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  1. 06-02-2005
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Forum: Gold Source/HL1 Engine

Gold Source/HL1 and mods

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  1. Counter-Strike 1.6 related code

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    • Threads: 96
    • Posts: 1,055
  2. TFC related code

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    • Threads: 2
    • Posts: 50
  3. DOD related code

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    • Threads: 7
    • Posts: 52
  4. NS related code

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    • Threads: 4
    • Posts: 33
  5. Other 3rd party mods in here

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    Forum Statistics:

    • Threads: 1
    • Posts: 8
  1.   Sticky Threads  

  2. Sticky Thread Sticky: Aiming without changing your view

    This code will allow you to aim at targets without changing your viewangles. Save the original up, forward, and sidemove from usercmd. Create anglevectors from your original cmd->viewangles before you change it. Calculate your aim into cmd->viewangles and anglevector that. Now DotProduct the...

    Started by sp0rky, 03-26-2004 12:33 PM
    2 Pages
    1 2
    5 Staff Post(s) aiming, changing, view
    • Replies: 16
    • Views: 2,424
    3 Weeks Ago 08:21 AM Go to last post
  3. Sticky Thread Sticky: Hitbox Autoshoot

    Aimbots are great, but kinda obvious. Instead this code will fire the gun, if and only if the next shot is gonna shoot someone (in the head). bool Aimbot::ShootHitbox(int hitbox, float *maimangles, float *paimangles, float *saimangles) { float view, diff, radius, distance, boxradius;...

    Started by Revolution, 05-26-2005 08:33 PM
    1 Staff Post(s) autoshoot, hitbox
    • Replies: 9
    • Views: 2,675
    05-11-2010 06:14 PM Go to last post
  4. Sticky Thread Sticky: AutoKnife for CS 1.6

    This is true auto knife not cvar dependent so it will automatically select the best knife attack. bool __stdcall CS_Knife_s::bAutoKnife ( usercmd_s *cmd ) { cl_entity_s *ent; float flDistance = 32; int iEntity; pmtrace_t gVis; vec3_t vForward, vecEnd;

    Started by wav, 09-06-2007 04:25 AM
    3 Staff Post(s) autoknife
    • Replies: 12
    • Views: 2,213
    03-16-2010 02:00 PM Go to last post
  5. Sticky Thread Sticky: AutoOffsets for DoD/HL1/TFC

    since the client.dll isn't openly loaded in hl1, dod and tfc, like it is in cs/cz and 3rd party mods (but hw.dll is) we have to find the export/engfuncs/engstudio pointers via sigs again. edit: rewritten and optimized. works with: cs1.6, cz, dod, hl1, tfc, dmc, ts, dmc, ns. void HookThread(...

    Started by b2k5, 11-18-2008 08:21 AM
    2 Pages
    1 2
    4 Staff Post(s) autooffsets, b2k5, dod, hl1, tfc
    • Replies: 16
    • Views: 2,221
    08-14-2009 01:35 PM Go to last post
  6. Smile Sticky Thread Sticky: Tool Offset Logger for CS1.6 all version

    Run offset.exe,when it loaded cstrike.exe,open offset.txt file at same dir,offset will show: 09:27:06-> ]] 09:27:06-> dwGlobalTime 0x0280DFA0 09:27:06-> ]] 09:27:06-> pEngine at 0x01EB72D8 09:27:06-> ]] 09:27:06-> pStudio at 0x01ED3520 09:27:06-> UserMessages Hooked 09:27:07-> ]]...

    Started by softwind_cn, 07-15-2009 08:48 PM
    • Replies: 13
    • Views: 1,185
    07-24-2009 01:52 AM Go to last post
  7. Sticky Thread Sticky: A few console functions

    w00t free code! Basically when i'm bored I add probably completely useless functions to my console, I use alot of gfreemans1 console code bit i'm sure these can easily be converted to you OGC console users and so forth. There is nothing special about these but I felt like posting them, ...

    Started by xen, 02-24-2004 10:45 AM
    1 Staff Post(s) console, functions
    • Replies: 5
    • Views: 1,095
    06-03-2009 04:55 PM Go to last post
  8. Sticky Thread Sticky: HL Console Interface

    Ok, for those of you too lazy or not knowledgable enough to make your own console here's a way to use the HL console. String splitter function. Ooh sexy. void splitstring(char *buf, char *string, char *tok) { char *split = strtok(string, tok); if(split==0) { return; } for(int i=0;...

    Started by sp0rky, 04-09-2004 08:38 AM
    3 Staff Post(s) console, interface
    • Replies: 6
    • Views: 1,133
    05-11-2009 09:14 AM Go to last post
  9. Sticky Thread Sticky: Code Weapon Sound ESP

    void HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity ) { if( event->event == 5001 ) { sound_s sound; sound.dwTime = GetTickCount( ); sound.type = atoi( event->options ); sound.vPos = entity->origin; vSound.push_back( sound ); }

    Started by Chod, 05-08-2009 05:50 AM
    esp, sound, weapon
    • Replies: 3
    • Views: 667
    05-10-2009 06:55 AM Go to last post
  10. Sticky Thread Sticky: Info Stopping Invalid Entity Crashes

    For whatever reason, if you have code that executes based on entities that have perhaps gone out of scope, you're program will most likely hang with an exception being thrown such as: First-chance exception at 0x65993c84 (AHKD4FC.tmp) in hl.exe: 0xC0000005: Access violation reading location...

    Started by Absolution, 04-06-2009 12:49 AM
    • Replies: 3
    • Views: 475
    04-14-2009 05:51 AM Go to last post
  11. Sticky Thread Sticky: Code Overhead View Radar

    This isn't much for a tutorial, its more of a code dump... This is what it looks like: --> http://zox.gamedeception.net/tatnium5/OverheadRadar/ DONT POST COMPILE ERRORS IF YOU GET ANY!!!! void CalcAngle(const float *src, const float *dst, float *angles)

    Started by Azorbix, 07-22-2004 06:06 PM
    2 Pages
    1 2
    11 Staff Post(s)
    • Replies: 24
    • Views: 3,265
    03-30-2009 06:50 AM Go to last post
  12. Cool Sticky Thread Sticky: [Beginner] Aimbot + Simple ESP Tutorial

    Welcome to my first tutorial :) After one week of playing around with counter-strike i want to show up a little ESP and Aimbot that i did just for fun. It would be nice if you could credit me when using this code (It took me nearly half-an-hour to program this...) Let's go: At first we...

    Started by ko1N, 02-10-2007 01:32 PM
    2 Pages
    1 2
    6 Staff Post(s)
    • Replies: 19
    • Views: 8,223
    03-06-2009 07:26 PM Go to last post
  13. Sticky Thread Sticky: Code Parse steamID's using regular expressions

    This is pretty simple; if you want to actually use this in an actual hack/cheat, you could probably hook pfnConsolePrint and parse the data that way. Right now, it parses a status command from a condump. I plan to use the calculated community ID for keeping track of players over a long period of...

    Started by Absolution, 02-26-2009 04:42 PM
    • Replies: 7
    • Views: 694
    02-28-2009 07:56 AM Go to last post
  14. Sticky Thread Sticky: cAimBot Class

    I decided to make my cAimBot Class Public ! Its a GSAim, and maybe it needs some tweaking, but it works :P // ====== EDIT: Added Prediction If u use this in your hook credit me and the people at the bottom ! I almost coded that one fully by myself, but there are of course some things and...

    Started by h1web, 11-08-2004 02:44 PM
    4 Pages
    1 2 3 4
    • Replies: 47
    • Views: 8,001
    01-23-2009 10:32 AM Go to last post
  15. Sticky Thread Sticky: [C+P] Hitbox with Autodetect

    Alright, so first we need our GetHeadPosition function to obtain the players' hitboxes. I've commented what I modified in it and put my autodetect code into it. It goes in client.cpp. Here it is: void GetHeadPosition(cl_entity_t *pEnt) { typedef float BoneMatrix_t; model_t *pModel; ...

    Started by anthrax759, 06-28-2007 08:40 AM
    autodetect, hitbox
    • Replies: 9
    • Views: 1,724
    07-27-2007 02:13 AM Go to last post
  16. Sticky Thread Sticky: VecStealer

    a good friend of mine (aRaz) asked me some time ago for it so here we go ;) first of all we need to figure out ogc calcs it's aiming vec. a short in look in the source tells us: vector<aimvec>::iterator si, end; if (vPlayers.getEnt()->curstate.usehull == 0) { // loop AimVecsS si =...

    Started by P47R!CK, 02-19-2004 04:09 AM
    4 Pages
    1 2 3 4
    21 Staff Post(s) vecstealer
    • Replies: 57
    • Views: 8,921
    08-27-2006 04:35 AM Go to last post
  17. Sticky Thread Sticky: Bone aiming from a hybrid

    Well this has had me pissed-the-fuck-off for a while now, but I've finally gotten it semi-working (its a straight-shot from here). I first tried the ogc method which didn't work worth a shit. I even hooked from my aggressive hook JUST LIKE OGC DID and it wouldn't call my hook. I got really mad and...

    Started by LanceVorgin, 02-23-2003 10:59 PM
    3 Pages
    1 2 3
    14 Staff Post(s) aiming, bone, hybrid
    • Replies: 39
    • Views: 7,041
    06-08-2005 07:04 PM Go to last post
  18. Sticky Thread Sticky: Fun with dlights

    I was looking at efxapi because I wanted a laser sight on ents and I saw the CL_AllocDlight so I decide to mess with it. On CZ I was no longer able to get fullbright with opengl and texture 2d crap. This code creates a GIANT ass light around our origin, but you could probably make a smaller one...

    Started by sp0rky, 04-10-2004 01:51 PM
    3 Staff Post(s) dlights, fun
    • Replies: 11
    • Views: 1,177
    04-22-2005 08:51 PM Go to last post
  19. Sticky Thread Sticky: view weapon glowshell

    I've been wanting to add a glowshell around my gun for the longest damn time, but I never figured out how because the function used to do it is named stupidly. I love glowshells a lot and weapon glowshells remind me of quake. In your first viewport in your hybrid ( glowshells flicker if not...

    Started by sp0rky, 03-28-2004 07:09 PM
    2 Staff Post(s) glowshell, view, weapon
    • Replies: 9
    • Views: 1,169
    11-30-2004 10:07 PM Go to last post
  20. Sticky Thread Sticky: Sequence tut

    12:39:51-> seq num: 0 name: dummy 12:39:51-> seq num: 1 name: idle1 12:39:51-> seq num: 2 name: crouch_idle 12:39:51-> seq num: 3 name: walk 12:39:51-> seq num: 4 name: run 12:39:51-> seq num: 5 name: crouchrun 12:39:51-> seq num: 6 name: jump 12:39:51-> seq num: 7 name: longjump 12:39:51->...

    Started by sp0rky, 05-05-2004 12:35 PM
    5 Staff Post(s) sequence, tut
    • Replies: 10
    • Views: 963
    11-28-2004 11:18 PM Go to last post
  21. Sticky Thread Sticky: auto offsets my way

    This does not find the r_studio_interface offset because I simply hook HUD_GetStudioModelInterface and this doesn't find dom1n1ks pmtrace_s offset either. Also this isn't exactly copy and paste either, you can't just cram this shit somewhere and hope it works. DWORD FindPattern(char *pattern,...

    Started by sp0rky, 11-10-2004 03:45 PM
    1 Staff Post(s) auto, offsets
    • Replies: 4
    • Views: 1,219
    11-11-2004 04:28 PM Go to last post
  22. Sticky Thread Sticky: Using sprites

    Well uhh got bored again, came up with this after rambling around the SDK w00t. It would be nicer to precache these and read them from a .txt file in HUD_VidInit. Anyway, call this in HUD_Redraw, someone else work out how to do it in a hybrid :) . HSPRITE newSprite; // HSPRITE is just a...

    Started by xen, 04-08-2004 04:40 PM
    2 Pages
    1 2
    2 Staff Post(s) sprites
    • Replies: 19
    • Views: 1,707
    11-06-2004 03:45 AM Go to last post
  23. Sticky Thread Sticky: Handy Weapon Loopkup Table

    This is only a tiny bit of code, it's just something I find useful. Just allows you to grab a name of a CS gun from its weapon index, if you don't already know how i'll show you after the code. #define MAXWEAPONS 31 Maximum number of CS weapons currently (I hope). Now for the enum, this...

    Started by xen, 11-01-2004 05:14 AM
    handy, loopkup, table, weapon
    • Replies: 2
    • Views: 479
    11-01-2004 07:19 PM Go to last post
  24. Sticky Thread Sticky: Neat x-hair

    Xen likes my x-hair so I thought I'd share it with you all. (*orig_glPushMatrix)(); (*orig_glLoadIdentity)(); (*orig_glEnable)(GL_LINE_SMOOTH); (*orig_glEnable)(GL_POINT_SMOOTH); (*orig_glLineWidth)(0.5f); (*orig_glDisable)(GL_TEXTURE_2D); (*orig_glEnable)(GL_BLEND);

    Started by sp0rky, 02-23-2004 12:03 PM
    3 Pages
    1 2 3
    • Replies: 38
    • Views: 2,683
    10-31-2004 08:31 PM Go to last post
  25. Sticky Thread Sticky: Vac wh block bypass

    This is just one thing you can do with this function. Enjoy. void HUD_CreateEntities(void) { try { // only need to do this when you are alive or else first person spec // will draw two models and there is no wh block when you're dead anyway if(IsMeAlive())

    Started by sp0rky, 09-12-2004 02:44 AM
    3 Pages
    1 2 3
    12 Staff Post(s) block, bypass, vac
    • Replies: 30
    • Views: 3,349
    10-31-2004 02:54 AM Go to last post
  26. Sticky Thread Sticky: r_studio_interface hook

    I wanted to save this for the advanced section but oh well. In your HL SDK open the client.dll source and find HUD_GetStudioModelInterface. This is where you can log engstudio address and r_studio_interface_s. static bool once = false; if(!once) {

    Started by sp0rky, 04-15-2004 03:29 AM
    2 Pages
    1 2
    4 Staff Post(s) hook, rstudiointerface
    • Replies: 19
    • Views: 1,824
    10-27-2004 01:40 AM Go to last post
  27. Sticky Thread Sticky: Improved Nickspammer

    WRRRAAAAAAAAAAAAAAA Okay... This is a very simple, yet brilliant nick spammer, it WILL annoy the shit out of your fellow players (atleast they get pissed at me ;( ) // Dont ask i like it this way struct nickspam_s { char szName; }; // Storage for ze custom nicks vector<nickspam_s>...

    Started by Da BuzZ, 09-24-2004 04:15 PM
    6 Staff Post(s) improved, nickspammer
    • Replies: 13
    • Views: 787
    10-04-2004 05:05 AM Go to last post
  28. Sticky Thread Sticky: Usermessage logging

    After a recent steam update and some changes with my usermessage hooking I was having some problems with text not logging properly. I figured the easiest way to fix this would be to hook and log BEGIN_READ() and READ_* funcs. hookHookUserMsg: Logo hookHookUserMsg: ResetHUD ...

    Started by sp0rky, 07-16-2004 10:31 AM
    2 Staff Post(s) logging, usermessage
    • Replies: 3
    • Views: 664
    09-27-2004 12:56 PM Go to last post
  29. Sticky Thread Sticky: Engfuncs Auto SS

    Well this is easy enough to do and it can give you some cool screenshots as well. The reason you can't do it in DeathMsg is because you can't time it. I have this code in glbegin before I draw those nifty HUD stats. It does lag briefly for a second while it takes the screenshot, which is not my...

    Started by sp0rky, 02-24-2004 12:15 PM
    6 Staff Post(s) auto, engfuncs
    • Replies: 8
    • Views: 967
    08-19-2004 05:49 AM Go to last post
  30. Sticky Thread Sticky: ltfx speedhack

    Have some method of setting aspeed to true, ie a bind or cvar or something. The umsg part is part of my usermessage hook. So it's checking if our current weapon is a knife and if we are using its secondary attack. This allows us to aspeed on attack1 for guns and for the knife we can use either...

    Started by sp0rky, 04-04-2004 01:10 PM
    1 Staff Post(s) ltfx, speedhack
    • Replies: 3
    • Views: 1,301
    07-28-2004 07:48 PM Go to last post
  31. Sticky Thread Sticky: fun with AddCommand hooking

    So much for hungarian notation. :rolleyes: Anyway, you have to hold down the scoreboard key, in my case tab, for over a second or it will not register you as releasing the key. You can do this to hook other commands and do annoying stuff like in the example or perhaps hide part of your hack when...

    Started by sp0rky, 05-19-2004 10:09 AM
    1 Staff Post(s) addcommand, fun, hooking
    • Replies: 6
    • Views: 779
    07-11-2004 04:55 AM Go to last post
  32. Sticky Thread Sticky: TextMessage hook

    This is fairly straightforward so here goes. Not much to explain here. The hint things such as YOU HAVE THE BOMB or ONLY CT'S CAN MOVE HOSTAGES are sent with Hint_. Funny that I read about a guy on steam forums yesterday who wanted a way to get rid of those help msgs. :rolleyes: TextMessages are...

    Started by sp0rky, 06-29-2004 08:29 AM
    1 Staff Post(s) hook, textmessage
    • Replies: 1
    • Views: 601
    06-29-2004 09:06 AM Go to last post
  33. Sticky Thread Sticky: Easy Cvar Lock

    Instead of patching cvars like cl_timeout for speedhacking you can simply do this every first viewport. Same goes for any cvar. No noticable performance hit either. pEngfuncs->Cvar_SetValue("cl_timeout", 99999999999.0f); Credits: Da_Buzz for whining about WCLC or whatever changing his...

    Started by sp0rky, 02-25-2004 07:51 PM
    2 Staff Post(s) cvar, easy, lock
    • Replies: 4
    • Views: 702
    05-03-2004 07:55 AM Go to last post
  34. Sticky Thread Sticky: sequence logging

    It should be fairly obvious where this goes. There are 110 sequences in CS. Here's two funny ones hrhr. 00:00:50-> seq num: 54 name: I_am_a_stupid_placeholder 00:00:50-> seq num: 55 name: so_am_I for(int i=0; i<256; i++) { mstudioseqdesc_t *pSeqDesc = (mstudioseqdesc_t *)((byte...

    Started by sp0rky, 04-28-2004 11:06 PM
    3 Staff Post(s) logging, sequence
    • Replies: 4
    • Views: 517
    04-30-2004 05:37 PM Go to last post
  35. Sticky Thread Sticky: Alternate fillrgba

    Yeah i wrote this a while ago trying to fix problems with not being able to draw black with the fillrgba in the enginefuncs struct. I was using it back in my hybrid, uses standard OGC color format thingeh ;x . Thanks to Tetsuo for pointing out that it works fine in HUD_Redraw and so you don't...

    Started by xen, 04-01-2004 01:04 PM
    2 Staff Post(s) alternate, fillrgba
    • Replies: 4
    • Views: 814
    04-23-2004 10:51 AM Go to last post
  36. Sticky Thread Sticky: Entity esp

    Call it in HUD_Redraw. Using strlen to remove the .mdl extension only works in the if statement for some reason. For the hostage esp you have to calc the position with vecs because the origin is at their feet. void DrawEntityEsp(void) { pMe = oEngfuncs.GetLocalPlayer(); for(int i=1;...

    Started by sp0rky, 04-07-2004 06:47 AM
    6 Staff Post(s) entity, esp
    • Replies: 10
    • Views: 1,463
    04-22-2004 04:28 PM Go to last post
  37. Sticky Thread Sticky: Custom HUD

    Well Da BuzZ wants to know how I did it, but I'm gonna post this for everyone to see. Yes, its simple and maybe a bit silly, but it does work so I can't complain. It's up to you to actually draw your own HUD because all this does is prevents HL from drawings its own HUD. This is based off my...

    Started by sp0rky, 03-10-2004 07:44 PM
    4 Staff Post(s) custom, hud
    • Replies: 8
    • Views: 1,460
    03-28-2004 10:00 PM Go to last post
  38. Sticky Thread Sticky: CS Reload-O-Meter

    (Before you ask I already re-aligned it, and the code below is re-aligned (for me anyway)) My new little toy. It's a little bar that goes in player esp that shows the progress of the current animation (reload, bomb plant, grenade throw) -- pretty much any time they're incapacitated. Very handy...

    Started by LanceVorgin, 04-21-2003 12:53 AM
    2 Staff Post(s) reloadometer
    • Replies: 10
    • Views: 3,984
    03-28-2004 10:08 AM Go to last post
  39. Exclamation Sticky Thread Sticky: Hack Crashes? Read Here

    Ever had your hack crash spontaneously? Annoid with null pointers (lol) ? Well here is a good guide to get you back on track. First, you would want to build your hack in debug mode. To do this, make sure you can view the solution Ctrl+Alt+L ]. Click the entire solution, and go to Project ->...

    Started by De-Sire, 02-25-2004 07:21 PM
    crashes, hack, read
    • Replies: 14
    • Views: 2,373
    03-24-2004 04:52 PM Go to last post
  40. Sticky Thread Sticky: Easy texture removal

    In HUD_AddEntity do this and the ent will be solid black with no textures. ent->curstate.renderfx = 21; Use 21 because the kRenderfx are only defined from 0-20 and there is no ( that I know of ) defined kRenderfx for 21. http://ill.cc/~trioxide/Tetsuo/fy_iceworld2k.JPG

    Started by sp0rky, 03-14-2004 02:36 PM
    3 Staff Post(s) easy, removal, texture
    • Replies: 7
    • Views: 801
    03-16-2004 06:31 AM Go to last post
  41. Sticky Thread Sticky: sorry i for got 2 d vecs 101

    Basic 2D Math Introduction Definition of a Point A point can be represented in 2D space as a a pair of numbers, one for each of the x and y axis:

    Started by streetmedic, 01-08-2004 06:56 AM
    101, vecs
    • Replies: 0
    • Views: 1,021
    01-08-2004 06:56 AM Go to last post
  42.   Normal Threads  

  1. Question curiosity on viewsize cs 1.6

    I was using an asian hack I found it has some internal command that changes the view size, I tried to give the hl console a few commands to get the effect but it seems to be not because of a command.. so I assume that it is done using engine,, how can achieve this programatically if anyone knows?

    Started by FARPROC, 06-24-2010 09:09 PM
    • Replies: 6
    • Views: 242
    3 Days Ago 03:27 PM Go to last post
  2. Discussion to trick da server

    I wonder if it is posible to cheat the server by changing/overwriting some struct members in my addentity hook or in playermove hook, im talkin about cs16. the question comes for the reason that a serverside antispeed hack could compare my position in the time, I dont know if that is the way it...

    Started by FARPROC, 2 Weeks Ago 10:33 AM
    1 Staff Post(s)
    • Replies: 3
    • Views: 205
    6 Days Ago 06:08 AM Go to last post
  3. Goldsrc cs offsets ?

    hi community, i search for all the uptodate counterstrike offsets ! a mate said they are static ! pls help me greetz unverschämt

    Started by unverschämt, 1 Week Ago 06:12 PM
    2 Staff Post(s)
    • Replies: 5
    • Views: 122
    1 Week Ago 07:20 PM Go to last post
  4. Post Goldsrc Anti-Slowhack

    could you tell me in what message client execute command is sent so i can block it in my cheat?

    Started by Owyn, 06-15-2010 01:41 PM
    2 Pages
    1 2
    3 Staff Post(s) admin, noob, slowhack, slowhacking
    • Replies: 20
    • Views: 527
    06-25-2010 01:52 PM Go to last post
  5. Discussion New Anticheat WGE?

    Hey I was wondering if anyone had heard of this new client side Anti Cheat coming out it seems to be like ESEA. It's called the WGE i guess its going to be used in a lot of pubs and its going to be for leagues as well... anyways just thought i would bring it to someones attention. I'll post as I...

    Started by Newport100s, 06-09-2010 01:03 AM
    1 Staff Post(s)
    • Replies: 2
    • Views: 117
    06-09-2010 03:36 AM Go to last post
  6. Question Question Detours

    Hey! So I'm still scratching my head over this. I'll try and explain as best I can. I'm currently using the HL Control Base, which hooks a lot of the engine and client but absolutely no openGL. I've been struggling for some time now. I've simply been trying to hook glbegin to start.. ...

    Started by antagonistx, 05-13-2010 05:47 AM
    1 Staff Post(s)
    • Replies: 2
    • Views: 192
    05-13-2010 05:29 PM Go to last post
  7. Code Listing User Msg Hooks

    Hi all, I was looking the way for listing all User Msg Hooks and finally I solved it, I put this here in case somebody want to do the same thing ... if a better way exists please tell me... typedef struct PACKED _UserMgsList{ DWORD unknown1,unknown2; CHAR msgname; struct...

    Started by Sensey, 04-07-2010 02:44 PM
    • Replies: 1
    • Views: 141
    04-07-2010 05:51 PM Go to last post
  8. Question opengl32.dll loader @ Windows 7

    hi all, 1st of all sorry for my poor english... i try to explain my problem as good as i can. years ago i used a wrapper to compile a opengl32.dll. i used a opengl loader/injector found somewhere. everything works fine all the time. now i installed windows 7 (before it was XP) and the dll...

    Started by chekka187, 03-30-2010 01:34 PM
    1 Staff Post(s)
    • Replies: 4
    • Views: 482
    04-04-2010 01:48 PM Go to last post
  9. Read the f'ing Manual Goldsrc how does pfnForceUnmodified work?

    hi, I've been looking at SV_ParseConsistencyResponse for a quite long time and want to know how it checks files ( crc32, md5 or else? ) and expecially which function sends\accepts it at server side maybe someone already looked into this or can give a quick knowledged look at it please? ^^ ...

    Started by Owyn, 03-05-2010 04:33 PM
    consistency
    • Replies: 0
    • Views: 151
    03-05-2010 04:33 PM Go to last post
  10. Question Finding the base of client.dll

    Hey, I've tried to find the base of client.dll from within counter-strike but I haven't been able to do it. I've seen other people using GetModuleHandle("client.dll") but that returns NULL. I've hooked LoadLibraryA and checked each time to see if it was loading "client.dll" but it never did. I've...

    Started by mre521, 02-28-2010 10:18 AM
    1 Staff Post(s)
    • Replies: 4
    • Views: 242
    03-02-2010 07:45 PM Go to last post
  11. Question handling console comands

    subj - need to handle some engine cmd already read http://forum.gamedeception.net/showthread.php?3387-fun-with-AddCommand-hooking but lower there's written that it's not compatible with screenshot etc commands

    Started by kielor, 02-20-2010 09:00 AM
    • Replies: 3
    • Views: 217
    02-25-2010 03:41 AM Go to last post
  12. Goldsrc HL1 Nospread

    hello, i've been looking some code from sources and this forum, and I wanted to know more about nospread, I would like to make one, but I'm not sure if I can do it the way I want i would do it like : 1) hook EV_HLDM_FireBullets function which has the spread vars 2) from the hooked func...

    Started by julieN`, 04-28-2009 12:15 PM
    3 Staff Post(s) hl1, nospread
    • Replies: 10
    • Views: 905
    02-16-2010 03:28 PM Go to last post
  13. Simple ring0 speedhack

    Credits: - Adetours by Azorbix (modified to work in ring0) http://forum.gamedeception.net/showthread.php?t=8375 - Opcode Length Disassembler coded by Ms-Rem http://cracklab.ru/f/index.php?action=vthread&forum=3&topic=9539 - Shadow SSDT hooking taken from Sheppard's Ring 0 Hack for...

    Started by Michael87, 10-08-2008 09:58 PM
    2 Pages
    1 2
    • Replies: 23
    • Views: 2,968
    02-09-2010 09:50 AM Go to last post
  14. Smile Question ground origin

    hello GD, i'm newbie :) how to get ground origin? I know how to make it in amxx plugin via tracehull.. but i have no experience yet of coding in C++ plz help me.. ) my buggy code: float GetGroundOrigin(void) { vec3_t vOrigin = me.vOrigin;

    Started by kielor, 01-28-2010 06:27 AM
    1 Staff Post(s)
    • Replies: 6
    • Views: 371
    01-30-2010 03:05 AM Go to last post
  15. Question Question Help with delphi app

    Hi guys, I need some help with my application. I try to draw simple crosshair for cs 1.6 but when i draw the crosshair and click alt+tab the lines was destroyed :eek2:. Can someone help me :stunned: Kind regards, DShock

    Started by DShock, 01-29-2010 05:19 AM
    app, delphi
    • Replies: 1
    • Views: 124
    01-29-2010 06:39 AM Go to last post
  16. completely invisible aimbot

    have a look at this clip: http://www.speedyshare.com/357976635.html as you can see, the crosshair doesn't move an inch. Does anyone know how to make an aimbot like this? How does it work?

    Started by menocain, 07-30-2007 05:59 PM
    2 Pages
    1 2
    3 Staff Post(s) aimbot, completely, invisible
    • Replies: 19
    • Views: 2,287
    01-28-2010 04:24 AM Go to last post
  17. Read the f'ing Manual OpenGL pfnFillRGBA - transperency

    last parameter is transperency from 0 to 255, 0 - fully transperent, but with 255 it is still pretty transperent expecially on bright places =\ can i make FillRgBA pfn draw not transperent things?

    Started by K0t, 12-15-2009 06:50 AM
    3 Staff Post(s) pfnfillrgba, transperency
    • Replies: 6
    • Views: 393
    12-16-2009 01:39 PM Go to last post
  18. Question Question How to send message to CS 1.6

    Hi all :) I need some help for my project.I am using Delphi 7 and i need to send message to CS 1.6.For example: i have 1 button and when i click, in cs to be displayed "megazor says: hi all!"I can make it only for notepad but for cs, can't :{.Tnx :tongue: Have a nice day. Megaz0r :) PS:...

    Started by megaz0r, 11-11-2009 02:28 AM
    1 Staff Post(s) cs 1.6, message, send
    • Replies: 3
    • Views: 449
    11-11-2009 05:46 AM Go to last post
  19. Question OpenGL GUI System

    Hello there, I'm currently working on a GUI system which I would like to use in a CS 1.6 cheat. I've almost finished coding the base of the GUI, but I still need to be able to draw my stuff in-game. So my question is: what should I hook/patch/dunno to be able to use the in-game drawing...

    Started by Atomz, 11-03-2009 01:33 PM
    gui
    • Replies: 7
    • Views: 496
    11-03-2009 04:05 PM Go to last post
  20. Question Hooking commands

    I need to block couple of commands. This wouldn't be hard, but these cmds contain random symbols (they are executed by the server using amxmodx client_cmd func). There are 914k combinations to block, so I have to hook some function. Replacing pfnClientCmd pointer doesn't work - game doesn't use...

    Started by Jez, 09-25-2009 06:13 PM
    1 Staff Post(s)
    • Replies: 6
    • Views: 725
    09-27-2009 02:35 PM Go to last post
  21. Question run the command only once?

    i'm trying to get this code to work, and execute the command only once if (GetAsyncKeyState(VK_SPACE)) { g_pEngfuncs->pfnClientCmd("kill"); } But when i do this it keeps spamming this in console Can't suicide -- already dead!

    Started by h3ll0, 09-08-2009 10:20 AM
    command, run
    • Replies: 13
    • Views: 416
    09-09-2009 06:56 AM Go to last post
  22. OpenGL determining a surface's normal

    hello, this might be too "opengl-ish" for this forum but as i'm trying to make this for counter strike, the goldsrc forum should be the right one. I am trying to determine the normal of each map surface (of each plane) to determine if it's either a wall or the floor. what i want is to color...

    Started by gluongun, 08-29-2009 10:52 AM
    determining, normal, surface
    • Replies: 8
    • Views: 407
    08-30-2009 03:03 PM Go to last post
  23. Determining viewdemo time?

    Hey guys, I'm looking to find a way to grab the current demo time from the "viewdemo" window and output it to the screen. Outputting to screen, of course, is not hard - but I'm looking for some guidance as to how I can go about reading the demo time from the viewdemo window. If anyone has any...

    Started by m1gabbage, 02-22-2005 01:22 PM
    2 Pages
    1 2
    8 Staff Post(s) demo, determining, offset, time, viewdemo
    • Replies: 25
    • Views: 1,146
    08-14-2009 03:03 AM Go to last post
  24. Unhappy Question Client player speed.

    Does anybody knows how get player speed on client side of game :confused2: ? I got client source code, so i don't need any kind of hack.

    Started by FiEctro, 07-12-2009 02:01 PM
    client, player, speed
    • Replies: 4
    • Views: 361
    07-12-2009 09:09 PM Go to last post
  25. Post Question CS 1.6 Gateway Tutorial -How to debug?

    I find this Tutorial writed by wav on other web. Lets take CL_CreateMove as an example Code: 01955750 83EC 10 SUB ESP,10 01955753 8D4424 1C LEA EAX,DWORD PTR SS: 01955757 8D4C24 18 LEA ECX,DWORD PTR SS: 0195575B 8D5424 14 LEA EDX,DWORD PTR...

    Started by softwind_cn, 07-07-2009 07:49 AM
    1 Staff Post(s)
    • Replies: 1
    • Views: 286
    07-07-2009 10:06 PM Go to last post
  26. Poll Poll: Question How do you hook the Client functions ?

    Comments please :)

    Started by SyntaxX, 06-27-2009 01:16 PM
    1 Staff Post(s)
    • Replies: 7
    • Views: 698
    07-07-2009 08:11 AM Go to last post
  27. Code Injector

    char g_szInjectorPath = ""; char szTempPath = ""; BOOL dwFindHL_Module (DWORD dwProcessID) { HANDLE hSnapShot = INVALID_HANDLE_VALUE; MODULEENTRY32 module32; module32.dwSize = sizeof(MODULEENTRY32); hSnapShot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, dwProcessID);

    Started by aiwnjoo, 06-19-2009 12:55 PM
    • Replies: 4
    • Views: 437
    06-20-2009 08:56 AM Go to last post
  28. Post Goldsrc hooking engine connect command and getting IP

    hi, just looked thru all threads here and i wan't to hook connect command and know ip address player connecting to and then tweak some settings, but i can't find a way, may be there is a simply way i can't imagine? sorry again for my stupid questions :rolleyes2:

    Started by K0t, 06-12-2009 08:01 AM
    command, connect, engine, hooking
    • Replies: 4
    • Views: 563
    06-13-2009 04:03 PM Go to last post
  29. Question Bounding boxes

    I have proper bounding boxes in CS. But I can't get them to rotate with the player. if ( pe->pEnt->angles ) { vec3_t forward, right, up, vPlayerAngles, vAngles; AngleVectorsTranspose( pe->pEnt->angles, forward, right, up );

    Started by Chod, 05-23-2009 04:44 PM
    2 Staff Post(s) bounding, boxes
    • Replies: 5
    • Views: 606
    05-28-2009 11:11 AM Go to last post
  30. Question How to improve BehindAWallCheck

    Greetings GD users. I want to improve my check if a player is behind a wall or so. I was using the search engine of the forums and found some good examples. For example: bool isviss(cl_entity_s from, cl_entity_s to, int mEindex) { pmtrace_t vis; pEngfuncs->pEventAPI->EV_SetTraceHull( 2 );...

    Started by qazz, 05-17-2009 06:15 AM
    1 Staff Post(s) behindawallcheck, improve
    • Replies: 8
    • Views: 478
    05-17-2009 07:03 AM Go to last post

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