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Found 7 results

  1. 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
  2. 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)
  3. BEST HVH CFG FOR LEGENDWARE PASTES OTC3 STYLE MORE CHEATS AND CFG: https://discord.gg/DNvWQZqqEb SS: ALPHA CONFIG.zip
  4. Hey guys! I got some Legendware luas for you! I hope you enjoy it! GL&HF! legendware.zip
  5. Free config for Legendware.pw v2 binds: tp = x fd = z dt = m5 hs = m4 aa inverter = z manual aa = arrows cfg location: AppData\Roaming\Legendware\Configs luas location:AppData\Roaming\Legendware\Scripts lwhvhcfgbylilkid.zip
  6. 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; }
  7. Can someone give me HvH cfg legendware v2?
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