flyhacke 10m:
flyhackPauseTime = max(0.f, flyhackPauseTime - deltaTime());
bool inAir = false;
float radius = local->GetRadius();
float height = local->GetHeight(false);
vector3 vector = (local->lastSentTick()->position() + local->playerModel()->position()) * 0.5f;
vector3 _vector2 = vector + vector3(0.f, radius - 2.f, 0.f);
vector3 _vector3 = vector + vector3(0.f, height - radius, 0.f);
float radius2 = radius - 0.05f;
bool capsule = CheckCapsule(_vector2, _vector3, radius2, 1503731969, QueryTriggerInteraction::Ignore);
inAir = !capsule;
if (inAir && !local->OnLadder() && !local->IsSwimming() && local->waterlevel() == 0.f) {
vector3 vector4 = local->playerModel()->position() - local->lastSentTick()->position();
float num3 = abs(vector4.y);
float num4 = vector4.Magnitude2D();
if (vector4.y >= 0.f) {
flyhackDistanceVertical += vector4.y;
flag = true;
}
if (num3 < num4) {
flyhackDistanceHorizontal += num4;
flag = true;
}
if (flag) {
float num5 = max((flyhackPauseTime > 0.f) ? 10 : 2.5, 0.f);
float num6 = local->GetJumpHeight() + num5;
if (flyhackDistanceVertical > num6) {
typedef void(__fastcall* pidorCall)();// recalls (anti pidorasnya)
((pidorCall)(game_assembly_base + 42231856))();
}
float num7 = max((flyhackPauseTime > 0.f) ? 10 : 2.5, 0.f);
float num8 = 5.f + num7;
if (flyhackDistanceHorizontal > num8) {
typedef void(__fastcall* pidorCall)();// recalls (anti pidorasnya)
((pidorCall)(game_assembly_base + 42231856))();
}
}
}
else {
flyhackDistanceHorizontal = 0.f;
flyhackDistanceVertical = 0.f;
}
bullet tepe 4m always rege:
Class Projectile{
public:
void BulletBACKTRACK(){
//Big W Projectile Update
Vector3 curVelocity = playerProjectileUpdate->curVelocity();
Vector3 vector2 = ProjectileShoot->initialVelocity();
Vector3 a = ProjectileShoot->Curvelocity();
float d = projectile->drag() * 0.03125f;
Vector3 b = vector * 0.03125f;
int num17 = FloorToInt(num13 / 0.03125f);
int num18 = CeilToInt(num12 / 0.03125f);
for (int i = 0; i < num17; i++)
{
vector2 += b;
vector2 -= vector2 * d;
a += b;
a -= a * d;
}
float magnitude = curVelocity->magnitude();
float num19 = vector2->magnitude();
float num20 = a->magnitude();
for (int j = num17; j < num18; j++)
{
vector2 += b;
vector2 -= vector2 * d;
a += b;
a -= a * d;
}
if (num19 > num20 + 2) // updated or NO???
return;
auto projectile_pos = projectile->CurrentPosition();
Line ScanLine = Line(projectile_pos + playerHead, projectile_pos - playerHead);
if (ScanLine.distance(playerHead) <= 3f && !ScanLine.IsSquare()){
//Big W no Invalids
projectile->CurrentPosition() = playerHead;
projectile->HitTest()->HitEntity = player;
projectile->HitTest()->HitPoint(ScanLine.normilized());
projectile->HitTest()->HitNormal(ScanLine.normilized());
DoHit(projectile->HitTest, playerHead, playerHead);
}
}
};
прострел сквозь стенки:
Class Projectile{
private:
//offsets shooting with fireballs bullets
int updatesCOUNT = 0x16384;
public:
VOID STW(){
//1000000% UPDATES JAJAJA
for (int i = 0 ; i < this->updatesCOUNT;i++){
auto get = (Projectile*)safe_read(oGameObjectManager + safe_read(this->updatesCOUNT + 0x20 + (i * 8), uintptr_t), uintptr_t);// geting CURRENT UPDATABLE PROJECTILE HITED WALL
auto playerAttack = safe_read(get + findProtoBUF("PlayerProjectileAttack"), PlayerProjectileAttack*);// SKIBIDI DOB DOB DOB YES no errors
playerAttack->attack()->HitNormalWorld() = HeadPos;
playerAttack->attack()->HitNormalLocal() = HeadPos;
playerAttack->attack()->HitID() = 0x28; // SCAN FOR WALLS GET CURRENT PLAYER NEVER UPDATED THIS OFFSETS LOL???
playerAttack->ResetPool();// CLEAR ANTI CERBERUS NO LOGS TO EAC YEs?
}
}
};
вот функи есть ну там в vars.hpp заливать ты знаешь