Ltfxguy Doublewall Tutorial

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Ltfxguy Doublewall Tutorial

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作弊辅导员_h

ZxID:1019634

等级: 元老
定做作弊器
举报 只看楼主 使用道具 楼主   发表于: 2007-06-30 0

From http://ltfxhook.implux.com by Elb

Credit goes to:

Ltfxguy
Elb

Code:
//===================================================================================
int CanPenetrate( float *start, float *end, int power )
{
   static pmtrace_t* tr = (pmtrace_t*)0x02252DF0;

   float view[3];
   float dir[3];

   view[0] = end[0] - start[0];
   view[1] = end[1] - start[1];
   view[2] = end[2] - start[2];

   float length = VectorLength(view);

   dir[0] = view[0] / length;
   dir[1] = view[1] / length;
   dir[2] = view[2] / length;

   float position[3];
   position[0] = start[0];
   position[1] = start[1];
   position[2] = start[2];
   tr->startsolid = true;

   while( power )
   {
      if( !tr->startsolid )
         power--;
      tr = gEngfuncs.PM_TraceLine( position, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
       
      if( tr->fraction==1.0f )
         return 1;
      if( tr->allsolid )
         return 0;

      position[0] = tr->endpos[0] + dir[0] * 8.0f;
      position[1] = tr->endpos[1] + dir[1] * 8.0f;
      position[2] = tr->endpos[2] + dir[2] * 8.0f;
   }
   return 0;
}

//==================================================
int CorrectGunX()
{
   if (currentWeaponID == WEAPON_SG550 || currentWeaponID == WEAPON_G3SG1 || currentWeaponID == WEAPON_SCOUT || currentWeaponID == WEAPON_AWP)
      return 3;

   if (currentWeaponID == WEAPON_AUG || currentWeaponID == WEAPON_PARA || currentWeaponID == WEAPON_COLT ||  currentWeaponID == WEAPON_DEAGLE || currentWeaponID == WEAPON_SIG || currentWeaponID == WEAPON_AK)
      return 2;
   
   return 0;
}

//====================================================================================
int PathFree(float* from,float* to)
{
   int pathtest;
   pmtrace_t tr;
   gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
   gEngfuncs.pEventAPI->EV_PlayerTrace( from, to, PM_GLASS_IGNORE, me.ent->index, &tr );
   pathtest = (tr.fraction == 1.0);
   if (!pathtest && xvar.autowall && CorrectGunX())
   {
      pathtest = CanPenetrate(from, to, CorrectGunX());
   }
   return pathtest;
}

//====================================================================================
aimvec* OriginAimbot::TargetRegion(int ax)
{
   vec3_t vecEnd, up, right, forward, EntViewOrg,PredOrg, playerAngles;
   PredictTarget(ax,PredOrg);
   vector<aimvec>::iterator si, end;
   if (vPlayers[ax].getEnt()->curstate.usehull == 0)
   {
      si = AimVecsS.begin(); end = AimVecsS.end();
   } else {
      si = AimVecsD.begin(); end = AimVecsD.end();
   }
   playerAngles[0]=0;
   playerAngles[1]=vPlayers[ax].getEnt()->angles[1];
   playerAngles[2]=2;
   gEngfuncs.pfnAngleVectors (playerAngles, forward, right, up);
   forward[1] = -forward[2];
   for (;si!=end;++si)
   {
      VectorCopy(PredOrg,EntViewOrg);
      EntViewOrg = EntViewOrg + forward * si->f;
      EntViewOrg = EntViewOrg + up * si->h;
      EntViewOrg = EntViewOrg + right * si->r;
      if(PathFree(me.pmEyePos,EntViewOrg)) return &(*si);
   }
   return NULL;
}


You forgot to say that you have to have
Code:
int CanPenetrate( float *start, float *end, int power );
int PathFree( float *from, float *to );
 
in aimbot.h


I got a better pathfree now

Code:
int PathFree(float* from,float* to)
{
   int pathtest;
   pmtrace_t tr;
   gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
   gEngfuncs.pEventAPI->EV_PlayerTrace( from, to, PM_GLASS_IGNORE, me.ent->index, &tr );
   pathtest = (tr.fraction == 1.0);
   if (!pathtest && cvar.autowall)
   {
      int penetration = WALL_PEN0, bullettype, damage;
      float distance, wallpierce;
      penetration = playerItems.CurPenetration();
      bullettype = playerItems.CurBulletType();
      damage = playerItems.CurDamage();
      distance = playerItems.CurDistance();
      wallpierce = playerItems.CurWallPierce();
      pathtest = CanPenetrate(from, to, distance, penetration, bullettype, damage, wallpierce);
   }
   return pathtest;
}

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