Вопрос Кидает по мапе когда пытаюсь ломать LC фейклагами

*(float*)(animstate + 0x80)
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Кидает по мапе когда пытаюсь ломать LC фейклагами

Проблема:

Я смотрел через брикпоинт ни черта не понял по этому делаю эту тему.

CreateMove:
__declspec(naked) void __stdcall Hooks::CreateMove_Proxy(int sequence_number, float input_sample_frametime, bool active)

{

    __asm

    {

        push ebx

        push esp

        push dword ptr[esp + 20]

        push dword ptr[esp + 0Ch + 8]

        push dword ptr[esp + 10h + 4]

        call Hooks::CreateMove

        pop ebx

        retn 0Ch

    }

}



void Hooks::CreateMove(int sequence_number, float input_sample_frametime, bool active, bool& bSendPacket)

{



    // let original run first.

    g_hooks.m_client.GetOldMethod< CreateMove_t >(IClientMode::CREATEMOVE)(this, sequence_number, input_sample_frametime, active);



    CUserCmd* cmd = g_csgo.m_input->GetUserCmd(sequence_number);

    CVerifiedUserCmd* verified = g_csgo.m_input->GetVerifiedUserCmd(sequence_number);



    // called from CInput::ExtraMouseSample -> return original.

    if (!cmd || !cmd->m_command_number)

        return g_hooks.m_client.GetOldMethod< CreateMove_t >(IClientMode::CREATEMOVE)(this, sequence_number, input_sample_frametime, active);



    // if we arrived here, called from -> CInput::CreateMove

    // call EngineClient::SetViewAngles according to what the original returns.

    //if ( ret )

    g_csgo.m_engine->SetViewAngles(cmd->m_view_angles);



    // random_seed isn't generated in ClientMode::CreateMove yet, we must set generate it ourselves.

    cmd->m_random_seed = g_csgo.MD5_PseudoRandom(cmd->m_command_number) & 0x7fffffff;



    g_cl.m_packet = true;



    // remove in_attack flags while the gui is open to maintain ability of moving/walking but not shooting while changing options in the gui.

    if (GUI::ctx->open) {

        // are we IN_ATTACK?

        if (cmd->m_buttons & IN_ATTACK) {

            // remove the flag :D!

            cmd->m_buttons &= ~IN_ATTACK;

        }



        // are we IN_ATTACK2?

        if (cmd->m_buttons & IN_ATTACK2) {

            // remove the flag :D!

            cmd->m_buttons &= ~IN_ATTACK2;

        }

    }



    // let's better be setting unpredicted curtime when dead.. (fixes clantag and other stuff in the future)

    if (g_cl.m_local && !g_cl.m_local->alive())

        g_inputpred.m_stored_variables.m_flCurtime = g_csgo.m_globals->m_curtime;



    // let's wait till we successfully charged if we want to, hide shots. (this fixes anti-aim and shit, sorry, redundant :/)

    if (g_tickbase.m_shift_data.m_should_attempt_shift && !g_tickbase.m_shift_data.m_should_disable) {

        if (g_cfg[XOR("rage_exploit_charged")].get<bool>() && g_cl.m_goal_shift == 7 && (g_tickbase.m_shift_data.m_prepare_recharge || g_tickbase.m_shift_data.m_did_shift_before && !g_tickbase.m_shift_data.m_should_be_ready)) {

            // are we IN_ATTACK?

            if (cmd->m_buttons & IN_ATTACK) {

                // remove the flag :D!

                cmd->m_buttons &= ~IN_ATTACK;

            }

        }

    }



    // invoke move function.

    g_cl.OnTick(cmd);



    // make sure to update our animations with the right angles.

    if (cmd->m_command_number >= g_cl.m_shot_command_number && g_cl.m_shot_command_number >= cmd->m_command_number - g_csgo.m_cl->iChokedCommands)

        g_cl.m_angle = g_csgo.m_input->m_commands[g_cl.m_shot_command_number % 150].m_view_angles;

    else

        g_cl.m_angle = cmd->m_view_angles;





    // let's wait till we successfully charged if we want to, hide shots.

    if (g_tickbase.m_shift_data.m_should_attempt_shift && !g_tickbase.m_shift_data.m_should_disable) {

        if (g_cfg[XOR("rage_exploit_charged")].get<bool>() && g_cl.m_goal_shift == 7 && (g_tickbase.m_shift_data.m_prepare_recharge || g_tickbase.m_shift_data.m_did_shift_before && !g_tickbase.m_shift_data.m_should_be_ready)) {

            // are we IN_ATTACK?

            if (cmd->m_buttons & IN_ATTACK) {

                // remove the flag :D!

                cmd->m_buttons &= ~IN_ATTACK;

            }

        }

    }



    // make sure to update our animations at the right time.

    g_cl.m_animate = true;

    g_cl.m_update_fake = true;





    bSendPacket = g_cl.m_packet;



    verified->m_cmd = *cmd;

    verified->m_crc = cmd->get_checksum();

}
FakeLag:
void HVH::SendPacket()
{
    // fake-lag enabled.

    if ( !g_cfg[XOR("rage_fakelag_enabled")].get<bool>() )
        return;

    if ( !g_csgo.m_gamerules->m_bFreezePeriod() && !(g_cl.m_flags & FL_FROZEN) )
    {
        // limit of lag.
        int limit = std::clamp<int>((int)g_cfg[XOR("rage_fakelag_limit")].get<float>(), 0, g_cl.m_max_lag);
        int mode = g_cfg[XOR("rage_fakelag_type")].get<int>();

        // reset this here everytime..
        g_cl.m_should_lag = false;

        // get current origin.
        vec3_t cur = g_cl.m_local->m_vecOrigin();

        // get prevoius origin.
        vec3_t prev = g_cl.m_net_pos.empty() ? g_cl.m_local->m_vecOrigin() : g_cl.m_net_pos.front().m_pos;

        // delta between the current origin and the last sent origin.
        float delta = (cur - prev).length_sqr();

        // stand.
        if (delta < 0.1) {
            g_cl.m_should_lag = true;

            if (!g_cfg[XOR("rage_fakelag_standing_enabled")].get<bool>())
                limit = 2;
        }

        // move.
        if (g_cfg[XOR("rage_fakelag_move_enabled")].get<bool>() && delta > 0.1f && g_cl.m_speed > 0.1f && !m_fake_duck) {
            g_cl.m_should_lag = true;
        }

        // air.
        else if (g_cfg[XOR("rage_fakelag_air_enabled")].get<bool>() && !m_fake_duck && ((g_cl.m_buttons & IN_JUMP) || !(g_cl.m_flags & FL_ONGROUND))) {
            g_cl.m_should_lag = true;
        }

        // crouch.
        else if (g_cfg[XOR("rage_fakelag_crouch_enabled")].get<bool>() && g_cl.m_local->m_bDucking() && !m_fake_duck) {
            g_cl.m_should_lag = true;
        }

        // fake duck.
        else if (m_fake_duck) {
            g_cl.m_should_lag = true;
            limit = 14;
            mode = 0;
        }

        // commenting in gives the 'p2c effect' where it turns on fakelag between shots, though cba adjusting the current recharging..
        if (g_tickbase.m_shift_data.m_should_attempt_shift && ((!g_tickbase.m_shift_data.m_should_be_ready && g_tickbase.m_shift_data.m_prepare_recharge) || g_tickbase.m_shift_data.m_needs_recharge || g_tickbase.m_shift_data.m_should_be_ready) && !m_fake_duck) {
            g_cl.m_should_lag = true;
            limit = 1;
            mode = 0;
        }

        // talking.
        if (g_csgo.m_engine->IsVoiceRecording()) {
            g_cl.m_should_lag = true;
            limit = 2;
            mode = 0;
        }

        if (g_cl.m_should_lag)
        {
            // max.
            if (mode == 0)
                g_cl.m_packet = false;

            // break.
            else if (mode == 1 && delta <= 4096.f)
                g_cl.m_packet = false;

            // random.
            else if (mode == 2) {
                // compute new factor.
                if (g_cl.m_lag >= m_random_lag)
                    m_random_lag = g_csgo.RandomInt(2, limit);

                // factor not met, keep choking.
                else g_cl.m_packet = false;
            }

            // break step.
            else if (mode == 3)
            {
                // normal break.
                if (m_step_switch)
                {
                    if (delta <= 4096.f)
                        g_cl.m_packet = false;
                }

                // max.
                else g_cl.m_packet = false;
            }

            if (g_cl.m_lag >= limit)
                g_cl.m_packet = true;
           
        }
    }
    else
        g_cl.m_should_lag = false;
   

    if (g_cfg[XOR("rage_fakelag_on_land")].get<bool>()) {
        vec3_t                start = g_cl.m_local->m_vecOrigin(), end = start, vel = g_cl.m_local->m_vecVelocity();
        CTraceFilterWorldOnly filter;
        CGameTrace            trace;

        // gravity.
        vel.z -= (g_csgo.sv_gravity->GetFloat() * g_csgo.m_globals->m_interval);

        // extrapolate.
        end += (vel * g_csgo.m_globals->m_interval);

        // move down.
        end.z -= 2.f;

        g_csgo.m_engine_trace->TraceRay(Ray(start, end), MASK_SOLID, &filter, &trace);

        // check if landed.
        if (trace.m_fraction != 1.f && trace.m_plane.m_normal.z > 0.7f && !(g_cl.m_flags & FL_ONGROUND))
            g_cl.m_packet = true;
    }

    // do not lag while shooting.
    if (!g_hvh.m_fake_duck && g_cfg[XOR("cheat_mode")].get<int>() == 0) {
        if (g_cl.m_old_shot)
            g_cl.m_packet = true;
    }

    // we somehow reached the maximum amount of lag.
    // we cannot lag anymore and we also cannot shoot anymore since we cant silent aim.
    if (g_cl.m_lag >= g_cl.m_max_lag) {
        // set bSendPacket to true.
        g_cl.m_packet = true;
    }
}
 
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ЧВК EB_LAN
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Кидает по мапе когда пытаюсь ломать LC фейклагами

Проблема:

Я смотрел через брикпоинт ни черта не понял по этому делаю эту тему.

CreateMove:
__declspec(naked) void __stdcall Hooks::CreateMove_Proxy(int sequence_number, float input_sample_frametime, bool active)

{

    __asm

    {

        push ebx

        push esp

        push dword ptr[esp + 20]

        push dword ptr[esp + 0Ch + 8]

        push dword ptr[esp + 10h + 4]

        call Hooks::CreateMove

        pop ebx

        retn 0Ch

    }

}



void Hooks::CreateMove(int sequence_number, float input_sample_frametime, bool active, bool& bSendPacket)

{



    // let original run first.

    g_hooks.m_client.GetOldMethod< CreateMove_t >(IClientMode::CREATEMOVE)(this, sequence_number, input_sample_frametime, active);



    CUserCmd* cmd = g_csgo.m_input->GetUserCmd(sequence_number);

    CVerifiedUserCmd* verified = g_csgo.m_input->GetVerifiedUserCmd(sequence_number);



    // called from CInput::ExtraMouseSample -> return original.

    if (!cmd || !cmd->m_command_number)

        return g_hooks.m_client.GetOldMethod< CreateMove_t >(IClientMode::CREATEMOVE)(this, sequence_number, input_sample_frametime, active);



    // if we arrived here, called from -> CInput::CreateMove

    // call EngineClient::SetViewAngles according to what the original returns.

    //if ( ret )

    g_csgo.m_engine->SetViewAngles(cmd->m_view_angles);



    // random_seed isn't generated in ClientMode::CreateMove yet, we must set generate it ourselves.

    cmd->m_random_seed = g_csgo.MD5_PseudoRandom(cmd->m_command_number) & 0x7fffffff;



    g_cl.m_packet = true;



    // remove in_attack flags while the gui is open to maintain ability of moving/walking but not shooting while changing options in the gui.

    if (GUI::ctx->open) {

        // are we IN_ATTACK?

        if (cmd->m_buttons & IN_ATTACK) {

            // remove the flag :D!

            cmd->m_buttons &= ~IN_ATTACK;

        }



        // are we IN_ATTACK2?

        if (cmd->m_buttons & IN_ATTACK2) {

            // remove the flag :D!

            cmd->m_buttons &= ~IN_ATTACK2;

        }

    }



    // let's better be setting unpredicted curtime when dead.. (fixes clantag and other stuff in the future)

    if (g_cl.m_local && !g_cl.m_local->alive())

        g_inputpred.m_stored_variables.m_flCurtime = g_csgo.m_globals->m_curtime;



    // let's wait till we successfully charged if we want to, hide shots. (this fixes anti-aim and shit, sorry, redundant :/)

    if (g_tickbase.m_shift_data.m_should_attempt_shift && !g_tickbase.m_shift_data.m_should_disable) {

        if (g_cfg[XOR("rage_exploit_charged")].get<bool>() && g_cl.m_goal_shift == 7 && (g_tickbase.m_shift_data.m_prepare_recharge || g_tickbase.m_shift_data.m_did_shift_before && !g_tickbase.m_shift_data.m_should_be_ready)) {

            // are we IN_ATTACK?

            if (cmd->m_buttons & IN_ATTACK) {

                // remove the flag :D!

                cmd->m_buttons &= ~IN_ATTACK;

            }

        }

    }



    // invoke move function.

    g_cl.OnTick(cmd);



    // make sure to update our animations with the right angles.

    if (cmd->m_command_number >= g_cl.m_shot_command_number && g_cl.m_shot_command_number >= cmd->m_command_number - g_csgo.m_cl->iChokedCommands)

        g_cl.m_angle = g_csgo.m_input->m_commands[g_cl.m_shot_command_number % 150].m_view_angles;

    else

        g_cl.m_angle = cmd->m_view_angles;





    // let's wait till we successfully charged if we want to, hide shots.

    if (g_tickbase.m_shift_data.m_should_attempt_shift && !g_tickbase.m_shift_data.m_should_disable) {

        if (g_cfg[XOR("rage_exploit_charged")].get<bool>() && g_cl.m_goal_shift == 7 && (g_tickbase.m_shift_data.m_prepare_recharge || g_tickbase.m_shift_data.m_did_shift_before && !g_tickbase.m_shift_data.m_should_be_ready)) {

            // are we IN_ATTACK?

            if (cmd->m_buttons & IN_ATTACK) {

                // remove the flag :D!

                cmd->m_buttons &= ~IN_ATTACK;

            }

        }

    }



    // make sure to update our animations at the right time.

    g_cl.m_animate = true;

    g_cl.m_update_fake = true;





    bSendPacket = g_cl.m_packet;



    verified->m_cmd = *cmd;

    verified->m_crc = cmd->get_checksum();

}
FakeLag:
void HVH::SendPacket()
{
    // fake-lag enabled.

    if ( !g_cfg[XOR("rage_fakelag_enabled")].get<bool>() )
        return;

    if ( !g_csgo.m_gamerules->m_bFreezePeriod() && !(g_cl.m_flags & FL_FROZEN) )
    {
        // limit of lag.
        int limit = std::clamp<int>((int)g_cfg[XOR("rage_fakelag_limit")].get<float>(), 0, g_cl.m_max_lag);
        int mode = g_cfg[XOR("rage_fakelag_type")].get<int>();

        // reset this here everytime..
        g_cl.m_should_lag = false;

        // get current origin.
        vec3_t cur = g_cl.m_local->m_vecOrigin();

        // get prevoius origin.
        vec3_t prev = g_cl.m_net_pos.empty() ? g_cl.m_local->m_vecOrigin() : g_cl.m_net_pos.front().m_pos;

        // delta between the current origin and the last sent origin.
        float delta = (cur - prev).length_sqr();

        // stand.
        if (delta < 0.1) {
            g_cl.m_should_lag = true;

            if (!g_cfg[XOR("rage_fakelag_standing_enabled")].get<bool>())
                limit = 2;
        }

        // move.
        if (g_cfg[XOR("rage_fakelag_move_enabled")].get<bool>() && delta > 0.1f && g_cl.m_speed > 0.1f && !m_fake_duck) {
            g_cl.m_should_lag = true;
        }

        // air.
        else if (g_cfg[XOR("rage_fakelag_air_enabled")].get<bool>() && !m_fake_duck && ((g_cl.m_buttons & IN_JUMP) || !(g_cl.m_flags & FL_ONGROUND))) {
            g_cl.m_should_lag = true;
        }

        // crouch.
        else if (g_cfg[XOR("rage_fakelag_crouch_enabled")].get<bool>() && g_cl.m_local->m_bDucking() && !m_fake_duck) {
            g_cl.m_should_lag = true;
        }

        // fake duck.
        else if (m_fake_duck) {
            g_cl.m_should_lag = true;
            limit = 14;
            mode = 0;
        }

        // commenting in gives the 'p2c effect' where it turns on fakelag between shots, though cba adjusting the current recharging..
        if (g_tickbase.m_shift_data.m_should_attempt_shift && ((!g_tickbase.m_shift_data.m_should_be_ready && g_tickbase.m_shift_data.m_prepare_recharge) || g_tickbase.m_shift_data.m_needs_recharge || g_tickbase.m_shift_data.m_should_be_ready) && !m_fake_duck) {
            g_cl.m_should_lag = true;
            limit = 1;
            mode = 0;
        }

        // talking.
        if (g_csgo.m_engine->IsVoiceRecording()) {
            g_cl.m_should_lag = true;
            limit = 2;
            mode = 0;
        }

        if (g_cl.m_should_lag)
        {
            // max.
            if (mode == 0)
                g_cl.m_packet = false;

            // break.
            else if (mode == 1 && delta <= 4096.f)
                g_cl.m_packet = false;

            // random.
            else if (mode == 2) {
                // compute new factor.
                if (g_cl.m_lag >= m_random_lag)
                    m_random_lag = g_csgo.RandomInt(2, limit);

                // factor not met, keep choking.
                else g_cl.m_packet = false;
            }

            // break step.
            else if (mode == 3)
            {
                // normal break.
                if (m_step_switch)
                {
                    if (delta <= 4096.f)
                        g_cl.m_packet = false;
                }

                // max.
                else g_cl.m_packet = false;
            }

            if (g_cl.m_lag >= limit)
                g_cl.m_packet = true;
         
        }
    }
    else
        g_cl.m_should_lag = false;
 

    if (g_cfg[XOR("rage_fakelag_on_land")].get<bool>()) {
        vec3_t                start = g_cl.m_local->m_vecOrigin(), end = start, vel = g_cl.m_local->m_vecVelocity();
        CTraceFilterWorldOnly filter;
        CGameTrace            trace;

        // gravity.
        vel.z -= (g_csgo.sv_gravity->GetFloat() * g_csgo.m_globals->m_interval);

        // extrapolate.
        end += (vel * g_csgo.m_globals->m_interval);

        // move down.
        end.z -= 2.f;

        g_csgo.m_engine_trace->TraceRay(Ray(start, end), MASK_SOLID, &filter, &trace);

        // check if landed.
        if (trace.m_fraction != 1.f && trace.m_plane.m_normal.z > 0.7f && !(g_cl.m_flags & FL_ONGROUND))
            g_cl.m_packet = true;
    }

    // do not lag while shooting.
    if (!g_hvh.m_fake_duck && g_cfg[XOR("cheat_mode")].get<int>() == 0) {
        if (g_cl.m_old_shot)
            g_cl.m_packet = true;
    }

    // we somehow reached the maximum amount of lag.
    // we cannot lag anymore and we also cannot shoot anymore since we cant silent aim.
    if (g_cl.m_lag >= g_cl.m_max_lag) {
        // set bSendPacket to true.
        g_cl.m_packet = true;
    }
}
дай пж фикс пдр в лс, я никому не дам(лень фиксить):confounded::confounded::sob::sob:
 
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*(float*)(animstate + 0x80)
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Расскажешь как починить ебучий ClientState мб дропну
Чекни local animation , я заменил и перестало, но я менял весь локал аним тоесть не знаю конкретную строчку с ошибкой
 
*(float*)(animstate + 0x80)
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Чекни local animation , я заменил и перестало, но я менял весь локал аним тоесть не знаю конкретную строчку с ошибкой
у тебя m_lag всегда = 0, а в фейклагах есть условия с m_lag так что clientstate надо пофиксить в любом случае
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
*(float*)(animstate + 0x80)
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