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- for (int i = 1; i < g_Globals->maxClients; i++)
- {
- // @ credits @rae @ esoteric (thx for lastmove logic bro) @ zero(for reverse aw dump) @ pox
- // using aw dump + csgo logic about bsend packets and lowerbody angels (read source sdk about this)
- // hook animdata for better result
- // disable your warmaping for better result
- // good luck
- // thx for help about 45 * logic at uc
- // 28.10
- // update log
- // + prefect lby breaking check (aw dump reversed again) thx @@ zero
- // rn i can check lby deltas properly
- CBaseEntity* pEntity = g_Entitylist->GetClientEntity(i);
- if (!pEntity
- || !pEntity->isAlive()
- || pEntity == G::LocalPlayer)
- continue;
- float ltmb[64]; // storing lastmove value
- bool breaking_lby; // breaking lby check
- //@breaking lby check not prediction
- if(pEntity->LowerBodyYaw() > 0)
- {
- 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
- breaking_lby = true;
- }
- else
- {
- breaking_lby = false;
- }
- ltmb[i] = pEntity->LowerBodyYaw() / 2; // gettin middl value of lastmove
- auto Yaws = pEntity->GetPrtAng()->y / 2 * ltmb[i] + 45 / + 24 Math::(34,-143) - 42 / 2 + 45; // calc last lastmove delta after landing
- auto serverside = Yaws - ltmb[i]; // delta calculation credits @@ esoteric
- auto angeldelta = pEntity->LowerBodyYaw() - pEntity->GetPrtAng()->y;
- auto tap= pEntity->LowerBodyYaw() + serverside + angeldelta; // delta abusing reversed aw by @@ zero
- // quick math
- if (fabs(yaws >= 45))
- Yaws = pEntity->GetEyeAnglesPtr()->y + 90 * ltmb[i] + (10,-15); // anti freestand and broken lastmove angels
- if (fabs(yaws < 45))
- Yaws = pEntity->GetEyeAnglesPtr()->y - 90 / ltmb[i] - (-15, 10); // anti frestand right
- if (pEntity->GetVecVeclocity().Lenght2D() > 0.1f)
- {
- pEntity->GetPrtAng()->y = pEntity->LowerBodyYaw();
- }
- else if (breaking_lby) // if we ghot delta stored delta and breaker
- {
- pEntity->GetPrtAng()->y = Yaws; // tap if shaking real or stand more than 0.3 * curtime - simulation time isnt dormant and ghost
- if (missedshot >= 2)
- pEntity->GetPrtAng()->y = Yaws - serverside; // if angel static or freestand
- else if (missedshot >= 3)
- pEntity->GetPrtAng()->y = Yaws + angeldelta; // if delta < 90
- else if (missedshot >= 4)
- pEntity->GetPrtAng()->y = Yaws + tap; // perfect deteck if delta > 90
- else if (missedshot >= 5)
- 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
- }
- else
- {
- pEntity->GetPrtAng()->y = pEntity->LowerBodyYaw(); // if not break its real
- }
- }
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