Privatny p100 DT Airlag Break LC Teleport Exploit
Правельный раветрип ресольвер:Rawetrip resolver.
Возможно вронг.
C++: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; } }
C++:
//его нету (ресольвера)