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  1. #16
    einar300's Avatar
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    Maybe put it in a code? BTW here is my pc specs: https://i54.tinypic.com/mcpxef.png

    https://i56.tinypic.com/6t2yl4.jpg

    The reseaon I post this is because I want everyone to see what my pc specs is and that I can run black ops with that config file I posted. I coudn't find out my motherboard info and Cpuz is not working for me ATM and I don't know why.... + I have 6 gb ram forgot that in the pics and as always have a nice day Quote FPSRUSSIA

  2. #17
    CJwarrior's Avatar
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    Quote Originally Posted by einar300 View Post
    Maybe put it in a code? BTW here is my pc specs: https://i54.tinypic.com/mcpxef.png

    https://i56.tinypic.com/6t2yl4.jpg

    The reseaon I post this is because I want everyone to see what my pc specs is and that I can run black ops with that config file I posted. I coudn't find out my motherboard info and Cpuz is not working for me ATM and I don't know why.... + I have 6 gb ram forgot that in the pics and as always have a nice day Quote FPSRUSSIA
    You can run no lag even without a config.
    Last edited by CJwarrior; 09-06-2011 at 11:43 PM.

  3. #18
    tgeX's Avatar
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    i'm using the same pc now and it lags

  4. #19
    einar300's Avatar
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    I lag with that pc, but with the config I dont!
    Last edited by einar300; 09-10-2011 at 12:42 AM.

  5. #20
    draco124's Avatar
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    Quote Originally Posted by tgeX View Post
    i'm using the same pc now and it lags
    Your internet perhaps?
    Please click on my dragons and eggs, they grow the more you view them



    If the eggs are hidden in fog don't click them, they are sick from all the attention. if they get to much attention they get sick and need to be left alone to get better. but if the eggs are showing you can view them.







  6. #21
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    Cool

    Here is my config. It has one option.
    This is for zombies or singleplayer. Click on F2 you will quickly restart the map. Works also for online zombies. Tired going to lobby each time?? Just push F2 and you will quickly restart the map! This also work when you losed and the points and spec about players is showed in zombies
    Works also if you want to restart a map in singleplayer.

    https://www.virustotal.com/file/6f06...is/1347217147/

    Enjoy!!!!

    <b>Downloadable Files</b> Downloadable Files
    Last edited by math340c; 09-09-2012 at 02:05 PM.
    Just i could make trainers

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  8. #22
    Z-Nation's Avatar
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    No-Spread:

    Code:
    DWORD _BG_GetWeaponDef = 0x00529FF0;
    DWORD _BG_GetSpreadForWeapon = 0x0047DE70;
    DWORD _CG_GetPlayerViewOrigin = 0x004E7470;
    DWORD _GetSpreadEndVec = 0x007FC040;
    DWORD clients = 0x00E67C80; // clientActive_t struct
    int* currentCmdNum = 0x00EABEE8;
     
    int GetCurrentWeapon()
    {
        return *(short*)((int)cgArray + 263836 + 324); // "Player is holding" string
    }
     
    int BG_GetWeaponDef(int weapon)
    {
        DWORD result = 0;
        __asm
        {
            push weapon
            _BG_GetWeaponDef
            mov result,eax
            add esp,04h
        }
        return result;
    }
     
    void BG_GetSpreadForWeapon(int playerStatePtr, int weaponDefPtr, float* minSpreadOut, float* maxSpreadOut)
    {
        // WARNING: Use _fxsave and _fxrstor if your XMM
        // registers screw up
        __asm
        {
            push maxSpreadOut
            push minSpreadOut
            push weaponDefPtr
            push playerStatePtr
            call _BG_GetSpreadForWeapon
            add esp,10h
        }
    }
     
    int CG_GetPlayerViewOrigin(int localClientNum, int playerStatePtr, pvec3_t vecOut)
    {
        DWORD result = 0;
        __asm
        {
            push vecOut
            push playerStatePtr
            push localClientNum
            call _CG_GetPlayerViewOrigin
            mov result,eax
            add esp,0Ch
        }
        return result;
    }
     
    void GetSpreadEndVec(pvec3_t viewOrigin, pvec3_t spreadEndVecOut, float spread, int commandTime, pvec3_t spreadDirectionOut, pvec3_t forward, pvec3_t right, pvec3_t up, float range)
    {
        __asm
        {
            push range
            push up
            push right
            push forward
            push spreadDirectionOut
            push commandTime
            movss xmm0,spread
            mov esi,spreadEndVecOut
            mov edi,viewOrigin
            call _GetSpreadEndVec
            add esp,18h
        }
    }
     
    usercmd_s* CL_GetUserCmd(int cmdNum)
    {
        return (usercmd_s*)((int)clients + 272488 + sizeof(usercmd_s) * (cmdNum & 0x7F));
    }
     
    int CL_GetCurrentCmdNumber()
    {
        return *currentCmdNum;
    }
     
    void NoSpread()
    {
        // get playerState_s struct
        int playerStatePtr = (int)cgArray + 263836;
     
        // get weaponDef struct and our starting spread float value
        float spread;
        int weaponDefPtr = BG_GetWeaponDef(GetCurrentWeapon());
        spread = *(float*)((int)cgArray + 457488) / 255.0f;
     
        // get final spread float value
        float minSpread, maxSpread;
        BG_GetSpreadForWeapon(playerStatePtr, weaponDefPtr, &minSpread, &maxSpread);
        if (*(float*)(playerStatePtr + 360) == 1.0f) // if (fWeaponPosFrac == 1.0f) get minSpread from weaponDef
            spread = *(float*)(weaponDefPtr + 1736) + ((maxSpread - *(float*)(weaponDefPtr + 1736)) * spread);
        else
            spread = minSpread + ((maxSpread - minSpread) * spread);
     
        // get our view origin
        vec3_t viewOrigin;
        if (!CG_GetPlayerViewOrigin(0, playerStatePtr, viewOrigin))
            return;
     
        // get our view axis
        vec3_t viewAngles;
        vec3_t viewAxis[3];
        if (*(int*)((int)cgArray + 263832)) // renderingThirdPerson
        {
            AngleVectors((float*)((int)cgArray + 390792 + sizeof(clientInfo_t) * cgArray->clientNum), viewAxis[0], viewAxis[1], viewAxis[2]);
        }
        else
        {
            viewAngles[0] = *(float*)((int)cgArray + 389012);
            viewAngles[1] = *(float*)((int)cgArray + 389016);
            viewAngles[2] = 0;
            AngleVectors(viewAngles, viewAxis[0], viewAxis[1], viewAxis[2]);
        }
     
        // get the range
        float range;
        if (*(int*)(weaponDefPtr + 32) == 3) // if (weapClass == WEAPCLASS_SPREAD)
            range = *(float*)(weaponDefPtr + 1964); // range = fMinDamageRange; (probably for shotguns)
        else
            range = 8192.0f; // from bulletrange dvar
     
        // NOTE: you can't do 100% no spread with shotguns, because you can only fix 1 bullet at a time
     
        // get the end vector in the game world of the spread and the direction vector too
        // we use the direction vector directly instead of the end vector
        vec3_t spreadEndVec;
        vec3_t spreadDirection;
        GetSpreadEndVec(viewOrigin, spreadEndVec, spread, *(int*)playerStatePtr, spreadDirection, viewAxis[0], viewAxis[1], viewAxis[2], range);
        
        // convert the spread direction to angles
        vectoangles(spreadDirection, viewAngles);
        
        // fix our angles
        usercmd_s* oldcmd = CL_GetUserCmd(CL_GetCurrentCmdNumber() - 1);
     
        // get the angle delta and write it to the user cmd
        // do -= because we want to get the inverse of the spread
        oldcmd->angles[0] -= ANGLE2SHORT(-(*(float*)((int)cgArray + 389012) - viewAngles[0]));
        oldcmd->angles[1] -= ANGLE2SHORT(-(*(float*)((int)cgArray + 389016) - viewAngles[1]));
     
        oldcmd->serverTime += 1;
    }


    Auto-Wall:

    Code:
    enum TraceHitType
    {
        TRACE_HITTYPE_NONE = 0,
        TRACE_HITTYPE_ENTITY = 1,
        TRACE_HITTYPE_DYNENT_MODEL = 2,
        TRACE_HITTYPE_DYNENT_BRUSH = 3,
        TRACE_HITTYPE_DYNENT_UNKNOWN = 4
    };
     
    #pragma pack(push, 1)
     
    struct trace_t
    {
        vec3_t normal;
        char unk1[0x04];
        float fraction;
        char unk2[0x08];
        TraceHitType hitType;
        short hitId;
        short modelIndex;
        short partName;
        short partGroup;
        char unk4[0x10];
    }; // 0x38
     
    #pragma pack(pop)
     
    struct BulletFireParams
    {
        int weaponEntIndex;
        int ignoreEntIndex;
        float damageMultiplier;
        int methodOfDeath;
        vec3_t origStart;
        vec3_t start;
        vec3_t end;
        vec3_t dir;
    }; // 0x40
     
    struct BulletTraceResults
    {
        trace_t trace;
        int* hitEnt; // gentity_s*
        float hitPos[3];
        int ignoreHitEnt;
        int hitSurfaceType;
    }; // 0x50
     
    DWORD _BulletTrace = 0xblahblah;
     
    float (__cdecl* _BG_GetSurfacePenetrationDepth)(int weaponDefPtr, int surfaceType) = (float(__cdecl*)(int,int))0xfakfak;
     
    bool (__cdecl* _BG_AdvanceTrace)(BulletFireParams* bulletFireParams, BulletTraceResults* bulletTraceResults, float amount) = (bool(_cdecl*)(BulletFireParams*,BulletTraceResults*,float))0xmehmeh;
     
    bool BulletTrace(BulletFireParams* bulletFireParams, BulletTraceResults* bulletTraceResults, int localClientNum, centity_s* entity, int surfaceType)
    {
        bool hit = 0;
        __declspec(align(16)) char save[512];
        _fxsave(save);
        __asm
        {
            push surfaceType
            push entity
            push localClientNum
            mov esi,bulletTraceResults
            mov edi,bulletFireParams
            call _BulletTrace
            mov hit,al
            add esp,0Ch
        }
        _fxrstor(save);
        return hit;
    }
     
    float BG_GetSurfacePenetrationDepth(int weaponDefPtr, int surfaceType)
    {
        return _BG_GetSurfacePenetrationDepth(weaponDefPtr, surfaceType);
    }
     
    bool BG_AdvanceTrace(BulletFireParams* bulletFireParams, BulletTraceResults* bulletTraceResults, float amount)
    {
        return _BG_AdvanceTrace(bulletFireParams, bulletTraceResults, amount);
    }
     
    float GetAutoWallDamageMultiplier(pvec3_t start, pvec3_t end)
    {
        // get our weapon
        int weaponDefPtr = BG_GetWeaponDef(GetCurrentWeapon());
     
        // set up our BulletFireParams struct
        BulletFireParams bulletFireParams;
        memset(&bulletFireParams, 0x00, sizeof(BulletFireParams));
     
        bulletFireParams.weaponEntIndex = 1022;
        bulletFireParams.ignoreEntIndex = *(DWORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 488);
        bulletFireParams.damageMultiplier = 1.0f;
        bulletFireParams.methodOfDeath = (*(BYTE*)(weaponDefPtr + 1357) != 0) + 1;
        VectorCopy(start, bulletFireParams.origStart);
        VectorCopy(start, bulletFireParams.start);
        VectorCopy(end, bulletFireParams.end);
     
        vec3_t dir;
        VectorSubtract(end, start, dir);
        VectorNormalize(dir);
        VectorCopy(dir, bulletFireParams.dir);
     
        // call BulletTrace for the first time and get our BulletTraceResults struct
        BulletTraceResults bulletTraceResults;
        bool hit = BulletTrace(&bulletFireParams, &bulletTraceResults, 0, &cg_entitiesArray[cgArray->clientNum], 0);
     
        // if the result of the bullet trace was TRACE_HITTYPE_NONE, we return the full damage multiplier
        if (!hit)
            return bulletFireParams.damageMultiplier;
     
        // return if the hit type was TRACE_HITTYPE_ENTITY
        if (Trace_GetEntityHitId(&bulletTraceResults.trace) != 1022)
            return 0.0f;
     
        if (*(WORD*)((DWORD)&bulletTraceResults.trace + 40) == 2)
            return 0.0f;
     
        // return if our weapon doesn't penetrate, some weird var from bulletTraceResults.trace is true or some weird weapon shit i dont know
        if (!*(DWORD*)(weaponDefPtr + 36) // if (weaponDefPtr->penetrateType == PENETRATE_TYPE_NONE)
            || *(BYTE*)((DWORD)&bulletTraceResults.trace + 43)
            || *(BYTE*)(weaponDefPtr + 1581)
            )
            return 0.0f;
     
        // we can penetrate a maximum of 5 walls, we loop each wall
        int penetrationCount = 0;
        float perk_bulletPenetrationMultiplier = 2.0f;
        float penetrationDepth;
        BulletFireParams bulletFireParams_2;
        BulletTraceResults bulletTraceResults_2;
        vec3_t hitPosBackup;
        bool hit_2;
        bool v26;
        while (true)
        {
            // get the penetration depth of the hit surface, and apply the perk_bulletPenetrationMultiplier perk if we have it
            // need to test if perk detection works
            penetrationDepth = BG_GetSurfacePenetrationDepth(weaponDefPtr, bulletTraceResults.hitSurfaceType);
            if (*(WORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 678) == 1 && (*(DWORD*)((DWORD)&clientinfo[cgArray->clientNum] + 389756) & 32))
                penetrationDepth *= perk_bulletPenetrationMultiplier;
     
            // we return if our penetration depth is zero or negative
            if (penetrationDepth <= 0.0f)
                return 0.0f;
     
            // backup our latest hit position and advance the trace (return if we can't advance the trace)
            VectorCopy(bulletTraceResults.hitPos, hitPosBackup);
            if (!BG_AdvanceTrace(&bulletFireParams, &bulletTraceResults, 0.13500000536441803f))
                return 0.0f;
     
            // get the wall depth by hitting the face of the surface, then the back of the surface, and saving those hit positions
            hit = BulletTrace(&bulletFireParams, &bulletTraceResults, 0, &cg_entitiesArray[cgArray->clientNum], bulletTraceResults.hitSurfaceType);
     
            memcpy(&bulletFireParams_2, &bulletFireParams, sizeof(BulletFireParams));
     
            VectorScale(bulletFireParams.dir, -1.0f, bulletFireParams_2.dir); // inverse the direction when at the back of the wall
            VectorCopy(bulletFireParams.end, bulletFireParams_2.start);
            VectorMA(hitPosBackup, 0.009999999776482582f, bulletFireParams_2.dir, bulletFireParams_2.end);
     
            memcpy(&bulletTraceResults_2, &bulletTraceResults, sizeof(BulletTraceResults));
     
            VectorScale(bulletTraceResults_2.trace.normal, -1.0f, bulletTraceResults_2.trace.normal);
     
            if (hit)
                BG_AdvanceTrace(&bulletFireParams_2, &bulletTraceResults_2, 0.009999999776482582f);
     
            hit_2 = BulletTrace(&bulletFireParams_2, &bulletTraceResults_2, 0, &cg_entitiesArray[cgArray->clientNum], bulletTraceResults_2.hitSurfaceType);
     
            v26 = (hit_2 != 0) && *(BYTE*)((DWORD)&bulletTraceResults_2.trace + 42) || *(BYTE*)((DWORD)&bulletTraceResults.trace + 43) && *(BYTE*)((DWORD)&bulletTraceResults_2.trace + 43);
     
            if (hit_2 || v26)
                break;
            if (!hit)
            {
                return bulletFireParams.damageMultiplier;
            }
            goto continueLoop;
     
    continueLoop:
            if (hit)
            {
                penetrationCount++;
                if (penetrationCount < 5) // max number of surfaces penetrated is 5 (from penetrationCount dvar)
                    continue;
            }
     
            return 0.0f;
        }
     
        // calculate the surface depth
        float surfaceDepth = 0.0f;
        if (v26)
            surfaceDepth = Get3DDistance(bulletFireParams_2.start, bulletFireParams_2.end);
        else
            surfaceDepth = Get3DDistance(bulletTraceResults_2.hitPos, hitPosBackup);
        
        // minimum surface depth is 1.0f
        if (surfaceDepth < 1.0f)
            surfaceDepth = 1.0f;
        
        // if we hit the back side of the wall, set the minimum penetration depth of both surfaces hit as our final penetration depth
        if (hit_2)
        {
            float penetrationDepth_2 = BG_GetSurfacePenetrationDepth(weaponDefPtr, bulletTraceResults_2.hitSurfaceType);
            if (*(WORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 678) == 1 && (*(DWORD*)((DWORD)&clientinfo[cgArray->clientNum] + 389756) & 32))
                penetrationDepth_2 *= perk_bulletPenetrationMultiplier;
            
            penetrationDepth = min(penetrationDepth, penetrationDepth_2);
            
            // we return if our penetration depth is zero or negative
            if (penetrationDepth <= 0.0f)
                return 0.0f;
        }
     
        if (*(WORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 678) == 1)
        {
            if (*(DWORD*)((DWORD)&clientinfo[cgArray->clientNum] + 389756) & 32)
            {
    LABEL_84:
                if (bulletFireParams.damageMultiplier <= 0.0f)
                    return 0.0f;
     
                goto continueLoop;
            }
        }
        
        // decrease our damage multiplier (the fraction)
        bulletFireParams.damageMultiplier -= surfaceDepth / penetrationDepth;
        goto LABEL_84;
     
        // impossibru, this return can't be executed (who cares)
        return 0.0f;
    }
    Last edited by Z-Nation; 04-06-2016 at 11:52 AM.
    Like Something that i did or what i've uploaded?




     

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    • PREMIUM Since: 11-5-2015

     

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  10. #23
    Silent's Avatar
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    Quote Originally Posted by Z View Post
    No-Spread:

    Code:
    DWORD _BG_GetWeaponDef = 0x00529FF0;
    DWORD _BG_GetSpreadForWeapon = 0x0047DE70;
    DWORD _CG_GetPlayerViewOrigin = 0x004E7470;
    DWORD _GetSpreadEndVec = 0x007FC040;
    DWORD clients = 0x00E67C80; // clientActive_t struct
    int* currentCmdNum = 0x00EABEE8;
     
    int GetCurrentWeapon()
    {
        return *(short*)((int)cgArray + 263836 + 324); // "Player is holding" string
    }
     
    int BG_GetWeaponDef(int weapon)
    {
        DWORD result = 0;
        __asm
        {
            push weapon
            _BG_GetWeaponDef
            mov result,eax
            add esp,04h
        }
        return result;
    }
     
    void BG_GetSpreadForWeapon(int playerStatePtr, int weaponDefPtr, float* minSpreadOut, float* maxSpreadOut)
    {
        // WARNING: Use _fxsave and _fxrstor if your XMM
        // registers screw up
        __asm
        {
            push maxSpreadOut
            push minSpreadOut
            push weaponDefPtr
            push playerStatePtr
            call _BG_GetSpreadForWeapon
            add esp,10h
        }
    }
     
    int CG_GetPlayerViewOrigin(int localClientNum, int playerStatePtr, pvec3_t vecOut)
    {
        DWORD result = 0;
        __asm
        {
            push vecOut
            push playerStatePtr
            push localClientNum
            call _CG_GetPlayerViewOrigin
            mov result,eax
            add esp,0Ch
        }
        return result;
    }
     
    void GetSpreadEndVec(pvec3_t viewOrigin, pvec3_t spreadEndVecOut, float spread, int commandTime, pvec3_t spreadDirectionOut, pvec3_t forward, pvec3_t right, pvec3_t up, float range)
    {
        __asm
        {
            push range
            push up
            push right
            push forward
            push spreadDirectionOut
            push commandTime
            movss xmm0,spread
            mov esi,spreadEndVecOut
            mov edi,viewOrigin
            call _GetSpreadEndVec
            add esp,18h
        }
    }
     
    usercmd_s* CL_GetUserCmd(int cmdNum)
    {
        return (usercmd_s*)((int)clients + 272488 + sizeof(usercmd_s) * (cmdNum & 0x7F));
    }
     
    int CL_GetCurrentCmdNumber()
    {
        return *currentCmdNum;
    }
     
    void NoSpread()
    {
        // get playerState_s struct
        int playerStatePtr = (int)cgArray + 263836;
     
        // get weaponDef struct and our starting spread float value
        float spread;
        int weaponDefPtr = BG_GetWeaponDef(GetCurrentWeapon());
        spread = *(float*)((int)cgArray + 457488) / 255.0f;
     
        // get final spread float value
        float minSpread, maxSpread;
        BG_GetSpreadForWeapon(playerStatePtr, weaponDefPtr, &minSpread, &maxSpread);
        if (*(float*)(playerStatePtr + 360) == 1.0f) // if (fWeaponPosFrac == 1.0f) get minSpread from weaponDef
            spread = *(float*)(weaponDefPtr + 1736) + ((maxSpread - *(float*)(weaponDefPtr + 1736)) * spread);
        else
            spread = minSpread + ((maxSpread - minSpread) * spread);
     
        // get our view origin
        vec3_t viewOrigin;
        if (!CG_GetPlayerViewOrigin(0, playerStatePtr, viewOrigin))
            return;
     
        // get our view axis
        vec3_t viewAngles;
        vec3_t viewAxis[3];
        if (*(int*)((int)cgArray + 263832)) // renderingThirdPerson
        {
            AngleVectors((float*)((int)cgArray + 390792 + sizeof(clientInfo_t) * cgArray->clientNum), viewAxis[0], viewAxis[1], viewAxis[2]);
        }
        else
        {
            viewAngles[0] = *(float*)((int)cgArray + 389012);
            viewAngles[1] = *(float*)((int)cgArray + 389016);
            viewAngles[2] = 0;
            AngleVectors(viewAngles, viewAxis[0], viewAxis[1], viewAxis[2]);
        }
     
        // get the range
        float range;
        if (*(int*)(weaponDefPtr + 32) == 3) // if (weapClass == WEAPCLASS_SPREAD)
            range = *(float*)(weaponDefPtr + 1964); // range = fMinDamageRange; (probably for shotguns)
        else
            range = 8192.0f; // from bulletrange dvar
     
        // NOTE: you can't do 100% no spread with shotguns, because you can only fix 1 bullet at a time
     
        // get the end vector in the game world of the spread and the direction vector too
        // we use the direction vector directly instead of the end vector
        vec3_t spreadEndVec;
        vec3_t spreadDirection;
        GetSpreadEndVec(viewOrigin, spreadEndVec, spread, *(int*)playerStatePtr, spreadDirection, viewAxis[0], viewAxis[1], viewAxis[2], range);
        
        // convert the spread direction to angles
        vectoangles(spreadDirection, viewAngles);
        
        // fix our angles
        usercmd_s* oldcmd = CL_GetUserCmd(CL_GetCurrentCmdNumber() - 1);
     
        // get the angle delta and write it to the user cmd
        // do -= because we want to get the inverse of the spread
        oldcmd->angles[0] -= ANGLE2SHORT(-(*(float*)((int)cgArray + 389012) - viewAngles[0]));
        oldcmd->angles[1] -= ANGLE2SHORT(-(*(float*)((int)cgArray + 389016) - viewAngles[1]));
     
        oldcmd->serverTime += 1;
    }


    Auto-Wall:

    Code:
    enum TraceHitType
    {
        TRACE_HITTYPE_NONE = 0,
        TRACE_HITTYPE_ENTITY = 1,
        TRACE_HITTYPE_DYNENT_MODEL = 2,
        TRACE_HITTYPE_DYNENT_BRUSH = 3,
        TRACE_HITTYPE_DYNENT_UNKNOWN = 4
    };
     
    #pragma pack(push, 1)
     
    struct trace_t
    {
        vec3_t normal;
        char unk1[0x04];
        float fraction;
        char unk2[0x08];
        TraceHitType hitType;
        short hitId;
        short modelIndex;
        short partName;
        short partGroup;
        char unk4[0x10];
    }; // 0x38
     
    #pragma pack(pop)
     
    struct BulletFireParams
    {
        int weaponEntIndex;
        int ignoreEntIndex;
        float damageMultiplier;
        int methodOfDeath;
        vec3_t origStart;
        vec3_t start;
        vec3_t end;
        vec3_t dir;
    }; // 0x40
     
    struct BulletTraceResults
    {
        trace_t trace;
        int* hitEnt; // gentity_s*
        float hitPos[3];
        int ignoreHitEnt;
        int hitSurfaceType;
    }; // 0x50
     
    DWORD _BulletTrace = 0xblahblah;
     
    float (__cdecl* _BG_GetSurfacePenetrationDepth)(int weaponDefPtr, int surfaceType) = (float(__cdecl*)(int,int))0xfakfak;
     
    bool (__cdecl* _BG_AdvanceTrace)(BulletFireParams* bulletFireParams, BulletTraceResults* bulletTraceResults, float amount) = (bool(_cdecl*)(BulletFireParams*,BulletTraceResults*,float))0xmehmeh;
     
    bool BulletTrace(BulletFireParams* bulletFireParams, BulletTraceResults* bulletTraceResults, int localClientNum, centity_s* entity, int surfaceType)
    {
        bool hit = 0;
        __declspec(align(16)) char save[512];
        _fxsave(save);
        __asm
        {
            push surfaceType
            push entity
            push localClientNum
            mov esi,bulletTraceResults
            mov edi,bulletFireParams
            call _BulletTrace
            mov hit,al
            add esp,0Ch
        }
        _fxrstor(save);
        return hit;
    }
     
    float BG_GetSurfacePenetrationDepth(int weaponDefPtr, int surfaceType)
    {
        return _BG_GetSurfacePenetrationDepth(weaponDefPtr, surfaceType);
    }
     
    bool BG_AdvanceTrace(BulletFireParams* bulletFireParams, BulletTraceResults* bulletTraceResults, float amount)
    {
        return _BG_AdvanceTrace(bulletFireParams, bulletTraceResults, amount);
    }
     
    float GetAutoWallDamageMultiplier(pvec3_t start, pvec3_t end)
    {
        // get our weapon
        int weaponDefPtr = BG_GetWeaponDef(GetCurrentWeapon());
     
        // set up our BulletFireParams struct
        BulletFireParams bulletFireParams;
        memset(&bulletFireParams, 0x00, sizeof(BulletFireParams));
     
        bulletFireParams.weaponEntIndex = 1022;
        bulletFireParams.ignoreEntIndex = *(DWORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 488);
        bulletFireParams.damageMultiplier = 1.0f;
        bulletFireParams.methodOfDeath = (*(BYTE*)(weaponDefPtr + 1357) != 0) + 1;
        VectorCopy(start, bulletFireParams.origStart);
        VectorCopy(start, bulletFireParams.start);
        VectorCopy(end, bulletFireParams.end);
     
        vec3_t dir;
        VectorSubtract(end, start, dir);
        VectorNormalize(dir);
        VectorCopy(dir, bulletFireParams.dir);
     
        // call BulletTrace for the first time and get our BulletTraceResults struct
        BulletTraceResults bulletTraceResults;
        bool hit = BulletTrace(&bulletFireParams, &bulletTraceResults, 0, &cg_entitiesArray[cgArray->clientNum], 0);
     
        // if the result of the bullet trace was TRACE_HITTYPE_NONE, we return the full damage multiplier
        if (!hit)
            return bulletFireParams.damageMultiplier;
     
        // return if the hit type was TRACE_HITTYPE_ENTITY
        if (Trace_GetEntityHitId(&bulletTraceResults.trace) != 1022)
            return 0.0f;
     
        if (*(WORD*)((DWORD)&bulletTraceResults.trace + 40) == 2)
            return 0.0f;
     
        // return if our weapon doesn't penetrate, some weird var from bulletTraceResults.trace is true or some weird weapon shit i dont know
        if (!*(DWORD*)(weaponDefPtr + 36) // if (weaponDefPtr->penetrateType == PENETRATE_TYPE_NONE)
            || *(BYTE*)((DWORD)&bulletTraceResults.trace + 43)
            || *(BYTE*)(weaponDefPtr + 1581)
            )
            return 0.0f;
     
        // we can penetrate a maximum of 5 walls, we loop each wall
        int penetrationCount = 0;
        float perk_bulletPenetrationMultiplier = 2.0f;
        float penetrationDepth;
        BulletFireParams bulletFireParams_2;
        BulletTraceResults bulletTraceResults_2;
        vec3_t hitPosBackup;
        bool hit_2;
        bool v26;
        while (true)
        {
            // get the penetration depth of the hit surface, and apply the perk_bulletPenetrationMultiplier perk if we have it
            // need to test if perk detection works
            penetrationDepth = BG_GetSurfacePenetrationDepth(weaponDefPtr, bulletTraceResults.hitSurfaceType);
            if (*(WORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 678) == 1 && (*(DWORD*)((DWORD)&clientinfo[cgArray->clientNum] + 389756) & 32))
                penetrationDepth *= perk_bulletPenetrationMultiplier;
     
            // we return if our penetration depth is zero or negative
            if (penetrationDepth <= 0.0f)
                return 0.0f;
     
            // backup our latest hit position and advance the trace (return if we can't advance the trace)
            VectorCopy(bulletTraceResults.hitPos, hitPosBackup);
            if (!BG_AdvanceTrace(&bulletFireParams, &bulletTraceResults, 0.13500000536441803f))
                return 0.0f;
     
            // get the wall depth by hitting the face of the surface, then the back of the surface, and saving those hit positions
            hit = BulletTrace(&bulletFireParams, &bulletTraceResults, 0, &cg_entitiesArray[cgArray->clientNum], bulletTraceResults.hitSurfaceType);
     
            memcpy(&bulletFireParams_2, &bulletFireParams, sizeof(BulletFireParams));
     
            VectorScale(bulletFireParams.dir, -1.0f, bulletFireParams_2.dir); // inverse the direction when at the back of the wall
            VectorCopy(bulletFireParams.end, bulletFireParams_2.start);
            VectorMA(hitPosBackup, 0.009999999776482582f, bulletFireParams_2.dir, bulletFireParams_2.end);
     
            memcpy(&bulletTraceResults_2, &bulletTraceResults, sizeof(BulletTraceResults));
     
            VectorScale(bulletTraceResults_2.trace.normal, -1.0f, bulletTraceResults_2.trace.normal);
     
            if (hit)
                BG_AdvanceTrace(&bulletFireParams_2, &bulletTraceResults_2, 0.009999999776482582f);
     
            hit_2 = BulletTrace(&bulletFireParams_2, &bulletTraceResults_2, 0, &cg_entitiesArray[cgArray->clientNum], bulletTraceResults_2.hitSurfaceType);
     
            v26 = (hit_2 != 0) && *(BYTE*)((DWORD)&bulletTraceResults_2.trace + 42) || *(BYTE*)((DWORD)&bulletTraceResults.trace + 43) && *(BYTE*)((DWORD)&bulletTraceResults_2.trace + 43);
     
            if (hit_2 || v26)
                break;
            if (!hit)
            {
                return bulletFireParams.damageMultiplier;
            }
            goto continueLoop;
     
    continueLoop:
            if (hit)
            {
                penetrationCount++;
                if (penetrationCount < 5) // max number of surfaces penetrated is 5 (from penetrationCount dvar)
                    continue;
            }
     
            return 0.0f;
        }
     
        // calculate the surface depth
        float surfaceDepth = 0.0f;
        if (v26)
            surfaceDepth = Get3DDistance(bulletFireParams_2.start, bulletFireParams_2.end);
        else
            surfaceDepth = Get3DDistance(bulletTraceResults_2.hitPos, hitPosBackup);
        
        // minimum surface depth is 1.0f
        if (surfaceDepth < 1.0f)
            surfaceDepth = 1.0f;
        
        // if we hit the back side of the wall, set the minimum penetration depth of both surfaces hit as our final penetration depth
        if (hit_2)
        {
            float penetrationDepth_2 = BG_GetSurfacePenetrationDepth(weaponDefPtr, bulletTraceResults_2.hitSurfaceType);
            if (*(WORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 678) == 1 && (*(DWORD*)((DWORD)&clientinfo[cgArray->clientNum] + 389756) & 32))
                penetrationDepth_2 *= perk_bulletPenetrationMultiplier;
            
            penetrationDepth = min(penetrationDepth, penetrationDepth_2);
            
            // we return if our penetration depth is zero or negative
            if (penetrationDepth <= 0.0f)
                return 0.0f;
        }
     
        if (*(WORD*)((DWORD)&cg_entitiesArray[cgArray->clientNum] + 678) == 1)
        {
            if (*(DWORD*)((DWORD)&clientinfo[cgArray->clientNum] + 389756) & 32)
            {
    LABEL_84:
                if (bulletFireParams.damageMultiplier <= 0.0f)
                    return 0.0f;
     
                goto continueLoop;
            }
        }
        
        // decrease our damage multiplier (the fraction)
        bulletFireParams.damageMultiplier -= surfaceDepth / penetrationDepth;
        goto LABEL_84;
     
        // impossibru, this return can't be executed (who cares)
        return 0.0f;
    }
    Here come the leachers :P
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  11. #24
    wixtape's Avatar
    Join Date
    Jun 2018
    Gender
    male
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    Code:
    // generated by Call of Duty, do not modify
    unbindall
    bind TAB "+scores"
    bind ESCAPE "togglemenu"
    bind SPACE "+gostand"
    bind 4 "+actionslot 4"
    bind 5 "+actionslot 3"
    bind 6 "+smoke"
    bind < "+left"
    bind A "+moveleft"
    bind B "mp_QuickMessage"
    bind C "gocrouch"
    bind D "+moveright"
    bind E "+leanright"
    bind F "+activate"
    bind G "+frag"
    bind I "chatmodeteam"
    bind Q "+leanleft"
    bind R "+reload"
    bind S "+back"
    bind U "chatmodepublic"
    bind V "+melee"
    bind W "+forward"
    bind X "+actionslot 1"
    bind Y "+right"
    bind Z "+talk"
    bind CTRL "toggleprone"
    bind SHIFT "+breath_sprint"
    bind F1 "vote yes"
    bind F2 "vote no"
    bind MOUSE1 "+attack"
    bind2 MOUSE1 "+vehicleattack"
    bind MOUSE2 "+speed_throw"
    bind MOUSE3 "+frag"
    bind MWHEELDOWN "weapnext"
    bind MWHEELUP "weapnext"
    unbindallaxis
    seta acousticSpikeMaxRange "200"
    seta acousticSpikeMinRadius "0.0001"
    seta acousticSpikeMinRange "0"
    seta acousticSpikeRingSize "20"
    seta acousticSpikeSize "10"
    seta ai_badPathSpam "0"
    seta ai_corpseCount "5"
    seta ai_debugAccuracy "0"
    seta ai_debugAnimDeltas "0"
    seta ai_debugCoverEntityNum "-1"
    seta ai_debugCoverSelection "0"
    seta ai_debugFindPath "0"
    seta ai_debugMayMove "0"
    seta ai_debugMeleeAttackSpots "0"
    seta ai_debugThreat "0"
    seta ai_debugThreatSelection "0"
    seta ai_disableSpawn "0"
    seta ai_nocriticalsections "1"
    seta ai_noDodge "0"
    seta ai_nosight "1"
    seta ai_playerFarAccuracy "0.1"
    seta ai_playerFarDamage "30"
    seta ai_playerFarRange "2000"
    seta ai_playerNearAccuracy "0.5"
    seta ai_playerNearDamage "200"
    seta ai_playerNearRange "800"
    seta ai_showBadPlaces "0"
    seta ai_ShowCanshootChecks "0"
    seta ai_showClaimedNode "0"
    seta ai_showDodge "0"
    seta ai_ShowFailedPaths "100"
    seta ai_showFriendlyChains "0"
    seta ai_showNearestNode "0"
    seta ai_showNodes "0"
    seta ai_showNodesDist "384"
    seta ai_showPaths "0"
    seta ai_showRegion "0"
    seta ai_showVisData "0"
    seta ai_showVisDataDist "1000"
    seta airlift_min_spec "0"
    seta angles "0"
    seta animated_trees_enabled "1"
    seta animscriptent "-1"
    seta b_altHud "1"
    seta b_altHudFlags "6"
    seta b_anticheat "1"
    seta b_antilag "1"
    seta b_antiwarp "1"
    seta b_backupcvars "1"
    seta b_bannerlocation "128"
    seta b_banners "0"
    seta b_bannertime "0"
    seta b_brokenlogtimestamps "0"
    seta b_campaignFile ""
    seta b_chargetransfer "1"
    seta b_chatAlpha "0.33"
    seta b_chatFlags "1"
    seta b_chatsounds "0"
    seta b_cheatkicktime "-1"
    seta b_cheatlog ""
    seta b_cmdwarnings "1"
    seta b_cursefilter ""
    seta b_cursefilteraction "3"
    seta b_customVoiceChat "1"
    seta b_damagexp "0"
    seta b_debugfakebmodel "0"
    seta b_debuglocations "0"
    seta b_defaultbantime "300"
    seta b_defaultskills ""
    seta b_demo_autotimescale "1"
    seta b_demo_autotimescaleweapons "0"
    seta b_demo_dynamitecam "0"
    seta b_demo_dynamitecounter "0"
    seta b_demo_followxDistance "50"
    seta b_demo_followyDistance "0"
    seta b_demo_followzDistance "20"
    seta b_demo_freecamspeed "800"
    seta b_demo_grenadecam "0"
    seta b_demo_mortarcam "0"
    seta b_demo_nametags "0"
    seta b_demo_nopitch "1"
    seta b_demo_panzercam "0"
    seta b_demo_pitchturnspeed "140"
    seta b_demo_playersprites "1"
    seta b_demo_pvshint "0"
    seta b_demo_rollspeed "140"
    seta b_demo_teamonlymissilecam "0"
    seta b_demo_yawturnspeed "150"
    seta b_demorecord_statusline "470"
    seta b_descriptiveTextscale "0.8"
    seta b_distancefalloff "1"
    seta b_drawclock "1"
    seta b_drawfps "2"
    seta b_drawPromotions "1"
    seta b_drawranks "1"
    seta b_drawRewards "1"
    seta b_drawspectatoralpha "1.0"
    seta b_drawspectatorteamflags "1"
    seta b_drawspeed "0"
    seta b_emptyscript ""
    seta b_ettv_flags "3"
    seta b_fireteamAlpha "1.0"
    seta b_fireteamLatchedClass "0"
    seta b_floodMaxCommands "6"
    seta b_flushItems "0"
    seta b_goatsound "1"
    seta b_headshot "0"
    seta b_helmetprotection "1"
    seta b_hitsounds "1"
    seta b_hudYoffset "10.0"
    seta b_instagibDamage "400"
    seta b_intermissiontime "60"
    seta b_intreadypercent "75"
    seta b_lagometerAlpha "1.0"
    seta b_levels_battlesense ""
    seta b_levels_covertops ""
    seta b_levels_engineer ""
    seta b_levels_fieldops ""
    seta b_levels_lightweapons ""
    seta b_levels_medic ""
    seta b_levels_soldier ""
    seta b_locationJustify "0"
    seta b_locationMaxChars "25"
    seta b_locationMode "0"
    seta b_logbanners "1"
    seta b_logrealtimestamps "1"
    seta b_mapconfigdirectory ""
    seta b_mapscriptdirectory ""
    seta b_mapzoom "2.708854"
    seta b_match_warmupjoin "0"
    seta b_maxmortarpitch "0"
    seta b_moverscale "1.0"
    seta b_multiview "1"
    seta b_muzzleflash "0"
    seta b_noactivatelean "0"
    seta b_noskillupgrades "0"
    seta b_numPopups "-1"
    seta b_optimizePrediction "1"
    seta b_panzerhack "1"
    seta b_popupFadeTime "2500"
    seta b_popupStayTime "2000"
    seta b_popupTime "1000"
    seta b_predefineddemokeys "1"
    seta b_privatemessages "2"
    seta b_pronedelay "0"
    seta b_realHead "0"
    seta b_riflegrenades "1"
    seta b_semiAdminLevels "0"
    seta b_shoutcastpassword ""
    seta b_shove "80"
    seta b_shove_noz "1"
    seta b_shovesounds "1"
    seta b_showClientCmds "0"
    seta b_shrug "0"
    seta b_simpleItems "0"
    seta b_smallPopups "1"
    seta b_spectatorNames "1"
    seta b_speedinterval "200"
    seta b_speedunit "0"
    seta b_statsaver "1"
    seta b_stickycharge "1"
    seta b_sv_hitsounds "1"
    seta b_textcolorfilter ""
    seta b_tjg_ghostfx "2"
    seta b_tjl_color "blue"
    seta b_tjl_draw "1"
    seta b_tjl_showmaxspeed "0"
    seta b_tjl_stepsize "0.5"
    seta b_tjl_stoponnomove "1"
    seta b_tracers "1"
    seta b_votetextscale "0.8"
    seta b_watermark ""
    seta b_watermarkAlpha "1"
    seta b_watermarkFadeAfter "0"
    seta b_watermarkFadeTime "0"
    seta b_weapaltReloads "1"
    seta b_wolfrof "0"
    seta b_xpstopwatch "0"
    seta bg_debugWeaponAnim "0"
    seta bg_debugWeaponState "0"
    seta bg_duck2prone_time "400"
    seta bg_fallDamageMaxHeight "300"
    seta bg_fallDamageMinHeight "128"
    seta bg_foliagesnd_fastinterval "500"
    seta bg_foliagesnd_maxspeed "180"
    seta bg_foliagesnd_minspeed "40"
    seta bg_foliagesnd_resetinterval "500"
    seta bg_foliagesnd_slowinterval "1500"
    seta bg_ladder_yawcap "100"
    seta bg_physicsFix "1"
    seta bg_prone2duck_time "400"
    seta bg_prone_softyawedge "1"
    seta bg_prone_yawcap "45"
    seta bg_swingSpeed "0.15"
    seta bg_viewheight_crouched "40"
    seta bg_viewheight_prone "11"
    seta bg_viewheight_standing "60"
    seta blood "1"
    seta bobpitch "0"
    seta bobroll "0"
    seta bog_b_min_spec "0"
    seta bot_difficulty "easy"
    seta bot_enable "0"
    seta bot_tips "1"
    seta camera "off"
    seta capturelimit "0"
    seta cf_AmmoStatusbar "8x8"
    seta cf_crosshairnames "9x9"
    seta cf_following "8x8"
    seta cf_fragmsg "8x8"
    seta cf_Pickupstring "10x14"
    seta cf_scores "11x11"
    seta cf_statusbar "32x32"
    seta cf_Teamchat "8x12"
    seta cf_teamcrosshairhealth "9x9"
    seta cf_teamoverlay "9x9"
    seta cf_vote "10x10"
    seta cf_WeaponName "12x12"
    seta cf_WeaponSwitch "32x32"
    seta cf_wstats "1.2"
    seta cf_wtopshots "1.0"
    seta cg_adsZoomToggleStyle "1"
    seta cg_adsZScaleMax "1.25"
    seta cg_announcer "1"
    seta cg_atmosphericEffects "0"
    seta cg_autoaction "7"
    seta cg_autoactivate "1"
    seta cg_autoReload "0"
    seta cg_autoswitch "0"
    seta cg_blinktime "20"
    seta cg_blood "1"
    seta cg_bloodDamageBlend "0"
    seta cg_bloodFlash "0"
    seta cg_bloodLimit "0"
    seta cg_bloodLimitMsec "330"
    seta cg_bloodTime "0"
    seta cg_bobpitch "0"
    seta cg_bobroll "0"
    seta cg_bobup "0"
    seta cg_bobyaw "0"
    seta cg_brass "0"
    seta cg_brassTime "0"
    seta cg_centerPrintY "-60"
    seta cg_chatHeight "8"
    seta cg_chatTime "10000"
    seta cg_complaintPopUp "0"
    seta cg_connectionIconSize "0"
    seta cg_coronafardist "0"
    seta cg_coronas "0"
    seta cg_crosshairAlpha "1"
    seta cg_crosshairAlphaAlt "1.0"
    seta cg_crosshairAlphaMin "0.5"
    seta cg_crosshairColor "White"
    seta cg_crosshairColorAlt "White"
    seta cg_crosshairDynamic "0"
    seta cg_crosshairEnemyColor "1"
    seta cg_crosshairHealth "0"
    seta cg_crosshairPulse "0"
    seta cg_crosshairSize "42"
    seta cg_crosshairX "0"
    seta cg_crosshairY "0"
    seta cg_cursorHints "4"
    seta cg_cycleAllWeaps "1"
    seta cg_deadbodyque "0"
    seta cg_debugInfoCornerOffset "1.1337 464"
    seta cg_deferPlayers "1"
    seta cg_descriptiveText "1"
    seta cg_draw2D "1"
    seta cg_draw3dicons "0"
    seta cg_draw3discons "0"
    seta cg_drawAttacker "1"
    seta cg_drawBreathHint "0"
    seta cg_drawBuddies "1"
    seta cg_drawCompass "1"
    seta cg_drawCrosshair "1"
    seta cg_drawCrosshairNames "1"
    seta cg_drawCrosshairPickups "1"
    seta cg_drawdecals "0"
    seta cg_drawFireteamOverlay "1"
    seta cg_drawFPS "Simple"
    seta cg_drawFPSLabels "0"
    seta cg_drawFPSOnly "0"
    seta cg_drawFPSScale "0"
    seta cg_drawFriendInColor "1"
    seta cg_drawFriendlyFireCrosshair "1"
    seta cg_drawFriendlyNames "1"
    seta cg_drawGun "1"
    seta cg_drawHoldBreathHint "1"
    seta cg_drawLagometer "1"
    seta cg_drawMantleHint "0"
    seta cg_drawMaterial "Off"
    seta cg_drawNotifyText "1"
    seta cg_drawReinforcementTime "1"
    seta cg_drawrewards "0"
    seta cg_drawRoundTimer "1"
    seta cg_drawSmallPopupIcons "1"
    seta cg_drawSnapshot "1"
    seta cg_drawSnapshotTime "0"
    seta cg_drawSpreadScale "1"
    seta cg_drawStatus "1"
    seta cg_drawTeamOverlay "2"
    seta cg_drawTurretCrosshair "1"
    seta cg_drawWeaponIconFlash "2"
    seta cg_dumpAnims "-1"
    seta cg_enemyNameFadeIn "250"
    seta cg_enemyNameFadeOut "250"
    seta cg_errordecay "100"
    seta cg_everyoneHearsEveryone "0"
    seta cg_fastSolids "1"
    seta cg_flareVisionSetFadeDuration "2000"
    seta cg_float "1"
    seta cg_footprints "1"
    seta cg_footprintsDistortWater "0"
    seta cg_footsteps "1"
    seta cg_forceColors "1"
    seta cg_forcemodel "1"
    seta cg_fov "65"
    seta cg_fov_default "80"
    seta cg_fov_default_thirdperson "40"
    seta cg_fovScale "1"
    seta cg_friendlyNameFadeIn "0"
    seta cg_friendlyNameFadeOut "1500"
    seta cg_gameBoldMessageWidth "390"
    seta cg_gameMessageWidth "455"
    seta cg_gibs "0"
    seta cg_gun_ofs_f "0"
    seta cg_gun_x "0"
    seta cg_headIconMinScreenRadius "0.025"
    seta cg_hintFadeTime "100"
    seta cg_hudAlpha "2"
    seta cg_hudChatIntermissionPosition "5 110"
    seta cg_hudChatPosition "5 200"
    seta cg_hudCompassSoundPingFadeTime "0"
    seta cg_hudDamageDirectionalIconTime "1000"
    seta cg_hudDamageIconHeight "150"
    seta cg_hudDamageIconInScope "0"
    seta cg_hudDamageIconOffset "0"
    seta cg_hudDamageIconTime "5000"
    seta cg_hudDamageIconWidth "50"
    seta cg_hudGrenadeIconEnabledFlash "1"
    seta cg_hudGrenadeIconHeight "25"
    seta cg_hudGrenadeIconInScope "1"
    seta cg_hudGrenadeIconMaxHeight "104"
    seta cg_hudGrenadeIconMaxRangeFlash "500"
    seta cg_hudGrenadeIconMaxRangeFrag "250"
    seta cg_hudGrenadeIconOffset "50"
    seta cg_hudGrenadeIconWidth "25"
    seta cg_hudGrenadePointerHeight "12"
    seta cg_hudGrenadePointerPivot "12 27"
    seta cg_hudGrenadePointerPulseFreq "11"
    seta cg_hudGrenadePointerPulseMax "3"
    seta cg_hudGrenadePointerPulseMin "-3"
    seta cg_hudGrenadePointerWidth "25"
    seta cg_hudMapBorderWidth "2"
    seta cg_hudMapFriendlyHeight "15"
    seta cg_hudMapFriendlyWidth "15"
    seta cg_hudMapPlayerHeight "20"
    seta cg_hudMapPlayerWidth "20"
    seta cg_hudMapRadarLineThickness "0.15"
    seta cg_hudObjectiveMaxRange "2048"
    seta cg_hudObjectiveMinAlpha "1"
    seta cg_hudObjectiveMinHeight "-70"
    seta cg_hudProneY "-160"
    seta cg_hudSayPosition "5 126"
    seta cg_hudStanceHintPrints "0"
    seta cg_hudVotePosition "5 220"
    seta cg_instanttapout "1"
    seta cg_invalidCmdHintBlinkInterval "600"
    seta cg_invalidCmdHintDuration "1800"
    seta cg_lagometer "1"
    seta cg_laserLight "0"
    seta cg_mapLocationSelectionCursorSpeed "0.6"
    seta cg_mapLocationSelectionRotationSpeed "3"
    seta cg_marks "0"
    seta cg_marks_ents_player_only "0"
    seta cg_marksLimit "0"
    seta cg_marktime "0"
    seta cg_mature "1"
    seta cg_MaxDownedPulseRate "4"
    seta cg_MinDownedPulseRate "1"
    seta cg_motionblur_duration "2500"
    seta cg_motionblur_fadeout "500"
    seta cg_muzzleFlash "0"
    seta cg_noAmmoAutoSwitch "0"
    seta cg_nomip "0"
    seta cg_nopredict "0"
    seta cg_noTaunt "0"
    seta cg_noVoiceChats "0"
    seta cg_noVoiceText "0"
    seta cg_oldPlasma "1"
    seta cg_oldRail "1"
    seta cg_oldRocket "1"
    seta cg_overheadIconSize "0.7"
    seta cg_overheadNamesFont "2"
    seta cg_overheadNamesGlow "0 0 0 1"
    seta cg_overheadNamesMaxDist "10000"
    seta cg_overheadNamesSize "0.5"
    seta cg_overheadRankSize "0.5"
    seta cg_popupLimboMenu "1"
    seta cg_predictItems "0"
    seta cg_printObjectiveInfo "1"
    seta cg_quickMessageAlt "1"
    seta cg_railTrailTime "400"
    seta cg_recording_statusline "9"
    seta cg_runpitch "0"
    seta cg_runroll "0"
    seta cg_scoreboardBannerHeight "35"
    seta cg_scoreboardHeaderFontScale "0.3"
    seta cg_scoreboardHeight "400"
    seta cg_scoreboardItemHeight "18"
    seta cg_scoreboardMyColor "1 0.8 0.4 1"
    seta cg_scoreboardPingGraph "0"
    seta cg_scoreboardPingHeight "0.7"
    seta cg_scoreboardPingText "1"
    seta cg_scoreboardPingWidth "0.036"
    seta cg_scoreboardRankFontScale "0.25"
    seta cg_scoreboardScrollStep "3"
    seta cg_scoreboardWidth "400"
    seta cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961"
    seta cg_ScoresPing_HighColor "1 0 1 1"
    seta cg_ScoresPing_Interval "1"
    seta cg_ScoresPing_LowColor "1 0 1 1"
    seta cg_ScoresPing_MaxBars "4"
    seta cg_ScoresPing_MedColor "1 0 1 1"
    seta cg_scriptIconSize "0"
    seta cg_seatHintFadeTime "2000"
    seta cg_shadows "0"
    seta cg_showblood "1"
    seta cg_showplayerlean "0"
    seta cg_skybox "0"
    seta cg_small_dev_string_fontscale "1"
    seta cg_smoothclients "1"
    seta cg_specHelp "1"
    seta cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2"
    seta cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8"
    seta cg_sprintMeterFullColor "0.8 0.8 0.8 0.8"
    seta cg_stereoSeparation "0.4"
    seta cg_subtitleCharHeight "12"
    seta cg_subtitleMinTime "3"
    seta cg_subtitlePosX "120"
    seta cg_subtitlePosY "400"
    seta cg_subtitles "0"
    seta cg_subtitleWidthStandard "520"
    seta cg_subtitleWidthWidescreen "520"
    seta cg_teamChatHeight "8"
    seta cg_teamChatsOnly "0"
    seta cg_teamChatTime "8000"
    seta cg_thirdPersonAngle "354"
    seta cg_thirdPersonMode "Fixed"
    seta cg_thirdPersonRange "120"
    seta cg_timedDamageDuration "500"
    seta cg_tracerchance "0.2"
    seta cg_tracerScale "1"
    seta cg_tracerScaleMinDist "5000"
    seta cg_tracerSpeed "7500"
    seta cg_tracerwidth "3"
    seta cg_useScreenshotJPEG "1"
    seta cg_useWeapsForZoom "1"
    seta cg_viewsize "100"
    seta cg_viewZSmoothingMax "16"
    seta cg_viewZSmoothingMin "1"
    seta cg_viewZSmoothingTime "0.1"
    seta cg_visionSetLerpMaxDecreasePerFrame "0.01"
    seta cg_visionSetLerpMaxIncreasePerFrame "0.02"
    seta cg_voiceIconSize "1"
    seta cg_voiceSpriteTime "6000"
    seta cg_watersheeting "0"
    seta cg_waterTrailRippleFrequency "0"
    seta cg_waterTrailRippleVariance "0"
    seta cg_weaponCycleDelay "0"
    seta cg_weaponHintsCoD1Style "1"
    seta cg_wolfparticles "0"
    seta cg_youInKillCamSize "11"
    seta cg_zoomDefaultBinoc "22.5"
    seta cg_zoomDefaultFG "55"
    seta cg_zoomDefaultSniper "20"
    seta cg_zoomDefaultSnooper "40"
    seta cg_zoomfov "22.5"
    seta cg_zoomStepBinoc "3"
    seta cg_zoomStepFG "10"
    seta cg_zoomStepSniper "2"
    seta cg_zoomStepSnooper "5"
    seta cl_allowDownload "1"
    seta cl_anglespeedkey "0"
    seta cl_anonymous "0"
    seta cl_autoupdate "0"
    seta cl_bypassMouseInput "0"
    seta cl_connectionAttempts "10"
    seta cl_doubletapdelay "0"
    seta cl_freelook "1"
    seta cl_goStandJumpTime "0"
    seta cl_language "0"
    seta cl_maxpackets "100"
    seta cl_maxPing "999"
    seta cl_maxppf "5"
    seta cl_mouseAccel "0"
    seta cl_packetdup "0"
    seta cl_pitchspeed "140"
    seta cl_punkbuster "0"
    seta cl_run "1"
    seta cl_timeNudge "-15"
    seta cl_voice "1"
    seta cl_wwwDownload "1"
    seta cl_xmodelcheck "0"
    seta cl_yawspeed "1250"
    seta cm_playerCurveClip "0"
    seta com_animCheck "0"
    seta com_first_time_pc "1"
    seta com_hunkMegs "1024"
    seta com_introPlayed "1"
    seta com_maxfps "333"
    seta com_recommendedSet "1"
    seta com_soundMegs "24"
    seta com_startupIntroPlayed "0"
    seta com_zoneMegs "24"
    seta compassClampIcons "1"
    seta compassCoords "740 3590 400"
    seta compassDebug "0"
    seta compassECoordCutoff "37"
    seta compassFriendlyHeight "8.75"
    seta compassFriendlyWidth "8.75"
    seta compassLocalRadarRadius "700"
    seta compassLocalRadarUpdateTime "2.25"
    seta compassMaxRange "2500"
    seta compassMinRadius "0.0001"
    seta compassMinRange "0.0001"
    seta compassObjectiveArrowHeight "16"
    seta compassObjectiveArrowOffset "2"
    seta compassObjectiveArrowRotateDist "5"
    seta compassObjectiveArrowWidth "16"
    seta compassObjectiveDrawLines "1"
    seta compassObjectiveHeight "20"
    seta compassObjectiveIconHeight "16"
    seta compassObjectiveIconHeightZombie "16"
    seta compassObjectiveIconWidth "16"
    seta compassObjectiveIconWidthZombie "16"
    seta compassObjectiveMaxHeight "70"
    seta compassObjectiveMaxRange "2048"
    seta compassObjectiveMinAlpha "1"
    seta compassObjectiveMinHeight "-70"
    seta compassObjectiveNumRings "10"
    seta compassObjectiveRingSize "64"
    seta compassObjectiveRingTime "10000"
    seta compassObjectiveTextHeight "18"
    seta compassObjectiveTextScale "0.3"
    seta compassObjectiveWidth "20"
    seta compassPartialType "0"
    seta compassPlayerHeight "8.75"
    seta compassPlayerWidth "8.75"
    seta compassRadarLineThickness "0.4"
    seta compassRadarPingFadeTime "4"
    seta compassRadarUpdateFastTime "2"
    seta compassRadarUpdateTime "4"
    seta compassRotation "1"
    seta compassSatellitePingFadeTime "10"
    seta compassSatelliteScanTime "1000"
    seta compassSatelliteStaticImageFadeTime "0"
    seta compassSize "1"
    seta compassSoundPingFadeTime "2"
    seta compassSpectatorsSeeEnemies "0"
    seta compassStaticImageUpdateTime "5000"
    seta compassTickertapeStretch "0.5"
    seta con_autoclear "1"
    seta con_boldgamemessagetime "8"
    seta con_debug "0"
    seta con_errormessagetime "8"
    seta con_gamemessagetime "5"
    seta con_gameMsgWindow0FadeInTime "0.25"
    seta con_gameMsgWindow0FadeOutTime "0.5"
    seta con_gameMsgWindow0Filter "gamenotify obituary"
    seta con_gameMsgWindow0LineCount "4"
    seta con_gameMsgWindow0MsgTime "5"
    seta con_gameMsgWindow0ScrollTime "0.25"
    seta con_gameMsgWindow0SplitscreenScale "1.5"
    seta con_gameMsgWindow1FadeInTime "0.25"
    seta con_gameMsgWindow1FadeOutTime "0.5"
    seta con_gameMsgWindow1Filter "boldgame"
    seta con_gameMsgWindow1LineCount "5"
    seta con_gameMsgWindow1MsgTime "8"
    seta con_gameMsgWindow1ScrollTime "0.25"
    seta con_gameMsgWindow1SplitscreenScale "1.5"
    seta con_gameMsgWindow2FadeInTime "0.25"
    seta con_gameMsgWindow2FadeOutTime "0.5"
    seta con_gameMsgWindow2Filter "subtitle"
    seta con_gameMsgWindow2LineCount "7"
    seta con_gameMsgWindow2MsgTime "5"
    seta con_gameMsgWindow2ScrollTime "0.25"
    seta con_gameMsgWindow2SplitscreenScale "1.5"
    seta con_gameMsgWindow3FadeInTime "0.25"
    seta con_gameMsgWindow3FadeOutTime "0.5"
    seta con_gameMsgWindow3Filter ""
    seta con_gameMsgWindow3LineCount "5"
    seta con_gameMsgWindow3MsgTime "5"
    seta con_gameMsgWindow3ScrollTime "0.25"
    seta con_gameMsgWindow3SplitscreenScale "1.5"
    seta con_inputBoxColor "0 0 0 1"
    seta con_inputHintBoxColor "0 0 0 1"
    seta con_matchPrefixOnly "1"
    seta con_minicon "0"
    seta con_miniconlines "5"
    seta con_minicontime "4"
    seta con_outputBarColor "0 0 0 1"
    seta con_outputSliderColor "0 0 0 1"
    seta con_outputWindowColor "0 0 0 1"
    seta con_restricted "0"
    seta con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1"
    seta con_typewriterColorGlowCompleted "0 0.3 0.8 1"
    seta con_typewriterColorGlowFailed "0.8 0 0 1"
    seta con_typewriterColorGlowUpdated "0 0.6 0.18 1"
    seta con_typewriterDecayDuration "700"
    seta con_typewriterDecayStartTime "6000"
    seta con_typewriterEnabledSounds "0"
    seta con_typewriterPrintSpeed "50"
    seta customclass1 "EIGEN 1"
    seta customclass2 "EIGEN 2"
    seta customclass3 "EIGEN 3"
    seta customclass4 "EIGEN 4"
    seta customclass5 "EIGEN 5"
    seta debug "0"
    seta debug_drawcone "off"
    seta debug_protocol ""
    seta debug_stundraw "off"
    seta debug_tankall "off"
    seta debug_tanknone "off"
    seta debug_tankque "off"
    seta debug_tanksamples "off"
    seta debuggraph "0"
    seta demo_avifpsF1 "0"
    seta demo_avifpsF2 "10"
    seta demo_avifpsF3 "15"
    seta demo_avifpsF4 "20"
    seta demo_avifpsF5 "24"
    seta demo_drawTimeScale "1"
    seta demo_infoWindow "1"
    seta demo_start "stevy_buttonbashers_speedlink_crossfire.dm_1"
    seta demo_stop "stoprecord; set demo_togg vstr demo_start"
    seta demo_togg "vstr demo_start"
    seta destructibles_enable_physics "0"
    seta devdll "1"
    seta developer "0"
    seta developer_script "0"
    seta disable_tank_shock_minspec "0"
    seta dmflags "0"
    seta dollycamera ""
    seta drawLagometer "1"
    seta drew_notes "4"
    seta dumpStaticModels "0"
    seta dynEnt_active "0"
    seta dynEnt_explodeForce "12500"
    seta enable_global_wind "1"
    seta enable_grass_wind "0"
    seta enable_moving_paths "0"
    seta fallback "0"
    seta fire_burn_time "0"
    seta fixedtime "0"
    seta flare_distance_scale "0"
    seta flare_duration "0"
    seta flareburnoutfadewat "0"
    seta flareDisableEffects "0"
    seta fraglimit "20"
    seta freeBuffersDelay "0"
    seta fs_basegame ""
    seta fs_basepath "C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops"
    seta fs_cdpath ""
    seta fs_copyfiles "0"
    seta fs_debug "0"
    seta fs_game ""
    seta fs_homepath "C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops"
    seta fs_ignoreLozalized "0"
    seta fs_restrict "0"
    seta fx_count "0"
    seta fx_cull "1"
    seta fx_cull_effect_spawn "1"
    seta fx_cull_elem_draw "1"
    seta fx_cull_elem_spawn "1"
    seta fx_debug "0"
    seta fx_draw "1"
    seta fx_drawClouds "1"
    seta fx_enable "1"
    seta fx_freeze "0"
    seta fx_marks "0"
    seta fx_marks_ents "0"
    seta fx_marks_smodels "0"
    seta fx_sort "0"
    seta fxfrustumCutoff "1000"
    seta g_allowVote "1"
    seta g_antilag "1"
    seta g_banIPs ""
    seta g_clonePlayerMaxVelocity "80"
    seta g_deadChat "1"
    seta g_deathDelay "3000"
    seta g_dropForwardSpeed "10"
    seta g_dropHorzSpeedRand "100"
    seta g_dropUpSpeedBase "10"
    seta g_dropUpSpeedRand "5"
    seta g_log "games_mp.log"
    seta g_logSync "0"
    seta g_logTimeStampInSeconds "0"
    seta g_oldVoting "1"
    seta g_playerCollisionEjectSpeed "25"
    seta g_redCrosshairs "1"
    seta g_ScoresColor_Allies "0.0901961 0.458824 0.0705882 1"
    seta g_ScoresColor_Axis "0.690196 0.0705882 0.0509804 1"
    seta g_ScoresColor_EnemyTeam "0.690196 0.0705882 0.0509804 1"
    seta g_ScoresColor_Free "0.760784 0.780392 0.101961 1"
    seta g_ScoresColor_MyTeam "0.25098 0.721569 0.25098 1"
    seta g_ScoresColor_Spectator "0.25098 0.25098 0.25098 1"
    seta g_TeamName_Allies "GAME_ALLIES"
    seta g_TeamName_Axis "GAME_AXIS"
    seta g_useGear "0"
    seta g_useholdspawndelay "500"
    seta g_voiceChatTalkingDuration "500"
    seta g_voteAbstainWeight "0.5"
    seta g_warmup "0"
    seta g_weaponAmmoPools "1"
    seta g_weaponrespawn "5"
    seta gamedate "Jun 18 2008"
    seta gamename "Call of Duty 4"
    seta geographicalMatchmaking "0"
    seta glassCrackedDamageRateRange "0 0"
    seta glassLowLodDist "10"
    seta glassMaxShardLife "0"
    seta gpad_buttonsConfig "buttons_default"
    seta gpad_enabled "0"
    seta gpad_menu_scroll_delay_first "420"
    seta gpad_menu_scroll_delay_rest "210"
    seta gpad_rumble "1"
    seta gpad_sticksConfig "thumbstick_default"
    seta graphheight "32"
    seta graphscale "1"
    seta graphshift "0"
    seta handicap "100"
    seta hud_deathQuoteFadeTime "1000"
    seta hud_enable "1"
    seta hud_fade_ammodisplay "0"
    seta hud_fade_compass "0"
    seta hud_fade_healthbar "0"
    seta hud_fade_offhand "0"
    seta hud_fade_sprint "0"
    seta hud_fade_stance "0"
    seta hud_fade_vehiclecontrols "4"
    seta hud_fadeout_speed "0.1"
    seta hud_flash_period_offhand "0.5"
    seta hud_flash_time_offhand "2"
    seta hud_health_pulserate_critical "0.5"
    seta hud_health_pulserate_injured "1"
    seta hud_health_startpulse_critical "0.33"
    seta hud_health_startpulse_injured "1"
    seta hud_letterBoxFadeTime "1000"
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
    seta image_lodbias "2"
    seta in_gpuSync "0"
    seta in_joyBallScale "0.02"
    seta in_joystick "0"
    seta in_midi "0"
    seta in_midichannel "1"
    seta in_mididevice "0"
    seta in_midiport "1"
    seta in_mouse "1"
    seta input_invertPitch "0"
    seta input_viewSensitivity "1"
    seta live_restrictEmblems "0"
    seta loc_forceEnglish "0"
    seta loc_language "0"
    seta lodbias "-200"
    seta log_append "0"
    seta m_filter "0"
    seta m_forward "0.25"
    seta m_pitch "0.022"
    seta m_side "0.25"
    seta m_yaw "0.022"
    seta min_spec_ai "0"
    seta monkeytoy "0"
    seta mss_3d_provider "Miles Fast 2D Positional Audio"
    seta mss_khz "44"
    seta mv_sensitivity "20"
    seta name "PaRaPii"
    seta net_clientMaxRate "6000"
    seta net_clientPrediction "1"
    seta net_noipx "0"
    seta net_noudp "0"
    seta net_socksEnabled "0"
    seta net_socksPassword ""
    seta net_socksPort "1080"
    seta net_socksServer ""
    seta net_socksUsername ""
    seta pb_sleep "500"
    seta phys_bulletSpinScale "0.01"
    seta phys_bulletUpBias "1.25"
    seta phys_buoyancyFastComputation "1"
    seta phys_fluid "0"
    seta phys_jumpvel "500"
    seta phys_maxvelocity "400"
    seta phys_maxwalkvelocity "400"
    seta phys_vehicleUsePredictedPosition "1"
    seta phys_vehicleWheelEntityCollision "1"
    seta playlist_excludeDlc "1"
    seta playlist_excludeDlc2 "1"
    seta playlist_excludeDlc3 "1"
    seta playlist_excludeDlc4 "1"
    seta playlist_excludeGametype ""
    seta playlist_excludeGametypeMap ""
    seta playlist_excludeMap ""
    seta pmove_fixed "0"
    seta pmove_msec "8"
    seta prestigeclass1 "EIGEN 6"
    seta prestigeclass2 "EIGEN 7"
    seta prestigeclass3 "EIGEN 8"
    seta prestigeclass4 "EIGEN 9"
    seta prestigeclass5 "EIGEN 10"
    seta profile_physics "0"
    seta r_aaAlpha "off"
    seta r_aaSamples "1"
    seta r_allow_intz "1"
    seta r_allow_null_rt "1"
    seta r_allowExtensions "1"
    seta r_altModelLightingUpdate "1"
    seta r_anisotropy "2"
    seta r_aspectRatio "wide 16:9"
    seta r_ati_fsaa_samples "0"
    seta r_ati_pntriangles "0"
    seta r_ati_truform_normalmode "CUBIC"
    seta r_ati_truform_pointmode "CUBIC"
    seta r_ati_truform_tess "0"
    seta r_autopriority "0"
    seta r_backBufferSize "960"
    seta r_backBufferSizeY "544"
    seta r_bloomTweaks "0"
    seta r_blur_allowed "0"
    seta r_burnedDestructibleColor "0"
    seta r_cacheModelLighting "1"
    seta r_cacheshaders "1"
    seta r_cacheSModelLighting "1"
    seta r_clampToEdge "1"
    seta r_clear "never"
    seta r_clipCodec "MJPEG"
    seta r_clipFPS "24"
    seta r_clipSize "360"
    seta r_cmdbuf_worker "1"
    seta r_colorbits "32"
    seta r_colorMipLevels "0"
    seta r_compressmodels "1"
    seta r_customaspect "0"
    seta r_customMode ""
    seta r_debugLineWidth "1"
    seta r_depthbits "32"
    seta r_depthPrepass "1"
    seta r_depthPrepassModels "0"
    seta r_desaturation "1"
    seta r_detail "0"
    seta r_detailtextures "0"
    seta r_diffuseSunQuality "0"
    seta r_diffuseSunSteps "0"
    seta r_displayRefresh "144 Hz"
    seta r_displayrefreshrate "1000"
    seta r_distortion "0"
    seta r_dlightBacks "0"
    seta r_dlightLimit "0"
    seta r_dlightMaxFullScreenRadius "1"
    seta r_dlightMaxNonFullScreenRadius "1"
    seta r_dlightQuality "1"
    seta r_dof_enable "0"
    seta r_drawdecals "0"
    seta r_drawfoliage "0"
    seta r_drawsun "0"
    seta r_drawWater "1"
    seta r_dynamiclight "0"
    seta r_effectLimit "0"
    seta r_effectLimitMax "0"
    seta r_effectLimitMin "0"
    seta r_enableDlights "1"
    seta r_enableFlashlight "0"
    seta r_enablePlayerShadow "0"
    seta r_entFullbright "0"
    seta r_entLightCutoff "0.2"
    seta r_entMinLight ".15"
    seta r_envMapExponent "0.05"
    seta r_envMapMaxIntensity "0.01"
    seta r_envMapMinIntensity "0"
    seta r_envMapOverride "0"
    seta r_envMapSpecular "0"
    seta r_envMapSunIntensity "0"
    seta r_errorOnConflicts "1"
    seta r_exposureTweak "1"
    seta r_exposurevalue "1.5"
    seta r_ext_ATI_pntriangles "0"
    seta r_ext_compiled_vertex_array "1"
    seta r_ext_compress_textures "1"
    seta r_ext_compressed_textures "1"
    seta r_ext_gamma_control "1"
    seta r_ext_multitexture "1"
    seta r_ext_NV_fog_dist "0"
    seta r_ext_swapinterval "0"
    seta r_ext_texture_env_add "1"
    seta r_ext_texture_filter_anisotropic "0"
    seta r_ext_transform_hint "1"
    seta r_extracam_custom_aspectratio "0"
    seta r_extracam_shadowmap_enable "0"
    seta r_facePlaneCull "1"
    seta r_fastSkin "1"
    seta r_fastsky "1"
    seta r_fastSunShadow "0"
    seta r_filmCurveSoftClip "0"
    seta r_filmLut "-1"
    seta r_filmTweakBleach "0.4 0.5 0.4"
    seta r_filmTweakBrightness "0"
    seta r_filmTweakColorTemp "1650 8500 1650"
    seta r_filmTweakContrast "1.2 1.2 1.2"
    seta r_filmTweakDarkFeather "0.6"
    seta r_filmTweakDarkTint "1.1 1.3 1.5"
    seta r_filmTweakDesaturation "0"
    seta r_filmTweakEnable "1"
    seta r_filmTweakHue "0.5 1 0.3"
    seta r_filmTweakInvert "0"
    seta r_filmTweakLightFeather "0"
    seta r_filmTweakLightTint "1.1 1.1 1.1"
    seta r_filmTweakLut "1"
    seta r_filmTweakMidEnd "0.92"
    seta r_filmTweakMidStart "0.32"
    seta r_filmTweakMidTint "1.3 1 1.65"
    seta r_filmTweakSaturation "0 0 0"
    seta r_filmUseTweaks "0"
    seta r_finish "0"
    seta r_flame_allowed "0"
    seta r_flameFX_distortionScaleFactor "0 1 1 0.511918"
    seta r_flameFX_enable "0"
    seta r_flameFX_fadeDuration "0.5"
    seta r_flameFX_FPS "15"
    seta r_flameFX_magnitude "0.0215147"
    seta r_flares "0"
    seta r_flashLightBobAmount "0 0 0"
    seta r_flashLightBobRate "0 0 0"
    seta r_flashLightBrightness "0"
    seta r_flashLightColor "0 0 0"
    seta r_flashLightEndRadius "1"
    seta r_flashLightFlickerAmount "0"
    seta r_flashLightFlickerRate "0.1"
    seta r_flashLightFovInnerFraction "0"
    seta r_flashLightOffset "0 0 0"
    seta r_flashLightRange "1"
    seta r_flashLightShadows "0"
    seta r_flashLightSpecularScale "0"
    seta r_fog "1"
    seta r_fog_disable "0"
    seta r_forceLod "none"
    seta r_fovScaleThresholdRigid "2.4"
    seta r_fovScaleThresholdSkinned "2.4"
    seta r_fullscreen "1"
    seta r_gamma "0.778402"
    seta r_gfxopt_dynamic_foliage "0"
    seta r_gfxopt_water_simulation "0"
    seta r_glDriver "opengl32"
    seta r_glIgnoreWicked3D "0"
    seta r_glow "1"
    seta r_glow_allowed "0"
    seta r_glow_allowed_script_forced "0"
    seta r_glowTweakBloomIntensit "3"
    seta r_glowTweakBloomIntensity "3"
    seta r_glowTweakBloomIntensity0 "1"
    seta r_gpuSync "aggressive"
    seta r_grassBurn "0"
    seta r_grassEnable "0"
    seta r_grassWindForceEnable "1"
    seta r_heroLighting "0"
    seta r_highQualityVideo "0"
    seta r_ignoreFastPath "1"
    seta r_ignoreGLErrors "1"
    seta r_ignorehwgamma "0"
    seta r_inGameVideo "0"
    seta r_intensity "1.5"
    seta r_lightGridEnableTweaks "0"
    seta r_lightGridUseTweakedValues "0"
    seta r_lightTweakAmbient "0"
    seta r_lightTweakAmbientColor "1 0 0 1"
    seta r_lightTweakDiffuseFraction "0"
    seta r_lightTweakSunColor "0.991101 0.982251 0.955973"
    seta r_lightTweakSunDiffuseColor "0 0 0 1"
    seta r_lightTweakSunDirection "10.7 -244.3 0"
    seta r_lightTweakSunLight "16"
    seta r_loadForRenderer "1"
    seta r_lodBias "0"
    seta r_lodBiasRigid "0"
    seta r_lodBiasSkinned "0"
    seta r_lodCurveError "10000"
    seta r_lodScale "1"
    seta r_lodScaleRigid "1"
    seta r_lodScaleSkinned "1"
    seta r_mapOverBrightBits "3"
    seta r_mode "2560x1440"
    seta r_monitor "0"
    seta r_motionblur_directionFactor "0.001"
    seta r_motionblur_enable "0"
    seta r_motionblur_frameBased_enable "0"
    seta r_motionblur_maxblur "30"
    seta r_motionblur_numberOfSamples "1"
    seta r_motionblur_positionFactor "0.01"
    seta r_multiGpu "0"
    seta r_multithreaded_device "1"
    seta r_nocurves "1"
    seta r_normal "0"
    seta r_normallength "0.5"
    seta r_normalMap "Unchanged"
    seta r_nv_fence "0 "
    seta r_nv_fog_available "0"
    seta r_nv_fog_dist "0"
    seta r_nv_fogdist_mode "GL_EYE_RADIAL_NV"
    seta r_nv_register_combiners "0 "
    seta r_nv_texture_shader "0"
    seta r_nv_vertex_array_range "0 "
    seta r_offscreenCasterLodScale "5"
    seta r_offsetfactor "-1"
    seta r_offsetunits "-2"
    seta r_oldMode ""
    seta r_optimize "1"
    seta r_optimizeBackend "0"
    seta r_optimizeLightmaps "1"
    seta r_optimizeSModels "1"
    seta r_optimizeTextures "1"
    seta r_optimizeWorld "1"
    seta r_optimizeXModels "1"
    seta r_outdoor "1"
    seta r_outdoorAwayBias "32"
    seta r_outdoorDownBias "0"
    seta r_outdoorFeather "8"
    seta r_overBrightBits "1"
    seta r_picmip "2"
    seta r_picmip_bump "2"
    seta r_picmip_manual "1"
    seta r_picmip_spec "2"
    seta r_picmip_water "1"
    seta r_poisonFX_blurMax "4"
    seta r_poisonFX_blurMin "0"
    seta r_poisonFX_warpX "0"
    seta r_poisonFX_warpY "0"
    seta r_polygonOffsetBias "-1"
    seta r_polygonOffsetScale "-1"
    seta r_portalBevels "0.7"
    seta r_portalMinClipArea "0"
    seta r_portalMinRecurseDepth "2"
    seta r_portalWalkLimit "0"
    seta r_preloadShaders "1"
    seta r_pretess "1"
    seta r_primitives "0"
    seta r_railCoreWidth "1"
    seta r_railSegmentLength "32"
    seta r_railWidth "16"
    seta r_rendererInUse "Shader model 3.0"
    seta r_rendererPreference "dx7"
    seta r_resampleScene "1"
    seta r_reviveFX_debug "0"
    seta r_reviveFX_edgeColorTemp "6200"
    seta r_reviveFX_edgeContrast "0 0 0"
    seta r_reviveFX_edgeSaturation "0"
    seta r_reviveFX_edgeScale "0.75 0.75 0.75"
    seta r_reviveFX_fadeDuration "5"
    seta r_rmse "0.0"
    seta r_roundImagesDown "0"
    seta r_sCurveEnable "0"
    seta r_sCurveLinearAngle "0"
    seta r_sCurveLinearStrength "0"
    seta r_sCurveShoulderStrength "0"
    seta r_sCurveToeDenominator "0"
    seta r_sCurveToeNumerator "0"
    seta r_sCurveToeStrength "0"
    seta r_setFrameBufferAlpha "0"
    seta r_shaderWarming "0"
    seta r_showPortals "0"
    seta r_simpleMipMaps "0"
    seta r_skin_cached_staticmodel "1"
    seta r_skinCache "1"
    seta r_skipBlendLights "1"
    seta r_skipBump "1"
    seta r_skipFogLights "1"
    seta r_skipNewAmbient "1"
    seta r_skipPostProcess "1"
    seta r_skipSpecular "1"
    seta r_skyColorTemp "1650"
    seta r_smc_enable "0"
    seta r_smooth_vsync "0"
    seta r_smp "0"
    seta r_smp_backend "1"
    seta r_smp_worker "1"
    seta r_smp_worker_thread0 "1"
    seta r_smp_worker_thread1 "1"
    seta r_smp_worker_thread2 "0"
    seta r_smp_worker_thread3 "0"
    seta r_smp_worker_threads "4"
    seta r_specular "0"
    seta r_sse_skinning "1"
    seta r_stencilbits "8"
    seta r_stereo "0"
    seta r_streamfreezestate "0"
    seta r_subdivisions "999"
    seta r_sun_from_dvars "0"
    seta r_sunblind_fadein "0.5"
    seta r_sunblind_fadeout "3"
    seta r_sunblind_max_angle "0"
    seta r_sunblind_max_darken "0"
    seta r_sunblind_min_angle "0"
    seta r_sunflare_fadein "0"
    seta r_sunflare_fadeout "0"
    seta r_sunflare_max_alpha "0"
    seta r_sunflare_max_angle "0"
    seta r_sunflare_max_size "669.9"
    seta r_sunflare_min_angle "0"
    seta r_sunflare_min_size "0"
    seta r_sunglare_fadein "0"
    seta r_sunglare_fadeout "0.1"
    seta r_sunglare_max_angle "0"
    seta r_sunglare_max_lighten "0"
    seta r_sunglare_min_angle "0"
    seta r_sunsprite_size "16"
    seta r_superFlare_enable "0"
    seta r_swapInterval "0"
    seta r_swrk_override_characterCharredAmount "0"
    seta r_swrk_override_characterDissolveColor "0 0 0 0"
    seta r_swrk_override_enable "0"
    seta r_texFilterAnisoMax "16"
    seta r_texFilterAnisoMin "16"
    seta r_texFilterDisable "0"
    seta r_texFilterMipMode "Force Trilinear"
    seta r_textfilteranisomin "1"
    seta r_textureAnisotropy "1.0"
    seta r_texturebits "32"
    seta r_textureMode "bilinear"
    seta r_treeScale "0"
    seta r_trisColor "1.0 1.0 1.0 1.0"
    seta r_uifullscreen "0"
    seta r_use_driver_convergence "0"
    seta r_useLayeredMaterials "0"
    seta r_vsync "0"
    seta r_warm_bsp "0"
    seta r_warm_dobj "0"
    seta r_warm_dpvs "0"
    seta r_warm_static "0"
    seta r_waterSheetingFX_allowed "0"
    seta r_waterSheetingFX_distortionScaleFactor "0.021961 1 0 0"
    seta r_waterSheetingFX_enable "0"
    seta r_waterSheetingFX_fadeDuration "2"
    seta r_waterSheetingFX_magnitude "0.0655388"
    seta r_waterSheetingFX_radius "4.44051"
    seta r_watersim_enabled "1"
    seta r_waterWaveSpeed "1 1 1 1"
    seta r_waterWaveWavelength "1 1 1 1"
    seta r_wolffog "0"
    seta r_worldLod "0"
    seta r_zFeather "0"
    seta ragdoll_enable "1"
    seta ragdoll_fps "20"
    seta ragdoll_max_simulating "16"
    seta rate "25000"
    seta s_bits "16"
    seta s_defaultsound "0"
    seta s_doppler "1"
    seta s_khz "44"
    seta s_mixahead "0.2"
    seta s_mixPreStep "0.05"
    seta s_musicvolume "0.0"
    seta s_separation "0.4"
    seta s_volume "0.7"
    seta s_wavonly "0"
    seta sc_enable "0"
    seta scr_bot_difficulty ""
    seta scr_conspeed "999"
    seta scr_game_playerwaittime "15"
    seta scr_player_maxhealth "100"
    seta scr_player_sprinttime "4"
    seta scr_testclients "5"
    seta sd_xa2_device_guid "{73617a41-91a5-4a5c-9f5c-bda6a0419100}"
    seta sensitivity "2.5"
    seta server1 ""
    seta server10 ""
    seta server11 ""
    seta server12 ""
    seta server13 ""
    seta server14 ""
    seta server15 ""
    seta server16 ""
    seta server2 ""
    seta server3 ""
    seta server4 ""
    seta server5 ""
    seta server6 ""
    seta server7 ""
    seta server8 ""
    seta server9 ""
    seta seta "compassFriendlyWidth 10"
    seta sm_enable "0"
    seta sm_fullResSpotShadowEnable "0"
    seta sm_lightScore_eyeProjectDist "0"
    seta sm_lightScore_spotProjectFrac "0"
    seta sm_maxLights "0"
    seta sm_polygonOffsetBias "10"
    seta sm_polygonOffsetScale "2"
    seta sm_spotEnable "1"
    seta sm_spotShadowFadeTime "0.01"
    seta sm_sunAlwaysCastsShadow "0"
    seta sm_sunShadowScale "1"
    seta smc_enable "0"
    seta smpGlass "0"
    seta snaps "30"
    seta snd_always_log "0"
    seta snd_ambient "0"
    seta snd_assert_on_enqueue ""
    seta snd_assert_on_play ""
    seta snd_assert_on_stop ""
    seta snd_auto_random "0"
    seta snd_autoSim "1"
    seta snd_autosim_window "1"
    seta snd_backgroundnoise "0"
    seta snd_bits "32"
    seta snd_cinematicVolumeScale "0"
    seta snd_debug_snapshot ""
    seta snd_debugAlias ""
    seta snd_debugReplace "0"
    seta snd_dlpf_attenuation "-30"
    seta snd_dlpf_max_distance "3000"
    seta snd_dlpf_min_distance "800"
    seta snd_dopplerRate "2.75"
    seta snd_dopplerScale "10"
    seta snd_draw3D "Off"
    seta snd_drawEqChannels "0"
    seta snd_drawEqEnts "0"
    seta snd_drawInfo "None"
    seta snd_drawSort "priority"
    seta snd_dry_scale "1"
    seta snd_dsp_drc "0"
    seta snd_dsp_drc_ratio "20"
    seta snd_dsp_drc_threshold "-3"
    seta snd_dsp_futz "1"
    seta snd_enable2D "1"
    seta snd_enable3D "1"
    seta snd_enable_pitch "1"
    seta snd_enableEq "0"
    seta snd_entitiy "0"
    seta snd_entityRandomize "1"
    seta snd_envactive "0"
    seta snd_errorOnMissing "0"
    seta snd_flux_separation "0.3"
    seta snd_footsteps "999"
    seta snd_global_attenuation "-5"
    seta snd_global_pitch "1"
    seta snd_hdr "0"
    seta snd_isbig_distance "1000"
    seta snd_khz "256"
    seta snd_levelFadeTime "250"
    seta snd_losOcclusion "1"
    seta snd_master_override ""
    seta snd_menu_center_channel "1"
    seta snd_menu_cinematic "1"
    seta snd_menu_left_channel "1"
    seta snd_menu_left_surround "1"
    seta snd_menu_lfe "0"
    seta snd_menu_listen_level "1"
    seta snd_menu_master "0.331058"
    seta snd_menu_music "0.0179265"
    seta snd_menu_right_channel "1"
    seta snd_menu_right_surround "1"
    seta snd_menu_sfx "1"
    seta snd_menu_speaker_setup "2"
    seta snd_menu_voice "0"
    seta snd_minigun_loop_start "0.12"
    seta snd_minigun_pitch_end "1"
    seta snd_minigun_pitch_start "0.69"
    seta snd_mute_alias_substring ""
    seta snd_occlusion_attenuation "-35"
    seta snd_occlusion_cull_distance "2000"
    seta snd_occlusion_rate "6"
    seta snd_omnidirectionalPercentage "0"
    seta snd_outputConfiguration "Stereo"
    seta snd_pitch_timescale "0.25"
    seta snd_playing_priority_boost "3"
    seta snd_proximity_enable "1"
    seta snd_realDelay "0.5"
    seta snd_reportSndAliasErrors "1"
    seta snd_skip_muted_sounds "0"
    seta snd_slaveFadeInTime "0.15"
    seta snd_slaveFadeOutTime "0.25"
    seta snd_slaveFadeTime "500"
    seta snd_speakerConfiguration "5.1"
    seta snd_start_alias ""
    seta snd_stereo "1"
    seta snd_stereo_3d "1"
    seta snd_stop_alias ""
    seta snd_test_verb "1"
    seta snd_throttle_reduce_vol "0.4"
    seta snd_touchStreamFilesOnLoad "0"
    seta snd_train "0"
    seta snd_volume "0.8"
    seta snd_water_occlusion_attenuation "-30"
    seta snd_water_occlusion_distance "60"
    seta snd_water_occlusion_minimum "-8"
    seta snd_water_omni_amount "0.5"
    seta snd_water_omni_distance "60"
    seta snd_water_pitch_amount "0.9"
    seta snd_water_pitch_distance "30"
    seta spawnsystem_weapon_influencer_min_length "0.1"
    seta spawnsystem_weapon_influencer_update_interval "151"
    seta stats_backup "1"
    seta sv_allowDownload "1"
    seta sv_floodprotect "4"
    seta sv_hostname "PaRa at Work"
    seta sv_maxclients "24"
    seta sv_maxPing "0"
    seta sv_maxRate "25000"
    seta sv_minPing "0"
    seta sv_punkbuster "0"
    seta sv_reconnectlimit "3"
    seta sv_vac "1"
    seta sv_voice "0"
    seta sv_wwwBaseURL ""
    seta sv_wwwDlDisconnected "0"
    seta sv_wwwDownload "0"
    seta sys_configSum "160007939"
    seta sys_configureGHz "0.0210261"
    seta sys_cpuGHz "0.00410157"
    seta sys_gpu "NVIDIA GeForce GTX 1080"
    seta sys_sysMB "1024"
    seta team_indicator "0"
    seta ui_allowFov "0"
    seta ui_bigFont "0.4"
    seta ui_browserFriendlyfire "-1"
    seta ui_browserGameMode "0"
    seta ui_browserHardcore "-1"
    seta ui_browserHideDlc "0"
    seta ui_browserKillcam "-1"
    seta ui_browserMap "All"
    seta ui_browserMod "-2"
    seta ui_browserShowDedicated "0"
    seta ui_browserShowEmpty "1"
    seta ui_browserShowFull "1"
    seta ui_browserShowPassword "-1"
    seta ui_browserShowPunkBuster "-1"
    seta ui_browserShowPure "0"
    seta ui_browserVoiceChat "-1"
    seta ui_currentMap "0"
    seta ui_currentNetMap "0"
    seta ui_dedicated "0"
    seta ui_drawCrosshair "1"
    seta ui_joinGametype "0"
    seta ui_mapCount "26"
    seta ui_netGametype "0"
    seta ui_serverBrowserMenu "server_browser_ranked"
    seta ui_serverStatusTimeOut "7000"
    seta ui_smallFont "0.25"
    seta useMapPreloading "1"
    seta useSvMapPreloading "1"
    seta v_mute "vstr v_mute_on"
    seta v_mute_off "setfromdvar snd_volume v_volume; seta v_mute vstr v_mute_on; ^4un^7mute^4!"
    seta v_mute_on "setfromdvar v_volume snd_volume; set snd_volume 0; seta v_mute vstr v_mute_off; ^4m^7ute^4!"
    seta v_vol_00 "seta v_mute vstr v_mute_on; seta snd_volume 0; seta v_vol_up vstr v_vol_01"
    seta v_vol_01 "seta v_mute vstr v_mute_on; seta snd_volume 0.1; seta v_vol_down vstr v_vol_00; seta v_vol_up vstr v_vol_02; Sound^4||^0-------- ^41.4"
    seta v_vol_02 "seta v_mute vstr v_mute_on; seta snd_volume 0.2; seta v_vol_down vstr v_vol_01; seta v_vol_up vstr v_vol_03; Sound^4|||^0------- ^41.4"
    seta v_vol_03 "seta v_mute vstr v_mute_on; seta snd_volume 0.3; seta v_vol_down vstr v_vol_02; seta v_vol_up vstr v_vol_04; Sound^4|||^2|^0------ ^21.5"
    seta v_vol_04 "seta v_mute vstr v_mute_on; seta snd_volume 0.4; seta v_vol_down vstr v_vol_03; seta v_vol_up vstr v_vol_05; Sound^4|||^2||^0----- ^21.6"
    seta v_vol_05 "seta v_mute vstr v_mute_on; seta snd_volume 0.5; seta v_vol_down vstr v_vol_04; seta v_vol_up vstr v_vol_06; Sound^4|||^2|||^0---- ^21.7"
    seta v_vol_06 "seta v_mute vstr v_mute_on; seta snd_volume 0.6; seta v_vol_down vstr v_vol_05; seta v_vol_up vstr v_vol_07; Sound^4|||^2|||^3|^0--- ^31.8"
    seta v_vol_07 "seta v_mute vstr v_mute_on; seta snd_volume 0.7; seta v_vol_down vstr v_vol_06; seta v_vol_up vstr v_vol_08; Sound^4|||^2|||^3||^0-- ^31.9"
    seta v_vol_08 "seta v_mute vstr v_mute_on; seta snd_volume 0.8; seta v_vol_down vstr v_vol_07; seta v_vol_up vstr v_vol_09; Sound^4|||^2|||^3||^1|^0- ^12.0"
    seta v_vol_09 "seta v_mute vstr v_mute_on; seta snd_volume 0.9; seta v_vol_down vstr v_vol_08; seta v_vol_up vstr v_vol_10; Sound^4|||^2|||^3||^1|| ^12.1"
    seta v_vol_10 "seta v_mute vstr v_mute_on; seta snd_volume 1; seta v_vol_down vstr v_vol_09"
    seta v_vol_down "vstr v_vol_09"
    seta v_vol_up "vstr v_vol_10"
    seta vehDriverViewHeightMax "50"
    seta vehDriverViewHeightMin "-15"
    seta vid_xpos "-6"
    seta vid_ypos "0"
    seta vm_cgame "0"
    seta vm_game "0"
    seta vm_ui "0"
    seta voice_deadChat "0"
    seta voice_global "0"
    seta voice_localEcho "0"
    seta waypointIconHeight "14"
    seta waypointIconWidth "14"
    seta wind_grass_gust_strength "0"
    seta wind_grass_scale "1"
    seta wind_grass_tension "0"
    seta wind_leaf_scale "176"
    seta wind_local_frequency "0 0 0"
    seta wind_local_vector "0 0 0 0"
    seta winvoice_mic_mute "1"
    seta winvoice_mic_reclevel "65535"
    seta winvoice_mic_scaler "1"
    seta winvoice_save_voice "0"
    seta xblive_basictraining_popup "1"
    seta zombiefive_discovered "1"
    seta zombietron_discovered "1"
    con_hidechannel *; con_showchannel dontfilter error gamenotify boldgame subtitle obituary logfile_only console_only gfx sound files devgui profile ui client server system playerweap ai anim physics fx leaderboards parserscript script
    FPS 333 + sound tweaks

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