Privatny p100 DT Airlag Break LC Teleport Exploit
добавленсамый хуёвыйахуенный резольвер. причём не один, а целых два!!11!!!!1!!1
code_language.lua:
local function resolvertest()
local entities = get_entities(true, true)
for i=1, #entities do
local target = entities[i]
local FakeYaw = math.floor(normalize_yaw(EntityList.GetLocalPlayer():GetProp(target, "m_angEyeAngles[1]")))
local get_layer = ffi.canimation_layer_t()
local m_flAbsRotationFake = math.abs(ffi.canimation_layer_t(0,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)
local m_flAbsRotationRight = math.abs(ffi.canimation_layer_t(1,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)
local m_flAbsRotationLeft = math.abs(ffi.canimation_layer_t(2,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)
local m_flAbsRotationRightLow = math.abs(ffi.canimation_layer_t(3,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)
local m_flAbsRotationLeftLow = math.abs(ffi.canimation_layer_t(4,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)
local local_player = get_localplayer()
local weap = local_player:GetActiveWeapon()
local player = local_player:GetPlayer()
if not weap then return end
if weap ~= nil then
local weapon_id = weap:GetWeaponID()
end
local weapon_inaccuracy = 1/weap:GetInaccuracy(weap)
if o.test:Get(2) then
local cur_side = 0;
if (EntityList.GetLocalPlayer():GetProp("m_vecVelocity"):Length2D() > 1.1 and math.abs(ffi.canimation_layer_t(6).m_flWeight * 1000.0) == math.abs(ffi.canimation_layer_t(6).m_flWeight * 1000.0)) then
local iOne = 0;
if (not(m_flAbsRotationFake * 1000)) then
iOne = 1;
end
local Index = 0;
local LastIndex = 0;
local LastDelta = m_flAbsRotationFake;
if ((m_flAbsRotationRightLow * 1000) or m_flAbsRotationFake < m_flAbsRotationRightLow) then
Index = iOne;
else
Index = 1;
LastIndex = 3;
LastDelta = m_flAbsRotationRightLow;
end
if ((not(m_flAbsRotationRight * 1000) or not(m_flAbsRotationRightLow * 1000)) and (LastDelta >= m_flAbsRotationRight or LastDelta >= m_flAbsRotationRightLow)) then
Index = 1;
LastIndex = 1;
LastDelta = m_flAbsRotationRight;
end
if ((not(m_flAbsRotationLeft * 1000) or not(m_flAbsRotationLeftLow * 1000)) and (LastDelta >= m_flAbsRotationLeft or LastDelta >= m_flAbsRotationLeftLow)) then
FakeYaw = FakeYaw - 30;
LastDelta = m_flAbsRotationLeft;
else
FakeYaw = FakeYaw + 30;
LastDelta = m_flAbsRotationFake;
end
end
end
end
if o.test:Get(3) and get_fixroll() then
local roll1_target = get_fixroll()
if not roll1_target:IsAlive() then return end
local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0
if roll1_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and local_player:GetProp("m_bIsScoped") and not is_in_air(local_player) then
local local_player = get_localplayer()
local eye_pos = local_player:GetEyePosition()
local vec = roll1_target:GetProp("m_vecOrigin")
local head_vec = roll1_target:GetHitboxCenter(0)
local pos = Vector.new(vec.x, vec.y, head_vec.z)
local iffire = Cheat.FireBullet(local_player, eye_pos, pos)
if iffire.damage >= 5 then
autostop(cmd)
if weapon_inaccuracy>= 90 then
local eye_pos = get_localplayer():GetEyePosition()
local getaimpunch = local_player:GetProp("DT_BasePlayer", "m_aimPunchAngle")
local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0)
local pitch = player:GetRenderAngles().pitch
local yaw = player:GetRenderAngles().yaw
cmd.viewangles.pitch = pitch
cmd.viewangles.yaw = yaw
cmd.buttons = bit.bor(cmd.buttons, 1)
end
end
end
end
end
1.ffi.canimation_layer_t пустая, ты в ффи изначально добавлял animation_layer_t, вопрос откуда canimation взялся?
2.откуда чит должен понять куда ему стрелять? тут не вижу ни одной строчки отвечающей за это
3.В lean ресольвере получаются питч и яв локал плеера (зачем?)
Вложения
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