Source/Half-Life 2 and mods
Counter-Strike: Source related code
Question PunchAngle
5 Days Ago
Team Fortress 2 specific code
Info Anti Sandman-Stun
6 Days Ago
L4D code
Question Secret Weapons
1 Week Ago
DOD:Source code
Question Assistance
3 Weeks Ago
HL2:DM related code
HL2 PunchTrick
02-05-2006
3rd party or other mods
Info Insurgency Mod, MAXIMUM FAIL
10-29-2009
Sticky Threads
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...
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...
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...
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...
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...
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;
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,...
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...
vgui::HFont drawFont = 0; if( mse ) { vgui::IScheme* pScheme = g_pSchemeMgr->GetIScheme( g_pSchemeMgr->GetScheme( "ClientScheme" ) ); if( pScheme ) { ISchemeExtended* ppScheme = reinterpret_cast<ISchemeExtended *>( pScheme );
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(...
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...
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
typedef DWORD* (__cdecl *GetD3DDevicePointer_t)(); IDirect3DDevice9* GetDirectXPointer() { HMODULE hRapid = GetModuleHandle( "shaderapidx9.dll" ); if( hRapid == NULL ) return NULL; DWORD dwFunctionStart = FindPattern(((DWORD)hRapid) + 0xB000, 0xC000,
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...
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 = (...
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 ==...
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...
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
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,...
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,...
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...
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, '?', '?', '?', '?',...
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 ); ...
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;
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;
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...
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"...
int C_BaseEntity::GetModelIndex( void ) const { return pBaseEntity->m_nModelIndex; } studiohdr_t* C_BaseAnimating::GetModelPtr() const { if ( !GetModel() ) return NULL;
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...
Credits: Amir (original Idea and Concept) Tetsuo, PizzaPan and Siodine p.s. the code goes in DrawModel
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 )
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 ) {...
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,...
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...
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...
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 ) {...
3 Easy Steps 1. class CHUDHandler : public IGameEventListener2 2. void CHUDHandler::FireGameEvent( IGameEvent *event ) { gBaseAPI.LogtoFile( "%s", event->GetName() ); }
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...
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...
.......
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
// 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...
void func_hlhovmap() { if (gEngineFuncs.Cmd_Argc() < 1) { gClientFuncs.HudText("Usage: hlh_ovmap <value>"); return; } int iLocalIndex = gEngineFuncs.GetLocalPlayer();
class CESPPanel : public vgui::Panel { typedef vgui::Panel BaseClass; public: CESPPanel( vgui::VPANEL parent ); virtual void Paint(); private: vgui::HFont m_hFont; };
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 );...
void __stdcall new_SetOcclusionParameters ( const OcclusionParams_t ¶ms ) { OcclusionParams_t pparams; pparams.m_flMinOccluderArea = params.m_flMinOccluderArea * 10; pparams.m_flMaxOccludeeArea = params.m_flMaxOccludeeArea * 10; gOriginalEngine.SetOcclusionParameters( pparams ); }
// 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
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 ...
they don't eat fps anymore :D credits tetsuo pizzpan siodine amir
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(...
void cmd_hackenginevar() { if ( gInterpreter.iGetWordCount() <= 1 ) return; char* pszOldVar = gInterpreter.pszGetWord( 1 ); char* pszNewVar = gInterpreter.pszGetWord( 2 ); if ( pszNewVar == NULL || pszOldVar == NULL ) return;
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)
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 ); }
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
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 &&...
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...
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(...
Authors me and LTFX Guy/emotion! Credits: Paleface/PizzaPan & Tetsuo std::vector<IMaterial*> g_vecMapTextures; void ClearMapTextures() { g_vecMapTextures.clear(); }
#ifndef _CPREDICTION_H_ #define _CPREDICTION_H_ #include "hook.h" #include <vector> class cPrediction { private: typedef struct matrixentry_s {
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 )
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. ...
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...
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(...
// 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...
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 ) {
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;
CSoundPatch::Init 0x241D1830 (CSoundEmitterSystem::) EmitAmbientSound 0x241CFC50 0x241CF0C0 UTIL_EmitAmbientSound 0x241D06D0
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...
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);
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...
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...
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...
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;...
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.
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...
Normal Threads
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()) {
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...
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,...
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 =...
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;...
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...
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
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...
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> ...
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...
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)
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.
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...
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
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...
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;
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;
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!)
Tell me please how to get ClientEntity, EngineFuncs, BasePlayer, Thank you.
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...
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...
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 ?
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...
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.
inline void LogAddress( PVOID interface, const std::string& Name = "Interface" ) { std::cout<< "Address of: " << Name << " = " << std::hex << reinterpret_cast<UINT_PTR> ( interface ) << std::endl; }
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...
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
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...
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) ) {...
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,...
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