Ayyware stuff

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Ayyware stuff
Hey, few questions about my ayymeme cheat

I've done a lot to it but no matter how hard I try nor what I do I can't get AA in thirdperson, already have full thirdperson spoof setup and it works fine but using
Code:
	if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && curStage == FRAME_RENDER_START)
	{
		if (pLocal->IsAlive())
		{
			if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
				*(Vector*)((DWORD)pLocal + 0x31C8) = LastAngleAA;
		}
and settings lastangleaa to viewangles either does nothing, or makes me look at ground / do aa while not in thirdperson. Any help?

Also, does anyone know how to hook playsound? I've got whole auto accept code but don't know how to hook playsound
Bump ///
Code:
	VMTPlaySound.Initialise((DWORD*)Interfaces::Surface);
	oPlaySound = (PlaySoundFn)VMTPlaySound.HookMethod((DWORD)&Hooked_PlaySound, 82);
This causes crash when it attempts to accept
Code:
void __stdcall Hooked_PlaySound(const char* szFileName)
{
	//Call original PlaySound
	oPlaySound(szFileName);

	if (!Menu::Window.MiscTab.OtherAutoAccept.GetState() || Interfaces::Engine->IsInGame())
		return;

	//This is the beep sound that is played when we have found a game
	if (!strcmp(szFileName, "UI/competitive_accept_beep.wav"))
	{
		//This is the function that is called when you press the big ACCEPT button
		IsReady = (IsReadyFn)(DWORD)Utilities::Memory::FindPatternV2("client.dll", "55 8B EC 83 E4 F8 83 EC 08 56 8B 35 ? ? ? ? 57 8B BE");
		//Accept the game
		IsReady();
	}
}
When debugging there was no line of code but just an access violation error, if anything is wrong please let me know. Sorryif anything is stupid!
Quote Originally Posted by lll333 View Post
Hey, few questions about my ayymeme cheat

I've done a lot to it but no matter how hard I try nor what I do I can't get AA in thirdperson, already have full thirdperson spoof setup and it works fine but using
Code:
	if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && curStage == FRAME_RENDER_START)
	{
		if (pLocal->IsAlive())
		{
			if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
				*(Vector*)((DWORD)pLocal + 0x31C8) = LastAngleAA;
		}
and settings lastangleaa to viewangles either does nothing, or makes me look at ground / do aa while not in thirdperson. Any help?

Also, does anyone know how to hook playsound? I've got whole auto accept code but don't know how to hook playsound
you aren't hooking FSN.
Quote Originally Posted by axio42 View Post
you aren't hooking FSN.
i.imgur .com /ESfrxOi.png

my thirdperson and skin changer both work fine in FSN but for some reason lastangleaa code makes me look down even if not in thirdperson.
+ auto accept code is what i'm after moreso now. thanks though
Quote Originally Posted by lll333 View Post
i.imgur .com /ESfrxOi.png

my thirdperson and skin changer both work fine in FSN but for some reason lastangleaa code makes me look down even if not in thirdperson.
+ auto accept code is what i'm after moreso now. thanks though
In your FrameStageNotify hook:

Code:
if (curStage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)
{
//SkinChanger
}

if (curStage == FRAME_RENDER_START)
{
if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && pLocal && pLocal->IsAlive())
{
if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
				*(Vector*)((DWORD)pLocal + 0x31C8) = LastAngleAA;
}
}
This should work, lemme know if it doesn't
Quote Originally Posted by hinnie View Post
In your FrameStageNotify hook:

Code:
if (curStage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)
{
//SkinChanger
}

if (curStage == FRAME_RENDER_START)
{
if (Interfaces::Engine->IsConnected() && Interfaces::Engine->IsInGame() && pLocal && pLocal->IsAlive())
{
if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
				*(Vector*)((DWORD)pLocal + 0x31C8) = LastAngleAA;
}
}
This should work, lemme know if it doesn't
Works but same problem, even if im not using thirdperson my players viewangles will be up, down etc obviously depending on antiaim
i.imgur .com /iBnML4G.png << screenshot of just down anti aim
oh, you could use if (Menu::Window.MiscTab.thirdperson.GetState()) instead of if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
Quote Originally Posted by hinnie View Post
oh, you could use if (Menu::Window.MiscTab.thirdperson.GetState()) instead of if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
Code:
		if (pLocal->IsAlive() && Menu::Window.VisualsTab.OtherThirdperson.GetState()) {
			if (*(bool*)((DWORD)Interfaces::Input + 0xA5))
				*(Vector*)((DWORD)pLocal + 0x31C8) = LastAngleAA;
		}
dodgy but works, thanks for the help.. now playsound hook
This is my playsound hook:

Code:
// Funtion Typedefs
typedef void(__stdcall *PlaySoundFn)(const char* sound);
Code:
// Function Pointers to the originals
PlaySoundFn oPlaySound;
Code:
// Hook function prototypes
void __stdcall Hooked_PlaySound(const char* sound);
Code:
// VMT Managers
namespace Hooks
{
	Utilities::Memory::VMTManager VMTPlaySound;
};
In hooks.h:
Code:
extern Utilities::Memory::VMTManager VMTPlaySound;
Code:
void Hooks::Initialise()
{
	VMTPlaySound.Initialise((DWORD*)Interfaces::Surface);
	oPlaySound = (PlaySoundFn)VMTPlaySound.HookMethod((DWORD)&Hooked_PlaySound, 82);
}
In interfaces.cpp:

Code:
ISurface* Surface;
Code:
Surface = (ISurface*)VGUISurfaceFactory(VGUISurfaceInterfaceName, NULL);
Code:
char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0");
Interfaces.h:

Code:
extern ISurface* Surface;
The actual hook:

Code:
void __stdcall Hooked_PlaySound(const char* sound)
{
	oPlaySound(sound);

	if (strstr(sound, "UI/competitive_accept_beep.wav"))
	{
		if (Menu::Window.MiscTab.OtherAutoAccept.GetState())
		{
			DWORD dwIsReady = (Utilities::Memory::FindPatternv2("client.dll", "55 8B EC 83 E4 F8 83 EC 08 56 8B 35 ? ? ? ? 57 8B 8E"));
			reinterpret_cast<void(*)()>(dwIsReady)();
		}
	}
}
Should work ^^
Quote Originally Posted by hinnie View Post
This is my playsound hook:

Code:
// Funtion Typedefs
typedef void(__stdcall *PlaySoundFn)(const char* sound);
Code:
// Function Pointers to the originals
PlaySoundFn oPlaySound;
Code:
// Hook function prototypes
void __stdcall Hooked_PlaySound(const char* sound);
Code:
// VMT Managers
namespace Hooks
{
	Utilities::Memory::VMTManager VMTPlaySound;
};
In hooks.h:
Code:
extern Utilities::Memory::VMTManager VMTPlaySound;
Code:
void Hooks::Initialise()
{
	VMTPlaySound.Initialise((DWORD*)Interfaces::Surface);
	oPlaySound = (PlaySoundFn)VMTPlaySound.HookMethod((DWORD)&Hooked_PlaySound, 82);
}
In interfaces.cpp:

Code:
ISurface* Surface;
Code:
Surface = (ISurface*)VGUISurfaceFactory(VGUISurfaceInterfaceName, NULL);
Code:
char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0");
Interfaces.h:

Code:
extern ISurface* Surface;
The actual hook:

Code:
void __stdcall Hooked_PlaySound(const char* sound)
{
	oPlaySound(sound);

	if (strstr(sound, "UI/competitive_accept_beep.wav"))
	{
		if (Menu::Window.MiscTab.OtherAutoAccept.GetState())
		{
			DWORD dwIsReady = (Utilities::Memory::FindPatternv2("client.dll", "55 8B EC 83 E4 F8 83 EC 08 56 8B 35 ? ? ? ? 57 8B 8E"));
			reinterpret_cast<void(*)()>(dwIsReady)();
		}
	}
}
Should work ^^
I've never hooked PlaySound but
Code:
VMTPlaySound.Initialise((DWORD*)Interfaces::Surface);
is a bad name since PlaySound is the 82'th virtual function in the Surface, call it VMTSurface instead.


EDIT:
PlaySound is a thiscall function. But you can define your hooked function as an stdcall:
Code:
void __stdcall Hooked_PlaySound(const char* pStrSound)
Define the PlaySoundFn like this
Code:
typedef void(__thiscall* PlaySoundFn)(void*, const char*);
Get the ecx register in your hook like this
Code:
 void* pThis;
__asm pThis, ecx
Call the original PlaySound with pThis as the this pointer
Code:
oPlaySound(pThis, pStrSound);
Worked for me.
i

I don't really care abiut the name tho, it works, ,
so I'm happy, thanks anyway.
Quote Originally Posted by affe2626 View Post
I've never hooked PlaySound but
Code:
VMTPlaySound.Initialise((DWORD*)Interfaces::Surface);
is a bad name since PlaySound is the 82'th virtual function in the Surface, call it VMTSurface instead.


EDIT:
PlaySound is a thiscall function. But you can define your hooked function as an stdcall:
Code:
void __stdcall Hooked_PlaySound(const char* pStrSound)
Define the PlaySoundFn like this
Code:
typedef void(__thiscall* PlaySoundFn)(void*, const char*);
Get the ecx register in your hook like this
Code:
 void* pThis;
__asm pThis, ecx
Call the original PlaySound with pThis as the this pointer
Code:
oPlaySound(pThis, pStrSound);
Worked for me.
just use the fastcall??
Still getting this imgur. com /KY8dryP.png with your auto accept code :/
Quote Originally Posted by lll333 View Post
Still getting this imgur. com /KY8dryP.png with your auto accept code :/
Code:
namespace SurfacePlaySound
	{
		typedef void(__thiscall* PlaySoundFn)(void*, const char*);
		typedef void(*ReadyFn)(void);
		PlaySoundFn oPlaySound;
		ReadyFn IsReady;
		bool bDoOnce = false;
		void* pThis;
		void __stdcall Hooked_PlaySound(const char* pSound)
		{
			__asm mov pThis, ecx
			if (!bDoOnce)
			{
				bDoOnce = true;
				IsReady = (ReadyFn)(FindPattern("client.dll", "55 8B EC 83 E4 F8 83 EC 08 56 8B 35 ?? ?? ?? ?? 57 8B 8E"));
			}

			if (strstr(pSound, "UI/competitive_accept_beep.wav") && (bool)IsReady)
			{
				IsReady();
			}
			m_pSurfaceHook->GetMethod<PlaySoundFn>(82)(pThis, pSound);
		}
	}
Full code, try that.
Quote Originally Posted by affe2626 View Post
Code:
namespace SurfacePlaySound
	{
		typedef void(__thiscall* PlaySoundFn)(void*, const char*);
		typedef void(*ReadyFn)(void);
		PlaySoundFn oPlaySound;
		ReadyFn IsReady;
		bool bDoOnce = false;
		void* pThis;
		void __stdcall Hooked_PlaySound(const char* pSound)
		{
			__asm mov pThis, ecx
			if (!bDoOnce)
			{
				bDoOnce = true;
				IsReady = (ReadyFn)(FindPattern("client.dll", "55 8B EC 83 E4 F8 83 EC 08 56 8B 35 ?? ?? ?? ?? 57 8B 8E"));
			}

			if (strstr(pSound, "UI/competitive_accept_beep.wav") && (bool)IsReady)
			{
				IsReady();
			}
			m_pSurfaceHook->GetMethod<PlaySoundFn>(82)(pThis, pSound);
		}
	}
Full code, try that.
With this I don't crash, but it says 0/10 plays ready and acts as if I hadn't accepted :/
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