Исходник simple good BRUTEFORCE resolver for your paste

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  • ShDVR
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UPD: 23.01.21
в честь памятной прогулки по МСК
я был вдохновлен на обновление данной темы
это просто bruteforce с обнаружением фейка и проверкой скорости
я бы знатоков данной темы попросил дополнить ресольвер:
1.фиксом лоудельты
2.подкоректировать значения фейков
буду дополнять ес что
C++:
//RESOLVER.cpp
Resolver g_resolver{ };;

bool Resolver::has_fake(Player* entity, LagComp::LagRecord_t* record)
{
    //auto player_lag_record = &cheat::features::lagcomp.records[index];
    //auto player_lag_record = g_lagcompensation.GetValidRecords(entity);

    //if (player_lag_record->m_Tickrecords.size() < 2)
    //    return true;

    float simtime = entity->m_flSimulationTime();
    float oldsimtime = entity->m_flOldSimulationTime();
    float simdiff = simtime - oldsimtime;

    auto chokedpackets = game::TIME_TO_TICKS(std::max(0.f, simdiff)); // you could also include latency

    // they are likely not desyncing that much if they are in air
    if (!(entity->m_fFlags() & FL_ONGROUND))
        return false;

    if (fabs(entity->m_flSimulationTime() - entity->m_flOldSimulationTime()) == g_csgo.m_globals->m_interval)
        return false;

    if (chokedpackets < 1) // player not desyncing
        return false;

    return true;
}

int last_resolving_side[65];
void Resolver::ResolveAngles(Player* player, LagComp::LagRecord_t* record) {
    AimPlayer* data = &g_aimbot.m_players[player->index() - 1];

    auto& pdata = inform[player->index() - 1];

    CCSGOPlayerAnimState animstate_backup;

    animstate_backup = *player->m_PlayerAnimState();
    
    int m_Side;
    float resolveValue;

    if (g_resolver.has_fake(player, record) == false)
        return;

    if (record->m_bDidShot)
        return;

    auto standing = record->m_pLayers[3].m_weight == 0.0f && record->m_pLayers[3].m_cycle == 0.0f;
    auto animating = record->m_pLayers[12].m_weight * 1000.f;
    auto moving = !animating && (record->m_pLayers[6].m_weight * 1000.f) == (record->m_pLayers[6].m_weight * 1000.f);

    float speed = player->m_vecVelocity().length_2d();
    if ((player->m_fFlags() & FL_ONGROUND) && (record->m_fFlags & FL_ONGROUND))
    {
        if (speed > 1.1f)
        {
            if (moving)
            {
                float EyeYaw = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[0][6].m_playback_rate);
                float Negative = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[2][6].m_playback_rate);
                float Positive = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[1][6].m_playback_rate);
                if (Positive > EyeYaw || Positive > Negative || (Positive * 1000.0))
                {
                    if (EyeYaw >= Negative && Positive > Negative && !(Negative * 1000.0))
                    {
                        m_Side = 1;
                    }
                }
                else
                {
                    m_Side = -1;
                }
            }
        }
    }
    else if (standing)
    {
        auto m_EyeDelta = math::remainder(math::NormalizedAngle(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
        if (2 * m_EyeDelta)
        {
            if (2 * m_EyeDelta == 2)
            {
                m_Side = -1;
            }
        }
        else
        {
            m_Side = 1;
        }
    }
    switch (data->m_missed_shots % 3)
    {
    case 1:
        resolveValue = 58.0f;
        break;
    case 2:
        resolveValue = 35.0f;
        break;
    case 3:
        resolveValue = 21.0f;
        break;
    }

    if (speed < 110.f && speed > 1.1f)
    {
        if (resolveValue > 45.0f)
            resolveValue = 45.0f;
    }
    else if (speed > 110.f)
    {
        if (resolveValue > 30.0f)
            resolveValue = 30.0f;
    }
    else if (speed < 76.f)
    {
        if (resolveValue > 22.0f)
            resolveValue = 22.0f;
    }
    resolveValue = resolveValue * m_Side;

    player->m_PlayerAnimState()->m_flGoalFeetYaw = math::NormalizedAngle(player->m_angEyeAngles().y + resolveValue);
}

float Resolver::ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record) {
    float flPseudoFireYaw = math::NormalizedAngle(math::CalcAngle(record->m_pMatrix[8].GetOrigin(), g_cl.m_local->m_BoneCache().m_pCachedBones[0].GetOrigin()).y);

    if (data->m_extending) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));

        g_notify.add(tfm::format(XOR("found shot record on %s: [ yaw: %i ]"), game::GetPlayerName(record->m_pEntity->index()), int(flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f)));//Coded by FuckyPazter aka scking

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));

        g_notify.add(tfm::format(XOR("found shot record on %s: [ yaw: %i ]"), game::GetPlayerName(record->m_pEntity->index()), int(flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f)));

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;


    }
}

C++:
RESOLVER.h
#pragma once

class ShotRecord;

struct resolver_recode
{
    float spawn_time;
    bool did_shot_this_tick;
    float resolved_rotation;
    bool breaking_lc;
    int resolving_way;
    int antifreestand_method;

    void Reset()
    {
        /*last_balance_adjust_trigger_time = 0.f;
        just_stopped_delta = 0.f;
        last_time_down_pitch = 0.f;
        last_time_moving = 0.f;
        last_moving_lby = 0.0000001337f;*/

        is_dormant = false;
        /*is_last_moving_lby_valid = false, is_fakewalking = false, is_just_stopped = false, is_breaking_lby = false;*/
        //is_balance_adjust_triggered = false, is_balance_adjust_playing = false, last_moving_lby_can_be_invalid = false;
        //did_lby_flick = false;
        resolved = false;
        fakeangles = false;

        m_flRate = 0.0f;
        m_flServerTorso = 0.0f;

        m_flClientRate = 0.0f;
        m_flLastFlickTime = FLT_MAX;
        m_iSide = -1;
        m_iCurrentSide = -1;
        last_time_balanced = 0.0f;
        last_cycle_desync = 0.0f;
        last_cycle = 0.f;
        b_bRateCheck = false;
        had_fake = false;
        last_time_standed = 0.f;
        last_time_choked = 0.f;
        last_time_three = 0.f;
        last_time_moved = 0.f;
        last_shot_time = 0.f;
        previous_rotation = 0.f;
        //for (auto i = 0; i < 10; i++)
        //    missed_shots[i] = 0;

        current_tick_max_delta = 0.f;
        tick_delta = 0.0f;
        lby_delta = 0.0f;
        abs_yaw_delta = 0.0f;
        latest_delta_used = 0.0f;
        last_speed = 0.0f;
        last_lby = 0.0f;

        is_jittering = false;
        is_using_static = false;
        is_using_balance = false;
        did_shot_this_tick = false;
        did_lby_update_fail = false;
        force_resolving = false;
        is_shifting = false;
        prev_pose = 0.f;
        last_abs_yaw_delta = 0.f;
        last_abs_yaw_delta_change = 0.f;
        prev_delta = FLT_MAX;
        last_abs_yaw_delta_60 = 0.0f;
        /*did_hit_low_delta = false;
        did_hit_max_delta = false;
        did_hit_no_delta = false;*/
        inverse_lby = false;
        did_hit_inversed_lby = false;
        was_shifting = false;
        memset(missed_shots, 0, sizeof(int) * 10);
        //spawntime = 0.0f;
        animations_updated = false;
        preserver_animlayers_saved = false;

        resolver_method_text.clear();

        cfirstmisses = 0;

        previous_side = 0.f;
        cur_side = 0.f;
        breaking_lc = false;
        freestand_fixed = false;


        force_velocity = false;
        new_velocity = vec3_t(0, 0, 0);
        old_velocity = vec3_t(0, 0, 0);
        did_force_velocity = false;

        memset(leftmx, 0, sizeof(matrix3x4_t) * 128);
        memset(rightmx, 0, sizeof(matrix3x4_t) * 128);
        memset(nodesmx, 0, sizeof(matrix3x4_t) * 128);
    }

    struct AntiFreestandingRecord
    {
        int right_damage = 0, left_damage = 0;
        float right_fraction = 0.f, left_fraction = 0.f;

        void reset()
        {
            right_damage = 0;
            left_damage = 0;
            right_fraction = 0.f;
            left_fraction = 0.f;
        }
    };

    vec3_t previous_angles;
    float prev_pose;
    vec3_t last_real_angles;
    vec3_t latest_angles;
    vec3_t latest_fake;
    vec3_t latest_angles_when_faked;
    float previous_rotation;
    float last_time_balanced;
    float last_time_choked;
    float last_time_three;
    float last_cycle_desync;
    float last_cycle;
    bool  had_fake;
    float last_time_standed;
    float last_time_moved;
    float last_abs_yaw_delta;
    float last_abs_yaw_delta_change;
    float last_abs_yaw_delta_60;
    float last_simtime;
    float resolved_yaw;

    float previous_side;
    float cur_side;

    bool force_velocity;
    bool did_force_velocity;
    vec3_t new_velocity;
    vec3_t old_velocity;

    bool freestand_fixed = false;

    float latest_delta_used;

    C_AnimationLayer client_anim_layers[15];

    C_AnimationLayer resolver_anim_layers[3][15];

    C_AnimationLayer server_anim_layers[15];
    C_AnimationLayer preserver_anim_layers[15];
    bool preserver_animlayers_saved = false;
    AntiFreestandingRecord freestanding_record;
    float last_shot_time = 0.0f;
    float spawntime = 0.0f;
    float m_flServerTorso = 0.0f;

    float current_tick_max_delta = 0.0f;
    float previous_jitter_lby = 0.0f;
    int previous_resolving = 0;
    float tick_delta = 0.0f;
    float lby_delta = 0.0f;
    float abs_yaw_delta = 0.0f;
    float last_velocity_angle = 0.0f;
    float last_speed = 0.0f;
    float last_lby = 0.0f;

    bool simtime_updated = false;
    bool inverse_lby = false;
    bool did_hit_inversed_lby = false;

    float left_side = FLT_MAX;
    float right_side = FLT_MAX;
    float left_lside = FLT_MAX;
    float lby_side = FLT_MAX;
    float right_lside = FLT_MAX;
    float no_side = FLT_MAX;

    //float next_predicted_lby_update;
    //float last_lby_update;
    //bool did_predicted_lby_flick;

    /*float last_time_down_pitch;
    float last_time_lby_updated;
    int lby_update_tick;*/
    bool skeet_fakes = false;
    bool is_shifting = false;
    bool was_shifting = false;
    bool is_jittering = false;
    bool is_using_static = false;
    bool is_using_balance = false;
    bool did_lby_update_fail = false;

    bool force_resolving = false;
    std::string resolver_method_text;

    float m_flRate = 0.0f;

    float m_flClientRate = 0.0f;
    float prev_delta = FLT_MAX;
    float m_flLastFlickTime = FLT_MAX;
    int m_iSide = -1;
    int m_iCurrentSide = -1;
    bool b_bRateCheck = false;

    bool animations_updated = false;

    bool invalidate_resolving = false;
    int resolving_method;
    int cfirstmisses = 0;
    int missed_shots[12];

    float last_anims_update_time;

    matrix3x4_t leftmx[128];
    matrix3x4_t rightmx[128];
    matrix3x4_t leftlmx[128];
    matrix3x4_t rightlmx[128];
    matrix3x4_t LBYmx[128];
    matrix3x4_t nodesmx[128];

    /*bool lby_update_locked;*/
    bool is_dormant, resolved;
    //bool /*is_last_moving_lby_valid, last_moving_lby_can_be_invalid, is_just_stopped, is_getting_right_delta,*/is_breaking_lby;
    /*bool is_fakewalking;
    bool is_balance_adjust_triggered, is_balance_adjust_playing;
    bool did_lby_flick;*/
    bool fakeangles;
    //bool did_hit_low_delta;
    //bool did_hit_max_delta;
    //bool did_hit_no_delta;
};

struct resolverInfo_t {
    resolverInfo_t() = default;

    struct missInfo_t {
        missInfo_t() {
            this->m_freestand = 0;
            this->m_first_shot = 0;
            this->m_static = 0;
            this->m_jitter = 0;
        }

        int m_freestand;
        int m_first_shot;
        int m_static;
        int m_jitter;
    };

    struct hitInfo_t {
        hitInfo_t() {
            this->m_freestand = 0;
            this->m_first_shot = 0;
            this->m_static = 0;
            this->m_jitter = 0;
        }

        int m_freestand;
        int m_first_shot;
        int m_static;
        int m_jitter;
    };

    bool m_jitter{};
    bool m_use_freestand{};

    missInfo_t m_misses{};
    hitInfo_t m_hits{};
};

class Resolver {
public:
    enum Modes : size_t {
        RESOLVE_NONE = 0,
        RESOLVE_MOVE,
        RESOLVE_STAND,
    };

public:
    void ResolveAngles(Player* player, LagComp::LagRecord_t* record);
    float ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record);
    bool has_fake(Player* player, LagComp::LagRecord_t* record);
    //void store_delta(Player* m_player, resolver_recode* resolve_data, LagComp::LagRecord_t* m_records);
    //void update_animations_for_resolver(Player* player, LagComp::LagRecord_t* from, int Resolver_Index);
    resolver_recode inform[64];

public:
    std::array< vec3_t, 64 > m_impacts;
    //std::unordered_map<CBaseHandle, resolverInfo_t> m_resolver_info;
};

extern Resolver g_resolver;
 
Последнее редактирование:
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C++:
void main_resolver_for_enemy(C_BasePlayer* e)
{
    auto local = g_pEntityList->GetClientEntity(g_pEngine->get_local_player());
    if (e != local && g_options.resolver)
    {
        e->animstate()->m_flGoalFeetYaw = e->m_angEyeAngles().yaw + 58.0f;
       
        if (missed_shots[e->EntIndex()] >= 1)
            e->animstate()->m_flGoalFeetYaw = e->m_angEyeAngles().yaw - 58.0f;
    }
}
Самый тупой брут ресольвер но для паст подойдёт
C++:
void entity_resolver(C_BasePlayer* e)
{
    if (g_options.resolver)
    {
        e->animstate()->m_flGoalFeetYaw = e->eye_angles().yaw + missed_shots[i] % 2 ? -60.f : 60.f;
    }
}
пока писал тему накидал ещё один ?
это деф брутфорс,во первых,во вторых,в любом сурсе изначально такой ресольвер.
 
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  • 0
Контакты для связи отсутствуют.
так и не понял,норм резольвер или херня , не очень шарю в коде новичок
 
  • 8
  • 1
Контакты для связи отсутствуют.
ладно...
memset(leftmx, 0, sizeof(matrix3x4_t) * 128); memset(rightmx, 0, sizeof(matrix3x4_t) * 128); memset(nodesmx, 0, sizeof(matrix3x4_t) * 128);

после такого вообще не советую пастить это
C_AnimationLayer client_anim_layers[15]; C_AnimationLayer resolver_anim_layers[3][15]; C_AnimationLayer server_anim_layers[15]; C_AnimationLayer preserver_anim_layers[15];

ладно. убедил
matrix3x4_t leftmx[128]; matrix3x4_t rightmx[128]; matrix3x4_t leftlmx[128]; matrix3x4_t rightlmx[128]; matrix3x4_t LBYmx[128]; matrix3x4_t nodesmx[128];
 
  • 8
  • 2
Контакты для связи отсутствуют.
UPD: 23.01.21
в честь памятной прогулки по МСК
я был вдохновлен на обновление данной темы
это просто bruteforce с обнаружением фейка и проверкой скорости
я бы знатоков данной темы попросил дополнить ресольвер:
1.фиксом лоудельты
2.подкоректировать значения фейков
буду дополнять ес что
C++:
//RESOLVER.cpp
Resolver g_resolver{ };;

bool Resolver::has_fake(Player* entity, LagComp::LagRecord_t* record)
{
    //auto player_lag_record = &cheat::features::lagcomp.records[index];
    //auto player_lag_record = g_lagcompensation.GetValidRecords(entity);

    //if (player_lag_record->m_Tickrecords.size() < 2)
    //    return true;

    float simtime = entity->m_flSimulationTime();
    float oldsimtime = entity->m_flOldSimulationTime();
    float simdiff = simtime - oldsimtime;

    auto chokedpackets = game::TIME_TO_TICKS(std::max(0.f, simdiff)); // you could also include latency

    // they are likely not desyncing that much if they are in air
    if (!(entity->m_fFlags() & FL_ONGROUND))
        return false;

    if (fabs(entity->m_flSimulationTime() - entity->m_flOldSimulationTime()) == g_csgo.m_globals->m_interval)
        return false;

    if (chokedpackets < 1) // player not desyncing
        return false;

    return true;
}

int last_resolving_side[65];
void Resolver::ResolveAngles(Player* player, LagComp::LagRecord_t* record) {
    AimPlayer* data = &g_aimbot.m_players[player->index() - 1];

    auto& pdata = inform[player->index() - 1];

    CCSGOPlayerAnimState animstate_backup;

    animstate_backup = *player->m_PlayerAnimState();
   
    int m_Side;
    float resolveValue;

    if (g_resolver.has_fake(player, record) == false)
        return;

    if (record->m_bDidShot)
        return;

    auto standing = record->m_pLayers[3].m_weight == 0.0f && record->m_pLayers[3].m_cycle == 0.0f;
    auto animating = record->m_pLayers[12].m_weight * 1000.f;
    auto moving = !animating && (record->m_pLayers[6].m_weight * 1000.f) == (record->m_pLayers[6].m_weight * 1000.f);

    float speed = player->m_vecVelocity().length_2d();
    if ((player->m_fFlags() & FL_ONGROUND) && (record->m_fFlags & FL_ONGROUND))
    {
        if (speed > 1.1f)
        {
            if (moving)
            {
                float EyeYaw = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[0][6].m_playback_rate);
                float Negative = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[2][6].m_playback_rate);
                float Positive = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[1][6].m_playback_rate);
                if (Positive > EyeYaw || Positive > Negative || (Positive * 1000.0))
                {
                    if (EyeYaw >= Negative && Positive > Negative && !(Negative * 1000.0))
                    {
                        m_Side = 1;
                    }
                }
                else
                {
                    m_Side = -1;
                }
            }
        }
    }
    else if (standing)
    {
        auto m_EyeDelta = math::remainder(math::NormalizedAngle(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
        if (2 * m_EyeDelta)
        {
            if (2 * m_EyeDelta == 2)
            {
                m_Side = -1;
            }
        }
        else
        {
            m_Side = 1;
        }
    }
    switch (data->m_missed_shots % 3)
    {
    case 1:
        resolveValue = 58.0f;
        break;
    case 2:
        resolveValue = 35.0f;
        break;
    case 3:
        resolveValue = 21.0f;
        break;
    }

    if (speed < 110.f && speed > 1.1f)
    {
        if (resolveValue > 45.0f)
            resolveValue = 45.0f;
    }
    else if (speed > 110.f)
    {
        if (resolveValue > 30.0f)
            resolveValue = 30.0f;
    }
    else if (speed < 76.f)
    {
        if (resolveValue > 22.0f)
            resolveValue = 22.0f;
    }
    resolveValue = resolveValue * m_Side;

    player->m_PlayerAnimState()->m_flGoalFeetYaw = math::NormalizedAngle(player->m_angEyeAngles().y + resolveValue);
}

float Resolver::ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record) {
    float flPseudoFireYaw = math::NormalizedAngle(math::CalcAngle(record->m_pMatrix[8].GetOrigin(), g_cl.m_local->m_BoneCache().m_pCachedBones[0].GetOrigin()).y);

    if (data->m_extending) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));

        g_notify.add(tfm::format(XOR("found shot record on %s: [ yaw: %i ]"), game::GetPlayerName(record->m_pEntity->index()), int(flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f)));//Coded by FuckyPazter aka scking

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));

        g_notify.add(tfm::format(XOR("found shot record on %s: [ yaw: %i ]"), game::GetPlayerName(record->m_pEntity->index()), int(flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f)));

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;


    }
}

C++:
RESOLVER.h
#pragma once

class ShotRecord;

struct resolver_recode
{
    float spawn_time;
    bool did_shot_this_tick;
    float resolved_rotation;
    bool breaking_lc;
    int resolving_way;
    int antifreestand_method;

    void Reset()
    {
        /*last_balance_adjust_trigger_time = 0.f;
        just_stopped_delta = 0.f;
        last_time_down_pitch = 0.f;
        last_time_moving = 0.f;
        last_moving_lby = 0.0000001337f;*/

        is_dormant = false;
        /*is_last_moving_lby_valid = false, is_fakewalking = false, is_just_stopped = false, is_breaking_lby = false;*/
        //is_balance_adjust_triggered = false, is_balance_adjust_playing = false, last_moving_lby_can_be_invalid = false;
        //did_lby_flick = false;
        resolved = false;
        fakeangles = false;

        m_flRate = 0.0f;
        m_flServerTorso = 0.0f;

        m_flClientRate = 0.0f;
        m_flLastFlickTime = FLT_MAX;
        m_iSide = -1;
        m_iCurrentSide = -1;
        last_time_balanced = 0.0f;
        last_cycle_desync = 0.0f;
        last_cycle = 0.f;
        b_bRateCheck = false;
        had_fake = false;
        last_time_standed = 0.f;
        last_time_choked = 0.f;
        last_time_three = 0.f;
        last_time_moved = 0.f;
        last_shot_time = 0.f;
        previous_rotation = 0.f;
        //for (auto i = 0; i < 10; i++)
        //    missed_shots[i] = 0;

        current_tick_max_delta = 0.f;
        tick_delta = 0.0f;
        lby_delta = 0.0f;
        abs_yaw_delta = 0.0f;
        latest_delta_used = 0.0f;
        last_speed = 0.0f;
        last_lby = 0.0f;

        is_jittering = false;
        is_using_static = false;
        is_using_balance = false;
        did_shot_this_tick = false;
        did_lby_update_fail = false;
        force_resolving = false;
        is_shifting = false;
        prev_pose = 0.f;
        last_abs_yaw_delta = 0.f;
        last_abs_yaw_delta_change = 0.f;
        prev_delta = FLT_MAX;
        last_abs_yaw_delta_60 = 0.0f;
        /*did_hit_low_delta = false;
        did_hit_max_delta = false;
        did_hit_no_delta = false;*/
        inverse_lby = false;
        did_hit_inversed_lby = false;
        was_shifting = false;
        memset(missed_shots, 0, sizeof(int) * 10);
        //spawntime = 0.0f;
        animations_updated = false;
        preserver_animlayers_saved = false;

        resolver_method_text.clear();

        cfirstmisses = 0;

        previous_side = 0.f;
        cur_side = 0.f;
        breaking_lc = false;
        freestand_fixed = false;


        force_velocity = false;
        new_velocity = vec3_t(0, 0, 0);
        old_velocity = vec3_t(0, 0, 0);
        did_force_velocity = false;

        memset(leftmx, 0, sizeof(matrix3x4_t) * 128);
        memset(rightmx, 0, sizeof(matrix3x4_t) * 128);
        memset(nodesmx, 0, sizeof(matrix3x4_t) * 128);
    }

    struct AntiFreestandingRecord
    {
        int right_damage = 0, left_damage = 0;
        float right_fraction = 0.f, left_fraction = 0.f;

        void reset()
        {
            right_damage = 0;
            left_damage = 0;
            right_fraction = 0.f;
            left_fraction = 0.f;
        }
    };

    vec3_t previous_angles;
    float prev_pose;
    vec3_t last_real_angles;
    vec3_t latest_angles;
    vec3_t latest_fake;
    vec3_t latest_angles_when_faked;
    float previous_rotation;
    float last_time_balanced;
    float last_time_choked;
    float last_time_three;
    float last_cycle_desync;
    float last_cycle;
    bool  had_fake;
    float last_time_standed;
    float last_time_moved;
    float last_abs_yaw_delta;
    float last_abs_yaw_delta_change;
    float last_abs_yaw_delta_60;
    float last_simtime;
    float resolved_yaw;

    float previous_side;
    float cur_side;

    bool force_velocity;
    bool did_force_velocity;
    vec3_t new_velocity;
    vec3_t old_velocity;

    bool freestand_fixed = false;

    float latest_delta_used;

    C_AnimationLayer client_anim_layers[15];

    C_AnimationLayer resolver_anim_layers[3][15];

    C_AnimationLayer server_anim_layers[15];
    C_AnimationLayer preserver_anim_layers[15];
    bool preserver_animlayers_saved = false;
    AntiFreestandingRecord freestanding_record;
    float last_shot_time = 0.0f;
    float spawntime = 0.0f;
    float m_flServerTorso = 0.0f;

    float current_tick_max_delta = 0.0f;
    float previous_jitter_lby = 0.0f;
    int previous_resolving = 0;
    float tick_delta = 0.0f;
    float lby_delta = 0.0f;
    float abs_yaw_delta = 0.0f;
    float last_velocity_angle = 0.0f;
    float last_speed = 0.0f;
    float last_lby = 0.0f;

    bool simtime_updated = false;
    bool inverse_lby = false;
    bool did_hit_inversed_lby = false;

    float left_side = FLT_MAX;
    float right_side = FLT_MAX;
    float left_lside = FLT_MAX;
    float lby_side = FLT_MAX;
    float right_lside = FLT_MAX;
    float no_side = FLT_MAX;

    //float next_predicted_lby_update;
    //float last_lby_update;
    //bool did_predicted_lby_flick;

    /*float last_time_down_pitch;
    float last_time_lby_updated;
    int lby_update_tick;*/
    bool skeet_fakes = false;
    bool is_shifting = false;
    bool was_shifting = false;
    bool is_jittering = false;
    bool is_using_static = false;
    bool is_using_balance = false;
    bool did_lby_update_fail = false;

    bool force_resolving = false;
    std::string resolver_method_text;

    float m_flRate = 0.0f;

    float m_flClientRate = 0.0f;
    float prev_delta = FLT_MAX;
    float m_flLastFlickTime = FLT_MAX;
    int m_iSide = -1;
    int m_iCurrentSide = -1;
    bool b_bRateCheck = false;

    bool animations_updated = false;

    bool invalidate_resolving = false;
    int resolving_method;
    int cfirstmisses = 0;
    int missed_shots[12];

    float last_anims_update_time;

    matrix3x4_t leftmx[128];
    matrix3x4_t rightmx[128];
    matrix3x4_t leftlmx[128];
    matrix3x4_t rightlmx[128];
    matrix3x4_t LBYmx[128];
    matrix3x4_t nodesmx[128];

    /*bool lby_update_locked;*/
    bool is_dormant, resolved;
    //bool /*is_last_moving_lby_valid, last_moving_lby_can_be_invalid, is_just_stopped, is_getting_right_delta,*/is_breaking_lby;
    /*bool is_fakewalking;
    bool is_balance_adjust_triggered, is_balance_adjust_playing;
    bool did_lby_flick;*/
    bool fakeangles;
    //bool did_hit_low_delta;
    //bool did_hit_max_delta;
    //bool did_hit_no_delta;
};

struct resolverInfo_t {
    resolverInfo_t() = default;

    struct missInfo_t {
        missInfo_t() {
            this->m_freestand = 0;
            this->m_first_shot = 0;
            this->m_static = 0;
            this->m_jitter = 0;
        }

        int m_freestand;
        int m_first_shot;
        int m_static;
        int m_jitter;
    };

    struct hitInfo_t {
        hitInfo_t() {
            this->m_freestand = 0;
            this->m_first_shot = 0;
            this->m_static = 0;
            this->m_jitter = 0;
        }

        int m_freestand;
        int m_first_shot;
        int m_static;
        int m_jitter;
    };

    bool m_jitter{};
    bool m_use_freestand{};

    missInfo_t m_misses{};
    hitInfo_t m_hits{};
};

class Resolver {
public:
    enum Modes : size_t {
        RESOLVE_NONE = 0,
        RESOLVE_MOVE,
        RESOLVE_STAND,
    };

public:
    void ResolveAngles(Player* player, LagComp::LagRecord_t* record);
    float ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record);
    bool has_fake(Player* player, LagComp::LagRecord_t* record);
    //void store_delta(Player* m_player, resolver_recode* resolve_data, LagComp::LagRecord_t* m_records);
    //void update_animations_for_resolver(Player* player, LagComp::LagRecord_t* from, int Resolver_Index);
    resolver_recode inform[64];

public:
    std::array< vec3_t, 64 > m_impacts;
    //std::unordered_map<CBaseHandle, resolverInfo_t> m_resolver_info;
};

extern Resolver g_resolver;

UPD: 23.01.21
в честь памятной прогулки по МСК
я был вдохновлен на обновление данной темы
это просто bruteforce с обнаружением фейка и проверкой скорости
я бы знатоков данной темы попросил дополнить ресольвер:
1.фиксом лоудельты
2.подкоректировать значения фейков
буду дополнять ес что
C++:
//RESOLVER.cpp
Resolver g_resolver{ };;

bool Resolver::has_fake(Player* entity, LagComp::LagRecord_t* record)
{
    //auto player_lag_record = &cheat::features::lagcomp.records[index];
    //auto player_lag_record = g_lagcompensation.GetValidRecords(entity);

    //if (player_lag_record->m_Tickrecords.size() < 2)
    //    return true;

    float simtime = entity->m_flSimulationTime();
    float oldsimtime = entity->m_flOldSimulationTime();
    float simdiff = simtime - oldsimtime;

    auto chokedpackets = game::TIME_TO_TICKS(std::max(0.f, simdiff)); // you could also include latency

    // they are likely not desyncing that much if they are in air
    if (!(entity->m_fFlags() & FL_ONGROUND))
        return false;

    if (fabs(entity->m_flSimulationTime() - entity->m_flOldSimulationTime()) == g_csgo.m_globals->m_interval)
        return false;

    if (chokedpackets < 1) // player not desyncing
        return false;

    return true;
}

int last_resolving_side[65];
void Resolver::ResolveAngles(Player* player, LagComp::LagRecord_t* record) {
    AimPlayer* data = &g_aimbot.m_players[player->index() - 1];

    auto& pdata = inform[player->index() - 1];

    CCSGOPlayerAnimState animstate_backup;

    animstate_backup = *player->m_PlayerAnimState();
   
    int m_Side;
    float resolveValue;

    if (g_resolver.has_fake(player, record) == false)
        return;

    if (record->m_bDidShot)
        return;

    auto standing = record->m_pLayers[3].m_weight == 0.0f && record->m_pLayers[3].m_cycle == 0.0f;
    auto animating = record->m_pLayers[12].m_weight * 1000.f;
    auto moving = !animating && (record->m_pLayers[6].m_weight * 1000.f) == (record->m_pLayers[6].m_weight * 1000.f);

    float speed = player->m_vecVelocity().length_2d();
    if ((player->m_fFlags() & FL_ONGROUND) && (record->m_fFlags & FL_ONGROUND))
    {
        if (speed > 1.1f)
        {
            if (moving)
            {
                float EyeYaw = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[0][6].m_playback_rate);
                float Negative = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[2][6].m_playback_rate);
                float Positive = fabs(record->m_pLayers[6].m_playback_rate - pdata.resolver_anim_layers[1][6].m_playback_rate);
                if (Positive > EyeYaw || Positive > Negative || (Positive * 1000.0))
                {
                    if (EyeYaw >= Negative && Positive > Negative && !(Negative * 1000.0))
                    {
                        m_Side = 1;
                    }
                }
                else
                {
                    m_Side = -1;
                }
            }
        }
    }
    else if (standing)
    {
        auto m_EyeDelta = math::remainder(math::NormalizedAngle(player->m_angEyeAngles().y - player->m_flLowerBodyYawTarget()), 360.f) <= 0.f;
        if (2 * m_EyeDelta)
        {
            if (2 * m_EyeDelta == 2)
            {
                m_Side = -1;
            }
        }
        else
        {
            m_Side = 1;
        }
    }
    switch (data->m_missed_shots % 3)
    {
    case 1:
        resolveValue = 58.0f;
        break;
    case 2:
        resolveValue = 35.0f;
        break;
    case 3:
        resolveValue = 21.0f;
        break;
    }

    if (speed < 110.f && speed > 1.1f)
    {
        if (resolveValue > 45.0f)
            resolveValue = 45.0f;
    }
    else if (speed > 110.f)
    {
        if (resolveValue > 30.0f)
            resolveValue = 30.0f;
    }
    else if (speed < 76.f)
    {
        if (resolveValue > 22.0f)
            resolveValue = 22.0f;
    }
    resolveValue = resolveValue * m_Side;

    player->m_PlayerAnimState()->m_flGoalFeetYaw = math::NormalizedAngle(player->m_angEyeAngles().y + resolveValue);
}

float Resolver::ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record) {
    float flPseudoFireYaw = math::NormalizedAngle(math::CalcAngle(record->m_pMatrix[8].GetOrigin(), g_cl.m_local->m_BoneCache().m_pCachedBones[0].GetOrigin()).y);

    if (data->m_extending) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));

        g_notify.add(tfm::format(XOR("found shot record on %s: [ yaw: %i ]"), game::GetPlayerName(record->m_pEntity->index()), int(flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f)));//Coded by FuckyPazter aka scking

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
    }
    else {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));

        g_notify.add(tfm::format(XOR("found shot record on %s: [ yaw: %i ]"), game::GetPlayerName(record->m_pEntity->index()), int(flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f)));

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;


    }
}

C++:
RESOLVER.h
#pragma once

class ShotRecord;

struct resolver_recode
{
    float spawn_time;
    bool did_shot_this_tick;
    float resolved_rotation;
    bool breaking_lc;
    int resolving_way;
    int antifreestand_method;

    void Reset()
    {
        /*last_balance_adjust_trigger_time = 0.f;
        just_stopped_delta = 0.f;
        last_time_down_pitch = 0.f;
        last_time_moving = 0.f;
        last_moving_lby = 0.0000001337f;*/

        is_dormant = false;
        /*is_last_moving_lby_valid = false, is_fakewalking = false, is_just_stopped = false, is_breaking_lby = false;*/
        //is_balance_adjust_triggered = false, is_balance_adjust_playing = false, last_moving_lby_can_be_invalid = false;
        //did_lby_flick = false;
        resolved = false;
        fakeangles = false;

        m_flRate = 0.0f;
        m_flServerTorso = 0.0f;

        m_flClientRate = 0.0f;
        m_flLastFlickTime = FLT_MAX;
        m_iSide = -1;
        m_iCurrentSide = -1;
        last_time_balanced = 0.0f;
        last_cycle_desync = 0.0f;
        last_cycle = 0.f;
        b_bRateCheck = false;
        had_fake = false;
        last_time_standed = 0.f;
        last_time_choked = 0.f;
        last_time_three = 0.f;
        last_time_moved = 0.f;
        last_shot_time = 0.f;
        previous_rotation = 0.f;
        //for (auto i = 0; i < 10; i++)
        //    missed_shots[i] = 0;

        current_tick_max_delta = 0.f;
        tick_delta = 0.0f;
        lby_delta = 0.0f;
        abs_yaw_delta = 0.0f;
        latest_delta_used = 0.0f;
        last_speed = 0.0f;
        last_lby = 0.0f;

        is_jittering = false;
        is_using_static = false;
        is_using_balance = false;
        did_shot_this_tick = false;
        did_lby_update_fail = false;
        force_resolving = false;
        is_shifting = false;
        prev_pose = 0.f;
        last_abs_yaw_delta = 0.f;
        last_abs_yaw_delta_change = 0.f;
        prev_delta = FLT_MAX;
        last_abs_yaw_delta_60 = 0.0f;
        /*did_hit_low_delta = false;
        did_hit_max_delta = false;
        did_hit_no_delta = false;*/
        inverse_lby = false;
        did_hit_inversed_lby = false;
        was_shifting = false;
        memset(missed_shots, 0, sizeof(int) * 10);
        //spawntime = 0.0f;
        animations_updated = false;
        preserver_animlayers_saved = false;

        resolver_method_text.clear();

        cfirstmisses = 0;

        previous_side = 0.f;
        cur_side = 0.f;
        breaking_lc = false;
        freestand_fixed = false;


        force_velocity = false;
        new_velocity = vec3_t(0, 0, 0);
        old_velocity = vec3_t(0, 0, 0);
        did_force_velocity = false;

        memset(leftmx, 0, sizeof(matrix3x4_t) * 128);
        memset(rightmx, 0, sizeof(matrix3x4_t) * 128);
        memset(nodesmx, 0, sizeof(matrix3x4_t) * 128);
    }

    struct AntiFreestandingRecord
    {
        int right_damage = 0, left_damage = 0;
        float right_fraction = 0.f, left_fraction = 0.f;

        void reset()
        {
            right_damage = 0;
            left_damage = 0;
            right_fraction = 0.f;
            left_fraction = 0.f;
        }
    };

    vec3_t previous_angles;
    float prev_pose;
    vec3_t last_real_angles;
    vec3_t latest_angles;
    vec3_t latest_fake;
    vec3_t latest_angles_when_faked;
    float previous_rotation;
    float last_time_balanced;
    float last_time_choked;
    float last_time_three;
    float last_cycle_desync;
    float last_cycle;
    bool  had_fake;
    float last_time_standed;
    float last_time_moved;
    float last_abs_yaw_delta;
    float last_abs_yaw_delta_change;
    float last_abs_yaw_delta_60;
    float last_simtime;
    float resolved_yaw;

    float previous_side;
    float cur_side;

    bool force_velocity;
    bool did_force_velocity;
    vec3_t new_velocity;
    vec3_t old_velocity;

    bool freestand_fixed = false;

    float latest_delta_used;

    C_AnimationLayer client_anim_layers[15];

    C_AnimationLayer resolver_anim_layers[3][15];

    C_AnimationLayer server_anim_layers[15];
    C_AnimationLayer preserver_anim_layers[15];
    bool preserver_animlayers_saved = false;
    AntiFreestandingRecord freestanding_record;
    float last_shot_time = 0.0f;
    float spawntime = 0.0f;
    float m_flServerTorso = 0.0f;

    float current_tick_max_delta = 0.0f;
    float previous_jitter_lby = 0.0f;
    int previous_resolving = 0;
    float tick_delta = 0.0f;
    float lby_delta = 0.0f;
    float abs_yaw_delta = 0.0f;
    float last_velocity_angle = 0.0f;
    float last_speed = 0.0f;
    float last_lby = 0.0f;

    bool simtime_updated = false;
    bool inverse_lby = false;
    bool did_hit_inversed_lby = false;

    float left_side = FLT_MAX;
    float right_side = FLT_MAX;
    float left_lside = FLT_MAX;
    float lby_side = FLT_MAX;
    float right_lside = FLT_MAX;
    float no_side = FLT_MAX;

    //float next_predicted_lby_update;
    //float last_lby_update;
    //bool did_predicted_lby_flick;

    /*float last_time_down_pitch;
    float last_time_lby_updated;
    int lby_update_tick;*/
    bool skeet_fakes = false;
    bool is_shifting = false;
    bool was_shifting = false;
    bool is_jittering = false;
    bool is_using_static = false;
    bool is_using_balance = false;
    bool did_lby_update_fail = false;

    bool force_resolving = false;
    std::string resolver_method_text;

    float m_flRate = 0.0f;

    float m_flClientRate = 0.0f;
    float prev_delta = FLT_MAX;
    float m_flLastFlickTime = FLT_MAX;
    int m_iSide = -1;
    int m_iCurrentSide = -1;
    bool b_bRateCheck = false;

    bool animations_updated = false;

    bool invalidate_resolving = false;
    int resolving_method;
    int cfirstmisses = 0;
    int missed_shots[12];

    float last_anims_update_time;

    matrix3x4_t leftmx[128];
    matrix3x4_t rightmx[128];
    matrix3x4_t leftlmx[128];
    matrix3x4_t rightlmx[128];
    matrix3x4_t LBYmx[128];
    matrix3x4_t nodesmx[128];

    /*bool lby_update_locked;*/
    bool is_dormant, resolved;
    //bool /*is_last_moving_lby_valid, last_moving_lby_can_be_invalid, is_just_stopped, is_getting_right_delta,*/is_breaking_lby;
    /*bool is_fakewalking;
    bool is_balance_adjust_triggered, is_balance_adjust_playing;
    bool did_lby_flick;*/
    bool fakeangles;
    //bool did_hit_low_delta;
    //bool did_hit_max_delta;
    //bool did_hit_no_delta;
};

struct resolverInfo_t {
    resolverInfo_t() = default;

    struct missInfo_t {
        missInfo_t() {
            this->m_freestand = 0;
            this->m_first_shot = 0;
            this->m_static = 0;
            this->m_jitter = 0;
        }

        int m_freestand;
        int m_first_shot;
        int m_static;
        int m_jitter;
    };

    struct hitInfo_t {
        hitInfo_t() {
            this->m_freestand = 0;
            this->m_first_shot = 0;
            this->m_static = 0;
            this->m_jitter = 0;
        }

        int m_freestand;
        int m_first_shot;
        int m_static;
        int m_jitter;
    };

    bool m_jitter{};
    bool m_use_freestand{};

    missInfo_t m_misses{};
    hitInfo_t m_hits{};
};

class Resolver {
public:
    enum Modes : size_t {
        RESOLVE_NONE = 0,
        RESOLVE_MOVE,
        RESOLVE_STAND,
    };

public:
    void ResolveAngles(Player* player, LagComp::LagRecord_t* record);
    float ResolveShot(AimPlayer* data, LagComp::LagRecord_t* record);
    bool has_fake(Player* player, LagComp::LagRecord_t* record);
    //void store_delta(Player* m_player, resolver_recode* resolve_data, LagComp::LagRecord_t* m_records);
    //void update_animations_for_resolver(Player* player, LagComp::LagRecord_t* from, int Resolver_Index);
    resolver_recode inform[64];

public:
    std::array< vec3_t, 64 > m_impacts;
    //std::unordered_map<CBaseHandle, resolverInfo_t> m_resolver_info;
};

extern Resolver g_resolver;
боже чеел ужас
 
Статус
В этой теме нельзя размещать новые ответы.
Активность
Пока что здесь никого нет

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