Thread: Internal BHop

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  1. #1
    sethxi's Avatar
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    Internal BHop

    Agh man I hate asking stupid questions... but

    Code:
    bool __stdcall CreateMove(float flInputSampleTime, CUserCmd *cmd) {
    	oCreateMove(flInputSampleTime, cmd);
    	
    	/* BHOP */
    
    	CBaseEntity* pLocalPlayer = (CBaseEntity*)Interfaces->ClientEntList->GetClientEntity(Interfaces->Engine->GetLocalPlayer());
    
    	int groundflags[] = { 257, 259, 269, 233 };
    
    	if (GetAsyncKeyState(VK_SPACE))
    	{
    		for (int i = 0; i < 4; i++)
    		{
    			if (pLocalPlayer->GetFlags() == groundflags[i])
    			{
    				cmd->buttons |= IN_JUMP;
    
    				continue;
    			}
    		}
    
    		Msg("%s\n" "jump debug");
    	}
    
    	return true;
    }
    The problem is when you're holding space, the game is still holding +jump, so cmd->buttons |= IN_JUMP does nothing.

    How do I get around this?

  2. #2
    ilikepan's Avatar
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    hmmm try if (pLocalPlayer->GetFlags() == groundflags[i])
    {
    cmd->buttons |= IN_JUMP; then
    return

    cmd -> button | = IN_JUMP;

    continue;

  3. #3
    PhY'z's Avatar
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    Just another thing that will work better...

    You code:
    Code:
    if (GetAsyncKeyState(VK_SPACE))
    	{
    The code:
    Code:
    if (GetAsyncKeyState(32 /* VK of SPACE */) & 0x8000 /* Key hold */)
    	{
    Contact with me in any question...


    Hi (:

  4. #4
    WasserEsser's Avatar
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    Code:
    #define FL_ONGROUND (1<<0)
    
    if(cmd->buttons & IN_JUMP && !(pLocal->GetFlags() & FL_ONGROUND))
    	cmd->buttons &= ~IN_JUMP;
    Credits: Snorflake

  5. #5
    sethxi's Avatar
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    thanks guys

  6. #6
    sup h0wl's Avatar
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    Quote Originally Posted by sethxi View Post
    Agh man I hate asking stupid questions... but

    Code:
    bool __stdcall CreateMove(float flInputSampleTime, CUserCmd *cmd) {
    	oCreateMove(flInputSampleTime, cmd);
    	
    	/* BHOP */
    
    	CBaseEntity* pLocalPlayer = (CBaseEntity*)Interfaces->ClientEntList->GetClientEntity(Interfaces->Engine->GetLocalPlayer());
    
    	int groundflags[] = { 257, 259, 269, 233 };
    
    	if (GetAsyncKeyState(VK_SPACE))
    	{
    		for (int i = 0; i < 4; i++)
    		{
    			if (pLocalPlayer->GetFlags() == groundflags[i])
    			{
    				cmd->buttons |= IN_JUMP;
    
    				continue;
    			}
    		}
    
    		Msg("%s\n" "jump debug");
    	}
    
    	return true;
    }
    The problem is when you're holding space, the game is still holding +jump, so cmd->buttons |= IN_JUMP does nothing.

    How do I get around this?
    why are you checking for a certain key? just check for flags, then check if the player is on ground. if he is |= ~IN_JUMP;

    - - - Updated - - -

    oh sorry didnt read down far enough what i said is un needed.

  7. #7
    Epik's Avatar
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    There are so many things wrong with this

  8. The Following User Says Thank You to Epik For This Useful Post:

    Requiii (11-14-2015)

  9. #8
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    Woah.. you have hooked CreateMove totally wrong m8.
    And to make the player jump, use


    Defines:

    Code:
    #define	FL_ONGROUND				(1<<0)	// At rest / on the ground
    #define FL_DUCKING				(1<<1)	// Player flag -- Player is fully crouched
    #define	FL_WATERJUMP			(1<<3)	// player jumping out of water
    #define FL_ONTRAIN				(1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
    #define FL_INRAIN				(1<<5)	// Indicates the entity is standing in rain
    #define FL_FROZEN				(1<<6) // Player is frozen for 3rd person camera
    #define FL_ATCONTROLS			(1<<7) // Player can't move, but keeps key inputs for controlling another entity
    #define	FL_CLIENT				(1<<8)	// Is a player
    #define FL_FAKECLIENT			(1<<9)	// Fake client, simulated server side; don't send network messages to them
    #define	FL_INWATER				(1<<10)	// In water
    Code:
    if(GetAsyncKeyState(VK_SPACE) && !(pLocalEnitity->Flags() & FL_ONGROUND) {
    cmd->buttons &= ~IN_JUMP
    }
    - - - Updated - - -

    Quote Originally Posted by sethxi View Post
    Agh man I hate asking stupid questions... but

    Code:
    bool __stdcall CreateMove(float flInputSampleTime, CUserCmd *cmd) {
    	oCreateMove(flInputSampleTime, cmd);
    	
    	/* BHOP */
    
    	CBaseEntity* pLocalPlayer = (CBaseEntity*)Interfaces->ClientEntList->GetClientEntity(Interfaces->Engine->GetLocalPlayer());
    
    	int groundflags[] = { 257, 259, 269, 233 };
    
    	if (GetAsyncKeyState(VK_SPACE))
    	{
    		for (int i = 0; i < 4; i++)
    		{
    			if (pLocalPlayer->GetFlags() == groundflags[i])
    			{
    				cmd->buttons |= IN_JUMP;
    
    				continue;
    			}
    		}
    
    		Msg("%s\n" "jump debug");
    	}
    
    	return true;
    }
    The problem is when you're holding space, the game is still holding +jump, so cmd->buttons |= IN_JUMP does nothing.

    How do I get around this?
    Also, you have forgot verifiedlist etc.
    Contact me on skype and i will teach you how you can make one Working CreateMove hook.
    Click on my skype icon Under my profile picture. <---------------- or add, bjorn_tssgaming
    Last edited by viking911; 11-09-2015 at 02:59 AM.
    FAKEEDGEBOY$ - B4RB0$$4

  10. #9
    cdrizzle's Avatar
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    Quote Originally Posted by viking911 View Post
    Woah.. you have hooked CreateMove totally wrong m8.
    And to make the player jump, use


    Defines:

    Code:
    #define	FL_ONGROUND				(1<<0)	// At rest / on the ground
    #define FL_DUCKING				(1<<1)	// Player flag -- Player is fully crouched
    #define	FL_WATERJUMP			(1<<3)	// player jumping out of water
    #define FL_ONTRAIN				(1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
    #define FL_INRAIN				(1<<5)	// Indicates the entity is standing in rain
    #define FL_FROZEN				(1<<6) // Player is frozen for 3rd person camera
    #define FL_ATCONTROLS			(1<<7) // Player can't move, but keeps key inputs for controlling another entity
    #define	FL_CLIENT				(1<<8)	// Is a player
    #define FL_FAKECLIENT			(1<<9)	// Fake client, simulated server side; don't send network messages to them
    #define	FL_INWATER				(1<<10)	// In water
    Code:
    if(GetAsyncKeyState(VK_SPACE) && !(pLocalEnitity->Flags() & FL_ONGROUND) {
    cmd->buttons &= ~IN_JUMP
    }
    - - - Updated - - -



    Also, you have forgot verifiedlist etc.
    Contact me on skype and i will teach you how you can make one Working CreateMove hook.
    Click on my skype icon Under my profile picture. <---------------- or add, bjorn_tssgaming
    but the createmove hook works fine?

  11. #10
    rwby's Avatar
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    Quote Originally Posted by cdrizzle View Post
    but the createmove hook works fine?
    I dont see whats wrong with his createmove. Although i dont suggest checking for a key.

  12. The Following User Says Thank You to rwby For This Useful Post:

    cdrizzle (11-13-2015)

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