Runboost Shit
Ok, im making a Runboost hack for me and a few freinds to troll around on, i have written up some code but it doesnt seem to work. im calling it in createmove
what its ment to do is move to center urself on the guy under you head
Any Help Is Appecited. ._.
CorrectMove func from http://www.mpgh.net/forum/showthread.php?t=1063626 - thanks Orinion77
if it can be fixed. im guessing alot of people will be runboosting in comp soon XD
- - - Updated - - -
wait can i change title ._. just noticed it.
what its ment to do is move to center urself on the guy under you head
Any Help Is Appecited. ._.
CorrectMove func from http://www.mpgh.net/forum/showthread.php?t=1063626 - thanks Orinion77
Code:
void pRunBoost(CUserCmd* cmd){
// variables
// me
CBaseEntity* me = Interfaces.ClientEntList->GetClientEntity(Interfaces.Engine->GetLocalPlayer());
// other entity
CBaseEntity* ent;
// highest ent
int highestent = Interfaces.ClientEntList->GetHighestEntityIndex();
// my pos
Vector mepos;
// other players pos
Vector entpos;
// other pos to get angles
Vector pos;
// angle to pass into move correction
Vector ang;
// initialise angles.
ang.x = 0;
ang.y = 0;
ang.z = 0;
// IF I DONT EXIST
// IF I AM NOT ALIVE
if (!(me->isAlive())){ return; }
// if im jumping
if (cmd->buttons & IN_JUMP){ return; }
for (int i = 0; i >= highestent; i++){
// get ent here
ent = Interfaces.ClientEntList->GetClientEntity(i);
// check ent out
// if ent doesnt exist / just in case so no chance of crashing game
if (!ent)
continue;
// IF ENT NOT ALIVE
if (!(ent->isAlive())){ continue; }
// IF ENT IS DORMANT
if (ent->GetDormant()){ continue; }
// get ents pos
entpos = ent->GetOrigin();
// Get My POS
mepos = me->GetOrigin();
// is under me - probably where i fucked up?
if (!(entpos.y < mepos.y && entpos.y + 90 > mepos.y))
continue;
// is he directly under me
if (!(entpos.x - 20 < mepos.x && entpos.x + 20 > mepos.x))
continue;
if (!(entpos.z - 20 < mepos.z && entpos.z + 20 > mepos.z))
continue;
// Get Angle to Move
// transfer to 0,0,0
pos.x = entpos.x - mepos.x;
pos.y = entpos.y - mepos.y;
pos.z = entpos.z - mepos.z;
// get angle
ang.x = tan(pos.z / pos.x);
// move player - dont think it ever reaches here. as i never move at all
QAngle old;
Interfaces.Engine->GetViewAngles(old);
CorrectMovement(ang, cmd, 650.0f, 0);
}
// return to createmove
return;
}
if it can be fixed. im guessing alot of people will be runboosting in comp soon XD
- - - Updated - - -
wait can i change title ._. just noticed it.


