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Nov 19th, 2018
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  1. Сегодня мы будем мутить в стак баимы после x миснутых выстрелов
  2. Ночнем:
  3. 1) Создаем глобально float Hitted_shots;
  4. 2) В ресольвере ебашим
  5. Код:
  6. int shots_missed[65]; GLOBAL::Missed_shots = resolve_record.shots_fired[entity->GetIndex()] - resolve_record.shots_hit[entity->GetIndex()]; shots_missed[entity->GetIndex()] = resolve_record.shots_fired[entity->GetIndex()] - resolve_record.shots_hit[entity->GetIndex()];
  7. 3) В аиме стака
  8. Код:
  9. else if (GLOBAL::Missed_shots > 2)
  10. {
  11. int hitboxes22342342332[] =
  12. {
  13. SDK::HitboxList::HITBOX_PELVIS,
  14. SDK::HitboxList::HITBOX_THORAX,
  15. SDK::HitboxList::HITBOX_UPPER_CHEST,
  16. SDK::HitboxList::HITBOX_RIGHT_THIGH,
  17. SDK::HitboxList::HITBOX_LEFT_THIGH,
  18. SDK::HitboxList::HITBOX_RIGHT_CALF,
  19. SDK::HitboxList::HITBOX_LEFT_CALF,
  20. SDK::HitboxList::HITBOX_RIGHT_FOOT,
  21. SDK::HitboxList::HITBOX_LEFT_FOOT,
  22. SDK::HitboxList::HITBOX_RIGHT_HAND,
  23. SDK::HitboxList::HITBOX_LEFT_HAND,
  24. SDK::HitboxList::HITBOX_RIGHT_UPPER_ARM,
  25. SDK::HitboxList::HITBOX_LEFT_UPPER_ARM,
  26. SDK::HitboxList::HITBOX_RIGHT_FOREARM,
  27. SDK::HitboxList::HITBOX_LEFT_FOREARM
  28. };
  29. for (int i = 0; i < ARRAYSIZE(hitboxes22342342332); i++)
  30. {
  31. for (auto point : GetMultiplePointsForHitbox(local_player, entity, hitboxes22342342332[i], matrix))
  32. {
  33. int damage = autowall->CalculateDamage(local_player->GetEyePosition(), point, local_player, entity).damage;
  34. if (damage > mostDamage)
  35. {
  36. bestHitbox = hitboxes22342342332[i];
  37. mostDamage = damage;
  38. vector_best_point = point;
  39.  
  40. if (mostDamage >= entity->GetHealth())
  41. return vector_best_point;
  42. }
  43. }
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