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- alloc(newmem,2048)
- label(returnhere)
- label(exit)
- label(vStart)
- label(vEnd)
- label(p_Trace)
- label(mask)
- label(dist_max)
- label(vCurAngles)
- label(vUp)
- label(vRight)
- label(vForward)
- aobscan(AngleVectors, 83 EC 20 8D 4C 24 04 89 4C 24 14 8B)
- aobscan(TraceRay, C3 CC CC CC 55 8B EC 83 E4 F0 8B 45 0C 8B 4D 08 83 EC 6C)
- aobscan(p_Ent, ?? ?? ?? ?? 0f 94 C0 C3 CC CC CC CC A1)
- aobscan(hookscene, 8B C8 89 4E 24 8B 15)
- aobscan(DrawLine, 83 EC 18 8B 44 24 20 D9 00 8B 0D )
- hookscene+0E:
- db 90 90
- jmp newmem
- returnhere:
- newmem:
- pushall //alles absaven um abstürze zu vermeiden
- sub esp,1000
- mov eax,[p_Ent]
- mov eax,[eax]
- cmp eax,00000000 //check ob pointer zum eigenen Entity verfügbar ist
- je exit
- cmp byte ptr [eax+8F],00 //check ob man am leben ist; "lifestate", 00 = alive, 01 = dying, 02 = dead
- jne exit
- //Check ob Mittlere Maustaste gedrückt wird
- push eax
- push 05 //Mittlere Maustaste
- call GetAsyncKeyState
- shr ax,0F
- cmp ax,1
- pop eax
- jne exit
- lea ecx,[eax+2CC] //schreibe EyePosition in vStart
- fld [ecx]
- fstp [vStart]
- fld [ecx+04]
- fstp [vStart+04]
- fld [ecx+08]
- fadd [eax+EC] //Z-fix
- fstp [vStart+08]
- fld [eax+F20] //schreibe CurAngles in vCurAngles
- fadd [eax+d90]
- fstp [vCurAngles]
- fld [eax+D94]
- fadd [eax+F24]
- fstp [vCurAngles+04]
- fld [esi+D98]
- fadd [eax+F28]
- fstp [vCurAngles+08]
- push vUp
- push vRight
- push vForward
- push vCurAngles
- call AngleVectors
- add esp,10
- fld [vForward] //vEnd = vForward * 8192.0f + vStart
- fmul [dist_max]
- fadd [vStart]
- fstp [vEnd]
- fld [vForward+4]
- fmul [dist_max]
- fadd [vStart+4]
- fstp [vEnd+4]
- fld [vForward+8]
- fmul [dist_max]
- fadd [vStart+8]
- fstp [vEnd+8]
- push [p_Ent]
- push p_Trace
- push 08
- push 00000000
- push [mask]
- push vEnd
- push vStart
- call TraceRay+4
- add esp,1C //Traceray
- //Debug-Line!
- push (float)1
- push 01
- push 00
- push 00
- push 000000ff
- lea ecx,[p_Trace+0C]
- push ecx
- push p_Trace
- call DrawLine
- add esp,1C
- mov ecx,[p_Trace+4C] //Entitypointer in ECX speichern
- mov eax,[p_Ent]
- mov eax,[eax] //aobscan pointer in pointer!
- mov edx,[eax+98]
- cmp edx,[ecx+98] //Teamcheck
- je exit
- cmp [ecx+90],00 //HP-Check
- je exit
- cmp [p_Trace+50],00 //hitbox-check
- je exit
- //immernoch hier, also soll geschossen werden
- or [esi+24],01
- exit:
- add esp,1000
- popall
- fldz
- fcom dword ptr [esi+18]
- jmp returnhere
- vCurAngles:
- db 11 22 33 44 00 00 00 00 00 00 00 00
- vStart:
- db 00 00 00 00 00 00 00 00 00 00 00 00
- vEnd:
- db 00 00 00 00 00 00 00 00 00 00 00 00
- vUp:
- db 00 00 00 00 00 00 00 00 00 00 00 00
- vRight:
- db 00 00 00 00 00 00 00 00 00 00 00 00
- vForward:
- db 00 00 00 00 00 00 00 00 00 00 00 00
- dist_max:
- db 00 00 00 46 //float 8192
- mask:
- db 01 00 01 46
- p_Trace:
- db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- db 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- db 00 00 00 00
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