Team Fortress 2 specific code
Sticky Threads
So, as we all know shooting using pCommand still works while stunned (triggerbot,etc). After doing some reversing today, I found out how to remove the stun effect altogether. Valve trusts the client a BIT too much. m_iStunFlags m_iMovementStunAmount m_iMovementStunParity Null out those...
flSpreadCone = 0.01745f; RandomSeed ( dwSeed ); do{ if ( ai_shot_bias_min == NULL ) ai_shot_bias_min = g_pCvar->FindVar ( "ai_shot_bias_min" ); if ( ai_shot_bias_max == NULL )
Sniper Rifle charge data is stored in the m_flChargedDamage variable. The charge data is stored by the amount of damage a bodyshot would do if a shot were fired at that time. (Fully charged would be 150.0) Medigun charge data is stored in the m_flChargeLevel variable. 0.23 would be 23% of a...
I'm sure several of you already have done something like this.. This works for Team Fortress 2, I've tested. Should work for other games with achievements too (DoDS/L4D right?).. Don't own any account with them on atm.IAchievementMgr* pAchievementMgr = pEngine->GetAchievementMgr(); for( int i...
A good crit hack is awesome, however there are several annoyances: 1) It's too obvious 2) You have to wait ages for a crit to come out To tackle both problems at once, consider this: what if the hack only waited x frames for a crit? After those frames have passed and you still haven't fired a...
Hello, I'm new to hacking ( Ollydbg / ida ) and I've hit a snitch. I'm trying to make nice auto sticky detonator bot, this is fully working except for 1 thing. I've no idea how to get the owning player of a sticky. Thus this bot will react on any sticky put down by any demoman on your team. :( ...
The spy's disguise/team is stored in the m_Shared class. So, we fire up IDA, disassemble client.dll and search for m_Shared. .text:101A90E4 push 0 .text:101A90E6 push 1438h .text:101A90EB push offset aM_shared ; "m_Shared" So,...
I found GetActiveWeapon through the FastSwitch weapon function at sub_101BB460 .text:101BB460 sub_101BB460 proc near ; CODE XREF: sub_101BB540+7Dp .text:101BB460 .text:101BB460 var_1C = dword ptr -1Ch .text:101BB460 var_4 = dword ptr -4 .text:101BB460...
I decided to begin working on tf2 again thanks to the myg0ts corporation class CObject : public CBaseEntity { public: unsigned char ucUnknown001; //0x4A0 - 0xDCC int m_iUpgradeLevel; //0xDCC - 0xDD0 int m_iUnknown002; //0xDD0 - 0xDD4 int m_iUpgradeMetal; //0xDD4 -...
Here's something cool I recently found out. There are 3 types of events: local-only, server-only and broadcast. The source engine cannot decide to only broadcast events to a limited group of players. So player_say commands are sent to everyone even if that person shouldn't be able to see them....
So, as you know if you've hacked TF2, the weaponid is often the same on unlocks and their alternatives. Today, I discovered another UID for each weapon as part of the attribute manager class: if ( GetAsyncKeyState(VK_END) & 1 ) { int interest = *MakePointer<int>( (DWORD) pWeapon, 0x828 );...
(by standard, I mean not the system I described here) Standard weapon IDs, generated as defines. Useful if you use the getweaponid function. I haven't seen them posted anywhere, so I thought this might be useful. #define TF_WEAPON_NONE 0 #define TF_WEAPON_BAT 1 #define...
Does distance, fov, visibility check and projectile filtering. No lag compensation. void CAirblast::DetectProj() { C_BaseEntity *pPlayer = LocalPlayer(); if ( !pPlayer ) { StopAB(); return; } C_BaseEntity *pWeapon = YourWeapon(); if (!( pWeapon &&...
Useful for aimbots (obviously), and they are the same for all classes. I love the HL model viewer: TF2 Hitboxes 0 = Head 1 = Pelvis 2 = Lower chest 3 = Middle Chest 4 = Upper Chest 5 = Upper Upper Chest 6 = Upper left arm 7 = Lower left arm
Since everybody and his grandma seems to be posting chams I'll post mine. __declspec ( naked ) void hook_DrawModel ( void ) { __asm { PUSHAD }
Most of this is already on here, but here's a dynamic way. There are more classes with property offsets that can be applied. Use IBaseClientDLL::GetAllClasses to retrieve them.. ClientClass *cc = localent->GetClientClass(); FILE *f = fopen("C:\\cc.log", "a"); fprintf(f, " --------- BEGIN\n");...
Doesn't always center because the code needs to adjust the up and right by distance and there is a very simple way to do that. AngleVectors ( cmd->viewangles, &vecForward, &vecRight, &vecUp ); vecEnd = 224.0f * vecForward + 3 * vecRight + -18.0f * vecUp; VectorAngles ( vecEnd, QNewAngles...
Normal Threads
Any idea how to bypass cvars with assembly? I heard it's simple but I'm not sure where to start.
when i do for( int index = 0; index <= maxentities; index++ ) and after all checks for isalive, isdorman, etc.. and check for aimfov or distance, always return the first index of the enemy-entity, after i kill that entity, its aim to the next target according to my aimfov or distance condition. the...
Alright so I want to get into TF2 hacking. To see how TF2 works, should I just use IDA Pro to dissemble the DLLs? Also how do you avoid getting VAC banned? What would make me get VAC banned? How do you inject or modify the game without getting VAC banned?
I'm sure you all have hear of Mr. Kaori a.k.a. Senapi on the steam forums for getting the first gold wrench I am he, and I think I found a way to glitch the item drop system It's still a work in progress and i plan to share when im sure it is 100% good Just wanting some thoughts.... lets discuss
Alright so I changed my BSP of pl_badwater and bypasssed the client check where it checks if you got the same version of the map. I deleted a player clip brush so I can see if I can build there. On single player, I can get past. However, on other servers I can't get past it nor build there. Is...
For anyone that needs them and is too incompetent to find them yourself (after last month's update I believe): GetBaseCombatWeapon: baseentity + 0x320 GetWeaponId: basecombatweapon + 0x54C GetWeaponSpread: basecombatweapon + 0x5C8
Hey there, i began again with coding on TF2. Updated my Project. But it crashes the game if I check with buttons if I am shooting. Did something changed or what da ... ? cmd->buttons & IN_ATTACK
// Somewhere in dwMainThread HMODULE hmEngine = gBaseAPI.GetModuleHandleSafe( "engine.dll" ); g_EngineFactory = ( CreateInterfaceFn ) GetProcAddress( hmEngine, "CreateInterface" ); g_pEngine = ( IVEngineClient* ) g_EngineFactory( VENGINE_CLIENT_INTERFACE_VERSION, NULL ); void __stdcall...
Hey there, since some updates came i had to remove some checks like IsSolid (cauz it lets the game crash). Now everything is updated and fixed BUT the aimbot is just pointing on a point on the floor. Could someone give me some advise on what to check?
Hey again ^^ ahm, ... since those updates my FOV function doesnt work either : float CAimbot::flGetFOV( Vector vOrigin ) { float fFOV = 0.0f; QAngle qAngle, qAim; IClientEntity* pClientEnt = g_pEntList->GetClientEntity( g_pEngine->GetLocalPlayer( ) ); if( pClientEnt == NULL )
Hey, I'm working on the aimbot part of my cheat and I need to be able to call CBaseEntity->GetEyeAngles() but I get crashes. I know it's a valid C_BaseEntity pointer, I go through the proper steps to get it, so I think I have an outdated header file for C_BaseEntity. Since GetEyeAngles is a virtual...
Does it still work correctly? If not - what other methods are there? I don't need to be spoon-fed offsets, but what I am requesting is a dump or disassembly of that function so I can find it because I figured people would lol if I shot a bunch of critical rockets in a row. I don't have an...
I know there's szWeaponIDToAlias, however, I don't like the aliases it produces for Weapon ESP. const char* szWeaponIDToName(int iWeaponID) { switch (iWeaponID) { case WEAPONLIST_BAT: return "Bat"; case WEAPONLIST_SCATTERGUN: return "Scattergun";
Just thought i'd post these if anyone are gonna make a XQZ wallhack with materials for tf2... Credits: P47R!CK, Saint, Valve //Scout IMaterial* A1 = g_pMatSystem->FindMaterial("models\\player\\scout\\scout_head_red.vmt", "Model textures"); IMaterial* A2 =...
I found the offset to the godawful names (gl, shotgun, club, pipe). That is OK But I'm looking more for the uniqueID. Xeno spoke of using one of the attributemanager fields, but that is 0 for me (testing on a LAN server may have something to do with it). ATM I'm using the external var...
I was going to post this when G-D was down yesterday, but G-D was down. class ISurface : public IAppSystem OK, but: virtual void Unknown001(void) = 0; virtual void Unknown002(void) = 0; virtual void Unknown003(void) = 0; virtual void Unknown004(void) = 0;
Someone leaked a private hack created by me. Shit sucks. To everyone who paid for it, sorry. I wont update it anymore. So enjoy it while it lasts. Features triggerbot, esp and aimbot. Triggerbot is just pure awesomeness. Start up parad0xclient.exe, start TF2. Press Insert ingame to bring up...
Should work with CSS and other mods too, but I haven't tested: bool canHitPlayer(void) { trace_t pTrace; Ray_t pRay; player_info_t pInfo; int iLocalIndex = g_pEngine->GetLocalPlayer(); if (iLocalIndex <= 0) { return false;
I have recently downloaded a GD Loader for Team Fortress 2. The problem is, the readme says Open the executable, then open team fortress 2. When I open team fortress 2, it just closes, along with the GD Loader. Any tips? Am I doing something wrong? I am using pacsteam. Also, sorry if i'm posting...
16:08:04-> TF_WEAPON_NONE : 0 16:08:04-> TF_WEAPON_BAT : 1 16:08:04-> TF_WEAPON_BAT_WOOD : 2 16:08:04-> TF_WEAPON_BOTTLE : 3 16:08:04-> TF_WEAPON_FIREAXE : 4 16:08:04-> TF_WEAPON_CLUB : 5 16:08:04-> TF_WEAPON_BOOMERANG : 6 16:08:04-> TF_WEAPON_CROWBAR : 7 16:08:04-> TF_WEAPON_KNIFE : 8...
since wav uploaded the screenshot where he is unconnected it made me try to do it too. well i am at the point where i connect unconnected BUT my name is unnamed. so i think it just changes immediately to unnamed while connnecting. so if i type smth into the chat the name is blank. also the "name...
(Applies only to source engine) Basically, I've been messing around with D3D for a bit and thought of a way to log model recs simply, albeit in a mostly purpose-defeating way. What I did was hooked DrawModelExecute and set a global bool to true if a player model was being drawn. In my hooked...
I made a simple and flexible target selection system which I thought I'd share. The idea is to create a 'footprint' of an entity which covers some basic properties. Let's use these properties as example: enum Target { // Acts as a filter TARGET_NONE = 0, TARGET_PLAYER = (1<<0),...
USAGE: DrawRoundRectangle(vPHead.x - BoxX,vPHead.y -6,BoxX,BoxY,10,1,2,dwColor); void DrawRoundRectangle( int Drawx,int Drawy,int Width,int Height,float fRad,float Points,int Depth,DWORD Colorx) {
Paste in Offsets.h and include in your hax, big thanks to Xeno in this thread for pointing out how to get these 'datatables' (or whatever they are). // Made by hand through efficient copy and paste. #pragma once #include "SDK.h" //...
Is there a way (maybe special bone) to detect backstab possibility? Want to add aimbot/triggerbot feature for Spyes :rolleyes2:
void __stdcall Hooked_DrawModelExecute( const DrawModelState_t &pState, const ModelRenderInfo_t &pInfo, matrix3x4_t *pCustomBoneToWorld ) { _asm pushad; ModelRenderHook->UnHook(); pTexture = NULL; int pTeam = 0; pIgnoreZTexture = NULL; const char* szModelName =...
Can anybody confirm - it become crash the game since Spy/Sniper update?
CGlobalVarsBase* ob_pGlobals = ( CGlobalVarsBase* )0xD3D39EC; just incase anyone needs it.
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