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CS GO - P resolver

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6 Ноя 2018
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9
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2
if (!c_config::get().aimbot_resolver)
return;

auto local_player = Globals::LocalPlayer;

if (!local_player)
return;

if (!player)
return;

if (player->GetTeam() == Globals::LocalPlayer->GetTeam())
return;

bool is_local_player = player == local_player;
bool is_teammate = local_player->GetTeam() == player->GetTeam() && !is_local_player;

if (is_local_player)
return;

if (is_teammate)
return;

if (player->GetHealth() <= 0)
return;


if (local_player->GetHealth() <= 0)
return;

auto idx = player->EntIndex();
auto state = player->GetBasePlayerAnimState();
auto lby = player->GetLowerBodyYaw();
static float oldSimtimeShot[65];
static float storedSimtimeShot[65];
static float OldStoredLby[65];
static float StoredLby[65];
static float ShotTime[65];
bool shot = false;

bool ShotCounterWithFalseAndTrue;
bool CounterSHot;
static bool jittering[65];
static float oldSimtime[65];
static float storedSimtime[65];
static float SideTime[65][3];
static int LastDesyncSide[65];
static bool Delaying[1];
static AnimationLayer StoredLayers[64][30];//15
static C_AnimState * StoredAnimState[65];
static float StoredPosParams[65][48];//24
static Vector oldEyeAngles[65];
static float oldGoalfeetYaw[65];
float* PosParams = (float*)((uintptr_t)player + 0x2774);
bool update = false;
auto player_animation_state = player->AnimState();

auto RemapVal = [](float val, float A, float B, float C, float D) -> float
{
if (A == B)
return val >= B ? D : C;
return C + (D - C) * (val - A) / (B - A);
};

resolver_record _player[64];
auto& record = _player[idx];

if (state)
{
state->m_flEyeYaw = player->GetEyeAnglesXY()->y;
state->m_flEyePitch = player->GetEyeAnglesXY()->x;
player->setAnimationState(state);
}

if (state && state->speed_2d > 0.1f || fabs(state->flUpVelocity) > 100.0f)
{
state->m_flGoalFeetYaw = approach_angle(state->m_flEyeYaw, state->m_flGoalFeetYaw,
((state->m_flUnknownFraction * 20.0f) + 30.0f) * state->m_flLastClientSideAnimationUpdateTime);
player->setAnimationState(state);
}
else
{
if (state)
{
state->m_flGoalFeetYaw = approach_angle(lby, state->m_flGoalFeetYaw,
state->m_flLastClientSideAnimationUpdateTime * 100.0f);
player->setAnimationState(state);
}
}

record.current_tick.eyes = player->GetEyeAnglesXY()->y;

if (record.current_tick.last_lby == FLT_MAX)
{
record.current_tick.last_lby = lby;
}

bool one = false;
bool two = false;

record.current_tick.lby_delta = record.current_tick.last_lby - lby;
record.current_tick.eye_lby_delta = lby - record.current_tick.eyes;

if (record.current_tick.last_lby != FLT_MAX)
{

if (record.current_tick.last_lby == 979) // the current layer must be triggering 979
{
if (record.current_tick.lby_delta == 979) // the previous layer must be trigerring 979
{
// we can tell now that he is surely breaking lby in some sort

if (record.current_tick.last_lby != record.current_tick.lby_delta)
{
float
flAnimTime = record.current_tick.lby_delta,
flSimTime = player->GetSimulationTime();


record.current_tick.last_lby = player->GetLowerBodyYaw() - 180.f; // for the resolver it's enough here to just flip him, because we will backtrack him
}
else if (player->GetVelocity().Length2D() > 0.1f) // breaking lby with delta < 120; can fakewalk here aswell
{
if (record.current_tick.last_lby != lby)
record.current_tick.last_lby = lby;

one = false, two = false;
}
}
}
else
{
record.current_tick.lby_delta = record.current_tick.last_lby - lby;


if (record.current_tick.last_lby != lby)
{
if (solve_desync_simple(player))
{
if (delta_58(record.current_tick.last_lby, lby))
{
record.current_tick.low_delta = true;
record.current_tick.high_delta = false;
}
else
{
record.current_tick.low_delta = false;
record.current_tick.high_delta = true;
}

if (delta_58(lby, record.current_tick.eyes) && delta_58(record.current_tick.last_lby, record.current_tick.eyes))
{
if (!one || !two)
record.current_tick.jitter_desync = false;

if (one && two)
record.current_tick.jitter_desync = true;
}

if (record.current_tick.low_delta && !delta_58(record.current_tick.last_lby, record.current_tick.eyes))
{
if (!one)
one = true;

if (!two && one)
two = true;

if (one && two)
record.current_tick.jitter_desync = true;
}

// else
// record.current_tick.low_delta = true;
}
else
record.current_tick.static_desync = true;
}
else
{
if (!solve_desync_simple(player))
{
one = false, two = false;

record.current_tick.static_desync = true;
record.current_tick.jitter_desync = false;

}
else
{
if (!delta_58(record.current_tick.last_lby, record.current_tick.eyes))
{
record.current_tick.low_delta = false;
record.current_tick.high_delta = true;
record.current_tick.jitter_desync = true;
}
else
{
record.current_tick.low_delta = true;
record.current_tick.high_delta = false;
record.current_tick.jitter_desync = true;
}
}
}

}
}
auto slow_walking = [&player]() -> bool
{
bool s = g_Resolver.enemy_is_slow_walking(player);

if (s)
{
if (!(player->GetFlags() & FL_DUCKING))
{
g_Resolver.enemy_slowwalk = true;
return true;
}
else
{
g_Resolver.enemy_slowwalk = false;
return false;
}
}
else
return false;
};
if (slow_walking() && Globals::MissedShots[player->EntIndex()] >= 1)
{
Globals::enemyslow[player->EntIndex()] = true;
}
auto max_rotate = max_desync_angle(player);
auto delta = angle_difference(player->GetEyeAnglesXY()->y, player->AnimState()->m_flCurrentFeetYaw);


if (record.current_tick.low_delta && !record.current_tick.jitter_desync && record.current_tick.lby_delta < 58.f)
{
player->GetEyeAnglesXY()->y = record.current_tick.last_lby;
Globals::rmode[player->EntIndex()] = 4;
}

else if (record.current_tick.jitter_desync && (!record.current_tick.high_delta || record.current_tick.low_delta))
{
// record.current_tick.eye_lby_delta

player->GetEyeAnglesXY()->y = lby + (-record.current_tick.eye_lby_delta);
Globals::rmode[player->EntIndex()] = 5;
}

else if (record.current_tick.jitter_desync && record.current_tick.high_delta)
{
player->GetEyeAnglesXY()->y = record.current_tick.last_lby;
Globals::rmode[player->EntIndex()] = 6;
}

else if (record.current_tick.low_delta && record.current_tick.jitter_desync)
{
player->GetEyeAnglesXY()->y = lby - record.current_tick.lby_delta;
Globals::rmode[player->EntIndex()] = 7;
}

else
{

const auto player_animation_state = player->AnimState();

if (!player_animation_state)
return;

float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state->m_iLastClientSideAnimationUpdateFramecount - player_animation_state->m_flLastClientSideAnimationUpdateTime);

auto v48 = 0.f;

if (player_animation_state->m_flFeetSpeedForwardsOrSideWays >= 0.0f)
{
v48 = fminf(player_animation_state->m_flFeetSpeedForwardsOrSideWays, 1.0f);
}
else
{
v48 = 0.0f;
}

float v49 = ((player_animation_state->m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v48;

float flYawModifier = v49 + 1.0;

if (player_animation_state->m_fDuckAmount > 0.0)
{
float v53 = 0.0f;

if (player_animation_state->m_flFeetSpeedUnknownForwardOrSideways >= 0.0)
{
v53 = fminf(player_animation_state->m_flFeetSpeedUnknownForwardOrSideways, 1.0);
}
else
{
v53 = 0.0f;
}
}

float flMaxYawModifier = player_animation_state->pad10[516] * flYawModifier;
float flMinYawModifier = player_animation_state->pad10[512] * flYawModifier;

float newFeetYaw = 0.f;

auto eyeYaw = player_animation_state->m_flEyeYaw;

auto lbyYaw = player_animation_state->m_flGoalFeetYaw;

float eye_feet_delta = fabs(eyeYaw - lbyYaw);

if (eye_feet_delta <= flMaxYawModifier)
{
if (flMinYawModifier > eye_feet_delta)
{
newFeetYaw = fabs(flMinYawModifier) + eyeYaw;
}
}
else
{
newFeetYaw = eyeYaw - fabs(flMaxYawModifier);
}

float v136 = fmod(newFeetYaw, 360.0);

if (v136 > 180.0)
{
v136 = v136 - 360.0;
}

if (v136 < 180.0)
{
v136 = v136 + 360.0;
}

player_animation_state->m_flGoalFeetYaw = v136;

}

float DesyncFix = 0;
float Resim = 0;
for (size_t i = 0; i < player->NumOverlays(); i++)
{
auto layer = player->get_anim_overlay_index(i);
if (!layer)
continue;

if (player->get_sequence_act(layer->m_nSequence) == 979)
{
if (layer->m_flCycle != layer->m_flPrevCycle) {

float Brute = player->GetLowerBodyYaw();

float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(player_animation_state->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

if (Delta > 58.f)
Delta = randomintcalc;
if (Delta < -58.f)
Delta = -randomintcalc;

Resim += Delta;
DesyncFix += Delta;
}
}
}


float Equalized = NormalizeYaw180(NormalizeYaw180(player_animation_state->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -58, 58)) + Resim);

float JitterDelta = fabs(NormalizeYaw180(oldEyeAngles[player->EntIndex()].y - player->GetEyeAngles().y));

if (JitterDelta >= 70.f && !shot)
jittering[player->EntIndex()] = true;

if (player != Globals::LocalPlayer && player->GetTeam() != Globals::LocalPlayer->GetTeam() && (player->GetFlags() & FL_ONGROUND) && c_config::get().aimbot_resolver)
{
if (jittering[player->EntIndex()])
player_animation_state->m_flGoalFeetYaw = NormalizeYaw180(player->GetEyeAngles().y + DesyncFix);
else
player_animation_state->m_flGoalFeetYaw = Equalized;

player->SetLowerBodyYaw(player_animation_state->m_flGoalFeetYaw);
}

StoredAnimState[player->EntIndex()] = player_animation_state;

oldEyeAngles[player->EntIndex()] = player->GetEyeAngles();

oldSimtime[player->EntIndex()] = storedSimtime[player->EntIndex()];

storedSimtime[player->EntIndex()] = player->GetSimulationTime();

update = true;
 
you need this to


bool solve_desync_simple(C_BaseEntity* e) // 979
{
if (!e || e->IsDormant() || !e->IsAlive())
return false;

for (size_t i = 0; i < e->NumOverlays(); i++)
{
auto layer = e->get_anim_overlay_index(i);
if (!layer)
continue;

if (e->get_sequence_act(layer->m_nSequence) == 979)
{
if (layer->m_flWeight == 1.0f && (layer->m_flCycle == 1.0f || layer->m_flCycle != layer->m_flPrevCycle))
return true;
}
}
return false;
}
 
if (record.current_tick.last_lby == 979) // the current layer must be triggering 979
{
if (record.current_tick.lby_delta == 979) // the previous layer must be trigerring 979
{
// we can tell now that he is surely breaking lby in some sort
if (record.current_tick.last_lby != record.current_tick.lby_delta)
{
float
flAnimTime = record.current_tick.lby_delta,
flSimTime = player->GetSimulationTime();
record.current_tick.last_lby = player->GetLowerBodyYaw() - 180.f; // for the resolver it's enough here to just flip him, because we will backtrack him
float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(player_animation_state->m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));
static AnimationLayer StoredLayers[64][30];//15
static C_AnimState * StoredAnimState[65];
static float StoredPosParams[65][48];//24
wtf is this
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
here's the code formatted:

Код:
Expand Collapse Copy
if (!c_config::get().aimbot_resolver)
  return;

auto local_player = Globals::LocalPlayer;

if (!local_player)
  return;

if (!player)
  return;

if (player - > GetTeam() == Globals::LocalPlayer - > GetTeam())
  return;

bool is_local_player = player == local_player;
bool is_teammate = local_player - > GetTeam() == player - > GetTeam() && !is_local_player;

if (is_local_player)
  return;

if (is_teammate)
  return;

if (player - > GetHealth() <= 0)
  return;

if (local_player - > GetHealth() <= 0)
  return;

auto idx = player - > EntIndex();
auto state = player - > GetBasePlayerAnimState();
auto lby = player - > GetLowerBodyYaw();
static float oldSimtimeShot[65];
static float storedSimtimeShot[65];
static float OldStoredLby[65];
static float StoredLby[65];
static float ShotTime[65];
bool shot = false;

bool ShotCounterWithFalseAndTrue;
bool CounterSHot;
static bool jittering[65];
static float oldSimtime[65];
static float storedSimtime[65];
static float SideTime[65][3];
static int LastDesyncSide[65];
static bool Delaying[1];
static AnimationLayer StoredLayers[64][30]; //15
static C_AnimState * StoredAnimState[65];
static float StoredPosParams[65][48]; //24
static Vector oldEyeAngles[65];
static float oldGoalfeetYaw[65];
float * PosParams = (float * )((uintptr_t) player + 0x2774);
bool update = false;
auto player_animation_state = player - > AnimState();

auto RemapVal = [](float val, float A, float B, float C, float D) - > float {
  if (A == B)
    return val >= B ? D : C;
  return C + (D - C) * (val - A) / (B - A);
};

resolver_record _player[64];
auto & record = _player[idx];

if (state) {
  state - > m_flEyeYaw = player - > GetEyeAnglesXY() - > y;
  state - > m_flEyePitch = player - > GetEyeAnglesXY() - > x;
  player - > setAnimationState(state);
}

if (state && state - > speed_2d > 0.1 f || fabs(state - > flUpVelocity) > 100.0 f) {
  state - > m_flGoalFeetYaw = approach_angle(state - > m_flEyeYaw, state - > m_flGoalFeetYaw,
    ((state - > m_flUnknownFraction * 20.0 f) + 30.0 f) * state - > m_flLastClientSideAnimationUpdateTime);
  player - > setAnimationState(state);
} else {
  if (state) {
    state - > m_flGoalFeetYaw = approach_angle(lby, state - > m_flGoalFeetYaw,
      state - > m_flLastClientSideAnimationUpdateTime * 100.0 f);
    player - > setAnimationState(state);
  }
}

record.current_tick.eyes = player - > GetEyeAnglesXY() - > y;

if (record.current_tick.last_lby == FLT_MAX) {
  record.current_tick.last_lby = lby;
}

bool one = false;
bool two = false;

record.current_tick.lby_delta = record.current_tick.last_lby - lby;
record.current_tick.eye_lby_delta = lby - record.current_tick.eyes;

if (record.current_tick.last_lby != FLT_MAX) {

  if (record.current_tick.last_lby == 979) // the current layer must be triggering 979
  {
    if (record.current_tick.lby_delta == 979) // the previous layer must be trigerring 979
    {
      // we can tell now that he is surely breaking lby in some sort

      if (record.current_tick.last_lby != record.current_tick.lby_delta) {
        float
        flAnimTime = record.current_tick.lby_delta,
          flSimTime = player - > GetSimulationTime();

        record.current_tick.last_lby = player - > GetLowerBodyYaw() - 180. f; // for the resolver it's enough here to just flip him, because we will backtrack him
      } else if (player - > GetVelocity().Length2D() > 0.1 f) // breaking lby with delta < 120; can fakewalk here aswell
      {
        if (record.current_tick.last_lby != lby)
          record.current_tick.last_lby = lby;

        one = false, two = false;
      }
    }
  } else {
    record.current_tick.lby_delta = record.current_tick.last_lby - lby;

    if (record.current_tick.last_lby != lby) {
      if (solve_desync_simple(player)) {
        if (delta_58(record.current_tick.last_lby, lby)) {
          record.current_tick.low_delta = true;
          record.current_tick.high_delta = false;
        } else {
          record.current_tick.low_delta = false;
          record.current_tick.high_delta = true;
        }

        if (delta_58(lby, record.current_tick.eyes) && delta_58(record.current_tick.last_lby, record.current_tick.eyes)) {
          if (!one || !two)
            record.current_tick.jitter_desync = false;

          if (one && two)
            record.current_tick.jitter_desync = true;
        }

        if (record.current_tick.low_delta && !delta_58(record.current_tick.last_lby, record.current_tick.eyes)) {
          if (!one)
            one = true;

          if (!two && one)
            two = true;

          if (one && two)
            record.current_tick.jitter_desync = true;
        }

        //    else
        //    record.current_tick.low_delta = true;
      } else
        record.current_tick.static_desync = true;
    } else {
      if (!solve_desync_simple(player)) {
        one = false, two = false;

        record.current_tick.static_desync = true;
        record.current_tick.jitter_desync = false;

      } else {
        if (!delta_58(record.current_tick.last_lby, record.current_tick.eyes)) {
          record.current_tick.low_delta = false;
          record.current_tick.high_delta = true;
          record.current_tick.jitter_desync = true;
        } else {
          record.current_tick.low_delta = true;
          record.current_tick.high_delta = false;
          record.current_tick.jitter_desync = true;
        }
      }
    }

  }
}
auto slow_walking = [ & player]() - > bool {
  bool s = g_Resolver.enemy_is_slow_walking(player);

  if (s) {
    if (!(player - > GetFlags() & FL_DUCKING)) {
      g_Resolver.enemy_slowwalk = true;
      return true;
    } else {
      g_Resolver.enemy_slowwalk = false;
      return false;
    }
  } else
    return false;
};
if (slow_walking() && Globals::MissedShots[player - > EntIndex()] >= 1) {
  Globals::enemyslow[player - > EntIndex()] = true;
}
auto max_rotate = max_desync_angle(player);
auto delta = angle_difference(player - > GetEyeAnglesXY() - > y, player - > AnimState() - > m_flCurrentFeetYaw);

if (record.current_tick.low_delta && !record.current_tick.jitter_desync && record.current_tick.lby_delta < 58. f) {
  player - > GetEyeAnglesXY() - > y = record.current_tick.last_lby;
  Globals::rmode[player - > EntIndex()] = 4;
} else if (record.current_tick.jitter_desync && (!record.current_tick.high_delta || record.current_tick.low_delta)) {
  // record.current_tick.eye_lby_delta

  player - > GetEyeAnglesXY() - > y = lby + (-record.current_tick.eye_lby_delta);
  Globals::rmode[player - > EntIndex()] = 5;
} else if (record.current_tick.jitter_desync && record.current_tick.high_delta) {
  player - > GetEyeAnglesXY() - > y = record.current_tick.last_lby;
  Globals::rmode[player - > EntIndex()] = 6;
} else if (record.current_tick.low_delta && record.current_tick.jitter_desync) {
  player - > GetEyeAnglesXY() - > y = lby - record.current_tick.lby_delta;
  Globals::rmode[player - > EntIndex()] = 7;
} else {

  const auto player_animation_state = player - > AnimState();

  if (!player_animation_state)
    return;

  float m_flLastClientSideAnimationUpdateTimeDelta = fabs(player_animation_state - > m_iLastClientSideAnimationUpdateFramecount - player_animation_state - > m_flLastClientSideAnimationUpdateTime);

  auto v48 = 0. f;

  if (player_animation_state - > m_flFeetSpeedForwardsOrSideWays >= 0.0 f) {
    v48 = fminf(player_animation_state - > m_flFeetSpeedForwardsOrSideWays, 1.0 f);
  } else {
    v48 = 0.0 f;
  }

  float v49 = ((player_animation_state - > m_flStopToFullRunningFraction * -0.30000001) - 0.19999999) * v48;

  float flYawModifier = v49 + 1.0;

  if (player_animation_state - > m_fDuckAmount > 0.0) {
    float v53 = 0.0 f;

    if (player_animation_state - > m_flFeetSpeedUnknownForwardOrSideways >= 0.0) {
      v53 = fminf(player_animation_state - > m_flFeetSpeedUnknownForwardOrSideways, 1.0);
    } else {
      v53 = 0.0 f;
    }
  }

  float flMaxYawModifier = player_animation_state - > pad10[516] * flYawModifier;
  float flMinYawModifier = player_animation_state - > pad10[512] * flYawModifier;

  float newFeetYaw = 0. f;

  auto eyeYaw = player_animation_state - > m_flEyeYaw;

  auto lbyYaw = player_animation_state - > m_flGoalFeetYaw;

  float eye_feet_delta = fabs(eyeYaw - lbyYaw);

  if (eye_feet_delta <= flMaxYawModifier) {
    if (flMinYawModifier > eye_feet_delta) {
      newFeetYaw = fabs(flMinYawModifier) + eyeYaw;
    }
  } else {
    newFeetYaw = eyeYaw - fabs(flMaxYawModifier);
  }

  float v136 = fmod(newFeetYaw, 360.0);

  if (v136 > 180.0) {
    v136 = v136 - 360.0;
  }

  if (v136 < 180.0) {
    v136 = v136 + 360.0;
  }

  player_animation_state - > m_flGoalFeetYaw = v136;

}

float DesyncFix = 0;
float Resim = 0;
for (size_t i = 0; i < player - > NumOverlays(); i++) {
  auto layer = player - > get_anim_overlay_index(i);
  if (!layer)
    continue;

  if (player - > get_sequence_act(layer - > m_nSequence) == 979) {
    if (layer - > m_flCycle != layer - > m_flPrevCycle) {

      float Brute = player - > GetLowerBodyYaw();

      float Delta = NormalizeYaw180(NormalizeYaw180(Brute - NormalizeYaw180(NormalizeYaw180(player_animation_state - > m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -60, 60))) + Resim));

      if (Delta > 58. f)
        Delta = randomintcalc;
      if (Delta < -58. f)
        Delta = -randomintcalc;

      Resim += Delta;
      DesyncFix += Delta;
    }
  }
}

float Equalized = NormalizeYaw180(NormalizeYaw180(player_animation_state - > m_flGoalFeetYaw + RemapVal(PosParams[11], 0, 1, -58, 58)) + Resim);

float JitterDelta = fabs(NormalizeYaw180(oldEyeAngles[player - > EntIndex()].y - player - > GetEyeAngles().y));

if (JitterDelta >= 70. f && !shot)
  jittering[player - > EntIndex()] = true;

if (player != Globals::LocalPlayer && player - > GetTeam() != Globals::LocalPlayer - > GetTeam() && (player - > GetFlags() & FL_ONGROUND) && c_config::get().aimbot_resolver) {
  if (jittering[player - > EntIndex()])
    player_animation_state - > m_flGoalFeetYaw = NormalizeYaw180(player - > GetEyeAngles().y + DesyncFix);
  else
    player_animation_state - > m_flGoalFeetYaw = Equalized;

  player - > SetLowerBodyYaw(player_animation_state - > m_flGoalFeetYaw);
}

StoredAnimState[player - > EntIndex()] = player_animation_state;

oldEyeAngles[player - > EntIndex()] = player - > GetEyeAngles();

oldSimtime[player - > EntIndex()] = storedSimtime[player - > EntIndex()];

storedSimtime[player - > EntIndex()] = player - > GetSimulationTime();

update = true;

approach_angle =
Пожалуйста, авторизуйтесь для просмотра ссылки.


angle_difference =
Пожалуйста, авторизуйтесь для просмотра ссылки.


anyways it looks like a dump and the code is veery messy and it looks like an old lby resolver
 
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блять, похоже на резольвер legendware
 
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такой ресольвер даже мою тупость пофиксит спасибо:roflanzdarova:
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
я вот смотрю на этот ресольвер меня трясет и зубы скрипят я не понимаю :coldsideRage:
 
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