Jedi Knight: Jedi Academy Development
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Simple health esp for jka, it's not 100% accurate but it's nice to have especially in duels because you can switch up to fast weak attacks when their hp gets low and kill them easy. If people heal, get gripped or use drain their hp won't be right, but it will update with the next EV_PAIN event. The...
This is really simple if done after DrawActiveFrame since most of the work will be done for you. I just call CheckEvents before I draw esp in CG_DRAW_ACTIVE_FRAME since I update health there. void CG_EntityEvent( centity_t *cent ) { int event; entityState_t *es = NULL; es =...
Current jka offsets that I've found are: cg_entities: 0x30741880 cg: 0x306F9200 cg_items: 306F2BE0 cgs: 306B6AA0 cg_weapons: 306B4AE0 centity_t *pcg_entities = NULL; cg_t *pcg = NULL;
trap_S_UpdateEntityPosition updates all ents in your pvs. arg0 is the index of the ent, arg1 is the origin but we don't need that, just the index. trap_R_AddRefEntityToScene is called for every player before it's added to the render, so if we return without calling the syscall the ent isn't...
This works even if you don't actually have force seeing. No this won't make you see people through walls as though you had force seeing on, but it makes it render players who mind trick you. It also will render players on ja+ servers if the admin is ghosted or if they do that thing "you lose your...
Basic name and distance esp. CG_WorldCoordToScreenCoord gives you proper coords. I'll leave it up to you to work out the actual text drawing bit for now. if(command == CG_DRAW_ACTIVE_FRAME) { if(pcg && pcg->snap) { int iLocalIndex = pcg->snap->ps.clientNum; centity_t *pMe =...
This shows the models and sabers through walls, it also adds some lighting to it. If I figure out how Bon did glowshells I'll post that. if(command == CG_R_ADDREFENTITYTOSCENE) { refEntity_t *pEnt = (refEntity_t *)arg0; if(pEnt->reType == RT_MODEL) pEnt->renderfx |= (RF_NODEPTH |...
This is the dllEntry func from cgamex86.dll. First line it puts the arg in eax which is the addr of syscall, then it movs that addr into the cgamex86.dll ptr, then it returns. 3005E0F0 8B4424 04 MOV EAX,DWORD PTR SS: 3005E0F4 A3 BCE10930 MOV DWORD PTR DS:,EAX 3005E0F9 C3 ...
JKA, based off the q3 engine, uses a 640x480 virtual screen which means you gotta scale text if you want to put it on screen. (You don't with ent esp because the CG_WorldCoordToScreenCoord func gives you screen coords in 640x480 virtual screen.) The main use for this code would be if you were...
Normal Threads
Hey all, Just thought I'd share some cool stuff I found while updating my JKA MovieBattles mod client hook. JKA uses the ghoul2 system that sof2 uses for bone animations (ragdoll and stuff). As such, you can use bone positions for aimbot, instead of just using the entities->lerpOrigin. ...
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