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    little autowall

    did anyone got a autowall material which aims thru if i press mouse 1^^ but only thru materials?

    #2
    If you see any materials that aim through walls while pressing mouse1, send me a pm!!!111

    Originally posted by Dead
    8 digit steam acount willing to trade for any steam acount that everey one knows as a hacker lmao or BANNED ON ALOT OF SERVERS.

    made by kimmi

    Comment


      #3
      Code:
      void cLocalPlayer::GetBulletTypeParameters( 
      										int iBulletType, 
      										int &iPenetrationPower, 
      										float &flPenetrationDistance,
      										int &iCurrentDamage )
      {
      	//MIKETODO: make ammo types come from a script file.
      	if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) )
      	{
      		iPenetrationPower = 30;
      		flPenetrationDistance = 1000.0;
      		iCurrentDamage += (-4 + SHARED_RANDOMINT(0,10));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_762MM ) )
      	{
      		iPenetrationPower = 39;
      		flPenetrationDistance = 5000.0;
      		iCurrentDamage += (-2 + SHARED_RANDOMINT(0,4));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) )
      	{
      		iPenetrationPower = 35;
      		flPenetrationDistance = 4000.0;
      		iCurrentDamage += (-3 + random->RandomInt(0,6));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_338MAG ) )
      	{
      		iPenetrationPower = 45;
      		flPenetrationDistance = 8000.0;
      		iCurrentDamage += (-4 + random->RandomInt(0,8));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_9MM ) )
      	{
      		iPenetrationPower = 21;
      		flPenetrationDistance = 800.0;
      		iCurrentDamage += (-4 + random->RandomInt(0,10));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_BUCKSHOT ) )
      	{
      		iPenetrationPower = 0;
      		flPenetrationDistance = 0.0;
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_45ACP ) )
      	{
      		iPenetrationPower = 15;
      		flPenetrationDistance = 500.0;
      		iCurrentDamage += (-2 + random->RandomInt(0,4));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_357SIG ) )
      	{
      		iPenetrationPower = 25;
      		flPenetrationDistance = 800.0;
      		iCurrentDamage += (-4 + random->RandomInt(0,10));
      	}
      	else if ( IsAmmoType( iBulletType, BULLET_PLAYER_57MM ) )
      	{
      		iPenetrationPower = 30;
      		flPenetrationDistance = 2000.0;
      		iCurrentDamage += (-4 + random->RandomInt(0,10));
      	}
      	else
      	{
      		Assert( false );
      		iPenetrationPower = 0;
      		flPenetrationDistance = 0.0;
      	}
      
      // in case you want to use it for 1.5 :o
      //	switch ( iBulletType )
      //	{
      //	case BULLET_PLAYER_9MM		: iPenetrationPower = 21; flPenetrationDistance = 800.0; iSparksAmount = 15; iCurrentDamage += (-4 + random->RandomInt(0,10)); break;
      //	case BULLET_PLAYER_45ACP	: iPenetrationPower = 15;  flPenetrationDistance = 500.0; iSparksAmount = 20; iCurrentDamage += (-2 + random->RandomInt(0,4)); break;
      //	case BULLET_PLAYER_50AE		: iPenetrationPower = 30;  flPenetrationDistance = 1000.0; iSparksAmount = 20;  iCurrentDamage += (-4 + random->RandomInt(0,10)); break;
      //	case BULLET_PLAYER_762MM	: iPenetrationPower = 39; flPenetrationDistance = 5000.0; iSparksAmount = 30;  iCurrentDamage += (-2 + random->RandomInt(0,4)); break;
      //	case BULLET_PLAYER_556MM	: iPenetrationPower = 35; flPenetrationDistance = 4000.0; iSparksAmount = 30;  iCurrentDamage += (-3 + random->RandomInt(0,6));break;
      //	case BULLET_PLAYER_338MAG	: iPenetrationPower = 45; flPenetrationDistance = 8000.0; iSparksAmount = 30; iCurrentDamage += (-4 + random->RandomInt(0,8));break;
      //	case BULLET_PLAYER_57MM		: iPenetrationPower = 30; flPenetrationDistance = 2000.0; iSparksAmount = 20; iCurrentDamage += (-4 + random->RandomInt(0,10));break;
      //	case BULLET_PLAYER_357SIG	: iPenetrationPower = 25; flPenetrationDistance = 800.0; iSparksAmount = 20; iCurrentDamage += (-4 + random->RandomInt(0,10));break;
      //	default : iPenetrationPower = 0; flPenetrationDistance = 0.0; break;
      //	}
      }
      
      bool cLocalPlayer::bCanCauseDamage( Vector EnemyPos, float flDistance )
      {
      	trace_t tr;
      	float flDamageModifier = 0.5,flRangeModifier,flPenetrationDistance,flCurrentDistance = 0.0f;
      	int iPenetration,iCurrentDamage;
      	
      	this->GetBulletTypeParameters( iGetBulletType(), iPenetrationPower, flPenetrationDistance, iCurrentDamage , flRangeModifier );
      
      	while (iPenetration != 0)
      	{
      		//UTIL_TraceLine
      		SHARED_TraceLine( m_LocalOrigin, EnemyPos, MASK_SOLID|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &tr );
      
      		surfacedata_t *pSurfaceData = g_pPhysicApi->GetSurfaceData( tr.surface.surfaceProps );
      		int iMaterial = g_pSurfaceData->gameMaterial;
      
      		switch ( iMaterial )
      		{
      		case CHAR_TEX_METAL		:
      		//	iPenetrationPower = (int) (iPenetrationPower * 0.15);
      		//	flDamageModifier = 0.2;
      			return false;	// even an awm can't do much now...
      			break;
      		case CHAR_TEX_CONCRETE	:
      			iPenetrationPower = (int) (iPenetrationPower * 0.25);break;
      			flDamageModifier = 0.25;
      		case CHAR_TEX_GRATE		:
      			iPenetrationPower = (int) (iPenetrationPower * 0.5);
      			flDamageModifier = 0.4;
      			break;
      		case CHAR_TEX_VENT		:
      			iPenetrationPower = (int) (iPenetrationPower * 0.5);
      			flDamageModifier = 0.45;
      			break;
      		case CHAR_TEX_TILE		:
      			iPenetrationPower = (int) (iPenetrationPower * 0.65);
      			flDamageModifier = 0.3;
      			break;
      		case CHAR_TEX_COMPUTER	:
      			iPenetrationPower = (int) (iPenetrationPower * 0.4);
      			flDamageModifier = 0.45;
      			break;
      		case CHAR_TEX_WOOD		:
      			iPenetrationPower = (int) (iPenetrationPower * 1);
      			flDamageModifier = 0.6;
      			break;
      		default :
      			iPenetrationPower = (int) (iPenetrationPower * 1);
      			flDamageModifier = 0.6;
      			break;
      		}
      
      		if ( tr.fraction != 1.0 )
      		{
      			if ( tr.iHitgroup == HITGROUP_SHIELD )
      				return false;
      
      			iPenetration--;
      
      			flCurrentDistance = tr.fraction * flDistance;
      			iCurrentDamage = iCurrentDamage * (pow (flRangeModifier, (flCurrentDistance / 500)));
      
      
      			if (flCurrentDistance > flPenetrationDistance)
      				iPenetration = 0;
      		}
      		else
      		{
      			return true;
      		}
      	}
      	return false;
      }
      Thats Ghetto Ass Autowall ( also known ass GAAW ) and it works perfect, but since u are askin here, here is an easier code, straight from the neferty source luls ( but u might get it to run )
      Code:
      	if (GetCvarValue("autowall"))
      	{
      		surfacedata_t *pSurfaceData = cHook.m_pPhysicAPI->GetSurfaceData( tr.surface.surfaceProps );
      		int iMaterial = pSurfaceData->game.material;
      
      		switch ( iMaterial )
      		{
      		case CHAR_TEX_METAL:
      			return false;	// even an awm can't do much now...
      		case CHAR_TEX_CONCRETE:
      			return false;	// even an awm can't do much now...
      		case CHAR_TEX_DIRT:
      			return false;	// even an awm can't do much now...
      		case CHAR_TEX_SLOSH:
      			return false;	// even an awm can't do much now...
      		case CHAR_TEX_SAND:
      			return false;	// even an awm can't do much now...
      		case CHAR_TEX_GRATE:
      			return true;
      		case CHAR_TEX_VENT:
      			return true;
      		case CHAR_TEX_TILE:
      			return true;
      		case CHAR_TEX_COMPUTER:
      			return true;
      		case CHAR_TEX_WOOD:
      			return true;
      		case CHAR_TEX_ANTLION:
      			return true;
      		case CHAR_TEX_CLIP:
      			return true;
      		case CHAR_TEX_ALIENFLESH:
      			return true;
      		case CHAR_TEX_FOLIAGE:
      			return true;
      		case CHAR_TEX_GLASS:
      			return true;
      		case CHAR_TEX_PLASTIC:
      			return true;
      		case CHAR_TEX_BLOODYFLESH:
      			return true;
      		case CHAR_TEX_FLESH:
      			return true;
      		default :
      			return false;
      		}
      in ur getvisible bool shit na mean

      Comment


        #4
        yay more simple ghetto way just with tracing
        instead of tracing from you to the guy
        also trace from the guy to you,
        if the fraction is ok on one of them bam " but its not a real auto wall but a nice trick"

        Code:
        bool aimbot::is_this_visible(phoenix_entity_info* target)
        {
            if ( m_pCvars->aim_thru->GetBool() ) 
                return true; 
        
            if ( target->is_visible() ) 
                return true; 
        
            if ( m_pCvars->aim_autowall->GetBool() )  
            {    
                Vector origin = target->GetEyesPos();
                phoenix_entity_info* me = hack_func->new_entity_manager->get_local_player(); 
        
                Ray_t   ray1;
                Ray_t   ray2;
                trace_t tr1; 
                trace_t tr2;  
                ray1.Init(origin,me->GetEyesPos()); 
                ray2.Init(me->GetEyesPos(),origin); 
                plugin_game_interface::m_pEnginetrace->TraceRay(ray1,MASK_SHOT,0,&tr1); 
                plugin_game_interface::m_pEnginetrace->TraceRay(ray2,MASK_SHOT,0,&tr2); 
        
                if(//yeah why trying in that case
                    tr1.startsolid||tr1.allsolid||
                    tr2.startsolid||tr2.allsolid)
                    return false;
                
                //If the plane has a zero z component in the normal, then it's a step or a wall
                if(tr1.plane.normal[2] > 0||tr2.plane.normal[2] > 0)
                {
                    //ok its not a step or a wall
                    return (
                        tr1.fraction >= 0.715 ||
                        tr2.fraction >= 0.715) ? true : false;
                }        
            }
            return false;
        }






        gibs coins @
        1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

        Comment


          #5
          Nice Work v3nom4, ""If the plane has a zero z component in the normal, then it's a step or a wall""....

          Never thought of this before... Smart :|

          Thanks

          Comment


            #6
            Originally posted by 4m0n3v View Post
            yay more simple ghetto way just with tracing
            instead of tracing from you to the guy
            also trace from the guy to you,
            if the fraction is ok on one of them bam " but its not a real auto wall but a nice trick"

            Code:
            bool aimbot::is_this_visible(phoenix_entity_info* target)
            {
                if ( m_pCvars->aim_thru->GetBool() ) 
                    return true; 
            
                if ( target->is_visible() ) 
                    return true; 
            
                if ( m_pCvars->aim_autowall->GetBool() )  
                {    
                    Vector origin = target->GetEyesPos();
                    phoenix_entity_info* me = hack_func->new_entity_manager->get_local_player(); 
            
                    Ray_t   ray1;
                    Ray_t   ray2;
                    trace_t tr1; 
                    trace_t tr2;  
                    ray1.Init(origin,me->GetEyesPos()); 
                    ray2.Init(me->GetEyesPos(),origin); 
                    plugin_game_interface::m_pEnginetrace->TraceRay(ray1,MASK_SHOT,0,&tr1); 
                    plugin_game_interface::m_pEnginetrace->TraceRay(ray2,MASK_SHOT,0,&tr2); 
            
                    if(//yeah why trying in that case
                        tr1.startsolid||tr1.allsolid||
                        tr2.startsolid||tr2.allsolid)
                        return false;
                    
                    //If the plane has a zero z component in the normal, then it's a step or a wall
                    if(tr1.plane.normal[2] > 0||tr2.plane.normal[2] > 0)
                    {
                        //ok its not a step or a wall
                        return (
                            tr1.fraction >= 0.715 ||
                            tr2.fraction >= 0.715) ? true : false;
                    }        
                }
                return false;
            }
            Smart Code... ye well but ghetto ass autowall works perfect =)

            Comment

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