CS 1.6 Cheats / Hacking Codes Shark Pro Grenade Tracing: Codes: if (cvar.tracegrenade) { float grenorigin[3]; Aimbot.TraceGrenade(grenorigin); float screenvec[2]; if (CalcScreen(grenorigin, screenvec)) oEngfuncs.pfnFillRGBA(screenvec[0], screenvec[1], 2, 2, 255, 0, 0, 255); } #define NUMBLOOPS 20.0f http://cvar.test7 #define TIMEALIVE 2.00f http://cvar.test8 #define OLDDAMPER 1.75f http://cvar.test6 #define NEWDAMPER 0.75f http://cvar.test5 #define SVGRAVITY 3.75f http://cvar.test3 #define FLOORSTOP 0.20f http://cvar.test4 void CAimbot::TraceGrenade(float * dest) { pmtrace_t pmtrace; float gravity = gEngfuncs.pfnGetCvarFloat("sv_gravity") / SVGRAVITY; float throwangles[3], throwvector[3], startpos[3], endpos[3]; throwangles[0] = me.viewAngles[0]; throwangles[1] = me.viewAngles[1]; throwangles[2] = me.viewAngles[2]; if (throwangles[0] < 0) throwangles[0] = -10 + throwangles[0] * ((90 - 10) / 90.0); else throwangles[0] = -10 + throwangles[0] * ((90 + 10) / 90.0); float flVel = (90 - throwangles[0]) * 4; if (flVel > 500) flVel = 500; AngleVector(throwangles, throwvector); startpos[0] = me.pmEyePos[0] + throwvector[0] * 16; startpos[1] = me.pmEyePos[1] + throwvector[1] * 16; startpos[2] = me.pmEyePos[2] + throwvector[2] * 16; throwvector[0] = (throwvector[0] * flVel) + me.pmVelocity[0]; throwvector[1] = (throwvector[1] * flVel) + me.pmVelocity[1]; throwvector[2] = (throwvector[2] * flVel) + me.pmVelocity[2]; int collisions = 0; float timelive; float step = (TIMEALIVE / NUMBLOOPS); for (timelive=0;timeliveEV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( startpos, endpos, PM_STUDIO_BOX, -1, &pmtrace ); if (pmtrace.ent != me.ent->index && pmtrace.fraction < 1.0) //hits a wall { //hitpoint endpos[0] = startpos[0] + throwvector[0] * pmtrace.fraction * step; endpos[1] = startpos[1] + throwvector[1] * pmtrace.fraction * step; endpos[2] = startpos[2] + throwvector[2] * pmtrace.fraction * step; if ( pmtrace.plane.normal[2] > 0.9 && throwvector[2] <= 0 && throwvector[2] >= -gravity*FLOORSTOP ) { dest[0] = endpos[0]; dest[1] = endpos[1]; dest[2] = endpos[2]; return; } float proj = DotProduct( throwvector, pmtrace.plane.normal ); throwvector[0] = (throwvector[0]*OLDDAMPER - proj*2*pmtrace.plane.normal[0]) * NEWDAMPER; //reflection off the wall throwvector[1] = (throwvector[1]*OLDDAMPER - proj*2*pmtrace.plane.normal[1]) * NEWDAMPER; throwvector[2] = (throwvector[2]*OLDDAMPER - proj*2*pmtrace.plane.normal[2]) * NEWDAMPER; //if (cvar.tracegrenade == 2) collisions++; if (collisions > 30) break; timelive -= (step * (1 - pmtrace.fraction)); } gEngfuncs.pEfxAPI->R_BeamPoints(startpos,endpos,beamindex,0.05f,0.6f,0,127,0,0,0,0,255,0); startpos[0] = endpos[0]; startpos[1] = endpos[1]; startpos[2] = endpos[2]; throwvector[2] -= gravity * pmtrace.fraction * step; //gravity } dest[0] = startpos[0]; dest[1] = startpos[1]; dest[2] = startpos[2]; } Coloured Smoke: Codes: if(cvar.weaponsmoke && me.alive) { cl_entity_t *curent; curent = pstudio->GetCurrentEntity(); curent->curstate.rendercolor.r = 0; curent->curstate.rendercolor.g = 255; curent->curstate.rendercolor.b = 0; glBlendFunc(GL_FRONT_AND_BACK, GL_FILL); } No-spread: Codes: type FFireBullet = procedure (idx: Integer; _forward, right, up: PArray3OfSingle; cShots: Integer; vecSrc, vecDirShooting: PArray3OfSingle; flDistance: Single; iBulletType, iTracerFreq: Integer; tracerCount: PInteger; flSpreadX, flSpreadY: Single);cdecl; var oldFireBullet : FFireBullet = pointer ($019024C0); newFireBullet : FFireBullet; procedure myFireBullet(idx: Integer; _forward, right, up: PArray3OfSingle; cShots: Integer; vecSrc, vecDirShooting: PArray3OfSingle; flDistance: Single; iBulletType, iTracerFreq: Integer; tracerCount: PInteger; flSpreadX, flSpreadY: Single);cdecl; var vDir, view, target: Array[0..2] of Single; begin vDir[0] := _forward[0] + flSpreadX * right[0] + flSpreadY * up[0]; view[0] := 8192 * vDir[0]; vDir[1] := _forward[1] + flSpreadX * right[1] + flSpreadY * up[1]; view[1] := 8192 * vDir[1]; vDir[2] := _forward[2] + flSpreadX * right[2] + flSpreadY * up[2]; view[2] := 8192 * vDir[2]; VectorUtils.VectorAngles(view,target); target[0] := target[0] * -1; me.spreadAngles.x := me.viewAngles.x - target[0]; me.spreadAngles.y := me.viewAngles.y - target[1]; me.spreadAngles.z := 0; newFireBullet(idx,_forward,right,up,cShots,vecSrc,vecDirShooting,flDistance,iBulletType,iTracerFreq,tracerCount,flSpreadX,flSpreadY); end; procedure CL_CreateMove(_para1:single; ucmd:usercmd_s; _para3:longint);cdecl; begin gExportTable.CL_CreateMove(_para1,ucmd,_para3); If _nospread Then begin ucmd.viewangles.x := ucmd.viewangles.x + me.spreadAngles.x; ucmd.viewangles.y := ucmd.viewangles.y + me.spreadAngles.y; ucmd.viewangles.z := ucmd.viewangles.z + me.spreadAngles.z; end; If _norecoil then begin ucmd.viewangles.x := ucmd.viewangles.x - me.punchangle.x; ucmd.viewangles.y := ucmd.viewangles.y - me.punchangle.y; end; end; procedure HookClient; begin While not Assigned(pExportTable.Initialize) Do Sleep(50); CopyMemory(@gExportTable,pExportTable,sizeOf(ExportTable_t)); //... //.... MyHook.Detour(@oldFireBullet,@MyFireBullet,@NewFireBullet); end; Radar ESP: Codes: int Radar(const char *pszName, int iSize, void *pbuf) { if(cvar.cheatactivado && cvar.radaresp) { float origin[3]; BEGIN_READ(pbuf,iSize); int id=READ_BYTE(); origin[0]=READ_COORD(); origin[1]=READ_COORD(); origin[2]=READ_COORD(); playerSound(id,origin,""); } return RadarOrg(pszName,iSize,pbuf); } Exploding Bullets: Codes: void Explosion() { pmtrace_t tr; vec3_t vTrace, vAngles, vForward; gEngfuncs.GetViewAngles(vAngles); gEngfuncs.pfnAngleVectors(vAngles, vForward, NULL, NULL ); vTrace = vAngles + vForward * 8092; gEngfuncs.pEventAPI->EV_SetTraceHull ( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace ( pmEyePos, vTrace, 0, -1, &tr ); gEngfuncs.pEfxAPI->R_Explosion( tr.endpos, gEngfuncs.pEventAPI->EV_FindModelIndex ("sprites/zerogxplode.spr"), 2.5, 15, TE_EXPLFLAG_NONE ); gEngfuncs.pEfxAPI->R_ParticleExplosion2( tr.endpos, 111, 8 ); } Rainbow Blood: Codes: if( strstr(pEntity->model->name, "blood.spr") ) { if( pEntity->curstate.frame == 0 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 255; pEntity->curstate.rendercolor.g = 0; pEntity->curstate.rendercolor.b = 0; } if( pEntity->curstate.frame == 1 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 0; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 0; } if( pEntity->curstate.frame == 2 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 0; pEntity->curstate.rendercolor.g = 0; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 3 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 255; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 0; } if( pEntity->curstate.frame == 4 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 0; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 5 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 255; pEntity->curstate.rendercolor.g = 0; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 6 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 20; pEntity->curstate.rendercolor.g = 20; pEntity->curstate.rendercolor.b = 255; } if( pEntity->curstate.frame == 7 ) { pEntity->curstate.renderamt = 1; pEntity->curstate.rendercolor.r = 20; pEntity->curstate.rendercolor.g = 255; pEntity->curstate.rendercolor.b = 20; } Dynamic Walls: Codes: if(mode != GL_TRIANGLES && mode != GL_TRIANGLE_STRIP && mode != GL_TRIANGLE_FAN && mode != GL_QUADS ) // If HL is drawing a wall { float curcolor[4]; glGetFloatv(GL_CURRENT_COLOR, curcolor); glDisable(GL_DEPTH_TEST); glEnable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(curcolor[0], curcolor[1], curcolor[2], 0.5f); // Blend the current colors and make the walls 50% transparent } Colored ViewModels: Codes: void StudioSetupLighting(alight_t *plight) { if (gStudio.GetCurrentEntity() == gStudio.GetViewModel()) { plight->color[0] = 0.0; //red plight->color[1] = 1.0; //green plight->color[2] = 0.0; //blue } gStudio.StudioSetupLighting(plight); } AutoJump: Codes: bool Trace_Auto_Jump (float* source, float* end) { pmtrace_t* tr = gEngfuncs.PM_TraceLine(source, end, 0, 2, -1); if(tr->fraction == 1.0f) { return true; } else{return false;} } bool stepcheck() { vec3_t up, right, forward; gEngfuncs.pfnAngleVectors(me.viewAngles, forward, right, up); cl_entity_t *pLocal = gEngfuncs.GetLocalPlayer(); vec3_t vecEnd1a; vec3_t vecSrc1a; VectorCopy(pLocal->origin, vecSrc1a); vecSrc1a[2] -= 11; vecEnd1a[0] = vecSrc1a[0] + forward[0]*32; vecEnd1a[1] = vecSrc1a[1] + forward[1]*32; vecEnd1a[2] = vecSrc1a[2]; vec3_t vecEnd1b; vec3_t vecSrc1b; VectorCopy(pLocal->origin, vecSrc1b); vecSrc1b[2] -= 25; //(36-25=11 [11]) vecEnd1b[0] = vecSrc1b[0] + forward[0]*30; vecEnd1b[1] = vecSrc1b[1] + forward[1]*30; vecEnd1b[2] = vecSrc1b[2]; // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -25 (11) if( Trace_Auto_Jump (vecSrc1a, vecEnd1a) == true && Trace_Auto_Jump (vecSrc1b, vecEnd1b) == false ) {return false;} return true; } bool specialstep() { vec3_t up, right, forward; gEngfuncs.pfnAngleVectors(me.viewAngles, forward, right, up); cl_entity_t* pLocal = gEngfuncs.GetLocalPlayer(); vec3_t vecEnd1a; vec3_t vecSrc1a; VectorCopy(pLocal->origin, vecSrc1a); vecSrc1a[2] -= 11; vecEnd1a[0] = vecSrc1a[0] + forward[0]*52; vecEnd1a[1] = vecSrc1a[1] + forward[1]*52; vecEnd1a[2] = vecSrc1a[2]; vec3_t vecEnd1b; vec3_t vecSrc1b; VectorCopy(pLocal->origin, vecSrc1b); vecSrc1b[2] -= 18; vecEnd1b[0] = vecSrc1b[0] + forward[0]*30; vecEnd1b[1] = vecSrc1b[1] + forward[1]*30; vecEnd1b[2] = vecSrc1b[2]; // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -18 (18) if( Trace_Auto_Jump (vecSrc1a, vecEnd1a) == true && Trace_Auto_Jump (vecSrc1b, vecEnd1b) == false ) {return true;} return false; } bool Auto_jump() { vec3_t up, right, forward; gEngfuncs.pfnAngleVectors(me.viewAngles, forward, right, up); cl_entity_t* pLocal = gEngfuncs.GetLocalPlayer(); vec3_t vecEnd2a; vec3_t vecSrc2a; VectorCopy(pLocal->origin, vecSrc2a); vecSrc2a[2] += 1; vecEnd2a[0] = vecSrc2a[0] + forward[0] * (cvar.jumpdist+14); vecEnd2a[1] = vecSrc2a[1] + forward[1] * (cvar.jumpdist+14); vecEnd2a[2] = vecSrc2a[2]; vec3_t vecEnd2b; vec3_t vecSrc2b; VectorCopy(pLocal->origin, vecSrc2b); vecSrc2b[2] -= 13; vecEnd2b[0] = vecSrc2b[0] + forward[0] * (cvar.jumpdist+10); vecEnd2b[1] = vecSrc2b[1] + forward[1] * (cvar.jumpdist+10); vecEnd2b[2] = vecSrc2b[2]; vec3_t vecEnd3a; vec3_t vecSrc3a; VectorCopy(pLocal->origin, vecSrc3a); vecSrc3a[2] += 23; vecEnd3a[0] = vecSrc3a[0] + forward[0] * (cvar.jumpdist+17); vecEnd3a[1] = vecSrc3a[1] + forward[1] * (cvar.jumpdist+17); vecEnd3a[2] = vecSrc3a[2]; // si no toca a las 47 y origen + 23 (59) --> altura maxima de salto if(Trace_Auto_Jump (vecSrc3a, vecEnd3a) == true) { // si toca a las 44 y origen + 1 (37) if(Trace_Auto_Jump (vecSrc2a, vecEnd2a) == false ) { // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -25 (11) if(!stepcheck()){return false;} else {return true;} } // si no toca a las 44 y origen +1 (37) else if(Trace_Auto_Jump (vecSrc2a, vecEnd2a) == true) { // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -18 (18) if(specialstep()) { return true; } // si toca a las 40 y origen - 13 (23) ---> 21? else if(Trace_Auto_Jump (vecSrc2b, vecEnd2b) == false ) { // si no toca a las 32 y origen -11 (25); si toca a las 30 y origen -25 (11) if(!stepcheck()){return false;} else {return true;} } } } return false; } Share : Tweet More Related Post
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