Исходник Onetap v2 set angles

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Onetap v2 set angles

Возможно вронг.

C++:
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);
}
 
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Onetap v2 set angles

Возможно вронг.

C++:
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
 
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шатап книга
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блятьчто за псевдореверсеры сюда позаходили
пиздец
полный
на
хуй
 
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