Начинающий
-
Автор темы
- #1
Привет всем. Надеюсь получу ответ на свой вопрос.
Как сделать сохранение информации о том, что я заресольвил соперника и чтобы чит больше его не ресольвил, а стрелял как запомнил?
К примеру возьмём любой код рандом ресольвера с инета:
Есть ли тут код с запоминанием ресольва противника? Если есть, то где? И как это все работает?
Как сделать сохранение информации о том, что я заресольвил соперника и чтобы чит больше его не ресольвил, а стрелял как запомнил?
К примеру возьмём любой код рандом ресольвера с инета:
C++:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
#include "animation_system.h"
#include "..\ragebot\aim.h"
float EyeAngles[64] = { 0 };
float GetBackwardYaw(player_t* player)
{
return math::calculate_angle(g_ctx.local()->GetAbsOrigin(), player->GetAbsOrigin()).y;
}
int DetectStand(player_t* player)
{
Vector src3D, dst3D, forward, right, up, src, dst;
float back_two, right_two, left_two;
trace_t tr;
Ray_t ray, ray2, ray3, ray4, ray5;
CTraceFilter filter;
math::angle_vectors(Vector(0, GetBackwardYaw(player), 0), &forward, &right, &up);
filter.pSkip = player;
src3D = player->get_shoot_position();
dst3D = src3D + (forward * 384); //Might want to experiment with other numbers, incase you don't know what the number does, its how far the trace will go. Lower = shorter.
ray.Init(src3D, dst3D);
m_trace()->TraceRay(ray, MASK_SHOT, &filter, &tr);
back_two = (tr.endpos - tr.startpos).Length();
ray2.Init(src3D + right * 30, dst3D + right * 30);
m_trace()->TraceRay(ray2, MASK_SHOT, &filter, &tr);
right_two = (tr.endpos - tr.startpos).Length();
ray3.Init(src3D - right * 30, dst3D - right * 30);
m_trace()->TraceRay(ray3, MASK_SHOT, &filter, &tr);
left_two = (tr.endpos - tr.startpos).Length();
if (left_two > right_two)
return -1;
else if (right_two > left_two)
return 1;
else
return 0;
}
float GetForwardYaw(player_t* player)
{
return math::normalize_yaw(GetBackwardYaw(player) - 180.f);
}
resolver_side resolver::FreeStand(player_t* e)
{
float angle = math::normalize_yaw(e->m_angEyeAngles().y);
bool forward = fabsf(math::normalize_yaw(angle - GetForwardYaw(e))) < 90.f;
auto misses = g_ctx.globals.missed_shots[e->EntIndex()];
int S = DetectStand(e);
bool HIGHDELTA = misses >= 3;
switch (misses % 2)
{
case 0:
switch (last_side)
{
case RESOLVER_SECOND:
return RESOLVER_FIRST;
break;
case RESOLVER_FIRST:
return RESOLVER_SECOND;
break;
default:
if (S == 1)
{
if (forward)
return RESOLVER_SECOND;
else
return RESOLVER_FIRST;
}
else
{
if (forward)
return RESOLVER_FIRST;
else
return RESOLVER_SECOND;
}
break;
}
break;
case 1:
switch (last_side)
{
case RESOLVER_SECOND:
return RESOLVER_SECOND;
break;
case RESOLVER_FIRST:
return RESOLVER_FIRST;
break;
default:
if (S == 1)
{
if (forward)
return RESOLVER_FIRST;
else
return RESOLVER_SECOND;
}
else
{
if (forward)
return RESOLVER_SECOND;
else
return RESOLVER_FIRST;
}
break;
}
break;
}
}
bool resolver::IsFakewalking(player_t* entity)
{
bool
bFakewalking = false,
stage1 = false, // stages needed cause we are iterating all layers, eitherwise won't work :)
stage2 = false,
stage3 = false;
for (int i = 0; i < entity->animlayer_count(); i++)
{
if (player_record->layers[i].m_nSequence == 26 && player_record->layers[i].m_flWeight < 0.4f)
stage1 = true;
if (player_record->layers[i].m_nSequence == 7 && player_record->layers[i].m_flWeight > 0.001f)
stage2 = true;
if (player_record->layers[i].m_nSequence == 2 && player_record->layers[i].m_flWeight == 0)
stage3 = true;
}
if (stage1 && stage2)
bFakewalking = (stage3 || (player->m_fFlags() & FL_DUCKING)); // since weight from stage3 can be 0 aswell when crouching, we need this kind of check, cause you can fakewalk while crouching, thats why it's nested under stage1 and stage2
else
bFakewalking = false;
return bFakewalking;
}
void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
player = e;
player_record = record;
original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
original_pitch = math::normalize_pitch(pitch);
}
void resolver::reset()
{
player = nullptr;
player_record = nullptr;
side = false;
fake = false;
was_first_bruteforce = false;
was_second_bruteforce = false;
original_goal_feet_yaw = 0.0f;
original_pitch = 0.0f;
}
bool CanSeeHitbox(player_t* entity, int HITBOX)
{
return g_ctx.local()->CanSeePlayer(entity, entity->hitbox_position(HITBOX));
}
struct {
float movinglby[65];
}records;
bool resolver::Saw(player_t* entity)
{
if (!(CanSeeHitbox(entity, HITBOX_HEAD) && CanSeeHitbox(entity, HITBOX_LEFT_FOOT) && CanSeeHitbox(entity, HITBOX_RIGHT_FOOT))
|| (CanSeeHitbox(entity, HITBOX_HEAD) && CanSeeHitbox(entity, HITBOX_LEFT_FOOT) && CanSeeHitbox(entity, HITBOX_RIGHT_FOOT)))
return false;
return true;
}
resolver_side resolver::TraceSide(player_t* entity)
{
auto first_visible = util::visible(g_ctx.globals.eye_pos, entity->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.positive), player, g_ctx.local());
auto second_visible = util::visible(g_ctx.globals.eye_pos, entity->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.negative), player, g_ctx.local());
auto main_visible = util::visible(g_ctx.globals.eye_pos, entity->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.main), player, g_ctx.local());
if (main_visible)
{
if (first_visible)
return RESOLVER_SECOND;
else if (second_visible)
return RESOLVER_FIRST;
}
else
{
if (first_visible)
return RESOLVER_FIRST;
else if (second_visible)
return RESOLVER_SECOND;
}
return RESOLVER_ORIGINAL;
}
bool ValidPitch(player_t* entity)
{
int pitch = entity->m_angEyeAngles().x;
return pitch == 0 || pitch > 90 || pitch < -90;
}
void resolver::NoSpreadResolver()
{
if (last_side != RESOLVER_ORIGINAL)
{
switch (last_side)
{
case RESOLVER_ORIGINAL:
g_ctx.globals.missed_shots[player->EntIndex()] = 0;
fake = true;
break;
case RESOLVER_ZERO:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_FIRST;
was_first_bruteforce = false;
was_second_bruteforce = false;
return;
case RESOLVER_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND;
was_first_bruteforce = true;
return;
case RESOLVER_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST;
was_second_bruteforce = true;
return;
case RESOLVER_LOW_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_SECOND;
return;
case RESOLVER_LOW_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_FIRST;
return;
}
}
switch (g_ctx.globals.missed_shots[player->EntIndex()])
{
case 0:
player_record->side = RESOLVER_SECOND;
break;
case 1:
player_record->side = RESOLVER_FIRST;
break;
case 2:
player_record->side = RESOLVER_LOW_FIRST;
break;
case 3:
player_record->side = RESOLVER_LOW_SECOND;
break;
case 4:
player_record->side = RESOLVER_FIRST;
break;
case 5:
player_record->side = RESOLVER_SECOND;
break;
}
if (g_ctx.globals.missed_shots[player->EntIndex()] == 5)
g_ctx.globals.missed_shots[player->EntIndex()] = 0;
}
void resolver::resolve_yaw()
{
player_info_t player_info;
if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info))
return;
if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
if (aim::get().last_target[player->EntIndex()].record.type != LBY)
{
switch (last_side)
{
case RESOLVER_ORIGINAL:
g_ctx.globals.missed_shots[player->EntIndex()] = 0;
fake = true;
break;
case RESOLVER_ZERO:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_FIRST;
was_first_bruteforce = false;
was_second_bruteforce = false;
return;
case RESOLVER_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND;
was_first_bruteforce = true;
return;
case RESOLVER_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST;
was_second_bruteforce = true;
return;
case RESOLVER_LOW_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_SECOND;
return;
case RESOLVER_LOW_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_FIRST;
return;
}
}
auto animstate = player->get_animation_state();
if (!animstate)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
if (!ValidPitch(player))
{
if (g_ctx.globals.missed_shots[player->EntIndex()] == 0)
player_record->side = RESOLVER_ORIGINAL;
else
player_record->side = FreeStand(player);
return;
}
if (fabs(original_pitch) > 90.0f)
fake = true;
else if (!fake)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
if (player->m_vecVelocity().Length2D() > 50)
records.movinglby[player->EntIndex()] = animstate->m_flGoalFeetYaw;
auto delta = math::normalize_yaw(player->m_angEyeAngles().y - original_goal_feet_yaw);
auto valid_lby = true;
if (animstate->m_velocity > 0.1f || fabs(animstate->flUpVelocity) > 100.f)
valid_lby = animstate->m_flTimeSinceStartedMoving < 0.22f;
auto spread = m_cvar()->FindVar("weapon_accuracy_nospread")->GetInt();
if (spread == 1)
{
NoSpreadResolver();
return;
}
if (player->m_vecVelocity().Length2D() > 235 || !player->m_fFlags() & FL_ONGROUND)
player_record->side = RESOLVER_ORIGINAL;
else if (g_ctx.globals.missed_shots[player->EntIndex()] == 0)
player_record->side = RESOLVER_SECOND;
else if (Saw(player))
{
if (TraceSide(player) != RESOLVER_ORIGINAL)
player_record->side = TraceSide(player);
player_record->type = TRACE;
}
else if (fabs(delta) > 30.0f && valid_lby)
{
if (g_ctx.globals.missed_shots[player->EntIndex()])
delta = -delta;
if (delta > 30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_FIRST;
}
else if (delta < -30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_SECOND;
}
}
else
{
auto trace = false;
if (m_globals()->m_curtime - lock_side > 2.0f)
{
auto first_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.positive), player, g_ctx.local());
auto second_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.negative), player, g_ctx.local());
if (first_visible != second_visible)
{
trace = true;
side = second_visible;
lock_side = m_globals()->m_curtime;
}
else
{
auto first_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.positive));
auto second_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.negative));
if (fabs(first_position - second_position) > 1.0f)
side = first_position > second_position;
}
}
else
trace = true;
if (side)
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_FIRST;
}
else
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_SECOND;
}
}
}
float resolver::resolve_pitch()
{
return original_pitch;
}