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  1. #include "main.h"
  2. #include "menu.h"
  3. #include "Security.h"
  4. #include "interfaces.h"
  5. #include "reportbot.h"
  6. #include "Autowall.h"
  7.  
  8. #define EPS 1.2e-7
  9. #define IR 2836
  10. #define IQ 127773
  11. #define IM 2147483647
  12. #define IA 16807
  13. #define MAX_RANDOM_RANGE 0x7FFFFFFFUL
  14. #define NDIV (1+(IM-1)/NTAB)
  15. #define NTAB 32
  16. #define IR 2836
  17.  
  18. #define AM (1.0/IM)
  19. #define RNMX (1.0-EPS)
  20. #define MakePtr( Type, dwBase, dwOffset ) ( ( Type )( DWORD( dwBase ) + (DWORD)( dwOffset ) ) )
  21.  
  22. bool cOnce = false, twice = false, vcheck1 = false, vcheck2 = false;
  23. char * crypt(const char *key, const char *salt);
  24.  
  25. // DEFINING SHIT ENDS HERE DU HURENSOHN !
  26. // -----------------------------------------------
  27. // AIMBOOTY BEGINNS HERE FAGGOT !
  28.  
  29. void AngleVectorsx(const Vector angles, Vector* forward) {
  30. float sp, sy, cp, cy;
  31. sp = sin(DEG2RAD(angles.x));
  32. sy = sin(DEG2RAD(angles.y));
  33. cp = cos(DEG2RAD(angles.x));
  34. cy = cos(DEG2RAD(angles.y));
  35. forward->x = cp*cy;
  36. forward->y = cp*sy;
  37. forward->z = -sp;
  38. }
  39.  
  40. float GetFOV(Vector CmdViewAngle, Vector LocalEyePos, Vector Destination) {
  41. Vector ang, aim;
  42. CalcAngle(LocalEyePos, Destination, ang);
  43. AngleVectorsx(CmdViewAngle, &aim);
  44. AngleVectorsx(ang, &ang);
  45.  
  46. float mag_s = std::sqrt((aim[0] * aim[0]) + (aim[1] * aim[1]) + (aim[2] * aim[2]));
  47. float mag_d = mag_s;
  48. float u_dot_v = aim[0] * ang[0] + aim[1] * ang[1] + aim[2] * ang[2];
  49. float fov = std::acos(u_dot_v / (mag_s * mag_d)) * (180.f / M_PI_F);
  50. return fov;
  51. }
  52.  
  53. void NormaliseViewAngle(Vector &angle)
  54. {
  55. while (angle.y <= -180) angle.y += 360;
  56. while (angle.y > 180) angle.y -= 360;
  57. while (angle.x <= -180) angle.x += 360;
  58. while (angle.x > 180) angle.x -= 360;
  59.  
  60.  
  61. if (angle.x > 89.0) angle.x = 89;
  62. if (angle.x < -89.0) angle.x = -89;
  63. if (angle.y < -180) angle.y = -179.999;
  64. if (angle.y > 180) angle.y = 179.999;
  65.  
  66. angle.z = 0;
  67. }
  68.  
  69. bool IsVisible(C_BaseEntity* pEntity, C_BaseEntity* pLocal)
  70. {
  71. trace_t tr;
  72. Ray_t ray;
  73. CTraceFilter filter;
  74. filter.pSkip = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  75.  
  76. ray.Init(pLocal->GetEyePos(), pEntity->GetEyePos());
  77. pEngineTrace->TraceRay(ray, 0x4600400B, &filter, &tr);
  78. return (tr.m_pEnt == pEntity || tr.fraction > 0.99f);
  79. }
  80.  
  81. bool BoneTrace(C_BaseEntity* pLocalClientBaseEntity, Vector vecOrigin, Vector vecFinal, C_BaseEntity* pClientBaseEntity)
  82. {
  83. Ray_t ray;
  84. ray.Init(vecOrigin, vecFinal);
  85.  
  86. CTraceFilter TraceFilter;
  87.  
  88. trace_t trace;
  89. pEngineTrace->TraceRay(ray, CONTENTS_GRATE | CONTENTS_WINDOW | CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_DEBRIS | CONTENTS_HITBOX, &TraceFilter, &trace);
  90.  
  91. return(trace.m_pEnt == pClientBaseEntity || trace.fraction > 0.99f);
  92. }
  93.  
  94. bool BoneTraceWall(C_BaseEntity* pLocalClientBaseEntity, Vector vecOrigin, Vector vecFinal, C_BaseEntity* pClientBaseEntity)
  95. {
  96. Ray_t ray;
  97. ray.Init(vecOrigin, vecFinal);
  98.  
  99. CTraceFilter TraceFilter;
  100.  
  101. trace_t trace;
  102. pEngineTrace->TraceRay(ray, CONTENTS_SOLID, &TraceFilter, &trace);
  103.  
  104. return(trace.m_pEnt == pClientBaseEntity || trace.fraction > 0.99f);
  105. }
  106.  
  107. bool GetBonePosition(C_BaseEntity* pEntity, Vector &Hitbox, int Bone) {
  108. matrix3x4 MatrixArray[128];
  109. if (!pEntity->SetupBones(MatrixArray, 128, 0x100, 0)) {
  110. return false;
  111. }
  112. Hitbox = Vector(MatrixArray[Bone][0][3], MatrixArray[Bone][1][3], MatrixArray[Bone][2][3]);
  113. return true;
  114. }
  115.  
  116. Vector Hitscans(C_BaseEntity* pEntity, C_BaseEntity* pLocal, Vector& Hitbox) {
  117.  
  118. int hitboxarray[18] = { 6, 7, 8, 9, 10, 11, 1, 4, 2, 5, 3, 6, 12, 15, 13, 16, 14, 17 };
  119.  
  120. for (int i = 0; i < 18; i++) {
  121.  
  122.  
  123. GetBonePosition(pEntity, Hitbox, hitboxarray[i]);
  124. if (BoneTrace(pLocal, pLocal->GetEyePos(), Hitbox, pEntity)) {
  125. return Hitbox;
  126. }
  127. }
  128. for (int i = 0; i < 18; i++) {
  129.  
  130.  
  131. GetBonePosition(pEntity, Hitbox, hitboxarray[i]);
  132. if (BoneTraceWall(pLocal, pLocal->GetEyePos(), Hitbox, pEntity)) {
  133. return Hitbox;
  134. }
  135. }
  136. GetBonePosition(pEntity, Hitbox, hitboxarray[0]);
  137. return Hitbox;
  138. }
  139.  
  140. Vector Normalized(Vector& vec) {
  141. if (vec.x > 180) vec.x -= 360;
  142. if (vec.y > 180) vec.y -= 360;
  143. if (vec.x < -180) vec.x += 360;
  144. if (vec.y < -180) vec.y += 360;
  145. vec.z = 0;
  146. return vec;
  147. }
  148.  
  149. void SetSmoothAngles(CUserCmd* pCmd, Vector& dst) {
  150. if (aimspeed.getValue()) {
  151. Vector delta = pCmd->viewangles - dst;
  152. Normalized(delta);
  153. int smoothx = aimspeed.getValue() * 3;
  154. dst = pCmd->viewangles - delta / smoothx;
  155. dst.z = 0, delta.z = 0;
  156. }
  157. }
  158.  
  159. bool AutoWall(Vector vPos, C_BaseEntity* pLocal, C_BaseEntity* pEntity) {
  160. trace_t tr;
  161. Ray_t ray;
  162. Vector vStart, vEnd, vEndPos[3];
  163. vStart = pLocal->GetEyePos();
  164. vEnd = vPos;
  165. CTraceFilter filter;
  166.  
  167. if (IsVisible(pEntity, pLocal))
  168. return true;
  169.  
  170. filter.pSkip = pLocal;
  171. ray.Init(vStart, vEnd);
  172.  
  173. pEngineTrace->TraceRay(ray, 0x4602400B, &filter, &tr);
  174.  
  175. vEndPos[0] = tr.endpos;
  176.  
  177. ray.Init(vEnd, vStart);
  178. filter.pSkip = pEntity;
  179. pEngineTrace->TraceRay(ray, 0x4602400B, &filter, &tr);
  180.  
  181. vEndPos[1] = tr.endpos;
  182.  
  183. VectorSubtract(vEndPos[0], vEndPos[1], vEndPos[2]);
  184.  
  185. float flLength = VectorLength(vEndPos[2]);
  186. float limit = 37;
  187. float pen = pLocal->GetActive()->WallPenetration() / 10.f - 1;
  188. if (limit > pen)limit = pen;
  189. if (tr.fraction != 0)
  190. if (flLength < (limit))
  191. return true;
  192.  
  193. return false;
  194. }
  195.  
  196. /* BECOZ WE DEFINED OUR BONES IN OUR AUTOWALL DOT H IM DOIN A SHORT HITSCAN! */
  197.  
  198. void LowHITSCAN(Vector &Bones)
  199. {
  200. int i;
  201. C_BaseEntity* Entity = pEntList->GetClientEntity(i);
  202.  
  203. /* IF THEIR HEAD ISNT VISIBLE BZW WE CANT GET THE BONE POSITION! */
  204.  
  205. if (!GetBonePosition(Entity, Bones, HEAD));
  206. {
  207. (GetBonePosition(Entity, Bones, CHEST));
  208. (GetBonePosition(Entity, Bones, STOMACH));
  209. (GetBonePosition(Entity, Bones, LEFTARM));
  210. (GetBonePosition(Entity, Bones, RIGHTARM));
  211. (GetBonePosition(Entity, Bones, LEFTLEG));
  212. (GetBonePosition(Entity, Bones, RIGHTLEG));
  213. }
  214. }
  215.  
  216. std::chrono::time_point<std::chrono::system_clock> last_shoot = std::chrono::system_clock::now();
  217.  
  218. void doAim(CUserCmd* pCmd, bool& bSendPacket) {
  219.  
  220. Vector oldView = pCmd->viewangles;
  221. Vector Hitbox;
  222. const Vector vecAbsStart;
  223. Vector vecAbsEnd;
  224. float flDamage;
  225. float oldForwardmove = pCmd->forwardmove;
  226. float oldSidemove = pCmd->sidemove;
  227.  
  228. if (aim_active.getValve() == 1) {
  229.  
  230. C_BaseEntity* pLocal = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  231. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  232. int BestID = 6; // -1
  233. int best_prior = 0;
  234. float maxDistance = 99999;
  235.  
  236. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  237.  
  238. C_BaseEntity* pEntity = pEntList->GetClientEntity(i);
  239. int tid = pEntity->Team();
  240.  
  241. if (pEntity && pEntity->Health() > 0 && pLocal->Health() > 0 && !pEntity->IsDormant() && pEntity->Team() != pLocal->Team() && !pEntity->IsImmune()) {
  242.  
  243. Vector BoneFrom, BoneTo;
  244.  
  245. GetBonePosition(pEntity, BoneFrom, hitbox.getValue());
  246.  
  247. if (hitscan.getValve() == 1)
  248. {
  249. Hitscans(pEntity, pLocal, Hitbox); // BoneFrom = Hitscans blaaa blaa usually
  250.  
  251. //LowHITSCAN(BoneFrom);
  252. }
  253.  
  254. CalcAngle(pLocal->GetEyePos(), BoneFrom, BoneTo);
  255. SetSmoothAngles(pCmd, BoneTo);
  256. ClampAngles(BoneTo);
  257. NormalizeVector(BoneTo);
  258. player_info_t pInfo;
  259. pEngine->GetPlayerInfo(i, &pInfo);
  260. char guid[32];
  261. int l = sprintf(guid, "%s", pInfo.guid);
  262. int prior = l == 0 ? 0 : 1;
  263.  
  264. if (IsVisible(pEntity, pLocal) && !autowall.getValve())
  265. {
  266. if (pWeapon->isShootable())
  267. {
  268. if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < FOV.getValue()) {
  269. if ((GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < maxDistance || prior >= best_prior) && prior != 0) {
  270. maxDistance = GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom);
  271. BestID = i;
  272. best_prior = prior;
  273. }
  274. }
  275.  
  276. }
  277. }
  278. //else if (Shoot(BoneFrom, data) && autowall.getValve()) {
  279. else if (AutoWall(BoneFrom, pLocal, pEntity) && autowall.getValve())
  280. {
  281. if (pWeapon->isShootable())
  282. {
  283. if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < FOV.getValue()) {
  284. if ((GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < maxDistance || prior >= best_prior) && prior != 0) {
  285. maxDistance = GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom);
  286. BestID = i;
  287. best_prior = prior;
  288. }
  289. }
  290. }
  291. }
  292. }
  293. }
  294.  
  295. C_BaseEntity* pEntity = pEntList->GetClientEntity(BestID);
  296.  
  297. if (pEntity && pEntity->Health() > 0 && pLocal->Health() > 0 && !pEntity->IsDormant() && pEntity->Team() != pLocal->Team() && !pEntity->IsImmune()) {
  298.  
  299. Vector BoneFrom, BoneTo, BoneSilent;
  300.  
  301. GetBonePosition(pEntity, BoneFrom, hitbox.getValue());
  302.  
  303. if (hitscan.getValve() == 1)
  304. {
  305. Hitscans(pEntity, pLocal, Hitbox); // BoneFrom = Hitscans blaaa blaa usually
  306.  
  307. //LowHITSCAN(BoneFrom);
  308. }
  309.  
  310. CalcAngle(pLocal->GetEyePos(), BoneFrom, BoneTo);
  311. SetSmoothAngles(pCmd, BoneTo);
  312. ClampAngles(BoneTo);
  313. NormalizeVector(BoneTo);
  314. aimbotAngle = BoneTo;
  315.  
  316. if (IsVisible(pEntity, pLocal) && !autowall.getValve())
  317. {
  318. if (pWeapon->isShootable())
  319. {
  320. if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < FOV.getValue()) {
  321.  
  322. if (autoshoot.getValve() == 1 && pWeapon->ShootCooldown() > 0 && pWeapon->WeaponAmmo() > 0 && pWeapon->isPistol()) {
  323. std::chrono::duration<double> elapsed = std::chrono::system_clock::now() - last_shoot;
  324. double chdelay = pWeapon->ShootCooldown() / 2000.;
  325. if (elapsed.count() > chdelay) {
  326. pCmd->buttons |= IN_ATTACK;
  327. last_shoot = std::chrono::system_clock::now();
  328. }
  329. }
  330. else
  331. if (autoshoot.getValve() == 1 && pWeapon->WeaponAmmo() > 0) {
  332. pCmd->buttons |= IN_ATTACK;
  333. }
  334. if (autoduck.getValve() == 1)
  335. {
  336. pCmd->buttons |= IN_DUCK;
  337. pCmd->sidemove = 0.f;
  338. pCmd->forwardmove = 0.f;
  339. }
  340. if (pCmd->buttons & IN_ATTACK) {
  341. pCmd->viewangles = BoneTo;
  342. }
  343. if (!silentaim.getValve() == 1) {
  344. pEngine->SetViewAngles(BoneTo);
  345. }
  346. if (psilentaim.getValve() == 1)
  347. {
  348. Vector qOldView = pCmd->viewangles;
  349. Vector vMove(pCmd->forwardmove, pCmd->sidemove, pCmd->upmove);
  350. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  351. Vector vMove2;
  352. Vector vRealView(pCmd->viewangles);
  353. VectorAngles3D(vMove, vMove2);
  354.  
  355. // GAY SILENT BEGINNS HERE //
  356.  
  357. if (pCmd->buttons & IN_ATTACK)
  358. {
  359. if (ChokedPackets < 3)
  360. {
  361. bSendPacket = false;
  362. pCmd->viewangles = BoneSilent;
  363. ChokedPackets++;
  364. }
  365. else
  366. {
  367. bSendPacket = true;
  368. pCmd->viewangles = oldView;
  369. ChokedPackets = 0; // usually 0
  370. }
  371. }
  372.  
  373. // GAY SILENT STOPS HERE # ADDITIONAL //
  374.  
  375. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  376.  
  377. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  378. float flAttacke = pWeapon->GetNextPrimaryAttack();
  379. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  380.  
  381. bool deinvadder = true;
  382.  
  383. if (flAttacke > flServerTime)
  384. flAttacke = false;
  385.  
  386. if (pCmd->buttons & IN_ATTACK && flAttacke)
  387. {
  388. ClampAngles(qOldView);
  389. pCmd->viewangles = qOldView;
  390.  
  391. flYaw = DEG2RAD(pCmd->viewangles.y - vRealView.y + vMove2.y);
  392. pCmd->forwardmove = cos(flYaw) * flSpeed;
  393. pCmd->sidemove = sin(flYaw) * flSpeed;
  394. }
  395. }
  396. if (onetapmode.getValve() == 1) {
  397.  
  398. }
  399. }
  400. }
  401. }
  402. //else if (Shoot(BoneFrom, data) && autowall.getValve()) {
  403. else if (AutoWall(BoneFrom, pLocal, pEntity) && autowall.getValve())
  404. {
  405. if (pWeapon->isShootable())
  406. {
  407.  
  408. if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < FOV.getValue()) {
  409.  
  410. if (autoshoot.getValve() == 1 && pWeapon->ShootCooldown() > 0 && pWeapon->WeaponAmmo() > 0 && pWeapon->isPistol()) {
  411. std::chrono::duration<double> elapsed = std::chrono::system_clock::now() - last_shoot;
  412. double chdelay = pWeapon->ShootCooldown() / 2000.;
  413. if (elapsed.count() > chdelay) {
  414. pCmd->buttons |= IN_ATTACK;
  415. last_shoot = std::chrono::system_clock::now();
  416. }
  417. }
  418. else
  419. if (autoshoot.getValve() == 1 && pWeapon->WeaponAmmo() > 0) {
  420. pCmd->buttons |= IN_ATTACK;
  421. }
  422. if (autoduck.getValve() == 1)
  423. {
  424. pCmd->buttons |= IN_DUCK;
  425. pCmd->sidemove = 0.f;
  426. pCmd->forwardmove = 0.f;
  427. }
  428. if (pCmd->buttons & IN_ATTACK) {
  429. pCmd->viewangles = BoneTo;
  430. }
  431. if (!silentaim.getValve() == 1) {
  432. pEngine->SetViewAngles(BoneTo);
  433. }
  434. if (psilentaim.getValve() == 1)
  435. {
  436. Vector qOldView = pCmd->viewangles;
  437. Vector vMove(pCmd->forwardmove, pCmd->sidemove, pCmd->upmove);
  438. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  439. Vector vMove2;
  440. Vector vRealView(pCmd->viewangles);
  441. VectorAngles3D(vMove, vMove2);
  442.  
  443. // GAY SILENT BEGINNS HERE //
  444.  
  445. if (pCmd->buttons & IN_ATTACK)
  446. {
  447. if (ChokedPackets < 3)
  448. {
  449. bSendPacket = false;
  450. pCmd->viewangles = BoneSilent;
  451. ChokedPackets++;
  452. }
  453. else
  454. {
  455. bSendPacket = true;
  456. pCmd->viewangles = oldView;
  457. ChokedPackets = 0; // usually 0
  458. }
  459. }
  460.  
  461. // GAY SILENT STOPS HERE # ADDITIONAL //
  462.  
  463. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  464.  
  465. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  466. float flAttacke = pWeapon->GetNextPrimaryAttack();
  467. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  468.  
  469. bool deinvadder = true;
  470.  
  471. if (flAttacke > flServerTime)
  472. flAttacke = false;
  473.  
  474. if (pCmd->buttons & IN_ATTACK && flAttacke)
  475. {
  476. ClampAngles(qOldView);
  477. pCmd->viewangles = qOldView;
  478.  
  479. flYaw = DEG2RAD(pCmd->viewangles.y - vRealView.y + vMove2.y);
  480. pCmd->forwardmove = cos(flYaw) * flSpeed;
  481. pCmd->sidemove = sin(flYaw) * flSpeed;
  482. }
  483. }
  484. if (onetapmode.getValve() == 1) {
  485.  
  486. }
  487. }
  488. }
  489. }
  490. }
  491. }
  492. }
  493.  
  494. // AIMBOAT ENDS HERE BLYAT
  495. //--------------------------------------------------------
  496. // SOME ANTIAIM RECOURCES HERE!
  497.  
  498. void xBulletTime(CUserCmd * cmd)
  499. {
  500. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  501. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  502.  
  503. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  504. float flAttacke = pWeapon->GetNextPrimaryAttack();
  505. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  506.  
  507. bool gBulletTime = true;
  508. if (flAttacke > flServerTime)
  509. flAttacke = false;
  510.  
  511. if (cmd->buttons & IN_ATTACK && flAttacke)
  512. {
  513.  
  514. }
  515. }
  516.  
  517. int Multiplier()
  518. {
  519. static bool multi = false;
  520.  
  521. if (multi)
  522. 1 * 2;
  523. else
  524. 1 * 4;
  525.  
  526. multi = !multi;
  527.  
  528. return true;
  529. }
  530.  
  531. // ANTIAIM RECOURCES ENDS HERE LAL
  532.  
  533. //--------------------------------------------------------
  534.  
  535. // SOME ANTIAIM MEMES LOLOLOLOLOL
  536.  
  537. void antimeme1ye(CUserCmd * cmd)
  538. {
  539. Vector qOldView = cmd->viewangles;
  540. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  541. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  542. Vector vMove2;
  543. Vector vRealView(cmd->viewangles);
  544. VectorAngles3D(vMove, vMove2);
  545. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  546.  
  547. //_______________________________________
  548.  
  549. ClampAngles(cmd->viewangles);
  550. NormalizeVector(cmd->viewangles);
  551.  
  552. bool yNightmare = false;
  553.  
  554. if (yNightmare)
  555. {
  556. cmd->viewangles.x = 89;
  557. cmd->viewangles.y -= 180;
  558. }
  559. else
  560. {
  561. cmd->viewangles.x = 89;
  562. cmd->viewangles.y += 180;
  563. }
  564.  
  565. yNightmare = !yNightmare;
  566.  
  567. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  568. cmd->forwardmove = cos(flYaw) * flSpeed;
  569. cmd->sidemove = sin(flYaw) * flSpeed;
  570.  
  571. ClampAngles(cmd->viewangles);
  572. NormalizeVector(cmd->viewangles);
  573.  
  574. //_______________________________________
  575.  
  576. if (cmd->buttons & IN_ATTACK)
  577. {
  578. int random = rand() % 100;
  579. int random2 = rand() % 1000;
  580.  
  581. static bool dir;
  582. static float current_y = cmd->viewangles.y;
  583.  
  584. if (random == 1) dir = !dir;
  585.  
  586. if (dir)
  587. current_y += 5;
  588. else
  589. current_y -= 5;
  590.  
  591. cmd->viewangles.y = current_y;
  592.  
  593. if (random == random2)
  594. cmd->viewangles.y += random;
  595.  
  596. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  597. cmd->forwardmove = cos(flYaw) * flSpeed;
  598. cmd->sidemove = sin(flYaw) * flSpeed;
  599. }
  600.  
  601. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  602.  
  603. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  604. float flAttacke = pWeapon->GetNextPrimaryAttack();
  605. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  606.  
  607. bool deinvadder = true;
  608.  
  609. if (flAttacke > flServerTime)
  610. flAttacke = false;
  611.  
  612. if (cmd->buttons & IN_ATTACK && flAttacke)
  613. {
  614. ClampAngles(qOldView);
  615. cmd->viewangles = qOldView;
  616.  
  617. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  618. cmd->forwardmove = cos(flYaw) * flSpeed;
  619. cmd->sidemove = sin(flYaw) * flSpeed;
  620. }
  621. ClampAngles(cmd->viewangles);
  622. NormalizeVector(cmd->viewangles);
  623. }
  624.  
  625. void bJitter(CUserCmd * cmd)
  626. {
  627. Vector qOldView = cmd->viewangles;
  628. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  629. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  630. Vector vMove2;
  631. Vector vRealView(cmd->viewangles);
  632. VectorAngles3D(vMove, vMove2);
  633. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  634.  
  635. //_______________________________________
  636.  
  637. ClampAngles(cmd->viewangles);
  638. NormalizeVector(cmd->viewangles);
  639.  
  640. bool bJitter = false;
  641.  
  642. if (bJitter)
  643. {
  644. cmd->viewangles.x = 89;
  645. cmd->viewangles.y -= 170;
  646. }
  647. else
  648. {
  649. cmd->viewangles.x = 89;
  650. cmd->viewangles.y += 170;
  651. }
  652.  
  653. bJitter = !bJitter;
  654.  
  655. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  656. cmd->forwardmove = cos(flYaw) * flSpeed;
  657. cmd->sidemove = sin(flYaw) * flSpeed;
  658.  
  659. ClampAngles(cmd->viewangles);
  660. NormalizeVector(cmd->viewangles);
  661.  
  662. //_______________________________________
  663.  
  664. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  665.  
  666. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  667. float flAttacke = pWeapon->GetNextPrimaryAttack();
  668. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  669.  
  670. bool deinvadder = true;
  671.  
  672. if (flAttacke > flServerTime)
  673. flAttacke = false;
  674.  
  675. if (cmd->buttons & IN_ATTACK && flAttacke)
  676. {
  677. ClampAngles(qOldView);
  678. cmd->viewangles = qOldView;
  679.  
  680. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  681. cmd->forwardmove = cos(flYaw) * flSpeed;
  682. cmd->sidemove = sin(flYaw) * flSpeed;
  683. }
  684. ClampAngles(cmd->viewangles);
  685. NormalizeVector(cmd->viewangles);
  686. }
  687.  
  688. void antimeme2ye(CUserCmd * cmd)
  689. {
  690. Vector qOldView = cmd->viewangles;
  691. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  692. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  693. Vector vMove2;
  694. Vector vRealView(cmd->viewangles);
  695. VectorAngles3D(vMove, vMove2);
  696. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  697.  
  698. //_______________________________________
  699.  
  700. ClampAngles(cmd->viewangles);
  701. NormalizeVector(cmd->viewangles);
  702.  
  703. bool yNightmare = false;
  704.  
  705. if (yNightmare)
  706. {
  707. cmd->viewangles.x = 66;
  708. cmd->viewangles.y -= 180;
  709. }
  710. else
  711. {
  712. cmd->viewangles.x = 66;
  713. cmd->viewangles.y += 180;
  714. }
  715.  
  716. yNightmare = !yNightmare;
  717.  
  718. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  719. cmd->forwardmove = cos(flYaw) * flSpeed;
  720. cmd->sidemove = sin(flYaw) * flSpeed;
  721.  
  722. ClampAngles(cmd->viewangles);
  723. NormalizeVector(cmd->viewangles);
  724.  
  725. //_______________________________________
  726.  
  727. /* if (cmd->buttons & IN_ATTACK)
  728. {
  729. cmd->viewangles.y = 140;
  730.  
  731. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  732. cmd->forwardmove = cos(flYaw) * flSpeed;
  733. cmd->sidemove = sin(flYaw) * flSpeed;
  734. } */
  735.  
  736. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  737.  
  738. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  739. float flAttacke = pWeapon->GetNextPrimaryAttack();
  740. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  741.  
  742. bool deinvadder = true;
  743.  
  744. if (flAttacke > flServerTime)
  745. flAttacke = false;
  746.  
  747. if (cmd->buttons & IN_ATTACK && flAttacke)
  748. {
  749. ClampAngles(qOldView);
  750. cmd->viewangles = qOldView;
  751.  
  752. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  753. cmd->forwardmove = cos(flYaw) * flSpeed;
  754. cmd->sidemove = sin(flYaw) * flSpeed;
  755. }
  756. ClampAngles(cmd->viewangles);
  757. NormalizeVector(cmd->viewangles);
  758. }
  759.  
  760. void casualaa(CUserCmd * cmd)
  761. {
  762. /* Some Casual antiaim no vac error coz no tickbase! */
  763.  
  764. /* EDIT: did add tickbase, cuz we are calling it before everything! */
  765.  
  766. Vector qOldView = cmd->viewangles;
  767. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  768. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  769. Vector vMove2;
  770. Vector vRealView(cmd->viewangles);
  771. VectorAngles3D(vMove, vMove2);
  772. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  773. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  774.  
  775. //_______________________________________
  776.  
  777. ClampAngles(cmd->viewangles);
  778. NormalizeVector(cmd->viewangles);
  779.  
  780. bool CASAA = false;
  781.  
  782. if (CASAA)
  783. {
  784. cmd->viewangles.y -= 180;
  785. cmd->viewangles.x = 69;
  786. }
  787. else
  788. {
  789. cmd->viewangles.y += 180;
  790. cmd->viewangles.x = 69;
  791. }
  792.  
  793. CASAA = !CASAA;
  794.  
  795. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  796. cmd->forwardmove = cos(flYaw) * flSpeed;
  797. cmd->sidemove = sin(flYaw) * flSpeed;
  798.  
  799. ClampAngles(cmd->viewangles);
  800. NormalizeVector(cmd->viewangles);
  801.  
  802. //_______________________________________
  803.  
  804. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  805. float flAttacke = pWeapon->GetNextPrimaryAttack();
  806. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  807.  
  808. bool deinvadder = true;
  809.  
  810. if (flAttacke > flServerTime)
  811. flAttacke = false;
  812.  
  813. if (cmd->buttons & IN_ATTACK && flAttacke)
  814. {
  815. ClampAngles(qOldView);
  816. cmd->viewangles = qOldView;
  817.  
  818. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  819. cmd->forwardmove = cos(flYaw) * flSpeed;
  820. cmd->sidemove = sin(flYaw) * flSpeed;
  821. }
  822.  
  823. ClampAngles(cmd->viewangles);
  824. NormalizeVector(cmd->viewangles);
  825. }
  826.  
  827. void antimeme3ye(CUserCmd * cmd)
  828. {
  829. Vector qOldView = cmd->viewangles;
  830. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  831. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  832. Vector vMove2;
  833. Vector vRealView(cmd->viewangles);
  834. VectorAngles3D(vMove, vMove2);
  835. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  836.  
  837. //_______________________________________
  838.  
  839. ClampAngles(cmd->viewangles);
  840. NormalizeVector(cmd->viewangles);
  841.  
  842. cmd->viewangles.x = 89;
  843.  
  844. int random = 140 + rand() % 40;
  845. static float current_y = cmd->viewangles.y;
  846. current_y += random;
  847. cmd->viewangles.y = current_y;
  848.  
  849. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  850. cmd->forwardmove = cos(flYaw) * flSpeed;
  851. cmd->sidemove = sin(flYaw) * flSpeed;
  852.  
  853. ClampAngles(cmd->viewangles);
  854. NormalizeVector(cmd->viewangles);
  855.  
  856. //_______________________________________
  857.  
  858. /* if (cmd->buttons & IN_ATTACK)
  859. {
  860. cmd->viewangles.y = 140;
  861.  
  862. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  863. cmd->forwardmove = cos(flYaw) * flSpeed;
  864. cmd->sidemove = sin(flYaw) * flSpeed;
  865. } */
  866.  
  867. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  868.  
  869. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  870. float flAttacke = pWeapon->GetNextPrimaryAttack();
  871. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  872.  
  873. bool deinvadder = true;
  874.  
  875. if (flAttacke > flServerTime)
  876. flAttacke = false;
  877.  
  878. if (cmd->buttons & IN_ATTACK && flAttacke)
  879. {
  880. ClampAngles(qOldView);
  881. cmd->viewangles = qOldView;
  882.  
  883. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  884. cmd->forwardmove = cos(flYaw) * flSpeed;
  885. cmd->sidemove = sin(flYaw) * flSpeed;
  886. }
  887. ClampAngles(cmd->viewangles);
  888. NormalizeVector(cmd->viewangles);
  889. }
  890.  
  891. void fakeedge(CUserCmd * cmd, bool &bSendPacket)
  892. {
  893. Vector qOldView = cmd->viewangles;
  894. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  895. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  896. Vector vMove2;
  897. Vector vRealView(cmd->viewangles);
  898. VectorAngles3D(vMove, vMove2);
  899. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  900.  
  901. //_______________________________________
  902.  
  903. ClampAngles(cmd->viewangles);
  904. NormalizeVector(cmd->viewangles);
  905.  
  906. if (fakeedgetick < 3)
  907. {
  908. cmd->viewangles.x = 89;
  909. cmd->viewangles.y = 90;
  910. bSendPacket = false;
  911. fakeedgetick++;
  912. }
  913. else
  914. {
  915. cmd->viewangles.x = 89;
  916. cmd->viewangles.y = 90;
  917. bSendPacket = true;
  918. fakeedgetick = 0;
  919. }
  920.  
  921. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  922. cmd->forwardmove = cos(flYaw) * flSpeed;
  923. cmd->sidemove = sin(flYaw) * flSpeed;
  924.  
  925. ClampAngles(cmd->viewangles);
  926. NormalizeVector(cmd->viewangles);
  927.  
  928. //_______________________________________
  929.  
  930. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  931.  
  932. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  933. float flAttacke = pWeapon->GetNextPrimaryAttack();
  934. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  935.  
  936. bool deinvadder = true;
  937.  
  938. if (flAttacke > flServerTime)
  939. flAttacke = false;
  940.  
  941. if (cmd->buttons & IN_ATTACK && flAttacke)
  942. {
  943. ClampAngles(qOldView);
  944. cmd->viewangles = qOldView;
  945.  
  946. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  947. cmd->forwardmove = cos(flYaw) * flSpeed;
  948. cmd->sidemove = sin(flYaw) * flSpeed;
  949. }
  950.  
  951. ClampAngles(cmd->viewangles);
  952. NormalizeVector(cmd->viewangles);
  953. }
  954.  
  955. void edge(CUserCmd * cmd, bool &bSendPacket)
  956. {
  957. Vector qOldView = cmd->viewangles;
  958. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  959. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  960. Vector vMove2;
  961. Vector vRealView(cmd->viewangles);
  962. VectorAngles3D(vMove, vMove2);
  963. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  964.  
  965. //_______________________________________
  966.  
  967. ClampAngles(cmd->viewangles);
  968. NormalizeVector(cmd->viewangles);
  969.  
  970. cmd->viewangles.x = 89;
  971. cmd->viewangles.y -= 90;
  972.  
  973. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  974. cmd->forwardmove = cos(flYaw) * flSpeed;
  975. cmd->sidemove = sin(flYaw) * flSpeed;
  976.  
  977. ClampAngles(cmd->viewangles);
  978. NormalizeVector(cmd->viewangles);
  979.  
  980. //_______________________________________
  981.  
  982. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  983.  
  984. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  985. float flAttacke = pWeapon->GetNextPrimaryAttack();
  986. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  987.  
  988. bool deinvadder = true;
  989.  
  990. if (flAttacke > flServerTime)
  991. flAttacke = false;
  992.  
  993. if (cmd->buttons & IN_ATTACK && flAttacke)
  994. {
  995. ClampAngles(qOldView);
  996. cmd->viewangles = qOldView;
  997.  
  998. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  999. cmd->forwardmove = cos(flYaw) * flSpeed;
  1000. cmd->sidemove = sin(flYaw) * flSpeed;
  1001. }
  1002.  
  1003. ClampAngles(cmd->viewangles);
  1004. NormalizeVector(cmd->viewangles);
  1005.  
  1006. }
  1007.  
  1008. void ANGLELAFF(CUserCmd * cmd, bool &bSendPacket)
  1009. {
  1010. Vector qOldView = cmd->viewangles;
  1011. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  1012. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  1013. Vector vMove2;
  1014. Vector vRealView(cmd->viewangles);
  1015. VectorAngles3D(vMove, vMove2);
  1016. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1017.  
  1018. //_______________________________________
  1019.  
  1020. int random = rand() % 100;
  1021. int random2 = rand() % 1000;
  1022. static bool dir;
  1023. static bool staticpitch = false;
  1024. static float current_y = cmd->viewangles.y;
  1025.  
  1026. if (angeltick < 3)
  1027. {
  1028. cmd->viewangles.x = 36000088;
  1029. if (random == 1) dir = !dir;
  1030. if (dir)
  1031. current_y += 180 * 10000000 * cmd->randomseed;
  1032. else
  1033. current_y -= 180 * 10000000 * cmd->randomseed;
  1034. cmd->viewangles.y = current_y;
  1035. if (random == random2)
  1036. cmd->viewangles.y += random;
  1037.  
  1038. bSendPacket = false;
  1039. angeltick++;
  1040. }
  1041. else
  1042. {
  1043. cmd->viewangles.x = 36000088;
  1044. if (random == 1) dir = !dir;
  1045. if (dir)
  1046. current_y += 180 * 10000000 * cmd->randomseed;
  1047. else
  1048. current_y -= 180 * 10000000 * cmd->randomseed;
  1049. cmd->viewangles.y = current_y;
  1050. if (random == random2)
  1051. cmd->viewangles.y += random;
  1052.  
  1053. bSendPacket = true;
  1054. angeltick = -1;
  1055. }
  1056.  
  1057. //_______________________________________
  1058.  
  1059. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  1060.  
  1061. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  1062. float flAttacke = pWeapon->GetNextPrimaryAttack();
  1063. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  1064.  
  1065. bool deinvadder = true;
  1066.  
  1067. if (flAttacke > flServerTime)
  1068. flAttacke = false;
  1069.  
  1070. if (cmd->buttons & IN_ATTACK && flAttacke)
  1071. {
  1072. cmd->viewangles = qOldView;
  1073. }
  1074. }
  1075.  
  1076. void mattiazangel(CUserCmd * cmd, bool &bSendPacket)
  1077. {
  1078. Vector qOldView = cmd->viewangles;
  1079. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  1080. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  1081. Vector vMove2;
  1082. Vector vRealView(cmd->viewangles);
  1083. VectorAngles3D(vMove, vMove2);
  1084. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1085.  
  1086. //_______________________________________
  1087.  
  1088. if (!pLocal->Team() == 1)
  1089. {
  1090. float xLisp = 36000088;
  1091. float pLisp = 18000089;
  1092. cmd->viewangles.y = pLisp * cmd->randomseed;
  1093. cmd->viewangles.x = xLisp * cmd->randomseed;
  1094. }
  1095. else
  1096. {
  1097. float xLisp = 36000088;
  1098. float pLisp = 18000089;
  1099. cmd->viewangles.y = -pLisp * cmd->randomseed;
  1100. cmd->viewangles.x = -xLisp * cmd->randomseed;
  1101. }
  1102.  
  1103. //_______________________________________
  1104.  
  1105. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  1106.  
  1107. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  1108. float flAttacke = pWeapon->GetNextPrimaryAttack();
  1109. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  1110.  
  1111. bool deinvadder = true;
  1112.  
  1113. if (flAttacke > flServerTime)
  1114. flAttacke = false;
  1115.  
  1116. if (cmd->buttons & IN_ATTACK && flAttacke)
  1117. {
  1118. cmd->viewangles = qOldView;
  1119. }
  1120. }
  1121.  
  1122. void rekt1337(CUserCmd * cmd, bool &bSendPacket)
  1123. {
  1124. Vector qOldView = cmd->viewangles;
  1125. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  1126. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  1127. Vector vMove2;
  1128. Vector vRealView(cmd->viewangles);
  1129. VectorAngles3D(vMove, vMove2);
  1130. C_BaseEntity* pLocal = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1131.  
  1132. //_______________________________________
  1133.  
  1134. if (!pLocal->Team() == 1)
  1135. {
  1136. bSendPacket = false;
  1137. }
  1138. else
  1139. {
  1140. float xLisp = 3600008888;
  1141. float pLisp = 1800008889;
  1142.  
  1143. bSendPacket = true;
  1144.  
  1145. cmd->viewangles.y = -pLisp * cmd->randomseed;
  1146. cmd->viewangles.x = -xLisp * cmd->randomseed;
  1147. }
  1148.  
  1149. //_______________________________________
  1150.  
  1151. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  1152.  
  1153. float flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  1154. float flAttacke = pWeapon->GetNextPrimaryAttack();
  1155. //float flAttacke = (*(float*)((DWORD)pWeapon + 0x31C8));
  1156.  
  1157. bool deinvadder = true;
  1158.  
  1159. if (flAttacke > flServerTime)
  1160. flAttacke = false;
  1161.  
  1162. if (cmd->buttons & IN_ATTACK && flAttacke)
  1163. {
  1164. cmd->viewangles = qOldView;
  1165. }
  1166. }
  1167.  
  1168. // CREDITS TO FIXED COMES AFTER THIS SENTENCE
  1169. //--------------------------------------------------------
  1170. // OUR FAKE ANTIAIM SECTION
  1171.  
  1172. void fBackwards(C_BaseEntity* pLocal, CUserCmd* cmd, bool &bSendPacket)
  1173. {
  1174. Vector qOldView = cmd->viewangles;
  1175. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  1176. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  1177. Vector vMove2;
  1178. Vector vRealView(cmd->viewangles);
  1179. VectorAngles3D(vMove, vMove2);
  1180.  
  1181. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  1182.  
  1183. auto flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  1184. auto flAttacke = pWeapon->GetNextPrimaryAttack();
  1185.  
  1186. bool bBulletTime = true;
  1187.  
  1188. if (flAttacke > flServerTime)
  1189. bBulletTime = false;
  1190.  
  1191. if (cmd->buttons & IN_ATTACK && bBulletTime)
  1192. {
  1193. bSendPacket = false;
  1194. }
  1195. else
  1196. {
  1197. bSendPacket = true;
  1198.  
  1199. if (!pLocal->Team() == 1)
  1200. {
  1201. cmd->viewangles.x = 89;
  1202. cmd->viewangles.y = -180;
  1203. }
  1204. else
  1205. {
  1206. cmd->viewangles.x = 89;
  1207. cmd->viewangles.y = -180;
  1208. }
  1209.  
  1210. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  1211. cmd->forwardmove = cos(flYaw) * flSpeed;
  1212. cmd->sidemove = sin(flYaw) * flSpeed;
  1213.  
  1214. ClampAngles(cmd->viewangles);
  1215. NormalizeVector(cmd->viewangles);
  1216. }
  1217. }
  1218.  
  1219. void fHead(C_BaseEntity* pLocal, CUserCmd* cmd, bool &bSendPacket)
  1220. {
  1221. Vector qOldView = cmd->viewangles;
  1222. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  1223. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  1224. Vector vMove2;
  1225. Vector vRealView(cmd->viewangles);
  1226. VectorAngles3D(vMove, vMove2);
  1227.  
  1228. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  1229.  
  1230. auto flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  1231. auto flAttacke = pWeapon->GetNextPrimaryAttack();
  1232.  
  1233. bool bBulletTime = true;
  1234.  
  1235. if (flAttacke > flServerTime)
  1236. bBulletTime = false;
  1237.  
  1238. if (cmd->buttons & IN_ATTACK && bBulletTime)
  1239. {
  1240. bSendPacket = false;
  1241. }
  1242. else
  1243. {
  1244. bSendPacket = true;
  1245.  
  1246. static bool flip;
  1247. int veloc = pLocal->GetVelocity().Length();
  1248.  
  1249. cmd->viewangles.y += 1801188099 * veloc;
  1250.  
  1251. if (flip)
  1252. {
  1253. cmd->viewangles.x = 1800000089;
  1254. cmd->viewangles.y = 42000000120 * cmd->randomseed;
  1255. flip = !flip;
  1256. }
  1257. else
  1258. {
  1259. cmd->viewangles.x = 1800000089;
  1260. cmd->viewangles.y = 42000000210 * cmd->randomseed;
  1261. flip = !flip;
  1262. }
  1263. }
  1264. }
  1265.  
  1266. void fLisp(C_BaseEntity* pLocal, CUserCmd* cmd, bool &bSendPacket)
  1267. {
  1268. Vector qOldView = cmd->viewangles;
  1269. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  1270. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  1271. Vector vMove2;
  1272. Vector vRealView(cmd->viewangles);
  1273. VectorAngles3D(vMove, vMove2);
  1274.  
  1275. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  1276.  
  1277. auto flServerTime = (float)(*(int*)((DWORD)pLocal + 0x3414) * pGlobals->interval_per_tick);
  1278. auto flAttacke = pWeapon->GetNextPrimaryAttack();
  1279.  
  1280. bool bBulletTime = true;
  1281.  
  1282. if (flAttacke > flServerTime)
  1283. bBulletTime = false;
  1284.  
  1285. if (cmd->buttons & IN_ATTACK && bBulletTime)
  1286. {
  1287. bSendPacket = false;
  1288. }
  1289. else
  1290. {
  1291. bSendPacket = true;
  1292.  
  1293. static bool Switch = false;
  1294. int veloc = pLocal->GetVelocity().Length();
  1295.  
  1296. if (Switch)
  1297. {
  1298. cmd->viewangles.x = 1800000089;
  1299. cmd->viewangles.y -= 1003004000 * veloc;
  1300. }
  1301. else
  1302. {
  1303. cmd->viewangles.x = 1800000089;
  1304. cmd->viewangles.y += 1801188099 * veloc;
  1305. }
  1306.  
  1307. Switch = !Switch;
  1308. }
  1309. }
  1310.  
  1311. // ANTI AIM ENDS HERE
  1312. //--------------------------------------------------------
  1313. // MUCH RESOLVER KOTENZ
  1314.  
  1315.  
  1316.  
  1317. // RESOLVERS ENDS HERE
  1318. //--------------------------------------------------------
  1319. // MUCH VISUAL CODENZ BIG HARDKOTET BY REFLEXUS MASTIKUS
  1320.  
  1321. void Watermarkyo()
  1322. {
  1323. if (watermark.getValve() == 1)
  1324. {
  1325. DrawString(8, 8, Color(150, 0, 30, 255), Watermarkfont, "zer0ine v1.0");
  1326. DrawString(8, 24, Color(150, 0, 30, 255), Watermarkfont, "BY REFLEX");
  1327. }
  1328. }
  1329.  
  1330. void UserMark()
  1331. {
  1332. if (hwid->hwidCheck(0x9C5FD31E))
  1333. {
  1334. DrawString(8, 40, Color(150, 0, 30, 255), Watermarkfont, "USER: REFLEX");
  1335. }
  1336. }
  1337.  
  1338. void inEdge()
  1339. {
  1340. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1341. C_BaseCombatWeapon* pWeapon = Local->GetActive();
  1342.  
  1343. if (!Local)
  1344. return;
  1345.  
  1346. if (!pWeapon)
  1347. return;
  1348.  
  1349. if (Local->GetVelocity().Length() < 5 && pWeapon->isSomething())
  1350. {
  1351. DrawString(8, 550, Color(150, 0, 30, 255), Watermarkfont, "IN EDGE: TRUE");
  1352. }
  1353. else if (Local->GetVelocity().Length() > 5 && pWeapon->isSomething())
  1354. {
  1355. DrawString(8, 550, Color(150, 0, 30, 255), Watermarkfont, "IN EDGE: FALSE");
  1356. }
  1357. }
  1358.  
  1359. void AIMWAREESP()
  1360. {
  1361. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1362. if (!Local)
  1363. return;
  1364.  
  1365. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1366. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1367.  
  1368. if (!Entity)
  1369. continue;
  1370.  
  1371. if (Entity->IsDormant())
  1372. continue;
  1373.  
  1374. if (Entity->Health() < 1)
  1375. continue;
  1376.  
  1377. if (Entity == Local)
  1378. continue;
  1379.  
  1380. Vector mon, nom;
  1381.  
  1382. nom = Entity->GetAbsOrigin();
  1383.  
  1384. if (Entity->Flags() & FL_DUCKING) {
  1385. mon = nom + Vector(0, 0, 50.f);
  1386. }
  1387. else {
  1388. mon = nom + Vector(0, 0, 70.f);
  1389. }
  1390.  
  1391. Vector bot, top;
  1392. player_info_t pInfo;
  1393. pEngine->GetPlayerInfo(i, &pInfo);
  1394. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1395. float h = (bot.y - top.y);
  1396. float w = h / 3.5f;
  1397. int iMiddle = (bot.y - top.y) + 4;
  1398. int iWidth = iMiddle / 3.5;
  1399.  
  1400. if (Entity->Team() == 2) // T
  1401. {
  1402. DrawOutlinedRect(top.x - iWidth, top.y, iWidth * 2, iMiddle, Color(0,0,0));
  1403. DrawOutlinedRect(top.x - iWidth + 1, top.y + 1, iWidth * 2 - 2, iMiddle - 2, Color(150, 0, 30, 255));
  1404. }
  1405.  
  1406. if (Entity->Team() == 3) // CT
  1407. {
  1408. DrawOutlinedRect(top.x - iWidth, top.y, iWidth * 2, iMiddle, Color(0,0,0));
  1409. DrawOutlinedRect(top.x - iWidth + 1, top.y + 1, iWidth * 2 - 2, iMiddle - 2, Color(30, 150, 150, 255));
  1410. }
  1411. }
  1412. }
  1413. }
  1414.  
  1415. void AIMWAREHEALTH()
  1416. {
  1417. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1418. if (!Local)
  1419. return;
  1420.  
  1421. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1422. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1423.  
  1424. if (!Entity)
  1425. continue;
  1426.  
  1427. if (Entity->IsDormant())
  1428. continue;
  1429.  
  1430. if (Entity->Health() < 1)
  1431. continue;
  1432.  
  1433. if (Entity == Local)
  1434. continue;
  1435.  
  1436. Vector mon, nom;
  1437.  
  1438. nom = Entity->GetAbsOrigin();
  1439.  
  1440. if (Entity->Flags() & FL_DUCKING) {
  1441. mon = nom + Vector(0, 0, 50.f);
  1442. }
  1443. else {
  1444. mon = nom + Vector(0, 0, 70.f);
  1445. }
  1446. Vector bot, top;
  1447. player_info_t pInfo;
  1448. pEngine->GetPlayerInfo(i, &pInfo);
  1449. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1450. float h = (bot.y - top.y);
  1451. float w = h / 3.5f;
  1452. int iMiddle = (bot.y - top.y) + 4;
  1453. int iWidth = iMiddle / 3.5;
  1454.  
  1455. if (Entity->Team() == 2)
  1456. {
  1457. int iClampedHealth = Entity->Health();
  1458. if (iClampedHealth >= 101)
  1459. iClampedHealth = 100;
  1460. int iHealthG = iClampedHealth * 2.55;
  1461. int iHealthR = 255 - iHealthG;
  1462.  
  1463. Color colHealth = Color(iHealthR, iHealthG, 0, 255);
  1464. DrawRect(top.x + iWidth + 3, top.y + 1, 3, iMiddle * 0.01 * iClampedHealth - 2, colHealth);
  1465. DrawBox(top.x + iWidth + 2, top.y, 3 + 2, iMiddle, Color(0, 0, 0, 255));
  1466.  
  1467. // FilledRGBOutlined(top.x - 6, top.y, 3, top.y, Color(14, 14, 14, 255));
  1468. // FillRGB(top.x - 6, top.y + top.y - iWidth, 2, iMiddle, colHealth);
  1469. }
  1470.  
  1471. if (Entity->Team() == 3)
  1472. {
  1473. int iClampedHealth = Entity->Health();
  1474. if (iClampedHealth >= 101)
  1475. iClampedHealth = 100;
  1476. int iHealthG = iClampedHealth * 2.55;
  1477. int iHealthR = 255 - iHealthG;
  1478.  
  1479. Color colHealth = Color(iHealthR, iHealthG, 0, 255);
  1480.  
  1481. DrawRect(top.x + iWidth + 3, top.y + 1, 3, iMiddle * 0.01 * iClampedHealth - 2, colHealth);
  1482. DrawBox(top.x + iWidth + 2, top.y, 3 + 2, iMiddle, Color(0, 0, 0, 255));
  1483.  
  1484. // FilledRGBOutlined(top.x - 6, top.y, 3, top.y, Color(14, 14, 14, 255));
  1485. // FillRGB(top.x - 6, top.y + top.y - iWidth, 2, iMiddle, colHealth);
  1486. }
  1487. }
  1488. }
  1489. }
  1490.  
  1491. void TXTHEALTH()
  1492. {
  1493. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1494. if (!Local)
  1495. return;
  1496.  
  1497. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1498. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1499.  
  1500. if (!Entity)
  1501. continue;
  1502.  
  1503. if (Entity->IsDormant())
  1504. continue;
  1505.  
  1506. if (Entity->Health() < 1)
  1507. continue;
  1508.  
  1509. if (Entity == Local)
  1510. continue;
  1511.  
  1512. Vector mon, nom;
  1513.  
  1514. nom = Entity->GetAbsOrigin();
  1515.  
  1516. if (Entity->Flags() & FL_DUCKING) {
  1517. mon = nom + Vector(0, 0, 50.f);
  1518. }
  1519. else {
  1520. mon = nom + Vector(0, 0, 70.f);
  1521. }
  1522. Vector bot, top;
  1523. player_info_t pInfo;
  1524. pEngine->GetPlayerInfo(i, &pInfo);
  1525. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1526. float h = (bot.y - top.y);
  1527. float w = h / 3.5f;
  1528. int iMiddle = (bot.y - top.y) + 4;
  1529. int iWidth = iMiddle / 3.5;
  1530.  
  1531. if (Entity->Team() == 2)
  1532. {
  1533. drawText(pFont, top.x + iWidth + 3, top.y + 3, false, Color(240, 240, 240, 255), "HP: %i", Entity->Health());
  1534. }
  1535.  
  1536. if (Entity->Team() == 3)
  1537. {
  1538. drawText(pFont, top.x + iWidth + 3, top.y + 3, false, Color(240, 240, 240, 255), "HP: %i", Entity->Health());
  1539. }
  1540. }
  1541. }
  1542. }
  1543.  
  1544. void TXTARMOR()
  1545. {
  1546. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1547. if (!Local)
  1548. return;
  1549.  
  1550. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1551. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1552.  
  1553. if (!Entity)
  1554. continue;
  1555.  
  1556. if (Entity->IsDormant())
  1557. continue;
  1558.  
  1559. if (Entity->Health() < 1)
  1560. continue;
  1561.  
  1562. if (Entity == Local)
  1563. continue;
  1564.  
  1565. Vector mon, nom;
  1566.  
  1567. nom = Entity->GetAbsOrigin();
  1568.  
  1569. if (Entity->Flags() & FL_DUCKING) {
  1570. mon = nom + Vector(0, 0, 50.f);
  1571. }
  1572. else {
  1573. mon = nom + Vector(0, 0, 70.f);
  1574. }
  1575. Vector bot, top;
  1576. player_info_t pInfo;
  1577. pEngine->GetPlayerInfo(i, &pInfo);
  1578. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1579. float h = (bot.y - top.y);
  1580. float w = h / 3.5f;
  1581. int iMiddle = (bot.y - top.y) + 4;
  1582. int iWidth = iMiddle / 3.5;
  1583.  
  1584. if (Entity->Team() == 2)
  1585. {
  1586. drawText(pFont, top.x + iWidth + 3, top.y + 11, false, Color(240, 240, 240, 255), "ARMOR: %i", Entity->Armor());
  1587. }
  1588.  
  1589. if (Entity->Team() == 3)
  1590. {
  1591. drawText(pFont, top.x + iWidth + 3, top.y + 11, false, Color(240, 240, 240, 255), "ARMOR: %i", Entity->Armor());
  1592. }
  1593. }
  1594. }
  1595. }
  1596.  
  1597. void ISVISIBLE()
  1598. {
  1599. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1600. if (!Local)
  1601. return;
  1602.  
  1603. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1604. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1605.  
  1606. if (!Entity)
  1607. continue;
  1608.  
  1609. if (Entity->IsDormant())
  1610. continue;
  1611.  
  1612. if (Entity->Health() < 1)
  1613. continue;
  1614.  
  1615. if (Entity == Local)
  1616. continue;
  1617.  
  1618. Vector mon, nom;
  1619.  
  1620. nom = Entity->GetAbsOrigin();
  1621.  
  1622. if (Entity->Flags() & FL_DUCKING) {
  1623. mon = nom + Vector(0, 0, 50.f);
  1624. }
  1625. else {
  1626. mon = nom + Vector(0, 0, 70.f);
  1627. }
  1628. Vector bot, top;
  1629. player_info_t pInfo;
  1630. pEngine->GetPlayerInfo(i, &pInfo);
  1631. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1632. float h = (bot.y - top.y);
  1633. float w = h / 3.5f;
  1634. int iMiddle = (bot.y - top.y) + 4;
  1635. int iWidth = iMiddle / 3.5;
  1636.  
  1637. if (Entity->Team() == 2)
  1638. {
  1639. if (IsVisible(Entity, Local))
  1640. {
  1641. drawText(pFont, top.x + iWidth + 3, top.y + 19, false, Color(240, 240, 240, 255), "VISIBLE!");
  1642. }
  1643. }
  1644.  
  1645. if (Entity->Team() == 3)
  1646. {
  1647. if (IsVisible(Entity, Local))
  1648. {
  1649. drawText(pFont, top.x + iWidth + 3, top.y + 19, false, Color(240, 240, 240, 255), "VISIBLE!");
  1650. }
  1651. }
  1652. }
  1653. }
  1654. }
  1655.  
  1656. void GLOWESP()
  1657. {
  1658. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1659. if (!Local)
  1660. return;
  1661.  
  1662. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1663. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1664.  
  1665. if (!Entity)
  1666. continue;
  1667.  
  1668. if (Entity->IsDormant())
  1669. continue;
  1670.  
  1671. if (Entity->Health() < 1)
  1672. continue;
  1673.  
  1674. if (Entity == Local)
  1675. continue;
  1676.  
  1677. Vector mon, nom;
  1678.  
  1679. nom = Entity->GetAbsOrigin();
  1680.  
  1681. if (Entity->Flags() & FL_DUCKING) {
  1682. mon = nom + Vector(0, 0, 50.f);
  1683. }
  1684. else {
  1685. mon = nom + Vector(0, 0, 70.f);
  1686. }
  1687. Vector bot, top;
  1688. player_info_t pInfo;
  1689. pEngine->GetPlayerInfo(i, &pInfo);
  1690. if (WorldToScreen2(nom, bot) && WorldToScreen2(mon, top)) {
  1691. float h = (bot.y - top.y);
  1692. float w = h / 3.5f;
  1693. int iMiddle = (bot.y - top.y) + 4;
  1694. int iWidth = iMiddle / 3.5;
  1695.  
  1696. DWORD gGlowPointer = *reinterpret_cast<DWORD*>((DWORD)GetModuleHandleA("client.dll") + (DWORD)0x04F6691C);
  1697.  
  1698. if (Entity->Team() == 2) {
  1699. StartGlow(gGlowPointer, Entity->GlowIndex(), 150, 0, 30, 255);
  1700. }
  1701.  
  1702. if (Entity->Team() == 3) {
  1703. StartGlow(gGlowPointer, Entity->GlowIndex(), 30, 150, 150, 255);
  1704. }
  1705. }
  1706. }
  1707. }
  1708.  
  1709. void ESPNAME()
  1710. {
  1711. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1712. if (!Local)
  1713. return;
  1714.  
  1715. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1716. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1717.  
  1718. if (!Entity)
  1719. continue;
  1720.  
  1721. if (Entity->IsDormant())
  1722. continue;
  1723.  
  1724. if (Entity->Health() < 1)
  1725. continue;
  1726.  
  1727. if (Entity == Local)
  1728. continue;
  1729.  
  1730. Vector mon, nom;
  1731.  
  1732. nom = Entity->GetAbsOrigin();
  1733.  
  1734. if (Entity->Flags() & FL_DUCKING) {
  1735. mon = nom + Vector(0, 0, 50.f);
  1736. }
  1737. else {
  1738. mon = nom + Vector(0, 0, 70.f);
  1739. }
  1740. Vector bot, top;
  1741. player_info_t pInfo;
  1742. pEngine->GetPlayerInfo(i, &pInfo);
  1743. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1744. float h = (bot.y - top.y);
  1745. float w = h / 3.5f;
  1746. int iMiddle = (bot.y - top.y) + 4;
  1747. int iWidth = iMiddle / 3.5;
  1748.  
  1749. if (Entity->Team() == 2)
  1750. {
  1751. DrawStringMiddle(pFont, true, top.x, top.y - 5, Color(240, 240, 240, 255), pInfo.name);
  1752. }
  1753.  
  1754. if (Entity->Team() == 3)
  1755. {
  1756. DrawStringMiddle(pFont, true, top.x, top.y - 5, Color(240, 240, 240, 255), pInfo.name);
  1757. }
  1758. }
  1759. }
  1760. }
  1761.  
  1762. void CORNERAAESP()
  1763. {
  1764. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1765. if (!Local)
  1766. return;
  1767.  
  1768. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1769. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1770.  
  1771. if (!Entity)
  1772. continue;
  1773.  
  1774. if (Entity->IsDormant())
  1775. continue;
  1776.  
  1777. if (Entity->Health() < 1)
  1778. continue;
  1779.  
  1780. if (Entity == Local)
  1781. continue;
  1782.  
  1783. Vector mon, nom;
  1784.  
  1785. nom = Entity->GetAbsOrigin();
  1786.  
  1787. if (Entity->Flags() & FL_DUCKING) {
  1788. mon = nom + Vector(0, 0, 50.f);
  1789. }
  1790. else {
  1791. mon = nom + Vector(0, 0, 70.f);
  1792. }
  1793.  
  1794. Vector bot, top;
  1795. player_info_t pInfo;
  1796. pEngine->GetPlayerInfo(i, &pInfo);
  1797. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1798. float h = (bot.y - top.y);
  1799. float w = h / 3.5f;
  1800. float radius;
  1801. int iMiddle = (bot.y - top.y) + 4;
  1802. int iWidth = iMiddle / 3.5;
  1803.  
  1804. if (Entity->Team() == 2)
  1805. {
  1806. EdgedOutline(top.x - w, top.y, w * 2, h, Color(150, 0, 30, 255));
  1807. }
  1808.  
  1809. if (Entity->Team() == 3)
  1810. {
  1811. EdgedOutline(top.x - w, top.y, w * 2, h, Color(30, 150, 150, 255));
  1812. }
  1813. }
  1814. }
  1815. }
  1816.  
  1817. void ESPWEAPON()
  1818. {
  1819. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1820. if (!Local)
  1821. return;
  1822.  
  1823. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1824. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1825.  
  1826. if (!Entity)
  1827. continue;
  1828.  
  1829. if (Entity->IsDormant())
  1830. continue;
  1831.  
  1832. if (Entity->Health() < 1)
  1833. continue;
  1834.  
  1835. if (Entity == Local)
  1836. continue;
  1837.  
  1838. Vector mon, nom;
  1839.  
  1840. nom = Entity->GetAbsOrigin();
  1841.  
  1842. if (Entity->Flags() & FL_DUCKING) {
  1843. mon = nom + Vector(0, 0, 50.f);
  1844. }
  1845. else {
  1846. mon = nom + Vector(0, 0, 70.f);
  1847. }
  1848.  
  1849. Vector bot, top;
  1850. player_info_t pInfo;
  1851. pEngine->GetPlayerInfo(i, &pInfo);
  1852. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1853. float h = (bot.y - top.y);
  1854. float w = h / 3.5f;
  1855. int iMiddle = (bot.y - top.y) + 4;
  1856. int iWidth = iMiddle / 3.5;
  1857.  
  1858. if (Entity->Team() == 2)
  1859. {
  1860. drawText(pFont, top.x + w * 0.5, top.y + h + 1, true, Color(255, 255, 255, 255), "WEAPON: %i", Entity->getActiveWeapon());
  1861. }
  1862.  
  1863. if (Entity->Team() == 3)
  1864. {
  1865. drawText(pFont, top.x + w * 0.5, top.y + h + 1, true, Color(255, 255, 255, 255), "WEAPON: %i", Entity->getActiveWeapon());
  1866. }
  1867. }
  1868. }
  1869. }
  1870.  
  1871. void flashESP()
  1872. {
  1873. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1874. if (!Local)
  1875. return;
  1876.  
  1877. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1878. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1879.  
  1880. if (!Entity)
  1881. continue;
  1882.  
  1883. if (Entity->IsDormant())
  1884. continue;
  1885.  
  1886. if (Entity->Health() < 1)
  1887. continue;
  1888.  
  1889. if (Entity == Local)
  1890. continue;
  1891.  
  1892. Vector mon, nom;
  1893.  
  1894. nom = Entity->GetAbsOrigin();
  1895.  
  1896. if (Entity->Flags() & FL_DUCKING) {
  1897. mon = nom + Vector(0, 0, 50.f);
  1898. }
  1899. else {
  1900. mon = nom + Vector(0, 0, 70.f);
  1901. }
  1902.  
  1903. Vector bot, top;
  1904. player_info_t pInfo;
  1905. pEngine->GetPlayerInfo(i, &pInfo);
  1906. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1907. float h = (bot.y - top.y);
  1908. float w = h / 3.5f;
  1909. int iMiddle = (bot.y - top.y) + 4;
  1910. int iWidth = iMiddle / 3.5;
  1911.  
  1912. if (Entity->Team() == 2 && Entity->flashDuration() > 0)
  1913. {
  1914. drawText(pFont, top.x + iWidth + 3, top.y + 27, false, Color(240, 240, 240, 255), "FLASHED!");
  1915. }
  1916.  
  1917. if (Entity->Team() == 3 && Entity->flashDuration() > 0)
  1918. {
  1919. drawText(pFont, top.x + iWidth + 3, top.y + 27, false, Color(240, 240, 240, 255), "FLASHED!");
  1920. }
  1921. }
  1922. }
  1923. }
  1924.  
  1925. void WALLBANGESPY()
  1926. {
  1927. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1928. if (!Local)
  1929. return;
  1930.  
  1931. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1932. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1933.  
  1934. if (!Entity)
  1935. continue;
  1936.  
  1937. if (Entity->IsDormant())
  1938. continue;
  1939.  
  1940. if (Entity->Health() < 1)
  1941. continue;
  1942.  
  1943. if (Entity == Local)
  1944. continue;
  1945.  
  1946. Vector mon, nom;
  1947. Vector vPos;
  1948.  
  1949. nom = Entity->GetAbsOrigin();
  1950.  
  1951. if (Entity->Flags() & FL_DUCKING) {
  1952. mon = nom + Vector(0, 0, 50.f);
  1953. }
  1954. else {
  1955. mon = nom + Vector(0, 0, 70.f);
  1956. }
  1957. Vector bot, top;
  1958. player_info_t pInfo;
  1959. pEngine->GetPlayerInfo(i, &pInfo);
  1960. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  1961. float h = (bot.y - top.y);
  1962. float w = h / 3.5f;
  1963. int iMiddle = (bot.y - top.y) + 4;
  1964. int iWidth = iMiddle / 3.5;
  1965.  
  1966. if (Entity->Team() == 2)
  1967. {
  1968. if (AutoWall(vPos, Local, Entity) && !IsVisible(Entity, Local))
  1969. {
  1970. drawText(pFont, top.x + iWidth + 3, top.y + 35, false, Color(240, 240, 240, 255), "WALLBANG!");
  1971. }
  1972. }
  1973.  
  1974. if (Entity->Team() == 3)
  1975. {
  1976. if (AutoWall(vPos, Local, Entity) && !IsVisible(Entity, Local))
  1977. {
  1978. drawText(pFont, top.x + iWidth + 3, top.y + 35, false, Color(240, 240, 240, 255), "WALLBANG!");
  1979. }
  1980. }
  1981. }
  1982. }
  1983. }
  1984.  
  1985. void hashelmetESP()
  1986. {
  1987. IClientEntityList * pClasses;
  1988. C_BaseEntity* Local = (C_BaseEntity*)pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  1989. if (!Local)
  1990. return;
  1991.  
  1992. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  1993. C_BaseEntity *ent = pEntList->GetClientEntity(i);
  1994. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  1995.  
  1996. if (!Entity)
  1997. continue;
  1998.  
  1999. if (Entity->IsDormant())
  2000. continue;
  2001.  
  2002. if (Entity->Health() < 1)
  2003. continue;
  2004.  
  2005. if (Entity == Local)
  2006. continue;
  2007.  
  2008. Vector mon, nom;
  2009.  
  2010. nom = Entity->GetAbsOrigin();
  2011.  
  2012. if (Entity->Flags() & FL_DUCKING) {
  2013. mon = nom + Vector(0, 0, 50.f);
  2014. }
  2015. else {
  2016. mon = nom + Vector(0, 0, 70.f);
  2017. }
  2018.  
  2019. Vector bot, top;
  2020. player_info_t pInfo;
  2021. pEngine->GetPlayerInfo(i, &pInfo);
  2022. if (WorldToScreen(nom, bot) && WorldToScreen(mon, top)) {
  2023. float h = (bot.y - top.y);
  2024. float w = h / 3.5f;
  2025. int iMiddle = (bot.y - top.y) + 4;
  2026. int iWidth = iMiddle / 3.5;
  2027.  
  2028. if (Entity->Team() == 2 && Entity->hasHelmet())
  2029. {
  2030. drawText(pFont, top.x + iWidth + 3, top.y + 43, false, Color(240, 240, 240, 255), "HELMET: 1");
  2031. }
  2032.  
  2033. if (Entity->Team() == 3 && Entity->hasHelmet())
  2034. {
  2035. drawText(pFont, top.x + iWidth + 3, top.y + 43, false, Color(240, 240, 240, 255), "HELMET: 1");
  2036. }
  2037. }
  2038. }
  2039. }
  2040.  
  2041. // ESP MEMES ENDS HERE BLYAT
  2042. //-------------------------------------------------------------
  2043. // MISC MEMES BEGINNS HERE
  2044.  
  2045. void bhop(CUserCmd* pCmd, C_BaseEntity* Local)
  2046. {
  2047. if (pCmd->buttons & IN_JUMP)
  2048. {
  2049. if (!(Local->Flags() & FL_ONGROUND)) // pmeMes
  2050. {
  2051. pCmd->buttons &= ~IN_JUMP;
  2052. }
  2053. }
  2054. }
  2055.  
  2056. void namespammer()
  2057. {
  2058. static bool steal = false;
  2059.  
  2060. ConVar* Name = pCvar->FindVar("name");
  2061. *(int*)((DWORD)&Name->fnChangeCallback + 0xC) = 0;
  2062.  
  2063. if (Name)
  2064. {
  2065. if (steal)
  2066. {
  2067. Name->SetValue("PROJECT: zer0ine");
  2068. }
  2069. else
  2070. {
  2071. Name->SetValue("PROJECT: zer0ine.");
  2072. }
  2073.  
  2074. steal = !steal; // more simple like a normal cactus.
  2075. }
  2076. }
  2077.  
  2078. void fakelag1(C_BaseEntity * pLocal, bool &bSendPacket)
  2079. {
  2080. if (pLocal->GetLifeState() == 0)
  2081. {
  2082. float FakelagA = fakelagfac.getValue() * 3; // becoz we are donald trump.
  2083.  
  2084. if (fakelag < fakelagfac.getValue()) {
  2085. bSendPacket = false;
  2086. fakelag++;
  2087. }
  2088. else
  2089. {
  2090. bSendPacket = true;
  2091. fakelag = 0;
  2092. }
  2093. }
  2094. }
  2095.  
  2096. int fakesteps(C_BaseEntity * pLocal)
  2097. {
  2098. int step;
  2099. int Chokeness;
  2100.  
  2101. switch (step)
  2102. {
  2103. case 1:
  2104. if (pLocal->GetVelocity().Length() < 50)
  2105. Chokeness = 2;
  2106. break;
  2107. case 2:
  2108. if (pLocal->GetVelocity().Length() < 100)
  2109. Chokeness = 4;
  2110. break;
  2111. case 3:
  2112. if (pLocal->GetVelocity().Length() < 200)
  2113. Chokeness = 6;
  2114. break;
  2115. case 4:
  2116. if (pLocal->GetVelocity().Length() < 300)
  2117. Chokeness = 8;
  2118. break;
  2119. case 5:
  2120. if (pLocal->GetVelocity().Length() < 400)
  2121. Chokeness = 10;
  2122. break;
  2123. case 6:
  2124. if (pLocal->GetVelocity().Length() < 500)
  2125. Chokeness = 12;
  2126. break;
  2127. case 7:
  2128. if (pLocal->GetVelocity().Length() > 500)
  2129. Chokeness = 14;
  2130. break;
  2131. }
  2132.  
  2133. return true;
  2134. }
  2135.  
  2136. void fakelagAdaptive(C_BaseEntity * pLocal, bool &bSendPacket)
  2137. {
  2138. static int adaptive = 0;
  2139. float FakelagA = pLocal->GetVelocity().Length() * 3;
  2140.  
  2141. if (pLocal->GetLifeState() == 0)
  2142. {
  2143. if (adaptive < fakesteps(pLocal)) {
  2144.  
  2145. bSendPacket = false;
  2146. adaptive++;
  2147. }
  2148. else
  2149. {
  2150. bSendPacket = true;
  2151. adaptive = 0;
  2152. }
  2153.  
  2154. if (adaptive > 14)
  2155. adaptive = 0;
  2156. }
  2157. }
  2158.  
  2159. void fakelagRandom(C_BaseEntity * pLocal, bool &bSendPacket)
  2160. {
  2161. static int randd = 0;
  2162. int random = rand() % 14;
  2163. float FakelagA = random * 3;
  2164.  
  2165. if (pLocal->GetLifeState() == 0)
  2166. {
  2167. if (randd < random) { // vorlдufig auf random weil velocity mir noch probleme bereitet!
  2168.  
  2169. bSendPacket = false;
  2170. randd++;
  2171. }
  2172. else
  2173. {
  2174. bSendPacket = true;
  2175. randd = 0;
  2176. }
  2177. }
  2178. }
  2179.  
  2180. void Misc2(CUserCmd* pCmd, C_BaseEntity* Local)
  2181. {
  2182. C_BaseCombatWeapon* pWeapon = Local->GetActive();
  2183. Vector pRecoil; // love it! sidechicks of a sidechick!
  2184.  
  2185. if (pWeapon->isShootable())
  2186. {
  2187. pRecoil = Local->AimPunch() * 2.0; // Roll that angle Xer0000 :^)
  2188. pCmd->viewangles -= pRecoil;
  2189. ClampAngles(pCmd->viewangles);
  2190. NormalizeVector(pCmd->viewangles);
  2191. }
  2192. }
  2193.  
  2194. void autopistol(CUserCmd* pCmd)
  2195. {
  2196. if (pCmd->buttons & IN_ATTACK)
  2197. {
  2198. if (WasFiring)
  2199. {
  2200. pCmd->buttons &= ~IN_ATTACK;
  2201. }
  2202. }
  2203. WasFiring = pCmd->buttons & IN_ATTACK ? true : false; // this it literally gay but i love it too! <3
  2204. }
  2205.  
  2206. void doRCS(CUserCmd* pCmd, C_BaseEntity* Local)
  2207. {
  2208. C_BaseCombatWeapon* pWeapon = Local->GetActive();
  2209.  
  2210. if (!pWeapon)
  2211. return;
  2212.  
  2213. if (pWeapon->IsKnife())
  2214. return;
  2215.  
  2216. if (pWeapon->isShotgun())
  2217. return;
  2218.  
  2219. if (pWeapon->isGrenade())
  2220. return;
  2221.  
  2222. if (pWeapon->isPistol())
  2223. return;
  2224.  
  2225. if (pWeapon->isSniper())
  2226. return;
  2227.  
  2228. pEngine->GetViewAngles(VA);
  2229. PA = Local->AimPunch() * 2.0f;
  2230. float modifier = 100.0f - rcssmoothing.getValue();
  2231. modifier /= 100.0f;
  2232. VA.x -= (PA.x - oldPunchAngles.x) * modifier;
  2233. VA.y -= (PA.y - oldPunchAngles.y) * modifier;
  2234. oldPunchAngles = PA;
  2235.  
  2236. NormalizeVector(VA);
  2237. pCmd->viewangles = VA;
  2238. pEngine->SetViewAngles(VA);
  2239. ClampAngles(VA); // principally gay..
  2240.  
  2241. }
  2242.  
  2243. void pseudofovchanger()
  2244. {
  2245. ConVar * fov = pCvar->FindVar("viewmodel_fov");
  2246. fov->SetValue(FOVCHANGER.getValue());
  2247. }
  2248.  
  2249. void fovchanger(C_BaseEntity * pLocal)
  2250. {
  2251. int Fov = *(int*)(pLocal + 0x31C8) = FOVCHANGER.getValue(); // FOV_Start is 0x31CC
  2252.  
  2253. if (FOVCHANGER.getValue() == 90)
  2254. {
  2255. int Fov = *(int*)(pLocal + 0x31C8) = 90;
  2256. }
  2257. }
  2258.  
  2259. void asusWalls()
  2260. {
  2261.  
  2262. }
  2263.  
  2264. void noname()
  2265. {
  2266. ConVar * callback = pCvar->FindVar("name");
  2267. *(int*)((DWORD)&callback->fnChangeCallback + 0xC) = NULL;
  2268.  
  2269. pCvar->FindVar("name")->SetValue("\rPROJECT: zer0ine.");
  2270. }
  2271.  
  2272. void visCrosshair()
  2273. {
  2274. C_BaseEntity* pLocal = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  2275.  
  2276. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  2277.  
  2278. if (!pWeapon)
  2279. return;
  2280.  
  2281. if (!pLocal)
  2282. return;
  2283.  
  2284. RECT View = GetViewport();
  2285. int x = View.right / 2;
  2286. int y = View.bottom / 2; // credits to shad0w for this math shit like viewport
  2287.  
  2288. //if (pWeapon->isSniper())
  2289. //{
  2290. FillRGB(x - 3, y - 3, 6, 6, Color(150, 0, 30, 255));
  2291. DrawBox(x - 4, y - 4, 7, 7, Color(155, 155, 155, 255));
  2292. //}
  2293. }
  2294.  
  2295. void RecoilCrosshair()
  2296. {
  2297. C_BaseEntity* pLocal = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  2298.  
  2299. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  2300.  
  2301. if (!pWeapon)
  2302. return;
  2303.  
  2304. if (!pLocal)
  2305. return;
  2306.  
  2307. Vector ViewAngles;
  2308. pEngine->GetViewAngles(ViewAngles);
  2309. ViewAngles += pLocal->AimPunch() * 2;
  2310.  
  2311. Vector fowardVec;
  2312. Vector up, right;
  2313. AngleVectors(ViewAngles, &fowardVec, &up, &right);
  2314. fowardVec *= 10000;
  2315.  
  2316. Vector start = pLocal->GetAbsOrigin() + pLocal->LocalViewAngles();
  2317. Vector end = start + fowardVec, endScreen;
  2318.  
  2319. if (WorldToScreen(end, endScreen))
  2320. {
  2321. FillRGB(endScreen.x - 3, endScreen.y - 3, 6, 6, Color(150, 0, 30, 255));
  2322. DrawBox(endScreen.x - 4, endScreen.y - 4, 7, 7, Color(155, 155, 155, 255));
  2323. }
  2324. }
  2325.  
  2326. void namestealer()
  2327. {
  2328. static bool steal = false;
  2329. ConVar *name = pCvar->FindVar("name");
  2330. *(int*)((DWORD)&name->fnChangeCallback + 0xC) = NULL;
  2331.  
  2332. player_info_t pInfo;
  2333. char chCommand[256];
  2334.  
  2335. if (steal)
  2336. {
  2337. name->SetSteal(chCommand, "name \"%s \"", pInfo.name);
  2338. }
  2339. else
  2340. {
  2341. name->SetSteal(chCommand, "name \"%s \"", pInfo.name);
  2342. }
  2343.  
  2344. steal = !steal;
  2345. }
  2346.  
  2347. void FakeDuck(CUserCmd* cmd, bool& bSendPacket)
  2348. {
  2349. static bool fDuck = false;
  2350. static bool bFakeCrouch = true;
  2351.  
  2352. if (fDuck)
  2353. {
  2354. fDuck = false;
  2355. cmd->buttons &= ~IN_DUCK;
  2356. bSendPacket = false;
  2357. }
  2358. else if (bFakeCrouch)
  2359. {
  2360. bSendPacket = true;
  2361. cmd->buttons |= IN_DUCK;
  2362. fDuck = true;
  2363. }
  2364. bFakeCrouch = !bFakeCrouch;
  2365. }
  2366.  
  2367. void commandExecute2(const char* str)
  2368. {
  2369. pEngine->ExecuteClientCmd(str); // why im doin this function? for sw4g!
  2370. }
  2371.  
  2372. void chatspamcounter()
  2373. {
  2374. static bool chatspamrecode = false;
  2375.  
  2376. if (chatspamrecode)
  2377. {
  2378. commandExecute2("say im just laffing on you and rolling naked on my floor.");
  2379. Sleep(50);
  2380. }
  2381. else
  2382. {
  2383. commandExecute2("say this cheat is made by reflex tbh.");
  2384. Sleep(50);
  2385. }
  2386.  
  2387. chatspamrecode = !chatspamrecode; // its gay but i love it!
  2388. }
  2389.  
  2390. void servercrasher()
  2391. {
  2392. static bool crasher = false;
  2393.  
  2394. if (crasher)
  2395. {
  2396. commandExecute2(""); // spamming nothing makin some errors
  2397. }
  2398. else
  2399. {
  2400. commandExecute2("status"); // spamming status crashin some shit
  2401. }
  2402.  
  2403. crasher = !crasher; // status spam works to crash? loololol this is the lucifer type of evilness ..
  2404. }
  2405.  
  2406. void AutoStrafe(CUserCmd *pCmd, C_BaseEntity * pLocal)
  2407. {
  2408. static bool bDirection = true;
  2409. static bool jumpspammer = false;
  2410.  
  2411. static float move = 450;
  2412. float s_move = move * 0.5065f;
  2413.  
  2414. if (GetAsyncKeyState(VK_F4))
  2415. {
  2416. commandExecute2("+right");
  2417. commandExecute2("+forward");
  2418.  
  2419. if (jumpspammer)
  2420. {
  2421. commandExecute2("+jump");
  2422. Sleep(20);
  2423. }
  2424.  
  2425. jumpspammer = !jumpspammer; // for the memes
  2426. }
  2427.  
  2428. if (GetAsyncKeyState(VK_F6))
  2429. {
  2430. commandExecute2("-right");
  2431. commandExecute2("-forward");
  2432. commandExecute2("-jump");
  2433. }
  2434.  
  2435. if ((pCmd->buttons & IN_JUMP) || !(pLocal->Flags() & FL_ONGROUND)) // pChecks
  2436. {
  2437. pCmd->forwardmove = move * 0.015f;
  2438. pCmd->sidemove += (float)(((pCmd->TickCount % 2) * 2) - 1) * s_move;
  2439.  
  2440. if (pCmd->mousedX)
  2441. pCmd->sidemove = (float)clamp(pCmd->mousedX, -1, 1) * s_move;
  2442.  
  2443. static float strafe = pCmd->viewangles.y;
  2444.  
  2445. float rt = pCmd->viewangles.y, rotation;
  2446. rotation = strafe - rt;
  2447.  
  2448. if (rotation < FloatNegate(pGlobals->interval_per_tick))
  2449. pCmd->sidemove = -s_move;
  2450.  
  2451. if (rotation > pGlobals->interval_per_tick)
  2452. pCmd->sidemove = s_move;
  2453.  
  2454. strafe = rt; // circlestrafer is gud i guess, but the math is pPaste ._.
  2455. }
  2456. }
  2457.  
  2458. void bTelehop(CUserCmd * cmd, C_BaseEntity * Local)
  2459. {
  2460. static bool bDirection = true;
  2461. static bool takethatshitoff = false;
  2462.  
  2463. if ((cmd->buttons & IN_JUMP) && (Local->Flags() & FL_ONGROUND))
  2464. {
  2465. cmd->forwardmove = 450; // thx to xer0, gaining to speed while beeing on the ground
  2466. }
  2467.  
  2468. if ((cmd->buttons & IN_JUMP) || !(Local->Flags() & FL_ONGROUND)) // pChecks
  2469. {
  2470. if (bDirection)
  2471. {
  2472. cmd->sidemove = -450.f; // -650 & 650 is P!
  2473. bDirection = false;
  2474. }
  2475. else
  2476. {
  2477. cmd->sidemove = +450.f; // -650 & 650 is P!
  2478. bDirection = true;
  2479. }
  2480. }
  2481. }
  2482.  
  2483. void teleporty(CUserCmd * cmd)
  2484. {
  2485. if (GetAsyncKeyState(VK_F1))
  2486. {
  2487. cmd->viewangles.y = 22249223532141231232143.949962143f; // oversized values can teleport you! 13:37 never forget.
  2488. cmd->viewangles.x = 22249223523413423454322345.9499621213f;
  2489. }
  2490. }
  2491.  
  2492. void crapcode() {}
  2493.  
  2494. void downvisualrecoil()
  2495. {
  2496. C_BaseEntity* Local = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  2497. C_BaseCombatWeapon* pWeapon = Local->GetActive();
  2498. Vector *PunchVisualAngle;
  2499. Vector viewangles;
  2500. PunchVisualAngle = (Vector*)((DWORD)Local + 0x300C); // idk why im doin this! sw4g
  2501.  
  2502. /* UNSERE SIMPLER RETURN CHECK */
  2503.  
  2504. /*if (pWeapon->isSniper())
  2505. return;
  2506.  
  2507. if (pWeapon->isPistol())
  2508. return;
  2509.  
  2510. if (pWeapon->isShotgun())
  2511. return;*/
  2512.  
  2513. /* WE ARE GOING TO MINUS TO TAKE IT DOWN! */
  2514.  
  2515. *PunchVisualAngle -= Local->AimPunch() * 2;
  2516.  
  2517. /* CLAMPING AND NORMALISING OUR SHIT! */
  2518.  
  2519. ClampAngles(*PunchVisualAngle);
  2520. ClampAngles(viewangles); // clamping the full vector to be fully safe
  2521. NormalizeVector(viewangles); // normalizing the full vector to be fully safe
  2522. NormalizeVector(*PunchVisualAngle); // #creditstomyself
  2523. }
  2524.  
  2525. void sAirstuck(CUserCmd * cmd)
  2526. {
  2527. if (GetAsyncKeyState(VK_F1))
  2528. {
  2529. cmd->TickCount = 174522396;
  2530. }
  2531. }
  2532.  
  2533. void noflashON(C_BaseEntity * Local)
  2534. {
  2535. int m_flFlashMaxAlpha = 0xA2F4;
  2536. int m_flFlashDuration = 0xA2F8;
  2537.  
  2538. *MakePtr(float*, Local, m_flFlashDuration) = 0.4f;
  2539. *MakePtr(float*, Local, m_flFlashMaxAlpha) = 0.4f;
  2540. }
  2541.  
  2542. void noflashOFF(C_BaseEntity * Local)
  2543. {
  2544. int m_flFlashMaxAlpha = 0xA2F4;
  2545. int m_flFlashDuration = 0xA2F8;
  2546.  
  2547. *MakePtr(float*, Local, m_flFlashDuration) = 5100.0f;
  2548. *MakePtr(float*, Local, m_flFlashMaxAlpha) = 255.0f;
  2549. }
  2550.  
  2551. // MISC MEMES ENDS HERE BLYAT YO
  2552. //---------------------------------------------------------
  2553. // HOOKING & CO BEGINNS HERE FOR THE PREMIUM MEMEZ
  2554.  
  2555. void __stdcall FrameStageHook(ClientFrameStage_t curStage) {
  2556.  
  2557. C_BaseEntity* gLocal = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  2558. if (pEngine->IsInGame() && pEngine->IsConnected() && gLocal)
  2559. {
  2560.  
  2561. Vector *PunchAngle, OldPunchAngle;
  2562. Vector *PunchVisualAngle, OldVisualAngle;
  2563.  
  2564. PunchAngle = (Vector*)((DWORD)gLocal + 0x3018);
  2565. PunchVisualAngle = (Vector*)((DWORD)gLocal + 0x300C);
  2566.  
  2567. if (misc_active.getValve() == 1)
  2568. {
  2569. if (curStage == FRAME_RENDER_START)
  2570. {
  2571. if (novisrecoil.getValve() == 1)
  2572. {
  2573. if (gLocal)
  2574. {
  2575. if (gLocal->Health() > 0)
  2576. {
  2577. if (gLocal->GetLifeState() == 0)
  2578. {
  2579. // if (!gWeapon->IsKnife() || gWeapon->IsBomb()) {
  2580. {
  2581. OldPunchAngle = *PunchAngle;
  2582. OldVisualAngle = *PunchVisualAngle;
  2583. *PunchAngle = Vector(0, 0, 0);
  2584. *PunchVisualAngle = Vector(0, 0, 0);
  2585. }
  2586. }
  2587. }
  2588. }
  2589. }
  2590. }
  2591. }
  2592.  
  2593. if (misc_active.getValve() == 1)
  2594. {
  2595. if (curStage == FRAME_RENDER_START)
  2596. {
  2597. if (Visualrecoil.getValve() == 1)
  2598. {
  2599. if (gLocal)
  2600. {
  2601. if (gLocal->Health() > 0)
  2602. {
  2603. if (gLocal->GetLifeState() == 0)
  2604. {
  2605. // if (!gWeapon->IsKnife() || gWeapon->IsBomb()) {
  2606. {
  2607. downvisualrecoil();
  2608. }
  2609. }
  2610. }
  2611. }
  2612. }
  2613. }
  2614. }
  2615.  
  2616. ClientHooked->Function<FrameStageNotify_t>(36)(curStage);
  2617.  
  2618. if (misc_active.getValve() == 1)
  2619. {
  2620. if (novisrecoil.getValve() == 1)
  2621. {
  2622. if (curStage == FRAME_RENDER_START)
  2623. {
  2624. if (gLocal)
  2625. {
  2626. if (gLocal->Health() > 0)
  2627. {
  2628. if (gLocal->GetLifeState() == 0)
  2629. {
  2630. if (PunchAngle->x == 0 || PunchAngle->y == 0 || PunchAngle->z == 0 || PunchVisualAngle->x == 0 || PunchVisualAngle->y == 0 || PunchVisualAngle->z == 0)
  2631. {
  2632. *PunchAngle = OldPunchAngle;
  2633. *PunchVisualAngle = OldVisualAngle;
  2634. }
  2635. }
  2636. }
  2637. }
  2638. }
  2639. }
  2640. if (fovactive.getValve() == 1)
  2641. {
  2642. fovchanger(gLocal);
  2643. }
  2644. }
  2645. }
  2646. }
  2647.  
  2648. void ProxyHook()
  2649. {
  2650. ClientClass *pClass = gpClient->GetAllClasses();
  2651. while (pClass)
  2652. {
  2653. const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
  2654. if (!strcmp(pszName, "DT_CSPlayer"))
  2655. {
  2656. for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
  2657. {
  2658. RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
  2659. const char *name = pProp->m_pVarName;
  2660. }
  2661. }
  2662. }
  2663. }
  2664.  
  2665. void __fastcall hkPaintTraverse(void* ecx, void* edx, unsigned int vguiPanel, bool forceRepaint, bool allowForce)
  2666. {
  2667. PanelHook->Function<tPaintTraverse>(41)(ecx, vguiPanel, forceRepaint, allowForce);
  2668.  
  2669. const char* pszPanelName = pPanel->GetName(vguiPanel);
  2670. bool isValidPanel = false;
  2671. static bool xOnce = false;
  2672. float radius;
  2673.  
  2674. if (pszPanelName && pszPanelName[0] == 'M' && pszPanelName[3] == 'S' &&
  2675. pszPanelName[9] == 'T' && pszPanelName[12] == 'P')
  2676. isValidPanel = true;
  2677.  
  2678. if (isValidPanel)
  2679. {
  2680. if (!cOnce)
  2681. {
  2682.  
  2683. pEngine->GetScreenSize(width, height);
  2684.  
  2685. // FONTS
  2686.  
  2687. Watermarkfont = pSurface->CreateFontA();
  2688. pSurface->SetFontGlyphSet(Watermarkfont, "Geometeus_Rounded", 16, 800, 0, 0, FONTFLAG_OUTLINE);
  2689.  
  2690. // FONTS
  2691.  
  2692. pFont = pSurface->CreateFontA();
  2693. pSurface->SetFontGlyphSet(pFont, "Animal_Silence", 10, 800, 0, 0, FONTFLAG_OUTLINE); // NORMAL 12
  2694.  
  2695. // FONTS
  2696.  
  2697. Rosso = pSurface->CreateFontA();
  2698. pSurface->SetFontGlyphSet(Rosso, "Ferro_Rosso", 13, 800, 0, 0, FONTFLAG_OUTLINE);
  2699.  
  2700. // FONTS
  2701.  
  2702. Coture = pSurface->CreateFontA();
  2703. pSurface->SetFontGlyphSet(Coture, "Couture", 15, 800, 0, 0, FONTFLAG_OUTLINE);
  2704.  
  2705. // FONTS
  2706.  
  2707. PRIMETIME = pSurface->CreateFontA();
  2708. pSurface->SetFontGlyphSet(PRIMETIME, "Bebas_Neue", 30, 800, 0, 0, FONTFLAG_ANTIALIAS); // usual flag is outlined and timeline
  2709.  
  2710. // FONTS
  2711.  
  2712. blackfont = pSurface->CreateFontA();
  2713. pSurface->SetFontGlyphSet(blackfont, "TheBlackFont", 30, 800, 0, 0, FONTFLAG_OUTLINE);
  2714.  
  2715. // DO XMENU GRЦЯE
  2716.  
  2717. initMenu();
  2718. cOnce = true;
  2719.  
  2720. }
  2721.  
  2722. DrawMenu();
  2723. UpdateMenu();
  2724. GetCursorPos(&Cursor);
  2725.  
  2726. if (pEngine->IsConnected() && pEngine->IsInGame())
  2727. {
  2728. if (vis_active.getValve() == 1)
  2729. {
  2730.  
  2731. if (visbox.getValve() == 1)
  2732. {
  2733. AIMWAREESP();
  2734. }
  2735.  
  2736. if (vishealthbar.getValve() == 1)
  2737. {
  2738. AIMWAREHEALTH();
  2739. }
  2740.  
  2741. if (visname.getValve() == 1)
  2742. {
  2743. ESPNAME();
  2744. }
  2745.  
  2746. if (glow.getValve() == 1)
  2747. {
  2748. GLOWESP();
  2749. }
  2750.  
  2751. if (legitesp.getValve() == 1)
  2752. {
  2753. CORNERAAESP();
  2754. }
  2755.  
  2756. if (txthealth.getValve() == 1)
  2757. {
  2758. TXTHEALTH();
  2759. }
  2760.  
  2761. if (Armoresp.getValve() == 1)
  2762. {
  2763. TXTARMOR();
  2764. }
  2765.  
  2766. if (visibleesp.getValve() == 1)
  2767. {
  2768. ISVISIBLE();
  2769. }
  2770.  
  2771. if (wallbangesp.getValve() == 1)
  2772. {
  2773. WALLBANGESPY();
  2774. }
  2775.  
  2776. if (weaponsesp.getValve() == 1)
  2777. {
  2778. ESPWEAPON();
  2779. }
  2780.  
  2781. if (helmesp.getValve() == 1)
  2782. {
  2783. hashelmetESP();
  2784. }
  2785.  
  2786. if (flashedESP.getValve() == 1)
  2787. {
  2788. flashESP();
  2789. }
  2790.  
  2791. if (crosshair.getValve() == 1)
  2792. {
  2793. if (!MenuOpend)
  2794. {
  2795. visCrosshair();
  2796. }
  2797. }
  2798.  
  2799. if (recoilcrosshair.getValve() == 1)
  2800. {
  2801. if (!MenuOpend)
  2802. {
  2803. RecoilCrosshair();
  2804. }
  2805. }
  2806.  
  2807. if (edgeaa.getValve() == 1)
  2808. {
  2809. inEdge();
  2810. }
  2811. }
  2812. }
  2813.  
  2814. if (MenuOpend)
  2815. {
  2816. if (pEngine->IsConnected() && pEngine->IsInGame())
  2817. {
  2818. DrawpCursor(Cursor.x, Cursor.y);
  2819. }
  2820. }
  2821.  
  2822. if (GetAsyncKeyState(VK_LBUTTON) & 1)
  2823. {
  2824. onMouseClick();
  2825. }
  2826.  
  2827. if (GetAsyncKeyState(VK_LBUTTON))
  2828. {
  2829. onMouseHold();
  2830. }
  2831.  
  2832. if (vis_active.getValve() == 1)
  2833. {
  2834. if (watermark.getValve() == 1)
  2835. {
  2836. Watermarkyo();
  2837. }
  2838. }
  2839. }
  2840. }
  2841.  
  2842. bool __stdcall HookedCreateMove(float SampleTime, CUserCmd* pCmd)
  2843. {
  2844. if (!pCmd->CommandNumber)
  2845. return true;
  2846.  
  2847. C_BaseEntity* pEntity = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  2848. C_BaseEntity* pLocal = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
  2849. C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
  2850.  
  2851. if (!pLocal)
  2852. return false;
  2853.  
  2854. if (pLocal->Health() < 0)
  2855. return false;
  2856.  
  2857. if (!pLocal->GetLifeState() == 0)
  2858. return false;
  2859.  
  2860. for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
  2861.  
  2862. C_BaseEntity* Entity = (C_BaseEntity*)pEntList->GetClientEntity(i);
  2863.  
  2864. if (pEngine->IsInGame() && pEngine->IsConnected())
  2865. {
  2866.  
  2867. // SENDPACKET //
  2868.  
  2869. PVOID pebp;
  2870. __asm mov pebp, ebp;
  2871. bool* pbSendPacket = (bool*)(*(PDWORD)pebp - 0x1C);
  2872. bool& bSendPacket = *pbSendPacket;
  2873.  
  2874. // AUTOSTRAFER XCORRECTION //
  2875.  
  2876. if (misc_active.getValve() == 1)
  2877. {
  2878.  
  2879. if (autostrafer.getValve() == 1)
  2880. {
  2881. // GetAutostrafeView();
  2882. AutoStrafe(pCmd, pLocal);
  2883. }
  2884.  
  2885. if (antiuntrust.getValve() == 1 && telehop.getValve() == 1)
  2886. {
  2887. bTelehop(pCmd, pLocal);
  2888. }
  2889.  
  2890. if (antiaimactive.getValve() == 1)
  2891. {
  2892. if (antiaim.getValue() == 5 && pWeapon->isShootable2())
  2893. {
  2894. if (pCmd->buttons & IN_USE)
  2895. return;
  2896.  
  2897. casualaa(pCmd);
  2898. }
  2899. }
  2900.  
  2901. ClampAngles(pCmd->viewangles);
  2902. NormalizeVector(pCmd->viewangles);
  2903.  
  2904. }
  2905.  
  2906. // Aim goat memes //
  2907.  
  2908. if (aim_active.getValve() == 1)
  2909. {
  2910. Vector vMove(pCmd->forwardmove, pCmd->sidemove, pCmd->upmove);
  2911. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  2912. Vector vMove2;
  2913. Vector vRealView(pCmd->viewangles);
  2914. Vector Hitbox;
  2915. VectorAngles3D(vMove, vMove2);
  2916.  
  2917. /*if (pWeapon->WeaponAmmo() < 1)
  2918. return;*/
  2919.  
  2920. if (aim_active.getValve() == 1 && aimonshoot.getValve() == 1)
  2921. {
  2922. if (GetAsyncKeyState(VK_LBUTTON)) { doAim(pCmd, bSendPacket); }
  2923. }
  2924.  
  2925. if (aim_active.getValve() == 1 && aimonshoot.getValve() == 0)
  2926. {
  2927. doAim(pCmd, bSendPacket);
  2928. }
  2929.  
  2930. flYaw = DEG2RAD(pCmd->viewangles.y - vRealView.y + vMove2.y);
  2931. pCmd->forwardmove = cos(flYaw) * flSpeed;
  2932. pCmd->sidemove = sin(flYaw) * flSpeed;
  2933. ClampAngles(pCmd->viewangles);
  2934. NormalizeVector(pCmd->viewangles);
  2935. }
  2936.  
  2937. if (aim_active.getValve() == 1 && aimonshoot.getValve() == 0 && autoduck.getValve() == 1)
  2938. {
  2939. /*if (pWeapon->WeaponAmmo() < 1)
  2940. return;*/
  2941.  
  2942. doAim(pCmd, bSendPacket);
  2943. }
  2944.  
  2945. if (Legitactive.getValve() == 1)
  2946. {
  2947. if (Triggerenable.getValve() == 1)
  2948. {
  2949.  
  2950. }
  2951.  
  2952. if (autopistolyo.getValve() == 1 && pWeapon->isPistol())
  2953. {
  2954. autopistol(pCmd);
  2955. }
  2956. }
  2957.  
  2958. /* Misc memes */
  2959.  
  2960. if (misc_active.getValve() == 1)
  2961. {
  2962.  
  2963. if (norecoil.getValve() == 1)
  2964. {
  2965. Misc2(pCmd, pLocal);
  2966. }
  2967.  
  2968. if (bunnyhop.getValve() == 1)
  2969. {
  2970. bhop(pCmd, pLocal);
  2971. }
  2972.  
  2973. if (namespam.getValve() == 1)
  2974. {
  2975. namespammer();
  2976. }
  2977.  
  2978. if (antiaimactive.getValve() == 1)
  2979. {
  2980. if (antiaim.getValue() == 1 && pWeapon->isShootable2())
  2981. {
  2982. if (pCmd->buttons & IN_USE)
  2983. return;
  2984.  
  2985. antimeme1ye(pCmd);
  2986. }
  2987.  
  2988. if (antiaim.getValue() == 2 && pWeapon->isShootable2())
  2989. {
  2990. if (pCmd->buttons & IN_USE)
  2991. return;
  2992.  
  2993. antimeme2ye(pCmd);
  2994. }
  2995.  
  2996. if (antiaim.getValue() == 3 && pWeapon->isShootable2())
  2997. {
  2998. if (pCmd->buttons & IN_USE)
  2999. return;
  3000.  
  3001. antimeme3ye(pCmd);
  3002. }
  3003.  
  3004. if (antiaim.getValue() == 4 && pWeapon->isShootable2())
  3005. {
  3006. if (pCmd->buttons & IN_USE)
  3007. return;
  3008.  
  3009. fakeedge(pCmd, bSendPacket);
  3010. }
  3011.  
  3012. if (edgeaa.getValve() == 1 && pLocal->GetVelocity().Length() < 5 && pWeapon->isShootable2())
  3013. {
  3014. if (pCmd->buttons & IN_USE)
  3015. return;
  3016.  
  3017. edge(pCmd, bSendPacket);
  3018. }
  3019.  
  3020. if (antiaim.getValue() == 6 && pWeapon->isShootable2())
  3021. {
  3022. if (pCmd->buttons & IN_USE)
  3023. return;
  3024.  
  3025. bJitter(pCmd);
  3026. }
  3027.  
  3028. if (antiaim.getValue() == 7 && pWeapon->isShootable2())
  3029. {
  3030. if (pCmd->buttons & IN_USE)
  3031. return;
  3032.  
  3033. fBackwards(pLocal, pCmd, bSendPacket);
  3034. }
  3035. }
  3036.  
  3037. if (fakelagon.getValve() == 1)
  3038. {
  3039. fakelag1(pLocal, bSendPacket);
  3040. }
  3041.  
  3042. if (RCS.getValve() == 1)
  3043. {
  3044. doRCS(pCmd, pLocal);
  3045. }
  3046.  
  3047. if (chatspam.getValve() == 1)
  3048. {
  3049. chatspamcounter();
  3050. }
  3051.  
  3052. if (servercraxxer.getValve() == 1)
  3053. {
  3054. servercrasher();
  3055. }
  3056.  
  3057. if (nonameexploit.getValve() == 1)
  3058. {
  3059. noname();
  3060. }
  3061.  
  3062. if (namesteal.getValve() == 1)
  3063. {
  3064. namestealer();
  3065. }
  3066.  
  3067. if (adaptivefakelag.getValve() == 1)
  3068. {
  3069. fakelagAdaptive(pLocal, bSendPacket);
  3070. }
  3071.  
  3072. if (randomfakelag.getValve() == 1)
  3073. {
  3074. fakelagRandom(pLocal, bSendPacket);
  3075. }
  3076.  
  3077. if (airstuck.getValve() == 1)
  3078. {
  3079. sAirstuck(pCmd);
  3080. }
  3081.  
  3082. if (fakeduck.getValve() == 1)
  3083. {
  3084. FakeDuck(pCmd, bSendPacket);
  3085. }
  3086.  
  3087. if (noflash.getValve() == 1)
  3088. {
  3089. noflashON(pLocal);
  3090. }
  3091. else if (noflash.getValve() == 0)
  3092. {
  3093. noflashOFF(pLocal);
  3094. }
  3095.  
  3096. ClampAngles(pCmd->viewangles);
  3097. NormalizeVector(pCmd->viewangles);
  3098.  
  3099. }
  3100.  
  3101. if (misc_active.getValve() == 1)
  3102. {
  3103. Vector origView = pCmd->viewangles;
  3104. Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
  3105. Vector qAimAngles;
  3106. qAimAngles.Init(0.0f, pCmd->viewangles.y, 0.0f);
  3107. AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
  3108.  
  3109. if (antiuntrust.getValve() == 1 && teleport.getValve() == 1)
  3110. {
  3111. teleporty(pCmd);
  3112. }
  3113.  
  3114. if (antiaimactive.getValve() == 1)
  3115. {
  3116. if (antiuntrust.getValve() == 1 && antiaim.getValue() == 8)
  3117. {
  3118. if (pWeapon->IsKnife()) // cuz we are crashing if no
  3119. return;
  3120.  
  3121. ANGLELAFF(pCmd, bSendPacket);
  3122. }
  3123.  
  3124. if (antiuntrust.getValve() == 1 && antiaim.getValue() == 9)
  3125. {
  3126. mattiazangel(pCmd, bSendPacket);
  3127. }
  3128.  
  3129. if (antiuntrust.getValve() == 1 && antiaim.getValue() == 10)
  3130. {
  3131. newtick++;
  3132.  
  3133. if (newtick <= 6)
  3134. {
  3135. bSendPacket = false;
  3136. }
  3137. else
  3138. {
  3139. rekt1337(pCmd, bSendPacket);
  3140. newtick = 0;
  3141. }
  3142. }
  3143.  
  3144. if (antiuntrust.getValve() == 1 && antiaim.getValue() == 11)
  3145. {
  3146. fHead(pLocal, pCmd, bSendPacket);
  3147. }
  3148.  
  3149. if (antiuntrust.getValve() == 1 && antiaim.getValue() == 12)
  3150. {
  3151. fLisp(pLocal, pCmd, bSendPacket);
  3152. }
  3153. }
  3154.  
  3155. qAimAngles.Init(0.0f, pCmd->viewangles.y, 0.0f);
  3156. AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
  3157. Vector vForwardNorm; Normalize(viewforward, vForwardNorm);
  3158. Vector vRightNorm; Normalize(viewright, vRightNorm);
  3159. Vector vUpNorm; Normalize(viewup, vUpNorm);
  3160.  
  3161. float forward = pCmd->forwardmove;
  3162. float right = pCmd->sidemove;
  3163. float up = pCmd->upmove;
  3164. if (forward > 450) forward = 450;
  3165. if (right > 450) right = 450;
  3166. if (up > 450) up = 450;
  3167. if (forward < -450) forward = -450;
  3168. if (right < -450) right = -450;
  3169. if (up < -450) up = -450;
  3170. pCmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
  3171. pCmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
  3172. pCmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
  3173. }
  3174.  
  3175. if (antiuntrust.getValve() == 0)
  3176. {
  3177. NormalizeVector(pCmd->viewangles);
  3178. ClampAngles(pCmd->viewangles);
  3179. }
  3180. }
  3181. return false;
  3182. }
  3183. }
  3184.  
  3185. // HOOKING SHIT ENDS HERE
  3186. //---------------------------------------------------------
  3187. // HOOKING THE FEATS BEGINNS HERE
  3188.  
  3189. void clientmode()
  3190. {
  3191. void** BaseClientDllVMT = *(void***)pClient;
  3192. ClientMode = *(IClientMode***)((DWORD)BaseClientDllVMT[10] + 5);
  3193. }
  3194.  
  3195. void hookCM()
  3196. {
  3197. CreateMoveHook = new CVMTHook(*(DWORD***)ClientMode);
  3198. _CreateMove = (CreateMove2)CreateMoveHook->Hook((DWORD)HookedCreateMove, 24);
  3199. }
  3200.  
  3201. void hookPT()
  3202. {
  3203. PanelHook = new CVMTHook((DWORD**)pPanel);
  3204. PanelHook->Hook((DWORD)hkPaintTraverse, 41);
  3205. }
  3206.  
  3207. void hookFT()
  3208. {
  3209. ClientHooked = new CVMTHook((DWORD**)pClient);
  3210. ClientHooked->Hook((DWORD)FrameStageHook, 36);
  3211. }
  3212.  
  3213. // HOOKING THE FEATS ENDS HERE
  3214. //---------------------------------------------------------
  3215. // SIMPLE MSG SHIT STARTS HERE!
  3216.  
  3217. void __cdecl Msg(char const* msg, ...)
  3218. {
  3219. static MsgFn oMsg = (MsgFn)GetProcAddress(GetModuleHandleA("tier0.dll"), "Msg");
  3220. char buffer[989];
  3221. va_list list;
  3222. va_start(list, msg);
  3223. vsprintf(buffer, msg, list);
  3224. va_end(list);
  3225. oMsg(buffer, list);
  3226. }
  3227.  
  3228. void permaclean_console()
  3229. {
  3230. static bool permclean = false;
  3231.  
  3232. if (permclean)
  3233. {
  3234. pEngine->ExecuteClientCmd("clear");
  3235. }
  3236.  
  3237. permclean = !permclean;
  3238. }
  3239.  
  3240. // SIMPLE MSGBOX FOR THE INGM CONSOLE ENDS HERE!
  3241. //---------------------------------------------------------
  3242. // HOOKING THE HOOKS WE MADE BEFORE HERE!
  3243.  
  3244. DWORD WINAPI APPLYHooks(LPVOID lpArguments)
  3245. {
  3246. hwCSGO = FindWindowA(NULL, "Counter-Strike: Global Offensive");
  3247.  
  3248. AllocConsole();
  3249. freopen("CONOUT$", "w", stdout);
  3250.  
  3251. INTERFACES();
  3252.  
  3253. pEngine->ExecuteClientCmd("clear");
  3254. Msg("zer0ine // BY RFX");
  3255. Msg("\nzer0ine // LOADED!");
  3256.  
  3257. hookPT();
  3258. cout << " PANEL HOOK -> " << PanelHook << endl << " HOOKED PANEL -> " << PanelHook->Hook((DWORD)hkPaintTraverse, 41) << endl;
  3259.  
  3260. hookFT();
  3261. cout << " CLIENT -> FRAMESTAGE -> " << ClientHooked->Hook((DWORD)FrameStageHook, 36) << endl;
  3262.  
  3263. clientmode();
  3264. cout << " CLIENTMODE -> " << ClientMode << endl; // for the style :3
  3265.  
  3266. hookCM();
  3267. cout << " CREATEMOVE -> " << (CreateMove2)CreateMoveHook->Hook((DWORD)HookedCreateMove, 24) << endl; // for the style :3 aswell
  3268.  
  3269. ProxyHook();
  3270.  
  3271. cout << "" << endl;
  3272. cout << " REFLEX'S PRIVATE HAKE LOADED BESTE! " << endl;
  3273. cout << " For PSILENT only use FOV 1 it could shake! " << endl;
  3274. cout << " Edge antiaim, is only working per Velocity! " << endl;
  3275. cout << " If you wanna use RCS with fov > 1, use Norecoil + Visrecoil. " << endl;
  3276.  
  3277. PDWORD pdwClient = (PDWORD)*(PDWORD)pClient;
  3278. DWORD dwInitAddr = (DWORD)(pdwClient[0]);
  3279.  
  3280. for (DWORD dwIter = 0; dwIter <= 0xFF; dwIter++) {
  3281. if (*(PBYTE)(dwInitAddr + dwIter) == 0xA3) {
  3282. pGlobals = (CGlobalVarsBase*)*(PDWORD)*(PDWORD)(dwInitAddr + dwIter + 1);
  3283.  
  3284. break;
  3285. }
  3286. }
  3287. return false;
  3288. }
  3289.  
  3290. // OUR APPLYHOOK SHIT ENDS HERE
  3291. //---------------------------------------------------------
  3292. // APPLYING OR HOOKS TO THE GAME BEGINNS HERE + SECURITY
  3293.  
  3294. float DllMain(HINSTANCE hinst, DWORD dwReason, LPVOID lpReserved) {
  3295. if (dwReason == DLL_PROCESS_ATTACH) {
  3296.  
  3297. CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)ThreadHiding, NULL, NULL, NULL);
  3298. CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)debuggkiller, NULL, NULL, NULL);
  3299.  
  3300. AllocConsole();
  3301.  
  3302. SetConsoleTitleA("zer0ine // Private Build");
  3303.  
  3304. freopen("CONIN$", "r", stdin);
  3305. freopen("CONOUT$", "w", stdout);
  3306. freopen("CONOUT$", "w", stderr);
  3307.  
  3308. const string USERNAME = "blaz3rin0";
  3309. const string PASSWORD = "pr0coder";
  3310. string username, password;
  3311.  
  3312. cout << " ENTER USERNAME : ";
  3313.  
  3314. cin >> username;
  3315.  
  3316. if (username.length() < 4)
  3317. {
  3318. cout << " USERNAME MUST BE ATLEAST 4 CHARACTERS LONG.";
  3319.  
  3320. ExitProcess(0);
  3321. }
  3322. else
  3323. {
  3324. cout << " ENTER PASSWORD : ";
  3325.  
  3326. cin >> password;
  3327. cout << "" << endl;
  3328.  
  3329. if (password.length() < 6)
  3330. {
  3331. cout << "PASSWORD MUST BE ATLEAST 6 CHARACTERS LONG.";
  3332.  
  3333. ExitProcess(0);
  3334. }
  3335. else
  3336. {
  3337. if (username == USERNAME && password == PASSWORD)
  3338. {
  3339. cout << " LOGIN SUCCESS!" << endl;
  3340. cout << "____________________________________________" << endl;
  3341. cout << "" << endl;
  3342.  
  3343. if (hwid->hwidCheck(0x9C5FD31E)) {
  3344.  
  3345. polymorph *pmorph;
  3346.  
  3347. Rectangley rec(10, 7);
  3348. Triangle tri(10, 5);
  3349.  
  3350. pmorph = &rec;
  3351. pmorph->area();
  3352.  
  3353. pmorph = &tri;
  3354. pmorph->area();
  3355.  
  3356. Virtual_Holder * vh = new Definition_Holder();
  3357.  
  3358. CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)APPLYHooks, NULL, NULL, NULL);
  3359.  
  3360. cout << " UR HARDWAREID DOES MATCH! " << endl;
  3361. cout << "____________________________________________" << endl;
  3362. cout << "" << endl;
  3363.  
  3364. }
  3365. }
  3366. else
  3367. {
  3368. cout << " IM SORRY! nice try :^)" << endl;
  3369. cout << "____________________________________________" << endl;
  3370. cout << "" << endl;
  3371.  
  3372. ExitProcess(0);
  3373. }
  3374. }
  3375. return true;
  3376. }
  3377. }
  3378. }
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