Подведи собственные итоги года совместно с YOUGAME и забери ценные призы! Перейти

Скиньте сурс geminisoftware/xy0

  • Автор темы Автор темы kesker
  • Дата начала Дата начала
Пользователь
Пользователь
Статус
Оффлайн
Регистрация
26 Фев 2020
Сообщения
329
Реакции
31
Скачал сурс, но крашит при взятие оружия на карте v4c (там типо визуалы настраивать удобно, рейдж). Есть фикшенный, просто я мега Нью пастер, и хз как это фиксить.
 
Скачал сурс, но крашит при взятие оружия на карте v4c (там типо визуалы настраивать удобно, рейдж). Есть фикшенный, просто я мега Нью пастер, и хз как это фиксить.
в гугле забанили да
 
"Скиньте сурс geminisoftware/xy0"

индексы обнови
В CEntity? На что хоть они похожи и где их искать? Индексы которые я нашёл на анковн читс (no ad), вообще не похожи из xy0. а точнее их там просто нет.
#include "CEntity.h"
#include "IVModelInfo.h"
#include "CGlobalVarsBase.h"
#include "..\Utils\GlobalVars.h"
#include "..\Utils\Math.h"
Vector C_BaseEntity::GetHitboxPosition(int Hitbox, matrix3x4_t *Matrix, float *Radius)
{
studiohdr_t* hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
mstudiohitboxset_t* set = hdr->GetHitboxSet(0);
mstudiobbox_t* hitbox = set->GetHitbox(Hitbox);
if (hitbox)
{
Vector vMin, vMax, vCenter, sCenter;
g_Math.VectorTransform(hitbox->min, Matrix[hitbox->bone], vMin);
g_Math.VectorTransform(hitbox->max, Matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
*Radius = hitbox->radius;
return vCenter;
}

return Vector(0, 0, 0);
}
Vector C_BaseEntity::GetHitboxPosition(int Hitbox, matrix3x4_t *Matrix)
{
studiohdr_t* hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
mstudiohitboxset_t* set = hdr->GetHitboxSet(0);
mstudiobbox_t* hitbox = set->GetHitbox(Hitbox);
if (hitbox)
{
Vector vMin, vMax, vCenter, sCenter;
g_Math.VectorTransform(hitbox->min, Matrix[hitbox->bone], vMin);
g_Math.VectorTransform(hitbox->max, Matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
return vCenter;
}
return Vector(0, 0, 0);
}
float C_BaseEntity::FireRate()
{
if (!this)
return 0.f;
if (!this->IsAlive())
return 0.f;
if (this->IsKnifeorNade())
return 0.f;
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_glock")
return 0.15f;
else if (WeaponName == "weapon_hkp2000")
return 0.169f;
else if (WeaponName == "weapon_p250")//the cz and p250 have the same name idky same with other guns
return 0.15f;
else if (WeaponName == "weapon_tec9")
return 0.12f;
else if (WeaponName == "weapon_elite")
return 0.12f;
else if (WeaponName == "weapon_fiveseven")
return 0.15f;
else if (WeaponName == "weapon_deagle")
return 0.224f;
else if (WeaponName == "weapon_nova")
return 0.882f;
else if (WeaponName == "weapon_sawedoff")
return 0.845f;
else if (WeaponName == "weapon_mag7")
return 0.845f;
else if (WeaponName == "weapon_xm1014")
return 0.35f;
else if (WeaponName == "weapon_mac10")
return 0.075f;
else if (WeaponName == "weapon_ump45")
return 0.089f;
else if (WeaponName == "weapon_mp9")
return 0.070f;
else if (WeaponName == "weapon_bizon")
return 0.08f;
else if (WeaponName == "weapon_mp7")
return 0.08f;
else if (WeaponName == "weapon_p90")
return 0.070f;
else if (WeaponName == "weapon_galilar")
return 0.089f;
else if (WeaponName == "weapon_ak47")
return 0.1f;
else if (WeaponName == "weapon_sg556")
return 0.089f;
else if (WeaponName == "weapon_m4a1")
return 0.089f;
else if (WeaponName == "weapon_aug")
return 0.089f;
else if (WeaponName == "weapon_m249")
return 0.08f;
else if (WeaponName == "weapon_negev")
return 0.0008f;
else if (WeaponName == "weapon_ssg08")
return 1.25f;
else if (WeaponName == "weapon_awp")
return 1.463f;
else if (WeaponName == "weapon_g3sg1")
return 0.25f;
else if (WeaponName == "weapon_scar20")
return 0.25f;
else if (WeaponName == "weapon_mp5sd")
return 0.08f;
else
return .0f;
}
void C_BaseEntity::FixSetupBones(matrix3x4_t *Matrix){ // i took out alot of stuff from here because b1g secrets
static int m_fFlags = g_pNetvars->GetOffset("DT_BasePlayer", "m_fFlags");
static int m_nForceBone = g_pNetvars->GetOffset("DT_BaseAnimating", "m_nForceBone");
if (this == Globals::LocalPlayer)
{
const auto Backup = *(int*)(uintptr_t(this) + ptrdiff_t(0x272));
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = -1;
this->SetupBones(Matrix, 126, 0x00000100 | 0x200, g_pGlobalVars->curtime);
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = Backup;
}
else
{
*reinterpret_cast<int*>(uintptr_t(this) + 0xA30) = g_pGlobalVars->framecount;
*reinterpret_cast<int*>(uintptr_t(this) + 0xA28) = 0;
const auto Backup = *(int*)(uintptr_t(this) + ptrdiff_t(0x272));
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = -1;
this->SetupBones(Matrix, 126, 0x00000100 | 0x200, g_pGlobalVars->curtime);
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = Backup;
}
}
void C_BaseEntity::SetAbsAngles(Vector angles)
{
using Fn = void(__thiscall*)(C_BaseEntity*, const Vector& angles);
static Fn AbsAngles = (Fn)(Utils::FindPattern("client_panorama.dll", (BYTE*)"\x55\x8B\xEC\x83\xE4\xF8\x83\xEC\x64\x53\x56\x57\x8B\xF1\xE8", "xxxxxxxxxxxxxxx"));
AbsAngles(this, angles);
}
void C_BaseEntity::SetAbsOrigin(Vector origin)
{
using Fn = void(__thiscall*)(void*, const Vector &origin);
static Fn AbsOrigin = (Fn)Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 51 53 56 57 8B F1 E8");
AbsOrigin(this, origin);
}
void C_BaseEntity::InvalidateBoneCache()
{
static auto m_nForceBone = g_pNetvars->GetOffset("DT_BaseAnimating", "m_nForceBone");
static DWORD InvalidateBoneCache = Utils::FindPattern("client_panorama", (PBYTE)"\x80\x3D\x00\x00\x00\x00\x00\x74\x16\xA1", "xx????xxxx");
static unsigned long g_iModelBoneCounter = (unsigned long)(InvalidateBoneCache + 10);
*(int*)((DWORD)this + m_nForceBone + 0x20) = 0;
*(unsigned int*)((DWORD)this + 0x2914) = -FLT_MAX;
*(unsigned int*)((DWORD)this + 0x2680) = (g_iModelBoneCounter - 1);
}
void C_BaseEntity::SetAbsVelocity(Vector velocity)
{
using Fn = void(__thiscall*)(void*, const Vector &velocity);
static Fn AbsVelocity = (Fn)Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 83 EC 0C 53 56 57 8B 7D 08 8B F1 F3");
AbsVelocity(this, velocity);
}
bool C_BaseEntity::IsKnifeorNade()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_knife")
return true;
else if (WeaponName == "weapon_incgrenade")
return true;
else if (WeaponName == "weapon_decoy")
return true;
else if (WeaponName == "weapon_flashbang")
return true;
else if (WeaponName == "weapon_hegrenade")
return true;
else if (WeaponName == "weapon_smokegrenade")
return true;
else if (WeaponName == "weapon_molotov")
return true;
return false;
}
bool C_BaseEntity::IsKnife()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_knife")
return true;
return false;
}
bool C_BaseEntity::IsPistol()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_DEAGLE || WeapID == ItemDefinitionIndex::WEAPON_ELITE || WeapID == ItemDefinitionIndex::WEAPON_FIVESEVEN || WeapID == ItemDefinitionIndex::WEAPON_P250 ||
WeapID == ItemDefinitionIndex::WEAPON_GLOCK || WeapID == ItemDefinitionIndex::WEAPON_USP_SILENCER || WeapID == ItemDefinitionIndex::WEAPON_CZ75A || WeapID == ItemDefinitionIndex::WEAPON_HKP2000 || WeapID == ItemDefinitionIndex::WEAPON_TEC9 || WeapID == ItemDefinitionIndex::WEAPON_REVOLVER;
}
bool C_BaseEntity::IsShotgun()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_XM1014 || WeapID == ItemDefinitionIndex::WEAPON_NOVA || WeapID == ItemDefinitionIndex::WEAPON_SAWEDOFF || WeapID == ItemDefinitionIndex::WEAPON_MAG7;
}
bool C_BaseEntity::IsSniper()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_AWP || WeapID == ItemDefinitionIndex::WEAPON_SCAR20 || WeapID == ItemDefinitionIndex::WEAPON_G3SG1 || WeapID == ItemDefinitionIndex::WEAPON_SSG08;
}

bool C_BaseEntity::IsScopableWeapon()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_scar20")
return true;
else if (WeaponName == "weapon_g3sg1")
return true;
else if (WeaponName == "weapon_ssg08")
return true;
else if (WeaponName == "weapon_aug")
return true;
else if (WeaponName == "weapon_sg553")
return true;
return false;
}
int C_BaseEntity::GetSequenceActivity(int sequence)
{
auto hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
if (hdr == nullptr)
return -1;
if (!hdr)
return -1;
// sig for stuidohdr_t version: 53 56 8B F1 8B DA 85 F6 74 55
// sig for C_BaseAnimating version: 55 8B EC 83 7D 08 FF 56 8B F1 74 3D
// c_csplayer vfunc 242, follow calls to find the function.
static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utils::FindSignature("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));
return get_sequence_activity(this, hdr, sequence);
}
#include <intrin.h>
// sse min.
template< typename t = float >
t minimum(const t &a, const t &b) {
// check type.
static_assert(std::is_arithmetic< t >::value, "Math::min only supports integral types.");
return (t)_mm_cvtss_f32(
_mm_min_ss(_mm_set_ss((float)a),
_mm_set_ss((float)b))
);
}
// sse max.
template< typename t = float >
t maximum(const t &a, const t &b) {
// check type.
static_assert(std::is_arithmetic< t >::value, "Math::max only supports integral types.");
return (t)_mm_cvtss_f32(
_mm_max_ss(_mm_set_ss((float)a),
_mm_set_ss((float)b))
);
}
float C_BaseEntity::DesyncValue() {
if (!this)
return 0.f;
auto anim_state = this->AnimStatev2();
if (!anim_state)
return 0.f;
float duck_amount = anim_state->duck_amount;
float speed_fraction = maximum< float >(0, minimum< float >(anim_state->feet_speed_forwards_or_sideways, 1));
float speed_factor = maximum< float >(0, minimum< float >(1, anim_state->feet_speed_unknown_forwards_or_sideways));
float yaw_modifier = (((anim_state->stop_to_full_running_fraction * -0.3f) - 0.2f) * speed_fraction) + 1.0f;
if (duck_amount > 0.f) {
yaw_modifier += ((duck_amount * speed_factor) * (0.5f - yaw_modifier));
}
return anim_state->velocity_subtract_y * yaw_modifier;
}

bool C_BaseEntity::IsNade()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_incgrenade")
return true;
else if (WeaponName == "weapon_decoy")
return true;
else if (WeaponName == "weapon_flashbang")
return true;
else if (WeaponName == "weapon_hegrenade")
return true;
else if (WeaponName == "weapon_smokegrenade")
return true;
else if (WeaponName == "weapon_molotov")
return true;
return false;
}
bool C_BaseEntity::IsEnemy()
{
return this->GetTeam() != Globals::LocalPlayer->GetTeam();
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
В CEntity? На что хоть они похожи и где их искать? Индексы которые я нашёл на анковн читс (no ad), вообще не похожи из xy0. а точнее их там просто нет.
#include "CEntity.h"
#include "IVModelInfo.h"
#include "CGlobalVarsBase.h"
#include "..\Utils\GlobalVars.h"
#include "..\Utils\Math.h"
Vector C_BaseEntity::GetHitboxPosition(int Hitbox, matrix3x4_t *Matrix, float *Radius)
{
studiohdr_t* hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
mstudiohitboxset_t* set = hdr->GetHitboxSet(0);
mstudiobbox_t* hitbox = set->GetHitbox(Hitbox);
if (hitbox)
{
Vector vMin, vMax, vCenter, sCenter;
g_Math.VectorTransform(hitbox->min, Matrix[hitbox->bone], vMin);
g_Math.VectorTransform(hitbox->max, Matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
*Radius = hitbox->radius;
return vCenter;
}

return Vector(0, 0, 0);
}
Vector C_BaseEntity::GetHitboxPosition(int Hitbox, matrix3x4_t *Matrix)
{
studiohdr_t* hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
mstudiohitboxset_t* set = hdr->GetHitboxSet(0);
mstudiobbox_t* hitbox = set->GetHitbox(Hitbox);
if (hitbox)
{
Vector vMin, vMax, vCenter, sCenter;
g_Math.VectorTransform(hitbox->min, Matrix[hitbox->bone], vMin);
g_Math.VectorTransform(hitbox->max, Matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
return vCenter;
}
return Vector(0, 0, 0);
}
float C_BaseEntity::FireRate()
{
if (!this)
return 0.f;
if (!this->IsAlive())
return 0.f;
if (this->IsKnifeorNade())
return 0.f;
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_glock")
return 0.15f;
else if (WeaponName == "weapon_hkp2000")
return 0.169f;
else if (WeaponName == "weapon_p250")//the cz and p250 have the same name idky same with other guns
return 0.15f;
else if (WeaponName == "weapon_tec9")
return 0.12f;
else if (WeaponName == "weapon_elite")
return 0.12f;
else if (WeaponName == "weapon_fiveseven")
return 0.15f;
else if (WeaponName == "weapon_deagle")
return 0.224f;
else if (WeaponName == "weapon_nova")
return 0.882f;
else if (WeaponName == "weapon_sawedoff")
return 0.845f;
else if (WeaponName == "weapon_mag7")
return 0.845f;
else if (WeaponName == "weapon_xm1014")
return 0.35f;
else if (WeaponName == "weapon_mac10")
return 0.075f;
else if (WeaponName == "weapon_ump45")
return 0.089f;
else if (WeaponName == "weapon_mp9")
return 0.070f;
else if (WeaponName == "weapon_bizon")
return 0.08f;
else if (WeaponName == "weapon_mp7")
return 0.08f;
else if (WeaponName == "weapon_p90")
return 0.070f;
else if (WeaponName == "weapon_galilar")
return 0.089f;
else if (WeaponName == "weapon_ak47")
return 0.1f;
else if (WeaponName == "weapon_sg556")
return 0.089f;
else if (WeaponName == "weapon_m4a1")
return 0.089f;
else if (WeaponName == "weapon_aug")
return 0.089f;
else if (WeaponName == "weapon_m249")
return 0.08f;
else if (WeaponName == "weapon_negev")
return 0.0008f;
else if (WeaponName == "weapon_ssg08")
return 1.25f;
else if (WeaponName == "weapon_awp")
return 1.463f;
else if (WeaponName == "weapon_g3sg1")
return 0.25f;
else if (WeaponName == "weapon_scar20")
return 0.25f;
else if (WeaponName == "weapon_mp5sd")
return 0.08f;
else
return .0f;
}
void C_BaseEntity::FixSetupBones(matrix3x4_t *Matrix){ // i took out alot of stuff from here because b1g secrets
static int m_fFlags = g_pNetvars->GetOffset("DT_BasePlayer", "m_fFlags");
static int m_nForceBone = g_pNetvars->GetOffset("DT_BaseAnimating", "m_nForceBone");
if (this == Globals::LocalPlayer)
{
const auto Backup = *(int*)(uintptr_t(this) + ptrdiff_t(0x272));
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = -1;
this->SetupBones(Matrix, 126, 0x00000100 | 0x200, g_pGlobalVars->curtime);
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = Backup;
}
else
{
*reinterpret_cast<int*>(uintptr_t(this) + 0xA30) = g_pGlobalVars->framecount;
*reinterpret_cast<int*>(uintptr_t(this) + 0xA28) = 0;
const auto Backup = *(int*)(uintptr_t(this) + ptrdiff_t(0x272));
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = -1;
this->SetupBones(Matrix, 126, 0x00000100 | 0x200, g_pGlobalVars->curtime);
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = Backup;
}
}
void C_BaseEntity::SetAbsAngles(Vector angles)
{
using Fn = void(__thiscall*)(C_BaseEntity*, const Vector& angles);
static Fn AbsAngles = (Fn)(Utils::FindPattern("client_panorama.dll", (BYTE*)"\x55\x8B\xEC\x83\xE4\xF8\x83\xEC\x64\x53\x56\x57\x8B\xF1\xE8", "xxxxxxxxxxxxxxx"));
AbsAngles(this, angles);
}
void C_BaseEntity::SetAbsOrigin(Vector origin)
{
using Fn = void(__thiscall*)(void*, const Vector &origin);
static Fn AbsOrigin = (Fn)Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 51 53 56 57 8B F1 E8");
AbsOrigin(this, origin);
}
void C_BaseEntity::InvalidateBoneCache()
{
static auto m_nForceBone = g_pNetvars->GetOffset("DT_BaseAnimating", "m_nForceBone");
static DWORD InvalidateBoneCache = Utils::FindPattern("client_panorama", (PBYTE)"\x80\x3D\x00\x00\x00\x00\x00\x74\x16\xA1", "xx????xxxx");
static unsigned long g_iModelBoneCounter = (unsigned long)(InvalidateBoneCache + 10);
*(int*)((DWORD)this + m_nForceBone + 0x20) = 0;
*(unsigned int*)((DWORD)this + 0x2914) = -FLT_MAX;
*(unsigned int*)((DWORD)this + 0x2680) = (g_iModelBoneCounter - 1);
}
void C_BaseEntity::SetAbsVelocity(Vector velocity)
{
using Fn = void(__thiscall*)(void*, const Vector &velocity);
static Fn AbsVelocity = (Fn)Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 83 EC 0C 53 56 57 8B 7D 08 8B F1 F3");
AbsVelocity(this, velocity);
}
bool C_BaseEntity::IsKnifeorNade()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_knife")
return true;
else if (WeaponName == "weapon_incgrenade")
return true;
else if (WeaponName == "weapon_decoy")
return true;
else if (WeaponName == "weapon_flashbang")
return true;
else if (WeaponName == "weapon_hegrenade")
return true;
else if (WeaponName == "weapon_smokegrenade")
return true;
else if (WeaponName == "weapon_molotov")
return true;
return false;
}
bool C_BaseEntity::IsKnife()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_knife")
return true;
return false;
}
bool C_BaseEntity::IsPistol()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_DEAGLE || WeapID == ItemDefinitionIndex::WEAPON_ELITE || WeapID == ItemDefinitionIndex::WEAPON_FIVESEVEN || WeapID == ItemDefinitionIndex::WEAPON_P250 ||
WeapID == ItemDefinitionIndex::WEAPON_GLOCK || WeapID == ItemDefinitionIndex::WEAPON_USP_SILENCER || WeapID == ItemDefinitionIndex::WEAPON_CZ75A || WeapID == ItemDefinitionIndex::WEAPON_HKP2000 || WeapID == ItemDefinitionIndex::WEAPON_TEC9 || WeapID == ItemDefinitionIndex::WEAPON_REVOLVER;
}
bool C_BaseEntity::IsShotgun()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_XM1014 || WeapID == ItemDefinitionIndex::WEAPON_NOVA || WeapID == ItemDefinitionIndex::WEAPON_SAWEDOFF || WeapID == ItemDefinitionIndex::WEAPON_MAG7;
}
bool C_BaseEntity::IsSniper()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_AWP || WeapID == ItemDefinitionIndex::WEAPON_SCAR20 || WeapID == ItemDefinitionIndex::WEAPON_G3SG1 || WeapID == ItemDefinitionIndex::WEAPON_SSG08;
}

bool C_BaseEntity::IsScopableWeapon()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_scar20")
return true;
else if (WeaponName == "weapon_g3sg1")
return true;
else if (WeaponName == "weapon_ssg08")
return true;
else if (WeaponName == "weapon_aug")
return true;
else if (WeaponName == "weapon_sg553")
return true;
return false;
}
int C_BaseEntity::GetSequenceActivity(int sequence)
{
auto hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
if (hdr == nullptr)
return -1;
if (!hdr)
return -1;
// sig for stuidohdr_t version: 53 56 8B F1 8B DA 85 F6 74 55
// sig for C_BaseAnimating version: 55 8B EC 83 7D 08 FF 56 8B F1 74 3D
// c_csplayer vfunc 242, follow calls to find the function.
static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utils::FindSignature("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));
return get_sequence_activity(this, hdr, sequence);
}
#include <intrin.h>
// sse min.
template< typename t = float >
t minimum(const t &a, const t &b) {
// check type.
static_assert(std::is_arithmetic< t >::value, "Math::min only supports integral types.");
return (t)_mm_cvtss_f32(
_mm_min_ss(_mm_set_ss((float)a),
_mm_set_ss((float)b))
);
}
// sse max.
template< typename t = float >
t maximum(const t &a, const t &b) {
// check type.
static_assert(std::is_arithmetic< t >::value, "Math::max only supports integral types.");
return (t)_mm_cvtss_f32(
_mm_max_ss(_mm_set_ss((float)a),
_mm_set_ss((float)b))
);
}
float C_BaseEntity::DesyncValue() {
if (!this)
return 0.f;
auto anim_state = this->AnimStatev2();
if (!anim_state)
return 0.f;
float duck_amount = anim_state->duck_amount;
float speed_fraction = maximum< float >(0, minimum< float >(anim_state->feet_speed_forwards_or_sideways, 1));
float speed_factor = maximum< float >(0, minimum< float >(1, anim_state->feet_speed_unknown_forwards_or_sideways));
float yaw_modifier = (((anim_state->stop_to_full_running_fraction * -0.3f) - 0.2f) * speed_fraction) + 1.0f;
if (duck_amount > 0.f) {
yaw_modifier += ((duck_amount * speed_factor) * (0.5f - yaw_modifier));
}
return anim_state->velocity_subtract_y * yaw_modifier;
}

bool C_BaseEntity::IsNade()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_incgrenade")
return true;
else if (WeaponName == "weapon_decoy")
return true;
else if (WeaponName == "weapon_flashbang")
return true;
else if (WeaponName == "weapon_hegrenade")
return true;
else if (WeaponName == "weapon_smokegrenade")
return true;
else if (WeaponName == "weapon_molotov")
return true;
return false;
}
bool C_BaseEntity::IsEnemy()
{
return this->GetTeam() != Globals::LocalPlayer->GetTeam();
}
БОЖЕ РЕШЕНИЕ ЭТОЙ ПРОБЛЕМЫ ПОСТИЛИ НА ЭТОМ ФОРУМЕ 100 РАЗ КАРОЧЕ БЕРЁШЬ ЗАХОДИШЬ В HOOK.CPP
ДАЛЬШЕ находишь hook framestage и удаляешь вызов скинченжера
 
В CEntity? На что хоть они похожи и где их искать? Индексы которые я нашёл на анковн читс (no ad), вообще не похожи из xy0. а точнее их там просто нет.
#include "CEntity.h"
#include "IVModelInfo.h"
#include "CGlobalVarsBase.h"
#include "..\Utils\GlobalVars.h"
#include "..\Utils\Math.h"
Vector C_BaseEntity::GetHitboxPosition(int Hitbox, matrix3x4_t *Matrix, float *Radius)
{
studiohdr_t* hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
mstudiohitboxset_t* set = hdr->GetHitboxSet(0);
mstudiobbox_t* hitbox = set->GetHitbox(Hitbox);
if (hitbox)
{
Vector vMin, vMax, vCenter, sCenter;
g_Math.VectorTransform(hitbox->min, Matrix[hitbox->bone], vMin);
g_Math.VectorTransform(hitbox->max, Matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
*Radius = hitbox->radius;
return vCenter;
}

return Vector(0, 0, 0);
}
Vector C_BaseEntity::GetHitboxPosition(int Hitbox, matrix3x4_t *Matrix)
{
studiohdr_t* hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
mstudiohitboxset_t* set = hdr->GetHitboxSet(0);
mstudiobbox_t* hitbox = set->GetHitbox(Hitbox);
if (hitbox)
{
Vector vMin, vMax, vCenter, sCenter;
g_Math.VectorTransform(hitbox->min, Matrix[hitbox->bone], vMin);
g_Math.VectorTransform(hitbox->max, Matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
return vCenter;
}
return Vector(0, 0, 0);
}
float C_BaseEntity::FireRate()
{
if (!this)
return 0.f;
if (!this->IsAlive())
return 0.f;
if (this->IsKnifeorNade())
return 0.f;
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_glock")
return 0.15f;
else if (WeaponName == "weapon_hkp2000")
return 0.169f;
else if (WeaponName == "weapon_p250")//the cz and p250 have the same name idky same with other guns
return 0.15f;
else if (WeaponName == "weapon_tec9")
return 0.12f;
else if (WeaponName == "weapon_elite")
return 0.12f;
else if (WeaponName == "weapon_fiveseven")
return 0.15f;
else if (WeaponName == "weapon_deagle")
return 0.224f;
else if (WeaponName == "weapon_nova")
return 0.882f;
else if (WeaponName == "weapon_sawedoff")
return 0.845f;
else if (WeaponName == "weapon_mag7")
return 0.845f;
else if (WeaponName == "weapon_xm1014")
return 0.35f;
else if (WeaponName == "weapon_mac10")
return 0.075f;
else if (WeaponName == "weapon_ump45")
return 0.089f;
else if (WeaponName == "weapon_mp9")
return 0.070f;
else if (WeaponName == "weapon_bizon")
return 0.08f;
else if (WeaponName == "weapon_mp7")
return 0.08f;
else if (WeaponName == "weapon_p90")
return 0.070f;
else if (WeaponName == "weapon_galilar")
return 0.089f;
else if (WeaponName == "weapon_ak47")
return 0.1f;
else if (WeaponName == "weapon_sg556")
return 0.089f;
else if (WeaponName == "weapon_m4a1")
return 0.089f;
else if (WeaponName == "weapon_aug")
return 0.089f;
else if (WeaponName == "weapon_m249")
return 0.08f;
else if (WeaponName == "weapon_negev")
return 0.0008f;
else if (WeaponName == "weapon_ssg08")
return 1.25f;
else if (WeaponName == "weapon_awp")
return 1.463f;
else if (WeaponName == "weapon_g3sg1")
return 0.25f;
else if (WeaponName == "weapon_scar20")
return 0.25f;
else if (WeaponName == "weapon_mp5sd")
return 0.08f;
else
return .0f;
}
void C_BaseEntity::FixSetupBones(matrix3x4_t *Matrix){ // i took out alot of stuff from here because b1g secrets
static int m_fFlags = g_pNetvars->GetOffset("DT_BasePlayer", "m_fFlags");
static int m_nForceBone = g_pNetvars->GetOffset("DT_BaseAnimating", "m_nForceBone");
if (this == Globals::LocalPlayer)
{
const auto Backup = *(int*)(uintptr_t(this) + ptrdiff_t(0x272));
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = -1;
this->SetupBones(Matrix, 126, 0x00000100 | 0x200, g_pGlobalVars->curtime);
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = Backup;
}
else
{
*reinterpret_cast<int*>(uintptr_t(this) + 0xA30) = g_pGlobalVars->framecount;
*reinterpret_cast<int*>(uintptr_t(this) + 0xA28) = 0;
const auto Backup = *(int*)(uintptr_t(this) + ptrdiff_t(0x272));
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = -1;
this->SetupBones(Matrix, 126, 0x00000100 | 0x200, g_pGlobalVars->curtime);
*(int*)(uintptr_t(this) + ptrdiff_t(0x272)) = Backup;
}
}
void C_BaseEntity::SetAbsAngles(Vector angles)
{
using Fn = void(__thiscall*)(C_BaseEntity*, const Vector& angles);
static Fn AbsAngles = (Fn)(Utils::FindPattern("client_panorama.dll", (BYTE*)"\x55\x8B\xEC\x83\xE4\xF8\x83\xEC\x64\x53\x56\x57\x8B\xF1\xE8", "xxxxxxxxxxxxxxx"));
AbsAngles(this, angles);
}
void C_BaseEntity::SetAbsOrigin(Vector origin)
{
using Fn = void(__thiscall*)(void*, const Vector &origin);
static Fn AbsOrigin = (Fn)Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 51 53 56 57 8B F1 E8");
AbsOrigin(this, origin);
}
void C_BaseEntity::InvalidateBoneCache()
{
static auto m_nForceBone = g_pNetvars->GetOffset("DT_BaseAnimating", "m_nForceBone");
static DWORD InvalidateBoneCache = Utils::FindPattern("client_panorama", (PBYTE)"\x80\x3D\x00\x00\x00\x00\x00\x74\x16\xA1", "xx????xxxx");
static unsigned long g_iModelBoneCounter = (unsigned long)(InvalidateBoneCache + 10);
*(int*)((DWORD)this + m_nForceBone + 0x20) = 0;
*(unsigned int*)((DWORD)this + 0x2914) = -FLT_MAX;
*(unsigned int*)((DWORD)this + 0x2680) = (g_iModelBoneCounter - 1);
}
void C_BaseEntity::SetAbsVelocity(Vector velocity)
{
using Fn = void(__thiscall*)(void*, const Vector &velocity);
static Fn AbsVelocity = (Fn)Utils::FindSignature("client_panorama.dll", "55 8B EC 83 E4 F8 83 EC 0C 53 56 57 8B 7D 08 8B F1 F3");
AbsVelocity(this, velocity);
}
bool C_BaseEntity::IsKnifeorNade()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_knife")
return true;
else if (WeaponName == "weapon_incgrenade")
return true;
else if (WeaponName == "weapon_decoy")
return true;
else if (WeaponName == "weapon_flashbang")
return true;
else if (WeaponName == "weapon_hegrenade")
return true;
else if (WeaponName == "weapon_smokegrenade")
return true;
else if (WeaponName == "weapon_molotov")
return true;
return false;
}
bool C_BaseEntity::IsKnife()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_knife")
return true;
return false;
}
bool C_BaseEntity::IsPistol()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_DEAGLE || WeapID == ItemDefinitionIndex::WEAPON_ELITE || WeapID == ItemDefinitionIndex::WEAPON_FIVESEVEN || WeapID == ItemDefinitionIndex::WEAPON_P250 ||
WeapID == ItemDefinitionIndex::WEAPON_GLOCK || WeapID == ItemDefinitionIndex::WEAPON_USP_SILENCER || WeapID == ItemDefinitionIndex::WEAPON_CZ75A || WeapID == ItemDefinitionIndex::WEAPON_HKP2000 || WeapID == ItemDefinitionIndex::WEAPON_TEC9 || WeapID == ItemDefinitionIndex::WEAPON_REVOLVER;
}
bool C_BaseEntity::IsShotgun()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_XM1014 || WeapID == ItemDefinitionIndex::WEAPON_NOVA || WeapID == ItemDefinitionIndex::WEAPON_SAWEDOFF || WeapID == ItemDefinitionIndex::WEAPON_MAG7;
}
bool C_BaseEntity::IsSniper()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
ItemDefinitionIndex WeapID = pWeapon->GetItemDefinitionIndex();
return WeapID == ItemDefinitionIndex::WEAPON_AWP || WeapID == ItemDefinitionIndex::WEAPON_SCAR20 || WeapID == ItemDefinitionIndex::WEAPON_G3SG1 || WeapID == ItemDefinitionIndex::WEAPON_SSG08;
}

bool C_BaseEntity::IsScopableWeapon()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_scar20")
return true;
else if (WeaponName == "weapon_g3sg1")
return true;
else if (WeaponName == "weapon_ssg08")
return true;
else if (WeaponName == "weapon_aug")
return true;
else if (WeaponName == "weapon_sg553")
return true;
return false;
}
int C_BaseEntity::GetSequenceActivity(int sequence)
{
auto hdr = g_pModelInfo->GetStudiomodel(this->GetModel());
if (hdr == nullptr)
return -1;
if (!hdr)
return -1;
// sig for stuidohdr_t version: 53 56 8B F1 8B DA 85 F6 74 55
// sig for C_BaseAnimating version: 55 8B EC 83 7D 08 FF 56 8B F1 74 3D
// c_csplayer vfunc 242, follow calls to find the function.
static auto get_sequence_activity = reinterpret_cast<int(__fastcall*)(void*, studiohdr_t*, int)>(Utils::FindSignature("client_panorama.dll", "55 8B EC 53 8B 5D 08 56 8B F1 83"));
return get_sequence_activity(this, hdr, sequence);
}
#include <intrin.h>
// sse min.
template< typename t = float >
t minimum(const t &a, const t &b) {
// check type.
static_assert(std::is_arithmetic< t >::value, "Math::min only supports integral types.");
return (t)_mm_cvtss_f32(
_mm_min_ss(_mm_set_ss((float)a),
_mm_set_ss((float)b))
);
}
// sse max.
template< typename t = float >
t maximum(const t &a, const t &b) {
// check type.
static_assert(std::is_arithmetic< t >::value, "Math::max only supports integral types.");
return (t)_mm_cvtss_f32(
_mm_max_ss(_mm_set_ss((float)a),
_mm_set_ss((float)b))
);
}
float C_BaseEntity::DesyncValue() {
if (!this)
return 0.f;
auto anim_state = this->AnimStatev2();
if (!anim_state)
return 0.f;
float duck_amount = anim_state->duck_amount;
float speed_fraction = maximum< float >(0, minimum< float >(anim_state->feet_speed_forwards_or_sideways, 1));
float speed_factor = maximum< float >(0, minimum< float >(1, anim_state->feet_speed_unknown_forwards_or_sideways));
float yaw_modifier = (((anim_state->stop_to_full_running_fraction * -0.3f) - 0.2f) * speed_fraction) + 1.0f;
if (duck_amount > 0.f) {
yaw_modifier += ((duck_amount * speed_factor) * (0.5f - yaw_modifier));
}
return anim_state->velocity_subtract_y * yaw_modifier;
}

bool C_BaseEntity::IsNade()
{
C_BaseCombatWeapon *pWeapon = (C_BaseCombatWeapon*)this->GetActiveWeapon();
if (!pWeapon)
return false;
std::string WeaponName = pWeapon->GetName();
if (WeaponName == "weapon_incgrenade")
return true;
else if (WeaponName == "weapon_decoy")
return true;
else if (WeaponName == "weapon_flashbang")
return true;
else if (WeaponName == "weapon_hegrenade")
return true;
else if (WeaponName == "weapon_smokegrenade")
return true;
else if (WeaponName == "weapon_molotov")
return true;
return false;
}
bool C_BaseEntity::IsEnemy()
{
return this->GetTeam() != Globals::LocalPlayer->GetTeam();
}
оо ты не шариш братух

индексы обитают тут
Пожалуйста, авторизуйтесь для просмотра ссылки.

и тут
Пожалуйста, авторизуйтесь для просмотра ссылки.


Как они выглядят?

Как числа, пример:
CCSWeaponData: 460
GetInnacuracy: 482
GetSpread: 452
AccuracyPenalty: 483
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
оо ты не шариш братух

индексы обитают тут
Пожалуйста, авторизуйтесь для просмотра ссылки.

и тут
Пожалуйста, авторизуйтесь для просмотра ссылки.


Как они выглядят?

Как числа, пример:
CCSWeaponData: 460
GetInnacuracy: 482
GetSpread: 452
AccuracyPenalty: 483
угу только не в индексах дело:roflanPominki:
 
Назад
Сверху Снизу