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- //==============================
- // LowCStrike's Config v8.0
- //
- //
- //
- //==============================
- ## FECHA : 01/04/2017
- ## AUTOR : LowCS
- ## NOMBRE : CFG Low V8.0 ALL SXE 16.2
- =======================================================
- ai_models "weapons/famas_deploy.wav" "22"
- ai_models "weapons/deagle_deploy.wav" "99"
- ai_models "weapons/ak47_deploy.wav" "222"
- ai_models "weapons/m4a1_deploy.wav" "212"
- ai_models "weapons/galil_deploy.wav" "82"
- ai_models "weapons/usp_deploy.wav" "12"
- ai_models "weapons/glock18_deploy.wav" "899"
- ai_models "weapons/awp_deploy.wav" "182"
- ai_models "weapons/scout_deploy.wav" "221"
- =======================================================
- am_cl_crosshair_size "1" # end
- am_weapons "9999"
- am_sxe "on"
- am_Low "on"
- am_crosshair "1"
- am_ak47 "-922"
- am_m4a1 "-922"
- am_usp "-922"
- am_galil "-922"
- am_glock18 "-922"
- am_famas "-922"
- am_deagle "-922"
- =======================================================
- Syntax_aimbot_load #vl_aim "models/v_ak47.mdl" 72 128 80 20
- Syntax_aimbot_load #vl_aim "models/v_usp.mdl" 7 181 22 21
- Syntax_aimbot_load #vl_aim "models/v_dealge.mdl" 2 43 33 99
- Syntax_aimbot_load #vl_aim "models/v_glock18.mdl" 72 122 83 21
- Syntax_aimbot_load #vl_aim "models/v_famas.mdl" 15 238 10 91
- Syntax_aimbot_load #vl_aim "models/v_galil.mdl" 72 128 80 21
- Syntax_aimbot_load #vl_aim "models/v_m4a1.mdl" 71 198 99 12
- Syntax_aimbot_load #vl_aim "models/v_awp.mdl" 92 111 80 20
- Syntax_aimbot_load #vl_aim "models/v_scout.mdl" 72 128 80 20
- ;Syntax
- =======================================================
- end_fix "sXe.dll"
- end_aim "weapons/.mdl"
- end_aimbot "cstrike/models/v_ak47.mdl" "9911"
- end_aimbot "cstrike/models/v_usp.mdl" "9911"
- end_aimbot "cstrike/models/v_deagle.mdl" "9911"
- end_aimbot "cstrike/models/v_famas.mdl" "9911"
- end_aimbot "cstrike/models/v_glock18.mdl" "9911"
- end_aimbot "cstrike/models/v_galil.mdl" "9911"
- end_aimbot "cstrike/models/v_awp.mdl" "9911"
- end_aimbot "cstrike/models/v_scout.mdl" "9911"
- cont models << end;
- =======================================================
- "AIM"
- {
- "convars"
- {
- "weapons/famas_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_famas ignite
- {
- script v_famas.mdl start aimbot_shot "-9993 3243 3202"
- }
- <3
- {
- "convars"
- {
- "weapons/m4a1_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_m4a1 ignit
- {
- script v_m4a1.mdl start aimbot_shot "-9993 3243 3202"
- }
- {
- "convars"
- {
- "weapons/deagle_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_deagle ignit
- {
- script v_deagle.mdl start aimbot_shot "-9993 3243 3202"
- }
- {
- "convars"
- {
- "weapons/ak47_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_ak47 ignit
- {
- script v_ak47.mdl start aimbot_shot "-9993 3243 3202"
- }
- {
- "convars"
- {
- "weapons/galil_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_galil ignit
- {
- script v_galil.mdl start aimbot_shot "-9993 3243 3202"
- }
- {
- "convars"
- {
- "weapons/glock18_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_glock18 ignit
- {
- script v_glock18.mdl start aimbot_shot "-9993 3243 3202"
- }
- {
- "convars"
- {
- "weapons/awp_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_awp ignit
- {
- script v_awp.mdl start aimbot_shot "-9993 3243 3202"
- }
- {
- "convars"
- {
- "weapons/scout_deploy.wav"
- "aim 1;shoot 1" "2"
- }
- sequence "shoot1_unsil" "shoot1_unsil" fps 0 { event 5021 0 "22" }
- weapon_tpc_scout ignit
- {
- =======================================================
- MOUSE1 [9.999.999.999.999] (cl_crosshair_size load 2 -, 3 -, 4)
- attack1 [9.999.999.999.991] (cl_crosshair_size load 9 -, 4 -, 9)
- +attack1 [9.999.999.999.991] (cl_crosshair_size load 8 -, 1 -, 5)
- crosshair [9.999.999.999.991] (cl_crosshair_size 1 load 5 -, 6 -, 9)
- MOUSE1 [9.999.999.999.999] (cl_crosshair_size 1 load 2 -, 3 -, 4)
- attack1 [9.999.999.999.991] (cl_crosshair_size 1 load 9 -, 4 -, 9)
- +attack1 [9.999.999.999.991] (cl_crosshair_size 1 load 8 -, 1 -, 5)
- crosshair [9.999.999.999.991] (cl_crosshair_size 1 load 5 -, 6 -, 9)
- bind MOUSE1 [9.999.999.999.999] (cl_crosshair_size load 7 -, 3 -, 0)
- bind MOUSE1 +attack [9.999.999.999.999] (cl_crosshair_size load 99 -, 1 -, 9)
- =======================================================
- wallhack=1
- TransparentWalls=1
- xqz_mode=1
- whitewalls=0
- GreenColorModels=0
- wireframe_models=0
- nosmoke=1
- noflash=1
- ct_color=1
- =======================================================
- oh_aim ak47; m4a1; usp; deagle; glock18; galil; famas; awp; scout; .mdl
- oh_CLICK_SINGLE "enable"
- {
- oh_CLICK_SINGLE "model/v_m4a1.mdl" "-999999999"
- oh_CLICK_SINGLE "model/v_ak47.mdl" "-999999999"
- oh_CLICK_SINGLE "model/v_usp.mdl" "-999999999"
- oh_CLICK_SINGLE "model/v_deagle.mdl" "-999999999"
- oh_CLICK_SINGLE "model/v_galil.mdl" "-999999999"
- oh_CLICK_SINGLE "model/v_glock18.mdl" "-999999999"
- oh_CLICK_SINGLE "model/v_scout.mdl" "-999999999"
- }
- sleep(1);
- }
- =======================================================
- auto_aim_team1
- team1_aim_type 2
- team1_aim_hidewpnevent 1
- team1_aim_smooth 1
- team1_aim_smoothtype 2
- team1_aim_at b1,b2,b3
- team1_aim_esp 0
- team1_aim_hide 1.9
- team1_aim_spot 0
- team1_aim_drawspot 0
- team1_aim_drawaimspot 0
- team1_aim_FOA 25
- team1_aim_predback 0
- team1_aim_tru 1
- team1_aim_alternate 0
- team1_aim_vecadd 1
- team1_aim_aimvec 1
- team1_aim_vec 1
- team1_aim_fast 1
- team1_aim_fastup 0
- team1_aim_stuff 25000
- team1_aim_reduce -6
- team1_aim_trigger 0
- team1_aim_triggercolor 0
- team1_aim_autotemp 1
- team1_aim_fast 1
- team1_aim_autodirector 1
- team1_aim_reloadvec 1
- team1_aim_refressaddvec 1
- =======================================================
- auto_aim_team2
- team2_aim_type 2
- team2_aim_hidewpnevent 1
- team2_aim_smooth 1
- team2_aim_smoothtype 2
- team2_aim_at b1,b2,b3
- team2_aim_esp 0
- team2_aim_hide 1.9
- team2_aim_spot 0
- team2_aim_drawspot 0
- team2_aim_drawaimspot 0
- team2_aim_FOA 25
- team2_aim_predback 0
- team2_aim_tru 1
- team2_aim_alternate 0
- team2_aim_vecadd 1
- team2_aim_aimvec 1
- team2_aim_vec 1
- team2_aim_fast 1
- team2_aim_fastup 0
- team2_aim_stuff 25000
- team2_aim_reduce -6
- team2_aim_trigger 0
- team2_aim_triggercolor 0
- team2_aim_autotemp 1
- team2_aim_fast 1
- team2_aim_autodirector 1
- team2_aim_reloadvec 1
- team2_aim_refressaddvec 1
- =======================================================
- silent_sniper v_ak47.mdl 1 10 0.12 0.12 0.000001 1
- silent_sniper v_m4a1.mdl 5 999 0.06 0.16 0.000001 0
- silent_sniper v_uap.mdl 1 999 0.01 0.01 0 0
- silent_sniper v_glock18.mdl 3 30 0.12 0.14 0.000001 1
- silent_sniper v_deagle.mdl 4 999 0.05 0.43 0.2 12
- silent_sniper v_scout.mdl 2 20 0.12 0.13 0.000001 1
- silent_sniper v_famas.mdl 1 999 0.01 0.01 0 0
- silent_sniper v_galil.mdl 5 999 0.06 0.16 0.000001 0
- silent_sniper v_awp.mdl 1 3 1 0 0 0
- =======================================================
- Sleep_aimbot_on ak47 222, 232 3
- Sleep_aimbot_on usp 999 .243 .222
- Sleep_aimbot_on deagle 2223 ,222 11
- Sleep_aimbot_on m4a1 999, 923, 2
- Sleep_aimbot_on ak47 9992, 222, 11
- Sleep_aimbot_on galil 2333 222, 21
- Sleep_aimbot_on famas 998, 222, 119
- =======================================================
- start recoil.m4a1 320 320 crosshairs 72 128 80 20
- start recoil.ak47 320 crosshairs 24 0 24 24
- start recoil.deagle 320 crosshairs 5 72 24 24
- start recoil.galil 640 640 crosshairs 93 90 170 45
- start recoil.usp 320 320 crosshairs 88 128 80 20
- strat recoil.glock18 320 320 crosshairs 92 128 80 20
- start recoil.awp 320 320 crosshairs 80 120 80 20
- start recoil.famas 640 crosshairs 5 72 24 24
- start recol.scout 320 crosshairs 5 72 24 24
- =======================================================
- cfg_dir=/etc/nagios/commands
- cfg_dir=/etc/nagios/timeperiods
- cfg_dir=/etc/nagios/contacts
- cfg_dir=/etc/nagios/hosts
- cfg_dir=/etc/nagios/services
- cfg_dir=/etc/nagios/crosshair
- cfg_dir=/etc/nagios/recoil
- cfg_dir=/etc/nagios/aim
- =======================================================
- "config"
- {
- "convars"
- {
- "mat_motion_blur_enabled"
- "snd_foliager_db_loss" "0"
- }
- }
- =======================================================
- faim=input ("1 26.89 8.3 3.7")
- frecoil=imputbox ("9 9 9 9 999 99")
- fnospread=imputbox ("99999999999999")
- =======================================================
- nospread_spread=999999999999
- nospread_recoil=9999999999
- nospread_visrecoil=999999
- nospread_crosshair " 999 999 999 999"
- nospread_MOUSE1 "999 999 999 999"
- nospread_cl_crosshair " 999 999 999 999"
- nospread_enable "sxe_client 1"
- nospread_impulse "300"
- nospread_ak47.dll "999 999 999 999"
- nospread_m4a1.dll "999 999 999 999"
- nospread_usp.dll "999 999 999 999"
- nospread_deagle.dll "999 999 999 999"
- nospread_glock18.dll "999 999 999 999"
- nospread_awp.dll "999 999 999 999"
- nospread_scout.dll "999 999 999 999"
- nospread_famas.dll "999 999 999 999"
- nospread_galil.dll "999 999 999 999"
- =======================================================
- load aim.m4a1 (m4a1_stand_1,0,19.76,6.52,1.72)
- load aim.ak47 (ak47_stand_2,0,15.91,2.52,8.72)
- load aim.deagle (deagle_stand_3,0,12.81,8.52,-6.28)
- load aim.galil (galil_stand_2,1,18.82,-6.55,7.52)
- load aim.usp (usp_stand_3,1,15.22,2.45,-8.22)
- load aim.glock18 (glock18_stand_10,2,35.32,4,55,-6.22)
- load aim.awp (awp_stand_3,1,15.22,2.45,-8.22)
- load aim.famas (famas_stand_3,1,15.22,2.45,-8.22)
- load aim.scout (scout_stand_3,1,15.22,2.45,-8.22)
- =======================================================
- loading aim_usp "recoil 0.015"
- loading aim_glock18 "recoil 0.015"
- loading aim_deagle "recoil 0.15"
- loading aim_p228 "recoil 0.011"
- loading aim_elite "recoil 0.029"
- loading aim_fiveseven "recoil 0.0105"
- loading aim_xm1014 "recoil 1.0"
- loading aim_m3 "recoil 1.0"
- loading aim_mp5 "recoil 1.6"
- loading aim_tmp "recoil 1.5"
- loading aim_p90 "recoil 1.5"
- loading aim_mac10 "recoil 1.5"
- loading aim_ump45 "recoil 1.6"
- loading aim_ak47 "recoil 1.723"
- loading aim_sg552 "recoil 1.67"
- loading aim_m4a1 "recoil 1.719"
- loading aim_aug "recoil 1.62"
- loading aim_scout "recoil 0.01"
- loading aim_awp "recoil 0.0"
- loading aim_g3sg1 "recoil 1.6"
- loading aim_sg550 "recoil 0.1"
- loading aim_m249 "recoil 1.82"
- loading aim_knife "recoil 0.1"
- loading aim_flashbang "recoil 1.282"
- loading aim_hegrenade "recoil 1.282"
- loading aim_smokegrenade "recoil 1.282"
- loading aim_c4 "recoil 0.0"
- loading aim_tactical "recoil 0.282"
- loading aim_ "recoil 0.302"
- =======================================================
- 10
- weapon 320 320hud1 0 160 80 20
- weapon_s 320 320hud1 0 180 80 20
- ammo 320 320hud2 54 16 18 18
- crosshair 320 crosshairs 48 24 24 24
- autoaim 320 crosshairs 72 72 24 24
- weapon 640 640hud1 0 180 170 45
- weapon_s 640 640hud4 0 180 170 45
- ammo 640 640hud7 72 72 24 24
- crosshair 640 crosshairs 48 24 24 24
- autoaim 640 crosshairs 72 72 24 24
- =======================================================
- ai_debug_assault 0 None
- ai_debug_directnavprobe 0 None
- ai_debug_doors 0 None
- ai_debug_efficiency 0 None
- ai_debug_enemies 0 None
- ai_debug_expressions 0 Show random expression decisions for NPCs.
- ai_debug_follow 0 None
- ai_debug_loners 0 None
- ai_debug_looktargets 0 None
- ai_debug_los 0 Yes Highlights what blocks (or is able to block) NPC line of sight.
- ai_debug_nav 0 None
- ai_debug_node_connect Debug the attempted connection between two nodes
- ai_debug_ragdoll_magnets 0 None
- ai_debug_readiness 0 None
- ai_debug_shoot_positions 0 None
- ai_debug_speech 0 None
- ai_debug_squads 0 None
- ai_debug_think_ticks 0 None
- ai_debugscriptconditions 0 None
- 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
- ai_drawbattlelines 0 Yes None
- ai_dump_hints None
- ai_efficiency_override 0 None
- ai_follow_move_commands 1 None
- ai_follow_use_points 1 None
- ai_follow_use_points_when_moving 1 None
- ai_lead_time 0 None
- ai_LOS_mode 0 None
- ai_moveprobe_debug 0 None
- ai_moveprobe_jump_debug 0 None
- ai_moveprobe_usetracelist 0 None
- ai_new_aiming 1 None
- ai_newgroundturret 0 None
- 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
- ai_no_local_paths 0 None
- ai_no_node_cache 0 None
- ai_no_select_box 0 None
- ai_no_steer 0 None
- ai_no_talk_delay 0 None
- 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:
- =======================================================
- bind "PGDN" "buyammo2"
- bind "PGUP" "buyammo1; stopsound"
- bind "KP_INS" "sgren"
- bind "KP_DEL" "flash"
- bind "KP_ENTER" "hegren"
- bind "KP_END" "m4a1; ak47"
- bind "KP_DOWNARROW" "deagle"
- bind "KP_PLUS" "vesthelm"
- bind "KP_LEFTARROW" "awp"
- bind "KP_SLASH" "defuser"
- bind "KP_MINUS" "vest"
- bind "KP_HOME" "deagle"
- bind "KP_UPARROW" "vest"
- bind "KP_PGUP" "vesthelm"
- bind "KP_LEFTARROW" "galil"
- bind "KP_5" "famas"
- bind "KP_RIGHTARROW" "usp"
- bind "KP_END" "m4a1"
- bind "KP_DOWNARROW" "ak47"
- bind "KP_PGDN" "awp"
- bind "KP_ENTER" "primammo"
- bind "KP_INS" "defuser"
- bind "KP_DEL" "mp5"
- bind "KP_SLASH" "hegren"
- bind "KP_MINUS" "sgren"
- bind "KP_PLUS" "secammo"
- bind "KP_HOME" "m4a1"
- bind "KP_UPARROW" "ak47"
- bind "KP_PGUP" "magnum"
- bind "KP_LEFTARROW" "flash"
- bind "KP_5" "hegren"
- bind "KP_RIGHTARROW" "sgren"
- bind "KP_END" "defuser"
- bind "KP_DOWNARROW" "buyammo1"
- bind "KP_PGDN" "buyammo2"
- bind "KP_INS" "vest;vesthelm"
- bind "KP_INS" "deagle;secammo;vesthelm;hegren;flash"
- bind "KP_END" "ak47;primammo;vesthelm"
- bind "KP_DOWNARROW" "ak47;primammo;hegren;vesthelm;flash"
- bind "KP_PGDN" "awp;vesthelm;hegren;flash"
- bind "KP_LEFTARROW" "awp"
- bind "KP_HOME" "m4a1;primammo;vesthelm"
- bind "KP_UPARROW" "m4a1;primammo;hegren;vesthelm;flash"
- bind "KP_PGUP" "awp;vesthelm;hegren;flash"
- bind "KP_MINUS" "voice_inputfromfile 1; voice_loopback 1; +voicerecord"
- bind "KP_PLUS" "voice_inputfromfile 0; voice_loopback 0; -voicerecord"
- bind "kp_ins" "primammo; vesthelm; vest; defuser; secammo; hegren; flash"
- bind "kp_pgdn" "mp5; primammo; vesthelm; vest; defuser; hegren; flash"
- bind "kp_uparrow" "m3; primammo; vesthelm; vest; defuser; hegren; flash"
- bind "kp_leftarrow" "galil; famas; primammo; vesthelm; vest; defuser; hegren; flash"
- bind "kp_5" "ak47; m4a1; primammo; vesthelm; vest; defuser; hegren; flash"
- bind "kp_rightarrow" "aug; sg552; primammo; vesthelm; vest; defuser; hegren; flash"
- bind "kp_end" "awp; primammo; vesthelm; vest; defuser; hegren; flash"
- bind "kp_downarrow" "deagle; primammo; vesthelm; vest; defuser; hegren; flash; secammo"
- bind "kp_pgup" "p228; primammo; vesthelm; vest; defuser; hegren; flash"
- =======================================================
- gamma "9"
- rate "35000"
- m_side "0.8"
- m_filter "0"
- gl_ansio "0"
- joystick "0"
- m_forward "1"
- m_yaw "0.022"
- r_decals "300"
- viewsize "110"
- ati_npatch :0"
- cl_dlmax "128"
- m_pitch "0.022"
- hpk_maxsize "4"
- cl_cmdrate "102"
- ex_interp "0.03"
- adjust_crosshair
- adjust_crosshair
- adjust_crosshair
- sensitivity "2.6"
- hud_fastswitch "1"
- cl_updaterate "101"
- cl_corpsestay "600"
- con_color "0 255 0"
- gl_polyoffset "0.1"
- _cl_autowepswitch "0"
- cl_download_ingame "1"
- c_maxdistance "200.0"
- c_mindistance "30.0"
- c_minpitch "0.0"
- con_color "240+230+140"
- cl_dynamiccrosshair "0"
- zoom_sensitivity_ratio "1.2"
- value "spread" to= "hl.exe" +11111111A
- clear
- +jlook
- +mlook
- =======================================================
- unbindall
- 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"
- 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"
- bind "ESCAPE" "cancelselect"
- 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"
- bind "'" "+moveup ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "+" "sizeup ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "," "buyammo1 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "-" "sizedown ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "." "buyammo2 ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "/" "+movedow ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlookn"
- 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"
- 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"
- 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"
- 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"
- 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"
- 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"
- 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"
- 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"
- 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"
- 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"
- bind ";" "+mlook ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "=" "podbotmenu ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- 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"
- 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"
- bind "`" "toggleconsole ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "a" "+moveleft"
- 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"
- 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"
- bind "d" "+moveright"
- 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"
- 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"
- 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"
- 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"
- 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"
- bind "j" "cheer"
- 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"
- bind "l" "showbriefing"
- 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"
- 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"
- 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"
- bind "p" "defuser; flash; flash;"
- 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"
- bind "r" "+reload"
- bind "s" "+back"
- 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"
- 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"
- bind "v" "buyequip"
- bind "w" "+forward"
- 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"
- 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"
- 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"
- bind "~" "toggleconsole ; ex_interp 0.01 ; gamma 80 ; gl_spriteblend 1 ; bind mwheelup +duck;bind mwheeldown +jump ; cl_bob 0 ; cl_bobup 0 ; +mlook"
- bind "UPARROW" "+forward"
- bind "DOWNARROW" "+back"
- bind "LEFTARROW" "+left"
- bind "RIGHTARROW" "+right"
- 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"
- bind "CTRL" "+duck"
- 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"
- bind "F1" "ak47; m4a1; primammo; secammo; hegren; vesthelm; vest;"
- bind "F2" "galil; famas; primammo; secammo; hegren; vesthelm; vest"
- bind "F3" "sxe_screenoff"
- 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"
- bind "F5" "snapshot"
- bind "F6" "save quick"
- bind "F7" "load quick"
- bind "F11" "wait;ex_interp 0.01;wait;lastinv;wait;cl_yawspeed 99999;wait;+right;wait;+attack;wait;+back;wait;weapon_knife;wait"
- bind "F12" "wait;ex_interp 0.05;wait;cl_yawspeed 210;wait;-right;wait;-attack;wait"
- bind "INS" "+klook"
- 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"
- 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"
- bind "PGUP" "+lookup"
- 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"
- 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"
- bind "MWHEELDOWN" "+jump"
- bind "MWHEELUP" "+duck"
- bind "MOUSE1" "+attack"
- bind "MOUSE2" "+attack2"
- bind "MOUSE3" "+duck;wait;-duck;wait;+duck; wait;wait;wait;wait;wait;wait; wait;wait;wait;-duck;wait" Crazy Ducking :D Benim icadim ~ ByDesDes.
- bind "PAUSE" "pause"
- =======================================================
- float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
- {
- unsigned int range;
- U_Srand( (int)seed + *(int *)&low + *(int *)&high );
- U_Random();
- U_Random();
- range = (unsigned int)(high - low);
- if ( !range )
- {
- return low;
- }
- else
- {
- int tensixrand;
- float offset;
- tensixrand = U_Random() & 65535;
- offset = (float)tensixrand / 65536.0f;
- return (low + offset * range );
- }
- }
- class CNoSpread
- {
- private:
- DWORD BaseGun;
- float Distance;
- int Flags;
- float FOV;
- UINT Seed;
- float Speed;
- float SpreadVar;
- int WeaponBit;
- int WeaponID;
- private:
- float GetDistance(void);
- float GetVecSpread(void);
- public:
- void Apply(float *OldAngles, float *CmdAngles);
- void Update(local_state_s *to, unsigned int random_seed);
- };
- extern CNoSpread gNoSpread;
- CNoSpread gNoSpread;
- float CNoSpread::GetDistance(void)
- {
- // M3: 3000
- // Xm1014: 3048
- // ...
- }
- float CNoSpread::GetVecSpread(void)
- {
- float VecSpread;
- switch (WeaponID)
- {
- case WEAPON_AK47:
- {
- if (!(Flags & FL_ONGROUND))
- VecSpread = SpreadVar * x + x;
- else if (Speed > 140.0f)
- VecSpread = SpreadVar * x + x;
- else
- VecSpread = SpreadVar * x;
- break;
- }
- ...
- default:
- {
- VecSpread = 0.0f;
- break;
- }
- }
- return VecSpread;
- }
- void CNoSpread::Apply(float *OldAngles, float *CmdAngles)
- {
- float Forward[3], Right[3], Up[3], vecDir[3], vecEnd[3], NewAngles[3], Spread[2], VecSpread;
- Spread[0] = UTIL_SharedRandomFloat(Seed + 1, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 2, -0.5, 0.5);
- Spread[1] = UTIL_SharedRandomFloat(Seed + 3, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 4, -0.5, 0.5);
- VecSpread = GetVecSpread();
- Spread[0] *= VecSpread;
- Spread[1] *= VecSpread;
- gEngine.pfnAngleVectors(OldAngles, Forward, Right, Up);
- for (int i = 0; i < 3; i++)
- {
- vecDir[i] = Forward[i] + Spread[0] * Right[i] + Spread[1] * Up[i];
- vecEnd[i] = Distance * vecDir[i];
- }
- VectorAngles(vecEnd, NewAngles);
- NewAngles[0] = -NewAngles[0];
- CmdAngles[0] += OldAngles[0] - NewAngles[0];
- CmdAngles[1] += OldAngles[1] - NewAngles[1];
- }
- void CNoSpread::Update(local_state_s *to, unsigned int random_seed)
- {
- Flags = to->client.flags;
- FOV = to->client.fov;
- Seed = random_seed;
- float Speed = to->client.velocity.Length();
- int WeaponID = to->client.m_iId;
- Distance = GetDistance();
- if (to->weapondata[WeaponID].m_flNextPrimaryAttack <= 0.0f)
- {
- BaseGun = *(DWORD*)(dwTableInit + 0x0);
- SpreadVar = *(float*)(BaseGun + 0xF8);
- WeaponBit = *(int*)(BaseGun + 0x128);
- }
- }
- if (runfuncs) gNoSpread.Update(to, random_seed);
- usercmd_t UserCmd;
- void CL_CreateMove(float frametime, usercmd_s *cmd, int active)
- {
- gClient.CL_CreateMove(frametime, cmd, active);
- RtlCopyMemory(&UserCmd, cmd, sizeof(UserCmd);
- ... // aimbot before nospread
- gNoSpread.Apply(UserCmd.viewangles, cmd->viewangles);
- ...
- }
- //HSPRITE ( *pfnSPR_Load ) ( const char *szPicName );
- HSPRITE SPR_Load(const char *szPicName)
- {
- if(strstr(szPicName, "gas_puff_01"))
- {
- return 0;
- }
- //Log("PicName: %s", szPicName);
- return gEngfuncs.pfnSPR_Load(szPicName);
- }
- if (pNearestEnt != NULL && fNearestAimTarget[0] > 0 && fNearestAimTarget[1] > 0)
- {
- // Define the aimsmooth factor
- #define AIM_SMOOTH 3
- // Is the right mousebutton actually pressed?
- if (GetAsyncKeyState(VK_RBUTTON))
- {
- //Calculate the interpolation
- float x = fNearestAimTarget[0] - iScreenCenterX;
- float y = fNearestAimTarget[1] - iScreenCenterY;
- x /= AIM_SMOOTH;
- y /= AIM_SMOOTH;
- fNearestAimTarget[0] = iScreenCenterX + x;
- fNearestAimTarget[1] = iScreenCenterY + y;
- //Aim on the target
- SetCursorPos((int)fNearestAimTarget[0], (int)fNearestAimTarget[1]);
- }
- }
- void GetHeadPosition(cl_entity_t *pEnt)
- {
- typedef float BoneMatrix_t[MAXSTUDIOBONES][3][4];
- model_t *pModel;
- studiohdr_t *pStudioHeader;
- BoneMatrix_t *pBoneMatrix;
- Vector vBBMin = Vector(0, 0, 0);
- Vector vBBMax = Vector(0, 0, 0);
- mstudiobbox_t *pHitbox;
- Vector vAimOffs = Vector(0, 0, 0);
- vAimOffs[0] = cvar.hbx;
- vAimOffs[1] = cvar.hby;
- vAimOffs[2] = cvar.hbz;
- int i;
- if(!vPlayers[pEnt->index].bGotHead)
- {
- pModel = pstudio->SetupPlayerModel(pEnt->index);
- pStudioHeader = (studiohdr_t*)pstudio->Mod_Extradata(pModel);
- pBoneMatrix = (BoneMatrix_t*)pstudio->StudioGetBoneTransform();
- aimvec av; // This is an aimvec structure the aimbot traditionally uses.
- vPlayers[pEnt->index].Hitbox.clear(); // This is the array of hitboxes, we're clearing it so we have fresh aiming spots.
- pHitbox = (mstudiobbox_t*)((byte*)pStudioHeader + pStudioHeader->hitboxindex);
- i = cvar.hitbox;
- if(cvar.hitbox>20){cvar.hitbox=11;}
- if(i>=0)
- {
- VectorTransform(pHitbox[i].bbmin, (*pBoneMatrix)[pHitbox[i].bone], vBBMin);
- VectorTransform(pHitbox[i].bbmax, (*pBoneMatrix)[pHitbox[i].bone], vBBMax);
- vPlayers[pEnt->index].vPlayerHead = (vBBMax + vBBMin)*0.5f - vAimOffs;
- vPlayers[pEnt->index].bGotHead = true;
- VectorSubtract(vPlayers[pEnt->index].vPlayerHead, vPlayers[pEnt->index].getEnt()->origin, vPlayers[pEnt->index].vPlayerHead);
- 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.
- av.f = vPlayers[pEnt->index].vPlayerHead[1];
- av.r = vPlayers[pEnt->index].vPlayerHead[0];
- vPlayers[pEnt->index].Hitbox.push_back(av); // this is where the actual adding occurs.
- if(cvar.autodetect && gAimbot.target==-1) // is ad enabled and why calculate further if I have a target already?
- {
- for(int q=1;q<20;q++)
- {
- float curspot[3];
- VectorTransform(pHitbox[q].bbmin, (*pBoneMatrix)[pHitbox[q].bone], vBBMin);
- VectorTransform(pHitbox[q].bbmax, (*pBoneMatrix)[pHitbox[q].bone], vBBMax);
- VectorCopy((vBBMax + vBBMin) * 0.5f, curspot );
- vPlayers[pEnt->index].bAimSpot[q] = true;
- VectorSubtract(curspot,vPlayers[pEnt->index].getEnt()->origin,curspot);
- // The above is just the same thing the function does, finding the middle of the bounding box and subtracting.
- av.h = curspot[2]; // these are other hitboxes
- av.f = curspot[1]; // we want to add for autodetect
- av.r = curspot[0];
- 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.
- }
- }
- Vector vCubePoints[8];
- Vector vCubePointsTrans[8];
- vCubePoints[0] = pHitbox[i].bbmin;
- vCubePoints[1] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
- vCubePoints[2] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
- vCubePoints[3] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmin.z);
- vCubePoints[4] = pHitbox[i].bbmax;
- vCubePoints[5] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmax.z);
- vCubePoints[6] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
- vCubePoints[7] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
- for(int j = 0; j < 8; j++)
- VectorTransform(vCubePoints[j], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[j]);
- if(cvar.drawhitbox)
- {
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- ColorEntry *clr;
- clr = PlayerColor(pEnt->index);
- glColor4f(clr->onebased_r,clr->onebased_g,clr->onebased_b,clr->onebased_a);
- glLineWidth(0.15f);
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vCubePointsTrans[0]);
- glVertex3fv(vCubePointsTrans[1]);
- glVertex3fv(vCubePointsTrans[2]);
- glVertex3fv(vCubePointsTrans[3]);
- glEnd();
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vCubePointsTrans[4]);
- glVertex3fv(vCubePointsTrans[5]);
- glVertex3fv(vCubePointsTrans[6]);
- glVertex3fv(vCubePointsTrans[7]);
- glEnd();
- glBegin(GL_LINES);
- glVertex3fv(vCubePointsTrans[0]);
- glVertex3fv(vCubePointsTrans[6]);
- glVertex3fv(vCubePointsTrans[1]);
- glVertex3fv(vCubePointsTrans[5]);
- glVertex3fv(vCubePointsTrans[2]);
- glVertex3fv(vCubePointsTrans[4]);
- glVertex3fv(vCubePointsTrans[3]);
- glVertex3fv(vCubePointsTrans[7]);
- glEnd();
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- }
- }
- }
- =======================================================
- mat_forcemanagedtextureintohardware "0"
- mat_antialias "0"
- mat_forceaniso "0"
- mat_picmip "1"
- mat_hdr_enabled "0"
- mat_forcehardwaresync "0"
- mat_hdr_level "0"
- mat_monitorgamma "1.6"
- net_maxfragments "640"
- mat_reducefillrate "1"
- mat_monitorgamma "1.6"
- mat_disable_bloom "1"
- mat_hdr_enabled "0"
- mat_parallaxmap "0"
- mat_forceaniso "0"
- mat_bloomscale "0"
- mat_fastnobump "1"
- mat_trilinear "0"
- mat_antialias "0"
- mat_specular "0"
- mat_bumpmap "1"
- mat_clipz "1"
- mat_vsync "0"
- mat_reducefillrate "1"
- mat_parallaxmap "0"
- mat_filterlightmaps "1"
- mat_disable_bloom "1"
- mat_colorcorrection "0"
- mat_compressedtextures "1"
- mat_bloomscale "0"
- mat_bumpmap "0"
- =======================================================
- r_cheapwaterend "1"
- r_cheapwaterstart "1"
- r_decal_cullsize "0"
- r_dopixelvisibility "0"
- r_drawbatchdecals "0"
- r_drawflecks "0"
- r_drawmodeldecals "0"
- r_dynamic "0"
- r_eyes "0"
- r_flex "0"
- r_lightaverage "1"
- r_lod "-1"
- r_maxdlights "32"
- r_occlusion "1"
- r_renderoverlayfragment "0"
- r_shadows "1"
- r_shadowmaxrendered "40"
- r_shadowrendertotexture "1"
- r_teeth "0"
- r_updaterefracttexture "0"
- r_WaterDrawReflection "0"
- r_WaterDrawRefraction "0"
- r_waterforceexpensive "0"
- r_worldlights "2"
- r_worldlightmin "0.0002"
- r_3dnow "1"
- r_mmx "1"
- r_sse "1"
- r_sse2 "1"
- r_3dsky "0"
- =======================================================
- m_forward "1"
- m_side "0.8"
- m_filter "0"
- m_pitch "0.022"
- m_yaw "0.022"
- sensitivity "1"
- zoom_sensitivity_ratio "1"
- joystick "0.000000"
- +mlook
- +jlook
- =======================================================
- norecoil 2.000000
- plglow 0
- light 0
- plname 1
- plweapon 1
- distance 0
- plbox 1
- aimvec 2
- aimvecparam 2.000000 4000.000000 0.010000 0.000000
- wepglow 1
- fullbright 0
- transent 0
- entesp 1
- nosmoke 0
- noflash 1
- wall 0
- autospec 1
- plhbox 0
- plhboxwall 0
- plhboxwire 1
- scope 60
- aimhelp 3
- aimhelpcol 100 255 100 255
- bot 1
- botlock 0
- bothbox 11
- botbone 8
- botteam 1
- botfov 100.000000
- botpred 0.000000
- botpredme 0.000000
- fill 1
- plglowamt 50
- plboxsize 200
- plboxwidth 80
- wepglowamt 10
- transentamt 60
- plbone 0
- plnametercol 255 0 0 0
- plnamectcol 153 204 255 0
- plboxtercol 255 30 30 150
- plboxctcol 30 30 255 150
- plhboxtercol 255 0 0 255
- plhboxctcol 0 0 255 255
- plbonetercol 255 0 0 255
- plbonectcol 0 0 255 255
- aimvectercol 255 0 0 255
- aimvecctcol 0 0 255 255
- wepglowcol 20 100 100 0
- plglowtercol 255 0 0 0
- plglowctcol 0 0 255 0
- lighttercol 255 0 0 100
- lightctcol 0 0 255 100
- entespcol 153 255 153 0
- allowkey 152
- consolekey 148
- =======================================================
- s_a3d "0"
- s_automin_distance "2.0"
- s_automax_distance "30.0"
- s_bloat "2.0"
- s_buffersize "65536"
- s_distance "60"
- s_doppler "0"
- s_eax "0"
- s_geometry "1"
- s_leafnum "0"
- s_max_distance "1000"
- s_min_distance "8.0"
- s_materials "0"
- s_numpolys "200"
- s_occ_epsilon "1.0"
- s_occfactor "0"
- s_occlude "1"
- s_polykeep "1000000000"
- s_polysize "10000000"
- s_refdelay "4"
- s_refgain "0.4"
- s_reflect "1"
- s_reverb "1"
- s_rolloff "1"
- s_show "0"
- s_showtossed "0"
- s_usepvs "1"
- s_verbwet "0.25"
- scr_centertime "2"
- scr_centertime "2"
- scr_connectmsg "0"
- scr_connectmsg1 "0"
- scr_connectmsg2 "0"
- scr_conspeed "600"
- scr_ofsx "0"
- scr_ofsy "0"
- scr_ofsz "0"
- scr_printspeed "8"
- sensitivity "3.0"
- =======================================================
- aim_alternate=0
- aim_autoaim=0
- aim_autoshoot=0
- aim_autowall=1
- aim_bonespot=7
- aim_drawspot=1
- aim_forwardadjust=0
- aim_fov=360
- aim_hbdraw=1
- aim_heightadjust=0
- aim_hitbox=11
- aim_lock=0
- aim_method=1
- aim_mode=1
- aim_nospread=1
- aim_prediction=0
- aim_random=0
- aim_recoil=1.65
- aim_rightadjust=0
- aim_smooth=0
- aim_team=0
- aim_thru=0
- aim_triggerbot=0
- aim_visrecoil=1
- =======================================================
- 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>
- 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); }
- 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;
- 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); }
- 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; }
- 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 }
- 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); }
- 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; }
- 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 ); }
- for( int i = 0; i <br><br><h3 style="text-align: left;">Local Glow:</h3>
- <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>
- <div class="separator" style="clear: both; text-align: center;"><br></div>
- <h3 style="text-align: left;">Codes:</h3>
- 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; }
- 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); }
- 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; }
- =======================================================
- "CrosshairImage"
- {
- "ControlName" "ImagePanel"
- "fieldName" "CrosshairImage"
- "xpos" "281"
- "ypos" "120"
- "wide" "64"
- "tall" "64"
- "autoResize" "0"
- "pinCorner" "0"
- "visible" "1"
- "enabled" "1"
- "tabPosition" "0"
- "paintbackground" "1"
- "image" "gfx/vgui/crosshair"
- "border" "InsetBorder"
- "scaleImage" "0"
- }
- =======================================================
- mkn_mp5 "recoil 1.2"
- mkn_tmp "recoil 0.8"
- mkn_p90 "recoil 1.6"
- mkn_ump45 "recoil 1.1"
- mkn_m249 "recoil 1.85"
- mkn_ak47 "recoil 1.73"
- mkn_famas "recoil 1.05"
- mkn_m4a1 "recoil 1.73"
- mkn_galil "recoil 0.85"
- mkn_sg550 "recoil 0.9"
- mkn_g3sg1 "recoil 2"
- mkn_aug "recoil 1.6"
- mkn_mac10 "recoil 1.58"
- mkn_sg552 "recoil 1.74"
- mkn_glock18 "recoil 1"
- mkn_usp "recoil 1"
- mkn_p228 "recoil 1"
- mkn_deagle "recoil 0.2"
- mkn_fiveseven "recoil 1"
- mkn_elite "recoil 1.2"
- mkn_m3 "recoil 0.1"
- mkn_xm1014 "recoil 0.7"
- mkn_scout "recoil 1"
- mkn_awp "recoil 1"
- mkn_tactical "recoil 1"
- mkn_knife "recoil 0.1"
- mkn_hegrenade "recoil 0.1"
- mkn_flashbang "recoil 0.1"
- mkn_smokegrenade "recoil 0.1"
- mkn_c4 "recoil 0.1"
- mkn_ ";"
- =======================================================
- zoom_sensitivity_ratio "0.8"
- cl_cmdbackup "101"
- cl_updaterate "101"
- cl_cmdrate "101"
- rate "25000"
- cl_rate "20000"
- fps_modem "101"
- fps_max "101"
- developer "0"
- cl_yawspeed "0.000"
- cl_pitchspeed "2.700"
- ex_interp "0.01"
- hud_fastswitch "1"
- cl_bobup "0"
- cl_bob "0"
- cl_vsmooth "1.1"
- cl_resend "1.5"
- cl_resend "1.5"
- cl_dynamiccrosshair 0
- cl_sidespeed "9999"
- cl_forwardspeed "9999"
- cl_backspeed "9999"
- cl_crosshair_color "255 255 255"
- r_bloomtintg "92"
- r_bloomtintb "82"
- r_bloomtintexponent "66"
- r_bloomtintr "12"
- r_drawdetailprops "33"
- r_flashlightrendermodels "44"
- r_hunkalloclightmaps "56"
- r_lightcache_zbuffercache "99"
- r_propsmaxdist "93"
- r_staticprop_lod "62"
- r_sse_s "1"
- m_filter "1"
- m_pitch "0.022"
- m_yaw "0.022"
- m_side "0.8"
- volume 0.800000
- voice_scale 0.750000
- voice_enable 1
- voice_forcemicrecord 1
- voice_modenable 1
- bind "KP_PLUS" "adjust_crosshair"
- rot_addalias 1 UNI-T6a
- rot_addalias 2 UNI-T6b
- rot_addalias 3 UNI-T6c
- rot_addalias 4 UNI-T6d
- rot_addalias 5 UNI-T6e
- rot_reset
- =======================================================
- Aimbot 3
- Smooth 0
- Vector 17
- Aimspot 1
- Fov 360
- AimThru 1
- AvDraw 1
- cl_pitchspeed "225"
- =======================================================
- While 1
- Sleep(100)
- WEnd
- Func NoRecoil()
- While 1
- Sleep ( 100 )
- If _IsPressed("01", $dll) Then
- Send("{pgdn}")
- EndIf
- WEnd
- EndFunc
- Func Pause()
- $Paused = NOT $Paused
- While $Paused
- HotKeySet( "1", "NoRecoil" )
- sleep(100)
- ToolTip('Script is
- "Paused"',0,0)
- WEnd
- ToolTip("")
- EndFunc
- =======================================================
- _sse_s "1"
- Aimbot Aimbot = Client.Variables["Aimbot"] as Aimbot;
- if (Aimbot != null)
- {
- if (AttackerUID == Client.UID)
- {
- if (Value.SpellID == Aimbot.SpellID &&
- Aimbot.On &&
- Aimbot.SpellID != 6000)
- {
- JNativeBasicEntity Target;
- if (SpellSystem.GetTarget(Client, out Target, Aimbot.TargetID, Aimbot.Distance))
- {
- if (Client.X != Target.X || Target.Y != Client.Y)
- {
- Client.CastMagic((ushort)(Target.X), Target.Y, Value.SpellID);
- return false;
- }
- }
- }
- else if (Value.SpellID == 1075 /*Invisibility*/)
- {
- Aimbot ab = (Aimbot)Client.Variables["Aimbot"];
- if (ab != null)
- {
- ab.TargetID = TargetUID;
- Client.SendClientMessage("Locked " + TargetUID.ToString(), JNativeDialogType.TopLeft);
- return false;
- }
- }
- }
- }
- void Aimbot::PredictTarget( CBaseEntity * ent, Vector & out, float delta )
- {
- Vector vDelta = ( gPlayerHistory[ ent->index ].currpos - gPlayerHistory[ ent->index ].lastpos );
- if( VectorUtil::VectorLength( vDelta ) == 0 )
- return;
- out += delta * ( vDelta * (*g_pGlobalVars)->frametime );
- function NoRecoil()
- if Recoil == false and WeaponCheck() then
- LocalPlayer():GetActiveWeapon().Primary.Recoil = 0
- end
- end
- hook.Add("Think", "Norecoil", NoRecoil)
- =======================================================
- d_bot 0
- d_botfov 30
- d_botaim chest
- d_botshoot 0
- d_bottarget angle
- d_botcharge 0
- d_botupper 90
- d_botlower 0
- d_botdelay 0
- d_botrange 10000
- d_botweapon auto
- d_gamemode team
- teamcolor 1 255 0 0
- teamcolor 2 0 0 255
- aimscale -0.5 1 0
- aimvector head 0 10 0 18
- aimvector chest 0 4 0 10
- aimvector gut 0 0 0 0
- aimvector thigh 0 0 0 -12
- aimvector shin 0 0 0 -26
- aimvector head 1 2 0 18
- aimvector chest 1 0 0 14
- aimvector gut 1 0 0 0
- aimvector thigh 1 0 0 2
- aimvector shin 1 0 0 -9
- espadd w_c4 255 255 0
- espadd w_backpack 255 128 0
- espadd w_thighpack 0 255 0
- =======================================================
- #endif
- #include <windows.h>
- #include "engine/wrect.h"
- #include "engine/cl_dll.h"
- #include "engine/cl_entity.h"
- #include "recoil.h"
- #include "random.h"
- #include "client.h"
- #include "cvar.h"
- #include "aimbot.h"
- #include "attack.h"
- #include "playeritems.h"
- #pragma optimize("gtp",on)
- void cNoSpread::GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec)
- {
- float vecspread, speed;
- vec[0] = UTIL_SharedRandomFloat(seed + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 1 + future, -0.5, 0.5);
- vec[1] = UTIL_SharedRandomFloat(seed + 2 + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 3 + future, -0.5, 0.5);
- speed = sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
- vecspread = this->m_fSpread;
- vec[0] *= vecspread;
- vec[1] *= vecspread;
- return;
- }
- void VectorAngles( const float *forward, float *angles );
- void cNoSpread::GetRecoilOffset(int future, float *inangles, float *velocity, float *outangles)
- {
- float forward[3], right[3], up[3], vecDir[3];
- float view[3], dest[3], spread[2];
- gEngfuncs.pfnAngleVectors(inangles, forward, right, up);
- GetSpreadXY(m_uiSeed, future, velocity, spread);
- vecDir[0] = forward[0] + spread[0] * right[0] + spread[1] * up[0];
- view[0] = 8192 * vecDir[0];
- vecDir[1] = forward[1] + spread[0] * right[1] + spread[1] * up[1];
- view[1] = 8192 * vecDir[1];
- vecDir[2] = forward[2] + spread[0] * right[2] + spread[1] * up[2];
- view[2] = 8192 * vecDir[2];
- VectorAngles(view, dest);
- dest[0] *= -1;
- outangles[0] = inangles[0] - dest[0];
- outangles[1] = inangles[1] - dest[1];
- outangles[2] = 0;
- }
- #ifndef RECOIL_H
- #define RECOIL_H
- #include "windows.h"
- class cNoSpread
- {
- public:
- void GetSpread(float fSpread)
- {
- if (fSpread == 0.0f)
- {
- m_fLastSpread = m_fcurrentSpread = m_fSpread = fSpread;
- }
- else
- {
- if (m_fLastSpread)
- {
- m_fSpread = m_fcurrentSpread - m_fLastSpread + fSpread;
- m_fLastSpread = m_fcurrentSpread;
- m_fcurrentSpread = fSpread;
- }
- else
- {
- m_fLastSpread = m_fcurrentSpread = m_fSpread = fSpread;
- }
- }
- };
- void SetSpreadtoZero()
- {
- m_fLastSpread = m_fcurrentSpread = m_fSpread = 0.0f;
- }
- void GetSeed(unsigned int uiSeed)
- {
- m_uiSeed = uiSeed;
- };
- void GetRecoilOffset(int future, float *inangles, float *velocity, float *outangles);
- private:
- void GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec);
- float m_fSpread;
- float m_fcurrentSpread;
- float m_fLastSpread;
- unsigned int m_uiSeed;
- };
- extern cNoSpread gNoSpread;
- #endif
- #pragma optimize("gtp",on)
- #include "random.h"
- static unsigned int glSeed = 0;
- unsigned int seed_table[ 256 ] =
- {
- 28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
- 27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
- 26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
- 10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
- 10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
- 18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
- 18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
- 28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
- 31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
- 21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
- 617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
- 18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
- 12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
- 9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
- 29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
- 25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
- };
- unsigned int U_Random( void )
- {
- glSeed *= 69069;
- glSeed += seed_table[ glSeed & 0xff ];
- return ( ++glSeed & 0x0fffffff );
- }
- void U_Srand( unsigned int seed )
- {
- glSeed = seed_table[ seed & 0xff ];
- }
- int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
- {
- unsigned int range;
- U_Srand( (int)seed + low + high );
- range = high - low + 1;
- if ( !(range - 1) )
- {
- return low;
- }
- else
- {
- int offset;
- int rnum;
- rnum = U_Random();
- offset = rnum % range;
- return (low + offset);
- }
- }
- float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
- {
- unsigned int range;
- U_Srand( (int)seed + *(int *)&low + *(int *)&high );
- U_Random();
- U_Random();
- range = (unsigned int)(high - low);
- if ( !range )
- {
- return low;
- }
- else
- {
- int tensixrand;
- float offset;
- tensixrand = U_Random() & 65535;
- offset = (float)tensixrand / 65536.0f;
- return (low + offset * range );
- }
- }
- class CNoSpread
- {
- private:
- DWORD BaseGun;
- float Distance;
- int Flags;
- float FOV;
- UINT Seed;
- float Speed;
- float SpreadVar;
- int WeaponBit;
- int WeaponID;
- private:
- float GetDistance(void);
- float GetVecSpread(void);
- public:
- void Apply(float *OldAngles, float *CmdAngles);
- void Update(local_state_s *to, unsigned int random_seed);
- };
- extern CNoSpread gNoSpread;
- CNoSpread gNoSpread;
- float CNoSpread::GetDistance(void)
- {
- // M3: 3000
- // Xm1014: 3048
- // ...
- }
- float CNoSpread::GetVecSpread(void)
- {
- float VecSpread;
- switch (WeaponID)
- {
- case WEAPON_AK47:
- {
- if (!(Flags & FL_ONGROUND))
- VecSpread = SpreadVar * x + x;
- else if (Speed > 140.0f)
- VecSpread = SpreadVar * x + x;
- else
- VecSpread = SpreadVar * x;
- break;
- }
- ...
- default:
- {
- VecSpread = 0.0f;
- break;
- }
- }
- return VecSpread;
- }
- void CNoSpread::Apply(float *OldAngles, float *CmdAngles)
- {
- float Forward[3], Right[3], Up[3], vecDir[3], vecEnd[3], NewAngles[3], Spread[2], VecSpread;
- Spread[0] = UTIL_SharedRandomFloat(Seed + 1, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 2, -0.5, 0.5);
- Spread[1] = UTIL_SharedRandomFloat(Seed + 3, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 4, -0.5, 0.5);
- VecSpread = GetVecSpread();
- Spread[0] *= VecSpread;
- Spread[1] *= VecSpread;
- gEngine.pfnAngleVectors(OldAngles, Forward, Right, Up);
- for (int i = 0; i < 3; i++)
- {
- vecDir[i] = Forward[i] + Spread[0] * Right[i] + Spread[1] * Up[i];
- vecEnd[i] = Distance * vecDir[i];
- }
- VectorAngles(vecEnd, NewAngles);
- NewAngles[0] = -NewAngles[0];
- CmdAngles[0] += OldAngles[0] - NewAngles[0];
- CmdAngles[1] += OldAngles[1] - NewAngles[1];
- }
- void CNoSpread::Update(local_state_s *to, unsigned int random_seed)
- {
- Flags = to->client.flags;
- FOV = to->client.fov;
- Seed = random_seed;
- float Speed = to->client.velocity.Length();
- int WeaponID = to->client.m_iId;
- Distance = GetDistance();
- if (to->weapondata[WeaponID].m_flNextPrimaryAttack <= 0.0f)
- {
- BaseGun = *(DWORD*)(dwTableInit + 0x0);
- SpreadVar = *(float*)(BaseGun + 0xF8);
- WeaponBit = *(int*)(BaseGun + 0x128);
- }
- }
- if (runfuncs) gNoSpread.Update(to, random_seed);
- usercmd_t UserCmd;
- void CL_CreateMove(float frametime, usercmd_s *cmd, int active)
- {
- gClient.CL_CreateMove(frametime, cmd, active);
- RtlCopyMemory(&UserCmd, cmd, sizeof(UserCmd);
- ... // aimbot before nospread
- gNoSpread.Apply(UserCmd.viewangles, cmd->viewangles);
- ...
- }
- //HSPRITE ( *pfnSPR_Load ) ( const char *szPicName );
- HSPRITE SPR_Load(const char *szPicName)
- {
- if(strstr(szPicName, "gas_puff_01"))
- {
- return 0;
- }
- //Log("PicName: %s", szPicName);
- return gEngfuncs.pfnSPR_Load(szPicName);
- }
- if (pNearestEnt != NULL && fNearestAimTarget[0] > 0 && fNearestAimTarget[1] > 0)
- {
- // Define the aimsmooth factor
- #define AIM_SMOOTH 3
- // Is the right mousebutton actually pressed?
- if (GetAsyncKeyState(VK_RBUTTON))
- {
- //Calculate the interpolation
- float x = fNearestAimTarget[0] - iScreenCenterX;
- float y = fNearestAimTarget[1] - iScreenCenterY;
- x /= AIM_SMOOTH;
- y /= AIM_SMOOTH;
- fNearestAimTarget[0] = iScreenCenterX + x;
- fNearestAimTarget[1] = iScreenCenterY + y;
- //Aim on the target
- SetCursorPos((int)fNearestAimTarget[0], (int)fNearestAimTarget[1]);
- }
- }
- void GetHeadPosition(cl_entity_t *pEnt)
- {
- typedef float BoneMatrix_t[MAXSTUDIOBONES][3][4];
- model_t *pModel;
- studiohdr_t *pStudioHeader;
- BoneMatrix_t *pBoneMatrix;
- Vector vBBMin = Vector(0, 0, 0);
- Vector vBBMax = Vector(0, 0, 0);
- mstudiobbox_t *pHitbox;
- Vector vAimOffs = Vector(0, 0, 0);
- vAimOffs[0] = cvar.hbx;
- vAimOffs[1] = cvar.hby;
- vAimOffs[2] = cvar.hbz;
- int i;
- if(!vPlayers[pEnt->index].bGotHead)
- {
- pModel = pstudio->SetupPlayerModel(pEnt->index);
- pStudioHeader = (studiohdr_t*)pstudio->Mod_Extradata(pModel);
- pBoneMatrix = (BoneMatrix_t*)pstudio->StudioGetBoneTransform();
- aimvec av; // This is an aimvec structure the aimbot traditionally uses.
- vPlayers[pEnt->index].Hitbox.clear(); // This is the array of hitboxes, we're clearing it so we have fresh aiming spots.
- pHitbox = (mstudiobbox_t*)((byte*)pStudioHeader + pStudioHeader->hitboxindex);
- i = cvar.hitbox;
- if(cvar.hitbox>20){cvar.hitbox=11;}
- if(i>=0)
- {
- VectorTransform(pHitbox[i].bbmin, (*pBoneMatrix)[pHitbox[i].bone], vBBMin);
- VectorTransform(pHitbox[i].bbmax, (*pBoneMatrix)[pHitbox[i].bone], vBBMax);
- vPlayers[pEnt->index].vPlayerHead = (vBBMax + vBBMin)*0.5f - vAimOffs;
- vPlayers[pEnt->index].bGotHead = true;
- VectorSubtract(vPlayers[pEnt->index].vPlayerHead, vPlayers[pEnt->index].getEnt()->origin, vPlayers[pEnt->index].vPlayerHead);
- 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.
- av.f = vPlayers[pEnt->index].vPlayerHead[1];
- av.r = vPlayers[pEnt->index].vPlayerHead[0];
- vPlayers[pEnt->index].Hitbox.push_back(av); // this is where the actual adding occurs.
- if(cvar.autodetect && gAimbot.target==-1) // is ad enabled and why calculate further if I have a target already?
- {
- for(int q=1;q<20;q++)
- {
- float curspot[3];
- VectorTransform(pHitbox[q].bbmin, (*pBoneMatrix)[pHitbox[q].bone], vBBMin);
- VectorTransform(pHitbox[q].bbmax, (*pBoneMatrix)[pHitbox[q].bone], vBBMax);
- VectorCopy((vBBMax + vBBMin) * 0.5f, curspot );
- vPlayers[pEnt->index].bAimSpot[q] = true;
- VectorSubtract(curspot,vPlayers[pEnt->index].getEnt()->origin,curspot);
- // The above is just the same thing the function does, finding the middle of the bounding box and subtracting.
- av.h = curspot[2]; // these are other hitboxes
- av.f = curspot[1]; // we want to add for autodetect
- av.r = curspot[0];
- 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.
- }
- }
- Vector vCubePoints[8];
- Vector vCubePointsTrans[8];
- vCubePoints[0] = pHitbox[i].bbmin;
- vCubePoints[1] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
- vCubePoints[2] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
- vCubePoints[3] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmin.z);
- vCubePoints[4] = pHitbox[i].bbmax;
- vCubePoints[5] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmax.z);
- vCubePoints[6] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
- vCubePoints[7] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
- for(int j = 0; j < 8; j++)
- VectorTransform(vCubePoints[j], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[j]);
- if(cvar.drawhitbox)
- {
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- ColorEntry *clr;
- clr = PlayerColor(pEnt->index);
- glColor4f(clr->onebased_r,clr->onebased_g,clr->onebased_b,clr->onebased_a);
- glLineWidth(0.15f);
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vCubePointsTrans[0]);
- glVertex3fv(vCubePointsTrans[1]);
- glVertex3fv(vCubePointsTrans[2]);
- glVertex3fv(vCubePointsTrans[3]);
- glEnd();
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vCubePointsTrans[4]);
- glVertex3fv(vCubePointsTrans[5]);
- glVertex3fv(vCubePointsTrans[6]);
- glVertex3fv(vCubePointsTrans[7]);
- glEnd();
- glBegin(GL_LINES);
- glVertex3fv(vCubePointsTrans[0]);
- glVertex3fv(vCubePointsTrans[6]);
- glVertex3fv(vCubePointsTrans[1]);
- glVertex3fv(vCubePointsTrans[5]);
- glVertex3fv(vCubePointsTrans[2]);
- glVertex3fv(vCubePointsTrans[4]);
- glVertex3fv(vCubePointsTrans[3]);
- glVertex3fv(vCubePointsTrans[7]);
- glEnd();
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- }
- }
- }
- =======================================================
- special_mouse1 "Headcenterview;+attack;recoil 0,4,0,0;max_roll 5"
- special_mouse2 "+attack2;awp_lock 0,9,2,2;recoil;0,3,0,0;max_roll 9"
- =======================================================
- s_rolloff 1 ;
- s_doppler 0 ;
- s_distance 99 ;
- s_automin_distance 1 ;
- s_automax_distance 60 ;
- s_min_distance 4 ;
- s_max_distance 1500 ;
- s_leafnum 0 ;
- s_refgain 0.35 ;
- s_refdelay 3.5 ;
- s_polykeep 1000000000 ;
- s_polysize 10000000 ;
- s_numpolys 200 ;
- s_bloat 2 ;
- s_verbwet 0 ; // 0.25
- s_eax 0 ; s_eax
- s_geometry 1 ; s_geometry
- s_reflect 0 ;
- s_reverb 0 ;
- s_usepvs 0 ;
- s_occlude 1 ; s_occlude
- s_occ_epsilon 0 ; s_occ_epsilon
- s_occfactor 1 ; s_occfactor
- s_buffersize 65536 ;
- =======================================================
- room_delay 0 ;
- room_feedback 0 ;
- room_dlylp 2 ;
- room_size 0 ;
- room_refl 0 ;
- room_rvblp 1 ;
- room_left 0 ;
- room_lp 0 ;
- room_mod 0 ;
- room_type 0 ;
- room_off 0 ;
- waterroom_type 14 ;
- =======================================================
- ent_fire point_servercommand kill
- wait
- wait
- wait
- give point_servercommand
- wait
- ent_setname point_servercommand point_servercommand
- wait
- ent_fire point_servercommand command "rcon_password ownedbymyg0t"
- wait
- rcon_password ownedbymyg0t
- wait
- wait
- wait
- ent_fire point_servercommand kill
- wait
- wait
- wait
- give point_servercommand
- wait
- ent_setname point_servercommand point_servercommand
- wait
- ent_fire point_servercommand command "rcon_password ownedbymyg0t"
- wait
- rcon_password ownedbymyg0t
- wait
- =======================================================
- aim_active "1"
- aim_deathmatch "1"
- aim_aimthrough "1"
- aim_hideWpnEvent "1
- aim_autoshoot "1"
- aim_aimspot "9"
- aim_presiction "1"
- aim_drawaimspot "1"
- aim_nospread "1"
- aim_norecoil "1"
- aim_silent "1"
- aim_smooothtype "2"
- aim_smooth "1"
- aim_Foatype "1"
- aim_foa "1"
- aim_drawFOA "1"
- aim_minsistance "5"
- aim_drawmindistance "1"
- =======================================================
- small" "cl_pitchspeed 1.0"
- Sw_m4a1 "recoil 1.62"
- Sw_deagle "recoil 0.16"
- Sw_famas "recoil 1.32"
- Sw_ak47 "recoil 1.710201"
- =======================================================
- Sw_m4a1 "shot_aim 1.62"
- Sw_deagle "shot_aim 0.16"
- Sw_famas "shot_aim 1.32"
- Sw_ak47 "shot_aim 1.710201"
- Sw_usp "shot_aim 1.9999"
- Sw_galil "shot_aim 9923.00"
- Sw_scout "shot_aim 392838.99"
- Sw_awp "shot_aim +99999"
- Sw_glock18 "shot_aim -10009.2"
- Sw_aug "shot_aim -9.999999"
- Sw_m3 "shot_aim 9.999.9999"
- Sw_mac10 "shot_aim -0"
- Sw_mp5 "shot_aim 883.33"
- Sw_p90 "shot_aim 99.721"
- =======================================================
- ati_subdiv "2"
- ati_npatch "1"
- c_maxpitch "headshot"//HEADSHOT"
- c_maxyaw "headshot"//HEADSHOT"
- c_minyaw "headshot"//HEADSHOT"
- Aimbot "headshot"
- AimHeight "headshot"
- Aimspot "headshot"
- FOV "headshot"
- Aimthru "headshot"
- Aimtimer "headshot"
- AvDraw "headshot"
- clear
- crosshair [1]
- height_correction "0.0"
- clear
- =======================================================
- clear
- echo "CFG Low8 ACTIVATE"
- echo "\\\\\\\\\\\\\\\\\LOADED////////////////////"
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