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  1. 06-02-2005
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Forum: Counter-Strike: Source

Counter-Strike: Source related code

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Code [CSS] Player Radar Location

    /* cygnus: ..... */ { CBasePlayer *pBasePlayer = ToBasePlayer( pBaseEntity ); if ( pBasePlayer ) { g_cVisualsManager.DrawStringCenter( hFont, vecScreen.x, vecScreen.y, color.r(), color.g(), color.b(), color.a(), pBasePlayer->GetLastKnownPlaceName() ); vecScreen.y +=...

    Started by boecke, 03-03-2009 05:42 AM
    2 Pages
    1 2
    10 Staff Post(s)
    • Replies: 17
    • Views: 3,429
    04-24-2010 06:25 PM Go to last post
  3. Sticky Thread Sticky: No Flash, No Smoke, No Scope without materials

    I hate the material system so here if( !g_pClientMode ) { DWORD dwCHLModeManagerInit = gApp.FindPattern( (DWORD)GetModuleHandle("client.dll"), 0x1E0000,...

    Started by s0beit, 05-13-2009 12:11 PM
    2 Staff Post(s) flash, materials, scope, smoke
    • Replies: 14
    • Views: 2,994
    04-24-2010 06:22 PM Go to last post
  4. Sticky Thread Sticky: Using OllyDBG To Get Addresses In CSS

    i like this forum so i like give to people like others. i write tutorial to inform all about some helpful thing cus look like many are start to play css. i see all the mods give address but dont show how they get address. this is what this tutorial is for. for example i will use...

    Started by KidBuu, 02-25-2005 09:08 PM
    2 Pages
    1 2
    9 Staff Post(s) addresses, css, ollydbg
    • Replies: 18
    • Views: 5,869
    04-24-2010 10:48 AM Go to last post
  5. Sticky Thread Sticky: Code Player-class + Hitbox Esp

    you need to declare the gPlayers variable somewhere. //Players.h #pragma once class CPlayer { public: CPlayer() {

    Started by Lunaticx, 12-04-2009 03:25 AM
    2 Staff Post(s) class, esp, hitbox, player
    • Replies: 5
    • Views: 1,759
    02-08-2010 12:10 PM Go to last post
  6. Sticky Thread Sticky: Info Flashbang ringing

    A friend of mine asked me when I first started working on Source Engine about flashbangs in CSS how the sound could be prevented. The trick was simply to hook SetPlayerDsp in IEngineSound and force a return. Now the little elves and their flashbangs won't cause ringing sounds, but if you want...

    Started by wav, 04-20-2009 07:38 PM
    5 Staff Post(s)
    • Replies: 14
    • Views: 2,046
    11-24-2009 02:22 PM Go to last post
  7. Sticky Thread Sticky: Info Stealing Vecs

    Calculate other player's spread data. You need to intercept a few game events. if ( cmd->viewangles > 180 ) cmd->viewangles -= 360; else if ( cmd->viewangles < -180 ) cmd->viewangles += 360; if ( cmd->viewangles > 180 ) cmd->viewangles -= 360;

    Started by wav, 04-02-2009 05:27 AM
    4 Staff Post(s)
    • Replies: 7
    • Views: 1,865
    08-24-2009 02:46 AM Go to last post
  8. Sticky Thread Sticky: CSS Grenade Threat Detector

    void DoGrenadeCheck() { IClientEntity *pCurrEntity = NULL; C_BaseEntity *pBaseEntity = NULL; IClientEntity *pMyCurrEntity = NULL; C_BaseEntity *pMyBaseEntity = NULL; char szModelName; const model_t *pModel = NULL; int iMyClientId = 0; float fDistance = 0;

    Started by RunningBon, 07-17-2008 06:18 PM
    3 Staff Post(s) css, detector, grenade, threat
    • Replies: 4
    • Views: 1,641
    07-18-2008 12:11 AM Go to last post
  9. Sticky Thread Sticky: CSS Client Speedhack

    int iFrameCounter = 0; void DoSpeed(int iRate) { if(iRate < 1) { return; } if(iRate > 20)

    Started by RunningBon, 07-17-2008 06:56 AM
    3 Staff Post(s) client, css, speedhack
    • Replies: 2
    • Views: 2,379
    07-17-2008 06:13 PM Go to last post
  10. Sticky Thread Sticky: -player- weapon esp

    after getting tired of having weapon esp for players drawing at the weapons origin, i found this const char *playerWeapon = pWeapon->GetName(); playerWeapon += 7; //draw playerWeapon

    Started by siodine, 03-06-2005 02:47 AM
    1 Staff Post(s) esp, player, weapon
    • Replies: 3
    • Views: 2,480
    05-20-2008 04:50 PM Go to last post
  11. Sticky Thread Sticky: css engine/client hooking

    Client can be hooked the same way. struct cl_enginefuncs_s { int (APIENTRY *GetIntersectingSurfaces)(const model_t *model, const Vector &vCenter, const float radius, const bool bOnlyVisibleSurfaces, SurfInfo *pInfos, const int nMaxInfos); Vector (APIENTRY *GetLightForPoint)(const...

    Started by sp0rky, 02-08-2005 02:09 AM
    3 Staff Post(s) css, engine or client, hooking
    • Replies: 5
    • Views: 4,160
    05-20-2008 04:49 PM Go to last post
  12. Sticky Thread Sticky: CSS Ammo Stuff

    CBaseCombatWeapon* pPrimaryWeapon = gPlayers.pGetWeaponbyID( gOriginalEngine.GetLocalPlayer() , 2 ); CBaseCombatCharacter* pBaseCombat = gPlayers.pGetBaseCombat( gOriginalEngine.GetLocalPlayer() ); if ( pPrimaryWeapon && pBaseCombat ) { m_iPrimaryAmmo = pPrimaryWeapon->m_iClip1;...

    Started by P47R!CK, 05-28-2005 05:47 AM
    1 Staff Post(s) ammo, css, stuff
    • Replies: 5
    • Views: 2,535
    05-20-2008 04:47 PM Go to last post
  13. Sticky Thread Sticky: css coloredmodels w/ engine

    pBaseEntity->SetRenderMode(kRenderNormal); //pBaseEntity->m_nRenderFX = kRenderFxNoDissipation; if (pBaseEntity->m_iTeam == 2) { pBaseEntity->SetRenderColor(255,0,0,255); } if (pBaseEntity->m_iTeam == 3) { pBaseEntity->SetRenderColor(0,0,255,255); }

    Started by boecke, 03-06-2005 02:49 PM
    • Replies: 7
    • Views: 2,828
    04-13-2008 10:06 AM Go to last post
  14. Sticky Thread Sticky: CSS ammo crap

    dwSecondaryAmmoFunction = dwFindPattern ( ( ( DWORD )GetModuleHandle ( "client.dll" ) + 0x1C6000 ), 0x100000, ( PBYTE )"\x6A\x01\x8B\xCE\xFF\x92\x04\x01\x00\x00\x8B\x9F\xFC\x06\x00\x00\x85\xDB\x8B\xCF\x7D\x16\x8B\x07", "xxxxxxxx??xxxx??xxxxxxxx" ); dwSecondaryAmmoFunction += 0x60; ...

    Started by wav, 02-25-2008 07:24 AM
    5 Staff Post(s)
    • Replies: 7
    • Views: 1,053
    02-26-2008 01:59 AM Go to last post
  15. Sticky Thread Sticky: FlashMessage

    void __stdcall Hooked_ViewDrawFade( byte *color, IMaterial *pMaterial ) { if ( pMaterial && gCvars.vis_flash.bGetValue() ) { if( strcmp( pMaterial->GetName(), "effects/flashbang_white" ) == 0 ) // effects/flashbang_white 1 0.619608 { int iPercentage = (int)...

    Started by P47R!CK, 07-26-2005 01:33 PM
    4 Staff Post(s)
    • Replies: 7
    • Views: 2,522
    11-22-2007 08:24 PM Go to last post
  16. Sticky Thread Sticky: css nospread

    I finally got my nospread working (almost) properly. Here is how: ;) DWORD wpnhash(const char *s) { DWORD result = 0; s += 16; while (*s != 0) result += (37 * result) + *s++; return result; }

    Started by taurine, 02-27-2005 06:05 PM
    2 Pages
    1 2
    10 Staff Post(s) css, nospread
    • Replies: 29
    • Views: 5,847
    08-22-2007 03:38 PM Go to last post
  17. Sticky Thread Sticky: anti flash (sorta)

    Ok, to make it easy I'm using lances Vtable class. This doesn't remove the whole fb effect, just the overlay. void VFUNC ViewDrawFade( IVRenderView *pRender, byte *color, IMaterial *pMaterial ) { pViewDrawFade(pRender, NULL, NULL); } HOOKVFUNC(render, 25, pViewDrawFade, ViewDrawFade);

    Started by sp0rky, 02-10-2005 12:52 PM
    2 Pages
    1 2
    7 Staff Post(s) anti, flash, sorta
    • Replies: 15
    • Views: 3,405
    06-27-2007 03:31 PM Go to last post
  18. Sticky Thread Sticky: css weaponlist

    OK, I'll keep updating it, I'll make a GetFirePower Function soon for Auto-Wall. weaponlist.cpp /* cWeaponList - Created by boecke */ // Credits : P47R!CK, Tetsuo, PizzaPan, Tabris #include <windows.h> #include "weaponlist.h" /*

    Started by boecke, 03-07-2005 02:57 PM
    2 Pages
    1 2
    7 Staff Post(s) css, weaponlist
    • Replies: 21
    • Views: 2,484
    06-15-2007 11:15 PM Go to last post
  19. Sticky Thread Sticky: CSS Pistol NoSpread fix

    I noticed while testing nospread that when IN_ATTACK is held constantly the spreadvar for pistols does not reset when the ammo reaches 0. Valve fix? Here is the code I wrote to fix the issue. if ( *( PINT )( dwBaseGun + 0x6FC ) == 0 ) { switch ( iWeaponId ) { case WEAPON_USP: {...

    Started by wav, 04-28-2007 01:58 AM
    5 Staff Post(s)
    • Replies: 6
    • Views: 2,121
    04-30-2007 03:51 PM Go to last post
  20. Sticky Thread Sticky: Reload ESP (HL2 & CSS)

    if ( cvars.actionesp.bGetValue() ) { CBaseCombatWeapon* pWeapon = gPlayers.pGetBaseWeapon( i ); if ( pWeapon ) { switch ( pWeapon->GetActivity() ) { case ACT_VM_RELOAD: {

    Started by P47R!CK, 06-01-2005 10:28 AM
    1 Staff Post(s)
    • Replies: 3
    • Views: 3,562
    12-05-2006 05:30 PM Go to last post
  21. Sticky Thread Sticky: CSS Sprite ESP

    first you need to Load the TTF named "cstrike.ttf" or "cs.ttf" dark or light... you may use my fontmanager for that :) then just draw a single character depending on the Weapon use the flags FONTFLAG_ANTIALIAS | FONTFLAG_SYMBOL

    Started by P47R!CK, 03-06-2005 06:20 AM
    3 Staff Post(s) css, esp, sprite
    • Replies: 11
    • Views: 3,057
    08-03-2006 08:46 PM Go to last post
  22. Sticky Thread Sticky: CSS SoundHook

    .....

    Started by P47R!CK, 03-12-2005 06:31 AM
    3 Staff Post(s) css, soundhook
    • Replies: 10
    • Views: 2,597
    05-19-2006 03:24 PM Go to last post
  23. Sticky Thread Sticky: CSS prediction by Xen

    void CAimbot::PredictTarget( Vector &vOrigin, Vector &vPredicted ) { // This is the change in origin Vector vDeltaOrigin(0, 0, 0); // Calculate the delta origin if(m_pEnt) vDeltaOrigin = vOrigin - m_vLastOrigin; // Get the latency

    Started by sp0rky, 02-22-2005 11:02 AM
    4 Staff Post(s) css, prediction, xen
    • Replies: 9
    • Views: 1,307
    04-24-2006 02:30 AM Go to last post
  24. Sticky Thread Sticky: Health ESP & Name ESP

    OK, I have to be brief since i have no computer for about a week. I wrote this code now so bare with it. I'm sure i screwed something up :D Name ESP & Health ESP : static void etwas() { int r,g,b; for (int index = 0; index < 33; index++) {

    Started by boecke, 02-13-2005 02:30 AM
    9 Staff Post(s) esp, health
    • Replies: 12
    • Views: 4,249
    04-02-2006 07:19 AM Go to last post
  25. Sticky Thread Sticky: css speedhack...

    Well it's nothing new or interesting, but here's the speedhack code I wrote for CSS... You need to hook Plat_FloatTime from tier0.dll. double (*pPlat_FloatTime)(); double xPlat_FloatTime() { static double faketime=0, prevtime=0;

    Started by taurine, 02-15-2005 07:35 PM
    9 Staff Post(s) css, speedhack
    • Replies: 14
    • Views: 4,596
    02-08-2006 06:00 AM Go to last post
  26. Sticky Thread Sticky: CS 1.X style glowing

    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, 05-28-2005 12:44 PM
    2 Staff Post(s) glowing, style
    • Replies: 7
    • Views: 1,935
    05-30-2005 06:56 AM Go to last post
  27. Sticky Thread Sticky: AntiFlash Info

    the material name has changed from "vgui/white" to "effects/flashbang_white" just in case anyone cares thats the third change now "vgui/white_additive" (BETA)-> "vgui/white" -> "effects/flashbang_white" i guess valve loves to make up new names :o

    Started by P47R!CK, 05-05-2005 03:28 PM
    5 Staff Post(s) antiflash, info
    • Replies: 4
    • Views: 1,603
    05-28-2005 12:12 PM Go to last post
  28. Sticky Thread Sticky: Bomb Timer / Round Timer / Death Info / Various Crap

    Here is a bunch of crap, all from events. You will need to hook "FireEvent" from INTERFACEVERSION_GAMEEVENTSMANAGER2 for the ones with userids/attackers if you get weird results, its because its returning a userid, not a entity index, throw it into GetPlayerForUserID() to get the entity...

    Started by PizzaPan, 03-01-2005 02:08 AM
    2 Pages
    1 2
    • Replies: 24
    • Views: 3,009
    05-17-2005 02:54 AM Go to last post
  29. Sticky Thread Sticky: starting a custom css hud

    HUD element: CHudScope HUD element: CHudTrain HUD element: CHudMessage HUD element: CHudMenu HUD element: CHudWeapon HUD element: CHudVoiceStatus HUD element: CHudVoiceSelfStatus HUD element: CHudVehicle HUD element: CPDumpPanel HUD element: CHudCrosshair

    Started by sp0rky, 03-07-2005 05:52 PM
    3 Staff Post(s) css, custom, hud, starting
    • Replies: 6
    • Views: 959
    03-09-2005 02:20 PM Go to last post
  30. Sticky Thread Sticky: css modelnames

    Just some models, if you're working on something to do with this. It helps if they're right infront of you :) Models : 1: L models/props/cs_italy/it_lampholder1.mdl 2: L models/props/cs_italy/it_lantern1.mdl 3: L models/props/cs_italy/it_lampholder2.mdl 4: L...

    Started by boecke, 03-05-2005 06:23 PM
    2 Staff Post(s) css, modelnames
    • Replies: 2
    • Views: 2,152
    03-05-2005 08:58 PM Go to last post
  31. Sticky Thread Sticky: CSS Overviewmap

    Credits: Tetsuo(master of the engine :o). first add the files in "game_controls" as such as MapOverview.cpp & MapOverview.h then add "public\imapoverview.h" etc then call: newpanel = new CMapOverview( this ) in your viewpanal and call the stuff you want to be set... if this is to hard for...

    Started by P47R!CK, 02-08-2005 03:08 AM
    4 Staff Post(s) css, overviewmap
    • Replies: 7
    • Views: 1,774
    03-04-2005 06:11 AM Go to last post
  32. Sticky Thread Sticky: Counterstrike:Source Model Name Fix

    I wrote this up real quick last night, iam sure it can be improved upon: *edit*: Forgot Knife *DUH* Added it :) int GetWeaponType(char *xWeapon); char *StripWeaponName(char *xWeapon, int xWeaponType); Use it like this:

    Started by PizzaPan, 02-11-2005 08:30 AM
    3 Staff Post(s) counterstrikesource, fix, model
    • Replies: 6
    • Views: 1,428
    02-20-2005 06:24 PM Go to last post
  33. Sticky Thread Sticky: CSS's Anti Debug Code

    So what does Valve do? They just copied the IsDebuggerPresent func and do NOT call it directly anymore. So if you use certain debuggers they won't even detect you. 7C911250 >/$ 64:A1 18000000 MOV EAX,DWORD PTR FS: 7C911256 \. C3 RETN if not here is the Fix, if we look below...

    Started by P47R!CK, 02-16-2005 05:42 PM
    3 Staff Post(s) anti, code, css, debug
    • Replies: 2
    • Views: 1,821
    02-16-2005 08:22 PM Go to last post
  34. Sticky Thread Sticky: CS:S memory editing

    i posted this on myg0t.com, figured for the sake of participating in the forum somehow, id post it here as well. keep in mind, the point is not that its some great achievment or advantage in the game, just sort of funny and points out valves idiocy: Although this works with any memory editing...

    Started by SourceX, 02-14-2005 10:28 AM
    2 Staff Post(s) css, editing, memory
    • Replies: 9
    • Views: 3,089
    02-15-2005 06:21 PM Go to last post
  35. Sticky Thread Sticky: Valve's Built in AWall

    C_BaseCombatWeapon* GetLocalWeapon( C_BaseEntity* pMe ) { C_BaseCombatCharacter* pCombat = ToBaseCombatCharacter( pMe ); C_BaseCombatWeapon* pRet = pCombat->GetActiveWeapon(); return pRet; } bool bCanCauseDamage( C_BaseEntity* pEnt,C_BaseEntity* pMe )// this presumes that we did hit...

    Started by P47R!CK, 02-13-2005 04:05 AM
    5 Staff Post(s) awall, built, valve
    • Replies: 9
    • Views: 3,128
    02-15-2005 05:37 AM Go to last post
  36. Sticky Thread Sticky: css cvars and cmds

    ConVar spinhack( "spinhack", "1", CVAR_FLAGS, "Turn spinhack on or off." ); ConVar norecoil( "norecoil", "1", CVAR_FLAGS, "Turn norecoil on or off." ); ConVar bhop( "bhop", "1", CVAR_FLAGS, "Turn bunnyhopping on or off." ); // Here we link in all cvars to the engine list void LinkCvars( void...

    Started by sp0rky, 02-07-2005 11:36 PM
    3 Staff Post(s) cmds, css, cvars
    • Replies: 5
    • Views: 935
    02-14-2005 10:43 PM Go to last post
  37. Sticky Thread Sticky: Gans 6

    the only difference between this one and gans 5 is that this is for css :o 0x242EA0E8 is the base address of cs base gun 0x24001000 is the image base of the client dll HMClient os the handle to the client dll 0x830 is the class relative address of the spread ( m_flAccuracity ) DWORD...

    Started by P47R!CK, 02-10-2005 02:08 AM
    2 Pages
    1 2
    10 Staff Post(s) gans
    • Replies: 17
    • Views: 3,434
    02-13-2005 01:58 PM Go to last post
  38. Sticky Thread Sticky: nifty info about class hooking

    Ok, whether you are using lances VTABLE hook or a struct like the one Azorbix and I made, this may be of some use to you. Let's say you have the filesystem ptr and you notice it has an Open method. You say, hmm I want to hook that and see what it's opening. class IFileSystem : public...

    Started by sp0rky, 02-11-2005 04:01 PM
    1 Staff Post(s) class, hooking, info, nifty
    • Replies: 0
    • Views: 675
    02-11-2005 04:01 PM Go to last post
  39. Sticky Thread Sticky: get current weapon

    inline IHandleEntity* CBaseHandle::Get() const { return entitylist->GetClientEntityFromHandle(*this); } C_BaseCombatWeapon *C_BaseCombatCharacter::GetActiveWeapon( void ) const { return m_hActiveWeapon; }

    Started by sp0rky, 02-07-2005 11:54 PM
    2 Staff Post(s) current, weapon
    • Replies: 3
    • Views: 722
    02-11-2005 03:55 PM Go to last post
  40. Sticky Thread Sticky: CommandMenu for CSS

    first you need to include all the files from public/vgui/ public/vgui_controls/ and "public/cl_dll/game_controls/commandmenu.h" then add this code class cMenu { private:

    Started by P47R!CK, 02-11-2005 01:22 PM
    1 Staff Post(s) commandmenu, css
    • Replies: 1
    • Views: 1,999
    02-11-2005 03:06 PM Go to last post
  41. Sticky Thread Sticky: css bone/hb aiming

    Bone aiming. pC->GetBonePosition(14, origin, angles); Hitbox aiming. pC->GetBoneTransform(14, pBoneToWorld); VectorTransform(pbox->bbmin, pBoneToWorld, vMin);

    Started by sp0rky, 02-07-2005 10:36 PM
    3 Staff Post(s) aiming, bone or hb, css
    • Replies: 8
    • Views: 1,481
    02-11-2005 03:00 PM Go to last post
  42. Sticky Thread Sticky: Gaaw

    void cLocalPlayer::GetBulletTypeParameters( int iBulletType, int &iPenetrationPower, float &flPenetrationDistance, int &iCurrentDamage ) { //MIKETODO: make ammo types come from a script file. if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) )...

    Started by P47R!CK, 02-10-2005 12:28 PM
    4 Staff Post(s) gaaw
    • Replies: 8
    • Views: 1,896
    02-10-2005 11:07 PM Go to last post
  43. Sticky Thread Sticky: CSS's Engine CRC

    .text:2023D920 HandleCRC proc near ; CODE XREF: sub_2023B5F0+B3p .text:2023D920 ; sub_2023B5F0+D4p .text:2023D920 .text:2023D920 arg_0 = dword ptr 8 .text:2023D920 arg_4 = byte ptr 0Ch .text:2023D920...

    Started by P47R!CK, 02-10-2005 01:22 PM
    3 Staff Post(s) crc, css, engine
    • Replies: 4
    • Views: 1,886
    02-10-2005 01:46 PM Go to last post
  44. Sticky Thread Sticky: CSS SoundESP

    #ifndef _CSOUNDESP_H_ #define _CSOUNDESP_H_ #include <vector.h> #include "ESP.h" #include "HL2SDK.h" #include "Hook.h" #include "cvar.h" class cSoundESP

    Started by P47R!CK, 02-09-2005 10:38 AM
    2 Staff Post(s) css, soundesp
    • Replies: 5
    • Views: 1,833
    02-10-2005 11:07 AM Go to last post
  45.   Normal Threads  

  1. Question PunchAngle

    Hey Guys, I have a Problem getting the correct PunchAngle Offset. I tried it with the NetVar offset but I'll dont get the correct punchangle: Vector *vPunch = (Vector*)((DWORD)pMe + (DWORD)0x6c); QAngle pPunchAngle(vPunch->x,vPunch->y,vPunch->z); bla bla.. rest here.

    Started by SyntaxX, 4 Weeks Ago 01:11 PM
    • Replies: 10
    • Views: 556
    5 Days Ago 05:51 AM Go to last post
  2. CSS (OB) console credits

    hey i was wondering if anyone knows the code for console credits with the new engine update

    Started by mini-moof, 1 Week Ago 04:05 PM
    • Replies: 5
    • Views: 176
    6 Days Ago 09:07 AM Go to last post
  3. Question NoRecoil fails

    nvm ... as i thought just offset changed :/

    Started by DontBitch, 3 Weeks Ago 04:44 PM
    • Replies: 0
    • Views: 147
    3 Weeks Ago 04:44 PM Go to last post
  4. Lightbulb Release GetBaseCombatActiveWeapon

    Maybe you need this :) C_BaseCombatWeapon* GetBaseCombatActiveWeapon ( C_BaseEntity* pEntity ) { C_BaseCombatWeapon* result = 0; DWORD Offset = 0x340; _asm

    Started by SyntaxX, 3 Weeks Ago 07:06 PM
    1 Staff Post(s)
    • Replies: 4
    • Views: 290
    3 Weeks Ago 09:23 PM Go to last post
  5. Discussion PaintTraverse and DrawModelEx won't get called

    Hey. Since the new CS:S update is out, I use the orange box Source SDK and it works well for most actions (for now). But if I want to add hooks to PaintTraverse (from vgui::IPanel) or DrawModelEx (from IVModelRender), they won't be called. Does somebody has an idea? Thx!

    Started by freax, 4 Weeks Ago 03:30 PM
    1 Staff Post(s)
    • Replies: 10
    • Views: 283
    4 Weeks Ago 03:58 PM Go to last post
  6. Question [CSS Update] ISurface Table

    Hey Guys, I think the ISurface table has changed since the porting of CSS to the OrangeBox engine. All Functions until "DrawLine" are working for me except the CreateFont and SetFontGlyphSet functions. I belive CreateFont changed from Vtabel position 63 to 68. Did somebody noticed the...

    Started by SyntaxX, 4 Weeks Ago 01:29 PM
    • Replies: 12
    • Views: 503
    4 Weeks Ago 01:02 PM Go to last post
  7. Question Get UserCmd without hooking?

    Hey, Is it possible to access UserCmd without hooking of CreateMove ? I wanted to create a simple hack just with one hook at PaintTraverse but for some features I need to have the access to UserCmd. Thank you.

    Started by SyntaxX, 06-05-2010 12:53 PM
    1 Staff Post(s)
    • Replies: 10
    • Views: 421
    4 Weeks Ago 05:21 AM Go to last post
  8. CSS Updated

    Hey everybody, I just saw that CS:S got a major update. Is there an update needed for our hacks ? (Cant test atm)

    Started by Stiffler, 06-25-2010 04:29 AM
    • Replies: 10
    • Views: 520
    4 Weeks Ago 03:31 PM Go to last post
  9. DLLs disappearing

    I know I'm gonna get my face slapped, but could I get some help finding offsets in CSS? I'm more interested in the process rather than the actual offsets. I've followed every tut and question I can find on this forum for finding offsets. I have a non-steam version of CSS and thus I don't have an...

    Started by Coldblackice, 06-23-2010 09:28 AM
    • Replies: 4
    • Views: 249
    06-25-2010 05:41 AM Go to last post
  10. Getting the hack running unter Windows 7

    Hey. At first: Yes, I know this question came up 100 times, but I can't understand, why my hack doesn't work for Windows 7 32bit? Currently, I'm using Windows XP 32bit to compile and try to run the hack (also tried as administrator) under Windows 7 32bit and 64bit (also tried compability mode to...

    Started by freax, 04-30-2010 09:41 AM
    2 Pages
    1 2
    3 Staff Post(s)
    • Replies: 15
    • Views: 500
    06-23-2010 02:44 AM Go to last post
  11. CSS Beta Spread Info

    As promised The Acid, this is information regarding CSS beta (also the hl2 one, but didn't double check) spread value calculation. Most of the calculation is the same as it was done by Patrick in his old src, except for aug and sig 552. Information is posted and also uploaded (had problems...

    Started by j1gs4w, 06-04-2010 12:57 AM
    1 Staff Post(s)
    • Replies: 14
    • Views: 692
    06-15-2010 02:20 AM Go to last post
  12. Skeleton & NoRecoil

    Hi, I got 2 problems in CSS: First, I tried creating a Skeleton by calling pRenderEntity->SetupBones( ... ), using BONE_USED_BY_ANYTHING as boneMask. The Result: http://img718.imageshack.us/img718/4651/dedust20070k.jpg Everything is correct, but the right arm is missing, as you can see. I have...

    Started by Twice, 06-06-2010 08:21 PM
    • Replies: 9
    • Views: 459
    06-10-2010 10:06 AM Go to last post
  13. Question m_vecOrigin

    Any ideas why this seems to not have any values when playing an online server and it does in a lan?

    Started by Chod, 12-13-2009 05:15 PM
    1 Staff Post(s) mvecorigin
    • Replies: 11
    • Views: 743
    06-09-2010 10:13 AM Go to last post
  14. [CSS] Leet way of getting spreadvalue

    This is my implementation of GANS from patrick, its far better as I think but well, look yourself :D And btw CDetour detour; float my_spread; void _stdcall SpreadFunction( float spread ) {

    Started by TheCore, 06-05-2010 03:55 PM
    • Replies: 1
    • Views: 281
    06-05-2010 10:16 PM Go to last post
  15. [BETA] No Spread

    EDIT: This is a question, it is well hidden :D Currently I am using a hook on FX_FireBullets to get flSpread, the problem is that it is a shot behind. So the question is, is there another function that recieves the flSpread before actually firing the gun? ------- Here is the code for the no...

    Started by The Acid, 06-01-2010 04:16 AM
    2 Pages
    1 2
    • Replies: 15
    • Views: 762
    06-02-2010 01:18 PM Go to last post
  16. Question (Possible) EAC3 workaround theory

    This is my first post on GD as recently I have become interested in developing cheats (and an anti-cheat) for the GoldSrc and Source engine's (mainly Source). I've seen that the anti-cheat EAC3 is almost un-bypassable and even when it is bypassed it is usually patched within days. Now I was...

    Started by Xz1L, 05-23-2010 01:25 AM
    • Replies: 1
    • Views: 273
    05-23-2010 11:09 AM Go to last post
  17. Question How to [Css Nospread]

    Help! i have Visual C++ 2008 where do i put codes and stuff in Dll???? please answer fast!:rolleyes:

    Started by vullux, 05-18-2010 08:39 AM
    c++, css, fast, noob, nospread
    • Replies: 3
    • Views: 323
    05-20-2010 07:31 AM Go to last post
  18. Question NoRecoil

    Im using Infamous Source VC 2003, cmd->viewangles -= punchAngle + punchAngle; cmd->viewangles -= punchAngle + punchAngle; cmd->viewangles -= punchAngle + punchAngle; Its not working at all And How would I found out if the Current User that is using a hack, kills and headshots. ...

    Started by Injection, 01-30-2010 04:14 PM
    2 Staff Post(s)
    • Replies: 11
    • Views: 919
    05-14-2010 10:30 AM Go to last post
  19. Do I shoot?

    How do I determine if my player is attacking someone or a mouse button is pressed? I thought of using "IN_MouseEvent()" but dont know how to feed the function correctly.

    Started by 12354, 05-13-2010 01:05 PM
    • Replies: 2
    • Views: 144
    05-13-2010 02:58 PM Go to last post
  20. CDrawPanel::Paint

    I have got a basic client hook setup for CSS, So far im hooking Init, HudUpdate and CreateMove, I do my drawing for nametags and such in CDrawPanel->Paint, I was wonder does vac scan Paint as it seems to be one of their interfacens i was just wondering if this particular function is scanned or if...

    Started by K@N@VEL, 05-12-2010 03:39 PM
    • Replies: 2
    • Views: 214
    05-13-2010 10:57 AM Go to last post
  21. New STEAM GUI prevents inject

    Hey... It's a bit of embarrassing to ask this, but does someone know why my hack couldn't be injected to the game? It is since I've restarted the STEAM client with the new GUI (since yesterday). The misterious thing is, that my old hack works normally with a loader (also a today compiled version...

    Started by freax, 04-27-2010 09:26 AM
    1 Staff Post(s)
    • Replies: 3
    • Views: 432
    05-12-2010 07:21 AM Go to last post
  22. Question CSS Multi-Hack Base

    Are there any? I checked all over MPC and here, no working full sources out. Help a brotha out, its how I learn

    Started by dbxdx, 05-06-2010 05:24 PM
    • Replies: 7
    • Views: 494
    05-08-2010 12:15 PM Go to last post
  23. Just a few questions.

    I have just started working on css, Ya i know im prolly behind the rest of the world by a good bit anyhow, I have got a small hook working in which i have hooked "CreateMove" and "HudUpdate", I have seen a few basehooks which seem to be extremely over-coded, My question are what functions are...

    Started by K@N@VEL, 05-02-2010 02:34 PM
    • Replies: 4
    • Views: 193
    05-03-2010 06:50 AM Go to last post
  24. KeyEvent clone for main menu

    Hey. I currently use IBaseClientDLL::IN_KeyEvent to detect key push states because GetAsyncKeyState sucks... This function will be called only if you are ingame (= playing), but not if you are pressing escape or being disconnected. Is there a function which will react there too? I already...

    Started by freax, 04-28-2010 10:44 AM
    • Replies: 4
    • Views: 161
    04-29-2010 05:37 AM Go to last post
  25. Question issue with "Weapon->TraceAttack" and "DmgInfo.GetDamage()"

    I red the source code there: http://forum.gamedeception.net/showthread.php?6768-Valve-s-Built-in-AWall and i built this from it: float cEsp::GetDmg(Vector vTarget) { trace_t tr; CBaseCombatWeapon *pWeapon = gHelp.GetActiveWeapon(gLocal.GetBaseEntity()); CTakeDamageInfo DmgInfo;

    Started by Megamorph, 04-25-2010 05:24 PM
    2 Staff Post(s)
    • Replies: 11
    • Views: 294
    04-28-2010 10:46 AM Go to last post
  26. Question Sig Search help

    This is WeaponIDtoAlias: 241E0B00 /$ 8B4424 04 MOV EAX,DWORD PTR SS: 241E0B04 |. 83F8 22 CMP EAX,22 241E0B07 |. 7D 0C JGE SHORT client.241E0B15 241E0B09 |. 85C0 TEST EAX,EAX...

    Started by copymark, 04-27-2010 04:19 PM
    1 Staff Post(s)
    • Replies: 3
    • Views: 149
    04-28-2010 06:47 AM Go to last post
  27. Question Updating to the newest SDK?

    Information: I played a little with RoyalHack as a base for my client hook. I removed all the features, so I had a clean basehook to start with. It works great, it hooks the following functions: -Init -HudUpdate -CreateMove Credits: My current progress is thanks to these people:

    Started by The Acid, 11-23-2009 09:02 AM
    3 Staff Post(s) basehook, matsurface, newest, sdk
    • Replies: 11
    • Views: 637
    04-26-2010 08:40 AM Go to last post
  28. Problems when trying to debug

    I recently moved to a 64 bit os (windows 7) and the first thing I noticed is that even though some 32 bit programs will disassemble correctly, some like cs:source will not. Whenever I attempt to debug it, I get the following: No prior disassembly possible ntdll!DbgBreakPoint: 77be000c cc ...

    Started by titanium, 04-04-2010 09:26 AM
    1 Staff Post(s)
    • Replies: 6
    • Views: 329
    04-24-2010 04:40 PM Go to last post
  29. Visual no recoil

    Again I plague the forums with a probably noob question! :tongue: For lack of my own visual no recoil solution, I've decided to try using aVitamin's visual no recoil. I've hooked FrameStageNotify successfully and confirmed that it works by simply adding a MessageBox, however, for some reason it...

    Started by sb, 11-25-2009 01:50 AM
    2 Pages
    1 2
    3 Staff Post(s) recoil, visual
    • Replies: 29
    • Views: 1,800
    04-21-2010 03:14 AM Go to last post
  30. ReadProcessMemory detectability

    Is there any problem with using ReadProcessMemory with any anti cheats? I mean can they detect it in some fashion. Vac2 Esea Cevo I would assume they couldn't since not just hacks use RPM, but I have been wrong before and I will be wrong again

    Started by dave110, 03-09-2010 01:26 PM
    1 Staff Post(s)
    • Replies: 2
    • Views: 560
    04-13-2010 10:31 PM Go to last post

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