Подпишитесь на наш Telegram-канал, чтобы всегда быть в курсе важных обновлений! Перейти

Исходник Aimware Desync

like that?


auto maxdync = game::localdata.localplayer()->get_max_desync_delta();
if (bSendPacket == true)
return;

auto fake = viewangle;
auto real = game::localdata.localplayer()->GetRotation() /*or 0x80*/;

if (game::globals.UserCmd->command_number % 3)
{
if (bSendPacket)
fake -= maxdync;
else
real -= maxdync;
}
lol what? u already got proper desync in op post
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пхах, сразу видно, фэковые десинки.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1560970016722.png

m_flLBYUpdateTime что это?
 
Код:
Expand Collapse Copy
void lbyanimations::update_server_animation( entity_t* player ) {
    if ( !player || !player->health( ) )
        return;

    bool allocate = ( player_animstate == nullptr );
    bool change   = ( !allocate ) && ( &utilities::global::local_player->get_handle( ) != entity_handle );
    bool reset    = ( !allocate && !change ) && ( utilities::global::local_player->spawn_time( ) != spawn_time );

    if( change )
        interfaces::mem_alloc->free( player_animstate );

    if( reset ) {
        player->reset_animation_state( player_animstate );

        spawn_time = utilities::global::local_player->spawn_time( );
    }

    if( allocate || change ) {
        c_animstate* state = reinterpret_cast<c_animstate*>( interfaces::mem_alloc->alloc( sizeof( c_animstate ) ) );

        if( state != nullptr )
            player->create_animation_state( state );

        entity_handle = const_cast<c_base_handle*>( &player->get_handle( ) );
        spawn_time = utilities::global::local_player->spawn_time( );

        player_animstate = state;
    }
    float_t curtime = ticks_to_time( player->tick_base( ) + 11.f );
    if ( !interfaces::clientstate->chokedcommands && player_animstate ) {
        player->update_animation_state( player_animstate, utilities::global::cmd->view_angles );
        auto clamp_yaw = [ ]( float yaw ) {
            while (yaw > 180.f)
                yaw -= 360.f;
            while (yaw < -180.f)
                yaw += 360.f;
            return yaw;
        };
        float_t delta = std::abs( clamp_yaw( utilities::global::cmd->view_angles.y - player->lowerbody_yaw_target( ) ) );
        
        if ( player_animstate->m_velocity > 0.1f && ( player->flags( ) & fl_onground ) )
            next_body_update = curtime + utilities::global::local_player->simulation_time( ) + 1.1f;
    
        else if ( curtime >= next_body_update ) {
            if ( delta > ( PI / 180 - next_body_update ) * 0.35f ) ;

            next_body_update = curtime + utilities::global::local_player->simulation_time( ) + 0.22f;
        }
    }
    break_lowerbody = ( player->flags( ) & fl_onground ) && ( ( next_body_update - curtime ) <= interfaces::globals->interval_per_tick );
}

perfect breaker for desync hf
 
Код:
Expand Collapse Copy
void lbyanimations::update_server_animation( entity_t* player ) {
    if ( !player || !player->health( ) )
        return;

    bool allocate = ( player_animstate == nullptr );
    bool change   = ( !allocate ) && ( &utilities::global::local_player->get_handle( ) != entity_handle );
    bool reset    = ( !allocate && !change ) && ( utilities::global::local_player->spawn_time( ) != spawn_time );

    if( change )
        interfaces::mem_alloc->free( player_animstate );

    if( reset ) {
        player->reset_animation_state( player_animstate );

        spawn_time = utilities::global::local_player->spawn_time( );
    }

    if( allocate || change ) {
        c_animstate* state = reinterpret_cast<c_animstate*>( interfaces::mem_alloc->alloc( sizeof( c_animstate ) ) );

        if( state != nullptr )
            player->create_animation_state( state );

        entity_handle = const_cast<c_base_handle*>( &player->get_handle( ) );
        spawn_time = utilities::global::local_player->spawn_time( );

        player_animstate = state;
    }
    float_t curtime = ticks_to_time( player->tick_base( ) + 11.f );
    if ( !interfaces::clientstate->chokedcommands && player_animstate ) {
        player->update_animation_state( player_animstate, utilities::global::cmd->view_angles );
        auto clamp_yaw = [ ]( float yaw ) {
            while (yaw > 180.f)
                yaw -= 360.f;
            while (yaw < -180.f)
                yaw += 360.f;
            return yaw;
        };
        float_t delta = std::abs( clamp_yaw( utilities::global::cmd->view_angles.y - player->lowerbody_yaw_target( ) ) );
       
        if ( player_animstate->m_velocity > 0.1f && ( player->flags( ) & fl_onground ) )
            next_body_update = curtime + utilities::global::local_player->simulation_time( ) + 1.1f;
   
        else if ( curtime >= next_body_update ) {
            if ( delta > ( PI / 180 - next_body_update ) * 0.35f ) ;

            next_body_update = curtime + utilities::global::local_player->simulation_time( ) + 0.22f;
        }
    }
    break_lowerbody = ( player->flags( ) & fl_onground ) && ( ( next_body_update - curtime ) <= interfaces::globals->interval_per_tick );
}

perfect breaker for desync hf
Thank you!
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Назад
Сверху Снизу