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  1. 06-02-2005
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Forum: Source/HL2 Engine

Source/Half-Life 2 and mods

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  1. Counter-Strike: Source related code

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    • Threads: 130
    • Posts: 1,248
  2. Team Fortress 2 specific code

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    • Threads: 68
    • Posts: 705
  3. L4D code

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    • Threads: 45
    • Posts: 332
  4. DOD:Source code

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    • Threads: 7
    • Posts: 73
  5. HL2:DM related code

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    • Threads: 2
    • Posts: 13
  6. 3rd party or other mods

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    • Threads: 13
    • Posts: 71
  1.   Sticky Threads  

  2. Sticky Thread Sticky: Solution Printing to console without IVEngineClient

    Just found out. Have fun: void Msg( const tchar* pMsg, ... ); Another thing I'm on is to find the pointer to CConsolePanel since it supports the following methods: virtual void ColorPrint( const Color& clr, const char *pMessage ); virtual void Print( const char *pMessage ); virtual...

    Started by freax, 4 Weeks Ago 08:43 AM
    • Replies: 2
    • Views: 227
    4 Weeks Ago 08:37 PM Go to last post
  3. Sticky Thread Sticky: [STEAM] Using steam network information in your cheats

    Disclaimer First of all, I'd like to say I don't think many people browse the root source engine forum here, which is where I'm posting. Either way, this belongs here because it is not game-specific, and is not a tutorial. Introduction The steam community is a successful network created by...

    Started by syntroniks, 03-28-2010 06:42 PM
    3 Staff Post(s)
    • Replies: 6
    • Views: 652
    03-30-2010 08:31 PM Go to last post
  4. Sticky Thread Sticky: Code No Spread Triggerbot

    This idea can be applied to many games, but I'm posting it here because it is quite useful in Source engine games. The concept is simple: only fire when the predicted shot will hit a target. This is very useful for a few reasons. First off, it greatly increases the effectiveness of any...

    Started by monster64, 06-20-2009 06:48 PM
    3 Pages
    1 2 3
    • Replies: 41
    • Views: 3,710
    03-19-2010 11:40 AM Go to last post
  5. Sticky Thread Sticky: Tutorial Redirecting code execution using debug messages

    I recently wrote a bit of code that used tier0's debug message outputs to hook stuff. The reasons for this were to avoid using breakpoint hooks which VAC has begun to detect recently, along with the fact that the code I was interested in hooking just happened to be going through Msg before doing...

    Started by ThatLameDude, 03-12-2010 09:34 AM
    • Replies: 2
    • Views: 231
    03-12-2010 10:36 AM Go to last post
  6. Sticky Thread Sticky: How to do lambert in CS:S

    Well, as many of you who have tried it already, know that the way CS:S draws its shading is different that a lot of older games. CS:S uses Vertex shader programs to shade its models (and translate their vertices in 3d). CS:S calls SetVertexShaderConstantF to store variables in your videocards...

    Started by Azorbix, 10-27-2004 09:20 PM
    4 Pages
    1 2 3 4
    • Replies: 46
    • Views: 7,053
    01-26-2010 02:35 PM Go to last post
  7. Sticky Thread Sticky: Code External recvprop scanner

    Code I cooked up a long while back in notepad and fixed a few of the minor bugs I didn't notice. unsigned char ucGetOffsets ( DWORD dwPID ) { PIMAGE_DOS_HEADER lpImageDosHeader; PIMAGE_NT_HEADERS lpImageNtHeaders; PIMAGE_SECTION_HEADER lpSectionHeader; HANDLE snapshot;

    Started by wav, 01-11-2010 06:58 AM
    7 Staff Post(s)
    • Replies: 10
    • Views: 1,156
    01-11-2010 06:42 PM Go to last post
  8. Sticky Thread Sticky: Drawing Images (Love Heart -> Counterstrike Source)

    Today we will draw a nice big "Luv You" Heart in Counterstrike source. First the Image Loader. #define LoadDxImage(Device,Directory,pTex) D3DXCreateTextureFromFileEx(Device,Directory,D3DX_DEFAULT, D3DX_DEFAULT,D3DX_DEFAULT, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,D3DX_DEFAULT, D3DX_DEFAULT, 0,...

    Started by PizzaPan, 09-15-2004 10:21 PM
    2 Pages
    1 2
    • Replies: 20
    • Views: 4,768
    11-26-2009 08:59 PM Go to last post
  9. Sticky Thread Sticky: Info How does i IGameResources

    Okay, so Source has a function it uses internally that returns a pointer to gameresources. I made a signature for that function (if you want to find it, it's a bit below the ascii string DT_PlayerResource, look for it :P.) IGameResources* GetGameResources( ) { IGameResources* res; static...

    Started by Xeno123, 11-03-2009 08:47 AM
    • Replies: 5
    • Views: 833
    11-17-2009 11:49 AM Go to last post
  10. Sticky Thread Sticky: Code Use the game's font

    vgui::HFont drawFont = 0; if( mse ) { vgui::IScheme* pScheme = g_pSchemeMgr->GetIScheme( g_pSchemeMgr->GetScheme( "ClientScheme" ) ); if( pScheme ) { ISchemeExtended* ppScheme = reinterpret_cast<ISchemeExtended *>( pScheme );

    Started by s0beit, 10-26-2009 07:10 PM
    • Replies: 2
    • Views: 479
    10-27-2009 03:07 AM Go to last post
  11. Sticky Thread Sticky: Check if the steam overlay is *loaded*

    This should be helpful in all games that steam supports the friends overlay for, i.e. COD4, COD: WAW, because of the functions they hook, that could be useful. (SetCursorPos, GetCursorPos) when making a menu. bool IsSteamOverlayLoaded( int appid ) { char szEventName = { 0 }; sprintf(...

    Started by s0beit, 06-23-2009 12:04 AM
    check, loaded, overlay, steam
    • Replies: 2
    • Views: 521
    07-31-2009 09:58 AM Go to last post
  12. Sticky Thread Sticky: Weapon CRC32 Values

    Heres to save you some time, its very annoying to log these :chinese: #define TEXTURE_WEAPON_GLOCK 0x5F1BE14A #define TEXTURE_WEAPON_USP 0xD402BF58 #define TEXTURE_WEAPON_228_COMP 0x252DB398 #define TEXTURE_WEAPON_DESERT_EAGLE 0x35FE1CD5 #define...

    Started by Jordon, 12-24-2004 06:34 AM
    2 Pages
    1 2
    1 Staff Post(s) crc32, values, weapon
    • Replies: 17
    • Views: 2,090
    07-05-2009 02:45 PM Go to last post
  13. Sticky Thread Sticky: Speedhack Concept (no code modification)

    I won't provide the actual working code for this, figure it out assholes here is the hex-rays dump BOOL __cdecl Plat_FloatTime() { BOOL result; // eax@3 int (__cdecl *v1)(_DWORD, _DWORD); // ecx@4 __int64 v2; // ST00_8@4

    Started by s0beit, 02-23-2009 02:58 AM
    3 Pages
    1 2 3
    21 Staff Post(s) code, concept, modification, speedhack
    • Replies: 31
    • Views: 2,374
    05-12-2009 08:20 AM Go to last post
  14. Sticky Thread Sticky: Code Dynamic d3d9 hooking / access

    typedef DWORD* (__cdecl *GetD3DDevicePointer_t)(); IDirect3DDevice9* GetDirectXPointer() { HMODULE hRapid = GetModuleHandle( "shaderapidx9.dll" ); if( hRapid == NULL ) return NULL; DWORD dwFunctionStart = FindPattern(((DWORD)hRapid) + 0xB000, 0xC000,

    Started by s0beit, 02-20-2009 11:51 PM
    1 Staff Post(s)
    • Replies: 5
    • Views: 1,664
    05-07-2009 04:35 PM Go to last post
  15. Sticky Thread Sticky: DrawIndexedPrimitive (NumVerts Scanner)

    Here is a quick way to scan thru the verts, i used this because with Battlefield Vietnam, CRC checking with the textures just wasnt working for me for whatever reason. Loggin the Verts, and Checking each one can take many, many hours, so i came up with this way to save some time, works best with...

    Started by PizzaPan, 06-05-2004 10:36 AM
    drawindexedprimitive, numverts, scanner
    • Replies: 3
    • Views: 2,594
    04-19-2009 03:31 PM Go to last post
  16. Sticky Thread Sticky: Custom "Quick Info" display

    Well.. in HL2 it's called QuickInfo. The displays around the crosshair that note your health & ammo. Inspired by that display I started making my own style from scratch. It's possible to rip it from the SDK and use but w/e ;) void DrawQuickinfo() { C_BasePlayer* pPlayer = (...

    Started by MyZt, 03-04-2009 09:43 AM
    • Replies: 4
    • Views: 501
    03-04-2009 10:41 AM Go to last post
  17. Sticky Thread Sticky: player NumVerts, primCount and m_Strides [4/7/06]

    if(whon && NumVertices == 1286) { return D3D_OK; } //remove local player hands /* begin wallhack code */ if(whon && m_Stride == 64 && (//CTs /* begin org CT */ (NumVertices == 369 && primCount == 297) || //farthest (NumVertices == 513 && primCount == 451) || //closer (NumVertices ==...

    Started by s0beit, 04-07-2006 10:37 AM
    2 Pages
    1 2
    1 Staff Post(s)
    • Replies: 15
    • Views: 3,139
    02-23-2009 02:19 PM Go to last post
  18. Sticky Thread Sticky: Check if the Steam Game Overlay is open

    bool IsGameOverlayOpen() { HMODULE hGameOverlayRenderer = GetModuleHandle( "GameOverlayRenderer.dll" ); if( hGameOverlayRenderer == NULL ) return false; /* 1000DDDB 85C0 TEST EAX,EAX 1000DDDD 0F84 AA000000 JE GameOver.1000DE8D >> 1000DDE3 803D B0410310...

    Started by MyZt, 02-19-2009 08:00 AM
    1 Staff Post(s) check, game, open, overlay, steam
    • Replies: 5
    • Views: 747
    02-21-2009 07:43 PM Go to last post
  19. Sticky Thread Sticky: Get weapon ID

    Since 99% of you cheat sellers are idiots and use strcmps to identify weapons here is the proper way to do it. int __stdcall Client_s::iGetWeaponID ( C_BaseCombatWeapon *pBaseCombatWeapon ) { int iWeaponID; if ( g_iGameID == CSS || g_iGameID == DoDS ) { __asm

    Started by wav, 02-25-2008 07:31 AM
    3 Pages
    1 2 3
    22 Staff Post(s)
    • Replies: 37
    • Views: 2,724
    09-12-2008 09:26 AM Go to last post
  20. Sticky Thread Sticky: Custom Crosshairs

    void DrawCrosshair( int r, int g, int b, int a, int style ) { int centerX = sScreenSize.m_iWidth / 2; int centerY = sScreenSize.m_iHeight / 2; switch(style) { case 1: //crosshair dot in middle FillRGBA(centerX - 14, centerY, 9, 1,r,g,b,a); // left FillRGBA(centerX +5, centerY,...

    Started by Xenoc1de, 02-18-2005 12:09 PM
    2 Staff Post(s) crosshairs, custom
    • Replies: 7
    • Views: 2,332
    08-20-2008 10:08 PM Go to last post
  21. Sticky Thread Sticky: Simple Chams

    This is a simple tut to show you how to do D3D chameleons (one colour behind walls, different colour in-front). First you need to put the bitmap data in an array. These are just from 1 x 1 pixel bitmaps, the first one was solid red, the second solid blue. const BYTE bRed = { 0x42, 0x4D,...

    Started by Shard, 07-22-2004 02:06 PM
    4 Pages
    1 2 3 4
    • Replies: 59
    • Views: 13,120
    08-04-2008 05:59 AM Go to last post
  22. Sticky Thread Sticky: SpyCam

    void __stdcall new_RenderView (const CViewSetup &orgview, bool drawViewmodel ) { gOriginalClient.RenderView( orgview, drawViewmodel ); // first we render the real game CViewSetup view; memcpy(&view,&orgview,sizeof ( CViewSetup )); if ( cvars.spycam.bGetValue() ) { // left side...

    Started by P47R!CK, 05-28-2005 11:36 AM
    2 Pages
    1 2
    16 Staff Post(s) spycam
    • Replies: 27
    • Views: 5,591
    08-02-2008 12:41 PM Go to last post
  23. Sticky Thread Sticky: GetBonePosition

    Some people may have trouble finding this address, as it's not referenced directly. Here's the pattern for CSS: //GetBonePosition BYTE GetBonePositionPattern = { 0x56, 0x6A, 0x00, 0x8B, 0xF1, 0xE8, '?', '?', '?', '?', 0x8B, 0x4C, 0x24, 0x08, 0x51, 0x8B, 0xC8, 0xE8, '?', '?', '?', '?',...

    Started by RunningBon, 07-26-2008 11:32 AM
    1 Staff Post(s)
    • Replies: 0
    • Views: 759
    07-26-2008 11:32 AM Go to last post
  24. Sticky Thread Sticky: getting CGlobalVarsBase without hooking the clients Init

    Very simple.... but some people may need this, or want to do this if you wish to make your hack inject-able at any time, i.e already in game. DWORD dwGlobals; PBYTE pbMov_Address = ( PBYTE )0x200D01A2; pbMov_Address = &pbMov_Address; vMemCopy( (void*)&dwGlobals, pbMov_Address, 4 ); ...

    Started by kirbyz, 06-25-2008 02:34 PM
    4 Staff Post(s)
    • Replies: 7
    • Views: 723
    06-26-2008 05:59 PM Go to last post
  25. Sticky Thread Sticky: Health bar

    I'm not sure if this is posted here in some other thread or not, it's pretty simple tho. void DrawHealthBar(int team, int x, int y, int health) { float l; float r=0,g=255,b=0; g = health*2.55; r = 255-g;

    Started by defcon5, 02-16-2005 11:31 AM
    2 Staff Post(s) bar, health
    • Replies: 14
    • Views: 2,424
    06-22-2008 07:52 PM Go to last post
  26. Sticky Thread Sticky: Skill ESP

    i decided to try and create something kind of new :) struct Local_Stats{ int headshots; int kills; int deaths; float ratio; }; Local_Stats player_stats;

    Started by s0beit, 11-20-2006 11:08 PM
    1 Staff Post(s)
    • Replies: 12
    • Views: 3,172
    06-05-2008 04:21 PM Go to last post
  27. Sticky Thread Sticky: tracing

    inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd ); TraceRay( ray, mask, pFilter, ptr ); } bool IsVisible( const Vector& vecAbsStart, const...

    Started by sp0rky, 02-07-2005 10:58 PM
    3 Staff Post(s) tracing
    • Replies: 8
    • Views: 1,910
    05-20-2008 04:51 PM Go to last post
  28. Sticky Thread Sticky: Kill Fix -> Raw Patch

    I was bored, so i came up with the following, its just a raw patch, so i didnt bother writing a hook for it, even though it would be very easy. "engine.dll" 0117B1F0 /$ 8B4C24 04 MOV ECX,DWORD PTR SS: // void Cmd_ExecuteString (char *text, cmd_source_t src) This will fix the "kill"...

    Started by PizzaPan, 03-03-2005 06:35 PM
    1 Staff Post(s) >, fix, kill, patch, raw
    • Replies: 7
    • Views: 1,570
    05-20-2008 04:48 PM Go to last post
  29. Sticky Thread Sticky: draw hitboxes

    int C_BaseEntity::GetModelIndex( void ) const { return pBaseEntity->m_nModelIndex; } studiohdr_t* C_BaseAnimating::GetModelPtr() const { if ( !GetModel() ) return NULL;

    Started by boecke, 02-16-2005 12:02 AM
    2 Pages
    1 2
    • Replies: 20
    • Views: 5,595
    05-20-2008 04:46 PM Go to last post
  30. Sticky Thread Sticky: DirectX 9 CrC32 Values (all)

    Well I already posted all the DX8 and I was bored of using others and using DX8 so I started hack again and used DX9 this time, this will save you all alot a time and I will show example of what you can do with it Download Textures.h Here <-- UPDATED, redownload if you already have, its...

    Started by Jordon, 12-27-2004 08:05 PM
    2 Pages
    1 2
    5 Staff Post(s) crc32, directx, values
    • Replies: 25
    • Views: 4,041
    04-16-2008 12:22 PM Go to last post
  31. Sticky Thread Sticky: Chams without D3D

    Credits: Amir (original Idea and Concept) Tetsuo, PizzaPan and Siodine p.s. the code goes in DrawModel

    Started by P47R!CK, 06-02-2005 04:20 AM
    2 Pages
    1 2
    7 Staff Post(s)
    • Replies: 16
    • Views: 4,477
    01-23-2008 06:11 AM Go to last post
  32. Sticky Thread Sticky: TriggerBot

    Something i did for OGC Re and ported to CSS int cAimbot::iGetAimIndex ( void ) { trace_t trace; Ray_t ray; int iLocalIndex = gEngineFuncs.GetLocalPlayer(); if ( iLocalIndex <= 0 )

    Started by P47R!CK, 05-13-2005 10:03 AM
    2 Pages
    1 2
    11 Staff Post(s) triggerbot
    • Replies: 24
    • Views: 5,737
    11-11-2007 12:49 AM Go to last post
  33. Sticky Thread Sticky: Fixed XQZ2 Wallhack

    int __stdcall new_DrawModel ( int flags, IClientRenderable *cliententity, ModelInstanceHandle_t instance, int entity_index, const model_t *model, Vector const& origin, QAngle const& angles, int skin, int body, int hitboxset, const matrix3x4_t *modelToWorld, const matrix3x4_t *pLightingOffset ) {...

    Started by P47R!CK, 05-31-2005 06:37 AM
    2 Pages
    1 2
    1 Staff Post(s)
    • Replies: 15
    • Views: 4,241
    07-30-2007 10:18 PM Go to last post
  34. Sticky Thread Sticky: Custom Clock (Counterstrike Source)

    Heres a example of a custom clock, using Counterstrike Source as the target. follow the drawing ltext tut's first, then define somewhere your void: void DrawClock(float x, float y, int a, int r, int g, int b); the function -> void ClassBaseInfo::DrawClock(float x, float y, int a, int r,...

    Started by PizzaPan, 09-13-2004 04:31 PM
    2 Pages
    1 2
    • Replies: 19
    • Views: 4,191
    07-25-2007 08:50 PM Go to last post
  35. Sticky Thread Sticky: Removals Fix

    void CMaterialHandler::ON_DrawModel ( void ) { if ( g_pMaterialSystem && gOriginalEngine.IsConnected() ) { m_pSmokeStack = g_pMaterialSystem->FindMaterial( "SmokeStack", "ClientEffect textures" ); m_pFlashEffect = g_pMaterialSystem->FindMaterial( "effects/flashbang", "ClientEffect...

    Started by P47R!CK, 05-26-2005 03:26 PM
    6 Staff Post(s) fix, removals
    • Replies: 13
    • Views: 2,090
    07-24-2007 12:37 PM Go to last post
  36. stunned Sticky Thread Sticky: Consistency bypass [ two methods ]

    i needed to bypass consistency because my hook modified the material vars, and the next round it wouldnt let you join if the hack was still on :P so instead of setting the materials to default ( ghey ) it was pretty simple using some help from fellow coders around here and another one i made...

    Started by s0beit, 01-18-2007 03:28 PM
    2 Staff Post(s)
    • Replies: 8
    • Views: 3,040
    07-17-2007 06:24 AM Go to last post
  37. Sticky Thread Sticky: Entity Wallhack

    int __stdcall Hooked_DrawModel( int flags, IClientRenderable *cliententity, ModelInstanceHandle_t instance, int entity_index, const model_t *model, Vector const& origin, QAngle const& angles, int skin, int body, int hitboxset, const matrix3x4_t *modelToWorld, const matrix3x4_t *pLightingOffset ) {...

    Started by P47R!CK, 02-26-2005 04:10 PM
    6 Staff Post(s) entity, wallhack
    • Replies: 11
    • Views: 3,042
    02-19-2007 11:32 PM Go to last post
  38. Sticky Thread Sticky: Intercepting Game Events without hooking

    3 Easy Steps 1. class CHUDHandler : public IGameEventListener2 2. void CHUDHandler::FireGameEvent( IGameEvent *event ) { gBaseAPI.LogtoFile( "%s", event->GetName() ); }

    Started by P47R!CK, 05-28-2005 03:31 AM
    4 Staff Post(s) events, game, hooking, intercepting
    • Replies: 12
    • Views: 2,651
    01-18-2007 04:33 AM Go to last post
  39. Sticky Thread Sticky: Decrypt Weapon Files (*.ctx)

    I wondered what was in them, turns out its a bunch of crap on how the weapon acts, fire time, penetration and such, too bad it looks like the server gets its own values, or it coulda been usefull :( Anyways, just incase you want it, here is the source. Usage for example -> WeaponDecrypt.exe...

    Started by PizzaPan, 03-08-2005 09:25 AM
    • Replies: 10
    • Views: 1,817
    12-27-2006 04:34 PM Go to last post
  40. Sticky Thread Sticky: Zooming

    Okay this is one is extremly simple and maybe even obsolete. However here is comes! first we need to know we can Zoom and just like in the previous version of HL2 we can do this via the fov. pLocalPlayer->SetFOV(pLocalPlayer, gCvars.zoom->getFloat() * 5, 0.2f); this would allow us to zoom via...

    Started by P47R!CK, 03-02-2005 06:54 AM
    3 Staff Post(s) zooming
    • Replies: 4
    • Views: 1,792
    12-06-2006 09:06 PM Go to last post
  41. Sticky Thread Sticky: CInput for every Source Mod

    .......

    Started by P47R!CK, 10-14-2005 04:22 AM
    2 Staff Post(s)
    • Replies: 4
    • Views: 1,598
    12-04-2006 01:38 AM Go to last post
  42. Sticky Thread Sticky: Anti Screenshot

    you need to hook the CViewRender::WriteSaveGameScreenshot method void CViewRender::WriteSaveGameScreenshot( const char *pFilename ) { //unhook here or stop drawing g_pViewRender->WriteSaveGameScreenshot( pFilename ); //rehook or w/e } Credits: Tetsuo

    Started by P47R!CK, 02-10-2005 01:05 PM
    5 Staff Post(s) anti, screenshot
    • Replies: 12
    • Views: 3,655
    11-09-2006 08:01 AM Go to last post
  43. Cool Sticky Thread Sticky: Best Model Detection without CRC. Also fastest for CS:S

    // REVISED REVISED OCTOBER 28, 2005 // REVISED REVISED OCTOBER 28, 2005 // REVISED REVISED OCTOBER 28, 2005 // REVISED REVISED OCTOBER 28, 2005 // REVISED REVISED OCTOBER 28, 2005 Ok ladies and gentlemen, here I am again. I only come here once in a blue moon so listen carefully. I was the...

    Started by drnoi, 12-29-2004 09:12 PM
    3 Pages
    1 2 3
    • Replies: 40
    • Views: 6,334
    10-03-2006 09:41 AM Go to last post
  44. Sticky Thread Sticky: Spectator hack ;)

    void func_hlhovmap() { if (gEngineFuncs.Cmd_Argc() < 1) { gClientFuncs.HudText("Usage: hlh_ovmap <value>"); return; } int iLocalIndex = gEngineFuncs.GetLocalPlayer();

    Started by P47R!CK, 03-05-2005 12:51 PM
    6 Staff Post(s) hack, spectator
    • Replies: 11
    • Views: 4,822
    08-26-2006 10:31 AM Go to last post
  45. Sticky Thread Sticky: vgui esp

    class CESPPanel : public vgui::Panel { typedef vgui::Panel BaseClass; public: CESPPanel( vgui::VPANEL parent ); virtual void Paint(); private: vgui::HFont m_hFont; };

    Started by sp0rky, 02-07-2005 10:34 PM
    5 Staff Post(s) esp, vgui
    • Replies: 10
    • Views: 2,819
    07-29-2006 12:06 PM Go to last post
  46. Sticky Thread Sticky: how to accurately adjust aim

    Vector vMyView, forward, right, up; QAngle playerAngles, qAimAngles; //not entirely sure why we need to do this, but makes more accurate playerAngles.x = 0; playerAngles.y = vPlayers.BaseEnt( )->EyeAngles( ).y; playerAngles.z = 0; AngleVectors( playerAngles, &forward, &right, &up );...

    Started by siodine, 02-13-2005 03:22 AM
    2 Staff Post(s) accurately, adjust, aim
    • Replies: 3
    • Views: 2,936
    04-25-2006 07:40 AM Go to last post
  47. Sticky Thread Sticky: Extending wallhack range

    void __stdcall new_SetOcclusionParameters ( const OcclusionParams_t &params ) { OcclusionParams_t pparams; pparams.m_flMinOccluderArea = params.m_flMinOccluderArea * 10; pparams.m_flMaxOccludeeArea = params.m_flMaxOccludeeArea * 10; gOriginalEngine.SetOcclusionParameters( pparams ); }

    Started by P47R!CK, 05-28-2005 01:53 PM
    3 Staff Post(s) extending, range, wallhack
    • Replies: 6
    • Views: 2,621
    04-01-2006 02:14 PM Go to last post
  48. Sticky Thread Sticky: Anti Punish Part 3

    // taken from the sdk static void ScreenOverlay_f( void ) { if( engine->Cmd_Argc() == 2 ) { if ( !Q_stricmp( "off", engine->Cmd_Argv(1) ) ) { view->SetScreenOverlayMaterial( NULL ); } else

    Started by P47R!CK, 06-02-2005 04:13 AM
    4 Staff Post(s)
    • Replies: 5
    • Views: 1,625
    02-05-2006 03:48 PM Go to last post
  49. Sticky Thread Sticky: Hooking Unexposed Dynamic Interfaces

    first of all they are created with the new operator .text:004124F0 operator_new proc near ; CODE XREF: j_operator_newj .text:004124F0 .text:004124F0 var_4 = dword ptr -4 .text:004124F0 arg_0 = dword ptr 8 .text:004124F0 .text:004124F0 ...

    Started by P47R!CK, 07-10-2005 05:32 AM
    5 Staff Post(s)
    • Replies: 12
    • Views: 1,669
    07-18-2005 03:21 AM Go to last post
  50. Sticky Thread Sticky: Engine Chams to the second

    they don't eat fps anymore :D credits tetsuo pizzpan siodine amir

    Started by P47R!CK, 06-12-2005 01:49 AM
    3 Staff Post(s)
    • Replies: 7
    • Views: 2,333
    07-05-2005 04:17 AM Go to last post
  51. Sticky Thread Sticky: Anti Admin Punishment (part 2)

    Crazy Shaking (on enery ball/flash hit): virtual void IViewEffects::::ApplyShake( Vector& origin, QAngle& angles, float factor ); // hook and prevent calll virtual void IViewEffects::::Shake( ScreenShake_t &data ); // hook and prevent calll BlackScreen and flashbang white virtual void Fade(...

    Started by P47R!CK, 05-28-2005 12:04 PM
    1 Staff Post(s) admin, anti, punishment
    • Replies: 0
    • Views: 1,568
    05-28-2005 12:04 PM Go to last post
  52. Sticky Thread Sticky: bypassing server checks on cvars

    void cmd_hackenginevar() { if ( gInterpreter.iGetWordCount() <= 1 ) return; char* pszOldVar = gInterpreter.pszGetWord( 1 ); char* pszNewVar = gInterpreter.pszGetWord( 2 ); if ( pszNewVar == NULL || pszOldVar == NULL ) return;

    Started by P47R!CK, 05-26-2005 05:53 AM
    5 Staff Post(s) bypassing, checks, cvars, server
    • Replies: 5
    • Views: 1,965
    05-27-2005 08:17 AM Go to last post
  53. Sticky Thread Sticky: Barrel hax!

    void DrawLine( Vector &vOrigin ) { IMaterial *pMaterial = materials->FindMaterial("sprites/laserbeam", "Other textures"); color32 clr; clr.r = 0; clr.g = 255; clr.b = 0; clr.a = 255; if(pMaterial)

    Started by sp0rky, 03-14-2005 03:28 PM
    9 Staff Post(s) barrel, hax
    • Replies: 13
    • Views: 2,696
    05-24-2005 10:24 AM Go to last post
  54. Sticky Thread Sticky: Anti AMX Tk punishment code

    bool __stdcall new_DispatchUserMessage ( int msg_type, bf_read &msg_data ) { if ( msg_type == 12 && gCvars.antipunish ) if ( gMe.bAmAlive() && gCvars.antipunish->GetBool() ) return false; return gClientFuncs.DispatchUserMessage( msg_type , msg_data ); }

    Started by P47R!CK, 03-14-2005 03:48 AM
    5 Staff Post(s) amx, anti, code, punishment
    • Replies: 5
    • Views: 1,395
    05-11-2005 06:49 AM Go to last post
  55. Sticky Thread Sticky: Getting Work much Better Done

    18:23:45-> CHandleTest 18:23:45-> CSpriteTrail 18:23:45-> CSprite 18:23:45-> CRagdollPropAttached 18:23:45-> CRagdollProp 18:23:45-> CPredictedViewModel 18:23:45-> CGameRulesProxy 18:23:45-> CInfoLadderDismount 18:23:45-> CFuncLadder 18:23:45-> CEnvDetailController

    Started by P47R!CK, 03-22-2005 11:42 AM
    3 Pages
    1 2 3
    17 Staff Post(s) work
    • Replies: 31
    • Views: 3,004
    04-23-2005 12:31 PM Go to last post
  56. Sticky Thread Sticky: Anti-whatever

    IMaterial* __stdcall new_FindMaterial ( char const* pMaterialName, const char *pTextureGroupName, bool complain, const char *pComplainPrefix ) { IMaterial* pTemp = gMaterialSystem.FindMaterial(pMaterialName,pTextureGroupName,complain,pComplainPrefix); _asm pushad; if (pMaterialName &&...

    Started by P47R!CK, 02-26-2005 04:39 PM
    6 Staff Post(s) antiwhatever
    • Replies: 11
    • Views: 2,260
    04-06-2005 09:01 AM Go to last post
  57. Sticky Thread Sticky: Friends system (beta)

    This is the friends code I rewrote more or less from memory of the original code I lost in the HD failure. Should be commented well enough and easy to understand. In the attached rar are the Friends.cpp/h files needed. Should port easily to any cheat. There are probably some bugs since this is not...

    Started by sp0rky, 03-18-2005 05:46 AM
    • Replies: 7
    • Views: 1,555
    03-19-2005 04:45 AM Go to last post
  58. Sticky Thread Sticky: Unicode fix and xqz2wh

    if (gCvars.name->GetBool() == true) { wchar_t playerName; surface()->DrawSetTextFont( gFontManager.GetESPFont() ); vgui::localize()->ConvertANSIToUnicode( Playerinfo.name, playerName, sizeof( playerName ) ); int wide, tall; vgui::surface()->GetTextSize(...

    Started by P47R!CK, 03-16-2005 12:32 PM
    7 Staff Post(s) fix, unicode, xqz2wh
    • Replies: 9
    • Views: 1,264
    03-17-2005 04:25 AM Go to last post
  59. Sticky Thread Sticky: Wallhack

    Authors me and LTFX Guy/emotion! Credits: Paleface/PizzaPan & Tetsuo std::vector<IMaterial*> g_vecMapTextures; void ClearMapTextures() { g_vecMapTextures.clear(); }

    Started by P47R!CK, 03-05-2005 06:43 AM
    8 Staff Post(s) wallhack
    • Replies: 11
    • Views: 3,177
    03-11-2005 12:17 PM Go to last post
  60. Sticky Thread Sticky: Prediction Class

    #ifndef _CPREDICTION_H_ #define _CPREDICTION_H_ #include "hook.h" #include <vector> class cPrediction { private: typedef struct matrixentry_s {

    Started by P47R!CK, 03-07-2005 07:59 AM
    4 Staff Post(s) class, prediction
    • Replies: 4
    • Views: 1,594
    03-08-2005 04:21 AM Go to last post
  61. Sticky Thread Sticky: Event Console

    here is a screeny... :) you need to hook : void CHudDeathNotice::FireGameEvent( KeyValues * event) which is located at 0x24068870 (if you want to detour) or you can patch the vmt at 0x24268B50 if you don't know how to use this method check the SDK ( death.cpp )

    Started by P47R!CK, 02-10-2005 12:00 PM
    4 Staff Post(s) console, event
    • Replies: 6
    • Views: 1,557
    03-03-2005 07:26 PM Go to last post
  62. Sticky Thread Sticky: Hook keys *with* Engine

    Azorbix posted how to do this, without the use of the engine, but seen as iam a engine guy my self :) here you go. First of all, you need a pointer to the "IClientMode" class, when you have this, replace Pointer+0x44 (KeyInput) with your own function. ...

    Started by PizzaPan, 03-01-2005 08:07 PM
    1 Staff Post(s) engine, hook, keys
    • Replies: 4
    • Views: 1,313
    03-01-2005 10:47 PM Go to last post
  63. Sticky Thread Sticky: Hook keys *without* use of engine functions

    Long story short, HL2 uses PeekMessage(A) for messages (as opposed to GetMessage). in tier0.dll it is linked into the dll, so only a detour (DetourFunc :evolved: ) or an IAT patch will let you hook it, hooking GetProcAddress won't help. using WindowsXP sp1 (my version) the detour size is...

    Started by Azorbix, 02-28-2005 09:32 PM
    5 Staff Post(s) engine, functions, hook, keys
    • Replies: 5
    • Views: 1,544
    03-01-2005 10:21 AM Go to last post
  64. Sticky Thread Sticky: Alternative GetUserCmd

    for those who don't like my sexy sig :-/ bool Hooked_VGui_Startup ( CreateInterfaceFn appSystemFactory ) { if ( !vgui::VGui_InitInterfacesList( "CLIENT", &appSystemFactory, 1 ) ) return false; IInputInternal* g_InputInternal = (IInputInternal *)appSystemFactory(...

    Started by P47R!CK, 02-11-2005 08:55 AM
    1 Staff Post(s) alternative, getusercmd
    • Replies: 3
    • Views: 1,142
    02-25-2005 11:37 AM Go to last post
  65. Sticky Thread Sticky: Getting Addresses in Tier0

    // this is an example of PlatTime 00893C20 83EC 18 SUB ESP,18 00893C23 E8 98000000 CALL tier0.00893CC0 00893C28 8D4424 08 LEA EAX,DWORD PTR SS: 00893C2C 50 PUSH EAX 00893C2D FF15 08448C00 CALL DWORD PTR DS: 00893C39 8B4C24 08 MOV...

    Started by P47R!CK, 02-18-2005 01:15 PM
    6 Staff Post(s) addresses, tier0
    • Replies: 6
    • Views: 1,604
    02-19-2005 05:03 AM Go to last post
  66. Sticky Thread Sticky: Unlock Engine/Cheat Cvars

    Didnt see this posted, so here goes: 1.) Get a ICvar Pointer, you should know how. 2.) Set up the cvar you wana set: I did this in every HudUpdate, for the cvar "r_3dsky" ConVar *xSKY = cvar->FindVar("r_3dsky"); if( xSKY ) {

    Started by PizzaPan, 02-08-2005 07:59 AM
    4 Staff Post(s) cvars, engine or cheat, unlock
    • Replies: 9
    • Views: 1,988
    02-18-2005 08:36 PM Go to last post
  67. Sticky Thread Sticky: outlined box draw code for esp

    i know this is lame, but its a bitch to do and looks pretty nice void DrawBox( Vector vOrigin, int r, int g, int b, int alpha, int box_width, int radius ) { Vector vScreen; if( !CalcScreen( vOrigin, vScreen ) ) return;

    Started by siodine, 02-15-2005 06:17 AM
    2 Staff Post(s) box, code, draw, esp, outlined
    • Replies: 5
    • Views: 1,693
    02-18-2005 09:46 AM Go to last post
  68. Sticky Thread Sticky: SoundAddresses

    CSoundPatch::Init 0x241D1830 (CSoundEmitterSystem::) EmitAmbientSound 0x241CFC50 0x241CF0C0 UTIL_EmitAmbientSound 0x241D06D0

    Started by P47R!CK, 02-11-2005 04:38 AM
    3 Staff Post(s) soundaddresses
    • Replies: 3
    • Views: 1,272
    02-14-2005 08:15 AM Go to last post
  69. Sticky Thread Sticky: getstringlength

    this is a stripped down version of IMessageChars::GetStringLength, all this does is get the width and height of text, its useful for console stuff like making a editline cursor void GetStringLength( vgui::HFont hCustomFont, int *width, int *height, const char *fmt, ... ) { va_list...

    Started by siodine, 02-12-2005 05:27 AM
    1 Staff Post(s) getstringlength
    • Replies: 2
    • Views: 747
    02-12-2005 07:10 AM Go to last post
  70. Sticky Thread Sticky: Basic Entity ESP

    Here is my basic Entity ESP. Its a bit crappy in case of stripping, but I think its ok: static void DrawEntEsp() { char nbuf; for(int i=33; i < 1024; i++) { IClientEntity *pEnt = NULL; pEnt = pClientEntity->GetClientEntity(i);

    Started by h1web, 02-11-2005 05:23 PM
    basic, entity, esp
    • Replies: 2
    • Views: 1,917
    02-11-2005 05:51 PM Go to last post
  71. Sticky Thread Sticky: console io

    Add your own ColorPrintf func if you want to print stuff with different colors or maybe add color format tags to change the color of different parts of the text using gameconsole->ColorPrintf. One note, IsVisible should work, but I didn't get around to testing it. :P Also, I like using pointers...

    Started by sp0rky, 02-10-2005 01:20 PM
    3 Staff Post(s) console
    • Replies: 3
    • Views: 1,649
    02-10-2005 04:06 PM Go to last post
  72. Sticky Thread Sticky: hooking FireEvent

    void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) { if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) ) { // soundesp goes here ;) } // Otherwise pass the event to our associated weapon C_BaseCombatWeapon...

    Started by P47R!CK, 02-10-2005 02:09 PM
    2 Staff Post(s) fireevent, hooking
    • Replies: 1
    • Views: 1,364
    02-10-2005 02:36 PM Go to last post
  73. Sticky Thread Sticky: fillrgba

    void FillRGBA(int x, int y, int w, int h, int r, int g, int b, int a) { MaterialSystemSurface->DrawSetColor(r,g,b,a); MaterialSystemSurface->DrawFilledRect(x,y,x+w,y+h); } Credits: osGb` wrote it originally, then panzer fixed the width/height. Credit them, for this. This may not...

    Started by sp0rky, 02-07-2005 11:30 PM
    1 Staff Post(s) fillrgba
    • Replies: 5
    • Views: 1,294
    02-09-2005 05:40 AM Go to last post
  74. Sticky Thread Sticky: CalcScreen

    int ScreenTransform( const Vector& point, Vector& screen ) { // UNDONE: Clean this up some, handle off-screen vertices float w; const VMatrix &worldToScreen = WorldToScreenMatrix(); screen.x = worldToScreen * point + worldToScreen * point + worldToScreen * point + worldToScreen;...

    Started by sp0rky, 02-08-2005 07:58 PM
    1 Staff Post(s) calcscreen
    • Replies: 0
    • Views: 1,864
    02-08-2005 07:58 PM Go to last post
  75. Sticky Thread Sticky: health esp

    pDebugOverlay->AddEntityTextOverlay(iCurrentEnt,-1,0,0,0,255,255,"%i";pBasePlayer->GetHealth(); Done by P47R!CK, credit him for this. This may not appear elsewhere without permission, but may be linked to.

    Started by sp0rky, 02-08-2005 12:18 AM
    2 Staff Post(s) esp, health
    • Replies: 3
    • Views: 2,129
    02-08-2005 10:21 AM Go to last post
  76. Lightbulb Sticky Thread Sticky: sky removal in CS:S without CrCs

    To remove the sky, insert the following code into DrawIndexedPrimitive: if(blockSky && NumVertices == 4 && primCount == 2 && Type == D3DPT_TRIANGLELIST && (MinVertexIndex == 0 || MinVertexIndex == 4 || MinVertexIndex == 8 || MinVertexIndex == 12)) return D3D_OK; I have tried the same...

    Started by Ownasaurus, 12-23-2004 05:50 PM
    2 Pages
    1 2
    6 Staff Post(s) crcs, css, removal, sky
    • Replies: 21
    • Views: 2,464
    02-03-2005 08:57 AM Go to last post
  77.   Normal Threads  

  1. Read the f'ing Manual Interfaces !

    How to hook a simple interface like IVEngineClient ? I've try to do this but it's crash my game ! IVEngineClient *enginecl; CON_COMMAND( my_command, "Check if your in game !" ) { if(!enginecl->IsInGame()) {

    Started by tang77, 2 Days Ago 06:27 AM
    • Replies: 6
    • Views: 172
    2 Days Ago 03:14 PM Go to last post
  2. Catching the connection event

    I am trying to come up with a way to check if VAC is present on the server I am connecting to. I have tried to hook InitiateGameConnection in Steam, but it is never called - maybe they are using a different method? (And yes, I tried using the other Open Steamworks headers too, but the function...

    Started by The Acid, 1 Week Ago 05:45 AM
    1 Staff Post(s)
    • Replies: 7
    • Views: 151
    6 Days Ago 10:47 AM Go to last post
  3. Code Fixed IVEngineClient

    Since CSS went OrangeBox and the SDK doesn't match with the game version, this is the fixed version, it also applies to every other OrangeBox engine game. The version is still 13 though. abstract_class IVEngineClient { public: virtual int GetIntersectingSurfaces( const model_t *model,...

    Started by Badster, 1 Week Ago 12:21 PM
    • Replies: 3
    • Views: 230
    1 Week Ago 11:39 AM Go to last post
  4. [CSS BETA] external problem

    I have made esp successfully for css, but in css beta it just returns NULL values for networked vars. Is the problem in here "EntPtrArray +(LocalPlayer.Index * 0x8)" ? or do I need some other "methods" to get the localplayer baseaddress externally for OB Engine? LocalPlayer.Index =...

    Started by zavc0der, 05-22-2010 08:46 AM
    1 Staff Post(s)
    • Replies: 14
    • Views: 503
    3 Weeks Ago 11:17 AM Go to last post
  5. Create a new convar?

    I am trying to create a new convar, obviously I am doing it wrong because the convar appear fine in console, and I can read the value of the convar but when I try to change it the game crashes. static ConVar new_convar("new_convar", "0", FCVAR_NONE, "Test"); new_convar.m_pNext = 0;...

    Started by The Acid, 4 Weeks Ago 04:29 PM
    • Replies: 10
    • Views: 239
    3 Weeks Ago 05:55 AM Go to last post
  6. InitiateGameConnection hook

    I want to check the VAC status of every server that I connect to, I figured I could hook InitiateGameConnection and check bSecure. My problem is that hk_InitiateGameConnection is never called and I can't see what I am doing wrong. (I am using Open Steamworks). The main code // m_pSteamUser...

    Started by The Acid, 4 Weeks Ago 10:32 AM
    • Replies: 4
    • Views: 225
    3 Weeks Ago 09:45 AM Go to last post
  7. [OB] D3D Device Pointer

    Hey everybody, Im looking for the D3D Device pointer from the new Orange Box Engine. Could you post it or tell me how to search for it ? Thanks a lot

    Started by Stiffler, 4 Weeks Ago 07:06 AM
    • Replies: 6
    • Views: 148
    4 Weeks Ago 11:57 AM Go to last post
  8. [Orange Box] A few questions regarding Ollydbg and the OB Engine

    Im currently playing with the OB engine (as some of you might have noticed in the Delphi section) and I am stuck at a few things. 1. How would I obtain the offset for GetBaseCombatWeapon and PunchAngle using Ollydbg, where do I look? 2. How do I convert a Vector to QAngle so I can use...

    Started by The Acid, 05-21-2010 01:03 PM
    3 Pages
    1 2 3
    eyeposition, getbasecombatweapon, hitbox, punchangle, setviewangles
    • Replies: 44
    • Views: 1,306
    4 Weeks Ago 08:48 AM Go to last post
  9. Solution Filtering through an endless sea of entities

    So you have a bunch of entites in your game, and you're sick and tired of picking through them to just find a few that match some conditions? You've thought about writing a class like this, but just haven't for some reason? OK. CEntityFilters.h #pragma once #include <icliententity.h> ...

    Started by syntroniks, 4 Weeks Ago 08:44 PM
    • Replies: 5
    • Views: 174
    4 Weeks Ago 08:25 AM Go to last post
  10. Getting verified commands in CreateMove?

    Im currently using the Zeus basehook for TF2 and I was thinking about how the following offset is obtained: CVerifiedUserCmd *pVerifiedCommands = *(CVerifiedUserCmd**)((DWORD)Interfaces::m_pInput + --> 0xB8 <--); Where would I look? Currently I am looking at the address of m_pInput, but I can't...

    Started by The Acid, 06-10-2010 05:34 PM
    2 Pages
    1 2
    • Replies: 25
    • Views: 722
    4 Weeks Ago 09:11 AM Go to last post
  11. Question need help with extern esp for css

    hi, i use the base from avitamin ( extern css esp) and i updated everything but now i get this error with drawing mabye is the GetFov wrong? (0xD1C)

    Started by Playershit, 06-05-2010 02:40 AM
    • Replies: 3
    • Views: 188
    06-05-2010 09:43 AM Go to last post
  12. [CSS BETA] triggerbot

    Maybe not fast enough for raging, but here it is if somebody needs it. *(int*)((DWORD)pBaseEntity + 0x1438) if you aim at player, it gives you the index.

    Started by zavc0der, 05-24-2010 10:40 AM
    • Replies: 2
    • Views: 455
    05-26-2010 10:00 AM Go to last post
  13. VGUI Panel Advice

    Hey all, Over the last week or so I've been reading up on VAC2 and it's methods and also on basic source engine hacking. After the reading I wrote my own version of a VAC disabler based on some of the source I read. Anyway, now I'm up to writing the actual hack itself and I'm working from a...

    Started by Struz, 08-06-2009 12:16 PM
    2 Staff Post(s) advice, panel, vgui
    • Replies: 11
    • Views: 536
    05-23-2010 06:40 AM Go to last post
  14. Cool Grab source engine interfaces EXTERNALLY

    What it be: Take in a string with the interface version Locate that string Locate references to that string Offset and dereference for the interface Example: //Fill out client.dll's ME32 profile so we can get at its base address and size

    Started by syntroniks, 05-18-2010 07:14 PM
    • Replies: 1
    • Views: 223
    05-19-2010 10:02 AM Go to last post
  15. Trouble reading networked data externally

    I already have an array of entity pointers indexed as (40+i*8), I can even read the entity data in externally but I can't get values for the data. Say if the offset to vecOrigin is +0x29C, shouldn't I take the pointer to the entity and add 0x29c? (pEntity+0x29c) That should lead me to a...

    Started by syntroniks, 05-13-2010 06:45 PM
    2 Staff Post(s)
    • Replies: 4
    • Views: 219
    05-15-2010 11:24 AM Go to last post
  16. Reading the value of convars?

    I am trying to read the value of a convar without using the Source SDK includes. I want to read the int value of a given convar like this: // This method requires SourceSDK ConVar *fag = cvar->FindVar("fag_lord"); if(fag) return fag->GetInt(); else return 0;

    Started by The Acid, 04-29-2010 02:48 PM
    2 Pages
    1 2
    • Replies: 15
    • Views: 301
    05-01-2010 06:54 AM Go to last post
  17. CSS Offsets

    Hello everybody, Im trying to convert this function to CSS. This one is from Zeus´ TF2 base, so all credits to him. void GetFactories( HMODULE Engine ) { g_ClientFactory = NULL; g_AppSystemFactory = NULL; DWORD ClientDLL_Init = NULL;

    Started by Punica, 04-29-2010 09:11 AM
    • Replies: 5
    • Views: 315
    04-30-2010 06:08 PM Go to last post
  18. Question What are the source sdk includes needed for each type of hack?

    What are the includes... and can someone make a blank template dll it would be so much easyer to use (I hate VC++ newproject menu!)

    Started by Funny, 03-16-2010 03:34 PM
    includes
    • Replies: 0
    • Views: 215
    03-16-2010 03:34 PM Go to last post
  19. Read the f'ing Manual Source Engine Entitys

    Tell me please how to get ClientEntity, EngineFuncs, BasePlayer, Thank you.

    Started by bugerman, 03-13-2010 12:40 AM
    css or hl2
    • Replies: 0
    • Views: 149
    03-13-2010 12:40 AM Go to last post
  20. Question Vector and QAngle help

    I want to show a line from each enemy in direction where he is aiming on origin should be the head of course. void AddLineOverlay(const Vector& origin, const Vector& dest, int r, int g, int b,bool noDepthTest, float duration) To make it more clear: i need the vector point x. (distance...

    Started by copymark, 02-11-2010 03:42 PM
    3 Staff Post(s) vector aim esp
    • Replies: 5
    • Views: 294
    02-12-2010 06:57 PM Go to last post
  21. Release Networked vars, my way

    I thought it was worthy of it's own thread, my way of dumping offsets with minimal work involved in using them: http://ampaste.net/f10fa4fae Just call Analyze with g_pClient->GetAllClasses() and it'll process every clientclass and put them in easy to manage containers. CNTClass wraps a...

    Started by Casual_Hacker, 11-19-2009 01:52 PM
    • Replies: 3
    • Views: 464
    01-20-2010 05:27 PM Go to last post
  22. Win7 and VS03

    Hey guys, I cant get Visual Studio .NET 2003 to work on Win7 64bit. Well I can start it but when compiling my Source, Im getting a lot of these: fatal error C1074: 'IDB' is illegal extension for PDB file. Im running it in compatibility mode (Xp SP2). Any idea ?

    Started by Punica, 12-19-2009 03:02 AM
    2 Pages
    1 2
    11 Staff Post(s) vs03, win7
    • Replies: 27
    • Views: 814
    01-05-2010 04:31 PM Go to last post
  23. Code Chams without NumVertices / primCount

    before you start you need the function CreateTexture global variable to save the team int iTeamChams; then before the call of DrawModelEx check if the drawing player is valid and save the team. after the original call reset the iTeamChams variable, that all calls of DrawIndexedPrimitive...

    Started by Lunaticx, 12-18-2009 02:04 AM
    chams, numvertices, primcount
    • Replies: 2
    • Views: 393
    12-20-2009 06:12 AM Go to last post
  24. Question Printing material vars to the console

    Hi, is there any possible way to do this? I'm working on an aimbot using the PlayerView proxy so I don't have to hook the game. If this works, it could be t3h 1337 pr00f3nz zomgz0rz.

    Started by Ghett0, 12-17-2009 11:47 AM
    • Replies: 7
    • Views: 274
    12-17-2009 07:44 PM Go to last post
  25. Info Logging interface addresses

    inline void LogAddress( PVOID interface, const std::string& Name = "Interface" ) { std::cout<< "Address of: " << Name << " = " << std::hex << reinterpret_cast<UINT_PTR> ( interface ) << std::endl; }

    Started by Xeno123, 10-02-2009 08:34 PM
    2 Staff Post(s)
    • Replies: 6
    • Views: 468
    12-15-2009 03:07 PM Go to last post
  26. Question VGUI Crash

    Hey guys. Just trying to get rid of my D3D hooks and replace with the VGUI system. My problem is that I crash on this: VPANEL gameDLLPanel=m_pVGUI->GetPanel(PANEL_GAMEDLL); this->Log("Found at %d\n",gameDLLPanel); m_pPanel=new CMHHPanel(gameDLLPanel); // <-- Houston, we have a crash The wierd...

    Started by pimpinjuice, 11-27-2009 04:13 PM
    2 Pages
    1 2
    4 Staff Post(s) crash, vgui
    • Replies: 19
    • Views: 751
    11-28-2009 02:18 PM Go to last post
  27. GD Loader v1

    Does anyone happen to have the source for this? I've probably spent the last hour looking for it but I haven't had any luck. If not, then thanks anyway

    Started by sb, 11-26-2009 10:25 AM
    • Replies: 7
    • Views: 493
    11-26-2009 08:03 PM Go to last post
  28. Code Reload Check Using EmitSound

    Yes, I know this is a shitty way of doing it, but I was unable to solve this any other way and it is working currently. void __stdcall _EmitSoundA(IRecipientFilter& filter,int iEntIndex,int iChannel,const char *pSample,float flVolume,float flAttenuation,int iFlags,int iPitch,const Vector...

    Started by pimpinjuice, 11-24-2009 04:47 AM
    2 Pages
    1 2
    1 Staff Post(s)
    • Replies: 15
    • Views: 502
    11-26-2009 03:45 PM Go to last post
  29. Code Movement fix

    I guess everyone and their mother have done this already... But still. void FixMovement( QAngle &va, CUserCmd *pCmd ) { static const float degtorad = hurr; int buttons = pCmd->buttons; if ( (buttons&IN_FORWARD)^(buttons&IN_BACK) || (buttons&IN_MOVELEFT)^(buttons&IN_MOVERIGHT) ) {...

    Started by Casual_Hacker, 11-25-2009 08:16 AM
    • Replies: 0
    • Views: 220
    11-25-2009 08:16 AM Go to last post
  30. Checking if someone is reloading?

    Hey, So I was working on my ESP and started to hunt down a method to check if a player is reloading. First I tried GetActivity(), but it always returns 0 because m_iActivity isn't aligned with the SDK alignment. Next I tried GetSequence() from the C_BasePlayer* class but again it was misaligned,...

    Started by pimpinjuice, 11-19-2009 04:38 PM
    2 Pages
    1 2
    5 Staff Post(s) checking, reloading
    • Replies: 17
    • Views: 577
    11-24-2009 03:24 AM Go to last post

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