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Исходник Rawetrip resolver

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Rawetrip resolver.

Возможно вронг.

C++:
Expand Collapse Copy
void Resolver::Initialize(Player* m_player, Record* m_record, float m_feet_yaw, float m_pitch)
{
    player = m_player;
    record = m_record;

    goalfeetyaw = Math::NormalizeYaw(m_feet_yaw);
    pitch = Math::NormalizePitch(m_pitch);
}

void Resolver::ResolvePitch()
{
    return pitch;
}

void Resolver::ResolveYaw()
{
    if (!local_player->alive() || !player->enemy())
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    bool BruteforceResolve = (record->resolver_type != LBY);

    if (BruteforceResolve)
    {
        switch (ResolverSide)
        {
        case RESOLVER_ORIGINAL:
            record->resolver_side = RESOLVER_ORIGINAL;
            record->resolver_type = BRUTEFORCE;
            break;
        case RESOLVER_ZERO:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_POSITIVE;

            brutforced_first = false;
            brutforced_second = false;
            return;
        case RESOLVER_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_second)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_NEGATIVE;

            record->resolver_side = resolver_side;
            brutforced_first = true;
            return;
        case RESOLVER_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_first)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_POSITIVE;

            record->resolver_side = resolver_side;
            brutforced_second = true;
            return;
        case RESOLVER_LOW_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_NEGATIVE;
            return;
        case RESOLVER_LOW_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_POSITIVE;
            return;
        }
    }

    animstate* animation_state = player->get_animstate();

    if (!animation_state)
    {
        record->resolver_side = RESOLVER_ORIGINAL;
        return;
    }

    float delta = Math::NormalizeYaw(player->eye_angles().y - goalfeetyaw);

    if (delta > 30.0 && valid_lby)
    {
        if (globals.missed_shots > 0)
            delta = -delta;

        if (delta <= 30.0)
        {
            if (delta < -30.0)
            {
                record->resolver_type = LBY;
                record->resolver_side = RESOLVER_NEGATIVE;
            }
        }
        else
        {
            record->resolver_type = LBY;
            record->resolver_side = RESOLVER_POSITIVE;
        }
    }
    else
    {
        bool trace = false;

        if (globals.curtime - previous_curtime > 2.0f)
        {
            bool first = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_positive), player, localplayer);
            bool second = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_negative), player, localplayer);

            bool positive = false;

            if (first == second)
            {
                float first2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_positive));
                float second2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_negative));

                if (Math::SecondFabs(first2 - second2) > 1.0f)
                    positive = first2 > second2;
            }
            else
            {
                trace = true;
                positive = second;
                previous_curtime = globals.curtime;
            }
        }
        else
            trace = true;

        if (positive)
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_POSITIVE;
        }
        else
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_NEGATIVE;
        }
    }

    bool low_pitch = (animation_state->eye_pitch < 20.0 && animation_state->eye_pitch > -20.0);

    if (low_pitch)
    {
        float feet_yaw = animation_state->goalfeetyaw;

        if (animation_state)
        {
            float lby_delta = player->eye_angles().yaw - player->lby();
            bool lby_stand = lby_delta > 35.0 && player->velocity().length_2d() < 5;

            if (!lby_stand)
                feet_yaw += lby_delta;
            
            animation_state->goalfeetyaw = feet_yaw;
        }
    }
    else
    {
        record->resolver_side = RESOLVER_ORIGINAL;
    }
}
 
Rawetrip resolver.

Возможно вронг.

C++:
Expand Collapse Copy
void Resolver::Initialize(Player* m_player, Record* m_record, float m_feet_yaw, float m_pitch)
{
    player = m_player;
    record = m_record;

    goalfeetyaw = Math::NormalizeYaw(m_feet_yaw);
    pitch = Math::NormalizePitch(m_pitch);
}

void Resolver::ResolvePitch()
{
    return pitch;
}

void Resolver::ResolveYaw()
{
    if (!local_player->alive() || !player->enemy())
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    bool BruteforceResolve = (record->resolver_type != LBY);

    if (BruteforceResolve)
    {
        switch (ResolverSide)
        {
        case RESOLVER_ORIGINAL:
            record->resolver_side = RESOLVER_ORIGINAL;
            record->resolver_type = BRUTEFORCE;
            break;
        case RESOLVER_ZERO:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_POSITIVE;

            brutforced_first = false;
            brutforced_second = false;
            return;
        case RESOLVER_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_second)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_NEGATIVE;

            record->resolver_side = resolver_side;
            brutforced_first = true;
            return;
        case RESOLVER_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_first)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_POSITIVE;

            record->resolver_side = resolver_side;
            brutforced_second = true;
            return;
        case RESOLVER_LOW_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_NEGATIVE;
            return;
        case RESOLVER_LOW_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_POSITIVE;
            return;
        }
    }

    animstate* animation_state = player->get_animstate();

    if (!animation_state)
    {
        record->resolver_side = RESOLVER_ORIGINAL;
        return;
    }

    float delta = Math::NormalizeYaw(player->eye_angles().y - goalfeetyaw);

    if (delta > 30.0 && valid_lby)
    {
        if (globals.missed_shots > 0)
            delta = -delta;

        if (delta <= 30.0)
        {
            if (delta < -30.0)
            {
                record->resolver_type = LBY;
                record->resolver_side = RESOLVER_NEGATIVE;
            }
        }
        else
        {
            record->resolver_type = LBY;
            record->resolver_side = RESOLVER_POSITIVE;
        }
    }
    else
    {
        bool trace = false;

        if (globals.curtime - previous_curtime > 2.0f)
        {
            bool first = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_positive), player, localplayer);
            bool second = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_negative), player, localplayer);

            bool positive = false;

            if (first == second)
            {
                float first2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_positive));
                float second2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_negative));

                if (Math::SecondFabs(first2 - second2) > 1.0f)
                    positive = first2 > second2;
            }
            else
            {
                trace = true;
                positive = second;
                previous_curtime = globals.curtime;
            }
        }
        else
            trace = true;

        if (positive)
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_POSITIVE;
        }
        else
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_NEGATIVE;
        }
    }

    bool low_pitch = (animation_state->eye_pitch < 20.0 && animation_state->eye_pitch > -20.0);

    if (low_pitch)
    {
        float feet_yaw = animation_state->goalfeetyaw;

        if (animation_state)
        {
            float lby_delta = player->eye_angles().yaw - player->lby();
            bool lby_stand = lby_delta > 35.0 && player->velocity().length_2d() < 5;

            if (!lby_stand)
                feet_yaw += lby_delta;
           
            animation_state->goalfeetyaw = feet_yaw;
        }
    }
    else
    {
        record->resolver_side = RESOLVER_ORIGINAL;
    }
}
ахуеть, не знаю фейк или нет, но блять с таким ресольвером ты даже бота в голову не убьешь
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Rawetrip resolver.

Возможно вронг.

C++:
Expand Collapse Copy
void Resolver::Initialize(Player* m_player, Record* m_record, float m_feet_yaw, float m_pitch)
{
    player = m_player;
    record = m_record;

    goalfeetyaw = Math::NormalizeYaw(m_feet_yaw);
    pitch = Math::NormalizePitch(m_pitch);
}

void Resolver::ResolvePitch()
{
    return pitch;
}

void Resolver::ResolveYaw()
{
    if (!local_player->alive() || !player->enemy())
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    bool BruteforceResolve = (record->resolver_type != LBY);

    if (BruteforceResolve)
    {
        switch (ResolverSide)
        {
        case RESOLVER_ORIGINAL:
            record->resolver_side = RESOLVER_ORIGINAL;
            record->resolver_type = BRUTEFORCE;
            break;
        case RESOLVER_ZERO:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_POSITIVE;

            brutforced_first = false;
            brutforced_second = false;
            return;
        case RESOLVER_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_second)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_NEGATIVE;

            record->resolver_side = resolver_side;
            brutforced_first = true;
            return;
        case RESOLVER_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_first)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_POSITIVE;

            record->resolver_side = resolver_side;
            brutforced_second = true;
            return;
        case RESOLVER_LOW_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_NEGATIVE;
            return;
        case RESOLVER_LOW_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_POSITIVE;
            return;
        }
    }

    animstate* animation_state = player->get_animstate();

    if (!animation_state)
    {
        record->resolver_side = RESOLVER_ORIGINAL;
        return;
    }

    float delta = Math::NormalizeYaw(player->eye_angles().y - goalfeetyaw);

    if (delta > 30.0 && valid_lby)
    {
        if (globals.missed_shots > 0)
            delta = -delta;

        if (delta <= 30.0)
        {
            if (delta < -30.0)
            {
                record->resolver_type = LBY;
                record->resolver_side = RESOLVER_NEGATIVE;
            }
        }
        else
        {
            record->resolver_type = LBY;
            record->resolver_side = RESOLVER_POSITIVE;
        }
    }
    else
    {
        bool trace = false;

        if (globals.curtime - previous_curtime > 2.0f)
        {
            bool first = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_positive), player, localplayer);
            bool second = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_negative), player, localplayer);

            bool positive = false;

            if (first == second)
            {
                float first2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_positive));
                float second2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_negative));

                if (Math::SecondFabs(first2 - second2) > 1.0f)
                    positive = first2 > second2;
            }
            else
            {
                trace = true;
                positive = second;
                previous_curtime = globals.curtime;
            }
        }
        else
            trace = true;

        if (positive)
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_POSITIVE;
        }
        else
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_NEGATIVE;
        }
    }

    bool low_pitch = (animation_state->eye_pitch < 20.0 && animation_state->eye_pitch > -20.0);

    if (low_pitch)
    {
        float feet_yaw = animation_state->goalfeetyaw;

        if (animation_state)
        {
            float lby_delta = player->eye_angles().yaw - player->lby();
            bool lby_stand = lby_delta > 35.0 && player->velocity().length_2d() < 5;

            if (!lby_stand)
                feet_yaw += lby_delta;
           
            animation_state->goalfeetyaw = feet_yaw;
        }
    }
    else
    {
        record->resolver_side = RESOLVER_ORIGINAL;
    }
}
только вот почему std::fabs превратился в какой то second_fabs это не понятно
 
Rawetrip resolver.

Possibly Wrong.

C++:
Expand Collapse Copy
void Resolver::Initialize(Player* m_player, Record* m_record, float m_feet_yaw, float m_pitch)
{
    player = m_player;
    record = m_record;

    goalfeetyaw = Math::NormalizeYaw(m_feet_yaw);
    pitch = Math::NormalizePitch(m_pitch);
}

void Resolver::ResolvePitch()
{
    return pitch;
}

void Resolver::ResolveYaw()
{
    if (!local_player->alive() || !player->enemy())
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    bool BruteforceResolve = (record->resolver_type != LBY);

    if (BruteforceResolve)
    {
        switch(ResolverSide)
        {
        case RESOLVER_ORIGINAL:
            record->resolver_side = RESOLVER_ORIGINAL;
            record->resolver_type = BRUTEFORCE;
            break;
        case RESOLVER_ZERO:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_POSITIVE;

            brutforced_first = false;
            brutforced_second = false;
            return;
        case RESOLVER_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_second)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_NEGATIVE;

            record->resolver_side = resolver_side;
            brutforced_first = true;
            return;
        case RESOLVER_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_first)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_POSITIVE;

            record->resolver_side = resolver_side;
            brutforced_second = true;
            return;
        case RESOLVER_LOW_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_NEGATIVE;
            return;
        case RESOLVER_LOW_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_POSITIVE;
            return;
        }
    }

    animstate* animation_state = player->get_animstate();

    if (!animation_state)
    {
        record->resolver_side = RESOLVER_ORIGINAL;
        return;
    }

    float delta = Math::NormalizeYaw(player->eye_angles().y - goalfeetyaw);

    if (delta > 30.0 && valid_lby)
    {
        if (globals.missed_shots > 0)
            delta=-delta;

        if (delta <= 30.0)
        {
            if (delta < -30.0)
            {
                record->resolver_type = LBY;
                record->resolver_side = RESOLVER_NEGATIVE;
            }
        }
        else
        {
            record->resolver_type = LBY;
            record->resolver_side = RESOLVER_POSITIVE;
        }
    }
    else
    {
        bool trace = false;

        if (globals.curtime - previous_curtime > 2.0f)
        {
            bool first = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_positive), player, localplayer);
            bool second = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_negative), player, localplayer);

            bool positive = false;

            if (first == second)
            {
                float first2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_positive));
                float second2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_negative));

                if (Math::SecondFabs(first2 - second2) > 1.0f)
                    positive = first2 > second2;
            }
            else
            {
                trace = true;
                positive = second;
                previous_curtime = globals.curtime;
            }
        }
        else
            trace = true;

        if (positive)
        {
            inttype=ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type=DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_POSITIVE;
        }
        else
        {
            inttype=ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type=DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_NEGATIVE;
        }
    }

    bool low_pitch = (animation_state->eye_pitch < 20.0 && animation_state->eye_pitch > -20.0);

    if (low_pitch)
    {
        float feet_yaw = animation_state->goalfeetyaw;

        if(animation_state)
        {
            float lby_delta = player->eye_angles().yaw - player->lby();
            bool lby_stand = lby_delta > 35.0 && player->velocity().length_2d() < 5;

            if (!lby_stand)
                feet_yaw += lby_delta;
         
            animation_state->goalfeetyaw = feet_yaw;
        }
    }
    else
    {
        record->resolver_side = RESOLVER_ORIGINAL;
    }
}
Looks like a shittier version of def lw resolver, however I thought rawetrip used animlayers?
Maybe reverse the visuals instead because they are the only decent part.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Looks like a shittier version of def lw resolver, however I thought rawetrip used animlayers?
Maybe reverse the visuals instead because they are the only decent part.
hello sir, this is UnknownCheats premium reverse tech support, welcome to our help desk thank u for ur question, our experienced p2c reverse-engineers will be w/ u shortly
 
Rawetrip resolver.

Возможно вронг.

C++:
Expand Collapse Copy
void Resolver::Initialize(Player* m_player, Record* m_record, float m_feet_yaw, float m_pitch)
{
    player = m_player;
    record = m_record;

    goalfeetyaw = Math::NormalizeYaw(m_feet_yaw);
    pitch = Math::NormalizePitch(m_pitch);
}

void Resolver::ResolvePitch()
{
    return pitch;
}

void Resolver::ResolveYaw()
{
    if (!local_player->alive() || !player->enemy())
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    bool BruteforceResolve = (record->resolver_type != LBY);

    if (BruteforceResolve)
    {
        switch (ResolverSide)
        {
        case RESOLVER_ORIGINAL:
            record->resolver_side = RESOLVER_ORIGINAL;
            record->resolver_type = BRUTEFORCE;
            break;
        case RESOLVER_ZERO:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_POSITIVE;

            brutforced_first = false;
            brutforced_second = false;
            return;
        case RESOLVER_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_second)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_NEGATIVE;

            record->resolver_side = resolver_side;
            brutforced_first = true;
            return;
        case RESOLVER_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_first)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_POSITIVE;

            record->resolver_side = resolver_side;
            brutforced_second = true;
            return;
        case RESOLVER_LOW_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_NEGATIVE;
            return;
        case RESOLVER_LOW_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_POSITIVE;
            return;
        }
    }

    animstate* animation_state = player->get_animstate();

    if (!animation_state)
    {
        record->resolver_side = RESOLVER_ORIGINAL;
        return;
    }

    float delta = Math::NormalizeYaw(player->eye_angles().y - goalfeetyaw);

    if (delta > 30.0 && valid_lby)
    {
        if (globals.missed_shots > 0)
            delta = -delta;

        if (delta <= 30.0)
        {
            if (delta < -30.0)
            {
                record->resolver_type = LBY;
                record->resolver_side = RESOLVER_NEGATIVE;
            }
        }
        else
        {
            record->resolver_type = LBY;
            record->resolver_side = RESOLVER_POSITIVE;
        }
    }
    else
    {
        bool trace = false;

        if (globals.curtime - previous_curtime > 2.0f)
        {
            bool first = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_positive), player, localplayer);
            bool second = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_negative), player, localplayer);

            bool positive = false;

            if (first == second)
            {
                float first2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_positive));
                float second2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_negative));

                if (Math::SecondFabs(first2 - second2) > 1.0f)
                    positive = first2 > second2;
            }
            else
            {
                trace = true;
                positive = second;
                previous_curtime = globals.curtime;
            }
        }
        else
            trace = true;

        if (positive)
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_POSITIVE;
        }
        else
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_NEGATIVE;
        }
    }

    bool low_pitch = (animation_state->eye_pitch < 20.0 && animation_state->eye_pitch > -20.0);

    if (low_pitch)
    {
        float feet_yaw = animation_state->goalfeetyaw;

        if (animation_state)
        {
            float lby_delta = player->eye_angles().yaw - player->lby();
            bool lby_stand = lby_delta > 35.0 && player->velocity().length_2d() < 5;

            if (!lby_stand)
                feet_yaw += lby_delta;
           
            animation_state->goalfeetyaw = feet_yaw;
        }
    }
    else
    {
        record->resolver_side = RESOLVER_ORIGINAL;
    }
}
где то я это видел....
c++ это джс?
 
Rawetrip resolver.

Возможно вронг.

C++:
Expand Collapse Copy
void Resolver::Initialize(Player* m_player, Record* m_record, float m_feet_yaw, float m_pitch)
{
    player = m_player;
    record = m_record;

    goalfeetyaw = Math::NormalizeYaw(m_feet_yaw);
    pitch = Math::NormalizePitch(m_pitch);
}

void Resolver::ResolvePitch()
{
    return pitch;
}

void Resolver::ResolveYaw()
{
    if (!local_player->alive() || !player->enemy())
    {
        player_record->side = RESOLVER_ORIGINAL;
        return;
    }

    bool BruteforceResolve = (record->resolver_type != LBY);

    if (BruteforceResolve)
    {
        switch (ResolverSide)
        {
        case RESOLVER_ORIGINAL:
            record->resolver_side = RESOLVER_ORIGINAL;
            record->resolver_type = BRUTEFORCE;
            break;
        case RESOLVER_ZERO:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_POSITIVE;

            brutforced_first = false;
            brutforced_second = false;
            return;
        case RESOLVER_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_second)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_NEGATIVE;

            record->resolver_side = resolver_side;
            brutforced_first = true;
            return;
        case RESOLVER_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            int resolver_side;

            if (brutforced_first)
                resolver_side = RESOLVER_ZERO;
            else
                resolver_side = RESOLVER_POSITIVE;

            record->resolver_side = resolver_side;
            brutforced_second = true;
            return;
        case RESOLVER_LOW_POSITIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_LOW_NEGATIVE;
            return;
        case RESOLVER_LOW_NEGATIVE:
            record->resolver_type = BRUTEFORCE;
            record->resolver_side = RESOLVER_POSITIVE;
            return;
        }
    }

    animstate* animation_state = player->get_animstate();

    if (!animation_state)
    {
        record->resolver_side = RESOLVER_ORIGINAL;
        return;
    }

    float delta = Math::NormalizeYaw(player->eye_angles().y - goalfeetyaw);

    if (delta > 30.0 && valid_lby)
    {
        if (globals.missed_shots > 0)
            delta = -delta;

        if (delta <= 30.0)
        {
            if (delta < -30.0)
            {
                record->resolver_type = LBY;
                record->resolver_side = RESOLVER_NEGATIVE;
            }
        }
        else
        {
            record->resolver_type = LBY;
            record->resolver_side = RESOLVER_POSITIVE;
        }
    }
    else
    {
        bool trace = false;

        if (globals.curtime - previous_curtime > 2.0f)
        {
            bool first = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_positive), player, localplayer);
            bool second = visible(globals.eye_pos, player->hitbox_pos(1, record->matrix_negative), player, localplayer);

            bool positive = false;

            if (first == second)
            {
                float first2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_positive));
                float second2 = globals.eye_pos.dist(player->hitbox_pos(1, record->matrix_negative));

                if (Math::SecondFabs(first2 - second2) > 1.0f)
                    positive = first2 > second2;
            }
            else
            {
                trace = true;
                positive = second;
                previous_curtime = globals.curtime;
            }
        }
        else
            trace = true;

        if (positive)
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_POSITIVE;
        }
        else
        {
            int type = ORIGINAL;

            if (trace)
                type = TRACE;
            else
                type = DIRECTIONAL;

            record->resolver_type = type;
            record->resolver_side = RESOLVER_NEGATIVE;
        }
    }

    bool low_pitch = (animation_state->eye_pitch < 20.0 && animation_state->eye_pitch > -20.0);

    if (low_pitch)
    {
        float feet_yaw = animation_state->goalfeetyaw;

        if (animation_state)
        {
            float lby_delta = player->eye_angles().yaw - player->lby();
            bool lby_stand = lby_delta > 35.0 && player->velocity().length_2d() < 5;

            if (!lby_stand)
                feet_yaw += lby_delta;
           
            animation_state->goalfeetyaw = feet_yaw;
        }
    }
    else
    {
        record->resolver_side = RESOLVER_ORIGINAL;
    }
}
Фулл, вронг
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
наконец то слили PROPER RESOLVER FOR LEGENDWARE
 
if (delta > 30.0 && valid_lby)
{
if (globals.missed_shots > 0)
delta = -delta;

if (delta <= 30.0)
{
if (delta < -30.0)
{
record->resolver_type = LBY;
record->resolver_side = RESOLVER_NEGATIVE;
}
}
else
{
record->resolver_type = LBY;
record->resolver_side = RESOLVER_POSITIVE;
}
}
good hahaha
 
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