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    Perfect Silent Aim

    Code:
    QAngle oldView = cmd->viewangles;
    float oldSidemove = cmd->sidemove;
    float oldForwardmove = cmd->forwardmove;
    
    // Do all aimbot / nospread / norecoil stuff here
    
    DWORD dwEBP = NULL;
    
    __asm MOV dwEBP, EBP;
    
    BYTE* bSendPacket = ( BYTE* )( *( char** )dwEBP - 0x1 );
    
    float flServerTime = ( float )*( int* )( ( DWORD )ME + offsets.m_nTickBase ) * g_pGlobals->interval_per_tick;
    float flNextPrimaryAttack = *( float* )( ( DWORD )weapon->GetBaseWeapon( ME ) + offsets.m_flNextPrimaryAttack );
    
    bool bBulletTime = true;
    if( flNextPrimaryAttack > flServerTime )
    	bBulletTime = false;
    
    if( cmd->buttons & IN_ATTACK && bBulletTime ) {
    	*bSendPacket = false;
    } else {
    	*bSendPacket = true;
    	cmd->viewangles = oldView;
    	cmd->sidemove = oldSidemove;
    	cmd->forwardmove = oldForwardmove;
    }
    Credits: how02

    #2
    Re: Perfect Silent Aim

    Correct way to use m_flNextPrimaryAttack:
    PHP Code:
    float flServerTime = (float)*(int*)((DWORD)pLocal Offsets::CBasePlayer__localdata__m_nTickBase) * Ptr::pGlobals->interval_per_tick;
    float flNextPrimaryAttack = *(float*)((DWORD)pWeapon Offsets::CBaseCombatWeapon__LocalActiveWeaponData__m_flNextPrimaryAttack);

    bool bBulletTime true;
    if(
    flNextPrimaryAttack flServerTime)
        
    bBulletTime false
    Don't forget to fix for glock/famas burstmode

    Comment


      #3
      Re: Perfect Silent Aim

      wuts perfect silent aim ?

      Comment


        #4
        Re: Perfect Silent Aim

        Originally posted by redbulli View Post
        wuts perfect silent aim ?
        YT

        @how02, thanks for clearing that out.

        Comment


          #5
          Re: Perfect Silent Aim

          Wewt, we definitely need this for rh

          Comment


            #6
            Re: Perfect Silent Aim

            Originally posted by redbulli View Post
            wuts perfect silent aim ?
            Enjoy the videos and music that you love, upload original content and share it all with friends, family and the world on YouTube.


            and thank you keybode & how02
            Last edited by ViRTUS; 07-02-2013, 10:40 PM.

            Comment


              #7
              Re: Perfect Silent Aim

              Originally posted by ViRTUS View Post
              http://www.youtube.com/watch?v=Rp_SgtpExoY

              and thank you keybode & how02
              lol, I've always known that R3Cheats is typical german copypaste-trash, now you finally proved it.
              Quoted in case of edit.
              lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
              I DONT HAVE TEAMVIEWER AND IM NOT GOING TO GIVE ANY 24/7 ONLINE SUPPORT VIA STEAM, XFIRE OR OTHER IM PROGRAMS SO DONT BOTHER ASKING. THANKS.

              Comment


                #8
                Re: Perfect Silent Aim

                Originally posted by mencore View Post
                lol, I've always known that R3Cheats is typical german copypaste-trash, now you finally proved it.
                Quoted in case of edit.

                You know our Cheats are free. We dont sell anything.

                Comment


                  #9
                  Re: Perfect Silent Aim

                  Originally posted by how02 View Post
                  Don't forget to fix for glock/famas burstmode
                  PHP Code:
                      // Determine if we're burst firing.
                      
                  if ( (m_iWeaponID == WEAPON_GLOCK18) || (m_iWeaponID == WEAPON_FAMAS) ) {
                          
                  iBurstShotsRemaining m_pWeapon->GetBurstShotsRemaining();        
                          if ( 
                  iBurstShotsRemaining ) {
                              
                  flNextBurstShot m_pWeapon->GetNextBurstShot();
                              if ( (
                  flNextBurstShot 0.0f) && (m_flCurTime >= flNextBurstShot) )
                                  
                  m_bBursting true;
                          }
                      } 
                  PHP Code:
                  int CCSWeapon::GetBurstShotsRemaining void )
                  {
                      
                  int iWeaponID GetWeaponID();
                      
                      if ( 
                  iWeaponID == WEAPON_FAMAS ) {
                          return *(
                  int*)((char*)this g_pNetVars->m_iBurstShotsRemaining);
                      } else if ( 
                  iWeaponID == WEAPON_GLOCK18 ) {
                          return *(
                  int*)((char*)this g_pNetVars->m_iBurstShotsRemaining 0x8);
                      }
                          
                      return 
                  0;

                  PHP Code:
                  float CCSWeapon::GetNextBurstShot void )
                  {
                      
                  int iWeaponID GetWeaponID();
                      
                      if ( 
                  iWeaponID == WEAPON_FAMAS ) {
                          return *(
                  float*)((char*)this g_pNetVars->m_iBurstShotsRemaining 0x4);
                      } else if ( 
                  iWeaponID == WEAPON_GLOCK18 ) {
                          return *(
                  float*)((char*)this g_pNetVars->m_iBurstShotsRemaining 0x4);
                      }
                          
                      return 
                  0.0f;

                  today is copypasta day

                  Comment


                    #10
                    Re: Perfect Silent Aim

                    flNextPrimaryAttack/TickBase is only updated during prediction which means this code may miss a whole tick before you fire again

                    Comment


                      #11
                      Re: Perfect Silent Aim

                      Originally posted by phallus View Post
                      ...


                      PHP Code:
                      if(iWeapon == Weapon_glock) {
                          
                      bool bBurstMode = *(bool*)((DWORD)pWeapon Offsets::CWeaponGlock__m_bBurstMode);
                          if(
                      bBurstMode) {
                              
                      int iBurstShotsRemaining = *(int*)((DWORD)pWeapon Offsets::CWeaponGlock__m_iBurstShotsRemaining);
                              if(
                      iBurstShotsRemaining 0)
                                  
                      bBulletTime true;
                          }
                      }
                      else if(
                      iWeapon == Weapon_famas) {
                          
                      bool bBurstMode = *(bool*)((DWORD)pWeapon Offsets::CWeaponFamas__m_bBurstMode);
                          if(
                      bBurstMode) {
                              
                      int iBurstShotsRemaining = *(int*)((DWORD)pWeapon Offsets::CWeaponFamas__m_iBurstShotsRemaining);
                              if(
                      iBurstShotsRemaining 0)
                                  
                      bBulletTime true;
                          }

                      Originally posted by wav View Post
                      flNextPrimaryAttack/TickBase is only updated during prediction which means this code may miss a whole tick before you fire again
                      bBulletTime may be true the next tick after you fired but atleast it won't slow down your fire rate.

                      Comment


                        #12
                        Re: Perfect Silent Aim

                        Originally posted by how02 View Post


                        PHP Code:
                        if(iWeapon == Weapon_glock) {
                            
                        bool bBurstMode = *(bool*)((DWORD)pWeapon Offsets::CWeaponGlock__m_bBurstMode);
                            if(
                        bBurstMode) {
                                
                        int iBurstShotsRemaining = *(int*)((DWORD)pWeapon Offsets::CWeaponGlock__m_iBurstShotsRemaining);
                                if(
                        iBurstShotsRemaining 0)
                                    
                        bBulletTime true;
                            }
                        }
                        else if(
                        iWeapon == Weapon_famas) {
                            
                        bool bBurstMode = *(bool*)((DWORD)pWeapon Offsets::CWeaponFamas__m_bBurstMode);
                            if(
                        bBurstMode) {
                                
                        int iBurstShotsRemaining = *(int*)((DWORD)pWeapon Offsets::CWeaponFamas__m_iBurstShotsRemaining);
                                if(
                        iBurstShotsRemaining 0)
                                    
                        bBulletTime true;
                            }

                        fucking wrong, youre not using m_flNextBurstShot so your "p" silent aim is gonna fail while bursting

                        Originally posted by wav View Post
                        flNextPrimaryAttack/TickBase is only updated during prediction which means this code may miss a whole tick before you fire again
                        so emulate/call prediction/do your ghetto shit; not hard
                        Last edited by phallus; 07-03-2013, 03:58 PM.

                        Comment


                          #13
                          Re: Perfect Silent Aim

                          Originally posted by how02 View Post

                          bBulletTime may be true the next tick after you fired but atleast it won't slow down your fire rate.
                          No. Refer to below.

                          Originally posted by phallus View Post
                          so emulate/call prediction/do your ghetto shit; not hard
                          No. NextFireTick = CurrentTickBase + NumberOfCommandsQueued + ToInt ( FireRate / IntervalPerTick );

                          fNextPredictedPrimaryAttack = TicksToTime ( NextFireTick );

                          if ( flNextPredictedPrimaryAttack >= flNextPrimaryAttack )
                          {
                          // now we know the exact next tick we can fire on
                          }

                          CurrentTick = CurrentTickBase + NumberOfCommandsQueued;

                          flTime = TicksToTime ( CurrentTick );

                          if ( flTime >= flNextPrimaryAttack )
                          {
                          // get to the chopper
                          }
                          Last edited by wav; 07-03-2013, 08:51 PM.

                          Comment


                            #14
                            Re: Perfect Silent Aim

                            Originally posted by keybode
                            Credits: how02
                            wut? this shit was done by badst3r and avitamin 2 years ago (maybe someone was even faster?) then in these 2 years it got spreaded like aids (blame the gay furry if you know what i mean)

                            and since source 2007 leak whats even the point of posting all this? you're only going to enable fools that are either too dumb or busy collecting payhake money

                            Comment


                              #15
                              Re: Perfect Silent Aim

                              Originally posted by extern4ever View Post
                              wut? this shit was done by badst3r and avitamin 2 years ago (maybe someone was even faster?) then in these 2 years it got spreaded like aids (blame the gay furry if you know what i mean)

                              and since source 2007 leak whats even the point of posting all this? you're only going to enable fools that are either too dumb or busy collecting payhake money

                              wut? all cars was done by Carl Benz 137 years ago

                              Comment


                                #16
                                Re: Perfect Silent Aim

                                Don't be a padhole.

                                Hopefully Valve updates like they in GoldSrc when fags couldn't figure out offset to HUD_PostRunCmd return address for their jumpgate hooking. Whole world of bitching was had.

                                Good times.

                                Comment


                                  #17
                                  Re: Perfect Silent Aim

                                  Originally posted by extern4ever View Post
                                  wut?
                                  Yeah I got pretty much the same reaction, he put me in credits only for flServerTime stuff (see my post on first page) but I'm definitely not the original author

                                  Comment


                                    #18
                                    Re: Perfect Silent Aim

                                    Originally posted by wav View Post
                                    Don't be a padhole.

                                    Hopefully Valve updates like they in GoldSrc when fags couldn't figure out offset to HUD_PostRunCmd return address for their jumpgate hooking. Whole world of bitching was had.

                                    Good times.
                                    what's there to update? they would need to redo alot of shit and fuck up something along the way like they usually do

                                    Comment


                                      #19
                                      Re: Perfect Silent Aim

                                      Originally posted by extern4ever View Post
                                      what's there to update? they would need to redo alot of shit and fuck up something along the way like they usually do
                                      Increasing/decreasing stack allocations.

                                      Comment


                                        #20
                                        Re: Perfect Silent Aim

                                        Originally posted by wav View Post
                                        Increasing/decreasing stack allocations.
                                        eh? i meant server-side

                                        Comment


                                          #21
                                          Re: Perfect Silent Aim

                                          Originally posted by extern4ever View Post
                                          eh? i meant server-side
                                          That's trivial to do serverside as well.

                                          Comment


                                            #22
                                            Re: Perfect Silent Aim

                                            lol workenz, thx

                                            Comment

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