Вопрос Is my code correct?

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C++:
R_PlayerState CResolver::DetectPlayerState(CBasePlayer* player) {
if (!(player->m_fFlags() & FL_ONGROUND))
return R_PlayerState::AIR;
return (player->m_vecVelocity().Length2DSqr() > 400.f) ? R_PlayerState::MOVING: R_PlayerState::STANDING;
}

and

C++:
float CResolver::CalculateDesyncDelta(CBasePlayer* player, int direction) {

if (!player || !player->GetAnimstate())
return 0.f;

auto* animState = player->GetAnimstate();
float maxDesyncDelta = player->GetMaxDesyncDelta();
if (player->IsMoving()) {
maxDesyncDelta *= 29.13f;
    }
float targetYaw = NormalizeAngle(animState->flEyeYaw + direction * maxDesyncDelta);
auto&layer = player->GetAnimlayers()[6];
if (layer.m_flWeight > 0.5f) {
targetYaw = NormalizeAngle(targetYaw + (direction * 5.0f));
    }
return std::fabsf(AngleDiff(animState->flEyeYaw, targetYaw));
}
 
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R_PlayerState CResolver::DetectPlayerState(CBasePlayer* player) {
if (!(player->m_fFlags() & FL_ONGROUND))
return R_PlayerState::AIR;
return (player->m_vecVelocity().Length2DSqr() > 400.f) ? R_PlayerState::MOVING: R_PlayerState::STANDING;
}


and


float CResolver::CalculateDesyncDelta(CBasePlayer* player, int direction) {
if (!player || !player->GetAnimstate())
return 0.f;

auto* animState = player->GetAnimstate();
float maxDesyncDelta = player->GetMaxDesyncDelta();
if (player->IsMoving()) {
maxDesyncDelta *= 29.13f;
}

float targetYaw = NormalizeAngle(animState->flEyeYaw + direction * maxDesyncDelta);

auto&layer = player->GetAnimlayers()[6];
if (layer.m_flWeight > 0.5f) {
targetYaw = NormalizeAngle(targetYaw + (direction * 5.0f));
}

return std::fabsf(AngleDiff(animState->flEyeYaw, targetYaw));
}
wt....f.......
 
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skeet resolver leaked
on topic
C++:
void c_anim_sync::find_server_foot_yaw(player_entry_t& entry, lag_record_t* const current, const lag_anim_data_t* const previous) const
{
    const auto& bone_cache = entry.m_player->bone_cache();
    if (!bone_cache.m_mem.m_ptr || !bone_cache.m_size)
        return;

    current->m_anim_side = rotate_server;

    if (current->m_sim_ticks >= 1 || current->m_sim_ticks <= 17)
    {
        current->m_anim_side = entry.m_storred_anim_side;

        if (previous)
        {
            auto accelerating = current->m_anim_layers.at(6u).m_weight >= previous->m_anim_layers.at(6u).m_weight &&
                current->m_anim_layers.at(6u).m_playback_rate >= previous->m_anim_layers.at(6u).m_playback_rate;

            if (!(current->m_flags & valve::on_ground) || !(previous->m_flags & valve::on_ground))
                accelerating = false;

            if (accelerating)
            {
                auto best_match = std::make_pair(rotate_server, FLT_MAX);

                for (int i = rotate_center; i <= rotate_low_right; i++)
                {
                    if (current->m_anim_sides.at(i).m_anim_layers.at(6u).m_sequence != current->m_anim_layers.at(6u).m_sequence)
                        continue;

                    const auto delta_weight = fabsf(current->m_anim_sides.at(i).m_anim_layers.at(6u).m_weight - current->m_anim_layers.at(6u).m_weight);
                    const auto delta_cycle = fabsf(current->m_anim_sides.at(i).m_anim_layers.at(6u).m_cycle - current->m_anim_layers.at(6u).m_cycle);
                    const auto delta_rate = fabsf(current->m_anim_sides.at(i).m_anim_layers.at(6u).m_playback_rate - current->m_anim_layers.at(6u).m_playback_rate);
                    const auto delta_total = delta_weight + delta_cycle + delta_rate;

                    if (delta_total < best_match.second)
                        best_match = { static_cast<e_rotate_mode>(i), delta_total };

                    if (delta_weight < 0.000001f || delta_cycle < 0.000001f || delta_rate < 0.000001f)
                        best_match = { static_cast<e_rotate_mode>(i), 0.f };
                }

                if (best_match.second < FLT_MAX)
                {
                    entry.m_storred_anim_side = current->m_anim_side = best_match.first;
                    entry.m_last_storred_tick = valve::g_global_vars->m_tick_count;
                }               
            }
            else
            {
                if (current->m_velocity.length_2d() <= 1.2f)
                {
                    float feet_delta = math::normalize_angle(math::angle_diff(math::normalize_angle(entry.m_player->lby()), math::normalize_angle(entry.m_player->eye_angles().y)));

                    if (std::abs(feet_delta) >= 35.f)
                    {
                        entry.m_storred_anim_side = current->m_anim_side = feet_delta > 0.f ? rotate_left : rotate_right;
                        entry.m_last_storred_tick = valve::g_global_vars->m_tick_count;
                    }
                }
            }
        }
        else
        {
            if (g_context->wpn_data())
            {
                const auto left_pos = current->m_anim_sides.at(rotate_left).m_bones[entry.m_player->lookup_bone(xorstr_("head_0"))].get_origin();
                const auto right_pos = current->m_anim_sides.at(rotate_right).m_bones[entry.m_player->lookup_bone(xorstr_("head_0"))].get_origin();

                const auto left_info = g_auto_wall->fire_bullet(valve::g_local_player, entry.m_player, g_context->wpn_data(), false, g_context->shoot_pos(), left_pos);
                const auto right_info = g_auto_wall->fire_bullet(valve::g_local_player, entry.m_player, g_context->wpn_data(), false, g_context->shoot_pos(), right_pos);

                if (left_info.m_dmg > right_info.m_dmg)
                    entry.m_storred_anim_side = current->m_anim_side = rotate_left;
                else if (left_info.m_dmg < right_info.m_dmg)
                    entry.m_storred_anim_side = current->m_anim_side = rotate_right;
                else
                    entry.m_storred_anim_side = current->m_anim_side = rotate_center;
            }
        }
    }

    if (entry.m_misses)
    {
        switch(entry.m_brute_side)
        {
        case rotate_server:
            current->m_anim_side = (rand() % 2) ? rotate_right : rotate_left;
            break;
        case rotate_center:
            current->m_anim_side = (rand() % 2) ? rotate_right : rotate_left;

            if (entry.m_was_first_bruteforce)
                current->m_anim_side = rotate_right;
            else if (entry.m_was_second_bruteforce)
                current->m_anim_side = rotate_left;
            else if (entry.m_was_first_low_bruteforce)
                current->m_anim_side = rotate_low_right;
            else if (entry.m_was_second_low_bruteforce)
                current->m_anim_side = rotate_low_left;

            entry.m_was_first_bruteforce = false;
            entry.m_was_second_bruteforce = false;
            entry.m_was_first_low_bruteforce = false;
            entry.m_was_second_low_bruteforce = false;
            break;
        case rotate_left:
            current->m_anim_side = entry.m_was_second_bruteforce ? rotate_center : rotate_right;
            entry.m_was_first_bruteforce = true;
            break;
        case rotate_right:
            current->m_anim_side = entry.m_was_first_low_bruteforce ? rotate_center : rotate_left;
            entry.m_was_second_bruteforce = true;
            break;
        case rotate_low_left:
            current->m_anim_side = entry.m_was_second_low_bruteforce ? rotate_center : rotate_low_right;
            entry.m_was_first_low_bruteforce = true;
            break;
        case rotate_low_right:
            current->m_anim_side = entry.m_was_first_low_bruteforce ? rotate_center : rotate_low_left;
            entry.m_was_second_low_bruteforce = true;
            break;
        }
    }
}
 
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skeet resolver leaked
on topic
C++:
void c_anim_sync::find_server_foot_yaw(player_entry_t& entry, lag_record_t* const current, const lag_anim_data_t* const previous) const
{
    const auto& bone_cache = entry.m_player->bone_cache();
    if (!bone_cache.m_mem.m_ptr || !bone_cache.m_size)
        return;

    current->m_anim_side = rotate_server;

    if (current->m_sim_ticks >= 1 || current->m_sim_ticks <= 17)
    {
        current->m_anim_side = entry.m_storred_anim_side;

        if (previous)
        {
            auto accelerating = current->m_anim_layers.at(6u).m_weight >= previous->m_anim_layers.at(6u).m_weight &&
                current->m_anim_layers.at(6u).m_playback_rate >= previous->m_anim_layers.at(6u).m_playback_rate;

            if (!(current->m_flags & valve::on_ground) || !(previous->m_flags & valve::on_ground))
                accelerating = false;

            if (accelerating)
            {
                auto best_match = std::make_pair(rotate_server, FLT_MAX);

                for (int i = rotate_center; i <= rotate_low_right; i++)
                {
                    if (current->m_anim_sides.at(i).m_anim_layers.at(6u).m_sequence != current->m_anim_layers.at(6u).m_sequence)
                        continue;

                    const auto delta_weight = fabsf(current->m_anim_sides.at(i).m_anim_layers.at(6u).m_weight - current->m_anim_layers.at(6u).m_weight);
                    const auto delta_cycle = fabsf(current->m_anim_sides.at(i).m_anim_layers.at(6u).m_cycle - current->m_anim_layers.at(6u).m_cycle);
                    const auto delta_rate = fabsf(current->m_anim_sides.at(i).m_anim_layers.at(6u).m_playback_rate - current->m_anim_layers.at(6u).m_playback_rate);
                    const auto delta_total = delta_weight + delta_cycle + delta_rate;

                    if (delta_total < best_match.second)
                        best_match = { static_cast<e_rotate_mode>(i), delta_total };

                    if (delta_weight < 0.000001f || delta_cycle < 0.000001f || delta_rate < 0.000001f)
                        best_match = { static_cast<e_rotate_mode>(i), 0.f };
                }

                if (best_match.second < FLT_MAX)
                {
                    entry.m_storred_anim_side = current->m_anim_side = best_match.first;
                    entry.m_last_storred_tick = valve::g_global_vars->m_tick_count;
                }              
            }
            else
            {
                if (current->m_velocity.length_2d() <= 1.2f)
                {
                    float feet_delta = math::normalize_angle(math::angle_diff(math::normalize_angle(entry.m_player->lby()), math::normalize_angle(entry.m_player->eye_angles().y)));

                    if (std::abs(feet_delta) >= 35.f)
                    {
                        entry.m_storred_anim_side = current->m_anim_side = feet_delta > 0.f ? rotate_left : rotate_right;
                        entry.m_last_storred_tick = valve::g_global_vars->m_tick_count;
                    }
                }
            }
        }
        else
        {
            if (g_context->wpn_data())
            {
                const auto left_pos = current->m_anim_sides.at(rotate_left).m_bones[entry.m_player->lookup_bone(xorstr_("head_0"))].get_origin();
                const auto right_pos = current->m_anim_sides.at(rotate_right).m_bones[entry.m_player->lookup_bone(xorstr_("head_0"))].get_origin();

                const auto left_info = g_auto_wall->fire_bullet(valve::g_local_player, entry.m_player, g_context->wpn_data(), false, g_context->shoot_pos(), left_pos);
                const auto right_info = g_auto_wall->fire_bullet(valve::g_local_player, entry.m_player, g_context->wpn_data(), false, g_context->shoot_pos(), right_pos);

                if (left_info.m_dmg > right_info.m_dmg)
                    entry.m_storred_anim_side = current->m_anim_side = rotate_left;
                else if (left_info.m_dmg < right_info.m_dmg)
                    entry.m_storred_anim_side = current->m_anim_side = rotate_right;
                else
                    entry.m_storred_anim_side = current->m_anim_side = rotate_center;
            }
        }
    }

    if (entry.m_misses)
    {
        switch(entry.m_brute_side)
        {
        case rotate_server:
            current->m_anim_side = (rand() % 2) ? rotate_right : rotate_left;
            break;
        case rotate_center:
            current->m_anim_side = (rand() % 2) ? rotate_right : rotate_left;

            if (entry.m_was_first_bruteforce)
                current->m_anim_side = rotate_right;
            else if (entry.m_was_second_bruteforce)
                current->m_anim_side = rotate_left;
            else if (entry.m_was_first_low_bruteforce)
                current->m_anim_side = rotate_low_right;
            else if (entry.m_was_second_low_bruteforce)
                current->m_anim_side = rotate_low_left;

            entry.m_was_first_bruteforce = false;
            entry.m_was_second_bruteforce = false;
            entry.m_was_first_low_bruteforce = false;
            entry.m_was_second_low_bruteforce = false;
            break;
        case rotate_left:
            current->m_anim_side = entry.m_was_second_bruteforce ? rotate_center : rotate_right;
            entry.m_was_first_bruteforce = true;
            break;
        case rotate_right:
            current->m_anim_side = entry.m_was_first_low_bruteforce ? rotate_center : rotate_left;
            entry.m_was_second_bruteforce = true;
            break;
        case rotate_low_left:
            current->m_anim_side = entry.m_was_second_low_bruteforce ? rotate_center : rotate_low_right;
            entry.m_was_first_low_bruteforce = true;
            break;
        case rotate_low_right:
            current->m_anim_side = entry.m_was_first_low_bruteforce ? rotate_center : rotate_low_left;
            entry.m_was_second_low_bruteforce = true;
            break;
        }
    }
}
not from skeet and not proper
doe guy
 
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