Исходник Eax AntiFreestand LOL

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11 Окт 2023
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C++:
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void Resolver::AntiFreestand(Player* pEnemy, float& y, float flLeftDamage, float flRightDamage, float flRightFraction, float flLeftFraction, float flToMe, int& iShotsMissed)
{
    if (flLeftDamage >= 15 && flRightDamage >= 15)
    {
        //too much damage to both sides bruteforce!
        switch (iShotsMissed)
        {
        case 0:
            y = flToMe + 180;
            break;
        case 1:
            y = flToMe + 110;
            break;
        case 2:
            y = flToMe - 110;
            break;
        case 3:
            y = flToMe + 180;
            break;
        case 5:
            y = flToMe + 90;
            break;
        case 6:
            y = flToMe - 90;
            break;
        case 7:
            y = flToMe + 75;
            break;
        case 8:
            y = flToMe - 75;
            break;
        case 9:
            y = flToMe + 50;
            break;
        case 10:
            y = flToMe - 50;
            break;
        case 11:
            y = flToMe + 0;
            break;
        case 12:
            y = flToMe - 0;
            break;
        case 13:
            iShotsMissed = 0;
            break;
        }
    }
    else
    {
        if (flLeftDamage <= 0 && flRightDamage <= 0)
        {
            //no damage at all use edge
            if (flRightFraction == flLeftFraction)
            {
                switch (iShotsMissed)
                {
                case 0:
                    y = flToMe + 180;
                    break;
                case 1:
                    y = flToMe + 110;
                    break;
                case 2:
                    y = flToMe - 110;
                    break;
                case 3:
                    y = flToMe + 180;
                    break;
                case 5:
                    y = flToMe + 90;
                    break;
                case 6:
                    y = flToMe - 90;
                    break;
                case 7:
                    y = flToMe + 75;
                    break;
                case 8:
                    y = flToMe - 75;
                    break;
                case 9:
                    y = flToMe + 50;
                    break;
                case 10:
                    y = flToMe - 50;
                    break;
                case 11:
                    y = flToMe + 0;
                    break;
                case 12:
                    y = flToMe - 0;
                    break;
                case 13:
                    iShotsMissed = 0;
                    break;
                }
            }
            else
                if (flRightFraction < flLeftFraction)
                {
                    //negative
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe + 180;
                        break;
                    case 1:
                        y = flToMe + 110;
                        break;
                    case 2:
                        y = flToMe - 110;
                        break;
                    case 3:
                        y = flToMe + 180;
                        break;
                    case 5:
                        y = flToMe + 90;
                        break;
                    case 6:
                        y = flToMe - 90;
                        break;
                    case 7:
                        y = flToMe + 75;
                        break;
                    case 8:
                        y = flToMe - 75;
                        break;
                    case 9:
                        y = flToMe + 50;
                        break;
                    case 10:
                        y = flToMe - 50;
                        break;
                    case 11:
                        y = flToMe + 0;
                        break;
                    case 12:
                        y = flToMe - 0;
                        break;
                    case 13:
                        iShotsMissed = 0;
                        break;
                    }
                }
                else
                {
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe + 180;
                        break;
                    case 1:
                        y = flToMe + 110;
                        break;
                    case 2:
                        y = flToMe - 110;
                        break;
                    case 3:
                        y = flToMe + 180;
                        break;
                    case 5:
                        y = flToMe + 90;
                        break;
                    case 6:
                        y = flToMe - 90;
                        break;
                    case 7:
                        y = flToMe + 75;
                        break;
                    case 8:
                        y = flToMe - 75;
                        break;
                    case 9:
                        y = flToMe + 50;
                        break;
                    case 10:
                        y = flToMe - 50;
                        break;
                    case 11:
                        y = flToMe + 0;
                        break;
                    case 12:
                        y = flToMe - 0;
                        break;
                    case 13:
                        iShotsMissed = 0;
                        break;
                    }
                }
        }
        else
        {
            //got some damage turn damage based
            if (flLeftDamage == flRightDamage)
            {
                switch (iShotsMissed)
                {
                case 0:
                    y = flToMe + 180;
                    break;
                case 1:
                    y = flToMe + 110;
                    break;
                case 2:
                    y = flToMe - 110;
                    break;
                case 3:
                    y = flToMe + 180;
                    break;
                case 5:
                    y = flToMe + 90;
                    break;
                case 6:
                    y = flToMe - 90;
                    break;
                case 7:
                    y = flToMe + 75;
                    break;
                case 8:
                    y = flToMe - 75;
                    break;
                case 9:
                    y = flToMe + 50;
                    break;
                case 10:
                    y = flToMe - 50;
                    break;
                case 11:
                    y = flToMe + 0;
                    break;
                case 12:
                    y = flToMe - 0;
                    break;
                case 13:
                    iShotsMissed = 0;
                    break;
                }
            }
            else
                if (flLeftDamage > flRightDamage)
                {
                    //negative
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe - 110.f;
                        break;
                    case 1:
                        y = flToMe + 180;
                        break;
                    case 2:
                        y = flToMe + 110.f;
                        break;
                    case 3:
                        y = flToMe - 180;
                        break;
                    case 4:
                        y = flToMe - 90;
                        break;
                    case 5:
                        y = flToMe + 90.f;
                        break;
                    case 6:
                        y = flToMe + 0.f;
                        break;
                    case 7:
                        y = flToMe - 0.f;
                    case 8:
                        iShotsMissed = 0;
                        break;

                    }
                }
                else
                {
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe - 110.f;
                        break;
                    case 1:
                        y = flToMe + 180;
                        break;
                    case 2:
                        y = flToMe + 110.f;
                        break;
                    case 3:
                        y = flToMe - 180;
                        break;
                    case 4:
                        y = flToMe - 90;
                        break;
                    case 5:
                        y = flToMe + 90.f;
                        break;
                    case 6:
                        y = flToMe + 0.f;
                        break;
                    case 7:
                        y = flToMe - 0.f;
                    case 8:
                        iShotsMissed = 0;
                        break;
                    }
                }
        }
    }
}


good shit peti
 
bro this is probably the most useless piece of code that exists on this forum, what the fuck is that
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Wtf is that, does god said: no fire bullet penetration?
 
DrzaKMO.png
TeL3L2B.png
 
bro goin insane its so hard to find
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Expand Collapse Copy
void Resolver::AntiFreestand(Player* pEnemy, float& y, float flLeftDamage, float flRightDamage, float flRightFraction, float flLeftFraction, float flToMe, int& iShotsMissed)
{
    if (flLeftDamage >= 15 && flRightDamage >= 15)
    {
        //too much damage to both sides bruteforce!
        switch (iShotsMissed)
        {
        case 0:
            y = flToMe + 180;
            break;
        case 1:
            y = flToMe + 110;
            break;
        case 2:
            y = flToMe - 110;
            break;
        case 3:
            y = flToMe + 180;
            break;
        case 5:
            y = flToMe + 90;
            break;
        case 6:
            y = flToMe - 90;
            break;
        case 7:
            y = flToMe + 75;
            break;
        case 8:
            y = flToMe - 75;
            break;
        case 9:
            y = flToMe + 50;
            break;
        case 10:
            y = flToMe - 50;
            break;
        case 11:
            y = flToMe + 0;
            break;
        case 12:
            y = flToMe - 0;
            break;
        case 13:
            iShotsMissed = 0;
            break;
        }
    }
    else
    {
        if (flLeftDamage <= 0 && flRightDamage <= 0)
        {
            //no damage at all use edge
            if (flRightFraction == flLeftFraction)
            {
                switch (iShotsMissed)
                {
                case 0:
                    y = flToMe + 180;
                    break;
                case 1:
                    y = flToMe + 110;
                    break;
                case 2:
                    y = flToMe - 110;
                    break;
                case 3:
                    y = flToMe + 180;
                    break;
                case 5:
                    y = flToMe + 90;
                    break;
                case 6:
                    y = flToMe - 90;
                    break;
                case 7:
                    y = flToMe + 75;
                    break;
                case 8:
                    y = flToMe - 75;
                    break;
                case 9:
                    y = flToMe + 50;
                    break;
                case 10:
                    y = flToMe - 50;
                    break;
                case 11:
                    y = flToMe + 0;
                    break;
                case 12:
                    y = flToMe - 0;
                    break;
                case 13:
                    iShotsMissed = 0;
                    break;
                }
            }
            else
                if (flRightFraction < flLeftFraction)
                {
                    //negative
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe + 180;
                        break;
                    case 1:
                        y = flToMe + 110;
                        break;
                    case 2:
                        y = flToMe - 110;
                        break;
                    case 3:
                        y = flToMe + 180;
                        break;
                    case 5:
                        y = flToMe + 90;
                        break;
                    case 6:
                        y = flToMe - 90;
                        break;
                    case 7:
                        y = flToMe + 75;
                        break;
                    case 8:
                        y = flToMe - 75;
                        break;
                    case 9:
                        y = flToMe + 50;
                        break;
                    case 10:
                        y = flToMe - 50;
                        break;
                    case 11:
                        y = flToMe + 0;
                        break;
                    case 12:
                        y = flToMe - 0;
                        break;
                    case 13:
                        iShotsMissed = 0;
                        break;
                    }
                }
                else
                {
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe + 180;
                        break;
                    case 1:
                        y = flToMe + 110;
                        break;
                    case 2:
                        y = flToMe - 110;
                        break;
                    case 3:
                        y = flToMe + 180;
                        break;
                    case 5:
                        y = flToMe + 90;
                        break;
                    case 6:
                        y = flToMe - 90;
                        break;
                    case 7:
                        y = flToMe + 75;
                        break;
                    case 8:
                        y = flToMe - 75;
                        break;
                    case 9:
                        y = flToMe + 50;
                        break;
                    case 10:
                        y = flToMe - 50;
                        break;
                    case 11:
                        y = flToMe + 0;
                        break;
                    case 12:
                        y = flToMe - 0;
                        break;
                    case 13:
                        iShotsMissed = 0;
                        break;
                    }
                }
        }
        else
        {
            //got some damage turn damage based
            if (flLeftDamage == flRightDamage)
            {
                switch (iShotsMissed)
                {
                case 0:
                    y = flToMe + 180;
                    break;
                case 1:
                    y = flToMe + 110;
                    break;
                case 2:
                    y = flToMe - 110;
                    break;
                case 3:
                    y = flToMe + 180;
                    break;
                case 5:
                    y = flToMe + 90;
                    break;
                case 6:
                    y = flToMe - 90;
                    break;
                case 7:
                    y = flToMe + 75;
                    break;
                case 8:
                    y = flToMe - 75;
                    break;
                case 9:
                    y = flToMe + 50;
                    break;
                case 10:
                    y = flToMe - 50;
                    break;
                case 11:
                    y = flToMe + 0;
                    break;
                case 12:
                    y = flToMe - 0;
                    break;
                case 13:
                    iShotsMissed = 0;
                    break;
                }
            }
            else
                if (flLeftDamage > flRightDamage)
                {
                    //negative
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe - 110.f;
                        break;
                    case 1:
                        y = flToMe + 180;
                        break;
                    case 2:
                        y = flToMe + 110.f;
                        break;
                    case 3:
                        y = flToMe - 180;
                        break;
                    case 4:
                        y = flToMe - 90;
                        break;
                    case 5:
                        y = flToMe + 90.f;
                        break;
                    case 6:
                        y = flToMe + 0.f;
                        break;
                    case 7:
                        y = flToMe - 0.f;
                    case 8:
                        iShotsMissed = 0;
                        break;

                    }
                }
                else
                {
                    switch (iShotsMissed)
                    {
                    case 0:
                        y = flToMe - 110.f;
                        break;
                    case 1:
                        y = flToMe + 180;
                        break;
                    case 2:
                        y = flToMe + 110.f;
                        break;
                    case 3:
                        y = flToMe - 180;
                        break;
                    case 4:
                        y = flToMe - 90;
                        break;
                    case 5:
                        y = flToMe + 90.f;
                        break;
                    case 6:
                        y = flToMe + 0.f;
                        break;
                    case 7:
                        y = flToMe - 0.f;
                    case 8:
                        iShotsMissed = 0;
                        break;
                    }
                }
        }
    }
}


good shit peti
everything wrong
 
this isnt eax blud
 
this isn't even eax, u failed to 'humiliate' somebody lol

Crazy Yesterday at 11:22 PM
@everyone don't hop on legacy tonight
boys, the beast just got a new source

guys don't hop on legacy the beast got a new source
 
what is this guy yapping about LOL
 
try to prove yourself right in an argument challenge 100% fail
its already public but here

C++:
Expand Collapse Copy
float Resolver::AntiFreestand(Player* player, LagRecord* record, vec3_t start_, vec3_t end, bool include_base, float base_yaw, float delta) {
    AimPlayer* data = &g_aimbot.m_players[player->index() - 1];

    // constants.
    constexpr float STEP{ 4.f };
    constexpr float RANGE{ 32.f };

    // construct vector of angles to test.
    std::vector< AdaptiveAngle > angles{ };

    angles.emplace_back(base_yaw + delta);
    angles.emplace_back(base_yaw - delta);

    if (include_base)
        angles.emplace_back(base_yaw);

    // start the trace at the enemy shoot pos.
    vec3_t start = start_;

    // see if we got any valid result.
    // if this is false the path was not obstructed with anything.
    bool valid{ false };

    // get the enemies shoot pos.
    vec3_t shoot_pos = end;

    // iterate vector of angles.
    for (auto it = angles.begin(); it != angles.end(); ++it) {

        // compute the 'rough' estimation of where our head will be.
        vec3_t end{ shoot_pos.x + std::cos(math::deg_to_rad(it->m_yaw)) * RANGE,
            shoot_pos.y + std::sin(math::deg_to_rad(it->m_yaw)) * RANGE,
            shoot_pos.z };

        // draw a line for debugging purposes.
        //g_csgo.m_debug_overlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.1f );

        // compute the direction.
        vec3_t dir = end - start;
        float len = dir.normalize();

        // should never happen.
        if (len <= 0.f)
            continue;

        // step thru the total distance, 4 units per step.
        for (float i{ 0.f }; i < len; i += STEP) {
            // get the current step position.
            vec3_t point = start + (dir * i);

            // get the contents at this point.
            int contents = g_csgo.m_engine_trace->GetPointContents(point, MASK_SHOT_HULL);

            // contains nothing that can stop a bullet.
            if (!(contents & MASK_SHOT_HULL))
                continue;

            float mult = 1.f;

            // over 50% of the total length, prioritize this shit.
            if (i > (len * 0.5f))
                mult = 1.25f;

            // over 90% of the total length, prioritize this shit.
            if (i > (len * 0.75f))
                mult = 1.25f;

            // over 90% of the total length, prioritize this shit.
            if (i > (len * 0.9f))
                mult = 2.f;

            // append 'penetrated distance'.
            it->m_dist += (STEP * mult);

            // mark that we found anything.
            valid = true;
        }
    }

    if (!valid)
        return base_yaw;

    // put the most distance at the front of the container.
    std::sort(angles.begin(), angles.end(),
        [](const AdaptiveAngle& a, const AdaptiveAngle& b) {
            return a.m_dist > b.m_dist;
        });

    // the best angle should be at the front now.
    return angles.front().m_yaw;
}
 
Последнее редактирование:
its already public but here

C++:
Expand Collapse Copy
float Resolver::AntiFreestand(Player* player, LagRecord* record, vec3_t start_, vec3_t end, bool include_base, float base_yaw, float delta) {
    AimPlayer* data = &g_aimbot.m_players[player->index() - 1];

    // constants.
    constexpr float STEP{ 4.f };
    constexpr float RANGE{ 32.f };

    // construct vector of angles to test.
    std::vector< AdaptiveAngle > angles{ };

    angles.emplace_back(base_yaw + delta);
    angles.emplace_back(base_yaw - delta);

    if (include_base)
        angles.emplace_back(base_yaw);

    // start the trace at the enemy shoot pos.
    vec3_t start = start_;

    // see if we got any valid result.
    // if this is false the path was not obstructed with anything.
    bool valid{ false };

    // get the enemies shoot pos.
    vec3_t shoot_pos = end;

    // iterate vector of angles.
    for (auto it = angles.begin(); it != angles.end(); ++it) {

        // compute the 'rough' estimation of where our head will be.
        vec3_t end{ shoot_pos.x + std::cos(math::deg_to_rad(it->m_yaw)) * RANGE,
            shoot_pos.y + std::sin(math::deg_to_rad(it->m_yaw)) * RANGE,
            shoot_pos.z };

        // draw a line for debugging purposes.
        //g_csgo.m_debug_overlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.1f );

        // compute the direction.
        vec3_t dir = end - start;
        float len = dir.normalize();

        // should never happen.
        if (len <= 0.f)
            continue;

        // step thru the total distance, 4 units per step.
        for (float i{ 0.f }; i < len; i += STEP) {
            // get the current step position.
            vec3_t point = start + (dir * i);

            // get the contents at this point.
            int contents = g_csgo.m_engine_trace->GetPointContents(point, MASK_SHOT_HULL);

            // contains nothing that can stop a bullet.
            if (!(contents & MASK_SHOT_HULL))
                continue;

            float mult = 1.f;

            // over 50% of the total length, prioritize this shit.
            if (i > (len * 0.5f))
                mult = 1.25f;

            // over 90% of the total length, prioritize this shit.
            if (i > (len * 0.75f))
                mult = 1.25f;

            // over 90% of the total length, prioritize this shit.
            if (i > (len * 0.9f))
                mult = 2.f;

            // append 'penetrated distance'.
            it->m_dist += (STEP * mult);

            // mark that we found anything.
            valid = true;
        }
    }

    if (!valid)
        return base_yaw;

    // put the most distance at the front of the container.
    std::sort(angles.begin(), angles.end(),
        [](const AdaptiveAngle& a, const AdaptiveAngle& b) {
            return a.m_dist > b.m_dist;
        });

    // the best angle should be at the front now.
    return angles.front().m_yaw;
}
still dont see how its similiar to what got posted ?
 
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