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Исходник Onetap v2 set angles

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8 Янв 2020
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Onetap v2 set angles

Возможно вронг.

C++:
Expand Collapse Copy
void OneTap::Features::AnimationSystem::Storage::Save(CCSPlayer* player, CAnimationData* m_pData)
{
    m_pData->m_fFlags = player->m_fFlags();
    m_pData->m_angEyeAngles = player->m_angEyeAngles();
    m_pData->m_flDuckAmount = player->m_flDuckAmount();
    m_pData->m_flLowerBodyYawTarget = player->m_flLowerBodyYawTarget();
    m_pData->m_flFeetCycle = player->GetAnimationState()->m_flFeetCycle;
    m_pData->m_flFeetYawRate = player->GetAnimationState()->m_flFeetYawRate;
}

void OneTap::Features::AnimationSystem::Storage::Apply(CCSPlayer* player, CAnimationData* m_pData)
{
    player->m_fFlags() = m_pData->m_fFlags;
    player->m_angEyeAngles() = m_pData->m_angEyeAngles;
    player->m_flDuckAmount() = m_pData->m_flDuckAmount;
    player->GetAnimationState()->m_flFeetCycle = m_pData->m_flFeetCycle;
    player->GetAnimationState()->m_flFeetYawRate = m_pData->m_flFeetYawRate;
}

void OneTap::Features::AnimationSystem::SetAngles(CCSPlayer* player, CLagRecord* m_pLagRecord, CLagData* m_pLagData, CLagData* m_pPreviousLagData, int m_iSide)
{
    float m_flAngle;
    CAnimationData data;

    OneTap::Features::AnimationSystem::Storage::Save(&data, player);
    
    player->SetAbsOrigin(player->m_vecOrigin());

    if (m_pLagData->m_fFlags & FL_ONGROUND)
    {
        player->GetAnimationState()->m_bOnGround = true;
        player->GetAnimationState()->m_bInHitGroundAnimation = true;
    }

    if (!m_pPreviousLagData || m_pPreviousLagData->m_bIsDormant)
    {
        memcpy(player->GetAnimationLayers(), m_pLagData->m_aServerLayers, sizeof(CAnimationLayer) * 13);
    }
    else if (!m_pPreviousLagData->m_bIsDormant)
    {
        memcpy(player->GetAnimationLayers(), m_pPreviousLagData->m_aServerLayers, sizeof(CAnimationLayer) * 13);

        player->GetAnimationState()->m_flFeetCycle = m_pPreviousLagData->m_flFeetCycle;
        player->GetAnimationState()->m_flFeetYawRate = m_pPreviousLagData->m_flFeetYawRate;
    }

    if (m_pLagData->m_iLag == 1)
    {
        if (m_iSide)
        {
            if (!m_pPreviousLagData || m_pPreviousLagData->m_bIsDormant)
            {
                if (m_iSide <= 0)
                    m_flAngle = m_pLagData->m_angEyeAngles.yaw - 60.0;
                else
                    m_flAngle = m_pLagData->m_angEyeAngles.yaw + 60.0;
            }
            else
            {
                if (m_iSide <= 0)
                    m_flAngle = m_pLagRecord->m_flAbsYaw;
                else
                    m_flAngle = m_pLagRecord->m_flAbsYaw[1];
            }
            
            player->GetAnimationState()->m_flGoalFeetYaw = m_flAngle;
        }
        
        player->m_flDuckAmount() = m_pLagData->m_flDuckAmount;

        m_pLagRecord->m_bUpdatingAnimations = true;
        
        player->m_angEyeAngles() = m_pLagData->m_angEyeAngles;
        player->m_angEyeAngles().roll = 0.0;

        OneTap::Features::AnimationSystem::Update(player);

        m_pLagRecord->m_bUpdatingAnimations = false;
    }
    else
    {
        int m_iLagIterator = 0;

        if (m_pLagData->m_iLag > 0)
        {
            while (1)
            {
                if ((++m_iLagIterator < m_pLagData->m_iLag) && m_iSide)
                {
                    if (m_iSide <= 0)
                        m_flAngle = m_pLagData->m_angEyeAngles.yaw - 60.0;
                    else
                        m_flAngle = m_pLagData->m_angEyeAngles.yaw + 60.0;

                    player->GetAnimationState->m_flGoalFeetYaw = m_flAngle;
                }

                player->m_flDuckAmount() = m_pLagRecord->m_pLegacyData->m_flDuckAmount;

                m_pLagRecord->m_bUpdatingAnimations = true;
                m_pLagRecord->m_vecEyePos = m_pLagRecord->m_pLegacyData->m_vecDesiredEyePos;
 
                player->m_angEyeAngles() = m_pLagData->m_angEyeAngles;
                OneTap::Features::AnimationSystem::Update(player);
                m_pLagRecord->m_bUpdatingAnimations = false;

                if (m_iLagIterator >= m_pLagData->m_iLag)
                    break;
            }
        }
    }

    OneTap::Features::AnimationSystem::Storage::Apply(&data, player);
    player->InvalidatePhysicsRecursive(ANIMATION_CHANGED);
}
 
ты осилил нажать на f5 поздравляю
 
Onetap v2 set angles

Возможно вронг.

C++:
Expand Collapse Copy
void OneTap::Features::AnimationSystem::Storage::Save(CCSPlayer* player, CAnimationData* m_pData)
{
    m_pData->m_fFlags = player->m_fFlags();
    m_pData->m_angEyeAngles = player->m_angEyeAngles();
    m_pData->m_flDuckAmount = player->m_flDuckAmount();
    m_pData->m_flLowerBodyYawTarget = player->m_flLowerBodyYawTarget();
    m_pData->m_flFeetCycle = player->GetAnimationState()->m_flFeetCycle;
    m_pData->m_flFeetYawRate = player->GetAnimationState()->m_flFeetYawRate;
}

void OneTap::Features::AnimationSystem::Storage::Apply(CCSPlayer* player, CAnimationData* m_pData)
{
    player->m_fFlags() = m_pData->m_fFlags;
    player->m_angEyeAngles() = m_pData->m_angEyeAngles;
    player->m_flDuckAmount() = m_pData->m_flDuckAmount;
    player->GetAnimationState()->m_flFeetCycle = m_pData->m_flFeetCycle;
    player->GetAnimationState()->m_flFeetYawRate = m_pData->m_flFeetYawRate;
}

void OneTap::Features::AnimationSystem::SetAngles(CCSPlayer* player, CLagRecord* m_pLagRecord, CLagData* m_pLagData, CLagData* m_pPreviousLagData, int m_iSide)
{
    float m_flAngle;
    CAnimationData data;

    OneTap::Features::AnimationSystem::Storage::Save(&data, player);
   
    player->SetAbsOrigin(player->m_vecOrigin());

    if (m_pLagData->m_fFlags & FL_ONGROUND)
    {
        player->GetAnimationState()->m_bOnGround = true;
        player->GetAnimationState()->m_bInHitGroundAnimation = true;
    }

    if (!m_pPreviousLagData || m_pPreviousLagData->m_bIsDormant)
    {
        memcpy(player->GetAnimationLayers(), m_pLagData->m_aServerLayers, sizeof(CAnimationLayer) * 13);
    }
    else if (!m_pPreviousLagData->m_bIsDormant)
    {
        memcpy(player->GetAnimationLayers(), m_pPreviousLagData->m_aServerLayers, sizeof(CAnimationLayer) * 13);

        player->GetAnimationState()->m_flFeetCycle = m_pPreviousLagData->m_flFeetCycle;
        player->GetAnimationState()->m_flFeetYawRate = m_pPreviousLagData->m_flFeetYawRate;
    }

    if (m_pLagData->m_iLag == 1)
    {
        if (m_iSide)
        {
            if (!m_pPreviousLagData || m_pPreviousLagData->m_bIsDormant)
            {
                if (m_iSide <= 0)
                    m_flAngle = m_pLagData->m_angEyeAngles.yaw - 60.0;
                else
                    m_flAngle = m_pLagData->m_angEyeAngles.yaw + 60.0;
            }
            else
            {
                if (m_iSide <= 0)
                    m_flAngle = m_pLagRecord->m_flAbsYaw;
                else
                    m_flAngle = m_pLagRecord->m_flAbsYaw[1];
            }
           
            player->GetAnimationState()->m_flGoalFeetYaw = m_flAngle;
        }
       
        player->m_flDuckAmount() = m_pLagData->m_flDuckAmount;

        m_pLagRecord->m_bUpdatingAnimations = true;
       
        player->m_angEyeAngles() = m_pLagData->m_angEyeAngles;
        player->m_angEyeAngles().roll = 0.0;

        OneTap::Features::AnimationSystem::Update(player);

        m_pLagRecord->m_bUpdatingAnimations = false;
    }
    else
    {
        int m_iLagIterator = 0;

        if (m_pLagData->m_iLag > 0)
        {
            while (1)
            {
                if ((++m_iLagIterator < m_pLagData->m_iLag) && m_iSide)
                {
                    if (m_iSide <= 0)
                        m_flAngle = m_pLagData->m_angEyeAngles.yaw - 60.0;
                    else
                        m_flAngle = m_pLagData->m_angEyeAngles.yaw + 60.0;

                    player->GetAnimationState->m_flGoalFeetYaw = m_flAngle;
                }

                player->m_flDuckAmount() = m_pLagRecord->m_pLegacyData->m_flDuckAmount;

                m_pLagRecord->m_bUpdatingAnimations = true;
                m_pLagRecord->m_vecEyePos = m_pLagRecord->m_pLegacyData->m_vecDesiredEyePos;

                player->m_angEyeAngles() = m_pLagData->m_angEyeAngles;
                OneTap::Features::AnimationSystem::Update(player);
                m_pLagRecord->m_bUpdatingAnimations = false;

                if (m_iLagIterator >= m_pLagData->m_iLag)
                    break;
            }
        }
    }

    OneTap::Features::AnimationSystem::Storage::Apply(&data, player);
    player->InvalidatePhysicsRecursive(ANIMATION_CHANGED);
}
паблик @violanes привет, я же тебе сказал что надо реверсить аимбот блять, хотя бля нажимай и дальше ф5, далеко не уйдешь
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
блятьчто за псевдореверсеры сюда позаходили
пиздец
полный
на
хуй
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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