"reversed onetap.su resolver (full)"

Jumaron

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Yeah. because a lot of people were begging for this, i post here the shi*.
Credits:
You cant view this link please login.



C++:
using namespace std;
 
float getcorrectfloat(float min, float max)
{
    return min + (rand() / ( RAND_MAX / (max-min) ) ) ;
}
 
float calculateSD(float data[]);
 
float calculateSD(float data[])
{
    float delta_y = 0.0, mean, standardDeviation = 0.0;
    int i;
    for(i = 0; i < 10; ++i)
    {
        delta_y += data[i];
    }
    mean = delta_y/10;
    for(i = 0; i < 10; ++i)
        standardDeviation += pow(data[i] - mean, 2);
    return sqrt(standardDeviation / 10);
}
 
void resolver_run(c_entity* ent)
{
  int backup_flags = ent->flags( );
  int backup_eflags = ent->eflags( );
  static auto data = Utils::PatternScan< uintptr_t* >( client, "55 8B EC 83 EC 10 53 56 57 8B F9 8B 87 ? ? ? ? C1 E8 16" );
  auto backup_animstate_ground = ent->animstate()->onground;
  static auto FrameRenderEnd_Return = Utils::PatternScan< uintptr_t* >( client, "5F 5E 5D C2 04 00 83 3D" );
  float f = ent->animstate()->absrot;
  float data[64];
  auto c = 5.0 / 9.0 * (f - 32);
  auto b = 5 / double(9) * (f - 32);
  int arg1, arg2, add, sub, mul, quo, rem ;
 
 
   __asm__ ( "addl %%ebx, %%eax;" : "=a" (add) : "a" (arg1) , "b" (arg2) );
   __asm__ ( "subl %%ebx, %%eax;" : "=a" (sub) : "a" (arg1) , "b" (arg2) );
   __asm__ ( "imull %%ebx, %%eax;" : "=a" (mul) : "a" (arg1) , "b" (arg2) );
 
   __asm__ ( "movl $0x0, %%edx;"
              "movl %2, %%eax;"
              "movl %3, %%ebx;"
               "idivl %%ebx;" : "=a" (quo), "=d" (rem) : "g" (arg1), "g" (arg2) );
  if ( _ReturnAddress( ) == FrameRenderEnd_Return  )
    {
      if(ent->animlayer(6)->rate == 0)
         ent->animstate()->absrot = c;
      else
         ent->animstate()->absrot = 60;
 
      CSGOPlayerAnimState::Update();
 
    }
  else
    {
      if(ent->animlayer(6)->rate == 0)
         ent->animstate()->absrot -= b;
      else
         ent->animstate()->absrot -= 60;
 
      if(missedshot >= 3)
         ent->animstate()->absrot += calculateSD[ent->index()];
      else if (missedshot >= 2)
         ent->animstate()->absrot += std::max(0.f, ent->animstate()->absrot - ent->animstate()->speed_2d);
      
      if(calculateSD[ent->index()] > c)
         ent->animlayer(6)->rate = ent->animstate()->yawrate;
      if(arg2 > c)
         ent->animstate()->absrot += getcorrectfloat(60, -60);
 
      if(ent->animlayer(3)->rate > 0.0001f)
         ent->animstate()->onground = false; // trust me u need it magcialley fexing lby updateds(valve didint fixed it yet)
    
      ent->animstate()->onground = backup_animstate_ground;
 
      if(ent->animlayer(6)->rate != 0)
         ent->animlayer(6)->rate = ent->animstate()->yawrate;
 
      if(ent->simtime() != ent->oldsimtime()) // detected chooking
         ent->simtime() = ent->oldsimtime();
 
      ent->eflags( ) &= ~0x1000;
 
      ent->abs_velocity( ) = ent->velocity( );
 
      CSGOPlayerAnimState::Update();
 
      ent->flags( ) = backup_flags;
      ent->eflags( ) = backup_eflags;
    
      ent->last_setupbones_frame( ) = 0;
 
      // tickbase prediction
      // missed due to shit code
 
    }
}
 

DanielCoder

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Yeah. because a lot of people were begging for this, i post here the shi*.
Credits:
You cant view this link please login.



C++:
using namespace std;

float getcorrectfloat(float min, float max)
{
    return min + (rand() / ( RAND_MAX / (max-min) ) ) ;
}

float calculateSD(float data[]);

float calculateSD(float data[])
{
    float delta_y = 0.0, mean, standardDeviation = 0.0;
    int i;
    for(i = 0; i < 10; ++i)
    {
        delta_y += data[i];
    }
    mean = delta_y/10;
    for(i = 0; i < 10; ++i)
        standardDeviation += pow(data[i] - mean, 2);
    return sqrt(standardDeviation / 10);
}

void resolver_run(c_entity* ent)
{
  int backup_flags = ent->flags( );
  int backup_eflags = ent->eflags( );
  static auto data = Utils::PatternScan< uintptr_t* >( client, "55 8B EC 83 EC 10 53 56 57 8B F9 8B 87 ? ? ? ? C1 E8 16" );
  auto backup_animstate_ground = ent->animstate()->onground;
  static auto FrameRenderEnd_Return = Utils::PatternScan< uintptr_t* >( client, "5F 5E 5D C2 04 00 83 3D" );
  float f = ent->animstate()->absrot;
  float data[64];
  auto c = 5.0 / 9.0 * (f - 32);
  auto b = 5 / double(9) * (f - 32);
  int arg1, arg2, add, sub, mul, quo, rem ;


   __asm__ ( "addl %%ebx, %%eax;" : "=a" (add) : "a" (arg1) , "b" (arg2) );
   __asm__ ( "subl %%ebx, %%eax;" : "=a" (sub) : "a" (arg1) , "b" (arg2) );
   __asm__ ( "imull %%ebx, %%eax;" : "=a" (mul) : "a" (arg1) , "b" (arg2) );

   __asm__ ( "movl $0x0, %%edx;"
              "movl %2, %%eax;"
              "movl %3, %%ebx;"
               "idivl %%ebx;" : "=a" (quo), "=d" (rem) : "g" (arg1), "g" (arg2) );
  if ( _ReturnAddress( ) == FrameRenderEnd_Return  )
    {
      if(ent->animlayer(6)->rate == 0)
         ent->animstate()->absrot = c;
      else
         ent->animstate()->absrot = 60;

      CSGOPlayerAnimState::Update();

    }
  else
    {
      if(ent->animlayer(6)->rate == 0)
         ent->animstate()->absrot -= b;
      else
         ent->animstate()->absrot -= 60;

      if(missedshot >= 3)
         ent->animstate()->absrot += calculateSD[ent->index()];
      else if (missedshot >= 2)
         ent->animstate()->absrot += std::max(0.f, ent->animstate()->absrot - ent->animstate()->speed_2d);
     
      if(calculateSD[ent->index()] > c)
         ent->animlayer(6)->rate = ent->animstate()->yawrate;
      if(arg2 > c)
         ent->animstate()->absrot += getcorrectfloat(60, -60);

      if(ent->animlayer(3)->rate > 0.0001f)
         ent->animstate()->onground = false; // trust me u need it magcialley fexing lby updateds(valve didint fixed it yet)
   
      ent->animstate()->onground = backup_animstate_ground;

      if(ent->animlayer(6)->rate != 0)
         ent->animlayer(6)->rate = ent->animstate()->yawrate;

      if(ent->simtime() != ent->oldsimtime()) // detected chooking
         ent->simtime() = ent->oldsimtime();

      ent->eflags( ) &= ~0x1000;

      ent->abs_velocity( ) = ent->velocity( );

      CSGOPlayerAnimState::Update();

      ent->flags( ) = backup_flags;
      ent->eflags( ) = backup_eflags;
   
      ent->last_setupbones_frame( ) = 0;

      // tickbase prediction
      // missed due to shit code

    }
}
ok, so nice onetap.su part of animfix. Thx :)
 

DanielCoder

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Yeah. because a lot of people were begging for this, i post here the shi*.
Credits:
You cant view this link please login.



C++:
using namespace std;

void resolver_run(c_entity* ent)
{
  int backup_flags = ent->flags( );
  int backup_eflags = ent->eflags( );
// missed shot due to resolver / animation fix

     auto backup_animstate_ground = ent->animstate()->onground;

      if(ent->simtime() != ent->oldsimtime()) // fakelag detect and start loop for every player fix fakelag
         ent->simtime() = ent->oldsimtime();

      ent->eflags( ) &= ~0x1000;
      ent->abs_velocity( ) = ent->velocity( );

      ent->m_bClientSideAnimations(true); // accept client update enemy server animations
      ent->UpdateClientSideAnimation(); // animstate, animlayers and pose parameters updated too
      ent->m_bClientSideAnimations(false); // decline client update enemy server animations

      ent->flags( ) = backup_flags;
      ent->eflags( ) = backup_eflags;

      ent->last_setupbones_frame( ) = 0;
      ent->get_effects() |= 8; // turn off interpolation
      ent->SetupBonesRebuilt(matrix, 128, 0x7FF00, simtime);
      ent->get_effects() &= ~8; // turn on interpolation
}
}
 
Last edited:
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