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    [TF2] Class ESP +Autopistol

    Credits goes to Gordon & Patrick

    if(cvars.Class)
    {
    const char* modelname = pModelInfo->GetModelName(pEntity->GetModel());
    char display[60] = "";

    if(modelname[14] == 's' && modelname[15] == 'c') strcpy(display, "Scout");
    else if(modelname[14] == 's' && modelname[15] == 'o') strcpy(display, "Soldier");
    else if(modelname[14] == 'p') strcpy(display, "Pyro");
    else if(modelname[14] == 'd') strcpy(display, "Demoman");
    else if(modelname[14] == 'h') strcpy(display, "Heavy");
    else if(modelname[14] == 'e') strcpy(display, "Engineer");
    else if(modelname[14] == 'm') strcpy(display, "Medic");
    else if(modelname[14] == 's' && modelname[15] == 'n') strcpy(display, "Sniper");
    else if(modelname[14] == 's' && modelname[15] == 'p') strcpy(display, "Spy");

    DrawString(true, x, y+iEspHeight, r, g, b, 255, "-%s-", display);
    iEspHeight += 8;
    }
    i think it would be VERY usefull if you play sniper :D
    and see wich from the other gamers got a sniper too :D

    ------------------------------------------------------------------------
    ------------------------------------------------------------------------
    Autopistol

    Create move
    if(cvars.Autopistol)
    {
    C_BaseCombatWeapon* pWeapon = 0;
    pWeapon = GetActiveWeapon();
    if(pWeapon == NULL)
    return;

    if(strstr(pModelInfo->GetModelName(pWeapon->GetModel()), "pistol") && cmd->buttons & IN_ATTACK)
    {
    static bool bAttack = false;

    if (bAttack) cmd->buttons |= IN_ATTACK;
    else cmd->buttons &= ~IN_ATTACK;

    bAttack = !bAttack;
    }
    }

    GetActiveWeapon:

    C_BaseCombatWeapon* GetActiveWeapon()
    {
    __asm
    {
    mov eax, hClient
    add eax, 0x35DB0
    call eax
    }
    }

    #2
    class esp is usefull indeed.

    mine (gotta love networked vars):
    Code:
    enum
    {
    	TF_CLASS_SCOUT = 1,
    	TF_CLASS_SNIPER,
    	TF_CLASS_SOLDIER,
    	TF_CLASS_DEMOMAN,
    	TF_CLASS_MEDIC,
    	TF_CLASS_HEAVY,
    	TF_CLASS_PYRO,
    	TF_CLASS_SPY,
    	TF_CLASS_ENGINEER
    };
    const char *CPlayerManager::GetClassNameByClass( int iClass )
    {
    	switch( iClass )
    	{
    	case TF_CLASS_SCOUT:	return "Scout";		break;
    	case TF_CLASS_SNIPER:	return "Sniper";	break;
    	case TF_CLASS_SOLDIER:	return "Soldier";	break;
    	case TF_CLASS_DEMOMAN:	return "DemoMan";	break;
    	case TF_CLASS_MEDIC:	return "Medic";		break;
    	case TF_CLASS_HEAVY:	return "Heavy";		break;
    	case TF_CLASS_PYRO:	return "Pyro";		break;
    	case TF_CLASS_SPY:	return "Spy";		break;
    	case TF_CLASS_ENGINEER:	return "Engineer";	break;
    	default:		return "Unknown";
    	}
    }
    int CPlayerManager::tf2player_s::GetClass( void )
    {
    	return *(int*)( (DWORD)GetBaseEntity() + (DWORD)0x13E8 );
    }
    PS: this is awesome too:
    Code:
    int CPlayerManager::tf2player_s::GetDesguiseTeamNumber( void )
    {
    	return *(int*)( (DWORD)GetBaseEntity() + (DWORD)0x14CC );
    }
    int CPlayerManager::tf2player_s::GetDesguiseClass( void )
    {
    	return *(int*)( (DWORD)GetBaseEntity() + (DWORD)0x14D0 );
    }
    Last edited by b2k5; 01-11-2010, 04:47 PM.

    Comment


      #3
      Thanks for sharing. :)


      RoyalHack - The Future Is Present

      Comment


        #4
        Re: [TF2] Class ESP +Autopistol

        thank you

        Comment

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