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- // some shit i wanna see what it does exactly
- void FixWalk(CUserCmd* pCmd)
- {
- if (g_Menu.Config.fixlegsmeme)
- return;
- if (pCmd->buttons & IN_FORWARD)
- {
- pCmd->forwardmove = 450;
- pCmd->buttons &= ~IN_FORWARD;
- }
- else if (pCmd->buttons & IN_BACK)
- {
- pCmd->forwardmove = -450;
- pCmd->buttons &= ~IN_BACK;
- }
- if (pCmd->buttons & IN_MOVELEFT)
- {
- pCmd->sidemove = -450;
- pCmd->buttons &= ~IN_MOVELEFT;
- }
- else if (pCmd->buttons & IN_MOVERIGHT)
- {
- pCmd->sidemove = 450;
- pCmd->buttons &= ~IN_MOVERIGHT;
- }
- }
- // killfeed
- template<class T>
- static T* FindHudElement(const char* name)
- {
- static auto pThis = *reinterpret_cast<DWORD * *> (Utils::FindSignature("client_panorama.dll", "B9 ? ? ? ? E8 ? ? ? ? 8B 5D 08") + 1); //(Utilities::Memory::FindPatternV2("client_panorama.dll", "B9 ? ? ? ? 68 ? ? ? ? E8 ? ? ? ? 89 46 24") + 1);
- static auto find_hud_element = reinterpret_cast<DWORD(__thiscall*)(void*, const char*)>(Utils::FindSignature("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 57 8B F9 33 F6 39 77 28"));
- return (T*)find_hud_element(pThis, name);
- }
- void PreserveKillFeed()
- {
- static void(__thiscall * ClearDeathNotices)(DWORD);
- static DWORD* deathNotice;
- if (g::pLocalEntity && g_pEngine->IsInGame() && g_pEngine->IsConnected())
- {
- if (g::pLocalEntity) {
- if (!deathNotice) deathNotice = FindHudElement<DWORD>("CCSGO_HudDeathNotice");
- if (deathNotice) {
- float* localDeathNotice = (float*)((DWORD)deathNotice + 0x50);
- if (localDeathNotice)* localDeathNotice = g_Menu.Config.bPreserveKillFeed ? FLT_MAX : 1.5f;
- if (g::preservedelete && deathNotice - 20) {
- if (!ClearDeathNotices) ClearDeathNotices = (void(__thiscall*)(DWORD))Utils::FindSignature("client_panorama.dll", "55 8B EC 83 EC 0C 53 56 8B 71 58");
- if (ClearDeathNotices) { ClearDeathNotices(((DWORD)deathNotice - 20)); g::preservedelete = false; }
- }
- }
- }
- }
- }
- //auto resolver
- void AutoRevolver(CUserCmd* cmd, C_BaseEntity* local_player)
- {
- if (!g_Menu.Config.bAutoRevolver)
- return;
- C_BaseCombatWeapon* weapon = local_player->GetActiveWeapon();
- if (!weapon || weapon->GetItemDefinitionIndex() != ItemDefinitionIndex::WEAPON_REVOLVER)
- return;
- static float delay = 0.f;
- if (delay < 0.15f)
- {
- delay += g_pGlobalVars->intervalPerTick;
- cmd->buttons |= IN_ATTACK;
- }
- else
- delay = 0.f;
- }
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