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  1. 06-02-2005
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Forum: Left 4 Dead

L4D code

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Info L4D2 Anti Jockey

    pCmd->viewangles.y = RandomFloat(-180,180); Tested against a bot jockey, works pretty good and it must be fun to watch by other survivors :) EDIT: Might as well flip your view angles, makes you stand perfectly still QAngle angMove; VectorAngles( *GenDT< GenDT_TerrorPlayer >(...

    Started by Casual_Hacker, 11-20-2009 09:53 AM
    4 Staff Post(s) anti, jockey, l4d2
    • Replies: 10
    • Views: 1,169
    05-09-2010 03:40 PM Go to last post
  3. Sticky Thread Sticky: Code L4D2 SDK Fixes

    Should make haxing l4d2 a tad easier. I'll add to this post when I feel like it. Because I replaced a bunch of functions with Unknownn some parts of the sdk may complain, I just commented those out. IClientEntity related...

    Started by Casual_Hacker, 02-04-2010 02:22 PM
    1 Staff Post(s) fix, fixes, l4d2, sdk
    • Replies: 10
    • Views: 609
    02-08-2010 09:41 AM Go to last post
  4. Sticky Thread Sticky: Info L4D2 Verifying CUserCmd

    g_pInput->GetUserCmd now takes 2 params as Badster pointed out, but the offset in the vtable is the same. Pass either -1 or 0 as the first arg (passing -1 will cause it to call some other functions outside client.dll but that seems to return 0 anyway), second arg is the sequence number. The...

    Started by Casual_Hacker, 11-14-2009 03:01 PM
    4 Staff Post(s)
    • Replies: 14
    • Views: 1,158
    02-07-2010 01:02 AM Go to last post
  5. Sticky Thread Sticky: Info L4D IsVisible

    Before you say wav's already done this and posted it (which he has), he uses a tracefilter which is prone to error as it will consider props valid (CTraceFilterWorldOnly, certain props are not considered world thus it will shoot thru them). The reason the game uses that tracefilter is because some...

    Started by Xeno123, 12-13-2009 09:56 AM
    2 Staff Post(s)
    • Replies: 3
    • Views: 523
    01-29-2010 05:33 AM Go to last post
  6. Sticky Thread Sticky: Info Left 4 Dead Client Class IDs

    enum ClientClassIDs { CIDBoomer = 0, CIDCAssaultRifle = 1, CIDCAutoShotgun = 2, CIDCBaseDoor = 11, CIDCBaseEntity = 12, CIDCBasePropDoor = 17, CIDCBeamSpotlight = 25, CIDCBoomerClaw = 27,

    Started by Xeno123, 11-13-2009 03:51 PM
    1 Staff Post(s) class, client, dead, left
    • Replies: 2
    • Views: 446
    12-30-2009 02:10 PM Go to last post
  7. Sticky Thread Sticky: Info L4D2 GetClientClass() in IClientNetworkable

    Is the 2nd function in IClientNetworkable's vtable. So edit the sdk accordingly. Should save you some trouble. Though this is easily found by looking at a random entity's IClientNetworkable vtable.

    Started by Casual_Hacker, 11-16-2009 08:46 PM
    1 Staff Post(s)
    • Replies: 3
    • Views: 445
    12-04-2009 11:40 AM Go to last post
  8. Sticky Thread Sticky: Release L4D2 IBaseClientDLL

    0 -> Init 3 -> GetAllClasses 9 -> HUD_Update 49 -> CreateMove

    Started by wav, 11-18-2009 04:33 AM
    2 Staff Post(s)
    • Replies: 3
    • Views: 630
    11-18-2009 10:13 AM Go to last post
  9. Sticky Thread Sticky: Info L4D Networked Vars Dump

    Offsets for every networked var in the game...enjoy? 30 megabytes unzipped

    Started by Xeno123, 11-13-2009 02:30 PM
    • Replies: 2
    • Views: 431
    11-16-2009 11:43 PM Go to last post
  10. Sticky Thread Sticky: Info L4D2 NoSpread & NoRecoil

    118C434F D986 14120000 FLD DWORD PTR DS: 118C4355 D807 FADD DWORD PTR DS: 118C4357 D91F FSTP DWORD PTR DS: 118C4359 D986 18120000 FLD DWORD PTR DS: 118C435F D847 04 FADD DWORD PTR DS: 118C4362 D95F 04 FSTP DWORD PTR DS: 118C4365 ...

    Started by wav, 10-29-2009 05:30 PM
    2 Pages
    1 2
    7 Staff Post(s)
    • Replies: 22
    • Views: 2,066
    11-16-2009 11:32 PM Go to last post
  11. Sticky Thread Sticky: Solution Fixing Panels L4D2

    vgui_controls.lib http://www.usaupload.net/d/fw48o8b0xaz tier1.lib http://www.usaupload.net/d/7trslctnj8a

    Started by wav, 10-29-2009 07:42 PM
    • Replies: 6
    • Views: 926
    11-16-2009 12:53 AM Go to last post
  12. Sticky Thread Sticky: Panel stuff for L4D

    I know some of you are hacking L4D now and notice that if you try to create panels you will fail. In the effort to alleviate this and with a lot of sweat on my part I present to you the solution, a modified vgui_controls.lib for L4D. http://www.usaupload.net/d/qq1t5qo69vb It took me a while...

    Started by wav, 01-10-2009 06:40 AM
    5 Staff Post(s) l4d, panel, stuff
    • Replies: 10
    • Views: 1,143
    11-16-2009 12:52 AM Go to last post
  13. Sticky Thread Sticky: Info L4D2 Drawing Functions/Font Functions

    -> CreateFont 0 arguments Located at ISurface + 0x100 -> SetFontGlyphSet 9 arguments Located at ISurface + 0x104 -> DrawColoredText 8+ arguments

    Started by wav, 10-29-2009 09:05 PM
    • Replies: 6
    • Views: 779
    11-06-2009 04:03 PM Go to last post
  14. Sticky Thread Sticky: Info L4D2 GetCombatWeapon

    120A5DF9 8B06 MOV EAX, DWORD PTR DS: 120A5DFB 8B90 80040000 MOV EDX, DWORD PTR DS: 120A5E01 8BCE MOV ECX, ESI 120A5E03 FFD2 CALL EDX C_BaseCombatWeapon* __stdcall GetBaseCombatWeapon ( C_BaseEntity *pBaseEntity ) { C_BaseCombatWeapon...

    Started by wav, 10-30-2009 01:28 AM
    2 Staff Post(s)
    • Replies: 6
    • Views: 563
    10-30-2009 05:09 PM Go to last post
  15. Sticky Thread Sticky: Code steamid spoofing on lan

    cmp ecx, yourid // physical steamid from status -> reference code below jnz crap mov dword ptr ds:, steam_id_to_spoof mov dword ptr ds:, 0x01100001 jmp end crap mov dword ptr ds:, ecx mov dword ptr ds:, edx end mov esp, ebp

    Started by wav, 09-01-2009 04:13 AM
    1 Staff Post(s)
    • Replies: 1
    • Views: 794
    09-01-2009 05:47 AM Go to last post
  16. Sticky Thread Sticky: Code Fatigue Check

    Old ass code since they added melee fatigue in versus bool __stdcall bIsFatigued ( CBasePlayer *pPlayer ) { if ( bIsSurvival == false || bIsVersus == false ) return false; PFLOAT pflNextShoveTime = ( PFLOAT )( ( DWORD )pPlayer + m_flNextShoveTimeOffset );

    Started by wav, 08-07-2009 08:05 PM
    1 Staff Post(s)
    • Replies: 2
    • Views: 398
    08-07-2009 09:18 PM Go to last post
  17. Sticky Thread Sticky: Code L4D TraceRay

    bool __stdcall bPathFree ( Vector vecStart, Vector vecEnd, C_BaseEntity *pBaseEntity ) // NON MINIGUN { Ray_t ray; trace_t tr; float flLength; Vector vecDir;

    Started by wav, 03-18-2009 07:19 PM
    3 Staff Post(s)
    • Replies: 4
    • Views: 927
    06-14-2009 07:27 PM Go to last post
  18. Sticky Thread Sticky: Code Minigun NoSpread

    RandomSeed ( iSeed ); flSpreadHorizontal = RandomFloat ( 0, 6.283185f ); flSpreadVertical = RandomFloat ( 0, 3.5f ); dblCosine = cos ( flSpreadHorizontal ); dblCosine *= flSpreadVertical; dblSine = sin ( flSpreadHorizontal );

    Started by wav, 04-30-2009 11:34 PM
    2 Pages
    1 2
    9 Staff Post(s)
    • Replies: 16
    • Views: 1,255
    05-01-2009 08:33 PM Go to last post
  19. Sticky Thread Sticky: Code L4D AutoWall

    This is mainly for competent people only who can fill in the rest. Doesn't include the scan sigs, the take damage function I reversed which iterates the entities along the ray determining if damage can be dealt. The texture information, etc. You will need to also fix a few rare cases where...

    Started by wav, 04-02-2009 12:31 AM
    3 Staff Post(s)
    • Replies: 3
    • Views: 867
    04-02-2009 03:15 AM Go to last post
  20. Sticky Thread Sticky: Code Fixing strafing

    Something I did a long time ago but never got around to releasing. if ( cvars::manager.get<bool>(&cvars::aim_prediction) ) { VectorCopy ( g_pBaseClient->m_vecEyePosition, g_pBaseClient->m_vecBackupEyePosition ); g_pBaseClient->m_vecEyePosition += ( ( g_pBaseClient->m_vecEyePosition -...

    Started by wav, 03-14-2009 05:19 PM
    6 Staff Post(s)
    • Replies: 9
    • Views: 801
    03-17-2009 11:13 PM Go to last post
  21. Sticky Thread Sticky: Code L4D NoRecoil

    void __stdcall L4D_BaseNoRecoil::GetNewAngles ( CUserCmd *pCmd ) { pCmd->viewangles -= g_pBaseClient->m_fPunchAngles; pCmd->viewangles -= g_pBaseClient->m_fPunchAngles; pCmd->viewangles -= g_pBaseClient->m_fPunchAngles; } void __stdcall L4D_BaseNoRecoil::GetPunchAngles ( C_BaseEntity...

    Started by wav, 02-27-2009 06:23 AM
    2 Staff Post(s)
    • Replies: 4
    • Views: 1,147
    03-13-2009 01:09 PM Go to last post
  22. Sticky Thread Sticky: Code L4D NoSpread

    void __stdcall L4D_BaseNoSpread::GetNewAngles ( CUserCmd *pCmd ) { DWORD dwSeed; DWORD dwOldSeed; float flMax, flMin; float flSpreadHorizontal, flSpreadVertical; PCHAR pszHorizSpread = "CTerrorGun::FireBullet HorizSpread"; PCHAR pszVertSpread = "CTerrorGun::FireBullet VertSpread";

    Started by wav, 02-27-2009 06:06 AM
    7 Staff Post(s)
    • Replies: 14
    • Views: 1,713
    03-04-2009 07:02 PM Go to last post
  23. Sticky Thread Sticky: Code L4D SetupBones

    I was lazy to actually fix CBaseAnimating class. bool __stdcall SetupBones ( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ) { bool bRet; __asm { PUSH currentTime

    Started by wav, 02-27-2009 06:20 AM
    1 Staff Post(s)
    • Replies: 0
    • Views: 612
    02-27-2009 06:20 AM Go to last post
  24. Sticky Thread Sticky: ghetto ass l4d autowall

    I stole pato's words because I could. This is my first attempt at l4d awall sometime ago. It's pretty decent but doesn't take into account texture multipliers or the gain range of the rifle or other factors. bool __stdcall L4D_CanPenetrate ( Vector vecStart, Vector vecEnd ) { float...

    Started by wav, 02-07-2009 11:01 PM
    3 Staff Post(s)
    • Replies: 8
    • Views: 1,078
    02-10-2009 02:35 AM Go to last post
  25. Sticky Thread Sticky: L4D Weapon Data

    void CBaseL4DWeaponData::SetupWeaponData ( int iWeaponID ) { switch ( iWeaponID ) { case weapon_pistol: { m_fCharacterPenetrationMaxDistance = 0; m_fDamage = 36; m_fGainRange = 0; m_fPenetrationMaxDistance = 0;

    Started by wav, 01-16-2009 10:47 PM
    1 Staff Post(s)
    • Replies: 1
    • Views: 788
    01-20-2009 09:21 PM Go to last post
  26. Sticky Thread Sticky: Intercepting Game Events in L4D

    abstract_class IGameEventListener2 { public: virtual ~IGameEventListener2( void ) {}; // FireEvent is called by EventManager if event just occured // KeyValue memory will be freed by manager if not needed anymore // virtual void FireGameEvent( IGameEvent *event ) = 0;

    Started by wav, 01-15-2009 03:02 PM
    • Replies: 11
    • Views: 830
    01-16-2009 05:24 PM Go to last post
  27.   Normal Threads  

  1. Question Secret Weapons

    Alright here's the secret weapons tutorial http://www.youtube.com/watch?v=oU_SWRUZViQ "it works like baseball bat preorder. everytime you are in the server, there will be a chance that the german weapons spawn, and everyone else can use them as well." Now, I'm just wondering but does anyone...

    Started by ELITE_eNergizer, 1 Week Ago 06:05 PM
    • Replies: 5
    • Views: 213
    1 Week Ago 08:47 AM Go to last post
  2. Info L4D2 sv_cheats protection bypass

    As some of you may know, there is protection in L4D2 that prevents sv_cheats from being changed when you're not running a server (usually when you do this, the console will be spammed with "can't set sv_cheats now"). The code that controls the protection is (as of 12/21/2009) ; sv_cheats...

    Started by ThatLameDude, 12-21-2009 12:23 PM
    bypass, l4d2, protection, svcheats
    • Replies: 1
    • Views: 762
    05-12-2010 03:26 PM Go to last post
  3. Question [Q] Getting localplayer index? Also nospread seed question

    Since the interfaces have changed for the most part, I decided to look for g_pEngine->GetLocalPlayer, but from what it is in other games (returns a move from a dword and then add 1), I couldn't find it in the vtable. I suppose I could GetPlayerInfo, but that isn't very cool. ...

    Started by syntroniks, 02-07-2010 04:28 PM
    1 Staff Post(s)
    • Replies: 6
    • Views: 445
    02-16-2010 03:29 PM Go to last post
  4. Tool Reverse engineered L4D2 SDK

    Hey, http://hg.alliedmods.net/hl2sdks/hl2sdk-l4d2/file/c0023ab42fba Credits: SourceMod's Dev Team Cheers EDIT: Not sure how accurate it is, just posting because I thought it would be helpful.

    Started by pimpinjuice, 11-26-2009 04:01 PM
    3 Staff Post(s) engineered, l4d2, reverse, sdk
    • Replies: 8
    • Views: 753
    01-07-2010 12:29 AM Go to last post
  5. Info L4D - Sharedrandomfloat

    The function which is used for spread calculation, etc. #define SHAREDRANDOMFLOAT_SIG "51 A1 ?? ?? ?? ?? 53 8B 5C 24 18 56 8B 74 24 10 57 53 50 E8" float SharedRandomFloat( char* arg1, float Min, float Max, int arg4 ) { using namespace L4DSDK; typedef float (__cdecl* SRF_t) (...

    Started by Xeno123, 12-21-2009 11:26 AM
    • Replies: 1
    • Views: 221
    12-21-2009 11:38 AM Go to last post
  6. Info L4D Global Variables

    Sigscan for the call to clientdll->init (which is in engine.dll), then this ( assuming that the address you have is to the beginning of the call ). g_pGlobals = reinterpret_cast<CGlobalVarsBase*> ( *reinterpret_cast<PUINT_PTR*>( ( ClientDLL_Init + 0x3B ) ) );

    Started by Xeno123, 12-12-2009 02:17 PM
    global, l4d, variables
    • Replies: 0
    • Views: 238
    12-12-2009 02:17 PM Go to last post
  7. Info L4D Tracefilter

    static UINT_PTR TraceFilterAdd = 0; if( !TraceFilterAdd ) { TraceFilterAdd = reinterpret_cast<UINT_PTR> ( GetModuleHandleA("client") ) + 0x3BD1C8; } The game actually just (well at least seems) to use a CTraceFilterWorldOnly, so you could probably just use one of those.

    Started by Xeno123, 12-06-2009 10:20 AM
    l4d, tracefilter
    • Replies: 0
    • Views: 210
    12-06-2009 10:20 AM Go to last post
  8. Question L4D2 PaintTraverse Woes

    I can do panels in TF2, but I am not bright enough to use wav's work to create panels in L4D2 (I did try). I would prefer panels either way. As for hooking PaintTraverse, (which SHOULD be vfunc 40 in the panel class), TF2 yields: //TF2 PaintTraverse /* .text:0E7CBC90 ; =============== S U B R...

    Started by syntroniks, 11-25-2009 10:42 AM
    2 Pages
    1 2
    4 Staff Post(s) l4d2, painttraverse, woes
    • Replies: 15
    • Views: 811
    11-26-2009 02:23 PM Go to last post
  9. Info L4D1/2 GetUserCmd

    Can be gotten in the same way with an extra parameter. g_pInput->GetUserCmd( unknown, sequence_number ); That is for both L4D1/2. Also L4D has no cmd protection whereas L4D2 does.

    Started by Badster, 11-09-2009 03:16 AM
    2 Staff Post(s) getusercmd
    • Replies: 3
    • Views: 554
    11-22-2009 02:16 AM Go to last post
  10. Info L4D GetWeaponAlias

    If you are too dumb to find this you probably shouldn't be attempting to hack L4D anyway, but if you are too lazy to find it (O_O) then here you are... static DWORD address = NULL; if( !address ) { address = GetModuleHandleA("client") + 0x1E0750; } typedef char* (__cdecl* GWA_t) ( int...

    Started by Xeno123, 11-21-2009 09:34 PM
    2 Staff Post(s) getweaponalias, l4d
    • Replies: 2
    • Views: 259
    11-21-2009 10:36 PM Go to last post
  11. Question VEngineClient014 ?

    Might happen that I'm just retarded here but.. What has happened to this class compared to TF2? The functions seem to have changed index ALOT in the virtual table.. Con_IsVisible in TF2 is index 11, in L4D2 seems to be 176 ? /* TF2 - engine.dll - Con_IsVisible - Table = 0CEFB450 0CEFB44F ...

    Started by MyZt, 11-19-2009 02:36 AM
    2 Pages
    1 2
    7 Staff Post(s) vengineclient014
    • Replies: 25
    • Views: 973
    11-21-2009 10:18 PM Go to last post
  12. Question Stride

    Someone know stride for infected / tank / smoker / Hunter/ witch adn players?

    Started by R00T88, 11-12-2009 03:41 AM
    2 Staff Post(s)
    • Replies: 5
    • Views: 342
    11-14-2009 02:13 AM Go to last post
  13. Code L4D2

    class L4DBaseEntity { public: const char* GetSequenceName(void) { char* pszResult; DWORD* dwSequenceName = L4DImports::GetSequenceName; __asm

    Started by Sheppard, 10-30-2009 01:31 PM
    2 Staff Post(s) l4d2
    • Replies: 4
    • Views: 581
    11-06-2009 04:46 AM Go to last post
  14. Discussion Starting

    Hi all i bought this game yesterday... How can i start making hacks for L4D? i need an SDK? thank you

    Started by R00T88, 09-14-2009 03:41 AM
    • Replies: 9
    • Views: 641
    11-04-2009 11:19 AM Go to last post
  15. stunned Question Strange GetPlayerInfo effects

    So after about a month or two I fired L4D up again and loaded up my hook, just to realize that Player names are now no longer showing on my ESP. I've checked everything, and was wondering if it was something changed with the virtual function (Just Engine->GetPlayerInfo(...)) and if it's...

    Started by kolbybrooks, 10-30-2009 03:58 AM
    1 Staff Post(s) effects, getplayerinfo, strange
    • Replies: 4
    • Views: 341
    10-30-2009 04:21 AM Go to last post
  16. Info L4D Icekey

    Dunno if anyone would want/use this, don't really think it's all that useful but what the hell: //----- (101D6FF0) -------------------------------------------------------- char *__cdecl sub_101D6FF0() { return "d7NSuLq2"; }

    Started by Xeno123, 10-28-2009 02:51 PM
    icekey, l4d
    • Replies: 0
    • Views: 259
    10-28-2009 02:51 PM Go to last post
  17. Question L4D esp only draws on survivors only?

    Hey, this is my code: Vector* GetAbsOrigin( IClientEntity* pEntity ) { Vector* vReturn; _asm {

    Started by TheCore, 10-03-2009 09:55 AM
    draws, esp, l4d, survivors
    • Replies: 5
    • Views: 605
    10-03-2009 04:47 PM Go to last post
  18. Question Entity LifeState

    At the moment I have a basic L4D ESP, which works fine, apart from, when the infected die, like the standard infected and also the special infected, my ESP still shows on them during the death animation. I have attempted to use m_lifeState checks, which I found at Entity + 0x11F. However this...

    Started by badster19, 07-26-2009 05:36 PM
    1 Staff Post(s)
    • Replies: 3
    • Views: 562
    07-27-2009 06:09 AM Go to last post
  19. Question hook

    hey.. downloaded the orangebox sdk .. tf2 works with my simple hook .. l4d crashes. if i remove the engine hook it doesnt crash and my speedhack works. so wav or someone else please help me :) and does l4d have IsDrawingLoadingImage? greetz

    Started by wirklich, 06-18-2009 12:35 PM
    2 Pages
    1 2
    7 Staff Post(s) hook
    • Replies: 17
    • Views: 1,530
    07-13-2009 04:22 AM Go to last post
  20. Code NumVertices, PrimCounts

    Here you go. It's not all that useful, but hopefully someone will be able to use it. I've included the survivors' info as well, although it's not entirely necessary. There are a few odd animation sequences that aren't detected, but these work most of the time. It must get the job done...

    Started by mystikfox, 12-14-2008 03:53 AM
    1 Staff Post(s)
    • Replies: 4
    • Views: 787
    07-08-2009 03:35 AM Go to last post

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