*
-nojoy
to break xinput based exploits (edited)-insecure
unless its a server (edited)sm_cvar host_timescale 5
(on their own game) to speedhack (edited)bool __fastcall hk_SendNetMsg(void* netchan, void* edx, INetMessage& msg, bool a1, bool a2) {
if (msg.GetType() == 8) {
auto clientinfo_msg = (cclcmsg_clientinfo_t*)(&msg);
clientinfo_msg->friends_id = rand();
}
(edited)else if (record->m_flOldLowerBodyYaw != record->m_flLowerBodyYawTarget && pLagData->m_iMissedShotsLBY <= 3)
{
const float CSGO_ANIM_LOWER_REALIGN_DELAY = 1.1f;
// lets time our updates.
if (record->m_flSimulationTime >= data.flNextBodyUpdate)
{
// inform cheat of resolver method.
record->m_iResolverMode = EResolverModes::RESOLVE_FLICKPRED;
// set angles to current LBY.
data.m_flFinalResolverYaw = record->m_flLowerBodyYawTarget;
// set next predicted time, till update.
data.flNextBodyUpdate = record->m_flSimulationTime + CSGO_ANIM_LOWER_REALIGN_DELAY;
// still in prediction process.
data.m_bPredictingUpdates = true;
}
// set next predicted time, till update.
data.flNextBodyUpdate = record->m_flSimulationTime + CSGO_ANIM_LOWER_REALIGN_DELAY;
// still in prediction process.
data.m_bPredictingUpdates = true;
}
Netchannel: failed reading message 2.
Msg from 192.168.1.196:27006: CNETMsg_StringCmd
command: "goijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoigoijhdfaoigjreiogjaetrphoiarhoig"
gamemenucommand openserverbrowser
INLINE bool WriteBitsFromBuffer(BFRead* in, int numBits)
{
while (numBits > 32)
{
WriteUBitLong(in->ReadUBitLong(32), 32);
numBits -= 32;
}
WriteUBitLong(in->ReadUBitLong(numBits), numBits);
return !IsOverflowed() && !in->IsOverflowed();
}
cvar list
--------------
BuildAINFile : cmd : , "sv" : Build and Save the AI Node Graph (restarts map)
GenerateObjFile : cmd : , "sv" :
ai_debug_node_connect : cmd : , "sv" : Debug the attempted connection between two nodes
ai_dump_hints : cmd : , "sv" :
ai_set_move_height_epsilon : cmd : , "sv" : Set how high AI bumps up ground walkers when checking steps
aisettings_reparse : cmd : , "sv" : Reloads the AI settings files
clear_debug_overlays : cmd : , "sv" : clears debug overlays
csm_server_status : cmd : , "sv" : Usage: csm_server_status
damagedefs_reparse : cmd : , "sv" : Reloads the damage defs
dump_entity_sizes : cmd : , "sv" : Print sizeof(entclass)
dump_generic_key_values : cmd : , "sv" :
dump_globals : cmd : , "sv" : Dump all global entities/states
dumpentityfactories : cmd : , "sv" : Lists all entity factory names.
dumpeventqueue : cmd : , "sv" : Dump the contents of the Entity I/O event queue to the console.
ent_cancelpendingentfires : cmd : , "sv" : Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
groundlist : cmd : , "sv" : Display ground entity list <index>
physics_budget : cmd : , "sv" : Times the cost of each active object
physics_constraints : cmd : , "sv" : Highlights constraint system graph for an entity
physics_debug_entity : cmd : , "sv" : Dumps debug info for an entity
physics_highlight_active : cmd : , "sv" : Turns on the absbox for all active physics objects
physics_report_active : cmd : , "sv" : Lists all active physics objects
physics_select : cmd : , "sv" : Dumps debug info for an entity
report_entities : cmd : , "sv" : Lists all entities
report_simthinklist : cmd : , "sv" : Lists all simulating/thinking entities
report_touchlinks : cmd : , "sv" : Lists all touchlinks
resetidletimer : cmd : , "sv" : Resets the idle timer.
script_printdiag : cmd : , "sv" : Print the printtodiag() buffer to the console
server_game_time : cmd : , "sv" : Gives the game time in seconds (server's curtime)
snapshot_memory_report : cmd : , "sv", "norecord" : Prints information about memory usage of snapshot data structures
soundscape_flush : cmd : , "sv" : Flushes the server & client side soundscapes
--------------
char __thiscall sub_100C7870(_DWORD *this)
(uintptr_t)GetModuleHandleA("engine.dll")+0xC7870
55 8B EC 83 E4 F8 81 EC A4 01 00 00 8B 45 08 89 0C 24 53 56 57 85 C0 74 0C 50 81 C1 B4 00 00 00 E8
void __thiscall SuspiciousCreateMove(void* thisptr, CUserCmd* what_the_fuck)
(edited)char __thiscall sub_100C7870(_DWORD *this)
{
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
mod_studio: MOVETYPE_FOLLOW with no model.
Protocol version 13629 [659/659]
Exe version 1.36.2.9 (csgo)
Exe build: 13:50:31 Aug 17 2020 (7929) (730)
Windows version 6.2
Steam beta name:
Directions HandleDirections(AimPlayer* data) {
CGameTrace tr;
CTraceFilterSimple filter{ };
if (!g_cl.m_processing)
return Directions::YAW_NONE;
// best target.
struct AutoTarget_t { float fov; Player* player; };
AutoTarget_t target{ 180.f + 1.f, nullptr };
// get best target based on fov.
auto origin = data->m_player->m_vecOrigin();
ang_t view;
float fov = math::GetFOV(g_cl.m_cmd->m_view_angles, g_cl.m_local->GetShootPosition(), data->m_player->WorldSpaceCenter());
// set best fov.
if (fov < target.fov) {
target.fov = fov;
target.player = data->m_player;
}
// get best player.
const auto player = target.player;
if (!player)
return Directions::YAW_NONE;
auto& bestOrigin = player->m_vecOrigin();
// skip this player in our traces.
filter.SetPassEntity(g_cl.m_local);
// calculate angle direction from thier best origin to our origin
ang_t angDirectionAngle;
math::VectorAngles(g_cl.m_local->m_vecOrigin() - bestOrigin, angDirectionAngle);
vec3_t forward, right, up;
math::AngleVectors(angDirectionAngle, &forward, &right, &up);
auto vecStart = g_cl.m_local->GetShootPosition();
auto vecEnd = vecStart + forward * 100.0f;
Ray rightRay(vecStart + right * 35.0f, vecEnd + right * 35.0f), leftRay(vecStart - right * 35.0f, vecEnd - right * 35.0f);
g_csgo.m_engine_trace->TraceRay(rightRay, MASK_SOLID, &filter, &tr);
float rightLength = (tr.m_endpos - tr.m_startpos).length();
g_csgo.m_engine_trace->TraceRay(leftRay, MASK_SOLID, &filter, &tr);
float leftLength = (tr.m_endpos - tr.m_startpos).length();
static auto leftTicks = 0;
static auto rightTicks = 0;
static auto backTicks = 0;
if (rightLength - leftLength > 20.0f)
leftTicks++;
else
leftTicks = 0;
if (leftLength - rightLength > 20.0f)
rightTicks++;
else
rightTicks = 0;
if (fabs(rightLength - leftLength) <= 20.0f)
backTicks++;
else
backTicks = 0;
Directions direction = Directions::YAW_NONE;
if (rightTicks > 10) {
direction = Directions::YAW_RIGHT;
}
else {
if (leftTicks > 10) {
direction = Directions::YAW_LEFT;
}
else {
if (backTicks > 10)
direction = Directions::YAW_BACK;
}
}
return direction;
}
synth — 08/11/2022
virtual void SetChoked( void ) = 0;
?
can't find anything else for SetChoke
if so that is 47
for INetChannel indexes
if (state->m_velocity_length_xy > 0.1f || fabs(state->m_velocity_length_z) > 100.0f)
{
state->m_abs_yaw = math::ApproachAngle(
state->m_eye_yaw,
state->m_abs_yaw,
((state->m_walk_run_transition * 20.0f) + 30.0f)
* state->m_last_update_increment);
state->m_time_to_align_lower_body = g_csgo.m_globals->m_curtime + 0.22f;
if (m_player->m_flLowerBodyYawTarget() != state->m_eye_yaw)
m_player->m_flLowerBodyYawTarget() = state->m_eye_yaw;
}
else
{
state->m_abs_yaw = math::ApproachAngle(
m_player->m_flLowerBodyYawTarget(),
state->m_abs_yaw,
state->m_last_update_increment * 100.0f);
if (g_csgo.m_globals->m_curtime > state->m_time_to_align_lower_body)
{
float dt = math::AngleDiff(state->m_abs_yaw, state->m_eye_yaw);
if (fabsf(dt) > 35.0f)
{
state->m_time_to_align_lower_body = g_csgo.m_globals->m_curtime + 1.1f;
if (m_player->m_flLowerBodyYawTarget() != state->m_eye_yaw)
m_player->m_flLowerBodyYawTarget() = state->m_eye_yaw;
record->m_eye_angles.y = m_player->m_flLowerBodyYawTarget();
}
}
}
state->m_time_to_align_lower_body = g_csgo.m_globals->m_curtime + 0.22f;
// pull the lower body direction towards the eye direction, but only when the player is moving
if ( m_bOnGround )
{
if ( m_flVelocityLengthXY > 0.1f )
{
m_flFootYaw = ApproachAngle( m_flEyeYaw, m_flFootYaw, m_flLastUpdateIncrement * (30.0f + 20.0f * m_flWalkToRunTransition) );
#ifndef CLIENT_DLL
m_flLowerBodyRealignTimer = gpGlobals->curtime + ( CSGO_ANIM_LOWER_REALIGN_DELAY * 0.2f );
m_pPlayer->m_flLowerBodyYawTarget.Set( m_flEyeYaw );
#endif
}
else
{
m_flFootYaw = ApproachAngle( m_pPlayer->m_flLowerBodyYawTarget.Get(), m_flFootYaw, m_flLastUpdateIncrement * CSGO_ANIM_LOWER_CATCHUP_IDLE );
#ifndef CLIENT_DLL
if ( gpGlobals->curtime > m_flLowerBodyRealignTimer && abs( AngleDiff( m_flFootYaw, m_flEyeYaw ) ) > 35.0f )
{
m_flLowerBodyRealignTimer = gpGlobals->curtime + CSGO_ANIM_LOWER_REALIGN_DELAY;
m_pPlayer->m_flLowerBodyYawTarget.Set( m_flEyeYaw );
}
#endif
}
}
// pull the lower body direction towards the eye direction, but only when the player is moving
if ( m_bOnGround )
{
__forceinline vec3_t(float f[2]) : x{ f[0] }, y{ f[1] }, z{ f[2] } {}
(edited) void Release( void ); // 1 // 0x00
ClientClass* GetClientClass(); // 0x04
void OnPreDataChanged( int updateType ); //4 // 0x08
void OnDataChanged( int updateType ); //5 // 0x0C
void PreDataUpdate( int updateType ); //6 // 0x10
void PostDataUpdate( int updateType ); //7 // 0x14
bool IsDormant(); // 0x18
(edited)networkable = (player + 0x08)
entIndex = networkable + 0x1C
(edited)constexpr ::std::ptrdiff_t dwClientState_GetLocalPlayer = 0x180;
constexpr ::std::ptrdiff_t dwLocalPlayer = 0xD3FC5C;
(edited)