Вопрос Проблема с анимациями от пандоры на супримаси/the problem with animations from pandora on supremacy

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после установки новых анимов чит стал стрелять без остановки в некоторых местах мапы(см момент 1)/after installing new animations, the cheat began to shoot non-stop in some places of the map (see moment 1)
moment 1:
также при начале мапы чит начинает без остановки стрелять пока не начнет стрелять по противнику(см момент 2)/also, at the beginning of the map, the cheat starts shooting without stopping until it starts shooting at the enemy (see moment 2)
moment 2:
Заранее спасибо)

OnNetUpdate(скорее всего проблема где то в нем):
void AimPlayer::OnNetUpdate(Player* player) {
    bool reset = (!g_menu.main.aimbot.enable.get() || player->m_lifeState() == LIFE_DEAD || !player->enemy(g_cl.m_local));
    bool disable = (!reset && !g_cl.m_processing);

    // if this happens, delete all the lagrecords.
    if (reset) {
        player->m_bClientSideAnimation() = true;
        m_records.clear();
        m_alive_loop_cycle = -1;
        m_body_proxy_old = player->m_flLowerBodyYawTarget();
        m_body_proxy = player->m_flLowerBodyYawTarget();
        m_body_proxy_updated = false;
        m_moved = false;
        is_last_moving_lby_valid = false;
        m_walk_record = LagRecord{};
        return;
    }

    // just disable anim if this is the case.
    if (disable) {
        player->m_bClientSideAnimation() = true;
        m_alive_loop_cycle = -1;
        m_body_proxy_old = player->m_flLowerBodyYawTarget();
        m_body_proxy = player->m_flLowerBodyYawTarget();
        m_body_proxy_updated = false;
        m_moved = false;
        is_last_moving_lby_valid = false;
        m_walk_record = LagRecord{};
        return;
    }

    // update player ptr if required.
    // reset player if changed.
    if (m_player != player) {
        m_stand_index = 0;
        m_stand_index2 = 0;
        m_stand_index3 = 0;
        m_side_last_move_idx = 0;
        m_body_index = 0;
        m_airfw_idx = 0;
        m_airback_idx = 0;
        m_airside_idx = 0;
        m_lby_idx = 0;
        m_edge_index = 0;
        m_is_kaaba = false;
        m_is_cheese_crack = false;
        m_is_pandora = false;
        m_bruteforce_idx = 0;
        m_backwards_idx = 0;
        m_reverse_fs = 0;
        m_sexback_idx = 0;
        m_sfs_idx = 0;
        m_sback_idx = 0;
        m_anti_index = 0;
        m_update_count = 0;
        m_freestanding_index = 0;
        m_exback_idx = 0;
        m_fake_walk_idx = 0;
        m_air_brute_index = 0;
        m_sforward_idx = m_sback2_idx = m_sfs2_idx = 0;
        m_last_move_idx = 0;
        m_move_data.m_time = FLT_MAX;

        m_records.clear();
    }

    // update player ptr.
    m_player = player;

    // indicate that this player has been out of pvs.
    // insert dummy record to separate records
    // to fix stuff like animation and prediction.
    if (player->dormant()) {

        m_alive_loop_cycle = -1;
        m_body_proxy_old = player->m_flLowerBodyYawTarget();
        m_body_proxy = player->m_flLowerBodyYawTarget();
        m_body_proxy_updated = false;
        m_moved = false;
        is_last_moving_lby_valid = false;
        m_walk_record = LagRecord{};

        bool insert = true;

        // we have any records already?
        if (!m_records.empty()) {

            LagRecord* front = m_records.front().get();

            // we already have a dormancy separator.
            if (front->dormant())
                insert = false;
        }

        if (insert) {
            // add new record.
            m_records.emplace_front(std::make_shared< LagRecord >(player));

            // get reference to newly added record.
            LagRecord* current = m_records.front().get();

            // mark as dormant.
            current->m_dormant = true;
        }

        return;
    }

    // did the player update?
    if (player->m_flSimulationTime() == player->m_flOldSimulationTime())
        return;

    // get current cycle
    float cur_alive_loop_cycle = player->m_AnimOverlay()[11].m_cycle;

    // did the player fake an update?
    if (cur_alive_loop_cycle == m_alive_loop_cycle) {
        player->m_flSimulationTime() = player->m_flOldSimulationTime();

        // exit, dont update animations on fake update
        return;
    }

    // set this to current cycle
    m_alive_loop_cycle = cur_alive_loop_cycle;

    // this is the first data update we are receving
    // OR we received data with a newer simulation context.
    // add new record.
    m_records.emplace_front(std::make_shared< LagRecord >(player));

    // get reference to newly added record.
    LagRecord* current = m_records.front().get();

    // mark as non dormant.
    current->m_dormant = false;

    // set shifting tickbase record.
    current->m_shift = game::TIME_TO_TICKS(current->m_sim_time) - g_csgo.m_globals->m_tick_count;

    // update animations on current record.
    // call resolver.
    g_resolver.ResolveAngles(player, current);

    // create bone matrix for this record.
    g_bones.setup(m_player, nullptr, current);

    // no need to store insane amt of data.
    while (m_records.size() > 256)
        m_records.pop_back();
}
 
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проблема мб в дорманте,после того как игрок исчез и перешл в дормант чит спамит в рандом место на мапе
 
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get good get legendware
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C++:
// no need to store insane amt of data.
    while (m_records.size() > 256)
        m_records.pop_back();
bet
 
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