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Jan 15th, 2019
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  1. for (int i = 1; i < g_Globals->maxClients; i++)
  2. {
  3.  
  4. // @ credits @rae @ esoteric (thx for lastmove logic bro) @ zero(for reverse aw dump) @ pox
  5. // using aw dump + csgo logic about bsend packets and lowerbody angels (read source sdk about this)
  6. // hook animdata for better result
  7. // disable your warmaping for better result
  8. // good luck
  9. // thx for help about 45 * logic at uc
  10. // 28.10
  11. // update log
  12. // + prefect lby breaking check (aw dump reversed again) thx @@ zero
  13. // rn i can check lby deltas properly
  14.  
  15. CBaseEntity* pEntity = g_Entitylist->GetClientEntity(i);
  16. if (!pEntity
  17. || !pEntity->isAlive()
  18. || pEntity == G::LocalPlayer)
  19. continue;
  20.  
  21. float ltmb[64]; // storing lastmove value
  22. bool breaking_lby; // breaking lby check
  23.  
  24. //@breaking lby check not prediction
  25.  
  26. if(pEntity->LowerBodyYaw() > 0)
  27. {
  28.  
  29. pEntity->LowerBodyYaw() > globals->curtime > 2.2 / 2; // if curtime > 1.1 we / but its slowly then 1.1 and we can check double flicks credits @ zero
  30. breaking_lby = true;
  31.  
  32. }
  33.  
  34. else
  35.  
  36. {
  37. breaking_lby = false;
  38.  
  39. }
  40.  
  41.  
  42. ltmb[i] = pEntity->LowerBodyYaw() / 2; // gettin middl value of lastmove
  43.  
  44. auto Yaws = pEntity->GetPrtAng()->y / 2 * ltmb[i] + 45 / + 24 Math::(34,-143) - 42 / 2 + 45; // calc last lastmove delta after landing
  45.  
  46. auto serverside = Yaws - ltmb[i]; // delta calculation credits @@ esoteric
  47.  
  48. auto angeldelta = pEntity->LowerBodyYaw() - pEntity->GetPrtAng()->y;
  49.  
  50. auto tap= pEntity->LowerBodyYaw() + serverside + angeldelta; // delta abusing reversed aw by @@ zero
  51.  
  52. // quick math
  53. if (fabs(yaws >= 45))
  54. Yaws = pEntity->GetEyeAnglesPtr()->y + 90 * ltmb[i] + (10,-15); // anti freestand and broken lastmove angels
  55.  
  56. if (fabs(yaws < 45))
  57. Yaws = pEntity->GetEyeAnglesPtr()->y - 90 / ltmb[i] - (-15, 10); // anti frestand right
  58.  
  59.  
  60.  
  61. if (pEntity->GetVecVeclocity().Lenght2D() > 0.1f)
  62. {
  63. pEntity->GetPrtAng()->y = pEntity->LowerBodyYaw();
  64. }
  65. else if (breaking_lby) // if we ghot delta stored delta and breaker
  66. {
  67. pEntity->GetPrtAng()->y = Yaws; // tap if shaking real or stand more than 0.3 * curtime - simulation time isnt dormant and ghost
  68.  
  69. if (missedshot >= 2)
  70. pEntity->GetPrtAng()->y = Yaws - serverside; // if angel static or freestand
  71. else if (missedshot >= 3)
  72. pEntity->GetPrtAng()->y = Yaws + angeldelta; // if delta < 90
  73. else if (missedshot >= 4)
  74. pEntity->GetPrtAng()->y = Yaws + tap; // perfect deteck if delta > 90
  75. else if (missedshot >= 5)
  76. pEntity->GetPrtAng()->y = Yaws + tap + 180 - 45 / angeldelta + serverside; // if lby update cant shake lowercurtime to 0 but animlayer buggy in cs hook animdata hook
  77.  
  78.  
  79. }
  80. else
  81. {
  82. pEntity->GetPrtAng()->y = pEntity->LowerBodyYaw(); // if not break its real
  83. }
  84. }
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