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    Autoshhot

    Hey,
    I tried to create an Autoshoot ipmroove. The result was the following:

    PHP Code:
    bool GetHitVectorvecAbsStartVectorvecAbsEndC_BaseEntitypBaseEnt 


    player_info_t pinfo;
    trace_t tr;

    Ray_t ray;
    ray.InitvecAbsStartvecAbsEnd );
    HalFLife2.m_pEnginetrace->TraceRayrayMASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOXNULL, &tr );
    if(
    tr.fraction == 1.0)
    return 
    false;
    if(
    tr.hitbox == 0)
    return 
    false;
    if(
    tr.hitgroup == 0)
    return 
    false;
            
    surfacedata_t *pSurfaceData HalFLife2.m_pPhysicAPI->GetSurfaceDatatr.surface.surfaceProps );
            
    int iMaterial pSurfaceData->game.material;

            switch ( 
    iMaterial )
            {
            case 
    CHAR_TEX_BLOODYFLESH:
                return 
    true;
            case 
    CHAR_TEX_FLESH:
                return 
    true;
            default :
                return 
    false;
            }


        


        return 
    false;

    This is a very crap solution. It works fine but not very well ^^. It just checs if I am aiming on a Flesh Texture. After searching I found this one:

    PHP Code:
    at bottom of aimbot.cpp
    link bwillhit to cl_createmove

    bool bWillHit 
    (floatfSpreadangles,floatfPunchangles,float fAimAngles)
    {
        
    // note: the third ArrayElement of fPunchangles & fSpreadangles is Fixed
        // if you can't fix them, ignore them :)
        
    pmtrace_t *vis;
        
    float fTraceVec[3],Origin[3];
        
    fTraceVec[0] = fSpreadangles[0] + fPunchangles[0] + fAimAngles[0];
        
    fTraceVec[1] = fSpreadangles[1] + fPunchangles[1] + fAimAngles[1];
        
    fTraceVec[2] = fSpreadangles[2] + fPunchangles[2] + fAimAngles[2];
        
    AngletoVector(fTraceVec,Origin);
        
    vis gEngfuncs.PM_TraceLineme.pmEyePosOriginPM_TRACELINE_PHYSENTSONLY2, -);
        return (
    vis->inopen == false);

    But I Can`t find pmtrace_t class. Isearched in My SDK and found some Trace Classes but nothinhg was like this one. Also I cant find inopen. Its a very siple script i know but i dont know how inopen works. I just want to check if the Trace Hits my Entity.

    PHP Code:
        // Returns true if hEnt points at the world entity.
        // If this returns true, then you can't use GetHitBoxIndex().
        
    bool DidHitWorld() const;
        
        
    // Returns true if we hit something and it wasn't the world.
        
    bool DidHitNonWorldEntity() const;

        
    // Gets the entity's network index if the trace has hit an entity.
        // If not, returns -1.
        
    int GetEntityIndex() const;

        
    // Returns true if there was any kind of impact at all
        
    bool DidHit() const; 
    DidHitNonWorldEntity() is not defined. If I use it I will get compiler errors.

    It will be finde if there is a Check which lookup if I hit Hitbox 14 with my applied Spread and Punch Angle :)

    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.

    #2
    hm i tried something...coded it in 5 min so idk if it works fine^^ try it :P
    Code:
    bool __fastcall cAimspotSystem::CheckForHit( QAngle qAngle )
    {
    	AngleVectors( qAngle, &vEnd ); 
    	vEnd = vEnd* 8192.0f + gLocalPlayer.LocalBaseEntity()->EyePosition(); 
    	ray.Init( gLocalPlayer.LocalBaseEntity()->EyePosition(), vEnd ); 		
    	gInterfaces.m_pEnginetrace->TraceRay( ray,MASK_ALL, NULL, &tr );
    	pTraceEnt = tr.m_pEnt->GetIClientEntity();
    	if( pTraceEnt == NULL )
    		return false;
    	C_BasePlayer* pPlayer  =  dynamic_cast<C_BasePlayer*>(pTraceEnt);
    	if( pPlayer == NULL )
    		return false; 
    	if( !pPlayer->IsAlive() || !pPlayer->GetTeamNumber() )
    		return false;
    
    	return true;
    }
    I 0x90 you!

    Comment


      #3
      it works fine but it isnt really the code i searched for :)

      PHP Code:
      bool GetHit(floatfSpreadangles,floatfPunchangles,QAngle angleC_BaseEntitypBaseEnt 


      player_info_t pinfo;
      trace_t tr;
      Ray_t ray;
      QAngle fTraceVec;
      Vector Origin;
      fTraceVec.fSpreadangles[0] + fPunchangles[0] + angle.x;
      fTraceVec.fSpreadangles[1] + fPunchangles[1] + angle.y;
      fTraceVec.fSpreadangles[2] + fPunchangles[2] + angle.z;
      AngleVectors(fTraceVec, &Origin);
      ray.InitHalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), Origin);
      HalFLife2.m_pEnginetrace->TraceRayrayMASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX,NULL, &tr );
      if(
      tr.fraction == 1.0)
      return 
      false;
      if(
      tr.hitbox == 0)
      return 
      false;
      if(
      tr.hitbox != 12)
      return 
      false;
      surfacedata_t *pSurfaceData HalFLife2.m_pPhysicAPI->GetSurfaceDatatr.surface.surfaceProps );
              
      int iMaterial pSurfaceData->game.material;

              switch ( 
      iMaterial )
              {
              case 
      CHAR_TEX_BLOODYFLESH:
                  return 
      true;
              case 
      CHAR_TEX_FLESH:
                  return 
      true;
              default :
                  return 
      false;
              }


          


          return 
      false;

      Mine. I dont understand why i doenst work. Here I aplly it:

      PHP Code:
          if(Cvar.aim_shoot && GetHit(myspreadmyrecoilHalFLife2.m_pMyPlayer->BaseEnt()->GetAbsAngles(),  pBaseEntity ))
          
      c->buttons IN_ATTACK

      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


        #4
        Originally posted by aVitamin View Post
        hm i tried something...coded it in 5 min so idk if it works fine^^ try it :P
        Code:
        bool __fastcall cAimspotSystem::CheckForHit( QAngle qAngle )
        {
        	AngleVectors( qAngle, &vEnd ); 
        	vEnd = vEnd* 8192.0f + gLocalPlayer.LocalBaseEntity()->EyePosition(); 
        	ray.Init( gLocalPlayer.LocalBaseEntity()->EyePosition(), vEnd ); 		
        	gInterfaces.m_pEnginetrace->TraceRay( ray,MASK_ALL, NULL, &tr );
        	pTraceEnt = tr.m_pEnt->GetIClientEntity();
        	if( pTraceEnt == NULL )
        		return false;
        	C_BasePlayer* pPlayer  =  dynamic_cast<C_BasePlayer*>(pTraceEnt);
        	if( pPlayer == NULL )
        		return false; 
        	if( !pPlayer->IsAlive() || !pPlayer->GetTeamNumber() )
        		return false;
        
        	return true;
        }
        Triggerbots zomg

        Comment


          #5
          Originally posted by aVitamin View Post
          hm i tried something...coded it in 5 min so idk if it works fine^^ try it :P
          Code:
          bool __fastcall cAimspotSystem::CheckForHit( QAngle qAngle )
          {
              AngleVectors( qAngle, &vEnd ); 
              vEnd = vEnd* 8192.0f + gLocalPlayer.LocalBaseEntity()->EyePosition(); 
              ray.Init( gLocalPlayer.LocalBaseEntity()->EyePosition(), vEnd );         
              gInterfaces.m_pEnginetrace->TraceRay( ray,MASK_ALL, NULL, &tr );
              pTraceEnt = tr.m_pEnt->GetIClientEntity();
              if( pTraceEnt == NULL )
                  return false;
              C_BasePlayer* pPlayer  =  dynamic_cast<C_BasePlayer*>(pTraceEnt);
              if( pPlayer == NULL )
                  return false; 
              if( !pPlayer->IsAlive() || !pPlayer->GetTeamNumber() )
                  return false;
          
              return true;
          }
          cute,
          but if im right if the team number == 0 nothing happen with your ? "maybe im wrong if team 0 is 100% of the time in all mods" for spectator ^^"
          !pPlayer->GetTeamNumber() hehe

          as a concept

          Code:
          void aimbot::intelligent_aiming(CUserCmd*cmd)
          {
              phoenix_entity_info* me = hack_func->new_entity_manager->get_local_player();
              if ( !me->is_alive() )                            
                  return;    //off
          
              if ( m_pCvars->aim_intelligent_aimbot->GetBool() )
              {    
                  Vector  vEnd;    
                  phoenix_math::AngleVectors(cmd->viewangles, &vEnd ); 
                  vEnd = vEnd* 8192.0f + me->GetEyesPos(); 
          
                  Ray_t   ray;
                  ray.Init(me->GetEyesPos(),vEnd);         
          
                  trace_t tr; 
                  trace_filter_custom tfc; 
                  plugin_game_interface::m_pEnginetrace->TraceRay(ray,CONTENTS_WINDOW|CONTENTS_SOLID|MASK_SHOT,&tfc,&tr);
          
                  if ( tr.m_pEnt )
                  {
                      phoenix_entity_info*victim = hack_func->new_entity_manager->get_entity(tr.m_pEnt->index);
          
                      if ( tr.m_pEnt == victim->base_entity() && victim->is_a_player() )
                      {
                          if ( tr.contents & CONTENTS_HITBOX )
                          {
                              if(victim->Getteam() == me->Getteam() && m_pCvars->aim_team->GetInt() == 0 )return;/*is not enemy*/
                              if(victim->Getteam() != me->Getteam() && m_pCvars->aim_team->GetInt() == 1 )return;/*is not team*/
          
                              if ( m_pCvars->aim_intelligent_aimbot->GetInt() == 1 )    //equivalent to
                                  victim->aim_at_this(cmd,tr.endpos,true);            //cmd->button |= IN_ATTACK;
          
                              if ( m_pCvars->aim_intelligent_aimbot->GetInt() == 2 )            //equivalent to hitbox aimbot
                                  victim->aim_at_this(cmd,victim->hitbox_pos(tr.hitbox),true);//just use the hitbox index the trace gave to u
                          }
                      }
                  }            
                  drop_current();
              }
          }






          gibs coins @
          1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

          Comment


            #6
            Originally posted by floxy
            Hey,
            I tried to create an Autoshoot ipmroove. The result was the following:

            PHP Code:
            bool GetHitVectorvecAbsStartVectorvecAbsEndC_BaseEntitypBaseEnt 


            player_info_t pinfo;
            trace_t tr;

            Ray_t ray;
            ray.InitvecAbsStartvecAbsEnd );
            HalFLife2.m_pEnginetrace->TraceRayrayMASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOXNULL, &tr );
            if(
            tr.fraction == 1.0)
            return 
            false;
            if(
            tr.hitbox == 0)
            return 
            false;
            if(
            tr.hitgroup == 0)
            return 
            false;
                    
            surfacedata_t *pSurfaceData HalFLife2.m_pPhysicAPI->GetSurfaceDatatr.surface.surfaceProps );
                    
            int iMaterial pSurfaceData->game.material;

                    switch ( 
            iMaterial )
                    {
                    case 
            CHAR_TEX_BLOODYFLESH:
                        return 
            true;
                    case 
            CHAR_TEX_FLESH:
                        return 
            true;
                    default :
                        return 
            false;
                    }


                


                return 
            false;

            This is a very crap solution. It works fine but not very well ^^. It just checs if I am aiming on a Flesh Texture. After searching I found this one:

            PHP Code:
            at bottom of aimbot.cpp
            link bwillhit to cl_createmove

            bool bWillHit 
            (floatfSpreadangles,floatfPunchangles,float fAimAngles)
            {
                
            // note: the third ArrayElement of fPunchangles & fSpreadangles is Fixed
                // if you can't fix them, ignore them :)
                
            pmtrace_t *vis;
                
            float fTraceVec[3],Origin[3];
                
            fTraceVec[0] = fSpreadangles[0] + fPunchangles[0] + fAimAngles[0];
                
            fTraceVec[1] = fSpreadangles[1] + fPunchangles[1] + fAimAngles[1];
                
            fTraceVec[2] = fSpreadangles[2] + fPunchangles[2] + fAimAngles[2];
                
            AngletoVector(fTraceVec,Origin);
                
            vis gEngfuncs.PM_TraceLineme.pmEyePosOriginPM_TRACELINE_PHYSENTSONLY2, -);
                return (
            vis->inopen == false);

            But I Can`t find pmtrace_t class. Isearched in My SDK and found some Trace Classes but nothinhg was like this one. Also I cant find inopen. Its a very siple script i know but i dont know how inopen works. I just want to check if the Trace Hits my Entity.

            PHP Code:
                // Returns true if hEnt points at the world entity.
                // If this returns true, then you can't use GetHitBoxIndex().
                
            bool DidHitWorld() const;
                
                
            // Returns true if we hit something and it wasn't the world.
                
            bool DidHitNonWorldEntity() const;

                
            // Gets the entity's network index if the trace has hit an entity.
                // If not, returns -1.
                
            int GetEntityIndex() const;

                
            // Returns true if there was any kind of impact at all
                
            bool DidHit() const; 
            DidHitNonWorldEntity() is not defined. If I use it I will get compiler errors.

            It will be finde if there is a Check which lookup if I hit Hitbox 14 with my applied Spread and Punch Angle :)

            pmtrace_t
            is half life 1






            gibs coins @
            1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

            Comment


              #7
              Thx for reply. I fixed it :)

              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


                #8
                oh btw

                AutoShoot Improvements - Game Deception - Forums

                Comment


                  #9
                  Yeah there I got the idea from but my mistake was a very silly one ^^

                  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

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