Thread: Some Info

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  1. #1
    TheBigBoy's Avatar
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    Some Info

    Credits to me and Sudden Attack source.

    If you ever use please credit it would be very nice.
    Code:
    377338D0 aka IL***ient
    
    377338D0 + 0x21C = CreateObject(IL***ient *pClientDE)
    
    377338D0 + 0x230 = SetObjectColor(HOBJECT obj, DWORD  Red, DWORD Green, DWORD Blue, DWORD Alpha)
    
    377338D0 + 0x64  = IntersectSegment(ClientIntersectQuery from, ClientIntersectQuery to) Not 100% About the parms on this one.
    
    377338D0 + 0xFC =  RegisterConsoleProgram(const char *pName, ConsoleProgramFn fn)
    
    377338D0 + 0x158 = GetD3DDevice
    
    377338D0 + 0x308 =  GetEngineHook See Below
    
    void LoadString(int messageCode, char *outBuf, int outBufLen)
    {
    	void* pModule;
    	g_pL***ient->GetEngineHook("cres_hinstance",&pModule);
    	HMODULE hModule = (HINSTANCE)pModule;
    
    	*outBuf = '\0';
    
        if (hModule)
        {
    		uint32 nBytes = LoadString(hModule, messageCode, (char*)outBuf, outBufLen);
        }
    }
    3742C8A0 =  DoProjectile( LTVector const &vPath, LTVector const &vFirePos )
    DoVector
    Code:
    3742C650 =  DoVector( LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact )
    
    void CClientWeapon::DoVector( LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact )
    {
    	ASSERT( 0 != m_hObject );
    	ASSERT( 0 != m_pWeapon );
    
    	LTVector vEndPos;
    
    	IntersectInfo iInfo;
    	IntersectQuery qInfo;
    	qInfo.m_Flags = INTERSECT_OBJECTS | INTERSECT_HPOLY | IGNORE_NONSOLID;
    
    	// compute the vector end points
    	LTVector vTemp;
    	VEC_MULSCALAR( vTemp, vPath, m_pWeapon->nRange );
    	VEC_ADD( vEndPos, vFirePos, vTemp );
    
    	// filter information
    	CW_VOFF_Params cParams(this, vFirePos, vEndPos);
    	qInfo.m_FilterFn  = ClientWeapon_VectorObjFilterFn;
    	qInfo.m_pUserData = &cParams;
    	qInfo.m_PolyFilterFn = ClientWeapon_PolyFilterFn;
    
    	// vector end points
    	qInfo.m_From = vFirePos;
    	qInfo.m_To = vEndPos;
    
    	LTBOOL bDone = LTFALSE;
    	int    nCount = 0;
    	//----------------------------------------------------------------
    	uint32 dwId;
    	g_pL***ient->GetLocalClientID(&dwId);
    	while(!bDone && nCount < 4)
    	{
    		//qInfo.m_From = qInfo.m_From;
    		//qInfo.m_To	 = qInfo.m_To;
    		// ±¤˝Ä
    		InitFireDetectionValue();		
    
    		if ( g_pL***ient->IntersectSegment( &qInfo, &iInfo ) )
    		//if( g_pL***ient->IntersectSegmen***ient(&qInfo, &iInfo) )
    		{
    			if( HandleVectorImpact( (uint8)dwId, 0, vPath, &qInfo, &iInfo, pObjectImpactPos, pObjectImpact ) )
    			{
    				bDone = LTTRUE;
    			}
    		}
    		else
    		{
    			// hit nothing, pretend we hit the sky
    			LTVector vUp;
    			vUp.Init( 0.0f, 1.0f, 0.0f );
    			AddImpact( (uint8)dwId, LTNULL, vEndPos, vUp, vPath, ST_SKY );
    
    			bDone = LTTRUE;
    		}
    
    		nCount++;
    	}	
    }
    CHitBox::Init
    Code:
    374B8690  =  CHitBox::Init( HOBJECT hModel, const LTVector &vDims, const LTVector &vOffset )
    bool CHitBox::Init( HOBJECT hModel, const LTVector &vDims, const LTVector &vOffset )
    {
    	if( hModel == INVALID_HOBJECT )
    		return false;
    
    	if( !s_ShowClientHitBox.IsInitted() )
    	{
    		s_ShowClientHitBox.Init( g_pL***ient, "ShowClientHitBox", LTNULL, 0.0f );
    	}
    
    	m_hModel	= hModel;
    	m_vDims		= vDims;
    	m_vOffset	= vOffset;
    
    	// Create the hitbox at the propper offset from the models position...
    
    	LTVector vModelPos;
    	g_pL***ient->GetObjectPos( m_hModel, &vModelPos );
    
    	LTRotation rModelRot;
    	g_pL***ient->GetObjectRotation( m_hModel, &rModelRot );
    
    	LTMatrix mMat;
    	rModelRo*****nvertToMatrix( mMat );
    
    	// Get rid of our object if it already exists...
    
    	if( m_hObject != INVALID_HOBJECT )
    	{
    		g_pL***ient->RemoveObject( m_hObject );
    		m_hObject = INVALID_HOBJECT;
    	}
    
    	ObjectCreateStruct ocs;
    	
    	ocs.m_ObjectType	= OT_NORMAL;
    	ocs.m_Flags			= FLAG_RAYHIT;
    	ocs.m_Pos			= vModelPos + (mMat * m_vOffset);	
    
    	m_hObject = g_pL***ient->CreateObject( &ocs );
    	if( m_hObject == INVALID_HOBJECT )
    	{
    		return false;
    	}
    
    	g_pPhysicsLT->SetObjectDims( m_hObject, &m_vDims, 0 );
    	
    	g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_HITBOX | USRFLG_CHARACTER, USRFLG_HITBOX | USRFLG_CHARACTER );
    
    	return true;
    }
    CreateBoundingBox
    Code:
    void CHitBox::CreateBoundingBox()
    {
    	if( (m_hObject == INVALID_HOBJECT) ||
    		(m_hBoundingBox != INVALID_HOBJECT ))
    		return;
    
    	ObjectCreateStruct ocs;
    
    	g_pL***ient->GetObjectPos( m_hObject, &ocs.m_Pos );
    	
    	ocs.m_ObjectType	= OT_MODEL;
    	ocs.m_Flags			= FLAG_VISIBLE | FLAG_NOLIGHT | FLAG_GOTHRUWORLD;
    	ocs.m_Flags2		= FLAG2_FORCETRANSLUCENT;
    	ocs.m_Scale			= m_vDims * 2.0f;
    
    	LTStrCpy( ocs.m_Filename, "MODELS\\sphere.ltb", ARRAY_LEN( ocs.m_Filename ));
    		
    	m_hBoundingBox = g_pL***ient->CreateObject( &ocs );
    	if( m_hBoundingBox == INVALID_HOBJECT )
    		return;
    
    	g_pL***ient->SetObjectColor( m_hBoundingBox, HB_COLOR_R, HB_COLOR_G, HB_COLOR_B, HB_COLOR_A);
    }
    ClientFire
    Code:
    3742D360  = ClientFire(LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact)
    
    void CClientWeapon::ClientFire( LTVector const &vPath, LTVector const &vFirePos, LTVector *pObjectImpactPos, HOBJECT *pObjectImpact )
    {
    	// Always process gadget firing...
    	if ( m_pAmmo->eType == GADGET )
    	{
    		DoGadget( vPath, vFirePos );
    		return;
    	}
    
    
    	switch ( m_pAmmo->eType )
    	{
    		case PROJECTILE:
    		{
    			DoProjectile( vPath, vFirePos );
    		}
    		break;
    
    		case VECTOR:
    		{
    			m_vFirePos = vFirePos;
    
    			DoVector( vPath, vFirePos, pObjectImpactPos, pObjectImpact );
    		}
    		break;
    
    		default:
    		{
    			g_pL***ient->CPrint( "ERROR in CClientWeapon::ClientFire().  Invalid Ammo Type!" );
    		}
    		break;
    	}
    }
    Last edited by TheBigBoy; 03-29-2010 at 03:36 PM.

  2. The Following 4 Users Say Thank You to TheBigBoy For This Useful Post:

    mmbob (07-15-2010),Synns (04-03-2010),why06 (03-29-2010),|-|3|_][({}PT3R12 (03-29-2010)

  3. #2
    neononxxx's Avatar
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    why do you wanna know?? so you can kill me?
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    the code looks nice. whats it do?
    [IMG]https://www.find-heavyequipmen*****m/images/small-loading.gif [/IMG]Loading content... Please wait while the rest of this post loads.

  4. #3
    FORCE™'s Avatar
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    Omg ure a pedaphile
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    can anyone tell us wat this is?


    LIVERPOOL FC


  5. #4
    LegendaryAbbo's Avatar
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    Nice job, what is the ClientFire for/do though?

  6. #5
    Spookerzz's Avatar
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    What does any of it do?
    I'm back.

  7. #6
    TheBigBoy's Avatar
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    Why should i tell u what it does read what it does READDDDD.

  8. #7
    mmbob's Avatar
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    Is there a site I don't know of that gives names to those constants or are those just guesses?

  9. #8
    |-|3|_][({}PT3R12's Avatar
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    Aha nice

    Looks real nice >

    Creds~

    PS: This is what i got from it

    ClientFire = Shoots with ___ ammo... Say you can probably change a 32mm to a nade?
    Boxes: 3D boxes... Box ESP.. Same thing
    Last edited by |-|3|_][({}PT3R12; 03-29-2010 at 07:29 PM.

  10. #9
    TheBigBoy's Avatar
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    Well if u look at the box function it looks like u can change the color of the box
    SetObjectColor

  11. #10
    |-|3|_][({}PT3R12's Avatar
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    Hit boxes are the small boxes were an aimbot would aim right?

  12. #11
    TheBigBoy's Avatar
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    Aimbots aim at Bones
    Bones are in the model
    The Model is inside the hitbox

  13. #12
    imsosiick's Avatar
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    So, In other words your shit has aimbot?
    Or it just shows bones for us to aim at?

  14. #13
    why06's Avatar
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    ... meh noobs. >_>...

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

  15. #14
    Zoom's Avatar
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    Good job on this.

  16. #15
    whit's Avatar
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    ahh nicejob im goin to try it out

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