Вопрос EV0LVE HOOKING METHOD

The double tap and Hide shots work correctly, it's just as you can see in the video that when i have anti-aim enabled, you cant flawlessly move, but when you disable it, you can move normal.
fatality had same issue, when u enable fake angles u cant move properly, it was smth clmove related, i dont remember fully
 
fatality had same issue, when u enable fake angles u cant move properly, it was smth clmove related, i dont remember fully
may be an issue with movement fix or tickbase. check both i guess
That's weird, maybe I'm blind and stupid but I don't think there is anything wrong.
If you want to check, can you see something wrong there?

C++:
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void __declspec(noinline) org_cl_move(float accumulated_extra_samples, bool final_tick)
{
    auto original = uintptr_t(hook_manager.cl_move->get_original());

    __asm
    {
            movss xmm0, accumulated_extra_samples
            mov cl, final_tick
            push original
            call [esp]
            add esp, 0x4
    }
}

void __cdecl cl_move_hook(float accumulated_extra_samples, bool final_tick)
{
    const auto start = game->client_state->last_command;

    if (!game->engine_client->is_ingame() || !game->client_state->net_channel || game->client_state->paused ||
        !game->local_player || !game->local_player->is_alive())
    {
        tickbase.reset();
        org_cl_move(accumulated_extra_samples, final_tick);
        if (start != game->client_state->last_command)
            game->cmds.push_back(game->client_state->last_command);
        return;
    }

    game->client_state->process_sockets();

    // could be disconnected now.
    if (!game->client_state->net_channel)
    {
        tickbase.reset();
        org_cl_move(accumulated_extra_samples, final_tick);
        return;
    }

    game->prediction->update(game->client_state->delta_tick, true, game->client_state->last_command_ack,
                             game->client_state->last_command + game->client_state->choked_commands);

    tickbase.to_adjust = 0;
    tickbase.force_choke = tickbase.force_unchoke = false;
    org_cl_move(accumulated_extra_samples, final_tick);

    if (tickbase.to_shift > 0)
    {
        while (tickbase.to_shift > 0)
        {
            tickbase.force_choke = --tickbase.to_shift > 0;
            if (!tickbase.to_shift)
            {
                tickbase.post_shift = true;
                game->prediction->get_predicted_commands() =
                    std::clamp(game->client_state->last_command - game->client_state->last_command_ack, 0,
                               game->prediction->get_predicted_commands());
                for (auto i = game->client_state->last_command + 1;
                     i <= game->client_state->last_command + game->client_state->choked_commands; i++)
                    game->input->commands[i % input_max].predicted = false;
                game->prediction->update(game->client_state->delta_tick, true, game->client_state->last_command_ack,
                                         game->client_state->last_command + game->client_state->choked_commands);
            }
            org_cl_move(game->globals->interval_per_tick, final_tick);
        }
    }

    if (start == game->client_state->last_command)
    {
        game->client_state->net_channel->out_sequence_nr--;
        game->client_state->net_channel->choked_packets = 0;

        const auto recharge = game->input->commands[(start + 1) % input_max].tick_count == INT_MAX;
        if (recharge)
            game->client_state->choked_commands--;

        game->client_state->send_netmsg_tick();
        const auto next_command = game->client_state->net_channel->send_datagram();

        if (recharge)
            game->client_state->last_command = next_command;
    }
    else
    {
        tickbase.post_shift = false;
        tickbase.compute_current_limit(game->client_state->last_command);
        game->cmds.push_back(game->client_state->last_command);
    }
}

__declspec(naked) void cl_move()
{
    __asm {
            mov eax, dword ptr ss:[ebp-0x4]
            push ebp
            mov ebp, esp

            movzx ebx, cl
            push ebx // final_tick
            push eax // accumulated_extra_samples
            call cl_move_hook
            add esp, 0x8
            mov eax, 0

            pop ebp
            ret
    }
}
 
That's weird, maybe I'm blind and stupid but I don't think there is anything wrong.
If you want to check, can you see something wrong there?

C++:
Expand Collapse Copy
void __declspec(noinline) org_cl_move(float accumulated_extra_samples, bool final_tick)

    if (tickbase.to_shift > 0)
    {
        while (tickbase.to_shift > 0)
        {
            tickbase.force_choke = --tickbase.to_shift > 0;
            if (!tickbase.to_shift)
            {
                tickbase.post_shift = true;
                game->prediction->get_predicted_commands() =
                    std::clamp(game->client_state->last_command - game->client_state->last_command_ack, 0,
                               game->prediction->get_predicted_commands());
                for (auto i = game->client_state->last_command + 1;
                     i <= game->client_state->last_command + game->client_state->choked_commands; i++)
                    game->input->commands[i % input_max].predicted = false;
                game->prediction->update(game->client_state->delta_tick, true, game->client_state->last_command_ack,
                                         game->client_state->last_command + game->client_state->choked_commands);
            }
            org_cl_move(game->globals->interval_per_tick, final_tick);
        }
    }


}

this looks whacky, maybe ur disabling prediction on commands that need to be predicted, idk it could also just be that ur shifting too much or the movement fix is dog
 
this looks whacky, maybe ur disabling prediction on commands that need to be predicted, idk it could also just be that ur shifting too much or the movement fix is dog
Not really sure, why's that happening. I am not really good at this exploit stuff. I think there might be a chance that it would be the Movement Fix function. When I checked both Fatality and Ev0lve has the same movement fix.

C++:
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void fix_movement(user_cmd *const cmd, angle &wishangle)
{
    vec3 view_fwd, view_right, view_up, cmd_fwd, cmd_right, cmd_up;
    angle_vectors(wishangle, view_fwd, view_right, view_up);
    angle_vectors(cmd->viewangles, cmd_fwd, cmd_right, cmd_up);

    view_fwd.z = view_right.z = cmd_fwd.z = cmd_right.z = 0.f;
    view_fwd.normalize();
    view_right.normalize();
    cmd_fwd.normalize();
    cmd_right.normalize();

    const auto dir = view_fwd * cmd->forwardmove + view_right * cmd->sidemove;
    const auto denom = cmd_right.y * cmd_fwd.x - cmd_right.x * cmd_fwd.y;

    cmd->sidemove = (cmd_fwd.x * dir.y - cmd_fwd.y * dir.x) / denom;
    cmd->forwardmove = (cmd_right.y * dir.x - cmd_right.x * dir.y) / denom;

    normalize_move(cmd->forwardmove, cmd->sidemove, cmd->upmove);
    wishangle = cmd->viewangles;
}

and I am shifting this much i think (max_new_cmds):
#define sv_maxusrcmdprocessticks ((game->rules->data && game->rules->data->get_is_valve_ds()) ? 7 : 16)
#define max_new_cmds (sv_maxusrcmdprocessticks - 2 )

EDIT:
As I was trying out Airflow right now, i noticed it has the same movement issue as i do with ev0lve, i think theres something more to it, like offsets, virtuals anything. I don't think it's the code, it just needs to be updated. Not sure what it might cause it though.
 
Последнее редактирование:
Not really sure, why's that happening. I am not really good at this exploit stuff. I think there might be a chance that it would be the Movement Fix function. When I checked both Fatality and Ev0lve has the same movement fix.

C++:
Expand Collapse Copy
void fix_movement(user_cmd *const cmd, angle &wishangle)
{
    vec3 view_fwd, view_right, view_up, cmd_fwd, cmd_right, cmd_up;
    angle_vectors(wishangle, view_fwd, view_right, view_up);
    angle_vectors(cmd->viewangles, cmd_fwd, cmd_right, cmd_up);

    view_fwd.z = view_right.z = cmd_fwd.z = cmd_right.z = 0.f;
    view_fwd.normalize();
    view_right.normalize();
    cmd_fwd.normalize();
    cmd_right.normalize();

    const auto dir = view_fwd * cmd->forwardmove + view_right * cmd->sidemove;
    const auto denom = cmd_right.y * cmd_fwd.x - cmd_right.x * cmd_fwd.y;

    cmd->sidemove = (cmd_fwd.x * dir.y - cmd_fwd.y * dir.x) / denom;
    cmd->forwardmove = (cmd_right.y * dir.x - cmd_right.x * dir.y) / denom;

    normalize_move(cmd->forwardmove, cmd->sidemove, cmd->upmove);
    wishangle = cmd->viewangles;
}

and I am shifting this much i think (max_new_cmds):
#define sv_maxusrcmdprocessticks ((game->rules->data && game->rules->data->get_is_valve_ds()) ? 7 : 16)
#define max_new_cmds (sv_maxusrcmdprocessticks - 2 )

EDIT:
As I was trying out Airflow right now, i noticed it has the same movement issue as i do with ev0lve, i think theres something more to it, like offsets, virtuals anything. I don't think it's the code, it just needs to be updated. Not sure what it might cause it though.
Not really sure, why's that happening. I am not really good at this exploit stuff. I think there might be a chance that it would be the Movement Fix function. When I checked both Fatality and Ev0lve has the same movement fix.

C++:
Expand Collapse Copy
void fix_movement(user_cmd *const cmd, angle &wishangle)
{
    vec3 view_fwd, view_right, view_up, cmd_fwd, cmd_right, cmd_up;
    angle_vectors(wishangle, view_fwd, view_right, view_up);
    angle_vectors(cmd->viewangles, cmd_fwd, cmd_right, cmd_up);

    view_fwd.z = view_right.z = cmd_fwd.z = cmd_right.z = 0.f;
    view_fwd.normalize();
    view_right.normalize();
    cmd_fwd.normalize();
    cmd_right.normalize();

    const auto dir = view_fwd * cmd->forwardmove + view_right * cmd->sidemove;
    const auto denom = cmd_right.y * cmd_fwd.x - cmd_right.x * cmd_fwd.y;

    cmd->sidemove = (cmd_fwd.x * dir.y - cmd_fwd.y * dir.x) / denom;
    cmd->forwardmove = (cmd_right.y * dir.x - cmd_right.x * dir.y) / denom;

    normalize_move(cmd->forwardmove, cmd->sidemove, cmd->upmove);
    wishangle = cmd->viewangles;
}

and I am shifting this much i think (max_new_cmds):
#define sv_maxusrcmdprocessticks ((game->rules->data && game->rules->data->get_is_valve_ds()) ? 7 : 16)
#define max_new_cmds (sv_maxusrcmdprocessticks - 2 )

EDIT:
As I was trying out Airflow right now, i noticed it has the same movement issue as i do with ev0lve, i think theres something more to it, like offsets, virtuals anything. I don't think it's the code, it just needs to be updated. Not sure what it might cause it though.
try clmove from this src
 
try clmove from this src
Hey! So, I did try it, and uhhh... See for yourself :tearsofjoy: :tearsofjoy:
Пожалуйста, авторизуйтесь для просмотра ссылки.

I am not gonna lie, as of now, I really am lost, I don't really know what's the issue exactly and how to fix it.
The problem is that the exploits work fine, but you just cant play with Anti-aim enabled otherwise you're gonna keep lagging back when you move.
 
Hey! So, I did try it, and uhhh... See for yourself :tearsofjoy: :tearsofjoy:
Пожалуйста, авторизуйтесь для просмотра ссылки.

I am not gonna lie, as of now, I really am lost, I don't really know what's the issue exactly and how to fix it.
The problem is that the exploits work fine, but you just cant play with Anti-aim enabled otherwise you're gonna keep lagging back when you move.
you need to comment some stuff in clmove, look in that fatality src that I sent
 
Hey! So, I did try it, and uhhh... See for yourself :tearsofjoy: :tearsofjoy:
Пожалуйста, авторизуйтесь для просмотра ссылки.

I am not gonna lie, as of now, I really am lost, I don't really know what's the issue exactly and how to fix it.
The problem is that the exploits work fine, but you just cant play with Anti-aim enabled otherwise you're gonna keep lagging back when you move.
jesus christ this looks cancer.. give me your discord ill try and help u there
 
1747481270362.png

Its 5min fix, idk what u guys are doing
 
Hello friends!
The cheat now works properly, but there are issues with when you stand still for a few seconds, you will be locked out of movement. You can get unstuck by jumping in the air, but it happens again when you stand still for a period of time.

I am now working with @zDrip and trying to solve the issue.

The issues with the movement were caused by "Body lean" feature that weren't fixed in movement fix, we are working on that too.

Have a good day.
 
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