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Mar 5th, 2017
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  1. alloc(newmem,2048)
  2. label(returnhere)
  3. label(exit)
  4. label(vStart)
  5. label(vEnd)
  6. label(p_Trace)
  7. label(mask)
  8. label(dist_max)
  9. label(vCurAngles)
  10. label(vUp)
  11. label(vRight)
  12. label(vForward)
  13. aobscan(AngleVectors, 83 EC 20 8D 4C 24 04 89 4C 24 14 8B)
  14. aobscan(TraceRay, C3 CC CC CC 55 8B EC 83 E4 F0 8B 45 0C 8B 4D 08 83 EC 6C)
  15. aobscan(p_Ent, ?? ?? ?? ?? 0f 94 C0 C3 CC CC CC CC A1)
  16. aobscan(hookscene, 8B C8 89 4E 24 8B 15)
  17. aobscan(DrawLine, 83 EC 18 8B 44 24 20 D9 00 8B 0D )
  18.  
  19. hookscene+0E:
  20. db 90 90
  21. jmp newmem
  22. returnhere:
  23.  
  24. newmem:
  25. pushall //alles absaven um abstürze zu vermeiden
  26. sub esp,1000
  27. mov eax,[p_Ent]
  28. mov eax,[eax]
  29. cmp eax,00000000 //check ob pointer zum eigenen Entity verfügbar ist
  30. je exit
  31. cmp byte ptr [eax+8F],00 //check ob man am leben ist; "lifestate", 00 = alive, 01 = dying, 02 = dead
  32. jne exit
  33.  
  34. //Check ob Mittlere Maustaste gedrückt wird
  35. push eax
  36. push 05 //Mittlere Maustaste
  37. call GetAsyncKeyState
  38. shr ax,0F
  39. cmp ax,1
  40. pop eax
  41. jne exit
  42.  
  43. lea ecx,[eax+2CC] //schreibe EyePosition in vStart
  44. fld [ecx]
  45. fstp [vStart]
  46. fld [ecx+04]
  47. fstp [vStart+04]
  48. fld [ecx+08]
  49. fadd [eax+EC] //Z-fix
  50. fstp [vStart+08]
  51.  
  52. fld [eax+F20] //schreibe CurAngles in vCurAngles
  53. fadd [eax+d90]
  54. fstp [vCurAngles]
  55. fld [eax+D94]
  56. fadd [eax+F24]
  57. fstp [vCurAngles+04]
  58. fld [esi+D98]
  59. fadd [eax+F28]
  60. fstp [vCurAngles+08]
  61.  
  62. push vUp
  63. push vRight
  64. push vForward
  65. push vCurAngles
  66. call AngleVectors
  67. add esp,10
  68.  
  69. fld [vForward] //vEnd = vForward * 8192.0f + vStart
  70. fmul [dist_max]
  71. fadd [vStart]
  72. fstp [vEnd]
  73. fld [vForward+4]
  74. fmul [dist_max]
  75. fadd [vStart+4]
  76. fstp [vEnd+4]
  77. fld [vForward+8]
  78. fmul [dist_max]
  79. fadd [vStart+8]
  80. fstp [vEnd+8]
  81.  
  82. push [p_Ent]
  83. push p_Trace
  84. push 08
  85. push 00000000
  86. push [mask]
  87. push vEnd
  88. push vStart
  89. call TraceRay+4
  90. add esp,1C                       //Traceray
  91.  
  92. //Debug-Line!
  93. push (float)1
  94. push 01
  95. push 00
  96. push 00
  97. push 000000ff
  98. lea ecx,[p_Trace+0C]
  99. push ecx
  100. push p_Trace
  101. call DrawLine
  102. add esp,1C
  103.  
  104.  
  105. mov ecx,[p_Trace+4C]               //Entitypointer in ECX speichern
  106. mov eax,[p_Ent]
  107. mov eax,[eax] //aobscan pointer in pointer!
  108. mov edx,[eax+98]
  109. cmp edx,[ecx+98]                 //Teamcheck
  110. je exit
  111. cmp [ecx+90],00                  //HP-Check
  112. je exit
  113. cmp [p_Trace+50],00              //hitbox-check
  114. je exit
  115. //immernoch hier, also soll geschossen werden
  116. or [esi+24],01
  117. exit:
  118. add esp,1000
  119. popall
  120. fldz
  121. fcom dword ptr [esi+18]
  122. jmp returnhere
  123. vCurAngles:
  124. db 11 22 33 44 00 00 00 00 00 00 00 00  
  125. vStart:
  126. db 00 00 00 00 00 00 00 00 00 00 00 00
  127. vEnd:
  128. db 00 00 00 00 00 00 00 00 00 00 00 00
  129. vUp:
  130. db 00 00 00 00 00 00 00 00 00 00 00 00  
  131. vRight:
  132. db 00 00 00 00 00 00 00 00 00 00 00 00  
  133. vForward:
  134. db 00 00 00 00 00 00 00 00 00 00 00 00  
  135. dist_max:
  136. db 00 00 00 46 //float 8192
  137. mask:
  138. db 01 00 01 46
  139. p_Trace:
  140. db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  141. db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  142. db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  143. db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  144. db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  145. db 00 00 00 00
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