Thread: Beast Mode

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  1. #1
    supercarz1991's Avatar
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    Beast Mode

    Code:
    ModelInfo* PlayerStruct = (ModelInfo*) g_LTClient->GetPlayer();
    		if (PlayerStruct != 0)
    		{
    
    			MemCopy((void*) ADR_CameraUpdate, "\xC3", 1);
    			g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
    		}
    		else
    			Base.Menu->Items[MENU_GHOST].Current = 0;
    	}
    	else
    	{
    		g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, FLAG_SOLID, FLAG_SOLID);
    
    		MemCopy((void*) ADR_CameraUpdate, "\x83", 1);
    	}
    credits: @mmbob && @Xipher for telling me i was right

    everyone kinda wonderin... Do your searching through old bases, you might find something new
    Last edited by supercarz1991; 07-18-2012 at 04:05 AM.

    commando: You're probably the best non-coder coder I know LOL


  2. The Following 2 Users Say Thank You to supercarz1991 For This Useful Post:

    arun823 (07-18-2012),PikaMucha_Itu (07-18-2012)

  3. #2
    Ch40zz-C0d3r's Avatar
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    LOL I knew this so long... Finally some one released it.

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  4. #3
    //\\//etwork3r's Avatar
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    What is this "beast mode"?.It is ghost mode ?

  5. #4
    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by //\\//etwork3r View Post
    What is this "beast mode"?.It is ghost mode ?
    Look @ the code:
    Code:
    MemCopy((void*) ADR_CameraUpdate, "\xC3", 1);
    g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
    As you see he disables camera updates (normal beastmode) AND sets the playerflags (just clientsided) to 0.
    This means we dont have got any flags -> we can walk through all.

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  6. #5
    supercarz1991's Avatar
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    Doh
    i wonder what else we can do with g_CommonLT

    commando: You're probably the best non-coder coder I know LOL


  7. #6
    MGKing1's Avatar
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    Maybe even tamper with the game it self and shut it down

  8. #7
    arun823's Avatar
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    haha thanks, this really helps

  9. #8
    Royce's Avatar
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    Would be cool if someone could add this to their hack

  10. #9
    MGKing1's Avatar
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    Hmm anyone can post the playerstruct class and ModelInfo class would be awesome

  11. #10
    supercarz1991's Avatar
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    Doh
    Code:
    g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
    other stuff
    Code:
    g_CommonLT->SetObjectFlags(m_hObject, OFT_Flags2, dwFlags2, dwFlags2);
    g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, dwVisibleFlag, FLAG_VISIBLE );
    g_pCommonLT->SetObjectFlags( m_hSilencerModel, OFT_Flags, 0, FLAG_VISIBLE );
    g_pLTClient->SetObjectScale
    g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYMODELKEYS, CF_NOTIFYMODELKEYS);
    g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, g_pPlayerMgr->IsSpectatorMode() ? 0 : FLAG_GRAVITY, FLAG_GRAVITY);
    g_pCommonLT->GetObjectFlags(m_hObject, OFT_Flags, curFlags);
    g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, FLAG_GOTHRUWORLD, FLAG_GOTHRUWORLD | FLAG_SOLID);
    g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, curFlags, FLAGMASK_ALL);
    g_pCommonLT->SetObjectFlags(hObj, OFT_Flags, FLAG_CLIENTNONSOLID, FLAG_CLIENTNONSOLID);
    g_pCommonLT->SetObjectFlags(m_hObject, OFT_Client, CF_DONTSETDIMS, CF_DONTSETDIMS);
    g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYREMOVE, CF_NOTIFYREMOVE);
    g_pPhysicsLT->SetObjectDims( m_hObject, &m_vDims, 0 );
    g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_HITBOX | USRFLG_CHARACTER, USRFLG_HITBOX | USRFLG_CHARACTER );
    
    uint32 dwFlags;
    g_pCommonLT->GetObjectFlags( m_hModel, OFT_Flags, dwFlags );
    g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, ((dwFlags & FLAG_VISIBLE) ? FLAG_RAYHIT : 0), FLAG_RAYHIT );
    g_pCommonLT->SetObjectFlags( hMoveObj, OFT_Flags, 0, FLAG_SOLID );
    g_pCommonLT->SetObjectFlags( m_hCollisionObject, OFT_Flags,	FLAG_SOLID, FLAG_SOLID );
    g_pLTClient->GetObjectPos( m_hCollisionObject, &vPos );


    // Disable gravity. example
    Code:
    	m_bBodyOnLadder = LTTRUE;
    	m_hLadderObject = pInfo->m_hObject;	
             //disable gravity
    	g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_GRAVITY);
    just incase this helps
    Code:
    g_pPhysicsLT->MoveObject(m_hObject, &vPos, MOVEOBJECT_TELEPORT);

    commando: You're probably the best non-coder coder I know LOL


  12. #11
    PikaMucha_Itu's Avatar
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    Thank You man.

  13. #12
    Ch40zz-C0d3r's Avatar
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    Yeah, but all these flags are just clientsided, so it doesnt help disbale ur own hitbox or something like this

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  14. #13
    supercarz1991's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    Yeah, but all these flags are just clientsided, so it doesnt help disbale ur own hitbox or something like this
    oh i know this. but still gravity is fun :P

    there's lots more flags too

    commando: You're probably the best non-coder coder I know LOL


  15. #14
    kssiobr's Avatar
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    Very good now is add in the base...Thanks

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