Вопрос Min dmg problem or smth [lw]

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So the problem is that my cheat wont shoot if im not overriding dmg..
Like ive tried different min dmgs and it wont shoot with 101 min dmg or even like 80.
Also the cheat thinks long or smth before it shoots if it even shoots if im not overriding dmg...
Is this min dmg problem, scale damage or resolving problem like im not resolving head or smth??

Help is apperciated :seemsgood:
 
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So the problem is that my cheat wont shoot if im not overriding dmg..
Like ive tried different min dmgs and it wont shoot with 101 min dmg or even like 80.
Also the cheat thinks long or smth before it shoots if it even shoots if im not overriding dmg...
Is this min dmg problem, scale damage or resolving problem like im not resolving head or smth??

Help is apperciated :seemsgood:
get_minimum_damage or scale_damage
I think that the problem is auto wall because it does not read the walls correctly
 
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So the problem is that my cheat wont shoot if im not overriding dmg..
Like ive tried different min dmgs and it wont shoot with 101 min dmg or even like 80.
Also the cheat thinks long or smth before it shoots if it even shoots if im not overriding dmg...
Is this min dmg problem, scale damage or resolving problem like im not resolving head or smth??

Help is apperciated :seemsgood:
can u show your scale damage func?
 
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isbreakable -> util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 51 56 8B F1 85 F6 74 ? 83"));
Код:
void autowall::scale_damage(player_t* e, CGameTrace& enterTrace, weapon_info_t* weaponData, float& currentDamage)
{
    if (!e)
        return;

    int hitgroup = enterTrace.hitgroup;
    auto new_damage = currentDamage;

    const auto is_zeus = g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_TASER;

    static auto is_armored = [](player_t* player, int armor, int hitgroup) {
        if (player && player->m_ArmorValue() > 0)
        {
            if (player->m_bHasHelmet() && hitgroup == HITGROUP_HEAD || (hitgroup >= HITGROUP_CHEST && hitgroup <= HITGROUP_RIGHTARM))
                return true;
        }
        return false;
    };

    if (!is_zeus) {
        switch (hitgroup)
        {
        case HITGROUP_HEAD:
            new_damage *= 4.f;
            break;
        case HITGROUP_STOMACH:
            new_damage *= 1.25f;
            break;
        case HITGROUP_LEFTLEG:
        case HITGROUP_RIGHTLEG:
            new_damage *= .75f;
            break;
        }
    }
    else
        new_damage *= 0.92f;


    if (!weaponData)
        return;

    if (is_armored(e, e->m_ArmorValue(), hitgroup))
    {
        float flHeavyRatio = 1.0f;
        float flBonusRatio = 0.5f;
        float flRatio = weaponData->flArmorRatio * 0.5f;
        float flNewDamage;

        if (!e->m_bHasHeavyArmor())
        {
            flNewDamage = new_damage * flRatio;
        }
        else
        {
            flBonusRatio = 0.33f;
            flRatio = weaponData->flArmorRatio * 0.5f;
            flHeavyRatio = 0.33f;
            flNewDamage = (new_damage * (flRatio * 0.5)) * 0.85f;
        }

        int iArmor = e->m_ArmorValue();

        if (((new_damage - flNewDamage) * (flBonusRatio * flHeavyRatio)) > iArmor)
            flNewDamage = new_damage - (iArmor / flBonusRatio);

        new_damage = flNewDamage;
    }

    currentDamage = new_damage;
}
can u show your scale damage func?
This seems to work better than my old one. So i mean i switched my old scale damage to this after doing this topic, but still it doesnt always shoot and it still takes little bit time before shooting..
 
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