about fucking stupid strings
hi all
i noticed alot of members asking for strings so i think i have to explain something
most strings are got from game bute files so they are mentioned in cshell as their values are read from bute files during loading process
such as ReloadAnimRatio, AmmoDamage etc
but these info which is not constants like (player position, name, anything related to esp) will NOT have strings as its values are filled from data the server sends
and about ptc, all its strings are probably from sdk file called renderconsolevars.h
here is the file , with working and patched console vars, just try them:
and her is some known weapon bute strings:
also those knife only stuff with prefix KnifeNormal for slash and KnifeBigshot for stap:
i hope you understood.
i noticed alot of members asking for strings so i think i have to explain something
most strings are got from game bute files so they are mentioned in cshell as their values are read from bute files during loading process
such as ReloadAnimRatio, AmmoDamage etc
but these info which is not constants like (player position, name, anything related to esp) will NOT have strings as its values are filled from data the server sends
and about ptc, all its strings are probably from sdk file called renderconsolevars.h
here is the file , with working and patched console vars, just try them:
Code:
#ifndef __RENDERERCONSOLEVARS_H__ #define __RENDERERCONSOLEVARS_H__ //------------------------------------- //Dependant headers //------------------------------------- #ifndef __D3D_CONVAR_H__ # include "d3d_convar.h" #endif //------------------------------------- //Utility macros //------------------------------------- //This macro is to control declaration vs. instantiation, in order to //instantiate the console variables in a CPP file, simply declare //INSTANTIATE_RENDERER_CONSOLE_VARS and they will be placed in there, //otherwise they will simply be referenced. This prevents having to define //console variables in multiple places. #ifdef INSTANTIATE_RENDERER_CONSOLE_VARS # define RCONVAR(VarName, TextName, Type, Value) ConVar < Type > VarName(TextName, Value) #else # define RCONVAR(VarName, TextName, Type, Value) extern ConVar < Type > VarName #endif //------------------------------------- //Console Variables //------------------------------------- //------------------------------ // System controls RCONVAR(g_CV_CacheTextures, "CacheTextures", int, 0); //------------------------------ // Really Close settings RCONVAR(g_CV_ModelNear, "reallyclose_near", float, 0.1f); RCONVAR(g_CV_ModelFar, "reallyclose_far", float, 7.0f); RCONVAR(g_CV_PVModelFOV, "PVModelFOV", float, 75.0f); RCONVAR(g_CV_PVModelAspect, "PVModelAspect", float, 1.0f); RCONVAR(g_CV_PVModelEnvmapVelocity, "PVModelEnvmapVelocity", float, 128.0f); RCONVAR(g_CV_PVModelEnvmapScale, "PVModelEnvmapScale", float, 0.4f); RCONVAR(g_CV_PVModelEnvMapCampRange, "PVModelEnvmapClampRange", float, 5.0f); RCONVAR(g_CV_DrawGuns, "DrawGuns", int, 1); //------------------------------ // Fog RCONVAR(g_CV_TableFog, "TableFog", int, 1); RCONVAR(g_CV_FogEnable, "FogEnable", int, 0); RCONVAR(g_CV_FogColorR, "FogR", int, 255); RCONVAR(g_CV_FogColorG, "FogG", int, 255); RCONVAR(g_CV_FogColorB, "FogB", int, 255); RCONVAR(g_CV_FogNearZ, "FogNearZ", float, 0.0f); RCONVAR(g_CV_FogFarZ, "FogFarZ", float, 2000.0f); RCONVAR(g_CV_SkyFogNearZ, "SkyFogNearZ", float, 0.0f); RCONVAR(g_CV_SkyFogFarZ, "SkyFogFarZ", float, 2000.0f); //------------------------------ // Detail Textures RCONVAR(g_CV_DetailTextures, "DetailTextures", int, 1); RCONVAR(g_CV_DetailTextureScale, "DetailTextureScale", float, 0.2f); RCONVAR(g_CV_DetailTextureAdd, "DetailTextureAdd", int, 1); //------------------------------ // Environment Maps RCONVAR(g_CV_EnvMapAdd, "EnvMapAdd", int, 1); RCONVAR(g_CV_EnvPanSpeed, "EnvPanSpeed", float, 0.0005f); RCONVAR(g_CV_EnvScale, "EnvScale", float, 1.0f); RCONVAR(g_CV_EnvMapEnable, "EnvMapEnable", int, 1); //------------------------------ // Environment Bump Maps RCONVAR(g_CV_EnvBumpMap, "EnvBumpMap", int, 1); RCONVAR(g_CV_EnvBumpMapScale, "EnvBumpMapScale", float, 1.0f); RCONVAR(g_CV_EnvBumpMapBumpScale, "EnvBumpMapBumpScale", float, 1.0f); //------------------------------ // DOT3 world rendering RCONVAR(g_CV_DOT3BumpMap, "DOT3BumpMap", int, 1); RCONVAR(g_CV_DOT3EnvBumpMap, "DOT3EnvBumpMap", int, 1); RCONVAR(g_CV_DOT3Saturate, "DOT3Saturate", int, 0); //------------------------------ // World Debugging RCONVAR(g_CV_DrawWorldTree, "DrawWorldTree", int, 0); RCONVAR(g_CV_DrawRenderBlocks, "DrawRenderBlocks", int, 0); RCONVAR(g_CV_DebugRBTri, "DebugRBTri", int, 0); RCONVAR(g_CV_DebugRBCur, "DebugRBCur", int, 0); RCONVAR(g_CV_DebugRBAll, "DebugRBAll", int, 0); RCONVAR(g_CV_DebugRBFrustum, "DebugRBFrustum", int, 0); RCONVAR(g_CV_DebugRBNoOccluders, "DebugRBNoOccluders", int, 0); RCONVAR(g_CV_DebugRBDrawOccluders, "DebugRBDrawOccluders", int, 0); RCONVAR(g_CV_DebugRBSortOccluders, "DebugRBSortOccluders", int, 1); RCONVAR(g_CV_DebugRBTime, "DebugRBTime", int, 0); RCONVAR(g_CV_DebugRBDraw, "DebugRBDraw", int, 1); RCONVAR(g_CV_DebugRBOldOccludeeShape, "DebugRBOldOccludeeShape", int, 0); RCONVAR(g_CV_DebugRBFindSlivers, "DebugRBFindSlivers", int, 0); //RCONVAR(g_CV_LockPVS, "LockPVS", int, 0); RCONVAR(g_CV_DisableRenderObjectGroups, "DisableRenderObjectGroups", int, 0); //------------------------------ // Renderer Settings RCONVAR(g_CV_VSyncOnFlip, "VSyncOnFlip", int, 1); RCONVAR(g_CV_MipMapBias, "MipMapBias", float, 0.0f); RCONVAR(g_CV_Trilinear, "Trilinear", int, 0); RCONVAR(g_CV_Anisotropic, "Anisotropic", int, 0); RCONVAR(g_CV_2DAnisotropic, "2DAnisotropic", int, 0); RCONVAR(g_CV_RefRast, "RefRast", int, 0); RCONVAR(g_CV_BackBufferCount, "BackBufferCount", int, 2); RCONVAR(g_CV_ZBitDepth, "ZBitDepth", int, 32); RCONVAR(g_CV_StencilBitDepth, "StencilBitDepth", int, 0); RCONVAR(g_CV_ForceSwapEffectBlt, "ForceSwapEffectBlt", int, 0); RCONVAR(g_CV_AntiAliasFSOverSample, "AntiAliasFSOverSample", int, 0); RCONVAR(g_CV_ForceSWVertProcess, "ForceSWVertProcess", int, 0); RCONVAR(g_CV_Dither, "Dither", int, 1); RCONVAR(g_CV_S3TCEnable, "S3TCEnable", int, 1); RCONVAR(g_CV_MaxTexAspectRatio, "MaxTexAspectRatio", int, 0); RCONVAR(g_CV_32BitTextures, "32BitTextures", int, 1); RCONVAR(g_CV_32BitLightmaps, "32BitLightMaps", int, 1); RCONVAR(g_CV_MaxTextureSize, "MaxTextureSize", int, 16*1024); RCONVAR(g_CV_Saturate, "Saturate", int, 0); RCONVAR(g_CV_Bilinear, "Bilinear", int, 1); RCONVAR(g_CV_2DBilinear, "2DBilinear", int, 1); RCONVAR(g_CV_OptimizeSurfaces, "OptimizeSurfaces", int, 0); RCONVAR(g_CV_CullWorldTree, "CullWorldTree", int, 0); RCONVAR(g_CV_FarZ, "FarZ", float, 10000.0f); RCONVAR(g_CV_PreventFrameBuffering, "PreventFrameBuffering", int, 1); RCONVAR(g_CV_ShowFrameBufferingInfo, "ShowFrameBufferingInfo", int, 0); RCONVAR(g_CV_MultiPassLightMatch, "MultiPassLightMatch", int, 0); // use first renderpass dynamic light on all passes RCONVAR(g_CV_Use0WeightsForDisable, "Use0WeightsForDisable", int, 0); //------------------------------ // Gamma Control RCONVAR(g_CV_GammaR, "GammaR", float, 1.0f); RCONVAR(g_CV_GammaG, "GammaG", float, 1.0f); RCONVAR(g_CV_GammaB, "GammaB", float, 1.0f); //------------------------------ // Dynamic Lights RCONVAR(g_CV_DynamicLight_TextureSize, "DynamicLight_TextureSize", int, 256); RCONVAR(g_CV_DynamicLight_Backfacing, "DynamicLight_Backfacing", int, 1); RCONVAR(g_CV_DynamicLight_Backfacing_Error, "DynamicLight_Backfacing_Error", float, 10.0f); RCONVAR(g_CV_DynamicLight_Backfacing_ShowBackFaces, "DynamicLight_Backfacing_ShowBackFaces", int, 0); RCONVAR(g_CV_LightAddPoly, "LightAddPoly", float, 1.0f); RCONVAR(g_CV_DynamicLight, "DynamicLight", int, 1); RCONVAR(g_CV_DynamicLightWorld, "DynamicLightWorld", int, 0); //------------------------------ // Model Shadows RCONVAR(g_CV_DrawCastShadowLights, "DrawCastShadowLights", int, 0); RCONVAR(g_CV_MaxModelShadows, "MaxModelShadows", int, 1); RCONVAR(g_CV_DrawAllModelShadows, "DrawAllModelShadows", int, 0); RCONVAR(g_CV_ModelShadow_Proj_Enable, "ModelShadow_Proj_Enable", int, 0); RCONVAR(g_CV_ModelShadow_Proj_MaxShadows, "ModelShadow_Proj_MaxShadows", int, 1); RCONVAR(g_CV_ModelShadow_Proj_TextureRes, "ModelShadow_Proj_TextureRes", int, 128); RCONVAR(g_CV_ModelShadow_Proj_LOD, "ModelShadow_Proj_LOD", int, 0); RCONVAR(g_CV_ModelShadow_Proj_Tween, "ModelShadow_Proj_Tween", int, 1); RCONVAR(g_CV_ModelShadow_Proj_Perspective, "ModelShadow_Proj_Perspective", int, 0); RCONVAR(g_CV_ModelShadow_Proj_DrawLights, "ModelShadow_Proj_DrawLights", int, 0); RCONVAR(g_CV_ModelShadow_Proj_DrawShadowTex, "ModelShadow_Proj_DrawShadowTex", int, 0); RCONVAR(g_CV_ModelShadow_Proj_DrawProjPlane, "ModelShadow_Proj_DrawProjPlane", int, 0); RCONVAR(g_CV_ModelShadow_Proj_MinColorComponent, "ModelShadow_Proj_MinColorComponent", float, 40.0f); RCONVAR(g_CV_ModelShadow_Proj_MaxProjDist, "ModelShadow_Proj_MaxProjDist", float, 200.0f); RCONVAR(g_CV_ModelShadow_Proj_Alpha, "ModelShadow_Proj_Alpha", float, 1.0f); RCONVAR(g_CV_ModelShadow_Proj_ProjAreaRadiusScale, "ModelShadow_Proj_ProjAreaRadiusScale", float, 1.1f); RCONVAR(g_CV_ModelShadow_Proj_BackFaceCull, "ModelShadow_Proj_BackFaceCull", int, 1); RCONVAR(g_CV_ModelShadow_Proj_NumTextures, "ModelShadow_Proj_NumTextures", int, 2); RCONVAR(g_CV_ModelShadow_Proj_TintFill, "ModelShadow_Proj_TintFill", int, 0); RCONVAR(g_CV_ModelShadow_Proj_BlurShadows, "ModelShadow_Proj_BlurShadows", int, 1); RCONVAR(g_CV_ModelShadow_Proj_BlurPixelSpacing, "ModelShadow_Proj_BlurPixelSpacing", float, 1.0f); RCONVAR(g_CV_ModelShadow_Proj_MaxShadowsPerFrame, "ModelShadow_Proj_MaxShadowsPerFrame", int, -1); RCONVAR(g_CV_ModelShadow_Proj_Fade, "ModelShadow_Proj_Fade", int, 1); RCONVAR(g_CV_ModelShadow_Proj_EnableBlurPS, "ModelShadow_Proj_EnableBlurPS", int, 1); RCONVAR(g_CV_ModelShadow_Proj_DimFadeOffsetScale, "ModelShadow_Proj_DimFadeOffsetScale", float, 0.5f); //------------------------------ // Model Lighting RCONVAR(g_CV_ModelSunVariance, "ModelSunVariance", float, 0.05f); RCONVAR(g_CV_ModelApplySun, "ModelApplySun", int, 1); RCONVAR(g_CV_ModelSaturation, "ModelSaturation", float, 1); RCONVAR(g_CV_MaxModelLights, "MaxModelLights", int, 4); RCONVAR(g_CV_LightModels, "LightModels", int, 1); RCONVAR(g_CV_ModelApplyAmbient, "ModelApplyAmbient", int, 1); RCONVAR(g_CV_ModelLightingSkipRootNode, "ModelLightingSkipRootNode", int, 0); //------------------------------ // Model Render Controls RCONVAR(g_CV_ModelLODOffset, "ModelLODOffset", int, 0); RCONVAR(g_CV_TextureModels, "TextureModels", int, 1); RCONVAR(g_CV_ZBiasModelRSPasses, "ZBiasModelRSPasses", int, 1); //------------------------------ // Model Debug controls RCONVAR(g_CV_ModelDebug_DrawBoxes, "ModelDebug_DrawBoxes", int, 0); RCONVAR(g_CV_ModelDebug_DrawTouchingLights, "ModelDebug_DrawTouchingLights", int, 0); RCONVAR(g_CV_ModelDebug_DrawSkeleton, "ModelDebug_DrawSkeleton", int, 0); RCONVAR(g_CV_ModelDebug_DrawOBBS, "ModelDebug_DrawOBBS", int, 0); RCONVAR(g_CV_ModelDebug_DrawVertexNormals, "ModelDebug_DrawVertexNormals", int, 0); //------------------------------ // Primitive Control RCONVAR(g_CV_DrawCanvases, "DrawCanvases", int, 1); RCONVAR(g_CV_DrawModels, "DrawModels", int, 1); RCONVAR(g_CV_DrawSolidModels, "DrawSolidModels", int, 1); RCONVAR(g_CV_DrawTranslucentModels, "DrawTranslucentModels", int, 1); RCONVAR(g_CV_DrawWorld, "DrawWorld", int, 1); RCONVAR(g_CV_DrawSky, "DrawSky", int, 1); RCONVAR(g_CV_DrawSprites, "DrawSprites", int, 1); RCONVAR(g_CV_DrawPolyGrids, "DrawPolyGrids", int, 1); RCONVAR(g_CV_DrawParticles, "DrawParticles", int, 1); RCONVAR(g_CV_DrawVolumeEffects, "DrawVolumeEffects", int, 1); RCONVAR(g_CV_DrawLineSystems, "DrawLineSystems", int, 1); RCONVAR(g_CV_DrawWorldModels, "DrawWorldModels", int, 1); //------------------------------ // Renderer Debugging RCONVAR(g_CV_ShowMemStats_Render, "ShowMemStats_Render", int, 0); RCONVAR(g_CV_RenderDebug, "RenderDebug", int, 0); RCONVAR(g_CV_ShowPolyCounts, "ShowPolyCounts", int, 0); RCONVAR(g_CV_ShowTextureCounts, "ShowTextureCounts", int, 0); RCONVAR(g_CV_ShowTextureMemory, "ShowTextureMemory", int, 0); RCONVAR(g_CV_Wireframe, "Wireframe", int, 0); RCONVAR(g_CV_WireframeModels, "WireframeModels", int, 0); RCONVAR(g_CV_LightMap, "LightMap", int, 1); RCONVAR(g_CV_DrawFlat, "DrawFlat", int, 0); RCONVAR(g_CV_LightmapsOnly, "LightmapsOnly", int, 0); RCONVAR(g_CV_DrawSorted, "DrawSorted", int, 1); RCONVAR(g_CV_ShowRenderedObjectCounts, "ShowRenderedObjectCounts", int, 0); RCONVAR(g_CV_ShowCullCounts, "ShowCullCounts", int, 0); RCONVAR(g_CV_ShowModelRenderInfo, "ShowModelRenderInfo", int, 0); //------------------------------ // Sky Settings RCONVAR(g_CV_SkyScale, "SkyScale", float, 1.0f); RCONVAR(g_CV_AllSkyPortals, "AllSkyPortals", int, 0); RCONVAR(g_CV_SkyFarZ, "SkyFarZ", float, 10000.0f); //------------------------------ // PolyGrid Settings RCONVAR(g_CV_EnvMapPolyGrids, "EnvMapPolyGrids", int, 1); RCONVAR(g_CV_BumpMapPolyGrids, "BumpMapPolyGrids", int, 1); RCONVAR(g_CV_FresnelPolyGrids, "FresnelPolyGrids", int, 1); RCONVAR(g_CV_PolyGridBufferSize, "PolyGridBufferSize", int, 2048); //------------------------------ // VolumeEffect Settings RCONVAR(g_CV_DrawVolumeEffectVolumes, "DrawVolumeEffectVolumes", int, 0); //------------------------------ // Sprite Settings RCONVAR(g_CV_DynamicLightSprites, "DynamicLightSprites", int, 1); //------------------------------ // Glow Settings RCONVAR(g_CV_ScreenGlowEnable, "ScreenGlowEnable", int, 0); RCONVAR(g_CV_ScreenGlowShowTexture, "ScreenGlowShowTexture", int, 0); RCONVAR(g_CV_ScreenGlowShowTextureScale, "ScreenGlowShowTextureScale", float, 0.5f); RCONVAR(g_CV_ScreenGlowTextureSize, "ScreenGlowTextureSize", int, 256); RCONVAR(g_CV_ScreenGlowUVScale, "ScreenGlowUVScale", float, 0.75); RCONVAR(g_CV_ScreenGlowFilterSize, "ScreenGlowFilterSize", int, 28); RCONVAR(g_CV_ScreenGlowGaussAmp0, "ScreenGlowGaussAmp0", float, 0.06f); RCONVAR(g_CV_ScreenGlowGaussRadius0, "ScreenGlowGaussRadius0", float, 0.18f); RCONVAR(g_CV_ScreenGlowGaussAmp1, "ScreenGlowGaussAmp1", float, 0.11f); RCONVAR(g_CV_ScreenGlowGaussRadius1, "ScreenGlowGaussRadius1", float, 4.5f); RCONVAR(g_CV_ScreenGlowPixelShift, "ScreenGlowPixelShift", float, -0.1f); RCONVAR(g_CV_ScreenGlowShowFilter, "ScreenGlowShowFilter", int, 0); RCONVAR(g_CV_ScreenGlowShowFilterScale, "ScreenGlowShowFilterScale", float, 0.25f); RCONVAR(g_CV_ScreenGlowShowFilterRange, "ScreenGlowShowFilterRange", float, 0.2f); RCONVAR(g_CV_ScreenGlowFogEnable, "ScreenGlowFogEnable", int, 0); RCONVAR(g_CV_ScreenGlowFogNearZ, "ScreenGlowFogNearZ", float, 0.0f); RCONVAR(g_CV_ScreenGlowFogFarZ, "ScreenGlowFogFarZ", float, 2000.0f); RCONVAR(g_CV_ScreenGlowEnablePS, "ScreenGlowEnablePS", int, 1); //------------------------------ // Effect file settings RCONVAR(g_CV_Effect_ForceSoftwareShaders, "Effect_ForceSoftwareShaders", int, 0); RCONVAR(g_CV_Effect_DebugEffectIncludes, "Effect_DebugEffectIncludes", int, 0); #endif
Code:
WeaponClass (BYTE) : Weapon type .. could be (0 = pistol, 1 = shotgun, 2 = sub machine gun,
3 = rifle, 4 = sniper, 5 = machine gun, 6 = grenade, 7 = knife, 9 = explosive)
WeaponName (char[12]) : the weapon name
PerturbMin (float) : minimum crosshair spread
PerturbMax (float) : maximum croshair spread
Range (float) : maximum weapon range
AmmoDamage (float) : average damage per bullet
LeftClickAttributes (char) : fire mode.. could be (single fire = 1, repeat fire = 2, sharpnal fire = 4,
delay fire = 8, alternate fire = 16)
RightClickAttributes (char) : right click attributes.. could be (no mode = 1, zoom mode = 2,
3 repeat fire mode = 4, 2 repeat fire mode = 8, 1 repeat fire mode = 16
double fire = 32, stap = 64)
ZoomAttributes (char) : zoom mode.. could be (no zoom = 1, full zoom = 2, half zoom = 4,
half zoom no image = 8, repeat fire in zoom = 16)
ReloadAttributes (char) : reloading attributes.. could be (no repeat reload = 1, has pre reload = 2,
has post reload = 4, enable interrupt pre reload = 8,
enable interrupt post reload = 16, enable interrupt reload = 32,
repeat reload = 64, 3 way reload = 128)
KnifeLeftClickAttributes (char) : knife left click.. could be (knife normal attack = 1, knife enable combo attack = 2)
KnifeRightClickAttributes (char) : knife right click.. could be (knife no right click action = 1, knife special attack = 2,
knife critical mode = 4)
MoveSpeedPenalty (float) : slow down when holding the weapon
ZoomInMoveSpeedPenalty (float) : slow down when zooming
ReloadAnimRatio (float) : reloading speed
ChangeWeaponAnimRatio (float) : change weapon speed
Code:
Range (float) : maximum knife range range Angle (float) : maximum angle for knife AniRate (float) : slashing speed AmmoDamage (float) : damage





