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Автор темы
- #1
C++:
void __stdcall C_Hooks::hkCreateMove( int32_t iSequence, float_t flFrametime, bool bIsActive, bool& bSendPacket )
{
g_Globals.m_Hooks.m_Originals.m_CreateMove( iSequence, flFrametime, bIsActive );
if ( !g_Globals.m_LocalPlayer || !g_Globals.m_LocalPlayer->IsAlive( ) || !g_PacketManager->SetupPacket( iSequence, &bSendPacket ) )
return g_Globals.m_Hooks.m_Originals.m_CreateMove( iSequence, flFrametime, bIsActive );
g_Globals.m_Packet.m_bInCreateMove = true;
g_LocalAnimations->SetupShootPosition( );
g_ExploitSystem->SetupCommand( );
if ( g_Menu->IsMenuOpened( ) )
g_PacketManager->GetModifableCommand( )->m_nButtons &= ~( IN_ATTACK | IN_ATTACK2 | IN_RELOAD );
g_Globals.m_AccuracyData.m_bCanFire_Default = g_Globals.m_LocalPlayer->CanFire( );
g_Globals.m_AccuracyData.m_bCanFire_Shift = g_Globals.m_AccuracyData.m_bCanFire_Default;
if ( g_ExploitSystem->GetActiveExploit( ) == HIDESHOTS )
g_Globals.m_AccuracyData.m_bCanFire_Shift = g_Globals.m_LocalPlayer->CanFire( g_ExploitSystem->GetShiftAmount( ) );
g_PredictionSystem->UpdatePacket( );
g_PredictionSystem->SaveNetvars( g_PacketManager->GetModifableCommand( )->m_nCommand );
g_Movement->BunnyHop( );
g_Movement->MouseCorrection( );
g_Movement->AutoStrafe( );
g_Movement->FastStop( );
g_AntiAim->SlowWalk( );
g_AntiAim->JitterMove( );
g_AntiAim->Micromovement( );
g_AntiAim->LegMovement( );
g_RageBot->BackupPlayers( );
g_AutoWall->CacheWeaponData( );
if ( !g_ExploitSystem->PerformCommand( ) )
{
C_VerifiedUserCmd* pVerifiedCmd = g_Globals.m_Interfaces.m_Input->GetVerifiedCmd( iSequence );
if ( pVerifiedCmd )
{
pVerifiedCmd->m_Cmd = *g_PacketManager->GetModifableCommand( );
pVerifiedCmd->m_CRC = g_PacketManager->GetModifableCommand( )->GetChecksum( );
}
return;
}
g_RageBot->FakeDuck( );
g_RageBot->SaveMovementData( );
g_RageBot->PredictAutoStop( );
g_PredictionSystem->Instance( );
g_Movement->EdgeJump( );
g_RageBot->UpdatePeekState( );
g_GrenadePrediction->OnCreateMove( g_PacketManager->GetModifableCommand( ) );
g_FakeLag->Instance( );
g_RageBot->Instance( );
g_ExploitSystem->BreakLagCompensation( );
g_RageBot->ForceMovementData( );
g_ExploitSystem->Instance( );
g_AntiAim->Instance( );
return g_PacketManager->FinishPacket( iSequence );
}