return 0;
-
Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
p.s ебат я заебался, 2 раза закрылась вкладка создать тему и заного делаю тему
antiResolver
Fake and real angles
Backtrack(только для рейджбота)
LBYBreaker
Auto Revolver
Много анти-аимов
Удачного пастинга!
p.s мб потом сделаю 2 часть,
antiResolver
Код:
bool Settings::AntiAim::Yaw::antiResolver = false;
if (Settings::AntiAim::Yaw::antiResolver)
{
static bool antiResolverFlip = false;
if (cmd->viewangles.y == *localplayer->GetLowerBodyYawTarget())
{
if (antiResolverFlip)
cmd->viewangles.y += 60.f;
else
cmd->viewangles.y -= 60.f;
antiResolverFlip = !antiResolverFlip;
if (should_clamp)
{
Math::NormalizeAngles(cmd->viewangles);
Math::ClampAngles(cmd->viewangles);
}
}
}
Код:
extern float lineRealAngle;
extern float lineFakeAngle;
Код:
void CEsp::DrawLinesAA(Color color) {
Vector src3D, dst3D, forward, src, dst;
trace_t tr;
Ray_t ray;
CTraceFilter filter;
filter.pSkip = hackManager.pLocal();
AngleVectors(QAngle(0, lineLBY, 0), &forward);
src3D = hackManager.pLocal()->GetOrigin();
dst3D = src3D + (forward * 55.f); //replace 50 with the length you want the line to have
ray.Init(src3D, dst3D);
Interfaces::Trace->TraceRay(ray, 0, &filter, &tr);
if (!Render::WorldToScreen(src3D, src) || !Render::WorldToScreen(tr.endpos, dst))
return;
Render::Line(src.x, src.y, dst.x, dst.y, Color(210, 105, 30, 255));
AngleVectors(QAngle(0, lineRealAngle, 0), &forward);
dst3D = src3D + (forward * 50.f); //replace 50 with the length you want the line to have
ray.Init(src3D, dst3D);
Interfaces::Trace->TraceRay(ray, 0, &filter, &tr);
if (!Render::WorldToScreen(src3D, src) || !Render::WorldToScreen(tr.endpos, dst))
return;
Render::Line(src.x, src.y, dst.x, dst.y, Color(0, 255, 0, 255));
AngleVectors(QAngle(0, lineFakeAngle, 0), &forward);
dst3D = src3D + (forward * 50.f); //replace 50 with the length you want the line to have
ray.Init(src3D, dst3D);
Interfaces::Trace->TraceRay(ray, 0, &filter, &tr);
if (!Render::WorldToScreen(src3D, src) || !Render::WorldToScreen(tr.endpos, dst))
return;
Render::Line(src.x, src.y, dst.x, dst.y, Color(255, 0, 0, 255));
}
Код:
if (bSendPacket == true) {
lineFakeAngle = pCmd->viewangles.y;
}
else {
lineRealAngle = pCmd->viewangles.y;
}
Код:
#include "Backtrack.h"
Код:
#pragma once
#include "Hacks.h"
struct LagRecord
{
Vector m_vecVelocity;
Vector m_vAbsOrigin;
Vector m_vecAngles;
Vector m_eyeAngles;
int m_iTargetID;
int m_nSequence;
int m_iWantedTick;
int m_iBacktrackedTick;
float m_fSimulationTime;
float m_flCycle;
float m_flPoseParameter[24];
float m_flLowerBodyYawTarget;
unsigned char flags;
bool m_bIsBreakingLagComp;
bool m_bIsFixed;
Vector headSpot;
LagRecord()
{
m_iTargetID = -1;
m_fSimulationTime = -1;
m_iWantedTick = -1;
m_bIsBreakingLagComp = false;
m_bIsFixed = false;
m_iBacktrackedTick = -1;
m_vAbsOrigin = Vector(0, 0, 0);
m_flCycle = -1;
m_nSequence = -1;
m_flLowerBodyYawTarget = 0;
m_flPoseParameter[24] = 0;
m_vecAngles = Vector(0, 0, 0);
flags = -1;
m_vecVelocity = Vector(0, 0, 0);
m_eyeAngles = Vector(0, 0, 0);
headSpot = Vector(0, 0, 0);
}
LagRecord(const LagRecord &src)
{
m_flCycle = src.m_flCycle;
m_nSequence = src.m_nSequence;
m_iTargetID = src.m_iTargetID;
m_vecAngles = src.m_vecAngles;
m_fSimulationTime = src.m_fSimulationTime;
m_iWantedTick = src.m_iWantedTick;
m_bIsBreakingLagComp = src.m_bIsBreakingLagComp;
m_bIsFixed = src.m_bIsFixed;
m_vAbsOrigin = src.m_vAbsOrigin;
m_iBacktrackedTick = src.m_iBacktrackedTick;
flags = src.flags;
m_flLowerBodyYawTarget = src.m_flLowerBodyYawTarget;
m_flPoseParameter[24] = src.m_flPoseParameter[24];
m_vecVelocity = src.m_vecVelocity;
m_eyeAngles = src.m_eyeAngles;
headSpot = src.headSpot;
}
};
class LagCompensation
{
public:
LagRecord m_LagRecord[64][11] = {};
LagRecord m_PrevRecords[64] = {};
public:
LagCompensation();
void logEntity(IClientEntity *player);
void logCurrentEnt(IClientEntity *player);
void setEntity(IClientEntity *player, LagRecord record);
void setCurrentEnt(IClientEntity *player);
int fakeLagFix(IClientEntity *player, int historyIdx);
void initLagRecord();
int fixTickcount(IClientEntity *player);
bool isValidTick(float simTime);
void log(ClientFrameStage_t stage);
bool lbyShallUpdate(IClientEntity *player);
private:
template<class T, class U>
T clamp(T in, U low, U high);
float lerpTime();
};
extern LagCompensation *lagComp;
Много кода, выложу на
Пожалуйста, авторизуйтесь для просмотра ссылки.
Код:
if (TESTERRR != LBYBreakerTimer) {
TESTERRR = LBYBreakerTimer;
//pCmd->viewangles.y -= 180;
consoleWhenLBYCalledOnAntiAim = pLocal->GetTickBase();
}
---------------------------------------------
char buffer7[64];
sprintf_s(buffer7, "LBY Breaker Timer: %i", LBYBreakerTimer);
Render::Text(70, 200, Color(0, 255, 0, 255), Render::Fonts::MenuBold, buffer7);
---------------------------------------------
if (Interfaces::Globals->curtime >= nextLBYUpdate && pLocal->GetFlags() & FL_ONGROUND) {
nextLBYUpdate = Interfaces::Globals->curtime + 1.1;
LBYBreakerTimer++;
// TEST LBY PREDICT....
//consoleFsnMyPredictTime = nextLBYUpdate;
// BreakingLBY
//testFloat4 = (int)floorf(TIME_TO_TICKS(nextLBYUpdate));
}
Код:
if (GameUtils::IsRevolver(pWeapon))
{
static int delay = 0;
delay++;
if (delay <= 15)
pCmd->buttons |= IN_ATTACK;
else
delay = 0;
}
Много кода, выложу на
Пожалуйста, авторизуйтесь для просмотра ссылки.
Код:
#pragma region AntiAim
AntiAimGroup.SetPosition(408, 307); //344
AntiAimGroup.SetText("Anti Aim");
AntiAimGroup.SetSize(360, 220);
RegisterControl(&AntiAimGroup);
AntiAimEnable.SetFileId("aa_enable");
AntiAimGroup.PlaceLabledControl("Enable", this, &AntiAimEnable);
AntiAimPitch.SetFileId("aa_x");
AntiAimPitch.AddItem("None");
AntiAimPitch.AddItem("Emotion");
AntiAimPitch.AddItem("Up");
AntiAimPitch.AddItem("Zero");
AntiAimGroup.PlaceLabledControl("Pitch", this, &AntiAimPitch);
AntiAimYaw.SetFileId("aa_y");
AntiAimYaw.AddItem("None");
AntiAimYaw.AddItem("LBY Basic");
AntiAimYaw.AddItem("Static");
AntiAimYaw.AddItem("Jitter");
AntiAimYaw.AddItem("Spinbot");
AntiAimYaw.AddItem("Tank AA");
AntiAimGroup.PlaceLabledControl("Yaw", this, &AntiAimYaw);
AntiAimYawFake.SetFileId("aa_y");
AntiAimYawFake.AddItem("None");
AntiAimYawFake.AddItem("Sideways R");
AntiAimYawFake.AddItem("Sideways L");
AntiAimYawFake.AddItem("Backward");
AntiAimYawFake.AddItem("Forward");
AntiAimYawFake.AddItem("Jitter");
AntiAimYawFake.AddItem("Spinbot");
AntiAimGroup.PlaceLabledControl("Fake Yaw", this, &AntiAimYawFake);
//AntiAimEdge.SetFileId("aa_edge");
//AntiAimGroup.PlaceLabledControl("Auto Edge", this, &AntiAimEdge);
AntiAimLBY.SetFileId("lbyaa");
AntiAimGroup.PlaceLabledControl("LBY Breaker", this, &AntiAimLBY);
AntiAimOffset.SetFileId("aa_offset");
AntiAimOffset.SetBoundaries(0, 360);
AntiAimOffset.SetValue(0);
AntiAimGroup.PlaceLabledControl("Yaw Offset", this, &AntiAimOffset);
AntiAimSpinbot.SetFileId("aa_spinbot");
AntiAimSpinbot.SetBoundaries(0, 100);
AntiAimSpinbot.SetValue(0);
AntiAimGroup.PlaceLabledControl("Spinbot Speed", this, &AntiAimSpinbot);
AntiAimKnife.SetFileId("aa_knife");
AntiAimGroup.PlaceLabledControl("SpinBot With Knife", this, &AntiAimKnife);
//AntiAimTarget.SetFileId("aa_target");
//AntiAimGroup.PlaceLabledControl("SpinBot At Target", this, &AntiAimTarget);
#pragma endregion
Код:
AddNewMenuBox("AntiAim", 290, 170, 130, 40, Tab_Ragebot);
{
AddNewButton(Tab_Ragebot, AntiAim_Enable, false, 300, 180, "AntiAim");
char *Antiaim_X[10] = { "", "","Emotion", "Down", "Up", "Jitter", "Fakedown" };
AddNewDropbox(300, 200, Tab_Ragebot, AntiAim_X, "Antiaim_X", 7, Antiaim_X);
char *Antiaim_Y[10] = { "", "","Back", "Side", "Fake Sideways", "Fast Spin", "Slow Spin" };
AddNewDropbox(300, 220, Tab_Ragebot, AntiAim_Y, "Antiaim_Y", 7, Antiaim_Y);
AddNewButton(Tab_Ragebot, AntiAim_Enable, false, 300, 180, "AntiAim");
AddNewButton(Tab_Ragebot, AntiAim_LispAngles, false, 300, 250, "LISP ANGLES");
}
p.s мб потом сделаю 2 часть,