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  1. #1
    Bris's Avatar
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    Post Perfect No Spread source code

    LEECHED, USED COPY+PASTE SYSTEM!!!

    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;
    }
    Author says that you're doing something wrong if your no spread isn't as accurate as this:


    ALL CREDITS GOES TO kokole!!!
    __________________________________________________ ___________
    Guys, I don't know if it's working so use with causion. Also, as I'm total noob, I should compile this code into .dll file and inject into game process?


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  2. #2
    Lovroman's Avatar
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    Yes, but if you compile this, you won't get working DLL(because code doesn't contain DLLMain and other stuff needed to enable nospread).

  3. #3
    Bris's Avatar
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    Quote Originally Posted by Lovroman View Post
    Yes, but if you compile this, you won't get working DLL(because code doesn't contain DLLMain and other stuff needed to enable nospread).
    Well, still thanks for answer. So, as I told before, I'm a total noob
    So, could you or someone else actually compile it (and make it work) for cocksuckin' leechers like me?


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  4. #4
    Bris's Avatar
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    @bumping my question, god dammit

    Quote Originally Posted by Bris View Post
    So, could you or someone else actually compile it (and make it work) for cocksuckin' leechers like me?


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  5. #5
    TheRealReverse's Avatar
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    Well I am also a noob, but I really want to get into this kind of stuff... But I just want to know something... What the hell am I supposed to do with this code? Like where do I put it? I have done coding before and I know how, but I just don't know where this goes. Sorry :P

  6. #6
    Lovroman's Avatar
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    Quote Originally Posted by TheRealReverse View Post
    Well I am also a noob, but I really want to get into this kind of stuff... But I just want to know something... What the hell am I supposed to do with this code? Like where do I put it? I have done coding before and I know how, but I just don't know where this goes. Sorry :P
    You can put it in a .CPP file.
    You'll need a hook(one of most used functions for silent aims & nospreads is CG_WritePacket)
    So you'll have to find address of CG_WritePacket and that stuff..

  7. #7
    Geneduty98's Avatar
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    So Can Any One Make That No Spread Please?
    I Have No Idea How To Creat That.!

  8. #8
    Horror's Avatar
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    Quote Originally Posted by Geneduty98 View Post
    I Have No Idea How To Creat That.!
    Then just wait.
     

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  9. #9
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    ok please and thank u.....sorry for ads

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