Ребятки у кого есть последние паттерны?

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8 Дек 2018
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Надо вот на эти
И что тут именно надо обновить?

Код:
#include "structs.hpp"

#define TIME_TO_TICKS( dt )    ( ( int )( 0.5f + ( float )( dt ) / g_csgo.m_globals( )->m_interval_per_tick ) )
#define TICKS_TO_TIME( t ) ( g_csgo.m_globals( )->m_interval_per_tick *( t ) )

bool entity_t::is_player( ) {
    return ( GetClientClass( )->m_ClassID == ClassId_CCSPlayer );
}

bool entity_t::is_weapon( ) {
    return ( GetClientClass( )->m_ClassID == ClassId_CBaseCombatWeapon );
}

bool entity_t::is_dropped_weapon( ) {
    if ( !call_virtual<bool( __thiscall* )( entity_t* )>( this, 160 )( this ) )
        return false;

    auto * e = static_cast< weapon_t * >( this );

    char * strings[ 3 ] = { "CWeapon", "CAK47", "CDEagle" };

    for ( int i = 0; i < 3; i++ ) {
        if ( !strstr( e->GetClientClass( )->m_pNetworkName, strings[ i ] ) )
            continue;

        if ( !m_hOwnerEntity( ).IsValid( ) && m_vecOrigin( ) != vec3_t( 0, 0, 0 ) )
            return true;
    }

    return false;
}

bool entity_t::is_plantedc4( ) {
    return GetClientClass( )->m_ClassID == ClassId_CPlantedC4;
}

bool entity_t::is_defusekit( ) {
    return GetClientClass( )->m_ClassID == ClassId_CBaseAnimating;
}

csweaponinfo_t * weapon_t::get_csweapon_info( ) {
    if ( !this || this == NULL )
        return NULL;

    using Fn = csweaponinfo_t*( __thiscall* )( void* );

    static auto fn = reinterpret_cast< Fn >( util::pattern_scan( "client_panorama.dll", "55 8B EC 81 EC ? ? ? ? 53 8B D9 56 57 8D 8B" ) );
    return fn( this );
}

float weapon_t::get_innacuracy() {
    return call_virtual<float(__thiscall*)(void*)>(this, 467)(this);
}

float weapon_t::get_spread() {
    return call_virtual<float(__thiscall*)(void*)>(this, 436)(this);
}

void weapon_t::update_accuracy_penality() {
    call_virtual<void(__thiscall*)(void*)>(this, 468)(this);
}

bool weapon_t::is_empty( ) {
    return m_iClip1( ) <= 0;
}

bool weapon_t::can_fire( ) {
    if ( is_empty( ) ) {
        return false;
    }

    if ( !g_ctx.m_local ) {
        return false;
    }

    return (m_flNextPrimaryAttack() < g_csgo.m_globals()->m_curtime) && (g_ctx.m_local->m_flNextAttack() < g_csgo.m_globals()->m_curtime);
}

bool weapon_t::is_rifle( ) {
    switch ( get_csweapon_info( )->type ) {
    case WEAPONTYPE_RIFLE:
        return true;
    case WEAPONTYPE_SUBMACHINEGUN:
        return true;
    case WEAPONTYPE_SHOTGUN:
        return true;
    case WEAPONTYPE_MACHINEGUN:
        return true;
    default:
        return false;
    }
}

bool weapon_t::is_smg( ) {
    int weapon_id = m_iItemDefinitionIndex( );

    return weapon_id == WEAPON_MAC10 || weapon_id == WEAPON_MP7 || weapon_id == WEAPON_MP9 || weapon_id == WEAPON_P90 ||
        weapon_id == WEAPON_BIZON || weapon_id == WEAPON_UMP45 || weapon_id == WEAPON_MP5SD;
}

bool weapon_t::is_shotgun( ) {
    int weapon_id = m_iItemDefinitionIndex( );

    return weapon_id == WEAPON_XM1014 || weapon_id == WEAPON_NOVA || weapon_id == WEAPON_SAWEDOFF || weapon_id == WEAPON_MAG7;
}

bool weapon_t::is_pistol( ) {
    int weapon_id = m_iItemDefinitionIndex( );

    return weapon_id == WEAPON_DEAGLE || weapon_id == WEAPON_ELITE || weapon_id == WEAPON_FIVESEVEN || weapon_id == WEAPON_P250 ||
        weapon_id == WEAPON_GLOCK || weapon_id == WEAPON_HKP2000 || weapon_id == WEAPON_CZ75A || weapon_id == WEAPON_USP_SILENCER || weapon_id == WEAPON_TEC9 || weapon_id == WEAPON_REVOLVER;
}

bool weapon_t::is_sniper( ) {
    int weapon_id = m_iItemDefinitionIndex( );

    return weapon_id == WEAPON_AWP || weapon_id == WEAPON_SCAR20 || weapon_id == WEAPON_G3SG1 || weapon_id == WEAPON_SSG08;
}

bool weapon_t::is_grenade( ) {
    switch ( get_csweapon_info( )->type ) {
    case WEAPONTYPE_GRENADE:
        return true;
    default:
        return false;
    }
}

bool weapon_t::is_non_aim( ) {
    int idx = m_iItemDefinitionIndex( );

    return ( idx == WEAPON_C4 || idx == WEAPON_KNIFE || idx == WEAPON_KNIFE_BAYONET ||idx == WEAPON_KNIFE_GHOST || idx == WEAPON_KNIFE_BUTTERFLY || idx == WEAPON_KNIFE_FALCHION
        || idx == WEAPON_KNIFE_FLIP || idx == WEAPON_KNIFE_GUT || idx == WEAPON_KNIFE_KARAMBIT || idx == WEAPON_KNIFE_M9_BAYONET || idx == WEAPON_KNIFE_PUSH
        || idx == WEAPON_KNIFE_SURVIVAL_BOWIE || idx == WEAPON_KNIFE_T || idx == WEAPON_KNIFE_TACTICAL || idx == WEAPON_FLASHBANG || idx == WEAPON_HEGRENADE
        || idx == WEAPON_SMOKEGRENADE || idx == WEAPON_MOLOTOV || idx == WEAPON_DECOY || idx == WEAPON_INCGRENADE );
}

char * weapon_t::get_icon( ) {
    switch ( m_iItemDefinitionIndex( ) ) {
    case WEAPON_KNIFE_BAYONET:
        return "1";
    case WEAPON_KNIFE_SURVIVAL_BOWIE:
        return "7";
    case WEAPON_KNIFE_BUTTERFLY:
        return "8";
    case WEAPON_KNIFE:
        return "KNIFE";
    case WEAPON_KNIFE_FALCHION:
        return "0";
    case WEAPON_KNIFE_FLIP:
        return "2";
    case WEAPON_KNIFE_GUT:
        return "3";
    case WEAPON_KNIFE_KARAMBIT:
        return "4";
    case WEAPON_KNIFE_M9_BAYONET:
        return "5";
    case WEAPON_KNIFE_T:
        return "KNIFE";
    case WEAPON_KNIFE_TACTICAL:
        return "6";
    case WEAPON_KNIFE_PUSH:
        return "]";
    case WEAPON_DEAGLE:
        return "A";
    case WEAPON_ELITE:
        return "B";
    case WEAPON_FIVESEVEN:
        return "C";
    case WEAPON_GLOCK:
        return "D";
    case WEAPON_HKP2000:
        return "E";
    case WEAPON_P250:
        return "F";
    case WEAPON_USP_SILENCER:
        return "G";
    case WEAPON_TEC9:
        return "H";
    case WEAPON_REVOLVER:
        return "J";
    case WEAPON_MAC10:
        return "K";
    case WEAPON_UMP45:
        return "L";
    case WEAPON_BIZON:
        return "M";
    case WEAPON_MP7:
        return "N";
    case WEAPON_MP9:
        return "O";
    case WEAPON_P90:
        return "P";
    case WEAPON_GALILAR:
        return "Q";
    case WEAPON_FAMAS:
        return "R";
    case WEAPON_M4A1_SILENCER:
        return "S";
    case WEAPON_M4A1:
        return "T";
    case WEAPON_AUG:
        return "U";
    case WEAPON_SG556:
        return "V";
    case WEAPON_AK47:
        return "W";
    case WEAPON_G3SG1:
        return "X";
    case WEAPON_SCAR20:
        return "Y";
    case WEAPON_AWP:
        return "Z";
    case WEAPON_SSG08:
        return "a";
    case WEAPON_XM1014:
        return "b";
    case WEAPON_SAWEDOFF:
        return "c";
    case WEAPON_MAG7:
        return "d";
    case WEAPON_NOVA:
        return "e";
    case WEAPON_NEGEV:
        return "f";
    case WEAPON_M249:
        return "g";
    case WEAPON_TASER:
        return "h";
    case WEAPON_FLASHBANG:
        return "i";
    case WEAPON_HEGRENADE:
        return "j";
    case WEAPON_SMOKEGRENADE:
        return "k";
    case WEAPON_MOLOTOV:
        return "l";
    case WEAPON_DECOY:
        return "m";
    case WEAPON_INCGRENADE:
        return "n";
    case WEAPON_C4:
        return "o";
    case WEAPON_CZ75A:
        return "I";
    default:
        return "  ";
    }
}

char * weapon_t::get_name( ) {
    switch ( m_iItemDefinitionIndex( ) ) {
    case WEAPON_KNIFE_BAYONET:
        return "bayonet";
    case WEAPON_KNIFE_SURVIVAL_BOWIE:
        return "bowie";
    case WEAPON_KNIFE_BUTTERFLY:
        return "butterfly";
    case WEAPON_KNIFE:
        return "knife";
    case WEAPON_KNIFE_FALCHION:
        return "falchion";
    case WEAPON_KNIFE_FLIP:
        return "flip";
    case WEAPON_KNIFE_GUT:
        return "gut";
    case WEAPON_KNIFE_KARAMBIT:
        return "karambit";
    case WEAPON_KNIFE_M9_BAYONET:
        return "m9bayonet";
    case WEAPON_KNIFE_T:
        return "knife";
    case WEAPON_KNIFE_TACTICAL:
        return "huntsman";
    case WEAPON_KNIFE_PUSH:
        return "daggers";
    case WEAPON_DEAGLE:
        return "deserteagle";
    case WEAPON_ELITE:
        return "berretas";
    case WEAPON_FIVESEVEN:
        return "fiveseven";
    case WEAPON_GLOCK:
        return "glock";
    case WEAPON_HKP2000:
        return "p2000";
    case WEAPON_P250:
        return "p250";
    case WEAPON_USP_SILENCER:
        return "usp-s";
    case WEAPON_TEC9:
        return "tec9";
    case WEAPON_REVOLVER:
        return "revolver";
    case WEAPON_MAC10:
        return "mac10";
    case WEAPON_UMP45:
        return "ump45";
    case WEAPON_BIZON:
        return "bizon";
    case WEAPON_MP7:
        return "mp7";
    case WEAPON_MP5SD:
        return "mp5";
    case WEAPON_MP9:
        return "mp9";
    case WEAPON_P90:
        return "p90";
    case WEAPON_GALILAR:
        return "galil";
    case WEAPON_FAMAS:
        return "famas";
    case WEAPON_M4A1_SILENCER:
        return "m4a1-s";
    case WEAPON_M4A1:
        return "m4a1";
    case WEAPON_AUG:
        return "aug";
    case WEAPON_SG556:
        return "sg556";
    case WEAPON_AK47:
        return "ak47";
    case WEAPON_G3SG1:
        return "g3sg1";
    case WEAPON_SCAR20:
        return "scar20";
    case WEAPON_AWP:
        return "awp";
    case WEAPON_SSG08:
        return "scout";
    case WEAPON_XM1014:
        return "xm1014";
    case WEAPON_SAWEDOFF:
        return "sawedoff";
    case WEAPON_MAG7:
        return "mag7";
    case WEAPON_NOVA:
        return "nova";
    case WEAPON_NEGEV:
        return "negev";
    case WEAPON_M249:
        return "m249";
    case WEAPON_TASER:
        return "zeus";
    case WEAPON_FLASHBANG:
        return "flashbang";
    case WEAPON_HEGRENADE:
        return "grenade";
    case WEAPON_SMOKEGRENADE:
        return "smoke";
    case WEAPON_MOLOTOV:
        return "molotov";
    case WEAPON_DECOY:
        return "decoy";
    case WEAPON_INCGRENADE:
        return "incendiary";
    case WEAPON_C4:
        return "bomb";
    case WEAPON_CZ75A:
        return "cz75a";
    default:
        return "  ";
    }
}

float * player_t::m_flPoseParameter( ) {
    static int offset = netvars::get( ).get_offset( "DT_BaseAnimating", "m_flPoseParameter" );

    return reinterpret_cast< float * >( uintptr_t( this ) + offset );
}

vec3_t player_t::get_eye_pos( )
{
    return m_vecOrigin( ) + m_vecViewOffset( );
}

bool player_t::is_alive( ) {
    return m_lifeState( ) == LIFE_ALIVE;
}

int    player_t::get_move_type( ) {
    return *( int* )( ( uintptr_t )this + 0x258 );
}

vec3_t player_t::hitbox_position( int hitbox_id ) {
    matrix3x4_t matrix[ 128 ];

    if ( this->SetupBones( matrix, 128, 0x100, 0.f ) ) {
        studiohdr_t * hdr = g_csgo.m_modelinfo( )->GetStudiomodel( this->GetModel( ) );

        if ( hdr ) {
            mstudiobbox_t *hitbox = hdr->pHitboxSet( this->m_nHitboxSet( ) )->pHitbox( hitbox_id );
           
            if ( hitbox ) {
                vec3_t
                    min = vec3_t{ },
                    max = vec3_t{ };

                math::vector_transform( hitbox->bbmin, matrix[ hitbox->bone ], min );
                math::vector_transform( hitbox->bbmax, matrix[ hitbox->bone ], max );

                return ( min + max ) / 2.0f;
            }
        }
    }

    return vec3_t{ };
}

vec3_t player_t::hitbox_position( int hitbox_id, matrix3x4_t matrix[ 128 ] ) {
    studiohdr_t * hdr = g_csgo.m_modelinfo( )->GetStudiomodel( this->GetModel( ) );

    if ( hdr ) {
        mstudiobbox_t *hitbox = hdr->pHitboxSet( this->m_nHitboxSet( ) )->pHitbox( hitbox_id );

        if ( hitbox ) {
            vec3_t
                min = vec3_t{ },
                max = vec3_t{ };

            math::vector_transform( hitbox->bbmin, matrix[ hitbox->bone ], min );
            math::vector_transform( hitbox->bbmax, matrix[ hitbox->bone ], max );

            return ( min + max ) / 2.0f;
        }
    }

    return vec3_t{ };
}

hitboxdata_t player_t::hitbox_data( int hitbox_id, matrix3x4_t matrix[ 128 ] ) {
    hitboxdata_t output;

    studiohdr_t * hdr = g_csgo.m_modelinfo( )->GetStudiomodel( this->GetModel( ) );

    if ( hdr ) {
        mstudiobbox_t *hitbox = hdr->pHitboxSet( this->m_nHitboxSet( ) )->pHitbox( hitbox_id );

        if ( hitbox ) {
            vec3_t
                min = vec3_t{ },
                max = vec3_t{ };

            math::vector_transform( hitbox->bbmin, matrix[ hitbox->bone ], min );
            math::vector_transform( hitbox->bbmax, matrix[ hitbox->bone ], max );

            output.position = ( min + max ) / 2.0f;
            output.radius = hitbox->m_flRadius;
        }
    }

    return output;
}

vec3_t player_t::bone_pos( int bone ) {
    matrix3x4_t matrix[ MAXSTUDIOBONES ];

    if ( SetupBones( matrix, MAXSTUDIOBONES, BONE_USED_BY_HITBOX, g_csgo.m_globals( )->m_curtime ) ) {
        return Vector( matrix[ bone ][ 0 ][ 3 ], matrix[ bone ][ 1 ][ 3 ], matrix[ bone ][ 2 ][ 3 ] );
    }

    return vec3_t( 0, 0, 0 );
}

bool player_t::point_visible( player_t * m_player, vec3_t endpos ) {
    CGameTrace tr;
    Ray_t ray;
    CTraceFilter filter;
    filter.pSkip = this;

    ray.Init( get_eye_pos( ), endpos );
    g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT | CONTENTS_GRATE, &filter, &tr );

    return tr.hit_entity == m_player || tr.fraction > 0.97f;
}

bool player_t::point_visible( vec3_t endpos ) {
    CGameTrace tr;
    Ray_t ray;
    CTraceFilter filter;
    filter.pSkip = this;

    ray.Init( get_eye_pos( ), endpos );
    g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT | CONTENTS_GRATE, &filter, &tr );

    return tr.fraction > 0.97f;
}

CUserCmd*& player_t::m_pCurrentCommand( ) {
    static auto current_command = *( uint32_t* )( util::pattern_scan( "client_panorama.dll", "89 BE ? ? ? ? E8 ? ? ? ? 85 FF" ) + 2 );

    return *( CUserCmd ** )( ( uintptr_t )this + current_command );
}

void player_t::invalidate_bone_cache( ) {
    static auto addr = ( DWORD )util::pattern_scan( "client_panorama.dll", "80 3D ? ? ? ? ? 74 16 A1 ? ? ? ? 48 C7 81" );
    unsigned long g_iModelBoneCounter = **( unsigned long** )( addr + 10 );
    *( unsigned int* )( ( DWORD )this + 0x2914 ) = 0xFF7FFFFF; // m_flLastBoneSetupTime = -FLT_MAX;
    *( unsigned int* )( ( DWORD )this + 0x2680 ) = ( g_iModelBoneCounter - 1 ); // m_iMostRecentModelBoneCounter = g_iModelBoneCounter - 1;
}

void player_t::set_abs_origin( const vec3_t & origin ) {
    using Fn = void( __thiscall* )( void*, const vec3_t & );

    static auto fn = reinterpret_cast< Fn >( util::pattern_scan( "client_panorama.dll", "55 8B EC 83 E4 F8 51 53 56 57 8B F1" ) );
    return fn( this, origin );
}

void player_t::set_abs_angles( const vec3_t & angle )
{
    using Fn = void( __thiscall* )( void*, const vec3_t & );

    static auto fn = reinterpret_cast< Fn >( util::pattern_scan( "client_panorama.dll", "55 8B EC 83 E4 F8 83 EC 64 53 56 57 8B F1 E8" ) );
    return fn( this, angle );
}

void player_t::set_render_angles( vec3_t angles ) {
    *( vec3_t* )( uintptr_t( this ) + 0x128 ) = angles;
}

bool player_t::get_bone_transform( matrix3x4_t * output, float time ) {
    *( int* )( this + 0x0A28 ) = 0;
    *( int* )( this + 0x0A30 ) = g_csgo.m_globals( )->m_framecount;

    return SetupBones( output, 128, 0x0100, time );
}

void player_t::update_clientside_animation( ) {
    typedef void( __thiscall *Fn )( void* );
    call_virtual<Fn>( this, 218 )( this );
}

VarMapping_t * player_t::var_mapping( ) {
    return reinterpret_cast<VarMapping_t*>( ( DWORD )this + 0x24 );
}

vec3_t &player_t::m_angAbsRotation( ) {
    return *( vec3_t* )( ( DWORD )&m_angRotation( ) - 12 );
}

float player_t::m_flSpawnTime( ) {
    return *( float* )( ( uintptr_t )this + 0xA290 );
}

bool player_t::valid( bool check_team, bool check_dormant ) {
    auto local_player = static_cast< player_t * >(g_csgo.m_entitylist()->GetClientEntity(g_csgo.m_engine()->GetLocalPlayer()));

    if ( !this ) { return false; }
    if ( IsDormant( ) && check_dormant ) { return false; }
    if ( !is_alive( ) ) { return false; }
    if ( !is_player( ) ) { return false; }
    if ( !g_ctx.m_local ) { return false; }

    g_ctx.m_local = local_player;

    if ( check_team ) {
        if ( local_player->m_iTeamNum ( ) == m_iTeamNum ( ) ) {
            return false;
        }
    }
    return true;
}

int player_t::animlayer_count( ) {
    return *( int* )( ( DWORD )this + 0x297C );
}

AnimationLayer * player_t::get_animlayers( ) {
    return *( AnimationLayer** )( ( DWORD )this + 10608 );
}

AnimationLayer & player_t::get_animlayer( int id ) {
    return ( *( AnimationLayer** )( uintptr_t( this ) + 0x2970 ) )[ id ];
}

float player_t::get_animtime( ) {
    return *reinterpret_cast< float* >( ( DWORD ) this + 0x3C );
}

void player_t::set_animlayer( int id, AnimationLayer layer ) {
    ( *( AnimationLayer** )( ( DWORD )this + 0x2970 ) )[ id ] = layer;
}

int player_t::sequence_activity( int sequence ) {
    auto hdr = g_csgo.m_modelinfo( )->GetStudiomodel( this->GetModel( ) );

    if ( !hdr )
        return -1;

    static auto sequence_activity = reinterpret_cast<int( __fastcall* )( void*, studiohdr_t*, int )>( util::pattern_scan( "client_panorama.dll", "55 8B EC 83 7D 08 FF 56 8B F1 74 3D" ) );

    return sequence_activity( this, hdr, sequence );
}

float network_latency( ) {
    INetChannelInfo *nci = g_csgo.m_engine( )->GetNetChannelInfo( );
    if ( nci )
        return nci->GetAvgLatency( FLOW_INCOMING );

    return 0.0f;
}

int player_t::get_choked_ticks( ) {
    float flSimulationTime = this->m_flSimulationTime( );
    float flSimDiff = g_csgo.m_globals( )->m_curtime - flSimulationTime;
    float latency = network_latency( );
    return TIME_TO_TICKS( max( 0.0f, flSimDiff - latency ) );
}

c_baseplayeranimationstate * player_t::get_animation_state( ) {
    return *reinterpret_cast< c_baseplayeranimationstate ** >( reinterpret_cast< void * >( uintptr_t( this ) + 0x3884 ) );
}

void player_t::set_animation_state( c_baseplayeranimationstate * state ) {
    *reinterpret_cast< c_baseplayeranimationstate ** >( uintptr_t( this ) + 0x3884 ) = state;
}

float player_t::get_animation_time( ) {
    return *( float * ) ( ( uintptr_t ) this + 0x3C );
}

float player_t::m_flLerpTime( ) {
    return *( float * )( ( uintptr_t )this + 0x0BF4 );
}

CBoneAccessor * player_t::m_BoneAccessor( ) {
    return reinterpret_cast< CBoneAccessor* >( uintptr_t( this ) + 0x2694 );
}

CThreadFastMutex * player_t::m_BoneSetupLock( ) {
    return reinterpret_cast< CThreadFastMutex * >( uintptr_t( this ) + 0x26A4 );
}

vec3_t & player_t::abs_origin( ) {
    using Fn = vec3_t&( __thiscall * )( void* );
    return call_virtual< Fn >( this, 10 )( this );
}

vec3_t & player_t::abs_angles( ) {
    using Fn = vec3_t&( __thiscall * )( void * );
    return call_virtual< Fn >( this, 11 )( this );
}

float & player_t::m_surfaceFriction( ) {
    static unsigned int _m_surfaceFriction = util::find_in_datamap( GetPredDescMap( ), "m_surfaceFriction" );
    return *( float *)( uintptr_t( this ) + _m_surfaceFriction );
}

vec3_t & player_t::m_vecBaseVelocity( ) {
    static unsigned int _m_vecBaseVelocity = util::find_in_datamap( GetPredDescMap( ), "m_vecBaseVelocity" );
    return *( vec3_t* )( uintptr_t( this ) + _m_vecBaseVelocity );
}

float & player_t::m_flMaxspeed( ) {
    static unsigned int _m_flMaxspeed = util::find_in_datamap( GetPredDescMap( ), "m_flMaxspeed" );
    return *( float * )( uintptr_t( this ) + _m_flMaxspeed );
}
 
Забаненный
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Оффлайн
Регистрация
8 Дек 2018
Сообщения
11
Реакции[?]
1
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Начинающий
Статус
Оффлайн
Регистрация
8 Дек 2018
Сообщения
3
Реакции[?]
0
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Даров , егорка , когда копируешь нужный файл , например у тебя client_panorama.dll заливаешь , и там будут последние 2 буквы и цифры с нужным паттерном. (если он длинный)
 
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