Beast Mode

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Beast Mode
Code:
ModelInfo* PlayerStruct = (ModelInfo*) g_LTClient->GetPlayer();
		if (PlayerStruct != 0)
		{

			MemCopy((void*) ADR_CameraUpdate, "\xC3", 1);
			g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
		}
		else
			Base.Menu->Items[MENU_GHOST].Current = 0;
	}
	else
	{
		g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, FLAG_SOLID, FLAG_SOLID);

		MemCopy((void*) ADR_CameraUpdate, "\x83", 1);
	}
credits: @mmbob && @Xipher for telling me i was right

everyone kinda wonderin... Do your searching through old bases, you might find something new
LOL I knew this so long... Finally some one released it.
What is this "beast mode"?.It is ghost mode ?
Quote Originally Posted by //\\//etwork3r View Post
What is this "beast mode"?.It is ghost mode ?
Look @ the code:
Code:
MemCopy((void*) ADR_CameraUpdate, "\xC3", 1);
g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
As you see he disables camera updates (normal beastmode) AND sets the playerflags (just clientsided) to 0.
This means we dont have got any flags -> we can walk through all.
i wonder what else we can do with g_CommonLT
Maybe even tamper with the game it self and shut it down
haha thanks, this really helps
Would be cool if someone could add this to their hack
Hmm anyone can post the playerstruct class and ModelInfo class would be awesome
Code:
g_CommonLT->SetObjectFlags(g_LTClient->GetPlayer(), OFT_Flags, 0, FLAG_SOLID);
other stuff
Code:
g_CommonLT->SetObjectFlags(m_hObject, OFT_Flags2, dwFlags2, dwFlags2);
g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, dwVisibleFlag, FLAG_VISIBLE );
g_pCommonLT->SetObjectFlags( m_hSilencerModel, OFT_Flags, 0, FLAG_VISIBLE );
g_pLTClient->SetObjectScale
g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYMODELKEYS, CF_NOTIFYMODELKEYS);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, g_pPlayerMgr->IsSpectatorMode() ? 0 : FLAG_GRAVITY, FLAG_GRAVITY);
g_pCommonLT->GetObjectFlags(m_hObject, OFT_Flags, curFlags);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, FLAG_GOTHRUWORLD, FLAG_GOTHRUWORLD | FLAG_SOLID);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, curFlags, FLAGMASK_ALL);
g_pCommonLT->SetObjectFlags(hObj, OFT_Flags, FLAG_CLIENTNONSOLID, FLAG_CLIENTNONSOLID);
g_pCommonLT->SetObjectFlags(m_hObject, OFT_Client, CF_DONTSETDIMS, CF_DONTSETDIMS);
g_pCommonLT->SetObjectFlags(hObj, OFT_Client, CF_NOTIFYREMOVE, CF_NOTIFYREMOVE);
g_pPhysicsLT->SetObjectDims( m_hObject, &m_vDims, 0 );
g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_HITBOX | USRFLG_CHARACTER, USRFLG_HITBOX | USRFLG_CHARACTER );

uint32 dwFlags;
g_pCommonLT->GetObjectFlags( m_hModel, OFT_Flags, dwFlags );
g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, ((dwFlags & FLAG_VISIBLE) ? FLAG_RAYHIT : 0), FLAG_RAYHIT );
g_pCommonLT->SetObjectFlags( hMoveObj, OFT_Flags, 0, FLAG_SOLID );
g_pCommonLT->SetObjectFlags( m_hCollisionObject, OFT_Flags,	FLAG_SOLID, FLAG_SOLID );
g_pLTClient->GetObjectPos( m_hCollisionObject, &vPos );


// Disable gravity. example
Code:
	m_bBodyOnLadder = LTTRUE;
	m_hLadderObject = pInfo->m_hObject;	
         //disable gravity
	g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_GRAVITY);
just incase this helps
Code:
g_pPhysicsLT->MoveObject(m_hObject, &vPos, MOVEOBJECT_TELEPORT);
Yeah, but all these flags are just clientsided, so it doesnt help disbale ur own hitbox or something like this
Quote Originally Posted by Ch40zz-C0d3r View Post
Yeah, but all these flags are just clientsided, so it doesnt help disbale ur own hitbox or something like this
oh i know this. but still gravity is fun :P

there's lots more flags too
Very good now is add in the base...Thanks
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