Counter-Strike: Source related code
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/* 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 +=...
I hate the material system so here if( !g_pClientMode ) { DWORD dwCHLModeManagerInit = gApp.FindPattern( (DWORD)GetModuleHandle("client.dll"), 0x1E0000,...
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...
you need to declare the gPlayers variable somewhere. //Players.h #pragma once class CPlayer { public: CPlayer() {
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...
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;
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;
int iFrameCounter = 0; void DoSpeed(int iRate) { if(iRate < 1) { return; } if(iRate > 20)
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
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...
CBaseCombatWeapon* pPrimaryWeapon = gPlayers.pGetWeaponbyID( gOriginalEngine.GetLocalPlayer() , 2 ); CBaseCombatCharacter* pBaseCombat = gPlayers.pGetBaseCombat( gOriginalEngine.GetLocalPlayer() ); if ( pPrimaryWeapon && pBaseCombat ) { m_iPrimaryAmmo = pPrimaryWeapon->m_iClip1;...
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); }
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; ...
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)...
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; }
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);
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" /*
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: {...
if ( cvars.actionesp.bGetValue() ) { CBaseCombatWeapon* pWeapon = gPlayers.pGetBaseWeapon( i ); if ( pWeapon ) { switch ( pWeapon->GetActivity() ) { case ACT_VM_RELOAD: {
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
.....
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
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++) {
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;
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 ) { ...
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
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...
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
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...
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...
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:
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...
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...
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...
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...
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...
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...
inline IHandleEntity* CBaseHandle::Get() const { return entitylist->GetClientEntityFromHandle(*this); } C_BaseCombatWeapon *C_BaseCombatCharacter::GetActiveWeapon( void ) const { return m_hActiveWeapon; }
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:
Bone aiming. pC->GetBonePosition(14, origin, angles); Hitbox aiming. pC->GetBoneTransform(14, pBoneToWorld); VectorTransform(pbox->bbmin, pBoneToWorld, vMin);
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 ) )...
.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...
#ifndef _CSOUNDESP_H_ #define _CSOUNDESP_H_ #include <vector.h> #include "ESP.h" #include "HL2SDK.h" #include "Hook.h" #include "cvar.h" class cSoundESP
Normal Threads
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.
hey i was wondering if anyone knows the code for console credits with the new engine update
nvm ... as i thought just offset changed :/
Maybe you need this :) C_BaseCombatWeapon* GetBaseCombatActiveWeapon ( C_BaseEntity* pEntity ) { C_BaseCombatWeapon* result = 0; DWORD Offset = 0x340; _asm
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!
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...
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.
Hey everybody, I just saw that CS:S got a major update. Is there an update needed for our hacks ? (Cant test atm)
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...
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...
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...
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...
Any ideas why this seems to not have any values when playing an online server and it does in a lan?
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 ) {
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...
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...
Help! i have Visual C++ 2008 where do i put codes and stuff in Dll???? please answer fast!:rolleyes:
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. ...
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.
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...
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...
Are there any? I checked all over MPC and here, no working full sources out. Help a brotha out, its how I learn
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...
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...
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;
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...
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:
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 ...
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...
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
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