healthesp

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healthesp

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


above this

clinet.h->playerinfo
enum    { MAX_HITPOINTS = 10 };


below this
clinet.h->playerinfo

hitpoints = MAX_HITPOINTS;
  health = 0;
// for estimated health
 int hitpoints;
 int health;
------------------------
clinet.cpp-> pres_dynmaicsound

at top somewhere

string theMessage;
   string theMessage2;
   string theMessage3;
   string theMessage4;
   string theMessage5;
   string theMessage6;
   string theMessage7;
   string theMessage8;
   string theMessage9;
   string theMessage10;
  
   size_t length5;
   size_t length6;
   size_t length7;
   size_t length8;
   size_t length9;
   size_t length10;
   size_t length11;

 int length;
 if(b>0 && b<=36)
 {
        theMessage  = vPlayers.entinfo.name;         //vPlayers.entinfo.name;
        theMessage2 = vPlayers.entinfo.name;                  //vPlayers.entinfo.name;
        theMessage3 = vPlayers.entinfo.name;                  //vPlayers.entinfo.name;
  theMessage4 = vPlayers.entinfo.name;
        theMessage5 = vPlayers.entinfo.name;
        theMessage6 = vPlayers.entinfo.name;
  theMessage7 = vPlayers.entinfo.name;
        theMessage8 = vPlayers.entinfo.name;
        theMessage9 = vPlayers.entinfo.name;
  theMessage10 = vPlayers.entinfo.name;

        length5 = theMessage4.length();
        length6 = theMessage5.length();
        length7 = theMessage6.length();
        length8 = theMessage7.length();
        length9 = theMessage8.length();
        length10 = theMessage9.length();
  length11 = theMessage10.length();
     ref.team = vPlayers.team;
   }
 if(cvar.health_esp)
 {
  int damage = getPoints(sample);
  vPlayers.hitpoints-=damage;
  if(damage)
   vPlayers.kevlar=2-damage;
  if(vPlayers.hitpoints<=0)
   vPlayers.hitpoints=1;
 }

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

above..."bridge"


if(sample[0]=='p' && sample[3]=='y' && sample[6]=='/')  // "player/pl_step1.wav"
 {
  if(!passesSoundFilter(origin,b)) return;
  const char* pos = sample+7;
  if(pos[0]=='p' && pos[2]=='_') // pl_xx
  {
   if(pos[3]=='s' && pos[4]=='h' && pos[5]=='e' && pos[6]=='l' )  return; // pl_shell#     
 
   pos+=3;
   if(cvar.colorstep)
    ref.color = colorList.get(41+ref.team);
   else
    ref.color = colorList.get(30);  // "snd_step"

   ref.priority = 0;
  } else if( pos[0]=='b'&& pos[1]=='h' && pos[2]=='i' ) { // "bhit_..."
   vPlayers.hitpoints-=getPoints(sample);
   if(vPlayers.hitpoints<=0)
    vPlayers.hitpoints=1;
   pos+=5;
   ref.color    = colorList.get(32); // "snd_hit"
   ref.priority = 2;
  } else if( pos[3]=='s' && pos[7]=='t' ) { // "pl_shot1.wav"
   vPlayers.hitpoints--;
   if(vPlayers.hitpoints<=0)
    vPlayers.hitpoints=1;
  }
  strcpy_x(ref.description,pos);
 }
 else
 if( sample[0]=='w' && sample[1]=='e' && sample[7]=='/' ) // weapons/ric1.wav
 {
  const char* pos = sample+8;
  if(   (pos[0]=='r' && pos[1]=='i')    // ricxxx
   ||(pos[0]=='b' && pos[1]=='u') )  // bullet-hit...
  {
   return;
  }
  if(!passesSoundFilter(origin,b)) return;

  ref.priority = 1;
  ref.color    = colorList.get(41+ref.team);   // snd_weapon
  strcpy_x2(ref.description,pos);
  for(char *pos1=ref.description;*pos1;++pos1){ *pos1 = toupper(*pos1); }// uppercase
 }


----------------
in playeresp

   if (cvar.health_esp==2 && vPlayers[ax].getAlive())
 {
  int numBars = ceil(vPlayers[ax].hitpoints/2.0);
  ColorEntry* bar = colorList.get(43 + numBars);
  int offset = 10;
  for(int i=0;i<5;i++)
  {
   if(i<numBars)
    gFillBoxAtScreenXY(x+(i*4)-offset,y,bar->r,bar->g,bar->b,bar->a * cvar.esp_trans,3);
   else
    gFillBoxAtScreenXY(x+(i*4)-offset,y,0,0,0,bar->a * cvar.esp_trans,3);
  }
  bar = colorList.get(40);
  if(vPlayers[ax].kevlar)
   gFillBoxAtScreenXY(x+(i*4)-offset,y,bar->r,bar->g,bar->b,bar->a * cvar.esp_trans,3);
  else
   gFillBoxAtScreenXY(x+(i*4)-offset,y,0,0,0,bar->a * cvar.esp_trans,3);
 }
 else if (cvar.health_esp==1)
 {
  int numBars = ceil(vPlayers[ax].hitpoints/2.0);
  ColorEntry* bar = colorList.get(43 + numBars);
  DrawHudStringCenter(x,y,bar->r,bar->g,bar->b,"%i hp",(short int)vPlayers[ax].hitpoints*10);
 }


--------------
at roundstart

for(int ax=0;ax<vPlayers.size();ax++)
 {
  vPlayers[ax].hitpoints=MAX_HITPOINTS;
  if(vPlayers[ax].team)
   vPlayers[ax].health = 100;
  else
   vPlayers[ax].health = 0;
 }

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

playercolor >tglow

above tglow

if((!vPlayers[ax].getAlive() && vPlayers[ax].health == 0) && vPlayers[ax].team)
  return colorList.get(48+vPlayers[ax].team);


------------------
at top of client.cppp

// get points
int getPoints(const char* hittype)
{
 double damage = 0;
 if(strstr(hittype,"headshot"))
  damage = 4;
 if(strstr(hittype,"helmet"))
  damage = 3;
 if(strstr(hittype,"kevlar"))
  damage = 1;
 if(strstr(hittype,"flesh"))
  damage = 2;
 return damage;
}

the rest of the crap needed is in bomb location.txt

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