C++ Rapid fire

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Rapid Fire code:
Credits: lsamplel
Rapid fire:
if (F::RAGE::rage->rage_data.rapid_fire) {
if (rage->sub_tick_data.command == impl::command_msg::rapid_fire) {
// override angles just to prevent
Input->m_view_angles = Vector_t(rage->sub_tick_data.best_point.x, rage->sub_tick_data.best_point.y, range->sub_tick_data.best_point.z);
Input->m_view_angles.clamp();
InputHistoryEntry->m_pViewCmd->m_andValue = range->sub_tick_data.best_point;
InputHistoryEntry->m_pViewCmd->m_angValue.Clamp();
// override tickcount
Input History Entry->m_n Player TickCount = 0;
Input->m_player_tick_count = 0;
// perform shooting
SDK::Cmd->m_buttons.m_n Value |= IN_ATTACK;
}
else
SDK::Cmd->m_buttons.m_n Value &= ~IN_ATTACK;
}
 
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Rapid Fire code:
Credits: lsamplel
Rapid fire:
if (F::RAGE::rage->rage_data.rapid_fire) {
if (rage->sub_tick_data.command == impl::command_msg::rapid_fire) {
// override angles just to prevent
Input->m_view_angles = Vector_t(rage->sub_tick_data.best_point.x, rage->sub_tick_data.best_point.y, range->sub_tick_data.best_point.z);
Input->m_view_angles.clamp();
InputHistoryEntry->m_pViewCmd->m_andValue = range->sub_tick_data.best_point;
InputHistoryEntry->m_pViewCmd->m_angValue.Clamp();
// override tickcount
Input History Entry->m_n Player TickCount = 0;
Input->m_player_tick_count = 0;
// perform shooting
SDK::Cmd->m_buttons.m_n Value |= IN_ATTACK;
}
else
SDK::Cmd->m_buttons.m_n Value &= ~IN_ATTACK;
}
-backtrack and -nospread
 
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Why are u even posting this? It has been posted before how to make rapidfire, and this method is not even proper. And who even uses normal buttons to set in attack, are u trying to get detected as fast as possible?
 
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Why are u even posting this? It has been posted before how to make rapidfire, and this method is not even proper. And who even uses normal buttons to set in attack, are u trying to get detected as fast as possible?
you didn't understand, it is a speedrun of farming reactions!
 
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Rapid Fire code:
Credits: lsamplel
Rapid fire:
if (F::RAGE::rage->rage_data.rapid_fire) {
if (rage->sub_tick_data.command == impl::command_msg::rapid_fire) {
// override angles just to prevent
Input->m_view_angles = Vector_t(rage->sub_tick_data.best_point.x, rage->sub_tick_data.best_point.y, range->sub_tick_data.best_point.z);
Input->m_view_angles.clamp();
InputHistoryEntry->m_pViewCmd->m_andValue = range->sub_tick_data.best_point;
InputHistoryEntry->m_pViewCmd->m_angValue.Clamp();
// override tickcount
Input History Entry->m_n Player TickCount = 0;
Input->m_player_tick_count = 0;
// perform shooting
SDK::Cmd->m_buttons.m_n Value |= IN_ATTACK;
}
else
SDK::Cmd->m_buttons.m_n Value &= ~IN_ATTACK;
}
Wrong?
 
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Rapid Fire code:
Credits: lsamplel
Rapid fire:
if (F::RAGE::rage->rage_data.rapid_fire) {
if (rage->sub_tick_data.command == impl::command_msg::rapid_fire) {
// override angles just to prevent
Input->m_view_angles = Vector_t(rage->sub_tick_data.best_point.x, rage->sub_tick_data.best_point.y, range->sub_tick_data.best_point.z);
Input->m_view_angles.clamp();
InputHistoryEntry->m_pViewCmd->m_andValue = range->sub_tick_data.best_point;
InputHistoryEntry->m_pViewCmd->m_angValue.Clamp();
// override tickcount
Input History Entry->m_n Player TickCount = 0;
Input->m_player_tick_count = 0;
// perform shooting
SDK::Cmd->m_buttons.m_n Value |= IN_ATTACK;
}
else
SDK::Cmd->m_buttons.m_n Value &= ~IN_ATTACK;
}
U didnt even share the hook... and this method was already public like stated above, litterly in the same post u had gotten this code from so i dont see the point in resharing it
Why are u even posting this? It has been posted before how to make rapidfire, and this method is not even proper. And who even uses normal buttons to set in attack, are u trying to get detected as fast as possible?
And for this IDC about detection really i mostly play community server so i could care less, and is mostly just a self project rn anyways
 
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sapphire dev
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Кажется вам быстро забанит аккаунты за такой рапид(
 
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так в рапиде заряды вообще то а не просто хуйня из под коня, такой будет работать через раз вообще а то и в потолок стрелять
 
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