Исходник *LW* deffensive double tap made by me

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Made by me :)
For L.W.


C++:
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;
}
 
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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.
 
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Made by me :)
For L.W.


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


C++:
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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