Исходник Supremacy c+p ready:: jump bug, edge jump, edge bug

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English:
Hello people, today i am sharing some code that got ported from a movement cheat into supremacy, it performs really well and you can have fun with it, feel like zuhn on legacy hvh.

This snippet includes: jump bug, edge jump and edge bug,

im providing clips aswell.


Русский:
Привет, народ, сегодня я делюсь кодом, который я перенес из чит-кода на движение в превосходство, он работает очень хорошо, и вы можете с ним повеселиться, почувствуйте себя зуном на устаревшем hvh. Этот фрагмент включает в себя: ошибку прыжка, прыжок с края и ошибку с края, я тоже предоставляю клипы

Пожалуйста, авторизуйтесь для просмотра ссылки.


Пожалуйста, авторизуйтесь для просмотра ссылки.


Пожалуйста, авторизуйтесь для просмотра ссылки.


jump bug:
void Movement::jump_bug(CUserCmd* pCmd) {
    Player* local = (Player*)(interfaces::entity_list->get_entity(interfaces::engine->get_local_player())); // lol
    float step = math::pi_2 / 128;
    float xThick = 23;
    auto local_player = g_cl.m_local;
    if (!g_cl.in_game)
        return;

    if (!local_player)
        return;
   
    if (!g_menu.main.movement.jump_bug.get())
        return;

    if (!g_input.GetKeyState(g_menu.main.movement.jump_bug_key.get()))
        return;

    if (!local_player || local_player->m_iHealth() <= 0)
        return;

    if (local_player->m_MoveType() == MOVETYPE_LADDER || local_player->m_MoveType() == MOVETYPE_NOCLIP)
        return;

    if (local_player->m_fFlags() & FL_ONGROUND) {
        pCmd->m_buttons &= ~IN_DUCK;
        pCmd->m_buttons |= IN_JUMP;
    }

    if (g_menu.main.movement.jump_bug.get() && g_input.GetKeyState(g_menu.main.movement.jump_bug_key.get()) && (local->m_fFlags() & (1 << 0))) {
        g_menu.main.movement.bhop.set(false);
        bool unduck = pCmd->m_buttons &= ~IN_DUCK;
        if (unduck) {
            pCmd->m_buttons &= ~IN_DUCK; // duck
            pCmd->m_buttons |= IN_JUMP; // jump
            unduck = false;
        }
        vec3_t pos = local->GetAbsOrigin();
        for (float a = 0.f; a < math::pi_2; a += step) {
            vec3_t pt;
            pt.x = (xThick * cos(a)) + pos.x;
            pt.y = (xThick * sin(a)) + pos.y;
            pt.z = pos.z;


            vec3_t pt2 = pt;
            pt2.z -= 8192;

            CGameTrace fag;

            Ray ray{ pt, pt2 };

            CTraceFilterSimple flt;
            flt.m_pass_ent1 = local;
            g_csgo.m_engine_trace->TraceRay(ray, MASK_PLAYERSOLID, &flt, &fag);

            if (fag.m_fraction != 1.f && fag.m_fraction != 0.f) {
                pCmd->m_buttons |= IN_DUCK; // duck
                pCmd->m_buttons &= ~IN_JUMP; // jump
                unduck = true;
            }
        }
        for (float a = 0.f; a < math::pi_2; a += step) {
            vec3_t pt;
            pt.x = ((xThick - 2.f) * cos(a)) + pos.x;
            pt.y = ((xThick - 2.f) * sin(a)) + pos.y;
            pt.z = pos.z;

            vec3_t pt2 = pt;
            pt2.z -= 8192;

            CGameTrace fag;

            Ray ray{ pt, pt2 };

            CTraceFilterSimple flt;
            flt.m_pass_ent1 = local;
            g_csgo.m_engine_trace->TraceRay(ray, MASK_PLAYERSOLID, &flt, &fag);

            if (fag.m_fraction != 1.f && fag.m_fraction != 0.f) {
                pCmd->m_buttons |= IN_DUCK; // duck
                pCmd->m_buttons &= ~IN_JUMP; // jump
                unduck = true;
            }
        }
        for (float a = 0.f; a < math::pi_2; a += step) {
            vec3_t pt;
            pt.x = ((xThick - 20.f) * cos(a)) + pos.x;
            pt.y = ((xThick - 20.f) * sin(a)) + pos.y;
            pt.z = pos.z;

            vec3_t pt2 = pt;
            pt2.z -= 8192;

            CGameTrace fag;

            Ray ray{ pt, pt2 };

            CTraceFilterSimple flt;
            flt.m_pass_ent1 = local;
            g_csgo.m_engine_trace->TraceRay(ray, MASK_PLAYERSOLID, &flt, &fag);

            if (fag.m_fraction != 1.f && fag.m_fraction != 0.f) {
                pCmd->m_buttons |= IN_DUCK; // duck
                pCmd->m_buttons &= ~IN_JUMP; // jump
                unduck = true;
            }
        }
    }
    else {
        g_menu.main.movement.bhop.set(true);
    }

}
edge jump:
void Movement::edge_jump(CUserCmd* cmd) {
    if (!g_menu.main.movement.edge_jump.get() || !g_input.GetKeyState(g_menu.main.movement.edge_jump_key.get()))
        return;

    // get local player.
    Player * player = (Player*)(interfaces::entity_list->get_entity(interfaces::engine->get_local_player()));

    if (!player || !player->alive())
        return;

    // dont edge jump on ladders.
    if (player->m_MoveType() == MOVETYPE_LADDER || player->m_MoveType() == MOVETYPE_NOCLIP)
        return;

    // predefines.
    auto user_cmd = cmd;
    auto local_player = g_cl.m_local;

    // check for predicted and unpredicted flags.
    if (g_cl.m_flags & FL_ONGROUND && !(player->m_fFlags() & FL_ONGROUND) && g_input.GetKeyState(g_menu.main.movement.edge_jump_key.get())) {
        cmd->m_buttons |= IN_JUMP; // do edge jump.
    }

    // duck in air.
    if (g_menu.main.movement.long_jump.get() && !(player->m_fFlags() & FL_ONGROUND) && g_input.GetKeyState(g_menu.main.movement.edge_jump_key.get())) {
        cmd->m_buttons |= IN_DUCK;
    }

    // switch desired methods.
    switch (g_menu.main.movement.long_jump_type.get()) {
    case 0:
        break;
    case 1:
        interfaces::engine->execute_cmd("-forward");
        break;
    case 2:
        interfaces::engine->execute_cmd("-back");
        break;
    case 3:
        interfaces::engine->execute_cmd("-moveleft");
        break;
    case 4:
        interfaces::engine->execute_cmd("-moveright");
        break;
    }
}
edge bug:
void Movement::duck_bug(CUserCmd* pCmd) {
    Player* local = (Player*)(interfaces::entity_list->get_entity(interfaces::engine->get_local_player())); // lol
    float step = math::pi_2 / 128;
    float xThick = 23;

    if (g_menu.main.movement.edge_bug.get() && g_input.GetKeyState(g_menu.main.movement.edge_bug_key.get()) && (local->m_fFlags() & (1 << 0))) {
        bool unduck = pCmd->m_buttons &= ~IN_DUCK;
        if (unduck) {
            pCmd->m_buttons &= ~IN_DUCK; // duck
            unduck = false;
        }
        vec3_t pos = local->GetAbsOrigin();
        for (float a = 0.f; a < math::pi_2; a += step) {
            vec3_t pt;
            pt.x = (xThick * cos(a)) + pos.x;
            pt.y = (xThick * sin(a)) + pos.y;
            pt.z = pos.z;


            vec3_t pt2 = pt;
            pt2.z -= 8192;

            CGameTrace fag;

            Ray ray{ pt, pt2 };

            CTraceFilterSimple flt;
            flt.m_pass_ent1 = local;
            g_csgo.m_engine_trace->TraceRay(ray, MASK_PLAYERSOLID, &flt, &fag);

            if (fag.m_fraction != 1.f && fag.m_fraction != 0.f) {
                pCmd->m_buttons |= IN_DUCK; // duck
                unduck = true;
            }
        }
        for (float a = 0.f; a < math::pi_2; a += step) {
            vec3_t pt;
            pt.x = ((xThick - 2.f) * cos(a)) + pos.x;
            pt.y = ((xThick - 2.f) * sin(a)) + pos.y;
            pt.z = pos.z;

            vec3_t pt2 = pt;
            pt2.z -= 8192;

            CGameTrace fag;

            Ray ray{ pt, pt2 };

            CTraceFilterSimple flt;
            flt.m_pass_ent1 = local;
            g_csgo.m_engine_trace->TraceRay(ray, MASK_PLAYERSOLID, &flt, &fag);

            if (fag.m_fraction != 1.f && fag.m_fraction != 0.f) {
                pCmd->m_buttons |= IN_DUCK; // duck
                unduck = true;
            }
        }
        for (float a = 0.f; a < math::pi_2; a += step) {
            vec3_t pt;
            pt.x = ((xThick - 20.f) * cos(a)) + pos.x;
            pt.y = ((xThick - 20.f) * sin(a)) + pos.y;
            pt.z = pos.z;

            vec3_t pt2 = pt;
            pt2.z -= 8192;

            CGameTrace fag;

            Ray ray{ pt, pt2 };

            CTraceFilterSimple flt;
            flt.m_pass_ent1 = local;
            g_csgo.m_engine_trace->TraceRay(ray, MASK_PLAYERSOLID, &flt, &fag);

            if (fag.m_fraction != 1.f && fag.m_fraction != 0.f) {
                pCmd->m_buttons |= IN_DUCK; // duck
                unduck = true;
            }
        }
    }
}
where to call:
void Client::EndMove(CUserCmd* cmd) {
    OnCreateMove();

    // store this when choke cycle reset.
    if (!interfaces::client_state->choked_commands) {
        m_real_angle = m_cmd->m_view_angles;
        m_frame_shit = interfaces::global_vars->tick_count;
    }

    m_cmd->m_view_angles.SanitizeAngle();

    // fix our movement.
    g_movement.FixMove(cmd, m_strafe_angles);
    g_movement.jump_bug(cmd);
    g_movement.edge_jump(cmd);
    g_movement.duck_bug(cmd);

    // this packet will be sent.
    if (*m_packet) {

        m_upd_time_test = interfaces::global_vars->tick_count + 1;

        g_hvh.m_step_switch = (bool)math::random_int(0, 1);

        // we are sending a packet, so this will be reset soon.
        // store the old value.
        m_old_lag = m_lag;

        // get radar angles.
        m_radar = cmd->m_view_angles;
        m_radar.normalize();

    }

    // store some values for next tick.
    m_old_packet = *m_packet;
    m_old_shot = m_buttons & IN_ATTACK && g_cl.m_weapon_fire;
}
 
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Тьомчик
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edgebug dont will be jump bug use flags for it. long jump working when you after 2 ticks do ducking
 
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Для просмотра содержимого вам необходимо авторизоваться.

i do
Для просмотра содержимого вам необходимо авторизоваться.

" you can have fun with it, feel like zuhn on legacy hvh."
initially did it for learning purposes but apparently you took it too seriously....
 
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