Исходник *LW* deffensive double tap made by me

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30 Дек 2022
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Made by me :)
For L.W.


C++:
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void misc::double_tap_deffensive(CUserCmd* m_pcmd)
{
    if (!g_cfg.ragebot.defensive_doubletap)
        return;

    const auto local_player = g_ctx.local();
    const auto velocity = local_player->m_vecVelocity().Length2D();
    if (velocity<local_player->GetMaxPlayerSpeed())
    {
        g_ctx.globals.m_Peek.m_bIsPeeking = false;
        g_ctx.globals.tickbase_shift = 2;
        return;
    }
    
    const auto active_weapon = local_player->m_hActiveWeapon().Get();
    if (!active_weapon || active_weapon->m_iItemDefinitionIndex() == WEAPON_REVOLVER || (m_pcmd->m_buttons & IN_ATTACK))
        return;

    Vector predicted_eye_pos = g_ctx.globals.eye_pos + (engineprediction::get().backup_data.velocity * m_globals()->m_intervalpertick);
    for (auto i = 1; i <= m_globals()->m_maxclients; ++i)
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));
        if (!e->valid(true))
            continue;

        auto& records = player_records[i];
        if(records.empty())
            continue;

        auto&record = records.front();
        if (!record.valid())
            continue;

        record.adjust_player();
        for (int next_chock = 1; next_chock <= m_clientstate()->iChokedCommands; ++next_chock)
        {
            predicted_eye_pos *= next_chock;
            auto fire_data = autowall::get().wall_penetration(predicted_eye_pos, e->hitbox_position_matrix(HITBOX_HEAD, record.matrixes_data.first), e);
            if (!fire_data.valid || fire_data.damage < 1)
                continue;

            g_ctx.globals.m_Peek.m_bIsPeeking = true;
        }
    }

    ++g_ctx.globals.shift_time;
    if (g_ctx.globals.shift_time > 15)
        g_ctx.globals.shift_time = 0;

    if (velocity > local_player->GetMaxPlayerSpeed())
        g_ctx.globals.shift_time = local_player->m_fFlags() & FL_ONGROUND ? fourteen;

    if (g_ctx.globals.shift_time > m_clientstate()->iChokedCommands)
        std::clamp(g_ctx.globals.shift_time, 1, 2);

    if (g_ctx.globals.shift_time > 0)
        g_ctx.globals.tickbase_shift = g_ctx.globals.shift_time > 0 ? 14:0;

    if (m_gamerules()->m_bIsValveDS() || g_ctx.globals.m_Peek.m_bIsPeeking)
    {
        if (!g_ctx.globals.m_Peek.m_bIsPrevPeek)
        {
            g_ctx.globals.m_Peek.m_bIsPrevPeek = true;
            g_ctx.globals.tickbase_shift = 14;
            return;
        }
    }
    else
        g_ctx.globals.m_Peek.m_bIsPrevPeek = false;
}
 
Последнее редактирование:
Фу блядь. Мало того что проверка на пик с каким-то ебучими некст чоками, но и шифт с таймером нахуй сломан. Тебе просто нужно шифтнуть 14 тиков на пик и запустить таймер на 14 тиков для следующего шифта.
 
Made by me :)
For L.W.


C++:
Expand Collapse Copy
void misc::double_tap_deffensive(CUserCmd* m_pcmd)
{
    if (!g_cfg.ragebot.defensive_doubletap)
        return;

    const auto local_player = g_ctx.local();
    const auto velocity = local_player->m_vecVelocity().Length2D();
    if (velocity<local_player->GetMaxPlayerSpeed())
    {
        g_ctx.globals.m_Peek.m_bIsPeeking = false;
        g_ctx.globals.tickbase_shift = 2;
        return;
    }
 
    const auto active_weapon = local_player->m_hActiveWeapon().Get();
    if (!active_weapon || active_weapon->m_iItemDefinitionIndex() == WEAPON_REVOLVER || (m_pcmd->m_buttons & IN_ATTACK))
        return;

    Vector predicted_eye_pos = g_ctx.globals.eye_pos + (engineprediction::get().backup_data.velocity * m_globals()->m_intervalpertick);
    for (auto i = 1; i <= m_globals()->m_maxclients; ++i)
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));
        if (!e->valid(true))
            continue;

        auto& records = player_records[i];
        if(records.empty())
            continue;

        auto&record = records.front();
        if (!record.valid())
            continue;

        record.adjust_player();
        for (int next_chock = 1; next_chock <= m_clientstate()->iChokedCommands; ++next_chock)
        {
            predicted_eye_pos *= next_chock;
            auto fire_data = autowall::get().wall_penetration(predicted_eye_pos, e->hitbox_position_matrix(HITBOX_HEAD, record.matrixes_data.first), e);
            if (!fire_data.valid || fire_data.damage < 1)
                continue;

            g_ctx.globals.m_Peek.m_bIsPeeking = true;
        }
    }

    ++g_ctx.globals.shift_time;
    if (g_ctx.globals.shift_time > 15)
        g_ctx.globals.shift_time = 0;

    if (velocity > local_player->GetMaxPlayerSpeed())
        g_ctx.globals.shift_time = local_player->m_fFlags() & FL_ONGROUND ? fourteen;

    if (g_ctx.globals.shift_time > m_clientstate()->iChokedCommands)
        std::clamp(g_ctx.globals.shift_time, 1, 2);

    if (g_ctx.globals.shift_time > 0)
        g_ctx.globals.tickbase_shift = g_ctx.globals.shift_time > 0 ? 14:0;

    if (m_gamerules()->m_bIsValveDS() || g_ctx.globals.m_Peek.m_bIsPeeking)
    {
        if (!g_ctx.globals.m_Peek.m_bIsPrevPeek)
        {
            g_ctx.globals.m_Peek.m_bIsPrevPeek = true;
            g_ctx.globals.tickbase_shift = 14;
            return;
        }
    }
    else
        g_ctx.globals.m_Peek.m_bIsPrevPeek = false;
}
lowkey useless. modify forward and side move. disable recharging while peeking (update peek status at ragebot since there is no point in iterating through all records once again lmfao)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Made by me :)
For L.W.


C++:
Expand Collapse Copy
void misc::double_tap_deffensive(CUserCmd* m_pcmd)
{
    if (!g_cfg.ragebot.defensive_doubletap)
        return;

    const auto local_player = g_ctx.local();
    const auto velocity = local_player->m_vecVelocity().Length2D();
    if (velocity<local_player->GetMaxPlayerSpeed())
    {
        g_ctx.globals.m_Peek.m_bIsPeeking = false;
        g_ctx.globals.tickbase_shift = 2;
        return;
    }
   
    const auto active_weapon = local_player->m_hActiveWeapon().Get();
    if (!active_weapon || active_weapon->m_iItemDefinitionIndex() == WEAPON_REVOLVER || (m_pcmd->m_buttons & IN_ATTACK))
        return;

    Vector predicted_eye_pos = g_ctx.globals.eye_pos + (engineprediction::get().backup_data.velocity * m_globals()->m_intervalpertick);
    for (auto i = 1; i <= m_globals()->m_maxclients; ++i)
    {
        auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));
        if (!e->valid(true))
            continue;

        auto& records = player_records[i];
        if(records.empty())
            continue;

        auto&record = records.front();
        if (!record.valid())
            continue;

        record.adjust_player();
        for (int next_chock = 1; next_chock <= m_clientstate()->iChokedCommands; ++next_chock)
        {
            predicted_eye_pos *= next_chock;
            auto fire_data = autowall::get().wall_penetration(predicted_eye_pos, e->hitbox_position_matrix(HITBOX_HEAD, record.matrixes_data.first), e);
            if (!fire_data.valid || fire_data.damage < 1)
                continue;

            g_ctx.globals.m_Peek.m_bIsPeeking = true;
        }
    }

    ++g_ctx.globals.shift_time;
    if (g_ctx.globals.shift_time > 15)
        g_ctx.globals.shift_time = 0;

    if (velocity > local_player->GetMaxPlayerSpeed())
        g_ctx.globals.shift_time = local_player->m_fFlags() & FL_ONGROUND ? fourteen;

    if (g_ctx.globals.shift_time > m_clientstate()->iChokedCommands)
        std::clamp(g_ctx.globals.shift_time, 1, 2);

    if (g_ctx.globals.shift_time > 0)
        g_ctx.globals.tickbase_shift = g_ctx.globals.shift_time > 0 ? 14:0;

    if (m_gamerules()->m_bIsValveDS() || g_ctx.globals.m_Peek.m_bIsPeeking)
    {
        if (!g_ctx.globals.m_Peek.m_bIsPrevPeek)
        {
            g_ctx.globals.m_Peek.m_bIsPrevPeek = true;
            g_ctx.globals.tickbase_shift = 14;
            return;
        }
    }
    else
        g_ctx.globals.m_Peek.m_bIsPrevPeek = false;
}
это на брокенкоре было ты просто чуть чуть переписал, а так фулл с брокенкора
 
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