Помогите запастить

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Хочу запастить дабл тап, есть код, не понимаю как реализовать, рофл/клоуны лесом пожалуйста.
Хукаю в Hooks.cpp, вот так: bool __stdcall HookedWriteUsercmdDeltaToBuffer(int slot, void* buf, int from, int to, bool isnewcommand)

Код:
int TICKBASE_SHIFT = NASAAmountTxt.iValue;
    LocalPlayer.bSwarm = !LocalPlayer.bSwarm;
    int TICKS_TO_SEND_IN_BATCH = !LocalPlayer.bSwarm ? 1 : (TICKBASE_SHIFT + 2);
    CUserCmd *lastcmd = CreateMoveVars.LastUserCmd;
    BOOL bInAttack;
    BOOL bInAttack2;
    BOOL bInUse;
    BOOL bInReload;

    if (!DisableAllChk.Checked && lastcmd)
    {
        bInAttack = lastcmd->buttons & IN_ATTACK;
        bInAttack2 = lastcmd->buttons & IN_ATTACK2;
        bInUse = lastcmd->buttons & IN_USE;
        bInReload = lastcmd->buttons & IN_RELOAD;
        int bPressingARapidFirableKey = (bInAttack || (bInAttack2 && LocalPlayer.WeaponVars.IsKnife) || bInUse || bInReload);

        static int NonSwarmTickCount = 0;
        if (!LocalPlayer.bSwarm || !LocalPlayer.isastronaut)
            NonSwarmTickCount = Interfaces::Globals->tickcount;

        //static int waitticks = 0;
        bool backupisastronaut = LocalPlayer.isastronaut;
        bool backupswarmstate = LocalPlayer.bSwarm;
        bool setswarmtrueonexit = false;

        if (LocalPlayer.isastronaut)
        {
            ++LocalPlayer.tickssincestartedbeingastronaut;
            LocalPlayer.isastronaut = true;
            DWORD cl = *(DWORD*)pClientState;
            int resul = *(int*)(cl + lastoutgoingcommand);

            CUserCmd *usercmds = GetUserCmdStruct(0);
            CUserCmd backupcmds[150];
            bool bShouldFire = false;
            bool bCanHoldAttack = !LocalPlayer.WeaponVars.IsGun || LocalPlayer.WeaponVars.IsFullAuto || bInUse || (LocalPlayer.WeaponVars.IsRevolver && !bInAttack2);

            if ((bPressingARapidFirableKey && RapidFireWhenAttackingWithNasaChk.Checked) && LocalPlayer.CurrentWeapon)
            {
                WeaponInfo_t *weaponinfo = LocalPlayer.CurrentWeapon->GetCSWpnData();
                if (weaponinfo)
                {
                    lastcmd->buttons &= ~IN_ATTACK;
                    lastcmd->buttons &= ~IN_ATTACK2;
                    lastcmd->buttons &= ~IN_USE;
                    lastcmd->buttons &= ~IN_RELOAD;

                    if (LocalPlayer.tickssincestartedbeingastronaut > 2)
                    {
                        bool &bSwarm = LocalPlayer.bSwarm;

                        if (!LocalPlayer.finishedrapidfire)
                        {
                            if (!LocalPlayer.started)
                            {
                                int servertime = NonSwarmTickCount;
                                if (LocalPlayer.bSwarm)
                                    servertime -= TICKBASE_SHIFT;

                                if (bSwarm && (LocalPlayer.restart || gTriggerbot.WeaponCanFire(bInAttack2)))
                                {
                                    bShouldFire = true;
                                    LocalPlayer.started = true;
                                    LocalPlayer.restart = false;

                                    float flCycle = (bInAttack2 ? weaponinfo->flCycleTimeAlt : weaponinfo->flCycleTime);

                                    LocalPlayer.lastshottime_server = servertime;
                                    LocalPlayer.lastshotwasswarm = LocalPlayer.bSwarm;
                                    LocalPlayer.lastshottime = Interfaces::Globals->tickcount;
                                    float fllastshottime_server = TICKS_TO_TIME(servertime);

                                    float timestamp;
                                    //float delta = fllastshottime_server - LocalPlayer.CurrentWeapon->GetNextPrimaryAttack();
                                    //if (delta < 0.0f || delta > Interfaces::Globals->interval_per_tick)
                                    timestamp = fllastshottime_server;
                                    //else
                                    //    timestamp = LocalPlayer.CurrentWeapon->GetNextPrimaryAttack();

                                    LocalPlayer.nextshottime = timestamp + flCycle + TICKS_TO_TIME(RapidFireDelayTxt.iValue);
                                }
                            }
                            else
                            {
                                bool stayrunning = bInUse || bInReload || LocalPlayer.WeaponVars.IsC4 || LocalPlayer.WeaponVars.IsRevolver;

                                if (stayrunning)
                                {
                                    bShouldFire = true;
                                    LocalPlayer.bSwarm = false;

                                    //Force no swarm
                                    TICKS_TO_SEND_IN_BATCH = 1;
                                    NonSwarmTickCount = Interfaces::Globals->tickcount;
                                    bSwarm = false;
                                    setswarmtrueonexit = true;
                                }
                                else
                                {

                                    int servertime = 1 + LocalPlayer.lastshottime_server + (Interfaces::Globals->tickcount - LocalPlayer.lastshottime);
                                    if (LocalPlayer.lastshotwasswarm /*&& RapidFireMode2Chk.Checked*/)
                                        servertime += TICKBASE_SHIFT;

                                    //if (bSwarm)
                                    //    servertime -= TICKBASE_SHIFT;

                                    float flservertime = TICKS_TO_TIME(servertime);

                                    //bool bCanHoldAttack =  /*Interfaces::Globals->tickcount - lastshottime > 1*/);

                                    if (flservertime >= LocalPlayer.nextshottime && (bCanHoldAttack || (Interfaces::Globals->tickcount - LocalPlayer.lastshottime) > 1))
                                    {
                                        bShouldFire = true;
                                        LocalPlayer.finishedrapidfire = true;

                                        //Force no swarm
                                        TICKS_TO_SEND_IN_BATCH = 1;
                                        NonSwarmTickCount = Interfaces::Globals->tickcount;
                                        bSwarm = false;
                                        setswarmtrueonexit = true;
                                        LocalPlayer.lastshotwasswarm = false;

                                        float flCycle = (bInAttack2 ? weaponinfo->flCycleTimeAlt : weaponinfo->flCycleTime);
                                        servertime = NonSwarmTickCount;
                                        LocalPlayer.lastshottime_server = servertime;
                                        LocalPlayer.lastshottime = Interfaces::Globals->tickcount;
                                        LocalPlayer.nextshottime = TICKS_TO_TIME(servertime + TICKBASE_SHIFT + 2) + flCycle; //Add 2 ticks in case we were not swarming for a long time
                                    }
                                    else
                                    {
                                        //Can't shoot yet, let tickbase raise asap
                                        TICKS_TO_SEND_IN_BATCH = 1;
                                        NonSwarmTickCount = Interfaces::Globals->tickcount;
                                        bSwarm = false;
                                        setswarmtrueonexit = true;
                                        if (bCanHoldAttack)
                                            bShouldFire = true;
                                    }
                                }
                            }
                        }
                        else
                        {
                            //Force no swarm
                            TICKS_TO_SEND_IN_BATCH = 1;
                            NonSwarmTickCount = Interfaces::Globals->tickcount;
                            bSwarm = false;
                            setswarmtrueonexit = true;

                            int servertime = 1 + LocalPlayer.lastshottime_server + (Interfaces::Globals->tickcount - LocalPlayer.lastshottime);
                            if (LocalPlayer.lastshotwasswarm /*&& RapidFireMode2Chk.Checked*/)
                                servertime += TICKBASE_SHIFT;

                            if (TICKS_TO_TIME(servertime) >= LocalPlayer.nextshottime)// && (bCanHoldAttack || (Interfaces::Globals->tickcount - LocalPlayer.lastshottime) > 1))
                            {
                                LocalPlayer.finishedrapidfire = false;
                                LocalPlayer.started = false;
                                LocalPlayer.restart = true;
                            }
                        }
                    }
                }
            }
            else
            {
                LocalPlayer.finishedrapidfire = false;
                LocalPlayer.started = false;
                LocalPlayer.restart = false;
            }

            LocalPlayer.bBlockWriteUserCmdDeltaToBuffer = false;
         
            if (LocalPlayer.isastronaut || (bPressingARapidFirableKey && LocalPlayer.started))
            {
                int lastcommand = *(int*)(cl + lastoutgoingcommand);
                int chokedcount = *(int*)(cl + chokedcommands);

                //if (chokedcount > 0)
                //    printf("WARNING: %i CHOKED TICKS!\n", chokedcount);

                int LAST_PROCESSABLE_TICK_INDEX = max(0, min(TICKS_TO_SEND_IN_BATCH, 16) - 2); //sv_maxusrcmdprocessticks

                for (int i = 0; i < TICKS_TO_SEND_IN_BATCH; i++)
                {
                    bool bIsLastProcessedTick = i == LAST_PROCESSABLE_TICK_INDEX;
                    int nextcommandnr = lastcommand + chokedcount + 1;
                    CUserCmd *cmd = GetUserCmd(0, nextcommandnr, true);
                    if (cmd)
                    {
                        if (!lastcmd)
                            cmd->Reset();
                        else
                            *cmd = *lastcmd;

                        if (bShouldFire && (bIsLastProcessedTick || bCanHoldAttack))
                        {
                            if (bInAttack)
                                cmd->buttons |= IN_ATTACK;
                            if (bInAttack2)
                                cmd->buttons |= IN_ATTACK2;
                            if (bInReload)
                                cmd->buttons |= IN_RELOAD;
                            if (bInUse)
                                cmd->buttons |= IN_USE;
                        }

                        cmd->command_number = nextcommandnr++;
                        cmd->tick_count = *(int*)(*(DWORD*)pClientState + dwServerTickCount) + TIME_TO_TICKS(0.5f) + i;

                        if (TICKS_TO_SEND_IN_BATCH > 1 && i != (TICKS_TO_SEND_IN_BATCH - 1))
                            chokedcount++;

                        if (LocalPlayer.bSwarm && i == 0)
                        {
                            memcpy(backupcmds, usercmds, sizeof(CUserCmd) * 150);
                        }
                    }
                }

                static void* tmp = malloc(2048);
                CNetMsg_Tick_Construct(tmp, *host_computationtime, *host_computationtime_std_deviation, *(DWORD*)(cl + 0x174), *host_framestarttime_std_deviation);
                chan->SendNetMsg(tmp, false, false);

                //if (LocalPlayer.bSwarm)
                //    chan->m_nOutSequenceNr += 10;

                if (!LocalPlayer.bSwarm)
                {
                //    int packet_drop_amount = 10; //actual limit is 23 but server clamps to 10
                //    packet_drop_amount += (TICKBASE_SHIFT + 1);
                //    chan->m_nOutSequenceNr += packet_drop_amount;
                }

                *(int*)(cl + chokedcommands) = chokedcount;
                chan->m_nChokedPackets = chokedcount;
                CL_SendMove_Rebuilt();

                resul = oSendDatagram(netchan, datagram);
                *(int*)(cl + lastoutgoingcommand) = resul;
                *(int*)(cl + chokedcommands) = 0;

                if (LocalPlayer.bSwarm)
                    memcpy(usercmds, backupcmds, sizeof(CUserCmd) * 150);

                //static int lastsent = TICKS_TO_SEND_IN_BATCH;
                //if (TICKS_TO_SEND_IN_BATCH == lastsent && !setswarmtrueonexit)
                //    printf("WARNING: SENT SAME BATCH TWICE: %i\n", TICKS_TO_SEND_IN_BATCH);
                //lastsent = TICKS_TO_SEND_IN_BATCH;

                LocalPlayer.bSwarm = setswarmtrueonexit ? true : backupswarmstate;

                return resul;
            }

            LocalPlayer.isastronaut = backupisastronaut;
        }
        else
        {
            LocalPlayer.finishedrapidfire = false;
            LocalPlayer.started = false;
            LocalPlayer.restart = false;
            LocalPlayer.tickssincestartedbeingastronaut = 0;
        }
    }
 
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Пытайся разобраться в коде. Для начала попробуй строчку с циклом for.

C++:
LocalPlayer.bBlockWriteUserCmdDeltaToBuffer = false;
        
            if (LocalPlayer.isastronaut || (bPressingARapidFirableKey && LocalPlayer.started))
            {
                int lastcommand = *(int*)(cl + lastoutgoingcommand);
                int chokedcount = *(int*)(cl + chokedcommands);

                //if (chokedcount > 0)
                //    printf("WARNING: %i CHOKED TICKS!\n", chokedcount);

                int LAST_PROCESSABLE_TICK_INDEX = max(0, min(TICKS_TO_SEND_IN_BATCH, 16) - 2); //sv_maxusrcmdprocessticks

                for (int i = 0; i < TICKS_TO_SEND_IN_BATCH; i++)
                {
                    bool bIsLastProcessedTick = i == LAST_PROCESSABLE_TICK_INDEX;
                    int nextcommandnr = lastcommand + chokedcount + 1;
                    CUserCmd *cmd = GetUserCmd(0, nextcommandnr, true);
                    if (cmd)
                    {
                        if (!lastcmd)
                            cmd->Reset();
                        else
                            *cmd = *lastcmd;

                        if (bShouldFire && (bIsLastProcessedTick || bCanHoldAttack))
                        {
                            if (bInAttack)
                                cmd->buttons |= IN_ATTACK;
                            if (bInAttack2)
                                cmd->buttons |= IN_ATTACK2;
                            if (bInReload)
                                cmd->buttons |= IN_RELOAD;
                            if (bInUse)
                                cmd->buttons |= IN_USE;
                        }

                        cmd->command_number = nextcommandnr++;
                        cmd->tick_count = *(int*)(*(DWORD*)pClientState + dwServerTickCount) + TIME_TO_TICKS(0.5f) + i;

                        if (TICKS_TO_SEND_IN_BATCH > 1 && i != (TICKS_TO_SEND_IN_BATCH - 1))
                            chokedcount++;

                        if (LocalPlayer.bSwarm && i == 0)
                        {
                            memcpy(backupcmds, usercmds, sizeof(CUserCmd) * 150);
                        }
                    }
                }
 
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Пытайся разобраться в коде. Для начала попробуй строчку с циклом for.

C++:
LocalPlayer.bBlockWriteUserCmdDeltaToBuffer = false;
       
            if (LocalPlayer.isastronaut || (bPressingARapidFirableKey && LocalPlayer.started))
            {
                int lastcommand = *(int*)(cl + lastoutgoingcommand);
                int chokedcount = *(int*)(cl + chokedcommands);

                //if (chokedcount > 0)
                //    printf("WARNING: %i CHOKED TICKS!\n", chokedcount);

                int LAST_PROCESSABLE_TICK_INDEX = max(0, min(TICKS_TO_SEND_IN_BATCH, 16) - 2); //sv_maxusrcmdprocessticks

                for (int i = 0; i < TICKS_TO_SEND_IN_BATCH; i++)
                {
                    bool bIsLastProcessedTick = i == LAST_PROCESSABLE_TICK_INDEX;
                    int nextcommandnr = lastcommand + chokedcount + 1;
                    CUserCmd *cmd = GetUserCmd(0, nextcommandnr, true);
                    if (cmd)
                    {
                        if (!lastcmd)
                            cmd->Reset();
                        else
                            *cmd = *lastcmd;

                        if (bShouldFire && (bIsLastProcessedTick || bCanHoldAttack))
                        {
                            if (bInAttack)
                                cmd->buttons |= IN_ATTACK;
                            if (bInAttack2)
                                cmd->buttons |= IN_ATTACK2;
                            if (bInReload)
                                cmd->buttons |= IN_RELOAD;
                            if (bInUse)
                                cmd->buttons |= IN_USE;
                        }

                        cmd->command_number = nextcommandnr++;
                        cmd->tick_count = *(int*)(*(DWORD*)pClientState + dwServerTickCount) + TIME_TO_TICKS(0.5f) + i;

                        if (TICKS_TO_SEND_IN_BATCH > 1 && i != (TICKS_TO_SEND_IN_BATCH - 1))
                            chokedcount++;

                        if (LocalPlayer.bSwarm && i == 0)
                        {
                            memcpy(backupcmds, usercmds, sizeof(CUserCmd) * 150);
                        }
                    }
                }
Что такое -
TICKS_TO_SEND_IN_BATCH
??
 
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