый ресольвер!
скит очень сложный хак его никто не смог еще зареверсить кроме стаффа интервебза
 
mindset studio — yougame.biz/threads/284270
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скит очень сложный хак его никто не смог еще зареверсить кроме стаффа интервебза
ну стафф интервебза всегда был на уровне его до сих пор никто не смог переплюнуть
 
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ну стафф интервебза всегда был на уровне его до сих пор никто не смог переплюнуть
interwebz.cc wait ur orders
все работает идеально.

Код:
[ onetap crack beta ] shot missed due to bad resolve [ type: unresolved | side: left ]
[ onetap crack beta ] switched resolving method and side.
[ onetap crack beta ] hit карганистанец in stomach for 91 dmg.
[ onetap crack beta ] shot missed due to bad resolve [ type: unresolved | side: right ]
 
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