How to add burst to your hack

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How to add burst to your 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 on top above your DWORDS Code:

BurstInfo burstInfo;

then add this anywhere: Code:

//===ATTACK HANDLING===========================

// Distance Shooting
int curTargetDistance = 0;
BurstInfo::RangeInfo* curRangeInfo = NULL;

// should movement be stopped e.g. for shooting?
bool bStopMovement=false;

// Nice Firing stuff
enum { FIRESEQ_INACTIVE    = 0,
      FIRESEQ_STARTDELAY  = 1,
      FIRESEQ_ACTIVE      = 2,
      FIRESEQ_RELEASEDELAY = 3 };
static bool bAttacking = false;
static bool bAttack2 = false;
static bool bPressedUse = false;
static int  nFireSequence = FIRESEQ_INACTIVE;
static bool bFireCycle  = true;

then above: Code:

void CL_CreateMove

add this: Code:

//========================================================================================
static void gFreeMovement()
{
  bStopMovement = false;   
}

//===================================================================================
static void gAttackHandling()
{
  static double timer=0;

  if(!( me.alive && cvar.aim && cvar.shoot && me.iClip )){ return; }

  if(cvar.burstflags & BurstInfo::BURSTFLAG_NOAIM)
  {
      bAttacking = false;
      bFireCycle = true;
      nFireSequence = FIRESEQ_INACTIVE;
      return;
  }
  if( !cvar.ftime ) { cvar.ftime = 0.1f; }
  if( cvar.burstflags&BurstInfo::BURSTFLAG_GROUND )
  {
      if(!(me.pmFlags&FL_ONGROUND))
      {
        bAttacking = false;
        nFireSequence = FIRESEQ_INACTIVE;
      }
  }
  if (gAimbot.target!=-1)
  {
      switch (nFireSequence)
      {
      case FIRESEQ_INACTIVE:
        if( cvar.sdelay )
        {
            nFireSequence =  FIRESEQ_STARTDELAY;
            timer = ClientTime::current;
            gFreeMovement();

        } else {
            nFireSequence =  FIRESEQ_ACTIVE;
            timer = ClientTime::current;
            bFireCycle  = true;
            bAttacking = true;
        }
        break;
      case FIRESEQ_STARTDELAY:
        if( ClientTime::current >= (timer+cvar.sdelay) )
        {
            nFireSequence =  FIRESEQ_ACTIVE;
            timer = ClientTime::current;
            bFireCycle  = true;
            bAttacking = true;
        }
        break;
      case FIRESEQ_ACTIVE:
        if( bFireCycle )
        {
            if( (ClientTime::current >= (timer+cvar.ftime)) && (cvar.dtime!=0))
            {
              bAttacking = false;
              timer = ClientTime::current;
              bFireCycle = false;
              gFreeMovement();
            }

        } else {
            if( ClientTime::current >= (timer+cvar.dtime) )
            {
              bAttacking = true;
              timer = ClientTime::current;
              bFireCycle = true;
            }
        }
        break;
      case FIRESEQ_RELEASEDELAY:
        nFireSequence =  FIRESEQ_ACTIVE;
        timer = ClientTime::current;
        bFireCycle  = true;
        bAttacking = true;
        break;
      }
  } else {
      switch (nFireSequence)
      {
      case FIRESEQ_INACTIVE:
        break;
      case FIRESEQ_STARTDELAY:
        nFireSequence =  FIRESEQ_INACTIVE;
        gFreeMovement();
        break;
      case FIRESEQ_ACTIVE:
        gFreeMovement();
        if( !bFireCycle || (cvar.rdelay==0) )
        {
            bAttacking = false;
            nFireSequence =  FIRESEQ_INACTIVE;

        } else {
            timer = ClientTime::current;
            nFireSequence = FIRESEQ_RELEASEDELAY;
        }
        break;
      case FIRESEQ_RELEASEDELAY:
        gFreeMovement();
        if( ClientTime::current >= (timer+cvar.rdelay) )
        {
            bAttacking = false;
            nFireSequence =  FIRESEQ_INACTIVE;
        }
        break;
      }
  }
}

cvar.cpp: Code:

REGISTER_CVAR_FLOAT( ftime    ,0.00)
REGISTER_CVAR_FLOAT( dtime    ,0.00)
REGISTER_CVAR_FLOAT( sdelay    ,0.00)
REGISTER_CVAR_FLOAT( rdelay    ,0.00)

REGISTER_CVAR_INT( burstflags  ,0)
REGISTER_CVAR_INT( autoburst  ,0)

cvar.h: Code:

float ftime;
float dtime;
float sdelay;
float rdelay;

int burstflags;
int autoburst;

you can add this to your menu:
"*" "Titeuf (AK)" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "S3 M4/AK 47" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.012;burstflags 0"
"*" "GoDLiKe Ak" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.25;ftime 0.12;burstflags 0"
"*" "Titeuf (SIG)" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "sig bursts" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.02;ftime 0.5;burstflags 0"
"*" "Subaru ak47" "autoburst 0;sdelay 0.0;rdelay -0.77;dtime 0.40;ftime 0.40;burstflags 0"
"*" "M4a1 GoD" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.2;burstflags 0"
"*" "BusrtM4 S3" "autoburst 0;sdelay 0.01;rdelay 0.0;dtime 0.12;ftime 0.01;burstflags 0"
"*" "S3 M4/AK 47" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.012;burstflags 0"
"*" "M4A1 v1" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.32;ftime 0.1;burstflags 0"
"*" "M4A1 v2" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.035;ftime 0.2;burstflags 0"
"*" "Subaru m4a1" "autoburst 0;sdelay 0.0;rdelay -0.77;dtime 0.30;ftime 0.30;burstflags 0"
"*" "Titeuf M4a1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "F0X M4a1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.3;ftime 0.15;burstflags 0"
"*" "Titeuf M4a1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "Shinta m4" "autoburst 0;sdelay 0;rdelay 0;dtime 0.09;ftime 0.019;burstflags 0"
" " "Machine" "autoburst 0;sdelay 0.03;rdelay 0.0;dtime 0.10;ftime 0.1;burstflags 0"
" " "Fast 1-shot" "autoburst 0;sdelay 0.05;rdelay 0.0;dtime 0.10;ftime 0.07;burstflags 0"
" " "Medium 1-Shot" "autoburst 0;sdelay 0.03;rdelay 0.0;dtime 0.25;ftime 0.08;burstflags 0"
" " "Slow 1-shot" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.20;ftime 0.08;burstflags 0"
" " "Slow 1-2 shot" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.32;ftime 0.1;burstflags 0"
" " "Fast Small" "autoburst o;sdelay 0.04;rdelay 0.0;dtime 0.10;ftime 0.2;burstflags 0"
" " "Slow Small" "autoburst o;sdelay 0.05;rdelay 0.01;dtime 0.17;ftime 0.2;burstflags 0"
" " "2-Bullet-1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.25;ftime 0.12;burstflags 0"
" " "3-BuLLet-2" "autoburst 0;sdelay 0.01;rdelay 0.0;dtime 0.12;ftime 0.01;burstflags 0"
" " "M4A1 & AK" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.012;burstflags 0"
" " "AK SHort" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.25;ftime 0.1;burstflags 0"
" " "SolidWorkZ" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.3;ftime 0.1;burstflags 0"
" " "D0bbLE-Sh0t" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.3;ftime 0.15;burstflags 0"
Credits: Unknown
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10727465

ZxID:1237036

等级: 新兵
举报 只看该作者 沙发   发表于: 2007-08-02 0
杜绝0回复。。。
wgl77453317

ZxID:1165064

等级: 新兵
举报 只看该作者 板凳   发表于: 2007-08-26 0
火吹风

ZxID:1240306

等级: 少将

举报 只看该作者 地板   发表于: 2007-08-26 0
....为人民服务呀.、----路过~~~~~~~~~
飘来飘去。。
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