Исходник Лучший ресольвер для саблима который тапает всех и вся (p100)

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самый лучший ( :warpath: ) ресольвер для саблмиа который тапает всех и вся, ЭТО ФАКТ!1!!!!11!
я блять хер знаю, что я натворил в этом ресольвере но наслаждайтесь пастеры саблима:deilluminati:
C++:
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#include "pResolver.h"
#include "..\lagcompensation\lagcompensation.h"
void resolver::fsn( ) {
    if (!g_ctx.m_local->is_alive( ) )
        return;

    for ( int i = 1; i <= g_csgo.m_globals( )->m_maxclients; i++ ) {
        auto e = static_cast< player_t * >( g_csgo.m_entitylist( )->GetClientEntity( i ) );

        if ( !e->valid( true ) ) {
            g_ctx.m_globals.missed_shots[ i ] = 0;

            record_t temp;
            m_resolver_records[ i ].m_current = temp;
            m_resolver_records[ i ].m_records.clear( );

            continue;
        }

        m_resolver_records[ i ].e = e;
        m_resolver_records[ i ].update( );

        m_resolver_records[ i ].m_records.push_front( m_resolver_records[ i ].m_current );

        if ( m_resolver_records[ i ].m_records.size( ) >= 16 )
            m_resolver_records[ i ].m_records.pop_back( );

        m_resolver_records[ i ].resolve( );

        // m_resolver_records[ i ].m_previous = m_resolver_records[ i ].m_current;
        m_resolver_records[ i ].m_initiazlied_previous = true;
    }
}

enum {
    CURRENT_LAYER,
    PREVIOUS_LAYER
};

bool float_near( float v1, float v2, float tolerance ) {
    return std::abs( v1 - v2 ) <= std::abs( tolerance );
}

void resolver::info_t::update( ) {
    float server_time = util::server_time( );

    m_current.layer_count = e->animlayer_count( );
    for ( int i = 0; i < m_current.layer_count; i++ )
        m_current.layers[ i ] = e->get_animlayers( )[ i ];

    m_current.tickcount = g_csgo.m_globals( )->m_tickcount;
    m_current.flags = e->m_fFlags( );
    m_current.velocity = e->m_vecVelocity( ).Length( );
    m_current.lowerbody = e->m_flLowerBodyYawTarget( );
    m_current.eye_angle = e->m_angEyeAngles( ).y;
    m_current.lby180 = m_current.lowerbody + 180;
    m_current.bodyeye_delta = m_current.eye_angle - m_current.lowerbody;

    m_current.at_target_yaw = math::calculate_angle( e->m_vecOrigin( ),
        g_ctx.m_local->m_vecOrigin( ) ).y;

    m_current.fakewalk = m_current.fakewalk_check( e );
    m_current.in_air = !( m_current.flags & FL_ONGROUND );
    m_current.moving = m_current.velocity >= 0.1;

    m_current.lby_updated = false;
    if ( !m_current.in_air && m_current.moving && m_current.velocity < 450.0f && !m_current.fakewalk ) {
        m_current.lby_updated = true;
        m_current.moving_lby = m_current.lowerbody;
    }

    if ( m_current.last_lby != m_current.lowerbody ) {
        //m_current.lby_updated = true;
        m_current.last_lby = m_current.lowerbody;
    }

    m_current.breaking_lby = false;
    m_current.breaking_lby_u120 = false;

    AnimationLayer layers[ 2 ];

    if ( m_current.adjusting_balance( e, &layers[ CURRENT_LAYER ] ) &&
        m_current.adjusting_balance( e, &layers[ PREVIOUS_LAYER ] ) ) {

        if ( ( layers[ PREVIOUS_LAYER ].m_flCycle != layers[ CURRENT_LAYER ].m_flCycle ) || layers[ CURRENT_LAYER ].m_flWeight == 1.f )
            m_current.breaking_lby = true;

        if ( layers[ CURRENT_LAYER ].m_flWeight == 0.f && ( layers[ PREVIOUS_LAYER ].m_flCycle > 0.92f && layers[ CURRENT_LAYER ].m_flCycle > 0.92f ) )
            m_current.breaking_lby_u120 = true;
    }

    m_current.moving_lby_valid = m_current.moving_lby != INT_MAX;
}

void resolver::info_t::resolve( ) {
    auto weapon = e->m_hActiveWeapon( ).Get( );
    if ( weapon ) {
        if ( weapon->m_iClip1( ) != m_current.last_ammo ) {
            m_current.last_ammo = weapon->m_iClip1( );
            return;
        }
    }

    int shots = g_ctx.m_globals.missed_shots[ e->EntIndex( ) ];

    if ( m_records.size( ) > 1 && m_initiazlied_previous ) {
        m_current.lby_comparing_tick = get_lby_comparing_ticks( );
        m_current.delta_comparing_tick = get_delta_comparing_ticks( );
        m_current.lbydelta = m_current.eye_angle - m_records.front( ).lowerbody;

        if ( m_current.lby_updated ) {
            m_resolver_mode = "LBY";
            e->m_angEyeAngles( ).y = m_current.lowerbody;
        } else {
            if ( m_current.in_air ) {
                if ( !m_current.moving_lby_valid ) {
                    m_resolver_mode = "BRUTE TARGET";

                    constexpr int angles[ 4 ] = { 90, -90, 180, 0 };
                    e->m_angEyeAngles( ).y = m_current.at_target_yaw + angles[ shots % 4 ];
                } else {
                    m_resolver_mode = "MOVE LBY BRUTE";
                    e->m_angEyeAngles( ).y = m_current.moving_lby + ( shots % 8 * 45 );
                }
            } else {
                if ( m_current.fakewalk ) {
                    if ( m_current.moving && !m_current.in_air ) {
                        if ( delta_keeps_changing( 53.f ) ) {
                            m_resolver_mode = "DELTA CHANGE";
                            e->m_angEyeAngles( ).y = e->m_angEyeAngles( ).y - m_current.delta_comparing_tick;
                        } else if ( lby_keeps_changing( 10.f ) ) {
                            m_resolver_mode = "LBY CHANGE";
                            e->m_angEyeAngles( ).y = m_current.lby_comparing_tick;
                        } else {
                            m_resolver_mode = "BRUTE TARGET";

                            constexpr int angles[ 4 ] = { 90, -90, 180, 0 };
                            e->m_angEyeAngles( ).y = m_current.at_target_yaw + angles[ shots % 4 ];
                        }
                    }
                } else {
                    AnimationLayer layers[ 2 ];

                    if ( m_current.breaking_lby ) {
                        if ( m_current.lbydelta < 35 && m_current.lbydelta > -35 ) {
                            m_resolver_mode = "LBY CALCULATE";
                            e->m_angEyeAngles( ).y = m_current.delta_comparing_tick + 180;
                        } else if ( fabsf( m_current.bodyeye_delta ) < 35.f && fabsf( m_current.bodyeye_delta ) > 0.f ) {
                            m_resolver_mode = "BODYEYE DELTA";
                            e->m_angEyeAngles( ).y = m_records.front( ).lowerbody + m_current.bodyeye_delta;
                        } else {
                            m_resolver_mode = "LBY 180";
                            e->m_angEyeAngles( ).y = m_current.lby180;
                        }
                    } else if ( m_current.breaking_lby_u120 ) {
                        if ( m_current.lbydelta < 35 && m_current.lbydelta > -35 ) {
                            m_resolver_mode = "LBY CALCULATE";
                            e->m_angEyeAngles( ).y = m_current.delta_comparing_tick + 180;
                        } else if ( fabsf( m_current.bodyeye_delta ) < 35.f && fabsf( m_current.bodyeye_delta ) > 0.f ) {
                            m_resolver_mode = "BODYEYE DELTA";
                            e->m_angEyeAngles( ).y = m_records.front( ).lowerbody + m_current.bodyeye_delta;
                        } else {
                            m_resolver_mode = shots % 2 ? "LBY 150" : "LBY -150";
                            e->m_angEyeAngles( ).y = shots % 2 ? m_current.lowerbody + 150 : m_current.lowerbody - 150;
                        }
                    } else {
                        if ( has_static_real( 15 ) ) {
                            m_resolver_mode = "STATIC YAW";
                            e->m_angEyeAngles( ).y = ( m_records.front( ).lowerbody ) + ( math::random_float( 0.f, 1.f ) > 0.f ? 10 : -10 );
                        } else if ( has_static_difference( 15 ) ) {
                            m_resolver_mode = "STATIC YAW FAKE";
                            e->m_angEyeAngles( ).y = m_current.eye_angle - m_current.lbydelta;
                        } else if ( has_steady_difference( 15 ) ) {
                            m_resolver_mode = "STEADY YAW";

                            float
                                tickdif = static_cast< float >( m_records.front( ).tickcount - m_records.at( 1 ).tickcount ),
                                lbydif = delta( m_records.front( ).lowerbody, m_records.at( 1 ).lowerbody ),
                                ntickdif = static_cast< float >( g_csgo.m_globals( )->m_tickcount - m_records.front( ).tickcount );

                            e->m_angEyeAngles( ).y = ( lbydif / tickdif ) * ntickdif;
                        } else if ( delta_keeps_changing( 19 ) ) {
                            m_resolver_mode = "DELTA CHANGE";
                            e->m_angEyeAngles( ).y = m_current.eye_angle - delta_keeps_changing( 15 );
                        } else if ( lby_keeps_changing( 19.f ) ) {
                            m_resolver_mode = "LBY CHANGE";
                            e->m_angEyeAngles( ).y = m_current.lby_comparing_tick;
                        } else {
                            if ( m_current.moving_lby_valid ) {
                                m_resolver_mode = "MOVE LBY";
                                e->m_angEyeAngles( ).y = m_current.moving_lby;
                            } else {
                                m_resolver_mode = "BRUTE TARGET";

                                constexpr int angles[ 4 ] = { 90, -90, 180, 0 };
                                e->m_angEyeAngles( ).y = m_current.at_target_yaw + angles[ shots % 4 ];
                            }
                        }
                    }
                    
                }
            }
        }
    } else {
        m_resolver_mode = "LBY";
        e->m_angEyeAngles( ).y = m_current.lowerbody;
        e->m_angEyeAngles( ).y = m_currrent.antiaim; // ору
    }

    if ( g_csgo.m_inputsys( )->IsButtonDown( g_cfg.ragebot.override_key ) ) {
        m_resolver_mode = "OVERRIDE";

        vec3_t screen;
        if ( math::world_to_screen( e->m_vecOrigin( ), screen ) ) {
            POINT mouse; GetCursorPos( &mouse );
            float delta = mouse.x - screen.x;

            if ( delta > 0 ) e->m_angEyeAngles( ).y = m_current.at_target_yaw + 90;
            else e->m_angEyeAngles( ).y = m_current.at_target_yaw - 70;
        }
    }

    //if ( !g_cfg.misc.anti_untrusted )
    //    e->m_angEyeAngles( ).x = shots % 4 ? 90.f : -90.f;
}

float resolver::info_t::delta( float a, float b ) {
    return abs( math::normalize_yaw( a - b ) );
}

bool resolver::info_t::different( float a, float b, float tolerance ) {
    return ( delta( a, b ) > tolerance );
}

int resolver::info_t::get_different_lbys( float tolerance ) {
    std::vector<float> vec;

    for ( auto var : m_records ) {
        float curyaw = var.lowerbody;
        bool add = true;
        for ( auto fl : vec ) {
            if ( !different( curyaw, fl, tolerance ) )
                add = false;
        }
        if ( add )
            vec.push_back( curyaw );
    }

    return vec.size( );
}

float resolver::info_t::get_lby_comparing_ticks( ) {
    int
        modulo = 1,
        difangles = get_different_lbys( 34 ),
        inc = modulo * difangles;

    for ( auto var : m_records ) {
        for ( int lasttick = var.tickcount; lasttick < g_csgo.m_globals( )->m_tickcount; lasttick += inc ) {
            if ( lasttick == g_csgo.m_globals( )->m_tickcount )
                return var.tickcount;
        }
    }

    return 0.f;
}

bool resolver::info_t::lby_keeps_changing( float tolerance ) {
    return ( get_different_lbys( tolerance ) > 90 / 4 );
}


int resolver::info_t::get_different_deltas( float tolerance ) {
    std::vector<float> vec;

    for ( auto var : m_records ) {
        float curdelta = var.eye_angle - var.lowerbody;
        bool add = true;
        for ( auto fl : vec ) {
            if ( !different( curdelta, fl, tolerance ) )
                add = false;
        }
        if ( add )
            vec.push_back( curdelta );
    }

    return vec.size( );
}

float resolver::info_t::get_delta_comparing_ticks( ) {
    int
        modulo = 1,
        difangles = get_different_deltas( 15 ),
        inc = modulo * difangles;

    for ( auto var : m_records ) {
        for ( int lasttick = var.tickcount; lasttick < g_csgo.m_globals( )->m_tickcount; lasttick += inc ) {
            if ( lasttick == g_csgo.m_globals( )->m_tickcount )
                return var.eye_angle - var.lowerbody;
        }
    }

    return 0.f;
}

bool resolver::info_t::delta_keeps_changing( float tolerance ) {
    return ( get_different_deltas( tolerance ) > 180 / 2 );
}

bool resolver::info_t::has_static_real( float tolerance ) {
    auto minmax = std::minmax_element( std::begin( m_records ), std::end( m_records ), [ ] ( const record_t t1, const record_t t2 ) { return t1.lowerbody < t2.lowerbody; } );
    return ( fabsf( ( *minmax.first ).lowerbody - ( *minmax.second ).lowerbody ) <= tolerance );
}

bool resolver::info_t::has_static_difference( float tolerance ) {
    auto lby_delta = [ ] ( const record_t record ) -> float {
        return record.eye_angle - record.lowerbody;
    };

    for ( auto i = m_records.begin( ); i < m_records.end( ) - 1;) {
        if ( lby_delta( delta( *+i ), lby_delta( *++i ) ) > tolerance )
            return false;
    }

    // return true;
       return false;
}

bool resolver::info_t::has_steady_difference( float tolerance ) {
    size_t misses = 0;

    for ( size_t i = 0; i < m_records.size( ) - 1; i++ ) {
        float
            tickdif = static_cast< float >( m_records.at( i ).simtime - m_records.at( i + 1 ).tickcount ),
            lbydif = delta( m_records.at( i ).lowerbody, m_records.at( i + 1 ).lowerbody ),
            ntickdif = static_cast< float >( g_csgo.m_globals( )->m_tickcount - m_records.at( i ).tickcount );

        if ( ( ( lbydif / tickdif ) * ntickdif ) > tolerance ) misses++;
    }

    return ( misses <= ( m_records.size( ) / 3 ) );
}

bool resolver::record_t::adjusting_balance( player_t * e, AnimationLayer * set ) {
    const auto activity = e->sequence_activity( layers[ 3 ].m_nSequence );

    if ( activity == 965 ) {
        *set = layers[ 3 ];

        return true;
    }

    return false;
}

bool resolver::record_t::fakewalk_check( player_t * e ) {
    bool
        fakewalking = true,
        stage1 = false,            // stages needed cause we are iterating all layers, otherwise won't work :)
        stage2 = true,
        stage3 = false;

    for ( int i = 0; i < 14; i++ ) {
        AnimationLayer record = e->get_animlayers( )[ i ];

        if ( record.m_nSequence == 16 && record.m_flWeight < 0.3f )
            stage1 = true;
        if ( record.m_nSequence == 9 && record.m_flWeight > 0.023f )
            stage2 = true;
        if ( record.m_nSequence == 5 && record.m_flWeight == 0 )
            stage3 = true;
    }

    if ( stage2 && stage1 )
        if ( stage3 || ( e->m_fFlags( ) & FL_DUCKING ) )
            fakewalking = true;
        else
            fakewalking = false;
    else
        fakewalking = false;

    return fakewalking;
}
C++:
Expand Collapse Copy
#pragma once

#include "..\..\includes.hpp"
#include "..\..\sdk\structs.hpp"
#include <deque>

class resolver : public singleton< resolver > {   
public:
    struct record_t {
        float velocity = 0.f;
        float simtime = 0.f;
        int flags = 0;
        float lowerbody = 0.f;
        float lby180 = 0.f;
        int moving_lby = INT_MAX;
        float at_target_yaw = 0.0f;
        float last_lby = INT_MAX;
        float pre_anim_lby = 0.f;
        float eye_angle = 0.f;
        float bodyeye_delta = 0.f;
        float lbydelta = 0.f;
        int tickcount = 0;
        float lby_comparing_tick = 0.f;
        float delta_comparing_tick = 0.f;
        int last_ammo = 0;

        bool fake_angles = false;
        bool moving_lby_valid = false;
        bool fakewalk = false;
        bool in_air = false;
        bool moving = false;
        bool lby_updated = false;
        bool breaking_lby = false;
        bool breaking_lby_u120 = false;

        int layer_count;
        AnimationLayer layers[ 13 ];

        bool adjusting_balance( player_t * e, AnimationLayer * set );
        bool suppressing_979( player_t * e, AnimationLayer * set );
        bool fakewalk_check( player_t * e );
    };

    struct info_t {
        player_t * e;
        std::string m_resolver_mode;

        record_t m_current;
        record_t m_previous;

        std::deque< record_t > m_records;

        bool m_initiazlied_previous = false;

        void update( );
        void resolve( );

        void pitch_resolve();

        float delta( float a, float b );
        bool different( float a, float b, float tolerance );
        int get_different_lbys( float tolerance );
        float get_lby_comparing_ticks( );
        bool lby_keeps_changing( float tolerance );
        int get_different_deltas( float tolerance );
        float get_delta_comparing_ticks( );
        bool delta_keeps_changing( float tolerance );
        bool has_static_real( float tolerance );
        bool has_static_difference( float tolerance );
        bool has_steady_difference( float tolerance );
    };

    info_t m_resolver_records[ 65 ];

    void fsn( );
};

лучший ресольвер в мире!1!!!111!!
саблим = топ 1
:roflanBuldiga:
 
i need a fixed source from subliminal
 
мне кажется эт лбу и фейквалк резольвер
 
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.
Самое интересное что автор данного высера считает это очень смешным.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Самое интересное что автор данного высера считает это очень смешным.
Я это дал топовым пастерам которые хотят пастить))
Но вопрос че такой токсик и привязался ко мне? Влюбился в меня? Сорян но моя ориентация прямая.
А теперь давай я.
Самое интересное что это за ава у человека @ratinov (наруто, путин), как смешно :deilluminati:
 
ниче он не зафиксит эм
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1567958548806.png

А нахуй оно, если ты его не используешь?
 
Стоп,я конечно не шарю в ресольверах и тд, это шо ресольвер фейков, а?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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