C++ Resolver kinda good? with comments

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24 Янв 2023
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void c_resolver::instance(c_base_player* player, c_lag_record& lag_record, const c_lag_record previous_record)
{
    if (!player || !player->is_alive())
        return;

    if (!player->get_anim_state())
        return;

    Vector velocity = player->get_anim_state()->m_velocity;
    if (velocity.Length2D() > 1.2f)
    {
        lag_record.m_is_moving = true;
        lag_record.m_is_standing = false;

        Vector direction = velocity.Normalized();
        float yaw = RAD2DEG(atan2(direction.y, direction.x));
        lag_record.m_velocity_based_yaw = yaw;

        resolve_moves(player, lag_record);
    }
    else
    {
        lag_record.m_is_moving = false;
        lag_record.m_is_standing = true;

        resolve_stand(player, lag_record);
    }

    /* if shot missed -> change current angle */
    /* brute side filling in rage-bot if does intersect hitbox */
    if (lag_record.m_rotation_mode == g_sdk.m_resolver_data.m_brute_side[player->ent_index()])
    {
        if (g_sdk.m_resolver_data.m_missed_shots[player->ent_index()] > 0)
        {
            auto new_rotation = ROTATE_SERVER;

            /* fucking cycle  xD */
            switch (lag_record.m_rotation_mode)
            {
            case ROTATE_LEFT: new_rotation = ROTATE_RIGHT;
                break;
            case ROTATE_RIGHT: new_rotation = ROTATE_LOW_RIGHT;
                break;
            case ROTATE_LOW_RIGHT: new_rotation = ROTATE_LOW_LEFT;
                break;
            case ROTATE_LOW_LEFT: new_rotation = ROTATE_LEFT;
                break;
            default: break;
            }

            /* set new value */
            lag_record.m_rotation_mode = new_rotation;
        }
    }
}
 
because you have 0 idea what tf u posted and ur rng kicked in while playing w it so you thought its good
 
It's not, it will miss shots until it finds the correct angle, and since everyone is using desync now, your resolver will keep missing, or if you will be lucky enough to kill by mistake...
 
It's not, it will miss shots until it finds the correct angle, and since everyone is using desync now, your resolver will keep missing, or if you will be lucky enough to kill by mistake...
everyone is using desync now? what were people using before if it wasn't lby? ma fukin nanotechonological lisp angle??
 
55 lines of dog shit
 
You do realise after lby there was desync right..?
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was not desync, was different method as i know
It was fake angles. The old resolver methods used lowerbody direction to resolve fake angles; hence, lowerbody abuse broke those resolvers. (Lby could only be broken while standing or jumping). Desync, however, is of course going to be resolved differently, as you can desync while moving, et cetera. Anyone with a high school probability and statistics class can create a resolver based on the information each player gives.
 
It was fake angles. The old resolver methods used lowerbody direction to resolve fake angles; hence, lowerbody abuse broke those resolvers. (Lby could only be broken while standing or jumping). Desync, however, is of course going to be resolved differently, as you can desync while moving, et cetera. Anyone with a high school probability and statistics class can create a resolver based on the information each player gives.
Ahh fake angles, i thought they was named differently. But yea that's what i meant
 
It was fake angles. The old resolver methods used lowerbody direction to resolve fake angles; hence, lowerbody abuse broke those resolvers. (Lby could only be broken while standing or jumping). Desync, however, is of course going to be resolved differently, as you can desync while moving, et cetera. Anyone with a high school probability and statistics class can create a resolver based on the information each player gives.
Oooh, fake angles yeah, is just I didn't know what he meant, he could've atleast said the period between after LBY got patched and before desync.
 
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