Thread: Untrusted

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  1. #1
    affe2626's Avatar
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    Untrusted

    Hey, I just got untrusted banned and I wonder what caused it because I don't wanna get banned again, I've both movement and angle-clamp but I probably made something wrong

    Code:
    void ClampAngle(Vector3 angle)
    {
    	while (angle.y < -180.0f) angle.y += 360.0f;
    	while (angle.y > 180.0f) angle.y -= 360.0f;
    	if (angle.x > 89.0f) angle.x = 89.0f;
    	if (angle.x < -89.0f) angle.x = -89.0f;
    }
    Code:
    void ClampMovement(float forwardMove, float sideMove)
    {
    	if (forwardMove >= 450.f)
    		forwardMove = 450.f;
    	if (forwardMove <= -450.f)
    		forwardMove = -450.f;
    
    	if (sideMove >= 450.f)
    		sideMove = 450.f;
    	if (sideMove <= -450.f)
    		sideMove = -450.f;
    }
    I also play with Silent Aim, just returning 0 in CreateMove (ClientMode)
    Last edited by affe2626; 12-27-2016 at 04:16 PM.

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  2. #2
    ddddddz's Avatar
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    need more code than just your clamping functions. anyone else have the cheat? did you use a possibly detected injector?

    also just re-read and are you sure you're actually using those sidemove / angles that you declared for changing view / movement?
    Last edited by ddddddz; 12-28-2016 at 10:38 AM.

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  4. #3
    affe2626's Avatar
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    Quote Originally Posted by ddddddz View Post
    need more code than just your clamping functions. anyone else have the cheat? did you use a possibly detected injector?

    also just re-read and are you sure you're actually using those sidemove / angles that you declared for changing view / movement?
    Okay, what do you want? No. No and yes I'm clamping my movement and angles if it was that you meant

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  5. #4
    ddddddz's Avatar
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    Code:
    void ClampAngle(Vector3 angle)
    void ClampMovement(float forwardMove, float sideMove)
    when you pass these do you actually use them for manipulation? Like if you are setting viewangles at some other point are you using
    angle? Post your Vector3 class please.

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    affe2626 (12-28-2016)

  7. #5
    WasserEsser's Avatar
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    @affe2626 is this C# or C++?

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    affe2626 (12-28-2016)

  9. #6
    affe2626's Avatar
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    @WasserEsser C++

    Quote Originally Posted by ddddddz View Post
    when you pass these do you actually use them for manipulation? Like if you are setting viewangles at some other point are you using
    angle? Post your Vector3 class please.
    I create a Vector3 at the start of my CreateMove hook, use it in my aimbot and antiaim, at the end of CreateMove I clamp it and then I do this:
    pCmd->viewangles = Angle
    Angle is the angle I created at the start of my CreateMove hook obviously.


    Code:
    class Vector3
    {
    public:
    	float x, y, z;
    
    	inline Vector3()
    		: x(0),
    		y(0),
    		z(0)
    	{
    	}
    
    	inline Vector3(float X, float Y, float Z)
    		: x(X),
    		y(Y),
    		z(Z)
    	{
    	}
    
    	inline Vector3(float XYZ)
    		: x(XYZ),
    		y(XYZ),
    		z(XYZ)
    	{
    	}
    
    	inline Vector3(float* v)
    		: x(v[0]),
    		y(v[1]),
    		z(v[2])
    	{
    	}
    
    	inline Vector3(const float* v)
    		: x(v[0]),
    		y(v[1]),
    		z(v[2])
    	{
    	}
    
    	inline void Init(float X = 0.0f, float Y = 0.0f, float Z = 0.0f)
    	{
    		x = X;
    		y = Y;
    		z = Z;
    	}
    
    	inline float operator [] (int i) const
    	{
    		return ((float*)this)[i];
    	}
    
    	inline float& operator [] (int i)
    	{
    		return ((float*)this)[i];
    	}
    
    	inline Vector3& operator += (const Vector3& v)
    	{
    		x += v.x;
    		y += v.y;
    		z += v.z;
    
    		return *this;
    	}
    
    	inline Vector3& operator -= (const Vector3& v)
    	{
    		x -= v.x;
    		y -= v.y;
    		z -= v.z;
    
    		return *this;
    	}
    
    	inline Vector3& operator *= (const Vector3& v)
    	{
    		x *= v.x;
    		y *= v.y;
    		z *= v.z;
    
    		return *this;
    	}
    
    	inline Vector3& operator /= (const Vector3& v)
    	{
    		x /= v.x;
    		y /= v.y;
    		z /= v.z;
    
    		return *this;
    	}
    
    	inline Vector3& operator += (float v)
    	{
    		x += v;
    		y += v;
    		z += v;
    
    		return *this;
    	}
    
    	inline Vector3& operator -= (float v)
    	{
    		x -= v;
    		y -= v;
    		z -= v;
    
    		return *this;
    	}
    
    	inline Vector3& operator *= (float v)
    	{
    		x *= v;
    		y *= v;
    		z *= v;
    
    		return *this;
    	}
    
    	inline Vector3& operator /= (float v)
    	{
    		x /= v;
    		y /= v;
    		z /= v;
    
    		return *this;
    	}
    
    	inline Vector3 operator - () const
    	{
    		return Vector3(-x, -y, -z);
    	}
    
    	inline Vector3 operator - (const Vector3& v) const
    	{
    		return Vector3(x - v.x, y - v.y, z - v.z);
    	}
    
    	inline Vector3 operator + (const Vector3& v) const
    	{
    		return Vector3(x + v.x, y + v.y, z + v.z);
    	}
    
    	inline Vector3 operator * (const Vector3& v) const
    	{
    		return Vector3(x * v.x, y * v.y, z * v.z);
    	}
    
    	inline Vector3 operator / (const Vector3& v) const
    	{
    		return Vector3(x / v.x, y / v.y, z / v.z);
    	}
    
    	inline float Length() const
    	{
    		return sqrtf(x * x + y * y + z * z);
    	}
    
    	inline float LengthSqr() const
    	{
    		return (x * x + y * y + z * z);
    	}
    
    	inline float LengthXY() const
    	{
    		return sqrtf(x * x + y * y);
    	}
    
    	inline float LengthXZ() const
    	{
    		return sqrtf(x * x + z * z);
    	}
    
    	inline bool IsZero() const
    	{
    		return (x > -0.01f && x < 0.01f
    			&&	y > -0.01f && y < 0.01f
    			&&	z > -0.01f && z < 0.01f);
    	}
    
    	inline float DistTo(const Vector3& v) const
    	{
    		return (*this - v).Length();
    	}
    
    	inline float DistToSqr(const Vector3& v) const
    	{
    		return (*this - v).LengthSqr();
    	}
    
    	inline float Dot(const Vector3& v) const
    	{
    		return (x * v.x + y * v.y + z * v.z);
    	}
    
    	inline Vector3 Cross(const Vector3& v) const
    	{
    		return Vector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
    	}
    };
    Last edited by affe2626; 12-28-2016 at 12:58 PM.

    Always PM me when trading, I've been hacked on my Skype previously
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  10. #7
    WasserEsser's Avatar
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    Quote Originally Posted by affe2626 View Post
    Code:
    void ClampAngle(Vector3 angle)
    void ClampMovement(float forwardMove, float sideMove)
    You're passing the parameters by value and not by reference or pointer.
    A local copy is being created and you're clamping and normalizing the local copies without touching the original ones that you later set your viewangles to.

    Happy Untrusted.
    Last edited by WasserEsser; 12-28-2016 at 01:08 PM.

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  12. #8
    affe2626's Avatar
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    Quote Originally Posted by WasserEsser View Post
    Code:
    void ClampAngle(Vector3 angle)
    void ClampMovement(float forwardMove, float sideMove)
    You're passing the parameters by value and not by reference or pointer.
    A local copy is being created and you're clamping and normalizing the local copies without touching the original ones that you later set your viewangles to.

    Happy Untrusted.
    Oh thanks, so
    Code:
    void ClampAngle(Vector3& Angle);
    void ClampMovement(float &forwardMove, float &sideMove)
    would work?

    or should I make a Vector3 method like this

    Code:
    void Vector3::Clamp()
    {
    if(this->X *something*
    *then set it to something..*
    }
    Last edited by affe2626; 12-28-2016 at 01:49 PM.

    Always PM me when trading, I've been hacked on my Skype previously
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  13. #9
    WasserEsser's Avatar
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    Quote Originally Posted by affe2626 View Post
    Oh thanks, so
    Code:
    void ClampAngle(Vector3& Angle);
    void ClampMovement(float &forwardMove, float &sideMove)
    would work?

    or should I make a Vector3 method like this

    Code:
    void Vector3::Clamp()
    {
    if(this->X *something*
    *then set it to something..*
    }
    Do it however you want, both ways work.

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    affe2626 (12-28-2016)

  15. #10
    affe2626's Avatar
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    Quote Originally Posted by WasserEsser View Post
    Do it however you want, both ways work.
    Can it be something else that causes untrusted that I should check? My injector is safe and (now) my clamping, is the movement clamp good?
    Thanks for helping.

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  16. #11
    ddddddz's Avatar
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    WasserEsser'd >

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    affe2626 (12-29-2016)

  18. #12
    WasserEsser's Avatar
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    Quote Originally Posted by affe2626 View Post
    Can it be something else that causes untrusted that I should check?
    I can't answer that safely.

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    affe2626 (12-29-2016)

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