C++ Reallywin meme resolver

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
    if (record->resolver_data.player_state == R_PlayerState::AIR)
    {
        player->m_flPoseParameter()[2] = Utils::RandomInt(0, 4) * 0.25f;
        player->m_flPoseParameter()[11] = Utils::RandomInt(1, 3) * 0.25f;
    }
}
да, да, спасибо за технологии 2018 года
 
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Мужички, 23 год вы лв пастите, очнитесь. Вам действительно заняться нечем?????
 
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Full:
Код:
#include "Resolver.h"

#include <algorithm>
#include "../../SDK/Interfaces.h"
#include "../../SDK/Misc/CBasePlayer.h"
#include "LagCompensation.h"
#include "../../SDK/Globals.h"
#include "AnimationSystem.h"


CResolver* Resolver = new CResolver;

void CResolver::Reset(CBasePlayer* pl) {
    if (pl) {
        m_CachedRollAngle[pl->EntIndex()] = 0.f;
        return;
    }

    for (int i = 0; i < 64; ++i)
        m_CachedRollAngle[i] = 0.f;
}

float CResolver::ResolveRollAnimation(CBasePlayer* player, const LagRecord* prevRecord) {
    int plIdx = player->EntIndex();

    float eyeYaw = player->m_angEyeAngles().yaw;
    if (!prevRecord) {
        return 0.f;
    }

    float prevEyeYaw = prevRecord->m_viewAngle.yaw;
    float delta = Math::AngleDiff(eyeYaw, prevEyeYaw);

    return delta;
}

float CResolver::GetRollAngle(CBasePlayer* player) {
    if (player->IsTeammate())
        return 0.f;

    return m_CachedRollAngle[player->EntIndex()];
}

void CResolver::SetRollAngle(CBasePlayer* player, float angle) {
    m_CachedRollAngle[player->EntIndex()] = angle;
    player->m_angEyeAngles().roll = angle;
    player->v_angle().roll = angle;
}

R_PlayerState CResolver::DetectPlayerState(CBasePlayer* player, AnimationLayer* animlayers) {
    if (!(player->m_fFlags() & FL_ONGROUND))
        return R_PlayerState::AIR;

    CCSGOPlayerAnimationState* animstate = player->GetAnimstate();

    if (player->m_vecVelocity().Length2DSqr() > 200.f && animstate->flWalkToRunTransition > 0.5f && animlayers[ANIMATION_LAYER_MOVEMENT_MOVE].m_flPlaybackRate > 0.0001f)
        return R_PlayerState::MOVING;

    return R_PlayerState::STANDING;
}

R_AntiAimType CResolver::DetectAntiAim(CBasePlayer* player, const std::deque<LagRecord>& records) {
    if (records.size() < 6 || records.back().m_nChokedTicks < 1)
        return R_AntiAimType::NONE;

    int jitteredRecords = 0;
    float avgDelta = 0.f;
    float prevEyeYaw = player->m_angEyeAngles().yaw;

    for (int i = records.size() - 1; i > records.size() - 3; i--) {
        const LagRecord* record = &records.at(i);
        float eyeYaw = record->m_viewAngle.yaw;

        float delta = std::fabs(Math::AngleDiff(eyeYaw, prevEyeYaw));

        avgDelta += delta;

        float maxDeltaDiff = record->m_nChokedTicks > 2 ? 30 : 15;

        if (std::fabs(delta - 60.f) < maxDeltaDiff)
            jitteredRecords++;

        prevEyeYaw = eyeYaw;
    }

    if (jitteredRecords > 1)
        return R_AntiAimType::JITTER;

    if (avgDelta * 0.5f < 30.f)
        return R_AntiAimType::STATIC;

    return R_AntiAimType::UNKNOWN;
}

void CResolver::SetupMoveLayer(CBasePlayer* player) {

}

void CResolver::SetupResolverLayers(CBasePlayer* player, LagRecord* record) {
    CCSGOPlayerAnimationState* animstate = player->GetAnimstate();
    CCSGOPlayerAnimationState originalAnimstate = *animstate;

    float eyeYaw = player->m_angEyeAngles().yaw;

    // zero delta
    animstate->SetTickInterval();
    animstate->flGoalFeetYaw = Math::AngleNormalize(eyeYaw);

    player->UpdateClientSideAnimation();
    memcpy(record->resolver_data.animlayers[0], player->GetAnimlayers(), sizeof(AnimationLayer) * 13);
    *animstate = originalAnimstate;

    // positive delta
    animstate->SetTickInterval();
    animstate->flGoalFeetYaw = Math::AngleNormalize(eyeYaw + player->GetMaxDesyncDelta());

    player->UpdateClientSideAnimation();
    memcpy(record->resolver_data.animlayers[1], player->GetAnimlayers(), sizeof(AnimationLayer) * 13);
    *animstate = originalAnimstate;

    // negative delta
    animstate->SetTickInterval();
    animstate->flGoalFeetYaw = Math::AngleNormalize(eyeYaw - player->GetMaxDesyncDelta());

    player->UpdateClientSideAnimation();
    memcpy(record->resolver_data.animlayers[2], player->GetAnimlayers(), sizeof(AnimationLayer) * 13);
    *animstate = originalAnimstate;
}

void CResolver::DetectFreestand(CBasePlayer* player, LagRecord* record) {
    Vector eyePos = player->GetEyePosition();

    QAngle negativeAngle = QAngle(0, player->m_angEyeAngles().yaw - 60.f, 0);
    QAngle positiveAngle = QAngle(0, player->m_angEyeAngles().yaw + 60.f, 0);

    negativeAngle.Normalize();
    positiveAngle.Normalize();

    Vector negPos = eyePos + Math::AngleVectors(negativeAngle) * 13.f;
    Vector posPos = eyePos + Math::AngleVectors(positiveAngle) * 13.f;

    Vector localDir = Cheat.LocalPlayer->GetWorldPosition() - eyePos;
    localDir.Q_Normalize();

    CGameTrace negTrace = EngineTrace->TraceRay(negPos, negPos + localDir * 400.f, MASK_SOLID, player);
    CGameTrace posTrace = EngineTrace->TraceRay(posPos, posPos + localDir * 400.f, MASK_SOLID, player);

    if ((negTrace.fraction == 1.f || negTrace.hit_entity == Cheat.LocalPlayer) && (posTrace.fraction == 1.f || posTrace.hit_entity == Cheat.LocalPlayer)) {
        record->resolver_data.side = 0;
        record->resolver_data.resolver_type = ResolverType::NONE;
        return;
    }

    record->resolver_data.side = negTrace.fraction < posTrace.fraction ? -1 : 1;
    record->resolver_data.resolver_type = ResolverType::FREESTAND;
}

void CResolver::Run(CBasePlayer* player, LagRecord* record, std::deque<LagRecord>& records) {
    if (Cheat.freezetime || player->m_fFlags() & FL_FROZEN)
        return;

    LagRecord* prevRecord = nullptr;
    if (records.size() > 2)
        prevRecord = &records.back();

    record->roll = ResolveRollAnimation(player, prevRecord);

    record->resolver_data.player_state = DetectPlayerState(player, record->animlayers.data());
    record->resolver_data.antiaim_type = DetectAntiAim(player, records);

    SetupResolverLayers(player, record);

    record->resolver_data.resolver_type = ResolverType::NONE;
    record->resolver_data.delta_center = abs(record->animlayers[6].m_flPlaybackRate - record->resolver_data.animlayers[0][6].m_flPlaybackRate) * 100.f;
    record->resolver_data.delta_positive = abs(record->animlayers[6].m_flPlaybackRate - record->resolver_data.animlayers[1][6].m_flPlaybackRate) * 100.f;
    record->resolver_data.delta_negative = abs(record->animlayers[6].m_flPlaybackRate - record->resolver_data.animlayers[2][6].m_flPlaybackRate) * 100.f;

    float flLastDelta = 1.f;
    float flMaxDelta = max(max(record->resolver_data.delta_center, record->resolver_data.delta_negative), record->resolver_data.delta_positive);

    if (record->resolver_data.player_state == R_PlayerState::MOVING) {
        record->resolver_data.resolver_type = ResolverType::ANIM;

        if (record->resolver_data.delta_center < flLastDelta) {
            record->resolver_data.resolver_type = ResolverType::NONE;
            record->resolver_data.side = 0;
            flLastDelta = record->resolver_data.delta_center;
        }

        if (record->resolver_data.delta_positive < flLastDelta) {
            record->resolver_data.resolver_type = ResolverType::ANIM;
            record->resolver_data.side = 1;
            flLastDelta = record->resolver_data.delta_positive;
        }

        if (record->resolver_data.delta_negative < flLastDelta) {
            record->resolver_data.resolver_type = ResolverType::ANIM;
            record->resolver_data.side = -1;
            flLastDelta = record->resolver_data.delta_negative;
        }
    }
    else if (record->resolver_data.antiaim_type == R_AntiAimType::JITTER && prevRecord) {
        float eyeYaw = player->m_angEyeAngles().yaw;
        float prevEyeYaw = prevRecord->m_viewAngle.yaw;
        float delta = Math::AngleDiff(eyeYaw, prevEyeYaw);

        if (delta > 0.f)
            record->resolver_data.side = -1;
        else
            record->resolver_data.side = 1;

        record->resolver_data.resolver_type = ResolverType::LOGIC;
    }
    else {
        DetectFreestand(player, record);
    }

    if (record->resolver_data.player_state == R_PlayerState::AIR)
    {
        player->m_flPoseParameter()[2] = Utils::RandomInt(0, 4) * 0.25f;
        player->m_flPoseParameter()[11] = Utils::RandomInt(1, 3) * 0.25f;
    }

    if (record->resolver_data.side != 0)
    {
        if (record->resolver_data.antiaim_type == R_AntiAimType::JITTER && prevRecord)
            player->GetAnimstate()->flGoalFeetYaw = std::clamp(player->GetAnimstate()->flGoalFeetYaw, player->m_angEyeAngles().yaw - player->GetMaxDesyncDelta(), player->m_angEyeAngles().yaw + player->GetMaxDesyncDelta());
        else
            player->GetAnimstate()->flGoalFeetYaw = Math::NormalizeYaw(player->m_angEyeAngles().yaw + (player->GetMaxDesyncDelta() * record->resolver_data.side));
    }

    return player->InvalidatePhysicsRecursive(ANGLES_CHANGED);
}
1692852825694.png1692852827377.pngпонял
1692852916670.pngтакое даже под спайсом не напишешь,
1692853050053.pngя вахуи
1692853055065.pngзачем это тут
1692853225617.jpeg
 
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