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    No Spread problem

    Code:
    	//NoSpread
    	float flNew[3],flOld[3];
    	flOld[0] = c->viewangles[0];flOld[1] = c->viewangles[1];flOld[2] = c->viewangles[2];
        if(base.m_psCvar->vis_nospread==1)
    	base.m_pNoSpread->GetSpreadFix( c->random_seed, flOld, flNew );
    	c->viewangles[0] += flNew[0];c->viewangles[1] += flNew[1];c->viewangles[2] += flNew[2];
    	DropTarget();
    NoSpread is not Working

    Why ?

    Sorry for my bad English

    #2
    Originally posted by dragonn1
    Code:
    	//NoSpread
    	float flNew[3],flOld[3];
    	flOld[0] = c->viewangles[0];flOld[1] = c->viewangles[1];flOld[2] = c->viewangles[2];
        if(base.m_psCvar->vis_nospread==1)
    	base.m_pNoSpread->GetSpreadFix( c->random_seed, flOld, flNew );
    	c->viewangles[0] += flNew[0];c->viewangles[1] += flNew[1];c->viewangles[2] += flNew[2];
    	DropTarget();
    NoSpread is not Working

    Why ?

    Sorry for my bad English

    What does the error say?

    Comment


      #3
      no erros!

      ingame is the normal Spread on -.-

      Comment


        #4
        Maybe your calling code is right but the code isn't. Post your complete Code here.

        if(base.m_psCvar->vis_nospread==1)
        Your integer is 1?

        i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

        Comment


          #5
          This is the Full Code

          Code:
          /*----------------------------------------------------------------------*/
          //	              [PH-HACKS] VIP BASEHOOK BY SkyH4x                     //
          //       For More Infos Visit:   HTTP://PHOENIX-HACKS.ATH.CX            //
          /*----------------------------------------------------------------------*/
          
          #include "CAimbot.h"
          #include "sdk.h"
          
          cCAimbot::cCAimbot( void )
          {
          	flBestDist = 99999.9f;
          	m_nTarget = -1;
          }
          
          void cCAimbot::DropTarget( void )
          {
          	flBestDist = 99999.9f;
          	m_nTarget = -1;
          }
          
          int	cCAimbot::iGetTarget( void )
          {
          	return m_nTarget;
          }
          
          void cCAimbot::MakeVector( QAngle angle, QAngle& vector ) 
          { 
          	float pitch; 
          	float yaw; 
          	float tmp;           
          
          	pitch	= (float)(angle[0] * M_PI/180); 
          	yaw		= (float)(angle[1] * M_PI/180); 
          	tmp		= (float) cos(pitch);
          
          	vector[0] = (float) (-tmp * -cos(yaw)); 
          	vector[1] = (float) (sin(yaw)*tmp);
          	vector[2] = (float) -sin(pitch);
          }
          
          void cCAimbot::CalcAngle( Vector &src, Vector &dst, QAngle &angles )
          {
          	double delta[3] = { (src[0]-dst[0]), (src[1]-dst[1]), (src[2]-dst[2]) };
          	double hyp = sqrt(delta[0]*delta[0] + delta[1]*delta[1]);
          
          	angles[0] = (float) (atan(delta[2]/hyp) * M_RADPI);
          	angles[1] = (float) (atan(delta[1]/delta[0]) * M_RADPI);
          	angles[2] = 0.0f;
          
          	if(delta[0] >= 0.0) { angles[1] += 180.0f; }
          }
          
          float cCAimbot::GetFov( QAngle angle, Vector src, Vector dst ) 
          { 
          	QAngle ang,aim; 
          	float fov; 
          
          	CalcAngle(src, dst, ang); 
          	MakeVector(angle, aim); 
          	MakeVector(ang, ang);      
          
          	float mag_s = sqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2])); 
          	float mag_d = sqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2])); 
          
          	float u_dot_v = aim[0]*ang[0] + aim[1]*ang[1] + aim[2]*ang[2]; 
          
          	fov = acos(u_dot_v / (mag_s*mag_d)) * (180.0 / M_PI); 
          
          	return fov; 
          }
          bool cCAimbot::GetVisible( Vector& vecAbsStart, Vector& vecAbsEnd, C_BaseEntity* pBaseEnt ) 
          { 
          	player_info_t pinfo;
          	trace_t tr;
          	Ray_t ray;
          
          	ray.Init( vecAbsStart, vecAbsEnd );
          	base.m_pEnginetrace->TraceRay( ray, MASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX, NULL, &tr );
          
          	if ( tr.fraction > 0.97f )
          		return true;
          
          	if ( tr.m_pEnt && pBaseEnt )
          	{
          		if ( tr.m_pEnt->index == 0 || tr.allsolid )
          			return false;
          
          		if (( base.m_pEngine->GetPlayerInfo( tr.m_pEnt->index, &pinfo )
          			|| pBaseEnt->index == tr.m_pEnt->index) && tr.fraction > 0.92)
          			return true;
          	}
          	return false;
          }
          
          bool GetBonePosition ( int iBone, Vector& vecOrigin, QAngle qAngles, int index )
          {
          	if( iBone < 0 || iBone >= 20 )
          		return false;
          
          	matrix3x4_t pmatrix[MAXSTUDIOBONES];
          
          	IClientEntity* ClientEntity = base.m_pEntList->GetClientEntity( index );
          
          	if ( ClientEntity == NULL )
          		return false;
          
          	if ( ClientEntity->IsDormant() )
          		return false;
          
          	IClientRenderable* RenderEntity =  ClientEntity->GetClientRenderable();
          
          	if(	RenderEntity == NULL/* nothing */ )
          		return false;
          
          	if( RenderEntity->SetupBones( pmatrix, 128, BONE_USED_BY_HITBOX, base.m_pGlobals->curtime ) == false )
          		return false;
          
          	MatrixAngles( pmatrix[ iBone ], qAngles, vecOrigin );
          
          	return true;
          }
          void cCAimbot::AimAtTarget( CUserCmd* c )
          { 
          	if( base.m_pEngine->IsInGame() == false 
          	||	base.m_pEngine->IsHLTV() == true  
          	||	base.m_pMyPlayer->BaseEnt() == NULL )
          		return;
          
          	DropTarget();
          	//----------------------------------//
          	player_info_t pinfo;
          	QAngle* pPunchAngle = ( QAngle* )( (DWORD)base.m_pMyPlayer->BaseEnt() + 0xBB0 );
          	//----------------------------------//
          	//----------------------------------//
          	for( int index = 1; index <= base.m_pEntList->NumberOfEntities( false ); ++index )
          	{
          		if ( index == base.m_pEngine->GetLocalPlayer() )
          			continue;
          
          		IClientEntity* ClientEntity = base.m_pEntList->GetClientEntity( index );
          
          		if (	ClientEntity == NULL
          			||	ClientEntity->IsDormant() )
          				continue;
          
          		CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
          		//Get Life State
          		int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
          
          		if(		pBaseEntity == NULL/* nothing */
          			||	pBaseEntity->IsDormant()/* not active */
          			||	!(*lifestate  == LIFE_ALIVE)/* not alive */
          			||	base.m_pEngine->GetPlayerInfo( index, &pinfo ) == false/* not a player!*/
          			||	pBaseEntity->GetTeamNumber() == base.m_pMyPlayer->BaseEnt()->GetTeamNumber()/*enemy*/
          			||	!GetBonePosition( 14/*Head*/, vPlayer, c->viewangles, index )
          			||	GetFov( base.m_pMyPlayer->BaseEnt()->GetAbsAngles(), base.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer ) > 180
          			||	!GetVisible( base.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer, pBaseEntity )/* not visible */	
          			||	flBestDist < GetFov( base.m_pMyPlayer->BaseEnt()->GetAbsAngles(), base.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer ))
          				continue;
          
          		flBestDist = GetFov( base.m_pMyPlayer->BaseEnt()->GetAbsAngles(), base.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer );
          
          		m_nTarget = index;
          		// Calculate the delta origin
          		Vector vDeltaOrigin = vPlayer - vPlayer;
          		// Calculate the Latency
          		float fLatency = base.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING );
          		// Compensate the latency
          		vDeltaOrigin[0] *= fLatency;
          		vDeltaOrigin[1] *= fLatency;
          		vDeltaOrigin[2] *= fLatency;
          		//Apply the prediction
          		PredictedTargetPosition = vPlayer + vDeltaOrigin;
          	}
          	if( m_nTarget == -1 )	
          		return;
          
          	CalcAngle( base.m_pMyPlayer->BaseEnt()->EyePosition(), PredictedTargetPosition, c->viewangles );
          	//Auto Aim
          	 if(base.m_psCvar->aim_shoot)//Autoshoots when Autoaim is Enabled.
          	
          		c->buttons |=  IN_ATTACK;
              
              //No Recoil
              if(base.m_psCvar->vis_norecoil)
          
          	c->viewangles.x -= (	pPunchAngle->x *1.80f	);
          	c->viewangles.y -= (	pPunchAngle->y *1.80f	);
          
          	//Aimbot
              if(base.m_psCvar->aim_bot)
          
          	   base.m_pEngine->SetViewAngles( c->viewangles );//Aim - Bot
          
          	//NoSpread
          	float flNew[3],flOld[3];
          	flOld[0] = c->viewangles[0];flOld[1] = c->viewangles[1];flOld[2] = c->viewangles[2];
              if(base.m_psCvar->vis_nospread)
          	base.m_pNoSpread->GetSpreadFix( c->random_seed, flOld, flNew );
          	c->viewangles[0] += flNew[0];c->viewangles[1] += flNew[1];c->viewangles[2] += flNew[2];
          	DropTarget();
          }

          Comment


            #6
            Yes this is the Code where you call the function but i mean the whole function GetSpreadFix

            i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

            Comment


              #7
              If you call the nospread in aimbot, it will (only) activate when you aim at the target and if you shot at the wall, no nospread activ

              put it in your client file to get it allways work :)

              Comment


                #8
                I thought he wants it like that way o.O

                i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

                Comment


                  #9
                  its just because you call it in aimbot,
                  so ur spread is removed only while aimbot is aiming...


                  edit:
                  just saw that
                  Originally posted by Punisher View Post
                  If you call the nospread in aimbot, it will (only) activate when you aim at the target and if you shot at the wall, no nospread activ

                  put it in your client file to get it allways work :)
                  yay






                  gibs coins @
                  1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

                  Comment


                    #10
                    ok ^^ i change this^^

                    Comment


                      #11
                      Originally posted by dragonn1 View Post
                      ok ^^ i change this^^
                      just noticed this "VIP BASEHOOK BY SkyH4x"
                      Code:
                      /*----------------------------------------------------------------------*/
                      //                  [PH-HACKS] VIP BASEHOOK BY SkyH4x                     //
                      //       For More Infos Visit:   HTTP://PHOENIX-HACKS.ATH.CX            //
                      /*----------------------------------------------------------------------*/
                      you dont even notice why it isnt turned on,
                      because you call it in the aimbot,
                      and you you coded this wich is nothing else but rh pub (rh pub is made from other pub so),
                      hum how its possible lol.

                      o_O


                      nvm i ban him.






                      gibs coins @
                      1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

                      Comment

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