Postthirdperson without spoofing sv_cheats (ayyware)

Posts 110 of 10 · Page 1 of 1
thirdperson without spoofing sv_cheats (ayyware)
a lot of people should know this but im doing this for those who don't.

in case people who don't know how to spoof convars or are worried doing so w/ ayyware, here's an alternative.

in ur overrideview hook, do this:
Code:
if (Interfaces::Engine->IsInGame())
	{
		if (hackManager.pLocal())
		{
			//Vector vecAngles;
			Interfaces::Engine->GetViewAngles(qLastTickAngles);
			if (Menu::Window.VisualsTab.EffectThirdPerson.GetState() && hackManager.pLocal()->IsAlive())
			{
				if (!Interfaces::pInput->m_fCameraInThirdPerson)
				{
					Interfaces::pInput->m_fCameraInThirdPerson = true;
					Interfaces::pInput->m_vecCameraOffset = Vector(qLastTickAngles.x, qLastTickAngles.y, 40);
				}
			}
			else 
			{
				Interfaces::pInput->m_fCameraInThirdPerson = false;
				Interfaces::pInput->m_vecCameraOffset = Vector(qLastTickAngles.x, qLastTickAngles.y, 0);
			}
		}
	}
hf
Code:
			if (Menu::Window.MiscTab.OtherThirdperson.GetState() && hackManager.pLocal()->IsAlive())
			{
				if (!Interfaces::pInput->m_fCameraInThirdPerson)
				{
					QAngle qLastTickAngles = QAngle(0.0f, 0.0f, 0.0f);
					Interfaces::pInput->m_fCameraInThirdPerson = true;
					Interfaces::pInput->m_vecCameraOffset = Vector(qLastTickAngles.x, qLastTickAngles.y, 40);
				}
			}
			else
			{
				QAngle qLastTickAngles = QAngle(0.0f, 0.0f, 0.0f);
				Interfaces::pInput->m_fCameraInThirdPerson = false;
				Interfaces::pInput->m_vecCameraOffset = Vector(qLastTickAngles.x, qLastTickAngles.y, 0);
			}
Somebody actually posted something useful, lol.
Quote Originally Posted by ImSavage View Post
Somebody actually posted something useful, lol.
haha true
// 2 short
static Vector vecAngles;
Interfaces::Engine->GetViewAngles(vecAngles);
if (Vars.Thirdperson && pLocal()->IsAlive())
{
if (!Interfaces::Input->m_fCameraInThirdPerson)
{
bool whenScoped = Vars.WhenScoped;
if (whenScoped)
{
Interfaces::Input->m_fCameraInThirdPerson = true;
Interfaces::Input->m_vecCameraOffset
= Vector(vecAngles.x, vecAngles.y, Vars.ThirdpersonRange);
}
else if (!whenScoped && !pLocal()->m_bIsScoped())
{
Interfaces::Input->m_fCameraInThirdPerson = true;
Interfaces::Input->m_vecCameraOffset
= Vector(vecAngles.x, vecAngles.y, Vars.ThirdpersonRange);
}
}
}
else
{
Interfaces::Input->m_fCameraInThirdPerson = false;
Interfaces::Input->m_vecCameraOffset = Vector(vecAngles.x, vecAngles.y, 0);
}
another way is to hook sv cheats

// and this has been pub knowledge for the past year
Quote Originally Posted by WildAssassinz View Post
another way is to hook sv cheats

// and this has been pub knowledge for the past year
u didn't bother reading the whole post did u
Quote Originally Posted by axio42 View Post
u didn't bother reading the whole post did u
i did and wdym
DT_CSPlayer -> m_iObserverMode
One method ^

You could also offset your camera in prerender (or whatever viewsetup function you want).
Before anyone blabbers that this does not draw your player then ugh....

Code:
virtual bool	ShouldDrawLocalPlayer( C_BasePlayer *pPlayer ) = 0;
// ALSO
For anyone who doesn't know how to spoof convars, MarkHC (github) has a complete class for it
yo please help me antiaim doesnt show up with this...
Posts 110 of 10 · Page 1 of 1

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