Thread: Some Info

Results 1 to 15 of 15
  1. #1
    TheBigBoy's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    texas
    Posts
    160
    Reputation
    19
    Thanks
    115

    Some Info

    Credits to me and Sudden Attack source.

    If you ever use please credit it would be very nice.
    Code:
    377338D0 aka IL***ient
    
    377338D0 + 0x21C = CreateObject(IL***ient *pClientDE)
    
    377338D0 + 0x230 = SetObjectColor(HOBJECT obj, DWORD  Red, DWORD Green, DWORD Blue, DWORD Alpha)
    
    377338D0 + 0x64  = IntersectSegment(ClientIntersectQuery from, ClientIntersectQuery to) Not 100% About the parms on this one.
    
    377338D0 + 0xFC =  RegisterConsoleProgram(const char *pName, ConsoleProgramFn fn)
    
    377338D0 + 0x158 = GetD3DDevice
    
    377338D0 + 0x308 =  GetEngineHook See Below
    
    void LoadString(int messageCode, char *outBuf, int outBufLen)
    {
    	void* pModule;
    	g_pL***ient->GetEngineHook("cres_hinstance",&pModule);
    	HMODULE hModule = (HINSTANCE)pModule;
    
    	*outBuf = '\0';
    
        if (hModule)
        {
    		uint32 nBytes = LoadString(hModule, messageCode, (char*)outBuf, outBufLen);
        }
    }
    3742C8A0 =  DoProjectile( LTVector const &vPath, LTVector const &vFirePos )
    DoVector
    Code:
    3742C650 =  DoVector( LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact )
    
    void CClientWeapon::DoVector( LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact )
    {
    	ASSERT( 0 != m_hObject );
    	ASSERT( 0 != m_pWeapon );
    
    	LTVector vEndPos;
    
    	IntersectInfo iInfo;
    	IntersectQuery qInfo;
    	qInfo.m_Flags = INTERSECT_OBJECTS | INTERSECT_HPOLY | IGNORE_NONSOLID;
    
    	// compute the vector end points
    	LTVector vTemp;
    	VEC_MULSCALAR( vTemp, vPath, m_pWeapon->nRange );
    	VEC_ADD( vEndPos, vFirePos, vTemp );
    
    	// filter information
    	CW_VOFF_Params cParams(this, vFirePos, vEndPos);
    	qInfo.m_FilterFn  = ClientWeapon_VectorObjFilterFn;
    	qInfo.m_pUserData = &cParams;
    	qInfo.m_PolyFilterFn = ClientWeapon_PolyFilterFn;
    
    	// vector end points
    	qInfo.m_From = vFirePos;
    	qInfo.m_To = vEndPos;
    
    	LTBOOL bDone = LTFALSE;
    	int    nCount = 0;
    	//----------------------------------------------------------------
    	uint32 dwId;
    	g_pL***ient->GetLocalClientID(&dwId);
    	while(!bDone && nCount < 4)
    	{
    		//qInfo.m_From = qInfo.m_From;
    		//qInfo.m_To	 = qInfo.m_To;
    		// ±¤½Ä
    		InitFireDetectionValue();		
    
    		if ( g_pL***ient->IntersectSegment( &qInfo, &iInfo ) )
    		//if( g_pL***ient->IntersectSegmen***ient(&qInfo, &iInfo) )
    		{
    			if( HandleVectorImpact( (uint8)dwId, 0, vPath, &qInfo, &iInfo, pObjectImpactPos, pObjectImpact ) )
    			{
    				bDone = LTTRUE;
    			}
    		}
    		else
    		{
    			// hit nothing, pretend we hit the sky
    			LTVector vUp;
    			vUp.Init( 0.0f, 1.0f, 0.0f );
    			AddImpact( (uint8)dwId, LTNULL, vEndPos, vUp, vPath, ST_SKY );
    
    			bDone = LTTRUE;
    		}
    
    		nCount++;
    	}	
    }
    CHitBox::Init
    Code:
    374B8690  =  CHitBox::Init( HOBJECT hModel, const LTVector &vDims, const LTVector &vOffset )
    bool CHitBox::Init( HOBJECT hModel, const LTVector &vDims, const LTVector &vOffset )
    {
    	if( hModel == INVALID_HOBJECT )
    		return false;
    
    	if( !s_ShowClientHitBox.IsInitted() )
    	{
    		s_ShowClientHitBox.Init( g_pL***ient, "ShowClientHitBox", LTNULL, 0.0f );
    	}
    
    	m_hModel	= hModel;
    	m_vDims		= vDims;
    	m_vOffset	= vOffset;
    
    	// Create the hitbox at the propper offset from the models position...
    
    	LTVector vModelPos;
    	g_pL***ient->GetObjectPos( m_hModel, &vModelPos );
    
    	LTRotation rModelRot;
    	g_pL***ient->GetObjectRotation( m_hModel, &rModelRot );
    
    	LTMatrix mMat;
    	rModelRot.ConvertToMatrix( mMat );
    
    	// Get rid of our object if it already exists...
    
    	if( m_hObject != INVALID_HOBJECT )
    	{
    		g_pL***ient->RemoveObject( m_hObject );
    		m_hObject = INVALID_HOBJECT;
    	}
    
    	ObjectCreateStruct ocs;
    	
    	ocs.m_ObjectType	= OT_NORMAL;
    	ocs.m_Flags			= FLAG_RAYHIT;
    	ocs.m_Pos			= vModelPos + (mMat * m_vOffset);	
    
    	m_hObject = g_pL***ient->CreateObject( &ocs );
    	if( m_hObject == INVALID_HOBJECT )
    	{
    		return false;
    	}
    
    	g_pPhysicsLT->SetObjectDims( m_hObject, &m_vDims, 0 );
    	
    	g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_HITBOX | USRFLG_CHARACTER, USRFLG_HITBOX | USRFLG_CHARACTER );
    
    	return true;
    }
    CreateBoundingBox
    Code:
    void CHitBox::CreateBoundingBox()
    {
    	if( (m_hObject == INVALID_HOBJECT) ||
    		(m_hBoundingBox != INVALID_HOBJECT ))
    		return;
    
    	ObjectCreateStruct ocs;
    
    	g_pL***ient->GetObjectPos( m_hObject, &ocs.m_Pos );
    	
    	ocs.m_ObjectType	= OT_MODEL;
    	ocs.m_Flags			= FLAG_VISIBLE | FLAG_NOLIGHT | FLAG_GOTHRUWORLD;
    	ocs.m_Flags2		= FLAG2_FORCETRANSLUCENT;
    	ocs.m_Scale			= m_vDims * 2.0f;
    
    	LTStrCpy( ocs.m_Filename, "MODELS\\sphere.ltb", ARRAY_LEN( ocs.m_Filename ));
    		
    	m_hBoundingBox = g_pL***ient->CreateObject( &ocs );
    	if( m_hBoundingBox == INVALID_HOBJECT )
    		return;
    
    	g_pL***ient->SetObjectColor( m_hBoundingBox, HB_COLOR_R, HB_COLOR_G, HB_COLOR_B, HB_COLOR_A);
    }
    ClientFire
    Code:
    3742D360  = ClientFire(LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact)
    
    void CClientWeapon::ClientFire( LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact )
    {
    	// Always process gadget firing...
    	if ( m_pAmmo->eType == GADGET )
    	{
    		DoGadget( vPath, vFirePos );
    		return;
    	}
    
    
    	switch ( m_pAmmo->eType )
    	{
    		case PROJECTILE:
    		{
    			DoProjectile( vPath, vFirePos );
    		}
    		break;
    
    		case VECTOR:
    		{
    			m_vFirePos = vFirePos;
    
    			DoVector( vPath, vFirePos, pObjectImpactPos, pObjectImpact );
    		}
    		break;
    
    		default:
    		{
    			g_pL***ient->CPrint( "ERROR in CClientWeapon::ClientFire().  Invalid Ammo Type!" );
    		}
    		break;
    	}
    }
    Last edited by TheBigBoy; 03-29-2010 at 04:36 PM.

  2. The Following 4 Users Say Thank You to TheBigBoy For This Useful Post:

    mmbob (07-15-2010),Synns (04-04-2010),why06 (03-29-2010),|-|3|_][({}PT3R12 (03-29-2010)

  3. #2
    neononxxx's Avatar
    Join Date
    Jun 2009
    Gender
    male
    Location
    why do you wanna know?? so you can kill me?
    Posts
    1,227
    Reputation
    36
    Thanks
    341
    My Mood
    Goofy
    the code looks nice. whats it do?
    Loading content... Please wait while the rest of this post loads.

  4. #3
    FORCE™'s Avatar
    Join Date
    Apr 2009
    Gender
    male
    Location
    Omg ure a pedaphile
    Posts
    4,226
    Reputation
    69
    Thanks
    665
    My Mood
    Goofy
    can anyone tell us wat this is?


    LIVERPOOL FC


  5. #4
    LegendaryAbbo's Avatar
    Join Date
    Dec 2008
    Gender
    male
    Posts
    5,244
    Reputation
    23
    Thanks
    546
    My Mood
    Relaxed
    Nice job, what is the ClientFire for/do though?

  6. #5
    Spook's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Posts
    4,649
    Reputation
    26
    Thanks
    568
    What does any of it do?
    I'm back.

  7. #6
    TheBigBoy's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    texas
    Posts
    160
    Reputation
    19
    Thanks
    115
    Why should i tell u what it does read what it does READDDDD.

  8. #7
    mmbob's Avatar
    Join Date
    Dec 2009
    Gender
    male
    Location
    ja
    Posts
    655
    Reputation
    70
    Thanks
    1,156
    My Mood
    Bitchy
    Is there a site I don't know of that gives names to those constants or are those just guesses?

  9. #8
    |-|3|_][({}PT3R12's Avatar
    Join Date
    Nov 2008
    Gender
    male
    Location
    UnkwOwnS
    Posts
    449
    Reputation
    12
    Thanks
    472
    My Mood
    Twisted
    Aha nice

    Looks real nice >

    Creds~

    PS: This is what i got from it

    ClientFire = Shoots with ___ ammo... Say you can probably change a 32mm to a nade?
    Boxes: 3D boxes... Box ESP.. Same thing
    Last edited by |-|3|_][({}PT3R12; 03-29-2010 at 08:29 PM.

  10. #9
    TheBigBoy's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    texas
    Posts
    160
    Reputation
    19
    Thanks
    115
    Well if u look at the box function it looks like u can change the color of the box
    SetObjectColor

  11. #10
    |-|3|_][({}PT3R12's Avatar
    Join Date
    Nov 2008
    Gender
    male
    Location
    UnkwOwnS
    Posts
    449
    Reputation
    12
    Thanks
    472
    My Mood
    Twisted
    Hit boxes are the small boxes were an aimbot would aim right?

  12. #11
    TheBigBoy's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    texas
    Posts
    160
    Reputation
    19
    Thanks
    115
    Aimbots aim at Bones
    Bones are in the model
    The Model is inside the hitbox

  13. #12
    imsosiick's Avatar
    Join Date
    Nov 2009
    Gender
    male
    Location
    NJ
    Posts
    87
    Reputation
    11
    Thanks
    4
    My Mood
    Breezy
    So, In other words your shit has aimbot?
    Or it just shows bones for us to aim at?

  14. #13
    why06's Avatar
    Join Date
    Jul 2009
    Gender
    male
    Location
    IBM
    Posts
    4,305
    Reputation
    170
    Thanks
    2,194
    My Mood
    Flirty
    ... meh noobs. >_>...

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

  15. #14
    Zoom's Avatar
    Join Date
    May 2009
    Gender
    male
    Location
    Your going on my 24/7 DDoS hit list.
    Posts
    8,561
    Reputation
    127
    Thanks
    5,912
    My Mood
    Happy
    Good job on this.

  16. #15
    whit's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Posts
    7,170
    Reputation
    490
    Thanks
    2,252
    ahh nicejob im goin to try it out

Similar Threads

  1. Some info about web servers
    By Spook in forum Web Languages
    Replies: 6
    Last Post: 03-31-2010, 03:25 AM
  2. [Info] can i get some info?(A)
    By falcino in forum Sudden Attack General
    Replies: 3
    Last Post: 11-03-2009, 12:56 PM
  3. Some info for DirectX coders here..
    By apezwijn in forum Operation 7 Hacks
    Replies: 0
    Last Post: 12-28-2008, 01:48 AM
  4. i need some info
    By uselessnoob in forum Call of Duty 4 - Modern Warfare (MW) Hacks
    Replies: 0
    Last Post: 12-18-2008, 12:20 PM
  5. [help request]Need some info in order to make my own aimbot
    By wolfff in forum Combat Arms Hacks & Cheats
    Replies: 90
    Last Post: 11-07-2008, 05:03 PM