ЧВК EB_LAN
Эксперт
-
Автор темы
- #1
Короче заебал меня дефолтный ресольвер примордиала нахуй, с обычным рандомом нахуй я во все пизже попадаю блять.
!!!ATTENTION!!!: Не забудьте в рейджботе выключить resolve antiaim чтоб кастом ресольвер заработал.
!!!ATTENTION!!!: Не забудьте в рейджботе выключить resolve antiaim чтоб кастом ресольвер заработал.
code_language.lua:
ffi.cdef[[
typedef uintptr_t (__thiscall* GetClientEntity_123123_t)(void*, int);
struct CAnimstate {
char pad[ 3 ];
char m_bForceWeaponUpdate; //0x4
char pad1[ 91 ];
void* m_pBaseEntity; //0x60
void* m_pActiveWeapon; //0x64
void* m_pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flAnimUpdateDelta; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C
float m_flLeanAmount; //0x90
char pad2[ 4 ];
float m_flFeetCycle; //0x98
float m_flFeetYawRate; //0x9C
char pad3[ 4 ];
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
char pad4[ 4 ];
float m_vOriginX; //0xB0
float m_vOriginY; //0xB4
float m_vOriginZ; //0xB8
float m_vLastOriginX; //0xBC
float m_vLastOriginY; //0xC0
float m_vLastOriginZ; //0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[ 4 ];
float m_flUnknownFloat1; //0xD4
char pad6[ 8 ];
float m_flUnknownFloat2; //0xE0
float m_flUnknownFloat3; //0xE4
float m_flUnknown; //0xE8
float m_flSpeed2D; //0xEC
float m_flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4
float m_flFeetSpeedForwardsOrSideWays; //0xF8
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
bool m_bOnGround; //0x108
bool m_bInHitGroundAnimation; //0x109
float m_flTimeSinceInAir; //0x10A
float m_flLastOriginZ; //0x10E
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112
float m_flStopToFullRunningFraction; //0x116
char pad7[ 4 ]; //0x11A
float m_flMagicFraction; //0x11E
char pad8[ 60 ]; //0x122
float m_flWorldForce; //0x15E
char pad9[ 458 ]; //0x162
float m_flMinYaw; //0x330
float m_flMaxYaw; //0x334
};
typedef uintptr_t (__thiscall* GetClientEntity_123123_t)(void*, int);
]]
local RawIEntityList = ffi.cast("void***", memory.create_interface("client.dll","VClientEntityList003"))
local IEntityList = ffi.cast("GetClientEntity_123123_t", RawIEntityList[0][3])
local GetEntityPattern = function(Index)
local Pattern = IEntityList(RawIEntityList, Index)
return Pattern
end
local function CustomResolver()
local LocalPlayer = entity_list.get_local_player()
if LocalPlayer == nil then
return
end
local Players = entity_list.get_players(true)
for _, Enemy in pairs(Players) do
if Enemy ~= LocalPlayer then
local Animstate = ffi.cast("struct CAnimstate**", GetEntityPattern(Enemy:get_index()) + 0x9960)[0]
Animstate.m_flGoalFeetYaw = client.random_float(-120, 120)
end
end
end
callbacks.add(e_callbacks.NET_UPDATE, CustomResolver)