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  1. 06-02-2005
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Forum: Team Fortress 2

Team Fortress 2 specific code

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Info Anti Sandman-Stun

    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...

    Started by Xeno123, 09-07-2009 08:39 PM
    • Replies: 13
    • Views: 1,255
    6 Days Ago 09:30 PM Go to last post
  3. Sticky Thread Sticky: Solution SentryGun NoSpread

    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 )

    Started by wav, 2 Weeks Ago 10:33 PM
    1 Staff Post(s)
    • Replies: 2
    • Views: 249
    2 Weeks Ago 12:55 PM Go to last post
  4. Sticky Thread Sticky: Info Reading Medigun and Sniper Rifle Charge Levels

    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...

    Started by Xeno123, 09-12-2009 09:11 AM
    • Replies: 10
    • Views: 716
    06-16-2010 11:28 PM Go to last post
  5. Sticky Thread Sticky: Unlocking all achievements

    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...

    Started by MyZt, 02-17-2009 12:58 AM
    1 Staff Post(s)
    • Replies: 11
    • Views: 1,520
    04-30-2010 08:32 AM Go to last post
  6. Sticky Thread Sticky: Release Overkill Crit Hack

    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...

    Started by Casual_Hacker, 12-27-2009 11:37 AM
    2 Pages
    1 2
    6 Staff Post(s) crit, critical, hack, hit, overkill
    • Replies: 29
    • Views: 1,739
    03-10-2010 07:59 PM Go to last post
  7. Sticky Thread Sticky: Code Auto sticky detonation

    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. :( ...

    Started by Casual_Hacker, 08-23-2009 12:02 PM
    1 Staff Post(s)
    • Replies: 5
    • Views: 926
    03-10-2010 07:58 AM Go to last post
  8. Sticky Thread Sticky: Tutorial Getting Spy Disguise Information

    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,...

    Started by Xeno123, 09-07-2009 04:59 PM
    2 Pages
    1 2
    • Replies: 15
    • Views: 1,113
    03-10-2010 07:57 AM Go to last post
  9. Talking Sticky Thread Sticky: Critical Shot Prediction

    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...

    Started by Tamimego, 05-18-2008 10:41 PM
    2 Pages
    1 2
    11 Staff Post(s)
    • Replies: 22
    • Views: 4,069
    02-20-2010 01:18 PM Go to last post
  10. Sticky Thread Sticky: TF2 Object

    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 -...

    Started by s0beit, 02-07-2009 09:26 AM
    • Replies: 13
    • Views: 1,486
    02-20-2010 01:17 PM Go to last post
  11. Sticky Thread Sticky: Code Reveal hidden chat

    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....

    Started by Casual_Hacker, 10-18-2009 11:23 AM
    1 Staff Post(s)
    • Replies: 12
    • Views: 1,468
    02-20-2010 01:14 PM Go to last post
  12. Sticky Thread Sticky: Info Distingushing between unlockable weapons

    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 );...

    Started by Xeno123, 10-16-2009 12:03 PM
    • Replies: 2
    • Views: 632
    10-22-2009 09:44 AM Go to last post
  13. Sticky Thread Sticky: Code Standard TF2 Weapon IDs

    (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...

    Started by Xeno123, 10-19-2009 02:32 PM
    • Replies: 0
    • Views: 474
    10-19-2009 02:32 PM Go to last post
  14. Sticky Thread Sticky: Code Auto-Airblast

    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 &&...

    Started by Casual_Hacker, 09-14-2009 05:55 AM
    1 Staff Post(s)
    • Replies: 10
    • Views: 1,342
    09-16-2009 03:33 PM Go to last post
  15. Sticky Thread Sticky: Info TF2 Hitboxes

    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

    Started by Xeno123, 09-07-2009 08:47 AM
    hitboxes, tf2
    • Replies: 0
    • Views: 723
    09-07-2009 08:47 AM Go to last post
  16. Sticky Thread Sticky: Code Chams

    Since everybody and his grandma seems to be posting chams I'll post mine. __declspec ( naked ) void hook_DrawModel ( void ) { __asm { PUSHAD }

    Started by wav, 06-29-2009 06:41 AM
    5 Staff Post(s)
    • Replies: 9
    • Views: 1,198
    08-22-2009 08:43 AM Go to last post
  17. Sticky Thread Sticky: Code TF2 crap

    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");...

    Started by h1web, 08-15-2009 05:46 PM
    3 Staff Post(s) crap, tf2
    • Replies: 6
    • Views: 2,637
    08-17-2009 09:20 AM Go to last post
  18. Sticky Thread Sticky: Code TF2 NeedleGun centering

    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...

    Started by wav, 03-08-2009 05:16 AM
    4 Staff Post(s)
    • Replies: 7
    • Views: 1,258
    07-14-2009 10:16 AM Go to last post
  19.   Normal Threads  

  1. Question Bypass cvars with ASM

    Any idea how to bypass cvars with assembly? I heard it's simple but I'm not sure where to start.

    Started by r4d0n, 2 Weeks Ago 09:51 PM
    asm cvars bypass assembly
    • Replies: 9
    • Views: 248
    2 Weeks Ago 11:29 PM Go to last post
  2. Question Tf2 --aimbot problem.

    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...

    Started by §4g4r4-Kµn, 3 Weeks Ago 10:11 AM
    • Replies: 4
    • Views: 237
    2 Weeks Ago 10:40 PM Go to last post
  3. stunned Question Newbie Here

    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?

    Started by ELITE_eNergizer, 2 Weeks Ago 09:43 PM
    • Replies: 14
    • Views: 402
    2 Weeks Ago 02:23 PM Go to last post
  4. Discussion Glitching the drop system...

    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

    Started by Senapi, 3 Weeks Ago 04:02 PM
    • Replies: 5
    • Views: 239
    2 Weeks Ago 03:52 AM Go to last post
  5. Question Building Anywhere?

    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...

    Started by ELITE_eNergizer, 2 Weeks Ago 08:30 PM
    • Replies: 3
    • Views: 120
    2 Weeks Ago 12:04 AM Go to last post
  6. Info Latest TF2 Weapon Function Offsets

    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

    Started by Xeno123, 10-11-2009 09:44 PM
    2 Pages
    1 2
    2 Staff Post(s)
    • Replies: 16
    • Views: 1,136
    2 Weeks Ago 04:49 AM Go to last post
  7. Question IN_ATTACK fails?

    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

    Started by DontBitch, 4 Weeks Ago 08:54 AM
    1 Staff Post(s)
    • Replies: 6
    • Views: 234
    3 Weeks Ago 12:34 AM Go to last post
  8. Question Last (April 28, 2010 ) TF2 update break IVEngineClient?

    // 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...

    Started by true, 04-29-2010 03:45 AM
    1 Staff Post(s)
    • Replies: 14
    • Views: 556
    4 Weeks Ago 07:24 PM Go to last post
  9. Question TF2 Aimbot fails

    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?

    Started by DontBitch, 4 Weeks Ago 08:00 AM
    • Replies: 14
    • Views: 210
    4 Weeks Ago 07:05 PM Go to last post
  10. Question FOV fails

    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 )

    Started by DontBitch, 4 Weeks Ago 09:58 AM
    • Replies: 1
    • Views: 113
    4 Weeks Ago 11:22 AM Go to last post
  11. Question C_BaseEntity crash

    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...

    Started by linux, 4 Weeks Ago 11:00 PM
    1 Staff Post(s)
    • Replies: 2
    • Views: 175
    4 Weeks Ago 11:37 AM Go to last post
  12. Question Request: IsShotCritical function

    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...

    Started by syntroniks, 03-03-2010 05:41 PM
    • Replies: 13
    • Views: 644
    05-01-2010 10:15 AM Go to last post
  13. Code Weapon ID to readable name

    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";

    Started by Xeno123, 08-21-2009 09:15 AM
    easy to read name, weapon
    • Replies: 6
    • Views: 497
    02-20-2010 01:22 PM Go to last post
  14. Code Model Textures

    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 =...

    Started by ShitHappens, 10-12-2009 10:01 AM
    model, textures
    • Replies: 7
    • Views: 628
    02-20-2010 01:21 PM Go to last post
  15. Question Help with C_BaseCombatWeapon (Getting name)

    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...

    Started by syntroniks, 02-11-2010 03:22 PM
    • Replies: 5
    • Views: 242
    02-11-2010 05:52 PM Go to last post
  16. Discussion ISurface table changed?

    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;

    Started by syntroniks, 01-17-2010 02:32 PM
    changed, isurface, table
    • Replies: 6
    • Views: 416
    01-18-2010 04:20 PM Go to last post
  17. Release Parad0x TF2 Client

    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...

    Started by Parad0x, 01-17-2010 07:41 AM
    1 Staff Post(s) client, parad0x, tf2
    • Replies: 1
    • Views: 457
    01-17-2010 07:46 AM Go to last post
  18. Code Triggerbot

    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;

    Started by Xeno123, 07-25-2009 06:02 PM
    4 Staff Post(s)
    • Replies: 13
    • Views: 1,524
    12-19-2009 08:28 PM Go to last post
  19. Question GD Loader failing.

    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...

    Started by KittywhispeR, 12-16-2009 08:25 AM
    2 Staff Post(s) failing, loader
    • Replies: 12
    • Views: 555
    12-16-2009 08:09 PM Go to last post
  20. Code Weapon names and IDs

    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...

    Started by ByTeKiLLER, 11-19-2009 01:16 PM
    ids, names, weapon
    • Replies: 4
    • Views: 353
    11-19-2009 10:49 PM Go to last post
  21. Question Getting Unconnected

    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...

    Started by DontBitch, 11-08-2009 05:28 AM
    • Replies: 9
    • Views: 967
    11-18-2009 02:03 AM Go to last post
  22. Moved: Info How does i IGameResources

    Started by Xeno123, 11-03-2009 08:47 AM
    • Replies: -
    • Views: -
    11-04-2009 05:43 AM Go to last post
  23. Info "Cheap" model rec logging

    (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...

    Started by Xeno123, 10-11-2009 01:41 PM
    cheap, logging, model, rec
    • Replies: 2
    • Views: 373
    10-12-2009 04:48 AM Go to last post
  24. Discussion Advanced target selection

    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),...

    Started by Casual_Hacker, 09-18-2009 02:44 PM
    • Replies: 4
    • Views: 454
    09-18-2009 04:27 PM Go to last post
  25. Code Box Esp .Rounded Boxes

    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) {

    Started by peterslone, 09-14-2009 11:04 AM
    box, boxes, esp, rounded
    • Replies: 1
    • Views: 517
    09-14-2009 12:33 PM Go to last post
  26. Code C&P Offsets (12 August 2009)

    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" //...

    Started by Casual_Hacker, 09-12-2009 11:44 AM
    • Replies: 8
    • Views: 790
    09-12-2009 04:52 PM Go to last post
  27. Question auto-backstab feature

    Is there a way (maybe special bone) to detect backstab possibility? Want to add aimbot/triggerbot feature for Spyes :rolleyes2:

    Started by cht1, 07-08-2009 06:09 PM
    3 Pages
    1 2 3
    2 Staff Post(s)
    • Replies: 34
    • Views: 1,593
    09-12-2009 04:07 PM Go to last post
  28. Code Engine Chams

    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 =...

    Started by Xeno123, 08-22-2009 12:33 PM
    2 Pages
    1 2
    3 Staff Post(s)
    • Replies: 15
    • Views: 1,108
    08-23-2009 09:51 AM Go to last post
  29. Question pBaseEntity->EyePosition( )

    Can anybody confirm - it become crash the game since Spy/Sniper update?

    Started by cht1, 06-19-2009 07:26 PM
    3 Pages
    1 2 3
    3 Staff Post(s)
    • Replies: 33
    • Views: 2,084
    08-08-2009 06:56 PM Go to last post
  30. Info anytime Globals tf2 specific

    CGlobalVarsBase* ob_pGlobals = ( CGlobalVarsBase* )0xD3D39EC; just incase anyone needs it.

    Started by peterslone, 07-29-2009 01:11 PM
    2 Staff Post(s) anytime, globals, specific, tf2
    • Replies: 14
    • Views: 876
    08-02-2009 10:37 AM Go to last post

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