3rd party or other mods
Sticky Threads
see attached file for your "lulz"
24045B83 83BE 5C070000 01 CMP DWORD PTR DS:, 1 0 is semi auto 1 is burst 2 fully auto 2404C900 80BE 80070000 00 CMP BYTE PTR DS:, 0 if 1 alternate fire mode is active
Insurgency Mod g_dwPlayerResource = dwFindPattern ( ( DWORD )GetModuleHandle ( "client.dll" ), 0xFFFFFF, ( PBYTE )"\xC7\x86\x70\x0D", "xxxx" ); g_dwPlayerResource += 0xC; dwGameResources = **( PDWORD* )g_dwPlayerResource; dwGameResources += 0x460;
bool __stdcall bPathFree ( Vector &vecSrc, Vector &vecEnd, CBaseEntity *pBaseEntity ) { C_BaseCombatWeapon *pBaseCombatWeapon; C_BaseEntity *pLocalBaseEntity; trace_t tr; Ray_t ray; DWORD dwTemp;
bool DrawModelExecute ( ModelRenderInfo_t &pInfo ) { C_BaseEntity *pBaseEntity; if ( pInfo.entity_index > 0 && pInfo.entity_index <= g_pEngine->GetMaxClients() ) { if ( g_pEntList->GetClientEntity ( pInfo.entity_index ) != NULL ) { pBaseEntity = g_pEntList->GetClientEntity (...
This only works for ironsight, for non ironsight you have to modify the weapon angles. The code is pretty much the same only you feed in a different set of angles. //======================================================================================== double dblGetSpreadFactor ( int...
if ( g_pBaseClient->m_iWeaponID != g_pBaseClient->m_iLastWeaponID || g_pBaseClient->m_iWeaponState != g_pBaseClient->m_iLastWeaponState ) { if ( *( PDWORD )( ( DWORD )pBaseCombatWeapon + 0x730 ) > 0x400000 ) { __asm { MOV ESI, pBaseCombatWeapon ADD ESI, 0x730 MOV EAX, DWORD...
Ok guys, since I'm sick of this game and his developers I may aswell show you all how easy it is to reverse it's spread algorythm, hm? :) Ok, load up the game and make a new server then fire up olly. Do that. Now we are in FX_Firebullets(), scroll down until..
C_BaseCombatWeapon* __stdcall GetBaseCombatWeapon ( C_BaseEntity *pBaseEntity ) { C_BaseCombatWeapon *pBaseCombatWeapon; __asm { MOV EAX, pBaseEntity MOV ECX, EAX MOV EAX, DWORD PTR DS: CALL DWORD PTR DS:
-> Applied in C_BasePlayer::CalcPlayerView -> Applied when ironsight and shooting C_BasePlayer + 0xD94 = viewsway C_BasePlayer + 0xD64 = weaponstate if ( g_pBaseClient->m_iWeaponState & 1 ) {
a1LB26zz vice -d -x .txt -k a1LB26zz weapon_ak47.ctx
InPrediction -> return 1
Normal Threads
char *__cdecl sub_2400DE60() { return "tBA%-ygc"; } also for recoil you can use pato's sv_supress_viewpunch trick, but there is also some prediction code you have to knock down.
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