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gsaim 2

楼层直达
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: 2007-07-03 0

http://www.forum.game-deception.com/showthread.php?s=&threadid=2983

This is a slight mod on the tut at http://own4g3cheats.com/forum
Its Amirs's gsaim. The tutorial that was posted uses the standing vec for walking players. I made it so you can have a seperate vec for walking players and the avadd numbers 0-5 are the same as they are in XC from Rage-X.

in aimbot.h look for

PHP:--------------------------------------------------------------------------------
vector<aimvec> AimVecsS;
   vector<aimvec> AimVecsD;

--------------------------------------------------------------------------------


and make it look like this


PHP:--------------------------------------------------------------------------------
vector<aimvec> AimVecsS;
    vector<aimvec> AimVecsD;
    vector<aimvec> AimVecsW;
    vector<aimvec> AimVecsR;
    vector<aimvec> AimVecsX;
    vector<aimvec> AimVecsJ;

--------------------------------------------------------------------------------


now goto aimbot.cpp and look for

PHP:--------------------------------------------------------------------------------
void OriginAimbot::Draw_Player_Vecs(int ax)

--------------------------------------------------------------------------------

i dunno if it would be the same for all hacks (im using liquid fx)
but it should look like this

PHP:--------------------------------------------------------------------------------
void OriginAimbot::Draw_Player_Vecs(int ax)
{
   vec3_t aim_location, target_origin;
   vec3_t up, right, forward, playerAngles;
   vector<aimvec>::iterator pos, end;
   
   // GaitSequence Aiming
   // Legendary Amir (c) 2003
   switch (vPlayers[ax].getEnt()->curstate.gaitsequence)
   {
   case 1:
      {
         pos = AimVecsS.begin();
         end = AimVecsS.end();
      }
      break;
   case 2:
      {
         pos = AimVecsD.begin();
         end = AimVecsD.end();
      }
      break;
   case 3:
      {
         pos = AimVecsW.begin();
         end = AimVecsW.end();
      }
      break;
   case 4:
      {
         if (cvar.gsaim)
         {
                pos = AimVecsR.begin();
                end = AimVecsR.end();
         }
         else
         {
            pos = AimVecsS.begin();
            end = AimVecsS.end();
         }
      }
      break;
   case 5:
      {
         if (cvar.gsaim)
         {
                pos = AimVecsX.begin();
                end = AimVecsX.end();
         }
         else
         {
            pos = AimVecsS.begin();
            end = AimVecsS.end();
         }
      }
      break;
   case 6:
      {
         pos = AimVecsJ.begin();
         end = AimVecsJ.end();
      }
      break;
   default:                  
      {
         pos = AimVecsS.begin();
         end = AimVecsS.end();
      }
      break;
   }
   PredictTarget(ax,target_origin);
   playerAngles[0]=0;
   playerAngles[1]=vPlayers[ax].getEnt()->angles[1];
   playerAngles[2]=0;
   gEngfuncs.pfnAngleVectors (playerAngles, forward, right, up);
   forward[2] = -forward[2];
   register DWORD color = 0xFF1111FF;
   for (;pos!=end;++pos)
   {
      VectorCopy(target_origin,aim_location);
      aim_location = aim_location + forward * pos->f;
      aim_location = aim_location + up * pos->h;
      aim_location = aim_location + right * pos->r;
      gDrawFilledBoxAtLocation(aim_location,color,1);
      color = 0xFFFFFFFF;
   }
}

--------------------------------------------------------------------------------

now look for

PHP:--------------------------------------------------------------------------------
aimvec* OriginAimbot::TargetRegion(int ax, bool onlyvis)

--------------------------------------------------------------------------------

change it to this

PHP:--------------------------------------------------------------------------------
aimvec* OriginAimbot::TargetRegion(int ax, bool onlyvis)
{
   vec3_t vecEnd, up, right, forward, EntViewOrg,PredOrg, playerAngles;
   static struct aimvec temp = {0,0,0};

   PredictTarget(ax,PredOrg);
   vector<aimvec>::iterator si, end;
   // GaitSequence Aiming
   // Legendary Amir (c) 2003
   switch (vPlayers[ax].getEnt()->curstate.gaitsequence)
   {
   case 1:
      {
         if (AimVecsS.size() > 0)
         {
            si = AimVecsS.begin();
            end = AimVecsS.end();
         }
      }
      break;
   case 2:
      {
         if (AimVecsD.size() > 0)
         {
            si = AimVecsD.begin();
            end = AimVecsD.end();
         }
      }
      break;
   case 3:
      {
         if (AimVecsS.size() > 0)
         {
            si = AimVecsW.begin();
            end = AimVecsW.end();
         }
      }
      break;
   case 4:
      {
         if (AimVecsR.size() > 0 && cvar.gsaim)
         {
            si = AimVecsR.begin();
            end = AimVecsR.end();
         }
         else
         {
            si = AimVecsS.begin();
            end = AimVecsS.end();
         }
      }
      break;
   case 5:
      {
         if (AimVecsX.size() > 0 && cvar.gsaim)
         {
            si = AimVecsX.begin();
            end = AimVecsX.end();
         }
         else
         {
            si = AimVecsS.begin();
            end = AimVecsS.end();
         }
      }
      break;
   case 6:
      {
         if (AimVecsJ.size() > 0)
         {
            si = AimVecsJ.begin();
            end = AimVecsJ.end();
         }
      }
      break;
   default:
      {
         if (AimVecsS.size() > 0)
         {
            si = AimVecsS.begin();
            end = AimVecsS.end();
         }
      }
      break;
   }
   
   playerAngles[0]=0;
   playerAngles[1]=vPlayers[ax].getEnt()->angles[1];
   playerAngles[2]=0;
    gEngfuncs.pfnAngleVectors (playerAngles, forward, right, up);
   forward[2] = -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;
}

--------------------------------------------------------------------------------

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