Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Client.cpp
Код:
[LIST]
[*]
1. Добавить LegitAA + Silent Aim Fix Checkbox в client.cpp:
ImGui::Checkbox("Legit AntiAim", &Settings::Misc::misc_LegitAA);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("overwatch secure - left + right arrow key to change angles");
ImGui::Checkbox("Anti SilentAim", &Settings::Misc::misc_LegitAAToggle);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Disables Silent Aim for Legit AA - It lets your default Aimbot working again");
[/LIST]
- Settings.cpp\h добавить это:
-
Код:
[*]2. В Settings.cpp namespace misc добавить это: bool misc_LegitAA = false; bool misc_LegitAAToggle = false; 2.5 В Settings.h: extern bool misc_LegitAA; extern bool misc_LegitAAToggle;
CInput.hpp -
Код:
3. Вот это: CRC32_ProcessBuffer(&crc, &forwardmove, sizeof(forwardmove)); CRC32_ProcessBuffer(&crc, &sidemove, sizeof(sidemove)); CRC32_ProcessBuffer(&crc, &upmove, sizeof(upmove)); [*]
Заменить на: -
CInput.hppКод:
CRC32_ProcessBuffer(&crc, &Move, sizeof(Move)); -
На это:Код:
3.5 Заменить это: float forwardmove; // 0x24 float sidemove; // 0x28 float upmove; // 0x2C
-----------------------------------------------------------------------------------Код:Vector Move;
Misc.cpp
4. Надо убрать лунную походку. из за неё не будет работать в Settings.cpp, Settings.h и Misc.cpp.
Убрать это:
-------------------------------------------------------------------------------------------Код:if (Settings::Misc::misc_Moonwalk) { enum MoveType_t; if (enum MoveType_t() & (MOVETYPE_NOCLIP | MOVETYPE_LADDER | FL_ONGROUND)) return; { if (pCmd->buttons & IN_FORWARD) { pCmd->forwardmove = 450; pCmd->buttons &= ~IN_FORWARD; pCmd->buttons |= IN_BACK; } else if (pCmd->buttons & IN_BACK) { pCmd->forwardmove = -450; pCmd->buttons &= ~IN_BACK; pCmd->buttons |= IN_FORWARD; } if (pCmd->buttons & IN_MOVELEFT) { pCmd->sidemove = -450; pCmd->buttons &= ~IN_MOVELEFT; pCmd->buttons |= IN_MOVERIGHT; } else if (pCmd->buttons & IN_MOVERIGHT) { pCmd->sidemove = 450; pCmd->buttons &= ~IN_MOVERIGHT; pCmd->buttons |= IN_MOVELEFT; } } }
Misc.cpp-
Убрать это:Код:
4.5 Убрать авторасрыжка из за неё будет не правильно работать анти аим, и даже можете получить ненадёжный [*]
Код:if ( Settings::Misc::misc_AutoStrafe && !( g_pPlayers->GetLocal()->iFlags & FL_ONGROUND ) ) { if ( pCmd->mousedx < 0 ) { pCmd->sidemove = -450.0f; } else if ( pCmd->mousedx > 0 ) { pCmd->sidemove = 450.0f; } }
Hook.cpp
------------------------------------------------------------------------------------------------------------------Код:5. Replace your Hook_CreateMove function - This stuff here: bool WINAPI Hook_CreateMove(float flInputSampleTime, CUserCmd* pCmd) { static bool dir = false; static bool dir2 = false; ClientModeTable.UnHook(); auto origAng = pCmd->viewangles; PDWORD pEBP; __asm mov pEBP, ebp; bool& bSendPacket = *(bool*)(*pEBP - 0x1C); if (Interfaces::Eng [*]ine()->IsConnected() || Interfaces::Engine()->IsInGame()) { if (bSendPacket) Settings::Misc::qLastTickAngle = pCmd->viewangles; if (Settings::Misc::misc_LegitAA && !(pCmd->buttons & IN_ATTACK) && (pCmd->tick_count % 2)) { if (GetAsyncKeyState(VK_LEFT)) dir = true; if (GetAsyncKeyState(VK_RIGHT)) dir = false; bSendPacket = false; pCmd->viewangles.y = (dir) ? (pCmd->viewangles.y - 180) - 270.f : (pCmd->viewangles.y - 180) - 90.f; } } Client::OnCreateMove(pCmd); bool ret = Interfaces::ClientMode()->CreateMove(flInputSampleTime, pCmd); ClientModeTable.ReHook(); FixMovement(pCmd, origAng); NormalizeFloat(pCmd->viewangles[1]); printf_s("%d\n", bSendPacket); if (Settings::Misc::misc_LegitAA) { return 0; } else { return ret; } } With This: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void VectorAngles(Vector forward, QAngle & ang_out) { if (forward.x == 0.0f && forward.y == 0.0f) { ang_out.x = (forward.z <= 0.0f) ? 90.0f : 270.f; ang_out.y = 0.0f; } else { ang_out.x = atan2(-forward.z, forward.Length2D()) * -180 / 3.14; ang_out.y = atan2(forward.y, forward.x) * 180 / 3.14; } ang_out.z = 0.0f; } void FixMovement(CUserCmd * pCommand, Vector ang) { float flSpeed = pCommand->Move.Length2D(); if (flSpeed <= 0.0f) return; Vector vec_move; VectorAngles(pCommand->Move, vec_move); float flYaw = (pCommand->viewangles.y - ang.y + vec_move.y) * 0.0174532925f; pCommand->Move.x = cos(flYaw) * flSpeed; pCommand->Move.y = sin(flYaw) * flSpeed; } void NormalizeFloat(float & in) { if (in > 180.f || in < -180.f) { float ry = in / 360.f; if (ry < 0.f) ry = -ry; ry = round(ry); if (in < 0.f) in = (in + 360.f * ry); else in = (in - 360.f * ry); } } bool WINAPI Hook_CreateMove(float flInputSampleTime, CUserCmd* pCmd) { static bool isFakeAngle = false; static bool dir = false; static bool dir2 = false; ClientModeTable.UnHook(); auto origAng = pCmd->viewangles; PDWORD pEBP; __asm mov pEBP, ebp; bool& bSendPacket = *(bool*)(*pEBP - 0x1C); CBaseEntity* pLocal = (CBaseEntity*)Interfaces::EntityList()->GetClientEntity(Interfaces::Engine()->GetLocalPlayer()); if (Interfaces::Engine()->IsConnected() || Interfaces::Engine()->IsInGame()) { if (bSendPacket) Settings::Misc::qLastTickAngle = pCmd->viewangles; if (Settings::Misc::misc_LegitAAToggle) { if (GetAsyncKeyState(VK_LBUTTON) || GetAsyncKeyState(VK_RBUTTON) || pCmd->buttons & IN_GRENADE1 || pCmd->buttons & IN_GRENADE2 || pCmd->buttons & IN_ATTACK || pCmd->buttons & IN_ATTACK2) [*]{ Settings::Misc::misc_LegitAA = false; } else if (!GetAsyncKeyState(VK_LBUTTON) || !GetAsyncKeyState(VK_RBUTTON) || !pCmd->buttons & IN_GRENADE1 || !pCmd->buttons & IN_GRENADE2 || !pCmd->buttons & IN_ATTACK || !pCmd->buttons & IN_ATTACK2) { Settings::Misc::misc_LegitAA = true; } } //pLocal->GetActiveWeapon(); //pLocal->GetWeapons() if (Settings::Misc::misc_LegitAA && !(pCmd->buttons & IN_ATTACK) && (pCmd->tick_count % 2) && pLocal->GetMoveType() != MOVETYPE_LADDER && pLocal->GetMoveType() != MOVETYPE_NOCLIP) { /* Manual Anti Aim Left and Right arrow key*/ if (GetAsyncKeyState(VK_LEFT)) dir = true; /*Changes your Legit AA to the Right Side by pressing Left ArrowKey*/ if (GetAsyncKeyState(VK_RIGHT)) dir = false; /*Changes your Legit AA to the Right Side by pressing Right ArrowKey*/ /*A D Keybind for Dynamic Anti Aim*/ if (GetKeyState(0x41) & 0x80) dir = true; //Changes your Legit AA to the Right Side by pressing A if (GetKeyState(0x44) & 0x80) dir = false; //Changes your Legit AA to the Right Side by pressing D bSendPacket = false; pCmd->viewangles.y = (dir) ? (pCmd->viewangles.y - 180) - 270.f : (pCmd->viewangles.y - 180) - 90.f; isFakeAngle = true; } else { isFakeAngle = false; } } Client::OnCreateMove(pCmd); bool ret = Interfaces::ClientMode()->CreateMove(flInputSampleTime, pCmd); ClientModeTable.ReHook(); FixMovement(pCmd, origAng); NormalizeFloat(pCmd->viewangles[1]); printf_s("%d\n", bSendPacket); if ((Settings::Misc::misc_LegitAA && pLocal->GetMoveType() != MOVETYPE_LADDER && pLocal->GetMoveType() != MOVETYPE_NOCLIP) || isFakeAngle) { return 0; } else { return ret; } }
Entity.cpp
Добавить в Entity.cpp это: -
---------------------------------------------------------------------------------------------------------------------Код:
#define ptr( x, x1, x2 ) (x)( (DWORD)x1 + (DWORD)x2 ) ------------------------------------------------------------------------------------------------------------------ Entity.cpp 6.5 add this above bool CBaseEntity::HasHelmet() int CBaseEntity::GetMoveType() { if (this != NULL && this != nullptr && (DWORD)this != 0xE) { return ptr(int, this, 0x258); //return *(int*)((DWORD)this + (DWORD)0x258); } }
7. Добавить Entity.h в public: -
---------------------------------------------------------------------------------------------------------------------Код:
int GetMoveType();
Заменить это: -
На это:Код:
if (GetAsyncKeyState(VK_LEFT)) dir = true; //Change your angle with left and right arrow keys if (GetAsyncKeyState(VK_RIGHT)) dir = false; bSendPacket = false; pCmd->viewangles.y = (dir) ? (pCmd->viewangles.y - 180) - 270.f : (pCmd->viewangles.y - 180) - 90.f;
Код:bSendPacket = false; pCmd->viewangles.y += 90; //changes your real angle to the right side 90 degrees.
this is the same way in simple like above. you can change the view direction with your arrow keys left and right:
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