Search the Community
Showing results for tags 'legendware'.
-
source Reallywin /Neverlose.cc menu new paste source (updated)
sezzyaep posted a topic in Source code
So again i m sharing f*cking bad pastes (need a little fixes) don"t ask me for build download link vt ss:- 79 replies
-
- 809
-
- legendware
- neverlose
-
(and 3 more)
Tagged with:
-
Bruh,Someone NEEDS to make a LegendWare Config Pack Like Actually Even I Can't Configure A LegendWare Config. So Yeh,If You Make A Config Pack You Will Be Apreciated! Do You Guys Like The Visuals Working On Configs Right Now! 2019-12-18 15-18-06.mp4 Auto HvH.lw Full Legit MM.lw HvH MM.lw HVH.lw Legit MM.lw Scout HvH.zip New P Visuals On All Configs! NEW ANNOUNCEMENT!! IN THIS VIDEO HE NAMED MY CONFIG TO V.A.C HVH SO GO DISLIKE THIS VIDEO TI'LL IT GETS POPULAR!!
- 145 replies
-
- 502
-
- config
- legendware
-
(and 1 more)
Tagged with:
-
Yes, I fully fixed this source! It has a good menu, and a pretty decent resolver. You can learn from this if you're becoming a developer. https://anonfiles.com/haZ8B8x0u8/Legendware_v2_1_zip
- 39 replies
-
- 573
-
- lw
- legednwarev2
-
(and 1 more)
Tagged with:
-
UPDATE MY LUA FOR LW PASTED FREE DOWNLOAD: https://leit.link/gGhb MORE CHEATS + LUA UPDS: https://discord.gg/U4MsS4CPkT LAST UPDATE LIST: 1. fixed color_picker for keybinds. 1. Пофикшен выбор цвета для кейбиндов. 2. added new good hitsounds. 2. Закинул новые ахуенные хитсаунды. 3. upd my credits) 3. Обновлены мои кредитсы)
-
- 1 reply
-
- 13
-
- legendware
- otc
-
(and 1 more)
Tagged with:
-
Improve more as you go! This is a code I found and improved! Here you go pasters! Yes I added freestand targets since LW can't tap Freestand users. // This is an independent project of an individual developer. Dear PVS-Studio, please check it. // PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com #include "animation_system.h" #include "..\ragebot\aim.h" void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch) { player = e; player_record = record; original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw); original_pitch = math::normalize_pitch(pitch); } void resolver::reset() { player = nullptr; player_record = nullptr; side = false; fake = false; was_first_bruteforce = false; was_second_bruteforce = false; original_goal_feet_yaw = 0.0f; original_pitch = 0.0f; } bool freestand_target(player_t* target, float* yaw) { float dmg_left = 0.f; float dmg_right = 0.f; static auto get_rotated_pos = [](Vector start, float rotation, float distance) { float rad = DEG2RAD(rotation); start.x += cos(rad) * distance; start.y += sin(rad) * distance; return start; }; const auto local = g_ctx.local(); if (!local || !target || !local->is_alive()) return false; Vector local_eye_pos = target->get_shoot_position(); Vector eye_pos = local->get_shoot_position(); Vector angle = (local_eye_pos, eye_pos); auto backwards = target->m_angEyeAngles().y; // angle.y; Vector pos_left = get_rotated_pos(eye_pos, angle.y + 90.f, 60.f); Vector pos_right = get_rotated_pos(eye_pos, angle.y - 90.f, -60.f); const auto wall_left = (local_eye_pos, pos_left, nullptr, nullptr, local); const auto wall_right = (local_eye_pos, pos_right, nullptr, nullptr, local); if (dmg_left == 0.f && dmg_right == 0.f) { *yaw = backwards; return false; } // we can hit both sides, lets force backwards if (fabsf(dmg_left - dmg_right) < 5.f) { *yaw = backwards; return false; } bool direction = dmg_left > dmg_right; *yaw = direction ? angle.y - 90.f : angle.y + 90.f; return true; } float flAngleMod(float flAngle) { return((360.0f / 65536.0f) * ((int32_t)(flAngle * (65536.0f / 360.0f)) & 65530)); } void resolver::resolve_yaw() { player_info_t player_info; if (!m_engine()->GetPlayerInfo(player->EntIndex(), &player_info)) return; if (player_info.fakeplayer || !g_ctx.local()->is_alive() || player->m_iTeamNum() == g_ctx.local()->m_iTeamNum()) //-V807 { player_record->side = RESOLVER_ORIGINAL; return; } if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY) { switch (last_side) { case RESOLVER_ORIGINAL: g_ctx.globals.missed_shots[player->EntIndex()] = 0; fake = true; break; case RESOLVER_FIRST: player_record->type = BRUTEFORCE; player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND; was_first_bruteforce = true; return; case RESOLVER_SECOND: player_record->type = BRUTEFORCE; player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST; was_second_bruteforce = true; return; case RESOLVER_LOW_FIRST: player_record->type = BRUTEFORCE; player_record->side = RESOLVER_LOW_SECOND; return; case RESOLVER_LOW_SECOND: player_record->type = BRUTEFORCE; player_record->side = RESOLVER_LOW_FIRST; return; } } auto animstate = player->get_animation_state(); if (!animstate) { player_record->side = RESOLVER_ORIGINAL; return; } auto delta = math::normalize_yaw(player->m_angEyeAngles().y - original_goal_feet_yaw); auto valid_lby = true; if (animstate->m_velocity > 1.1f || fabs(animstate->flUpVelocity) > 100.f) valid_lby = animstate->m_flTimeSinceStartedMoving < 0.22f; if (fabs(delta) > 30.0f && valid_lby) { if (g_ctx.globals.missed_shots[player->EntIndex()]) delta = -delta; if (delta > 30.0f) { player_record->type = LBY; player_record->side = RESOLVER_LOW_FIRST; } else if (delta < -30.0f) { player_record->type = LBY; player_record->side = RESOLVER_LOW_SECOND; } } else { auto trace = false; if (m_globals()->m_curtime - lock_side > 2.0f) { auto first_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player, g_ctx.local()); auto second_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player, g_ctx.local()); if (first_visible != second_visible) { trace = true; side = second_visible; lock_side = m_globals()->m_curtime; } else { auto first_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first)); auto second_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second)); if (fabs(first_position - second_position) > 1.0f) side = first_position > second_position; } } else trace = true; if (side) { player_record->type = trace ? TRACE: DIRECTIONAL; player_record->side = RESOLVER_FIRST; } else { player_record->type = trace ? TRACE : DIRECTIONAL; player_record->side = RESOLVER_SECOND; } } } float resolver::resolve_pitch() { if (fabs(original_pitch) > 85.0f) fake = true; else if (!fake) { player_record->side = RESOLVER_ORIGINAL; return RESOLVER_ORIGINAL; } return original_pitch; }
-
Well for my first thread why not give people this its very not needed but some people like to have it on there paste so here ya go Also did this in 5 mins I did not add it as a option in configs.cpp so you will have to add it. I don't think I need to post a VT (Virus total) Edit (New link) https://www.mediafire.com/file/eav4gz1mscbf9uq/Secretive_Aka_Kitsune.zip/file If you need help dm me (Byte#9163)
-
when i inject legendware nothing happends plz help me
- 4 replies
-
- legendware
- fix
-
(and 1 more)
Tagged with: