C++ Gamesense movementfix, event delay fix, matchshot

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C++:
void Movement::FixMove(CUserCmd* cmd, ang_t& wanted_move, bool a7)
{
    float y; // xmm3_4
    float v9; // xmm4_4
    float x; // xmm0_4
    float v11; // xmm3_4
    float v12; // xmm4_4
    float v13; // xmm0_4
    float v14; // xmm5_4
    float v15; // xmm5_4
    float v16; // xmm5_4
    float v17; // xmm7_4
    float v18; // xmm6_4
    float v19; // xmm3_4
    float v21; // [esp+Ch] [ebp-74h]
    float v22; // [esp+Ch] [ebp-74h]
    float z; // [esp+10h] [ebp-70h]
    float v24; // [esp+10h] [ebp-70h]
    float v25; // [esp+14h] [ebp-6Ch]
    float v26; // [esp+14h] [ebp-6Ch]
    float v27; // [esp+18h] [ebp-68h]
    float v28; // [esp+1Ch] [ebp-64h]
    float v29; // [esp+20h] [ebp-60h]
    float v30; // [esp+24h] [ebp-5Ch]
    float v31; // [esp+28h] [ebp-58h]
    float v32; // [esp+28h] [ebp-58h]
    float v33; // [esp+2Ch] [ebp-54h]
    float v34; // [esp+30h] [ebp-50h]
    float v35; // [esp+34h] [ebp-4Ch]
    float v36; // [esp+38h] [ebp-48h]
    float v37; // [esp+40h] [ebp-40h]
    ang_t  input; // [esp+44h] [ebp-3Ch] BYREF
    vec3_t forward; // [esp+50h] [ebp-30h] BYREF
    vec3_t right; // [esp+5Ch] [ebp-24h] BYREF
    ang_t v41; // [esp+68h] [ebp-18h] BYREF
    vec3_t up; // [esp+74h] [ebp-Ch] BYREF

    input = wanted_move;
    v41 = cmd->m_view_angles;

    if (wanted_move == v41)
        return;

    const float move_magnitude = std::sqrt((cmd->m_forward_move * cmd->m_forward_move) + (cmd->m_side_move * cmd->m_side_move));

    if (move_magnitude == 0.f)
        return;

    if (g_cl.m_local->m_MoveType() == 8
        || g_cl.m_local->m_MoveType() == 9)
        return;

    math::AngleVectors(input, &forward, &right, &up);

    y = forward.y;
    z = forward.z;

    v37 = 1.f;

    if (forward.z == 0.f)
        x = forward.x;
    else {

        z = 0.f;
        v9 = forward.length_2d();

        if (v9 >= 0.00000011920929f) {
            y = forward.y * (1.f / v9);
            v35 = forward.x * (1.f / v9);
            goto LABEL_13;
        }

        y = 0.f;
        x = 0.f;
    }

    v35 = x;

LABEL_13:
    v36 = y;
    v11 = right.y;
    v31 = right.z;

    if (right.z == 0.0) {
        v13 = right.x;
        goto LABEL_18;
    }

    v31 = 0.f;
    v12 = right.length_2d();

    if (v12 < 0.00000011920929f) {
        v11 = 0.f;
        v13 = 0.f;
    LABEL_18:
        v21 = v13;
        goto LABEL_19;
    }

    v11 = right.y * (1.f / v12);
    v21 = right.x * (1.f / v12);

LABEL_19:
    if (up.z < 0.00000011920929f)
        v25 = 0.f;
    else
        v25 = 1.f;

    if (v41.z == 180.0 && !a7)
        cmd->m_forward_move = std::abs(cmd->m_forward_move);

    math::AngleVectors(v41, &right, &forward, &up);

    v33 = right.z;
    if (right.z == 0.f) {
        v27 = right.y;
        v28 = right.x;
    }
    else {

        v33 = 0.f;
        v14 = right.length_2d();

        if (v14 < 0.00000011920929f) {
            v27 = 0.f;
            v28 = 0.f;
        }
        else
        {
            v28 = right.x * (1.f / v14);
            v27 = right.y * (1.f / v14);
        }
    }

    v34 = forward.z;
    if (forward.z == 0.0) {
        v29 = forward.y;
        v30 = forward.x;
    }
    else {

        v34 = 0.f;
        v15 = forward.length_2d();

        if (v15 < 0.00000011920929f) {
            v29 = 0.f;
            v30 = 0.f;
        }
        else {
            v30 = forward.x * (1.f / v15);
            v29 = forward.y * (1.f / v15);
        }
    }

    if (up.z < 0.00000011920929f)
        v37 = 0.f;

    v16 = v11 * cmd->m_side_move;
    v24 = z * cmd->m_forward_move;
    v22 = v21 * cmd->m_side_move;
    v17 = v35 * cmd->m_forward_move;
    v18 = v36 * cmd->m_forward_move;
    v26 = v25 * cmd->m_up_move;
    v32 = v31 * cmd->m_side_move;
    v19 = cmd->m_up_move * 0.f;

    cmd->m_forward_move = ((((v16 * v27) + (v22 * v28)) + (v32 * v33)) + (((v18 * v27) + (v17 * v28)) + (v24 * v33))) + (((v19 * v27) + (v19 * v28)) + (v26 * v33));
    cmd->m_side_move = ((((v16 * v29) + (v22 * v30)) + (v32 * v34)) + (((v18 * v29) + (v17 * v30)) + (v24 * v34))) + (((v19 * v29) + (v19 * v30)) + (v26 * v34));
    cmd->m_up_move = ((((v16 * 0.f) + (v22 * 0.f)) + (v32 * v37)) + (((v18 * 0.f) + (v17 * 0.f)) + (v24 * v37))) + (((v19 * 0.f) + (v19 * 0.f)) + (v26 * v37));


}
C++:
if( *m_packet ) {
        m_cmds.push_back( cmd->m_command_number );
}
else  {
        g_csgo.m_net->SendDatagram( nullptr );
        --g_csgo.m_net->m_choked_packets;
        --g_csgo.m_net->m_out_seq;
}
C++:
void Resolver::skeet_match_shot( AimPlayer* data, LagRecord* record ) {

    if( !record->m_weapon )
        return;

    WeaponInfo* wpn_data = record->m_weapon->GetWpnData( );

    if( !wpn_data )
        return;

    if ( ( wpn_data->m_weapon_type != WEAPONTYPE_GRENADE
        && wpn_data->m_weapon_type > WEAPONTYPE_MACHINEGUN )
        || wpn_data->m_weapon_type <= WEAPONTYPE_KNIFE )
        return;

    const float shot_time = record->m_weapon->m_fLastShotTime( );
    const int shot_tick = game::TIME_TO_TICKS( shot_time );
    const int max_process = g_csgo.sv_maxusrcmdprocessticks->GetInt( );

    const int sim_tick = game::TIME_TO_TICKS( record->m_sim_time );
    const int old_sim_tick = game::TIME_TO_TICKS( record->m_old_sim_time );
    int choked_ticks = sim_tick - old_sim_tick;

    if( choked_ticks >= 0 ) {

        if( choked_ticks > max_process )
            choked_ticks = max_process;
    }
    else
        choked_ticks = 0;

    int oldest_tick = old_sim_tick;

    if( ( old_sim_tick + choked_ticks ) != sim_tick )
      oldest_tick = ( sim_tick - choked_ticks );

    int newest_tick = sim_tick;
    int shot_type = shot_type_t::SHOT_NONE;

    if( choked_ticks > 0 ) {
        if( shot_tick > oldest_tick && shot_tick <= newest_tick ) {

            shot_type = shot_type_t::SHOT_FAKE;

            if( shot_tick == newest_tick )
                shot_type = shot_type_t::SHOT_REAL;

            /*g_cl.print( "[ shot ] choke: %i | type: %i | shot: %i | new: %i | old: %i\n", choked_ticks, shot_type, shot_tick, newest_tick, oldest_tick );*/
        }
    }

    if( shot_type == shot_type_t::SHOT_FAKE && !record->shift_type( ) ) {
        float valid_pitch = 89.f;

        for( const auto& it : data->m_records ) {
            if( it->m_shot_type == shot_type_t::SHOT_NONE ) {
                valid_pitch = it->m_eye_angles.x;
                break;
            }
        }

        record->m_eye_angles.x = valid_pitch;
    }
}
 
ЧВК EB_LAN
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
void Movement::FixMove(CUserCmd* cmd, ang_t& wanted_move, bool a7)
{
    float y; // xmm3_4
    float v9; // xmm4_4
    float x; // xmm0_4
    float v11; // xmm3_4
    float v12; // xmm4_4
    float v13; // xmm0_4
    float v14; // xmm5_4
    float v15; // xmm5_4
    float v16; // xmm5_4
    float v17; // xmm7_4
    float v18; // xmm6_4
    float v19; // xmm3_4
    float v21; // [esp+Ch] [ebp-74h]
    float v22; // [esp+Ch] [ebp-74h]
    float z; // [esp+10h] [ebp-70h]
    float v24; // [esp+10h] [ebp-70h]
    float v25; // [esp+14h] [ebp-6Ch]
    float v26; // [esp+14h] [ebp-6Ch]
    float v27; // [esp+18h] [ebp-68h]
    float v28; // [esp+1Ch] [ebp-64h]
    float v29; // [esp+20h] [ebp-60h]
    float v30; // [esp+24h] [ebp-5Ch]
    float v31; // [esp+28h] [ebp-58h]
    float v32; // [esp+28h] [ebp-58h]
    float v33; // [esp+2Ch] [ebp-54h]
    float v34; // [esp+30h] [ebp-50h]
    float v35; // [esp+34h] [ebp-4Ch]
    float v36; // [esp+38h] [ebp-48h]
    float v37; // [esp+40h] [ebp-40h]
    ang_t  input; // [esp+44h] [ebp-3Ch] BYREF
    vec3_t forward; // [esp+50h] [ebp-30h] BYREF
    vec3_t right; // [esp+5Ch] [ebp-24h] BYREF
    ang_t v41; // [esp+68h] [ebp-18h] BYREF
    vec3_t up; // [esp+74h] [ebp-Ch] BYREF

    input = wanted_move;
    v41 = cmd->m_view_angles;

    if (wanted_move == v41)
        return;

    const float move_magnitude = std::sqrt((cmd->m_forward_move * cmd->m_forward_move) + (cmd->m_side_move * cmd->m_side_move));

    if (move_magnitude == 0.f)
        return;

    if (g_cl.m_local->m_MoveType() == 8
        || g_cl.m_local->m_MoveType() == 9)
        return;

    math::AngleVectors(input, &forward, &right, &up);

    y = forward.y;
    z = forward.z;

    v37 = 1.f;

    if (forward.z == 0.f)
        x = forward.x;
    else {

        z = 0.f;
        v9 = forward.length_2d();

        if (v9 >= 0.00000011920929f) {
            y = forward.y * (1.f / v9);
            v35 = forward.x * (1.f / v9);
            goto LABEL_13;
        }

        y = 0.f;
        x = 0.f;
    }

    v35 = x;

LABEL_13:
    v36 = y;
    v11 = right.y;
    v31 = right.z;

    if (right.z == 0.0) {
        v13 = right.x;
        goto LABEL_18;
    }

    v31 = 0.f;
    v12 = right.length_2d();

    if (v12 < 0.00000011920929f) {
        v11 = 0.f;
        v13 = 0.f;
    LABEL_18:
        v21 = v13;
        goto LABEL_19;
    }

    v11 = right.y * (1.f / v12);
    v21 = right.x * (1.f / v12);

LABEL_19:
    if (up.z < 0.00000011920929f)
        v25 = 0.f;
    else
        v25 = 1.f;

    if (v41.z == 180.0 && !a7)
        cmd->m_forward_move = std::abs(cmd->m_forward_move);

    math::AngleVectors(v41, &right, &forward, &up);

    v33 = right.z;
    if (right.z == 0.f) {
        v27 = right.y;
        v28 = right.x;
    }
    else {

        v33 = 0.f;
        v14 = right.length_2d();

        if (v14 < 0.00000011920929f) {
            v27 = 0.f;
            v28 = 0.f;
        }
        else
        {
            v28 = right.x * (1.f / v14);
            v27 = right.y * (1.f / v14);
        }
    }

    v34 = forward.z;
    if (forward.z == 0.0) {
        v29 = forward.y;
        v30 = forward.x;
    }
    else {

        v34 = 0.f;
        v15 = forward.length_2d();

        if (v15 < 0.00000011920929f) {
            v29 = 0.f;
            v30 = 0.f;
        }
        else {
            v30 = forward.x * (1.f / v15);
            v29 = forward.y * (1.f / v15);
        }
    }

    if (up.z < 0.00000011920929f)
        v37 = 0.f;

    v16 = v11 * cmd->m_side_move;
    v24 = z * cmd->m_forward_move;
    v22 = v21 * cmd->m_side_move;
    v17 = v35 * cmd->m_forward_move;
    v18 = v36 * cmd->m_forward_move;
    v26 = v25 * cmd->m_up_move;
    v32 = v31 * cmd->m_side_move;
    v19 = cmd->m_up_move * 0.f;

    cmd->m_forward_move = ((((v16 * v27) + (v22 * v28)) + (v32 * v33)) + (((v18 * v27) + (v17 * v28)) + (v24 * v33))) + (((v19 * v27) + (v19 * v28)) + (v26 * v33));
    cmd->m_side_move = ((((v16 * v29) + (v22 * v30)) + (v32 * v34)) + (((v18 * v29) + (v17 * v30)) + (v24 * v34))) + (((v19 * v29) + (v19 * v30)) + (v26 * v34));
    cmd->m_up_move = ((((v16 * 0.f) + (v22 * 0.f)) + (v32 * v37)) + (((v18 * 0.f) + (v17 * 0.f)) + (v24 * v37))) + (((v19 * 0.f) + (v19 * 0.f)) + (v26 * v37));


}
C++:
if( *m_packet ) {
        m_cmds.push_back( cmd->m_command_number );
}
else  {
        g_csgo.m_net->SendDatagram( nullptr );
        --g_csgo.m_net->m_choked_packets;
        --g_csgo.m_net->m_out_seq;
}
C++:
void Resolver::skeet_match_shot( AimPlayer* data, LagRecord* record ) {

    if( !record->m_weapon )
        return;

    WeaponInfo* wpn_data = record->m_weapon->GetWpnData( );

    if( !wpn_data )
        return;

    if ( ( wpn_data->m_weapon_type != WEAPONTYPE_GRENADE
        && wpn_data->m_weapon_type > WEAPONTYPE_MACHINEGUN )
        || wpn_data->m_weapon_type <= WEAPONTYPE_KNIFE )
        return;

    const float shot_time = record->m_weapon->m_fLastShotTime( );
    const int shot_tick = game::TIME_TO_TICKS( shot_time );
    const int max_process = g_csgo.sv_maxusrcmdprocessticks->GetInt( );

    const int sim_tick = game::TIME_TO_TICKS( record->m_sim_time );
    const int old_sim_tick = game::TIME_TO_TICKS( record->m_old_sim_time );
    int choked_ticks = sim_tick - old_sim_tick;

    if( choked_ticks >= 0 ) {

        if( choked_ticks > max_process )
            choked_ticks = max_process;
    }
    else
        choked_ticks = 0;

    int oldest_tick = old_sim_tick;

    if( ( old_sim_tick + choked_ticks ) != sim_tick )
      oldest_tick = ( sim_tick - choked_ticks );

    int newest_tick = sim_tick;
    int shot_type = shot_type_t::SHOT_NONE;

    if( choked_ticks > 0 ) {
        if( shot_tick > oldest_tick && shot_tick <= newest_tick ) {

            shot_type = shot_type_t::SHOT_FAKE;

            if( shot_tick == newest_tick )
                shot_type = shot_type_t::SHOT_REAL;

            /*g_cl.print( "[ shot ] choke: %i | type: %i | shot: %i | new: %i | old: %i\n", choked_ticks, shot_type, shot_tick, newest_tick, oldest_tick );*/
        }
    }

    if( shot_type == shot_type_t::SHOT_FAKE && !record->shift_type( ) ) {
        float valid_pitch = 89.f;

        for( const auto& it : data->m_records ) {
            if( it->m_shot_type == shot_type_t::SHOT_NONE ) {
                valid_pitch = it->m_eye_angles.x;
                break;
            }
        }

        record->m_eye_angles.x = valid_pitch;
    }
}
мне дамп в личку либо под хайд!!
 
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ЧВК EB_LAN
Забаненный
Статус
Оффлайн
Регистрация
12 Сен 2021
Сообщения
425
Реакции[?]
121
Поинты[?]
162K
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пользователь
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anonymous
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Сложно сказать, вроде это и интересно но без полноценной картины таакое...это как собирать пазл ну у вас есть пару кусочков но в сумме это интегрировать геморно т.к под это нужна среда в которой это будет работать ( AimPlayer* data, LagRecord* record ). а когда начнёшь делать то и сам это всё напишешь. но как reference норм тема!
 
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