Исходник Gamesense.pub autostop fully rebuilt

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Код:
float features::ragebot::skeet_accelerate_rebuilt ( ucmd_t* cmd, player_t* player, const vec3_t& wish_dir, const vec3_t& wish_speed, bool& ducking ) {
    VMP_BEGINMUTATION ( );
    auto wanted_vel = wish_dir * wish_speed;
    auto wanted_speed = wanted_vel.length_2d ( );

    auto weapon = player->weapon ( );
    auto duck_amount = player->crouch_amount ( );
    auto flags_check = player->flags ( );

    ducking = false;

    if ( !( cmd->m_buttons & buttons_t::duck ) ) {
        auto is_ducking = *reinterpret_cast< bool* >( reinterpret_cast< uintptr_t >( &player->fall_vel ( ) ) + 0x31 );

        if ( duck_amount > 0.0 )
            is_ducking = true;

        if ( is_ducking || duck_amount >= 1.0f ) {
            auto duck_speed = 2.0f;

            if ( player->crouch_speed ( ) >= 1.5f )
                duck_speed = player->crouch_speed ( );

            auto next_duck = std::max ( 0.0f, duck_amount - ( duck_speed * cs::ticks2time ( 1 ) ) );
            auto backup_next_duck = next_duck;

            if ( next_duck <= 0.0f )
                next_duck = 0.0f;

            auto new_flags = flags_check & ~flags_t::ducking;

            if ( backup_next_duck > 0.0f )
                new_flags = player->flags ( );

            flags_check = new_flags & ~flags_t::ducking;

            if ( next_duck > 0.75f )
                flags_check = new_flags;

            auto new_is_ducking = false;

            if ( backup_next_duck > 0.0f )
                new_is_ducking = is_ducking;

            if ( new_is_ducking )
                ducking = true;
        }

        if ( !!( flags_check & flags_t::ducking ) )
            ducking = true;
    }

    auto is_walking = !!( cmd->m_buttons & buttons_t::speed ) && !ducking;

    auto max_speed = 250.0f;
    auto acceleration_scale = std::max ( max_speed, wanted_speed );
    auto goal_speed = acceleration_scale;

    static auto sv_accelerate_use_weapon_speed = cs::i::cvar->find ( _ ( "sv_accelerate_use_weapon_speed" ) );

    auto slowed_by_scope = false;

    if ( sv_accelerate_use_weapon_speed->get_bool ( ) && weapon ) {
        auto max_speed = 260.0f;
        auto zoom_levels = 0;
        const auto weapon = g::local->weapon ( );

        if ( weapon ) {
            if ( auto data = weapon->data ( ) )
                max_speed = g::local->scoped ( ) ? data->m_max_speed_alt : data->m_max_speed;
            zoom_levels = *reinterpret_cast< int* >( reinterpret_cast< uintptr_t >( weapon ) + 0x3340 );
        }

        slowed_by_scope = ( zoom_levels > 0 && zoom_levels > 1 && ( max_speed * 0.52f ) < 110.0f );
        goal_speed *= std::min ( 1.0f, ( max_speed / max_speed ) );

        if ( ( !ducking && !is_walking ) || ( ( is_walking || ducking ) && slowed_by_scope ) )
            acceleration_scale *= std::min ( 1.0f, ( max_speed / max_speed ) );
    }

    if ( ducking ) {
        if ( !slowed_by_scope )
            acceleration_scale *= 0.34f;

        goal_speed *= 0.34f;
    }

    if ( is_walking ) {
        if ( !player->has_heavy_armor ( ) && !slowed_by_scope )
            acceleration_scale *= 0.52f;

        goal_speed *= 0.52f;
    }

    auto accel = g::cvars::sv_accelerate->get_float ( );

    if ( is_walking && wanted_speed > ( goal_speed - 5.0f ) )
        accel *= std::clamp ( 1.0f - ( std::max ( 0.0f, wanted_speed - ( goal_speed - 5.0f ) ) / std::max ( 0.0f, goal_speed - ( goal_speed - 5.0f ) ) ), 0.0f, 1.0f );

    return cs::ticks2time ( 1 ) * accel * acceleration_scale;
    VMP_END ( );
};

void features::ragebot::skeet_slow ( ucmd_t* cmd, float wanted_speed, vec3_t& old_angs ) {
    VMP_BEGINMUTATION ( );
    if ( !g::local || !g::local->alive ( ) )
        return;

    const auto weapon = g::local->weapon ( );
    const auto vel = g::local->vel ( );
    const auto speed2d = vel.length_2d ( );
    const auto move_vec = vec3_t ( cmd->m_fmove, cmd->m_smove, cmd->m_umove );

    if ( !( cmd->m_buttons & buttons_t::jump ) && move_vec.length ( ) >= 38.0f ) {
        if ( speed2d >= 28.0f ) {
            const auto stop_speed = std::max ( g::cvars::sv_stopspeed->get_float ( ), speed2d );
            const auto friction = g::cvars::sv_friction->get_float ( );

            const auto max_stop_speed = std::max ( speed2d - ( ( stop_speed * friction ) * cs::ticks2time ( 1 ) ), 0.0f );

            auto max_stop_speed_vec = vel * ( max_stop_speed / speed2d );
            max_stop_speed_vec.z = 0.0f;

            auto delta_target_speed = wanted_speed - max_stop_speed;

            if ( abs( delta_target_speed ) >= 0.5f ) {
                vec3_t move_dir;

                vec3_t angles;
                cs::i::engine->get_viewangles ( angles );

                vec3_t fwd, right, up;
                cs::angle_vec ( angles, &fwd, &right, nullptr );

                fwd.normalize ( );
                right.normalize ( );

                if ( delta_target_speed >= 0.0f ) {
                    cmd->m_buttons &= ~buttons_t::speed;

                    move_dir.x = ( cmd->m_fmove * fwd.x ) + ( cmd->m_smove * right.x );
                    move_dir.y = ( cmd->m_smove * right.y ) + ( cmd->m_fmove * fwd.y );
                    move_dir.z = 0.0f;
                    
                    move_dir.normalize();
                }
                else {
                    move_dir = vel.normalized ( );
                    move_dir.z = 0.0f;

                    cmd->m_fmove = 450.0f;
                    cmd->m_smove = 0.0f;

                    old_angs.y = cs::normalize( cs::vec_angle ( move_dir ).y + 180.0f );
                    old_angs.x = old_angs.z = 0.0f;

                    delta_target_speed *= -1.0f;
                }

                auto ducking = false;
                const auto accel = skeet_accelerate_rebuilt ( cmd, g::local, move_dir, max_stop_speed_vec, ducking );

                const auto currentspeed = max_stop_speed_vec.dot_product ( move_dir );
                const auto addspeed = std::clamp ( std::min( g::local->max_speed() , 260.0f ) - currentspeed, 0.0f, accel );

                if ( addspeed > delta_target_speed + 0.5f ) {
                    auto move_length = currentspeed + delta_target_speed;

                    if (ducking) {
                        if ( g::local->crouch_amount ( ) == 1.0f )
                            move_length /= 0.34f;
                    }

                    const auto move_scale = move_length / move_vec.length ( );
                    
                    cmd->m_fmove = cmd->m_fmove * move_scale;
                    cmd->m_smove = cmd->m_smove * move_scale;
                    cmd->m_umove = cmd->m_umove * move_scale;
                }
            }
            else {
                cmd->m_smove = 0.0f;
                cmd->m_fmove = 0.0f;
            }
        }
    }

    VMP_END ( );
}
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
float features::ragebot::skeet_accelerate_rebuilt ( ucmd_t* cmd, player_t* player, const vec3_t& wish_dir, const vec3_t& wish_speed, bool& ducking ) {
    VMP_BEGINMUTATION ( );
    auto wanted_vel = wish_dir * wish_speed;
    auto wanted_speed = wanted_vel.length_2d ( );

    auto weapon = player->weapon ( );
    auto duck_amount = player->crouch_amount ( );
    auto flags_check = player->flags ( );

    ducking = false;

    if ( !( cmd->m_buttons & buttons_t::duck ) ) {
        auto is_ducking = *reinterpret_cast< bool* >( reinterpret_cast< uintptr_t >( &player->fall_vel ( ) ) + 0x31 );

        if ( duck_amount > 0.0 )
            is_ducking = true;

        if ( is_ducking || duck_amount >= 1.0f ) {
            auto duck_speed = 2.0f;

            if ( player->crouch_speed ( ) >= 1.5f )
                duck_speed = player->crouch_speed ( );

            auto next_duck = std::max ( 0.0f, duck_amount - ( duck_speed * cs::ticks2time ( 1 ) ) );
            auto backup_next_duck = next_duck;

            if ( next_duck <= 0.0f )
                next_duck = 0.0f;

            auto new_flags = flags_check & ~flags_t::ducking;

            if ( backup_next_duck > 0.0f )
                new_flags = player->flags ( );

            flags_check = new_flags & ~flags_t::ducking;

            if ( next_duck > 0.75f )
                flags_check = new_flags;

            auto new_is_ducking = false;

            if ( backup_next_duck > 0.0f )
                new_is_ducking = is_ducking;

            if ( new_is_ducking )
                ducking = true;
        }

        if ( !!( flags_check & flags_t::ducking ) )
            ducking = true;
    }

    auto is_walking = !!( cmd->m_buttons & buttons_t::speed ) && !ducking;

    auto max_speed = 250.0f;
    auto acceleration_scale = std::max ( max_speed, wanted_speed );
    auto goal_speed = acceleration_scale;

    static auto sv_accelerate_use_weapon_speed = cs::i::cvar->find ( _ ( "sv_accelerate_use_weapon_speed" ) );

    auto slowed_by_scope = false;

    if ( sv_accelerate_use_weapon_speed->get_bool ( ) && weapon ) {
        auto max_speed = 260.0f;
        auto zoom_levels = 0;
        const auto weapon = g::local->weapon ( );

        if ( weapon ) {
            if ( auto data = weapon->data ( ) )
                max_speed = g::local->scoped ( ) ? data->m_max_speed_alt : data->m_max_speed;
            zoom_levels = *reinterpret_cast< int* >( reinterpret_cast< uintptr_t >( weapon ) + 0x3340 );
        }

        slowed_by_scope = ( zoom_levels > 0 && zoom_levels > 1 && ( max_speed * 0.52f ) < 110.0f );
        goal_speed *= std::min ( 1.0f, ( max_speed / max_speed ) );

        if ( ( !ducking && !is_walking ) || ( ( is_walking || ducking ) && slowed_by_scope ) )
            acceleration_scale *= std::min ( 1.0f, ( max_speed / max_speed ) );
    }

    if ( ducking ) {
        if ( !slowed_by_scope )
            acceleration_scale *= 0.34f;

        goal_speed *= 0.34f;
    }

    if ( is_walking ) {
        if ( !player->has_heavy_armor ( ) && !slowed_by_scope )
            acceleration_scale *= 0.52f;

        goal_speed *= 0.52f;
    }

    auto accel = g::cvars::sv_accelerate->get_float ( );

    if ( is_walking && wanted_speed > ( goal_speed - 5.0f ) )
        accel *= std::clamp ( 1.0f - ( std::max ( 0.0f, wanted_speed - ( goal_speed - 5.0f ) ) / std::max ( 0.0f, goal_speed - ( goal_speed - 5.0f ) ) ), 0.0f, 1.0f );

    return cs::ticks2time ( 1 ) * accel * acceleration_scale;
    VMP_END ( );
};

void features::ragebot::skeet_slow ( ucmd_t* cmd, float wanted_speed, vec3_t& old_angs ) {
    VMP_BEGINMUTATION ( );
    if ( !g::local || !g::local->alive ( ) )
        return;

    const auto weapon = g::local->weapon ( );
    const auto vel = g::local->vel ( );
    const auto speed2d = vel.length_2d ( );
    const auto move_vec = vec3_t ( cmd->m_fmove, cmd->m_smove, cmd->m_umove );

    if ( !( cmd->m_buttons & buttons_t::jump ) && move_vec.length ( ) >= 38.0f ) {
        if ( speed2d >= 28.0f ) {
            const auto stop_speed = std::max ( g::cvars::sv_stopspeed->get_float ( ), speed2d );
            const auto friction = g::cvars::sv_friction->get_float ( );

            const auto max_stop_speed = std::max ( speed2d - ( ( stop_speed * friction ) * cs::ticks2time ( 1 ) ), 0.0f );

            auto max_stop_speed_vec = vel * ( max_stop_speed / speed2d );
            max_stop_speed_vec.z = 0.0f;

            auto delta_target_speed = wanted_speed - max_stop_speed;

            if ( abs( delta_target_speed ) >= 0.5f ) {
                vec3_t move_dir;

                vec3_t angles;
                cs::i::engine->get_viewangles ( angles );

                vec3_t fwd, right, up;
                cs::angle_vec ( angles, &fwd, &right, nullptr );

                fwd.normalize ( );
                right.normalize ( );

                if ( delta_target_speed >= 0.0f ) {
                    cmd->m_buttons &= ~buttons_t::speed;

                    move_dir.x = ( cmd->m_fmove * fwd.x ) + ( cmd->m_smove * right.x );
                    move_dir.y = ( cmd->m_smove * right.y ) + ( cmd->m_fmove * fwd.y );
                    move_dir.z = 0.0f;
                   
                    move_dir.normalize();
                }
                else {
                    move_dir = vel.normalized ( );
                    move_dir.z = 0.0f;

                    cmd->m_fmove = 450.0f;
                    cmd->m_smove = 0.0f;

                    old_angs.y = cs::normalize( cs::vec_angle ( move_dir ).y + 180.0f );
                    old_angs.x = old_angs.z = 0.0f;

                    delta_target_speed *= -1.0f;
                }

                auto ducking = false;
                const auto accel = skeet_accelerate_rebuilt ( cmd, g::local, move_dir, max_stop_speed_vec, ducking );

                const auto currentspeed = max_stop_speed_vec.dot_product ( move_dir );
                const auto addspeed = std::clamp ( std::min( g::local->max_speed() , 260.0f ) - currentspeed, 0.0f, accel );

                if ( addspeed > delta_target_speed + 0.5f ) {
                    auto move_length = currentspeed + delta_target_speed;

                    if (ducking) {
                        if ( g::local->crouch_amount ( ) == 1.0f )
                            move_length /= 0.34f;
                    }

                    const auto move_scale = move_length / move_vec.length ( );
                   
                    cmd->m_fmove = cmd->m_fmove * move_scale;
                    cmd->m_smove = cmd->m_smove * move_scale;
                    cmd->m_umove = cmd->m_umove * move_scale;
                }
            }
            else {
                cmd->m_smove = 0.0f;
                cmd->m_fmove = 0.0f;
            }
        }
    }

    VMP_END ( );
}
but this reverse not ur...
@hypnotic thxxxx
 
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p100 код от димки потряхера
C++:
const auto chocked_ticks = ( cmd_number % 3 ) == 0 ? ( 14 -  choked_cmds ) : ( ( 14 - choked_cmds ) / 2 );
const auto max_speed = ( max_wpn_speed * 0.33f ) - ( 1.f - static_cast< float >( chocked_ticks ) * ( item_index == weapon_awp ? 1.35f : 1.65f ) ) );
юзаю сам, ме всё нрвится, правда переодически я телепортируюсь в саратов, но это норма
 
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