how to add spinbot to ur hack

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how to add spinbot to ur hack

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: 2007-07-25 0
client.cpp
Add this above Code:

Cl_creatmove();

add this Code:

void FixupAngleDifference(usercmd_t *cmd);
usercmd_t g_Originalcmd;

void posthook_CL_CreateMove(usercmd_t *cmd)
{
// copy the original cmd structure for reference after it has been changed by the aimbot/other hacks
memcpy(&g_Originalcmd, cmd, sizeof(usercmd_t));

FixupAngleDifference(cmd);
}

void FixupAngleDifference(usercmd_t *cmd)
{
// thanks tetsuo for this copy/paste
cl_entity_t *pLocal;
Vector viewforward, viewright, viewup, aimforward, aimright, aimup, vTemp;
float newforward, newright, newup, newmagnitude, fTime;
float forward = g_Originalcmd.forwardmove;
float right = g_Originalcmd.sidemove;
float up = g_Originalcmd.upmove;

pLocal = gEngfuncs.GetLocalPlayer();
if(!pLocal)
return;

// this branch makes sure your horizontal velocity is not affected when fixing up the movement angles -- it isn't specific to spinning and you can use it with the source tetsuo posted in his forum too
if(pLocal->curstate.movetype == MOVETYPE_WALK)
{
gEngfuncs.pfnAngleVectors(Vector(0.0f, g_Originalcmd.viewangles.y, 0.0f), viewforward, viewright, viewup);
}
else
{
gEngfuncs.pfnAngleVectors(g_Originalcmd.viewangles, viewforward, viewright, viewup);
}

// SPIN!!!
int iHasShiftHeld = GetAsyncKeyState(VK_LSHIFT);
if(pLocal->curstate.movetype == MOVETYPE_WALK && !iHasShiftHeld && !(cmd->buttons & IN_ATTACK) && !(cmd->buttons & IN_USE) && (currentWeaponID!=WEAPON_HE && currentWeaponID!=WEAPON_FLASH && currentWeaponID!=WEAPON_SMOKE && currentWeaponID!=WEAPON_KNIFE))
{

cvar.nospread=2;

if(cvar.spin==1){

fTime = gEngfuncs.GetClientTime();
cmd->viewangles.y = fmod(fTime * cvar.spinrevs * 360.0f, 360.0f);}

if(cvar.spin==2){

fTime = gEngfuncs.GetClientTime();
#define M_PI 3.1415926
cmd->viewangles.x = cos(fTime * cvar.spinrevs * M_PI) * 90.0f;
cmd->viewangles.y = sin(fTime * cvar.spinrevs * 360.0f) * 360.0f;
}
}

else{

cvar.nospread = 1;

}

// this branch makes sure your horizontal velocity is not affected when fixing up the movement angles -- it isn't specific to spinning and you can use it with the source tetsuo posted in his forum too
if(pLocal->curstate.movetype == MOVETYPE_WALK)
{
gEngfuncs.pfnAngleVectors(Vector(0.0f, cmd->viewangles.y, 0.0f), aimforward, aimright, aimup);
}
else
{
gEngfuncs.pfnAngleVectors(cmd->viewangles, aimforward, aimright, aimup);
}

newforward = DotProduct(forward * viewforward.Normalize(), aimforward) + DotProduct(right * viewright.Normalize(), aimforward) + DotProduct(up * viewup.Normalize(), aimforward);
newright = DotProduct(forward * viewforward.Normalize(), aimright) + DotProduct(right * viewright.Normalize(), aimright) + DotProduct(up * viewup.Normalize(), aimright);
newup = DotProduct(forward * viewforward.Normalize(), aimup) + DotProduct(right * viewright.Normalize(), aimup) + DotProduct(up * viewup.Normalize(), aimup);

cmd->forwardmove = newforward;
cmd->sidemove = newright;
cmd->upmove = newup;
}

now in Code:

Cl_creatmove();

find this: Code:

if (gAimbot.target != -1 && me.iClip && me.pmMoveType != 5 && cvar.aim)

make it look like this: Code:

if (gAimbot.target != -1 && me.iClip && me.pmMoveType != 5 && cvar.aim)
{

if(cvar.spin == 1 || cvar.spin==2){
usercmd_t *cmd;
if((cmd->buttons & IN_ATTACK)){

VectorCopy ( gAimbot.aim_viewangles, usercmd->viewangles );
gEngfuncs.SetViewAngles ( gAimbot.aim_viewangles);

}

else {

}

}

else{

VectorCopy ( gAimbot.aim_viewangles, usercmd->viewangles );
gEngfuncs.SetViewAngles ( gAimbot.aim_viewangles);

}

}

cvar.cpp[code]
REGISTER_CVAR_FLOAT( spinrevs ,2.00)

REGISTER_CVAR_INT( spin, 0)[code]
cvar.h[code]
float spinrevs;
int spin;
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