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Исходник Find_real function

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2 Сен 2020
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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++:
Expand Collapse Copy
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;
    }
}
 
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++:
Expand Collapse Copy
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
 
я забыл в том посте скинуть ну да похуй
имеет крутую анти пасту и крутой 3 айкью код 0____о
C++:
Expand Collapse Copy
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
 
топчик вантаповский как всегда жжёт! уже спастил к себе и норм хаесаю так
 
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
 
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
 
ну стафф интервебза всегда был на уровне его до сих пор никто не смог переплюнуть
interwebz.cc wait ur orders
все работает идеально.

Код:
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[ 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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