B1g resolver source

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Код:
angleTickLog Resolver::loggedAngles[65];
  
    float pelvisVelocity[5][65] = { 0.0f };
    float pelvisMaxVelocityLog[5][6] = { 0.0f };
    float pelvisAverageVelocity[5] = { 0.0f };
    int pelvisCalculationCounter[25] = { 0 };
  
    // PEOPLE WHO REVERSED ANIMS HATE HIM!!!
    // HE DETECTS BALANCE_ADJUST WITH THIS
    // ONE WEIRD TRICK FROM 1934!!!
    // CLICK HERE TO FIND OUT HOW!!!
    bool Resolver::lbyDeltaOver120(int plID)
    {
  
    if (lastDeltaOver120[plID] && pelvisAverageVelocity[plID] > 3.f)
    deltaDiffName [plID] = ** curtime;
    else if (pelvisAverageVelocity[plID] > 6.f && g_GlobalVars->curtime - deltaDiffName[plID] > .1f)
    {
    deltaDiffName[plID] = g_GlobalVars->curtime;
    lastDeltaOver120[plID] = true;
    }
    else if (!lastDeltaOver120[plID] && pelvisAverageVelocity[plID] < 3.f)
    deltaDiffName [plID] = ** curtime;
    else if (pelvisAverageVelocity[plID] < 3.f && g_GlobalVars->curtime - deltaDiffName[plID] > .1f)
    {
    deltaDiffName [plID] = ** curtime;
    lastDeltaOver120[plID] = false;
    }
    return lastDeltaOver120[plID];
    }
  
    //Complex averaging of values incomming yay
    void calculatePelvisVelocity(C_BasePlayer* player, int plID)
    {
    if (player->m_vecVelocity().Length2D() > 1)
    return;
  
    if (pelvisCalculationCounter[plID] < 0)
    pelvisCalculationCounter[plID] = 0;
  
    pelvisCalculationCounter[plID]--;
  
    Vector posP = player->GetHitboxPos(Hitboxes::HITBOX_PELVIS) - player->m_vecOrigin();
    if (LagCompensation::m_PlayerTrack[plID].size() > 0)
    posP = Math::RotateVectorYaw(Vector(0, 0, 0), -player->m_angEyeAngles().yaw, posP);
    float deltaP = (posP - lastPelvis[plID]).Length2D();
    lastPelvis[plID] = posP;
  
    float maxVelocity = std::fabsf(deltaP / g_GlobalVars->interval_per_tick);
  
    float vel = maxVelocity;
  
    for (int i = 0; i < 64; i++)
    {
    pelvisVelocity[plID][i + 1] = pelvisVelocity[plID];
    maxVelocity = std::fmaxf(maxVelocity, pelvisVelocity[plID][i + 1]);
    }
  
    pelvisVelocity[plID][0] = vel;
  
    if (pelvisCalculationCounter[plID] >= 64)
    {
    pelvisCalculationCounter[plID] = 0;
    pelvisMaxVelocityLog[plID][1] = pelvisMaxVelocityLog[plID][2];
    pelvisMaxVelocityLog[plID][0] = pelvisMaxVelocityLog[plID][1];
    }
    pelvisMaxVelocityLog[plID][2] = maxVelocity;
  
    pelvisAverageVelocity[plID] = (pelvisMaxVelocityLog[plID][0] + pelvisMaxVelocityLog[plID][1] + pelvisMaxVelocityLog[plID][2]) * 0.333f;
    }
  
  
    bool Resolver::didLBYUpdate(C_BasePlayer* player) {
    int curTarget = player->EntIndex();
  
    //Getting perfect time is simpler than anyone thinks.
    double cTime = (rand() % 420) / 360.0;
  
    if ((player->m_vecVelocity().Length2D() > 1.f && storedLBYFromUpdate[curTarget] != player->m_flLowerBodyYawTarget()) || player->m_vecVelocity().Length2D() > 25)
    {
    oldStoredCurtime[curTarget] = cTime + 0.22f;
    firstBreak[curTarget] = false;
    storedLBYFromUpdate[curTarget] = player->m_flLowerBodyYawTarget();
    Resolver::lbyUpdate[player->EntIndex()] = true;
    return true;
    }
    //On your own on this one
  
    Resolver::lbyUpdate[player->EntIndex()] = false;
    return false;
    }
  
    static void AWResolver(C_BasePlayer* player, int entID) {
  
    C_BaseCombatWeapon* curweapon = g_LocalPlayer->m_hActiveWeapon();
  
    CCSWeaponInfo* weaponData = nullptr;
  
    if (curweapon) weaponData = curweapon->GetCSWeaponData();
  
    INetChannelInfo* nci = g_EngineClient->GetNetChannelInfo();
    float ping = 0;
    if (nci) ping = nci->GetLatency(MAX_FLOWS);
  
    int pingShots = 0;
    if (weaponData) pingShots = ping / weaponData->flCycleTime;
  
    if (Resolver::didLBYUpdate(player)) {
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget();
    }
    else if ()
    {
    if (g_PlayerSettings[entID].shotCount - g_PlayerSettings[entID].shotCountLog <= 5 + pingShots)
    {
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + g_PlayerSettings[entID].loggedLBYDelta;
  
    switch (g_PlayerSettings[entID].shotCount - g_PlayerSettings[entID].shotCountLog % 7)
    {
    case 2:
    player->m_angEyeAngles().yaw += RandomFloat(8, 12);
    break;
    case 3:
    player->m_angEyeAngles().yaw -= RandomFloat(8, 12);
    break;
    case 4:
    player->m_angEyeAngles().yaw += RandomFloat(18, 22);
    break;
    case 5:
    player->m_angEyeAngles().yaw -= RandomFloat(18, 22);
    break;
    case 6:
    player->m_angEyeAngles().yaw += RandomFloat(22, 25);
    break;
    case 7:
    player->m_angEyeAngles().yaw -= RandomFloat(22, 25);
    break;
    }
    }
    else {
    g_PlayerSettings[entID].logFailCount++;
    g_PlayerSettings[entID].useLoggedAngles = false;
    }
    }
    else if (!Resolver::lbyDeltaOver120(entID)) {
    switch ((g_PlayerSettings[entID].shotCount) % 12)
    {
    case 0: //needs addition of if playerhurt[entid] = 1 etc
    case 1:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 180.f;
    break;
    case 2:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 145.f;
    break;
    case 3:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 145.f;
    break;
    case 4:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 120.f;
    break;
    case 5:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 120.f;
    break;
    case 6:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 162.f;
    break;
    case 7:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 162.f;
    break;
    case 8:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 132.f;
    break;
    case 9:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 132.f;
    break;
    case 10:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 170;
    break;
    case 11:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 130;
    break;
    case 12:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 130;
    break;
    case 13:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() + 110;
    break;
    case 14:
    player->m_angEyeAngles().yaw = player->m_flLowerBodyYawTarget() - 110;
    break;
    }
    }
    else {
    switch ((g_PlayerSettings[entID].shotCount) % 17)
    {
    case 0:
    case 1:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget();
    break;
    case 2:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 25.f;
    break;
    case 3:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 25.f;
    break;
    case 4:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 105;
    break;
    case 5:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 105;
    break;
    case 6:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 50.f;
    break;
    case 7:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 50.f;
    break;
    case 8:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 70.f;
    break;
    case 9:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 70.f;
    break;
    case 10:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 43.f;
    break;
    case 11:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 43.f;
    break;
    case 12:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 95;
    break;
    case 13:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 95;
    break;
    }
    }
  
    Resolver::loggedAngles[entID].prevAngles.push_front(angleLog(lastLBY[entID], g_PlayerSettings[entID].shotCount - g_PlayerSettings[entID].shotCountLog, player->m_flSimulationTime(), Resolver::lbyUpdate[entID]));
  
    }
  
    static void AirResolver(C_BasePlayer* player, int entID)
    {
    float atTargetAngle = Math::CalcAngle(g_LocalPlayer->GetEyePos(), player->m_vecOrigin()).yaw;
 
    float magicalanglethatyoudontknow = 420;
  
    float primaryBaseAngle = player->m_flLowerBodyYawTarget();
    float secondaryBaseAngle = magicalanglethatyoudontknow;
  
    switch ((g_PlayerSettings[entID].shotCount) % 3)
    {
    case 0:
    player->m_angEyeAngles().yaw = atTargetAngle + 180.f;
    break;
    case 1:
    player->m_angEyeAngles().yaw = secondaryBaseAngle + 180.f;
    break;
    case 2:
    player->m_angEyeAngles().yaw = primaryBaseAngle;
    break;
    case 3:
    player->m_angEyeAngles().yaw = primaryBaseAngle - 45.f;
    break;
    case 4:
    player->m_angEyeAngles().yaw = primaryBaseAngle + 90.f;
    break;
    case 5:
    player->m_angEyeAngles().yaw = primaryBaseAngle - 130.f;
    break;
    case 6:
    player->m_angEyeAngles().yaw = primaryBaseAngle - 180.f;
    break;
    case 7:
    player->m_angEyeAngles().yaw = secondaryBaseAngle;
    break;
    }
    }
  
    static void ResolvePlayerYaw(C_BasePlayer* player, int entID)
    {
  
    char curtime = *reinterpret_cast<char*>(**(CCSGOPlayerAnimState***)Utils::PatternScan("matchmaking.dll", "A1 ? ? ? ? 0F 84 ? ? ? ? 33 C9") - 7);
  
    if (curtime - g_PlayerSettings[entID].shotCountTime > 3)
    {
    g_PlayerSettings[entID].shotCountLog = g_PlayerSettings[entID].shotCount + g_PlayerSettings[entID].shotCountLog;
    g_PlayerSettings[entID].shotCount = 10;
    g_PlayerSettings[entID].shotCountTime = -curtime;
    }
  
    if (g_PlayerSettings[entID].shotCount == 0 || g_GlobalVars->curtime - g_PlayerSettings[entID].shotCountTime < 0.3f)
    calculatePelvisVelocity(player, entID);
    else
    {
    deltaDiffName[entID] = curtime;
    pelvisAverageVelocity[entID] = lastDeltaOver120[entID] ? 12 : 0;
  
    lastPelvis[entID] = posP;
    }
  
    //The checks looked better before FakeWalkResolver was added, so don't blame me for this, ty.
    if (player->m_vecVelocity().Length2D() > 5 && player->m_vecVelocity().Length2D() <= 35 && player->m_fFlags() & FL_ONGROUND)
    FakeWalkResolver(player, entID); //(C) Joker AKA XRAY, not my code. but the secret, brute lby + 120 and -120 so not even worth it /shrug
    else if (player->m_fFlags() & FL_ONGROUND)
    AWResolver(player, entID);
    else
    AirResolver(player, entID);
    }
 
              ru p2cs > all                      
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Много лишней хуйни. Фейквалк детектится через анимации, и проверять через велосити - глупо.
Так что хф переделывать эту хуйню.
 
return 0;
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ору

Код:
    switch ((g_PlayerSettings[entID].shotCount) % 17)
    {
    case 0:
    case 1:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget();
    break;
    case 2:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 25.f;
    break;
    case 3:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 25.f;
    break;
    case 4:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 105;
    break;
    case 5:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 105;
    break;
    case 6:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 50.f;
    break;
    case 7:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 50.f;
    break;
    case 8:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 70.f;
    break;
    case 9:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 70.f;
    break;
    case 10:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 43.f;
    break;
    case 11:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 43.f;
    break;
    case 12:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() + 95;
    break;
    case 13:
    player->m_angEyeAngles().yaw = -player->m_flLowerBodyYawTarget() - 95;
    break;
    }
 
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Много лишней хуйни. Фейквалк детектится через анимации, и проверять через велосити - глупо.
Так что хф переделывать эту хуйню.
Если есть индексы и объяснение к ним, то линк пж
 
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щас бы у задриста чото просить...
Ну если он всё так знает, пусть скинет. А то как против морфа играю он только по фейкам шьёт, а как тут писать про топ ресольвер, который фиксит фейкволк, так это мы умеем.
 
              ru p2cs > all                      
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Ну если он всё так знает, пусть скинет. А то как против морфа играю он только по фейкам шьёт, а как тут писать про топ ресольвер, который фиксит фейкволк, так это мы умеем.
морф только по фейкам? неплохая шутка
 
              ru p2cs > all                      
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