Jump to content

Syran0

Members
  • Posts

    49
  • Credits

  • Joined

  • Last visited

    Never
  • Feedback

    0%

About Syran0

Profile Information

  • Gender
    Not Telling

Syran0's Achievements

Newbie

Newbie (1/16)

0

Reputation

  1. .... look at the cvars lmao it's css u don't see ?
  2. radar based far esp struct CRadarPlayer { __int32 bIsValid; //0000 -> not updating that much?! char unknown0[12]; char Unknown1[32]; //0010 __int32 iTeam; //0030 __int32 iHealth; //0034 Vector vOrigin; //0038 QAngle qViewAngles; //0044 }; void __stdcall new_PaintTraverse(vgui::VPANEL vguiPanel, bool forceRepaint, bool allowForce) { _asm { PUSH allowForce PUSH forceRepaint PUSH vguiPanel MOV ECX, g_pPanel CALL g_dwOrgPaintTraverse } //"MatSystemTopPanel" const char* pszPanelName = g_pPanel->GetName(vguiPanel); if(pszPanelName[0] == 'M' && pszPanelName[3] == 'S' && pszPanelName[9] == 'T' && pszPanelName[12] == 'P') { CBaseEntity* pLocal = (CBaseEntity*)g_pEntList->GetClientEntity(g_pEngine->GetLocalPlayer()); if(pLocal && pLocal->IsAlive() && g_pEngine->IsInGame()) { CRadarPlayer* pRadarPlayer = NULL; player_info_t pInfo; int iTeam = 0; int r = 255, g = 255, b = 255; Vector vPlayer, vScreen; float fDistanceToPlayer; float fBoxradius; for(int index = 0; index < 32; index++) { if(index == g_pEngine->GetLocalPlayer() - 1) continue; _asm { MOV ECX,DWORD PTR DS:[244035C0h] MOV EAX, index LEA EAX,DWORD PTR DS:[EAX+EAX*4] SHL EAX,6 LEA EAX,DWORD PTR DS:[EAX+ECX+28h] MOV pRadarPlayer, EAX } if(pRadarPlayer == NULL || (pRadarPlayer->vOrigin.x == 0 && pRadarPlayer->vOrigin.y == 0 && pRadarPlayer->vOrigin.z == 0) || pRadarPlayer->iTeam == 0 || pRadarPlayer->iHealth == 0) continue; iTeam = pRadarPlayer->iTeam; vPlayer = pRadarPlayer->vOrigin; if(vPlayer.z == (int)vPlayer.z) vPlayer.z += 32; else vPlayer.z -= 32; if(gNeeded.GetVisible(pLocal->EyePosition(), vPlayer) == false) { if(iTeam == 2) { r = 255; g = 80; b = 60; } else if(iTeam == 3) { r = 80; g = 80; b = 255; } else { r = 255; g = 255; b = 255; } } else { if(iTeam == pLocal->GetTeamNumber()) { if(iTeam == 2) { r = 255; g = 80; b = 60; } if(iTeam == 3) { r = 80; g = 80; b = 255; } } else { r = 150; g = 255; b = 60; } } if(gNeeded.WorldToScreen(vPlayer, vScreen)) { fDistanceToPlayer = gNeeded.GetDistance(pLocal->GetAbsOrigin(), vPlayer); fBoxradius = (100 / (fDistanceToPlayer / 100)); g_pMatSystemSurface->DrawSetColor(r, g, b, 210); g_pMatSystemSurface->DrawOutlinedRect(vScreen.x - fBoxradius, vScreen.y - fBoxradius, vScreen.x + fBoxradius, vScreen.y + fBoxradius ); } } } } }
  3. void phoenix_camera::draw_rear_view_mirror(void) { try { if( emanager.get_local_player() != NULL ) { vrect_t rect; rect.x = GUI(REARVIEWMIRROR)->x + (BORDER_SIZE >> 1); rect.y = GUI(REARVIEWMIRROR)->y + TITTLE_BAR_SIZE; rect.width = GUI(REARVIEWMIRROR)->w - BORDER_SIZE; rect.height = GUI(REARVIEWMIRROR)->h - TITTLE_BAR_SIZE; rect.pnext = NULL; CViewSetup myView; phoenix_game_call::GetPlayerView(myView);//IBaseClientDLL* CViewSetup mirrorView = myView; mirrorView.width = rect.width; mirrorView.height = rect.height; mirrorView.x = rect.x; mirrorView.y = rect.y; mirrorView.origin = emanager.get_local_player()->GetEyesPos(); mirrorView.angles = emanager.get_local_player()->GetEyesAngle(); mirrorView.angles.y += 180; mirrorView.fov = 90.0f; phoenix_game_call::RenderViewEx(mirrorView,0,0);//IViewRender* } } catch (...) { phoenix_debug::add_log("draw_rear_view_mirror(void) error..."); } }
  4. Hello, Here you can control the rcon of sv_cheats 1 servers ! Use that script : ent_create logic_timer ent_fire logic_timer addoutput "targetname taketimer" ent_fire taketimer toggle ent_fire taketimer addoutput "refiretime 0.01" ent_fire taketimer enable ent_fire taketimer addoutput "startdisabled 0" ent_fire taketimer addoutput "UseRandomTime 0" ent_fire point_servercommand kill give point_servercommand ent_setname point_clientcommand point_servercommand wait ent_fire taketimer addoutput "ontimer point_servercommand,command,rcon_password bhaabhoo" rcon_password bhaabhoo rcon ma_psay "YOUR STEAM ID" " :: Rcon has been changed :: "
  5. Mani Admin detect the ping via the score board , well with that trick you can bypass the Anti Lag protection from mani admin ;)
  6. If you can't code, you'll never understand ;)
  7. Thanks dude
  8. solved
  9. //check bool we_are_ingame = false; bool is_the_world_edited = false; //storage std::vector<IMaterial*> m_vec_hands; std::vector<IMaterial*> m_vec_Map_Textures; std::vector<IMaterial*> m_vec_Objects_Textures; std::vector<IMaterial*> m_vec_UseLess_Textures; std::vector<IMaterial*> m_vec_players_materials; //yep void Add_To_List(char const* pMaterialName,const char*pTextureGroupName,IMaterial* pTemp ) { if ( plugin_game_interface::m_pEngine->IsInGame() ) { we_are_ingame = true; } else { if ( we_are_ingame ) { m_vec_Map_Textures.clear(); m_vec_Objects_Textures.clear(); m_vec_UseLess_Textures.clear(); m_vec_players_materials.clear(); m_vec_hands.clear(); we_are_ingame = false; } if(!strcmp(pTextureGroupName, "Lightmaps")|| !strcmp(pTextureGroupName, "Particle textures")|| !strcmp(pTextureGroupName, "Decal textures")|| !strcmp(pTextureGroupName, "CubeMap textures")|| !strcmp(pTextureGroupName, "Dynamic Indices")|| !strcmp(pTextureGroupName, "Dynamic Verts")|| !strcmp(pTextureGroupName, "World Verts")|| !strcmp(pTextureGroupName, "Lighting Verts")) { m_vec_UseLess_Textures.push_back( pTemp ); } else if(!strcmp(pTextureGroupName, "World textures")) { m_vec_Map_Textures.push_back( pTemp ); if (strstr(pMaterialName,"wood")|| strstr(pMaterialName,"door")|| strstr(pMaterialName,"gate")|| strstr(pMaterialName,"box")) { m_vec_Objects_Textures.push_back( pTemp ); } } else if (strstr(pMaterialName,"player" )|| strstr(pMaterialName,"weapon" )|| strstr(pMaterialName,"hostage" ) ) { m_vec_players_materials.push_back( pTemp ); } else if (strstr(pMaterialName,"hands")) { m_vec_hands.push_back( pTemp ); } else return; } } void Ok_We_Make_The_List( void ) { //thx for this way :D int size = plugin_game_interface::m_pMaterialSystem->GetNumMaterials(); int list = plugin_game_interface::m_pMaterialSystem->FirstMaterial(); while ( ++list != size ) { IMaterial* used_list = plugin_game_interface::m_pMaterialSystem->GetMaterial(list); Add_To_List( used_list->GetName(), used_list->GetTextureGroupName(), used_list); }; } ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// //ok now edit the stuff ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// void reset_map_texture_to_default() { if ( is_the_world_edited ) { for (int i = 0; i < m_vec_Map_Textures.size(); i++)//set solid { m_vec_Map_Textures[i]->AlphaModulate( 1.0 ); m_vec_Map_Textures[i]->SetMaterialVarFlag( MATERIAL_VAR_WIREFRAME,false ); } for (int i = 0; i < m_vec_Objects_Textures.size(); i++) { m_vec_Objects_Textures[i]->AlphaModulate( 1.0 ); } is_the_world_edited = false; } } void make_the_map_transparent() { if ( m_pCvars->whmode.GetBool() ) { if ( m_pCvars->whmode.Getint() == 1 ) { if ( is_the_world_edited ) { reset_map_texture_to_default(); } if ( !is_the_world_edited ) { for (int i = 0; i < m_vec_Objects_Textures.size(); i++) { m_vec_Objects_Textures[i]->AlphaModulate( m_pCvars->wallhack.Getfloat() ); } is_the_world_edited = true; } } if ( m_pCvars->whmode.Getint() == 2 ) { if ( is_the_world_edited ) { reset_map_texture_to_default(); } if ( !is_the_world_edited ) { for (int i = 0; i < m_vec_Map_Textures.size(); i++) m_vec_Map_Textures[i]->AlphaModulate( m_pCvars->wallhack.Getfloat() ); is_the_world_edited = true; } } if ( m_pCvars->whmode.Getint() == 3 ) { if ( is_the_world_edited ) { reset_map_texture_to_default(); } if ( !is_the_world_edited ) { for (int i = 0; i < m_vec_Map_Textures.size(); i++) m_vec_Map_Textures[i]->SetMaterialVarFlag( MATERIAL_VAR_WIREFRAME,true ); is_the_world_edited = true; } } } else reset_map_texture_to_default(); } void make_the_map_fullbright() { static bool fullbright = false; if ( m_pCvars->vis_fullbright.GetBool() ) { if ( is_the_world_edited ) { reset_map_texture_to_default(); } if (!fullbright) { for (int i = 0; i < m_vec_Map_Textures.size(); i++) { m_vec_Map_Textures[i]->SetMaterialVarFlag( MATERIAL_VAR_SELFILLUM,true ); } fullbright = true; } } else//set normal { if (fullbright) { for (int i = 0; i < m_vec_Map_Textures.size(); i++) { m_vec_Map_Textures[i]->SetMaterialVarFlag( MATERIAL_VAR_SELFILLUM,false ); } fullbright = false; } } } void make_player_and_weapon_xqz() { static bool xqz = false; if( m_pCvars->vis_modelhack.GetBool() )//Aequitas { if (!xqz) { for( int i = 0; i < m_vec_players_materials.size(); i++ ) { m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, true ); m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_ZNEARER, true ); m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_FLAT, true ); } xqz = true; } } else { if (xqz) { for( int i = 0; i < m_vec_players_materials.size(); i++ ) { m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_IGNOREZ, false ); m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_ZNEARER, false ); m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_FLAT, false ); } xqz = false; } } } void make_player_and_weapon_wireframe() { static bool wire = false; if( m_pCvars->vis_wireframe.GetBool() )//Aequitas { if (!wire ) { for( int i = 0; i < m_vec_players_materials.size(); i++ ) m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_WIREFRAME, true ); wire = true; } } else { if (wire) { for( int i = 0; i < m_vec_players_materials.size(); i++ ) m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_WIREFRAME, false ); wire = false; } } } void make_player_and_weapon_invisible() { static bool hidden = false; if( m_pCvars->vis_hide_model.GetBool() )//Aequitas { if (!hidden ) { for( int i = 0; i < m_vec_players_materials.size(); i++ ) m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, true ); hidden = true; } } else { if (hidden) { for( int i = 0; i < m_vec_players_materials.size(); i++ ) m_vec_players_materials[i]->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, false ); hidden = false; } } } void make_your_hands_hidden() { static bool no_hands = false; if( m_pCvars->vis_hide_hands.GetBool() )//Aequitas { if (!no_hands ) { for( int i = 0; i < m_vec_hands.size(); i++ ) m_vec_hands[i]->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, true ); no_hands = true; } } else { if (no_hands) { for( int i = 0; i < m_vec_hands.size(); i++ ) m_vec_hands[i]->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, false ); no_hands = false; } } } void remove_useless_texture() { static bool removed = false; if ( m_pCvars->vis_fpsboost.GetBool() ) { if (!removed) { for (int i = 0; i < m_vec_UseLess_Textures.size(); i++) { m_vec_UseLess_Textures[i]->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW,true ); } removed = true; } } else//set normal { if (removed) { for (int i = 0; i < m_vec_UseLess_Textures.size(); i++) { m_vec_UseLess_Textures[i]->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW,false ); } removed = false; } } } void call_me_in_your_esp_or_somewhere_else() { Ok_We_Make_The_List(); //gogogo make_the_map_transparent(); make_the_map_fullbright(); make_player_and_weapon_xqz(); make_player_and_weapon_wireframe(); make_player_and_weapon_invisible(); make_your_hands_hidden(); remove_useless_texture(); }
  10. float *flashDuration = (float*)((DWORD)Base.gMe->BaseEnt() + (DWORD)0xFD8); // We need this so if we get flashed while we're already flashed // we can see if we got flashed again by checking to see if // *flashDuration != lastDurationValue // If that returns true then what we do is add on the newest *flashDuration // to our timer. static float lastDurationValue = *flashDuration; static float fakeDuration = -1.0f; static bool set = false; if((*flashDuration != 0.0f && !set) || lastDurationValue != *flashDuration) { lastDurationValue = *flashDuration; fakeDuration += lastDurationValue; set = true; } if(fakeDuration > 0.0f) { static float flNextReset = Base.gGlobals->curtime + 0.05f; if(flNextReset <= Base.gGlobals->curtime) { // When we get flashed a first time flNextReset doesn't change, but // when we get flashed a second time it tries to catch up to ->curtime. // Make sure that if the difference of the two is greater than 0.1 seconds // to reset our value to the default if(Base.gGlobals->curtime - flNextReset > 0.05f) flNextReset = Base.gGlobals->curtime + 0.05f; else flNextReset += 0.05f; fakeDuration -= 0.05f; } clamp(fakeDuration, 0, 9999); float time = Base.gGlobals->curtime - fakeDuration; time -= Base.gGlobals->curtime; if(time < 0.0f) { Base.gNeeded->DrawString(Base.gNeeded->hEspFont, gScreen.w / 2, 50, COLORCODE(255, 0, 0, 255), true, "You have been flashed for %2.1f seconds!", abs(time)); Base.gMatSurface->DrawSetColor(RGBA(COLORCODE(235, 180, 0, 255))); Base.gMatSurface->DrawOutlinedRect((gScreen.w / 2) - 252, 98, (gScreen.w / 2) + 252, 112); float flRatio = 500 / abs(*flashDuration); // 500 is the width of our progress bar float flProgressSize = (abs(*flashDuration) - abs(time)) * flRatio; Base.gNeeded->FillRGBA((gScreen.w / 2) - 250, 100, (int)flProgressSize, 10, COLORCODE(255, 200, 0, 200)); } } else { fakeDuration = 0.0f; *flashDuration = 0.0f; set = false; lastDurationValue = 0.0f; }
  11. if(GetLifeState(bEnt) && bEnt != Base.m_pMyPlayer->BaseEnt() && Base.m_pEngine->GetPlayerInfo(i,&pInfo)) { Draw3DBox(bEnt->GetAbsOrigin(),Vector(20,20,70),Vector(-20,-20,-10),bEnt->GetAbsAngles(),0,255,128); int delay = 55; if(Base.m_pEngine->GetNetChannelInfo()->GetAvgData( FLOW_OUTGOING ) <= 125) delay = 111; if(Base.m_pEngine->GetNetChannelInfo()->GetAvgData( FLOW_OUTGOING ) <= 67) delay = 222; if(Base.m_pEngine->GetNetChannelInfo()->GetAvgData( FLOW_OUTGOING ) <= 34) delay = 333; if(PredPlayer[i].dwLast + 500 < GetTickCount()) { PredPlayer[i].vecOldPosition = bEnt->GetAbsOrigin(); PredPlayer[i].dwLast = GetTickCount(); } //Wohoo we can learn :o //if(last_safe + 5000 < GetTickCount() && count_pos <= 200) // safe pos every 5000 ticks //{ // last_safe = GetTickCount(); // pos[count_pos].pos = bEnt->EyePosition(); // count_pos += 1; //} Vector delta; delta.x = (bEnt->GetAbsOrigin()[0]-PredPlayer[i].vecOldPosition[0]); delta.y = (bEnt->GetAbsOrigin()[1]-PredPlayer[i].vecOldPosition[1]); delta.z = (bEnt->GetAbsOrigin()[2]-PredPlayer[i].vecOldPosition[2]); vPredict = bEnt->GetAbsOrigin(); vPredict += Vector(delta); Draw3DBox(vPredict,Vector(20,20,70),Vector(-20,-20,-10),bEnt->GetAbsAngles(),255,0,0); float last_distance = 9999999999; //We dont want it flicker to much if(last_update + 500 < GetTickCount()) { for(int c = 0; c <= count_pos; c++) { if(v_distance(vPredict,pos[c].pos) < last_distance && v_distance(vPredict,pos[c].pos) < pos[c].last_distance) { final = pos[c].pos; last_distance = v_distance(vPredict,pos[c].pos); } pos[c].last_distance = v_distance(vPredict,pos[c].pos); } last_update = GetTickCount(); } Draw3DBox(final,Vector(20,20,70),Vector(-20,-20,-10),bEnt->GetAbsAngles(),255,255,255); Vector sc1,sc2,sc3,sc4,sc5; Base.m_pNeeded->WorldToScreen(bEnt->GetAbsOrigin(),sc1); Base.m_pNeeded->WorldToScreen(vPredict,sc2); Base.m_pNeeded->WorldToScreen(vPredict+Vector(delta),sc3); Base.m_pNeeded->WorldToScreen(vPredict+Vector(delta)+Vector(delta),sc4); Base.m_pNeeded->WorldToScreen(final,sc5); Base.m_pMatSurface->DrawSetColor(RGBA(COLORCODE(0,255,0,188))); Base.m_pMatSurface->DrawLine(sc1.x,sc1.y,sc2.x,sc2.y); //Base.m_pMatSurface->DrawLine(sc2.x,sc2.y,sc3.x,sc3.y); //Base.m_pMatSurface->DrawLine(sc1.x,sc1.y,sc5.x,sc5.y); //Base.m_pMatSurface->DrawLine(sc3.x,sc3.y,sc4.x,sc4.y); //} } Dust2 Sample: pos[0].pos = Vector(-1676.854736, 832.136658, 96.031250); pos[1].pos = Vector(-763.226501, 1426.699341, -47.968750); pos[2].pos = Vector(-1540,2648,45); pos[3].pos = Vector(1135,2455,140); pos[4].pos = Vector(448.000000, 2464.000000, -49.000000); pos[5].pos = Vector(1007.968750, 2383.991943, 92.156372); pos[6].pos = Vector(1714.089233, 1808.004517, 110.096924); pos[7].pos = Vector(1040.003906, 3055.968750, 208.033218); pos[8].pos = Vector(571.968750, 2783.989746, 160.031250); pos[9].pos = Vector(478.466980, 2052.467041, 160.031250); pos[10].pos = Vector(147.024597, 1472.468140, 64.031250); pos[11].pos = Vector(-193.497742, 1028.399048, 64.031250); pos[12].pos = Vector(-69.305428, 387.033905, 66.333832); pos[13].pos = Vector(369.842957, 64.893188, 70.658691); pos[14].pos = Vector(611.681824, 495.457245, 66.468399); pos[15].pos = Vector(-405.135773, -567.175903, 84.560310); pos[16].pos = Vector(-685.809143, -808.182251, 198.972778); pos[17].pos = Vector(-1480.645508, -277.218750, 193.653259); pos[18].pos = Vector(-1892.091309, 641.516541, 96.031250); pos[19].pos = Vector(-1974.386475, 1433.407471, 96.031250); pos[20].pos = Vector(-2095.760254, 2541.095459, 96.031250); pos[21].pos = Vector(-2031.968750, 3119.968750, 83.968750); pos[22].pos = Vector(-1616.013794, 1632.031250, 79.986862); pos[23].pos = Vector(-1033.080078, 2096.180420, 18.727989); pos[24].pos = Vector(-408.170013, 1618.152832, -61.855171); Structures: struct positions { Vector pos; float last_distance; }; positions pos[512]; struct PredPlayer { DWORD dwLast; Vector vecOldPosition; }; PredPlayer PredPlayer[64]; 3D Box: void Draw3DBox(Vector or, Vector min, Vector max, QAngle ang,int r, int g, int b) { Base.m_pMatSurface->DrawSetColor(RGBA(COLORCODE(r,g,b,255))); Vector p1,p2,p3,p4,p5,p6,p7,p8; Vector s1,s2,s3,s4,s5,s6,s7,s8; p1 = or + min; p2 = or + Vector(max.x,min.y,min.z); p3 = or + Vector(min.x,max.y,min.z); p4 = or + Vector(max.x,max.y,min.z); p5 = or + max; p6 = or + Vector(min.x,max.y,max.z); p7 = or + Vector(min.x,min.y,max.z); p8 = or + Vector(max.x,min.y,max.z); Base.m_pNeeded->WorldToScreen(p1,s1); Base.m_pNeeded->WorldToScreen(p2,s2); Base.m_pNeeded->WorldToScreen(p3,s3); Base.m_pNeeded->WorldToScreen(p4,s4); Base.m_pNeeded->WorldToScreen(p5,s5); Base.m_pNeeded->WorldToScreen(p6,s6); Base.m_pNeeded->WorldToScreen(p7,s7); Base.m_pNeeded->WorldToScreen(p8,s8); Base.m_pMatSurface->DrawLine(s1.x,s1.y,s2.x,s2.y); Base.m_pMatSurface->DrawLine(s1.x,s1.y,s3.x,s3.y); Base.m_pMatSurface->DrawLine(s1.x,s1.y,s7.x,s7.y); Base.m_pMatSurface->DrawLine(s2.x,s2.y,s8.x,s8.y); Base.m_pMatSurface->DrawLine(s2.x,s2.y,s4.x,s4.y); Base.m_pMatSurface->DrawLine(s3.x,s3.y,s4.x,s4.y); Base.m_pMatSurface->DrawLine(s3.x,s3.y,s6.x,s6.y); Base.m_pMatSurface->DrawLine(s4.x,s4.y,s5.x,s5.y); Base.m_pMatSurface->DrawLine(s5.x,s5.y,s6.x,s6.y); Base.m_pMatSurface->DrawLine(s5.x,s5.y,s8.x,s8.y); Base.m_pMatSurface->DrawLine(s6.x,s6.y,s7.x,s7.y); Base.m_pMatSurface->DrawLine(s7.x,s7.y,s8.x,s8.y); } Distance: float v_distance( Vector from,Vector to ) { Vector angle; angle.x = to.x - from.x; angle.y = to.y - from.y; angle.z = to.z - from.z; return sqrt(angle.x*angle.x + angle.y*angle.y + angle.z*angle.z); }
  12. ... RadarPlayerStruct = *(DWORD*)0x244013B8; RadarPlayerStruct = RadarPlayerStruct + 0x28; for( int i = 0; i < 32; i++ ) { if(i == (g_pEngine->GetLocalPlayer()-1)) continue; RadarPlayer = (DWORD)(RadarPlayerStruct+(0x140*i)); if(RadarPlayer == NULL || IsBadReadPtr((void*)RadarPlayer, 4)) continue; RadarPlayerName = (char*)(RadarPlayer+0x10); RadarPlayerTeam = *(int*)(RadarPlayer+0x30); RadarPlayerHealth = *(int*)(RadarPlayer+0x34); RadarPlayerOrigin = *(Vector*)(RadarPlayer+0x38); if(RadarPlayerOrigin.z == (int)RadarPlayerOrigin.z)//sloppy way...who cares? RadarPlayerOrigin.z = RadarPlayerOrigin.z + 32; else RadarPlayerOrigin.z = RadarPlayerOrigin.z - 32; memcpy(&RadarPlayerEyeOrigin, &RadarPlayerOrigin, 12); RadarPlayerEyeOrigin.z = RadarPlayerEyeOrigin.z + 32; RadarPlayerViewangles = *(QAngle*)(RadarPlayer+0x44); ...
  13. void cDraw::FillGradient( int x, int y, int w, int h, int r, int g, int b, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) { pMatSystemSurface->DrawSetColor( r, g, b, 255 ); pMatSystemSurface->DrawFilledRectFade( x, y, x + w, y + h, alpha0, alpha1, bHorizontal ); } void cDraw::GradBlackToRGB( int x, int y, int w, int h, int r, int g, int b, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) { FillRGBA( x, y, w, h, CHEAT_BLACK ); FillGradient( x, y, w, h, r, g, b, alpha0, alpha1, bHorizontal ); } void cDraw::GradRGBToRGB( int x, int y, int w, int h, int r, int g, int b, int r1, int g1, int b1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) { FillRGBA( x, y, w, h, COLORCODE( r1, g1, b1, 255 ) ); FillGradient( x, y, w, h, r, g, b, alpha0, alpha1, bHorizontal ); } void cDraw::GradWhiteToRGB( int x, int y, int w, int h, int r, int g, int b, unsigned int alpha0, unsigned int alpha1, bool bHorizontal ) { FillRGBA( x, y, w, h, CHEAT_WHITE ); FillGradient( x, y, w, h, r, g, b, alpha0, alpha1, bHorizontal ); }
  14. bool CTF2::Init(HMODULE hEngine) { DWORD dwClientDLL_Init = NULL; char szClientDLL_InitSig[] = "\x56\xE8\xFA\x71\x01\x00\x83\x3D\x5C\x99\x22\x0D\x00\x8B\x35\x64\xA5\x11\x0D\x0F\x84\x93\x01\x00\x00\x68\xDC\x8C\x13\x0D\xFF\xD6"; char szClientDLL_InitMsk[] = "xx????xx????xxx????xx????x????xx"; dwClientDLL_Init = gMem.FindPattern(((DWORD)hEngine + 0xBA340), 0x00617000, (PBYTE)szClientDLL_InitSig, szClientDLL_InitMsk); if(dwClientDLL_Init == NULL) return FALSE; CreateInterfaceFn appSystemFactory = NULL; appSystemFactory = (CreateInterfaceFn)*(DWORD*)*(DWORD*)(dwClientDLL_Init + 0x21); if(appSystemFactory == NULL) return FALSE; DWORD ppClient = *(DWORD*)(dwClientDLL_Init + 0x27); if(ppClient == NULL) return FALSE; pClient = (IBaseClientDLL*)*(DWORD*)ppClient; if(pClient == NULL) return FALSE; CreateInterfaceFn clientFactory = NULL; clientFactory = (CreateInterfaceFn)*(DWORD*)(ppClient - 0x8); DWORD ppGlobals = *(DWORD*)(*(DWORD*)*(DWORD*)pClient + 0x39); return TRUE; } CreateInterfaceFn GetAppSystemFactory() { BYTE* sig = (BYTE*)"\x8B\x44\x24\x04\x8B\x08\x8B\x50\x04\x89\x0D\x00\x00\x00\x00\x89\x15\x00\x00\x00\x00\xC3"; char* mask = "xxxxxxxxxxx????xx????x"; DWORD func = gMemory.dwFindPattern( (DWORD)GetModuleHandle("client.dll"), 0x62b000, sig, mask ); CreateInterfaceFn* address = (CreateInterfaceFn*) func + 0xB; return *address; }
  15. Some new materials added Have Fun !
×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock