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isvkt

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posts postados por isvkt

  1. my program is simple and makes the mouse move automatically at certain angles, but it moves in a very robotic way, I would like to make the movement more humanized, how can I do that?

     

    	while (true) {
    
    		for (int i = 0; i < 6; ++i) {
    			if (GetAsyncKeyState(gun_keys[i]) && (gun != guns[i])) {
    				gun = guns[i];
    
    				system("cls");
    
    				cout << "Weapon:\t" << gun->name << "\nShots:\t" << gun->len << "\nVelocity:\t" << gun->rpm << "\n\n\n";
    
    				gun_delay = GetTime(gun->rpm);
    				gun_index = 0;
    
    				break;
    			}
    		}
    
    		if (GetAsyncKeyState(MOUSEEVENTF_MOVE) < 0) {
    			if (!is_mouse_down) {
    				is_mouse_down = true;
    				if (gun != nullptr)
    					gun_index = 0;
    			}
    			if (gun != nullptr && gun_index != gun->len) {
    				mouse_event(MOUSEEVENTF_MOVE, long(gun->pattner[gun_index][0] * K), long(gun->pattner[gun_index][1] * K), 0, 0);
    				++gun_index;
    				Sleep(gun_delay);
    				continue;
    			}
    		}
    		else
    			is_mouse_down = false;
    
    		Sleep(150);
    	}
    
    	return 0;
    }

     

    • Curtir 1
  2. my code is simple, it just makes the mouse move down but it moves automatically, i want it to move when i press the ''VK_LBUTTON'' key I tried to put ''if(GetKeyState(VK_LBUTTON)'' but it is closing when I open

     

    int main(void)
    {
    	if (!mouse_open()) {
    		printf("[-] failed\n");
    		return 0;
    	}
    
    
    	for (int i = 0; i < 32; i++) {
    		Sleep(100);
    		printf("[+] moving mouse\n");
    
    		mouse_move(0, -10, 0, 0);
    	}
    
    
    	mouse_close();
    }

     

    • Confuso 2
  3. what would it look like in my code?
     

        while (true) {
    
            for(int i = 0; i < 5; ++i) {
                if (GetAsyncKeyState(gun_key[i]) && (gun != guns[i])) {
                    gun = guns[i];
    
                    system("cls");
    
                    cout << "Weapon:\t" << gun->name << "\nShots:\t" << gun->len << "\nVelocity:\t" << gun->rpm << "\n\n\n";
    
                    gun_delay = GetTime(gun->rpm);
                    gun_index = 0;
    
                    break;
                }
            }
    
            if (GetAsyncKeyState(VK_LBUTTON) < 0) {
                if (!is_mouse_down) {
                    is_mouse_down = true;
                    if (gun != nullptr)
                        gun_index = 0;
                }
                if (gun != nullptr  && gun_index != gun->len) {
                    mouse_event(MOUSEEVENTF_MOVE, long(gun->pattner[gun_index][0] * K), long(gun->pattner[gun_index][1] * K), 0, 0);
                    ++gun_index;
                    Sleep(gun_delay);
                    continue;
                }
            }
            else    
                is_mouse_down = false;
    
            Sleep(150);
        }
    
        return 0;
    }

     

    • Curtir 1
  4. I'm coding a C++ program that makes a certain movement with the mouse by itself when I press the left mouse button, it has F1, F2, F3 keys and each key has a different movement, and then I press the left mouse button to execute that movement , but what is happening is that I have to hold down the F1 key and the left mouse button at the same time for it to work, I wanted to press the F1 key just once and then just hold down the left mouse button !

     

    	while (true) {
    		if (GetAsyncKeyState(VK_F1)) {
    			ExecControl(*ak47);
    		}
    		if (GetAsyncKeyState(VK_F2)) {
    			ExecControl(*m4a4);
    		}
    		if (GetAsyncKeyState(VK_F3)) {
    			ExecControl(*m4a1s);
    		}
    		if (GetAsyncKeyState(VK_F4)) {
    			ExecControl(*ump45);
    		}
    		if (GetAsyncKeyState(VK_F5)) {
    			ExecControl(*famas);
    		}
    		Sleep(150);
    	}
    
    	return 0;
    }
    
    void ExecControl(weapon_t gun) {
    	system("cls");
    
    	cout <<"Weapon:\t" << gun.name <<"\nShots:\t" << gun.len << "\nVelocity:\t" << gun.rpm << "\n\n\n";
    
    	DWORD delay = GetTime(gun.rpm);
    
    	int index = 0;
    
    		while (GetAsyncKeyState(VK_LBUTTON) && index != gun.len) {
    			mouse_event(MOUSEEVENTF_MOVE, long(gun.pattner [index][0] * K), long(gun.pattner[index][1] * K), 0, 0);
    			index++;
    			Sleep(delay);
    		}
    
    		index = 0;
    	}

     

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