Thanks...
Announcement
Collapse
No announcement yet.
FakeAngles?
Collapse
X
-
91.153.206.206Tags: None
-
kkkkkkk
Code:QAngle qAimAngles = cmd->viewangles; float forward = cmd->forwardmove; float right = cmd->sidemove; float up = cmd->upmove; Vector viewforward,viewright,viewup,aimforward,aimright,aimup,vForwardNorm,vRightNorm,vUpNorm; qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f); Nh.m_pTools->AngleVectors(qAimAngles, &viewforward, &viewright, &viewup); Nh.m_pTools->AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup); if( !gWeapon.IsAttacking(cmd) && !gWeapon.IsCurWepBomb() && !gWeapon.IsCurWepGrenade() && !gWeapon.IsCurWepKnife() && !gWeapon.IsDefusing(cmd)) { cmd->viewangles.x += Nh.m_psCvar->aa_x; cmd->viewangles.y -= Nh.m_psCvar->aa_y; cmd->viewangles.z = fmod(-360,360.0f); qAimAngles.Init(0.0f, cmd->viewangles.x, Nh.m_psCvar->aa_x); qAimAngles.Init(0.0f, cmd->viewangles.y, Nh.m_psCvar->aa_y); qAimAngles.Init(0.0f, cmd->viewangles.z, 360.0f); } Nh.m_pTools->AngleVectors(qAimAngles, &aimforward, &aimright, &aimup); Nh.m_pTools->AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup); Nh.m_pTools->Normalize( viewforward, vForwardNorm ); Nh.m_pTools->Normalize( viewright, vRightNorm ); Nh.m_pTools->Normalize( viewup, vUpNorm ); cmd->forwardmove = DotProduct(forward* vForwardNorm, aimforward) + DotProduct(right* vRightNorm, aimforward) + DotProduct(up* vUpNorm, aimforward); cmd->sidemove = DotProduct(forward* vForwardNorm, aimright) + DotProduct(right* vRightNorm, aimright) + DotProduct(up* vUpNorm, aimright); cmd->upmove = DotProduct(forward* vForwardNorm, aimup) + DotProduct(right* vRightNorm, aimup) + DotProduct(up* vUpNorm, aimup);
Comment
-
void AntiAimbot(CUserCmd* cmd);
{
if( m_pWeapon->IsInAttack(cmd)
|| m_pWeapon->CarryWepGrenade()
|| m_pWeapon->IsDefusing(cmd))
return;
CBaseEntity* MyPlayer = me->BaseEnt();
m_pEngine->GetLocalPlayer();
QAngle my_fake_view = QAngle(
//pitchs here+ (rand() % 15/ 5 ,
samehere + (rand() % 15/ 5),
-360 + (rand() % 20 / 15/ 5));
//fake eyes for Anti anti anti aimbot
float eyeY = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().x, my_fake_view.x * my_fake_view.z + my_fake_view.y );
float eyeX = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().y, my_fake_view.y * my_fake_view.z + my_fake_view.x );
theres fake eyes well some of the code that i found....credits v3n0m4 as far as i no
Comment
-
Originally posted by shaunm2 View Postlol he means the fake qAngles for antiaimbot i got this code which i belive v3n0m4 posted some were.....(correct me if im wrong) ;)
Regards,
Atari.2600
Comment
-
Originally posted by shaunm2 View Postvoid AntiAimbot(CUserCmd* cmd);
{
if( m_pWeapon->IsInAttack(cmd)
|| m_pWeapon->CarryWepGrenade()
|| m_pWeapon->IsDefusing(cmd))
return;
CBaseEntity* MyPlayer = me->BaseEnt();
m_pEngine->GetLocalPlayer();
QAngle my_fake_view = QAngle(
//pitchs here+ (rand() % 15/ 5 ,
samehere + (rand() % 15/ 5),
-360 + (rand() % 20 / 15/ 5));
//fake eyes for Anti anti anti aimbot
float eyeY = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().x, my_fake_view.x * my_fake_view.z + my_fake_view.y );
float eyeX = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().y, my_fake_view.y * my_fake_view.z + my_fake_view.x );
theres fake eyes well some of the code that i found....credits v3n0m4 as far as i noI 0x90 you!
Comment
-
kkkkkkk
-
knobjockey
-
Originally posted by knobjockey View Posthow to add to hack?
Now you go to this site, chose the h3xed .x_ddl file, hit the upload button and wait till a download link with the ready .dll appears
-I havent been serious btw-Last edited by Om1; 05-09-2008, 09:13 PM.
Originally posted by Dead8 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
-
Originally posted by shaunm2 View Postvoid AntiAimbot(CUserCmd* cmd);
{
if( m_pWeapon->IsInAttack(cmd)
|| m_pWeapon->CarryWepGrenade()
|| m_pWeapon->IsDefusing(cmd))
return;
CBaseEntity* MyPlayer = me->BaseEnt();
m_pEngine->GetLocalPlayer();
QAngle my_fake_view = QAngle(
//pitchs here+ (rand() % 15/ 5 ,
samehere + (rand() % 15/ 5),
-360 + (rand() % 20 / 15/ 5));
//fake eyes for Anti anti anti aimbot
float eyeY = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().x, my_fake_view.x * my_fake_view.z + my_fake_view.y );
float eyeX = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().y, my_fake_view.y * my_fake_view.z + my_fake_view.x );
theres fake eyes well some of the code that i found....credits v3n0m4 as far as i no
thats modified bad and incomplete
but lol dont you stalk phpfi or way simple are you aknglock friend?
Code:phoenix_entity_info* me = hack_func->new_entity_manager->get_local_player(); if(!me)return; //make it all time modfiyin float random_x = m_pCvars->anti_aimbot_random_factor->GetInt() * (rand() % m_pCvars->anti_aimbot_random_factor->GetInt()); float random_y = m_pCvars->anti_aimbot_random_factor->GetInt() * (rand() % m_pCvars->anti_aimbot_random_factor->GetInt()); float random_z = m_pCvars->anti_aimbot_random_factor->GetInt() * (rand() % m_pCvars->anti_aimbot_random_factor->GetInt()); me->my_fake_view = QAngle( m_pCvars->anti_aimbot_pos_x->GetFloat() + random_x, m_pCvars->anti_aimbot_pos_y->GetFloat() + random_y, m_pCvars->anti_aimbot_pos_z->GetFloat() + random_z); if ( m_pCvars->anti_aimbot->GetBool() ) { //fake eyes for Anti anti anti aimbot float random_random_x = float(me->my_fake_view.z * random_x + me->my_fake_view.x * random_y + me->my_fake_view.y * random_z); float random_random_y = float(me->my_fake_view.z * random_x + me->my_fake_view.x * random_y + me->my_fake_view.y * random_z); phoenix_memory::SetClass_FLOAT(me->base_entity(),(DWORD)hack_func->offsets->hl2->m_iEyeAnglesX,random_random_x); phoenix_memory::SetClass_FLOAT(me->base_entity(),(DWORD)hack_func->offsets->hl2->m_iEyeAnglesY,random_random_y); }
Code:void aimbot::anti_aimbot( CUserCmd* cmd ) { if ( m_pCvars->anti_aimbot->GetBool() ) { phoenix_entity_info* me = hack_func->new_entity_manager->get_local_player(); if ( m_pCvars->dont_spin_in_air->GetBool() && !(me->Getflags() &FL_ONGROUND) ) return; if( !(cmd->buttons & IN_ATTACK) && !(cmd->buttons & IN_USE) && !hack_func->IsMyWeaponMisc() ) { //------------------------------------------// Vector viewforward,viewright,viewup; Vector aimforward,aimright,aimup; //------------------------------------------// if( me->base_player()->GetMoveType() == MOVETYPE_WALK ) { phoenix_math::AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup); if( m_pCvars->anti_aimbot->GetInt() == 1 ) phoenix_math::VectorCopy( QAngle(cmd->viewangles - me->my_fake_view),cmd->viewangles); if( m_pCvars->anti_aimbot->GetInt() == 2 ) phoenix_math::VectorCopy( QAngle(cmd->viewangles + me->my_fake_view),cmd->viewangles); phoenix_math::AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup); } //------------------------------------------// Vector vForwardNorm,vRightNorm,vUpNorm; phoenix_math::VectorNormalize_Spinbot(viewforward,vForwardNorm); phoenix_math::VectorNormalize_Spinbot(viewright,vRightNorm); phoenix_math::VectorNormalize_Spinbot(viewup,vUpNorm); //------------------------------------------// Vector fix[3] = { Vector(cmd->forwardmove * vForwardNorm), Vector(cmd->sidemove * vRightNorm), Vector(cmd->upmove * vUpNorm), }; //------------------------------------------// cmd->forwardmove = phoenix_math::DotProduct(fix[0], aimforward) + phoenix_math::DotProduct(fix[1], aimforward) + phoenix_math::DotProduct(fix[2], aimforward); //------------------------------------------// cmd->sidemove = phoenix_math::DotProduct(fix[0], aimright) + phoenix_math::DotProduct(fix[1], aimright) + phoenix_math::DotProduct(fix[2], aimright); //------------------------------------------// cmd->upmove = phoenix_math::DotProduct(fix[0], aimup) + phoenix_math::DotProduct(fix[1], aimup) + phoenix_math::DotProduct(fix[2], aimup); } } }
Comment
-
Originally posted by shaunm2 View Postyes i showed him the fake angles that i found that v3n0m4 posted some were.......so whats the prob.....
Comment
-
lol i dont use this i got a modified code of this but never tested...... this is the 1 i got sent to me
void AntiAimbot(CUserCmd* cmd);
{
if( m_pWeapon->IsInAttack(cmd)
|| m_pWeapon->CarryWepGrenade()
|| m_pWeapon->IsDefusing(cmd))
return;
CBaseEntity* MyPlayer = me->BaseEnt();
main.m_pEngine->GetLocalPlayer();
QAngle my_fake_view = QAngle(
pitchs for x here + (rand() % 15 / 5),
pitchs for y here + (rand() % 15 / 5),
360.0f + (rand() % 15 / 5));
//fake eyes for Anti anti anti aimbot
float Eyes_x = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().x, my_fake_view.x * my_fake_view.z + my_fake_view.y );
float Eyes_y = ( MyPlayer->GetBaseEntity(), (DWORD)MyPlayer->EyeAngles().y, my_fake_view.y * my_fake_view.z + my_fake_view.x );
//------------------------------------------//
Vector viewforward,viewright,viewup;
Vector aimforward,aimright,aimup;
//------------------------------------------//
QAngle fake = QAngle(0,0,0);
if(main.m_pCvars->AntiAim == 1)
{
VectorCopy(QAngle(cmd->viewangles - my_fake_view),fake);
}
AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup);
cmd->viewangles.x = fake.x;
while(cmd->viewangles.x < -180) cmd->viewangles.x += 360;
cmd->viewangles.x = fake.x;
while(cmd->viewangles.x > 180) cmd->viewangles.x -= 360;
cmd->viewangles.y = fake.y;
while(cmd->viewangles.y < -180) cmd->viewangles.y += 360;
cmd->viewangles.y = fake.y;
while(cmd->viewangles.y > 180) cmd->viewangles.y -= 360;
cmd->viewangles.z = fake.z;
while(cmd->viewangles.z < -180) cmd->viewangles.z += 360;
cmd->viewangles.z = fake.z;
while(cmd->viewangles.z > 180) cmd->viewangles.z -= 360;
AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
//------------------------------------------//
Vector vForwardNorm,vRightNorm,vUpNorm;
Normalize(viewforward,vForwardNorm);
Normalize(viewright,vRightNorm);
Normalize(viewup,vUpNorm);
//------------------------------------------//
//------------------------------------------//
Vector fix[3] =
{
Vector(cmd->forwardmove * vForwardNorm),
Vector(cmd->sidemove * vRightNorm),
Vector(cmd->upmove * vUpNorm),
};
//------------------------------------------//
//------------------------------------------//
cmd->forwardmove =
DotProduct(fix[0], aimforward) +
DotProduct(fix[1], aimforward) +
DotProduct(fix[2], aimforward);
//------------------------------------------//
//------------------------------------------//
cmd->sidemove =
DotProduct(fix[0], aimright) +
DotProduct(fix[1], aimright) +
DotProduct(fix[2], aimright);
//------------------------------------------//
//------------------------------------------//
cmd->upmove =
DotProduct(fix[0], aimup) +
DotProduct(fix[1], aimup) +
DotProduct(fix[2], aimup);
//------------------------------------------//
Comment
-
knobjockey
Comment