HelpExternal RCS not working

Posts 31–45 of 47 · Page 3 of 4
Quote Originally Posted by ImWhacky View Post
and now its not doing anything again. its like the function isnt running but when i make it "un-static" it does the spaz thing again
Just debug your program, that's how you find problems.
Quote Originally Posted by Epik View Post


I thought it was a class..

Code:
struct Vector {
	float x = y = z = 0;
};
Try that. No need to do Vector(0, 0, 0).
i changed it to that, its not working again and im not sure why

- - - Updated - - -

Quote Originally Posted by Yemiez View Post
Just debug your program, that's how you find problems.
ok ill try that

EDIT
i tried it and i dont know what to make of the information, for some reason the x,y, and z just go to 0

- - - Updated - - -

Quote Originally Posted by Epik View Post


I thought it was a class..

Code:
struct Vector {
	float x = y = z = 0;
};
Try that. No need to do Vector(0, 0, 0).
so im assuming all i need is
Code:
static Vector vOldPunchAngle;
i did that and its not working. anything else to help?

full code

Code:
#pragma once
#include "Offsets.h"
#include <math.h>
#include <iostream>
#include <string>
#include <ios>
#include <iomanip>

struct Vector {
	float x, y, z = 0;
};


Vector NormalizeAngles(Vector angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
	return angle;
}

void RCS()
{
	if (RCSEnabled)
	{
		Vector vAimPunch;
		Vector Fin;
		static Vector vOldPunchAngle;

		DWORD Player = Mem.Read<DWORD>(Client + LocalPlayer);
		DWORD EngineBleh = Mem.Read<DWORD>(Engine + ClientState); //Engine is "Engine.dll"

		if (GetAsyncKeyState(VK_LBUTTON))
		{
			vAimPunch = Mem.Read<Vector>(Player + Punch);
			vAimPunch.x = vAimPunch.x * 2.f;
			vAimPunch.y = vAimPunch.y * 2.f;

			Vector ViewAngles = Mem.Read<Vector>(EngineBleh + ViewAngle);

			Fin.x = ViewAngles.x - (vAimPunch.x - vOldPunchAngle.x);
			Fin.y = ViewAngles.y - (vAimPunch.y - vOldPunchAngle.y);

			NormalizeAngles(Fin);
			Mem.Write<Vector>(EngineBleh + ViewAngle, Fin);
			vOldPunchAngle = vAimPunch;
		}
		else
		{
			vOldPunchAngle.x = 0;
			vOldPunchAngle.y = 0;
			Fin.x = 0;
			Fin.y = 0;
		}

	}
	
}
Quote Originally Posted by ImWhacky View Post
i changed it to that, its not working again and im not sure why

- - - Updated - - -



ok ill try that

EDIT
i tried it and i dont know what to make of the information, for some reason the x,y, and z just go to 0

- - - Updated - - -



so im assuming all i need is
Code:
static Vector vOldPunchAngle;
i did that and its not working. anything else to help?

full code

Code:
#pragma once
#include "Offsets.h"
#include <math.h>
#include <iostream>
#include <string>
#include <ios>
#include <iomanip>

struct Vector {
	float x, y, z = 0;
};


Vector NormalizeAngles(Vector angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
	return angle;
}

void RCS()
{
	if (RCSEnabled)
	{
		Vector vAimPunch;
		Vector Fin;
		static Vector vOldPunchAngle;

		DWORD Player = Mem.Read<DWORD>(Client + LocalPlayer);
		DWORD EngineBleh = Mem.Read<DWORD>(Engine + ClientState); //Engine is "Engine.dll"

		if (GetAsyncKeyState(VK_LBUTTON))
		{
			vAimPunch = Mem.Read<Vector>(Player + Punch);
			vAimPunch.x = vAimPunch.x * 2.f;
			vAimPunch.y = vAimPunch.y * 2.f;

			Vector ViewAngles = Mem.Read<Vector>(EngineBleh + ViewAngle);

			Fin.x = ViewAngles.x - (vAimPunch.x - vOldPunchAngle.x);
			Fin.y = ViewAngles.y - (vAimPunch.y - vOldPunchAngle.y);

			NormalizeAngles(Fin);
			Mem.Write<Vector>(EngineBleh + ViewAngle, Fin);
			vOldPunchAngle = vAimPunch;
		}
		else
		{
			vOldPunchAngle.x = 0;
			vOldPunchAngle.y = 0;
			Fin.x = 0;
			Fin.y = 0;
		}

	}
	
}
My bad.
Code:
struct Vector {
	float x = 0, y = 0, z = 0;
};
Code:
#pragma once
#include "Offsets.h"
#include <math.h>
#include <iostream>
#include <string>

struct Vector {
	float x, y, z;
};

void NormalizeAngles(Vector& angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
}

Vector vOldPunchAngle;
void RCS()
{
	if (RCSEnabled)
	{
		DWORD LocalPlayer_Base = Mem.Read<DWORD>(ClientDLL + LocalPlayerOFFSET);
		DWORD Engine_Base = Mem.Read<DWORD>(EngineDLL + ClientStateOFFSET);

                Vector vAimPunch = Mem.Read<Vector>(LocalPlayer_Base + vecPunchOFFSET);
		vAimPunch.x *= 2.f;
		vAimPunch.y *= 2.f;

		if (GetAsyncKeyState(VK_LBUTTON) & 0x8000)
		{
			Vector ViewAngles = Mem.Read<Vector>(Engine_Base + vecViewAngleOFFSET);
                        
			ViewAngles.x -= (vAimPunch.x - vOldPunchAngle.x);
			ViewAngles.y -= (vAimPunch.y - vOldPunchAngle.y);
                        ViewAngles.z = 0.f;

			NormalizeAngles(ViewAngles);
			Mem.Write<Vector>(Engine_Base + vecViewAngleOFFSET, ViewAngles);
		}
		vOldPunchAngle = ViewAngles;

	}
	
}
Did some edits to your code, don't even tested, may work or may not, test by yourself...
You also was returning nothing from NormalizeAngles function, so i modified it...
Quote Originally Posted by PhY'z View Post
Code:
#pragma once
#include "Offsets.h"
#include <math.h>
#include <iostream>
#include <string>

struct Vector {
	float x, y, z = 0;
};

void NormalizeAngles(Vector& angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
}

Vector vOldPunchAngle;
void RCS()
{
	if (RCSEnabled)
	{
		DWORD LocalPlayer_Base = Mem.Read<DWORD>(ClientDLL + LocalPlayerOFFSET);
		DWORD Engine_Base = Mem.Read<DWORD>(EngineDLL + ClientStateOFFSET);

                Vector vAimPunch = Mem.Read<Vector>(LocalPlayer_Base + vecPunchOFFSET);
		vAimPunch.x = vAimPunch.x * 2.f;
		vAimPunch.y = vAimPunch.y * 2.f;

		if (GetAsyncKeyState(VK_LBUTTON) & 0x8000)
		{
			Vector ViewAngles = Mem.Read<Vector>(Engine_Base + vecViewAngleOFFSET);
                        
			ViewAngles.x -= (vAimPunch.x - vOldPunchAngle.x);
			ViewAngles.y -= (vAimPunch.y - vOldPunchAngle.y);
                        ViewAngles.z = 0.f;

			NormalizeAngles(ViewAngles);
			Mem.Write<Vector>(Engine_Base + vecViewAngleOFFSET, ViewAngles);
		}
		vOldPunchAngle = ViewAngles;

	}
	
}
Did some edits to your code, don't even tested, may work or may not, test by yourself...
You also was returning nothing from NormalizeAngles function, so i modified it...
That probably explains it, I'll test it when I get home.
Quote Originally Posted by PhY'z View Post
Code:
#pragma once
#include "Offsets.h"
#include <math.h>
#include <iostream>
#include <string>

struct Vector {
	float x, y, z;
};

void NormalizeAngles(Vector& angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
}

Vector vOldPunchAngle;
void RCS()
{
	if (RCSEnabled)
	{
		DWORD LocalPlayer_Base = Mem.Read<DWORD>(ClientDLL + LocalPlayerOFFSET);
		DWORD Engine_Base = Mem.Read<DWORD>(EngineDLL + ClientStateOFFSET);

                Vector vAimPunch = Mem.Read<Vector>(LocalPlayer_Base + vecPunchOFFSET);
		vAimPunch.x *= 2.f;
		vAimPunch.y *= 2.f;

		if (GetAsyncKeyState(VK_LBUTTON) & 0x8000)
		{
			Vector ViewAngles = Mem.Read<Vector>(Engine_Base + vecViewAngleOFFSET);
                        
			ViewAngles.x -= (vAimPunch.x - vOldPunchAngle.x);
			ViewAngles.y -= (vAimPunch.y - vOldPunchAngle.y);
                        ViewAngles.z = 0.f;

			NormalizeAngles(ViewAngles);
			Mem.Write<Vector>(Engine_Base + vecViewAngleOFFSET, ViewAngles);
		}
		vOldPunchAngle = ViewAngles;

	}
	
}
Did some edits to your code, don't even tested, may work or may not, test by yourself...
You also was returning nothing from NormalizeAngles function, so i modified it...
Its not working
Quote Originally Posted by ImWhacky View Post
Its not working
His edit was not supposed to fix your issue.
Like I said, try this:
Code:
struct Vector {
	float x = 0, y = 0, z = 0;
};
Quote Originally Posted by Epik View Post


His edit was not supposed to fix your issue.
Like I said, try this:
Code:
struct Vector {
	float x = 0, y = 0, z = 0;
};
I tried it, this is my code
Code:
struct Vector {
	float x = 0, y = 0, z = 0;
};


Vector NormalizeAngles(Vector angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
	return angle;
}

void RCS()
{
	if (RCSEnabled)
	{
		Vector vAimPunch;
		Vector Fin;
		static Vector vOldPunchAngle;

		DWORD Player = Mem.Read<DWORD>(Client + LocalPlayer);
		DWORD EngineBleh = Mem.Read<DWORD>(Engine + ClientState); //Engine is "Engine.dll"

		if (GetAsyncKeyState(VK_LBUTTON))
		{
			vAimPunch = Mem.Read<Vector>(Player + Punch);
			vAimPunch.x = vAimPunch.x * 2.f;
			vAimPunch.y = vAimPunch.y * 2.f;

			Vector ViewAngles = Mem.Read<Vector>(EngineBleh + ViewAngle);

			Fin.x = ViewAngles.x - (vAimPunch.x - vOldPunchAngle.x);
			Fin.y = ViewAngles.y - (vAimPunch.y - vOldPunchAngle.y);

			NormalizeAngles(Fin);
			Mem.Write<Vector>(EngineBleh + ViewAngle, Fin);
			vOldPunchAngle = vAimPunch;
		}
		else
		{
			vOldPunchAngle.x = 0;
			vOldPunchAngle.y = 0;
			Fin.x = 0;
			Fin.y = 0;
		}

	}
	
}
and its not working
Quote Originally Posted by ImWhacky View Post
I tried it, this is my code
Code:
struct Vector {
	float x = 0, y = 0, z = 0;
};


Vector NormalizeAngles(Vector angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
	return angle;
}

void RCS()
{
	if (RCSEnabled)
	{
		Vector vAimPunch;
		Vector Fin;
		static Vector vOldPunchAngle;

		DWORD Player = Mem.Read<DWORD>(Client + LocalPlayer);
		DWORD EngineBleh = Mem.Read<DWORD>(Engine + ClientState); //Engine is "Engine.dll"

		if (GetAsyncKeyState(VK_LBUTTON))
		{
			vAimPunch = Mem.Read<Vector>(Player + Punch);
			vAimPunch.x = vAimPunch.x * 2.f;
			vAimPunch.y = vAimPunch.y * 2.f;

			Vector ViewAngles = Mem.Read<Vector>(EngineBleh + ViewAngle);

			Fin.x = ViewAngles.x - (vAimPunch.x - vOldPunchAngle.x);
			Fin.y = ViewAngles.y - (vAimPunch.y - vOldPunchAngle.y);

			NormalizeAngles(Fin);
			Mem.Write<Vector>(EngineBleh + ViewAngle, Fin);
			vOldPunchAngle = vAimPunch;
		}
		else
		{
			vOldPunchAngle.x = 0;
			vOldPunchAngle.y = 0;
			Fin.x = 0;
			Fin.y = 0;
		}

	}
	
}
and its not working
And it works if you unstatic 'vOldPunchAngle'?
Give me your Skype and I'll help you from there.
Quote Originally Posted by ImWhacky View Post
I tried it, this is my code
Code:
struct Vector {
	float x = 0, y = 0, z = 0;
};


Vector NormalizeAngles(Vector angle)
{
	if (!std::isfinite(angle.x)) {
		angle.x = 0;
	}
	if (!std::isfinite(angle.y)) {
		angle.y = 0;
	}
	while (angle.y < -180.0f) angle.y += 360.0f;
	while (angle.y > 180.0f) angle.y -= 360.0f;
	if (angle.x > 89.0f) angle.x = 89.0f;
	if (angle.x < -89.0f) angle.x = -89.0f;
	angle.z = 0;
	return angle;
}

void RCS()
{
	if (RCSEnabled)
	{
		Vector vAimPunch;
		Vector Fin;
		static Vector vOldPunchAngle;

		DWORD Player = Mem.Read<DWORD>(Client + LocalPlayer);
		DWORD EngineBleh = Mem.Read<DWORD>(Engine + ClientState); //Engine is "Engine.dll"

		if (GetAsyncKeyState(VK_LBUTTON))
		{
			vAimPunch = Mem.Read<Vector>(Player + Punch);
			vAimPunch.x = vAimPunch.x * 2.f;
			vAimPunch.y = vAimPunch.y * 2.f;

			Vector ViewAngles = Mem.Read<Vector>(EngineBleh + ViewAngle);

			Fin.x = ViewAngles.x - (vAimPunch.x - vOldPunchAngle.x);
			Fin.y = ViewAngles.y - (vAimPunch.y - vOldPunchAngle.y);

			NormalizeAngles(Fin);
			Mem.Write<Vector>(EngineBleh + ViewAngle, Fin);
			vOldPunchAngle = vAimPunch;
		}
		else
		{
			vOldPunchAngle.x = 0;
			vOldPunchAngle.y = 0;
			Fin.x = 0;
			Fin.y = 0;
		}

	}
	
}
and its not working
Just wondering, does anything work? i mean like, it does attach to csgo, its the correct process, when you try to read something it return the right value, also you did that ye?

Engine ... = GetModule("engine.dll");
Quote Originally Posted by PhY'z View Post
Just wondering, does anything work? i mean like, it does attach to csgo, its the correct process, when you try to read something it return the right value, also you did that ye?

Engine ... = GetModule("engine.dll");
yea, it attaches to csgo and all of my other functions work. this is my engine thingy:
Code:
Mem.Process("csgo.exe");

		/* Set Module and store it in Client */
		Client = Mem.Module("client.dll");
		Engine = Mem.Module("engine.dll");
its using procmem
Try this. I'm not sure it's working now, but probably yes.

Code:
void rcs()
{
	Vector3 prevPunch, testVec;
	int m_ShotsFired;
	prevPunch.x = 0;
	prevPunch.y = 0;
	while (true)
	{
		if (GetAsyncKeyState(1) & 0x8000){
			DWORD LocalBaseB = Meme.Read<DWORD>(ClientDLL + m_dwLocalPlayer);
			DWORD EnginePTR = Meme.Read<DWORD>(EngineDLL + m_dwClientState);
			m_ShotsFired = Meme.Read<int>(LocalBaseB + m_iShotsFired);
			Vector3 m_punch = Meme.Read<Vector3>(LocalBaseB + m_vecPunch);
			m_punch.x *= 2.f;
			m_punch.y *= 2.f;
			if (m_ShotsFired > 1) {

				Vector3 currentAngles = Meme.Read<Vector3>(EnginePTR + m_dwViewAngles);
				Vector3 modifier = m_punch;
				modifier.x -= prevPunch.x;
				modifier.y -= prevPunch.y;
				normalize(modifier);
				currentAngles.x -= modifier.x;
				currentAngles.y -= modifier.y;
				normalize(currentAngles);
				Meme.Write<Vector3>(EnginePTR + m_dwViewAngles, currentAngles);
			}

			prevPunch = m_punch;
			Sleep(30);
		}
		Sleep(1);
	}
}
Quote Originally Posted by armez47 View Post
Try this. I'm not sure it's working now, but probably yes.

Code:
void rcs()
{
	Vector3 prevPunch, testVec;
	int m_ShotsFired;
	prevPunch.x = 0;
	prevPunch.y = 0;
	while (true)
	{
		if (GetAsyncKeyState(1) & 0x8000){
			DWORD LocalBaseB = Meme.Read<DWORD>(ClientDLL + m_dwLocalPlayer);
			DWORD EnginePTR = Meme.Read<DWORD>(EngineDLL + m_dwClientState);
			m_ShotsFired = Meme.Read<int>(LocalBaseB + m_iShotsFired);
			Vector3 m_punch = Meme.Read<Vector3>(LocalBaseB + m_vecPunch);
			m_punch.x *= 2.f;
			m_punch.y *= 2.f;
			if (m_ShotsFired > 1) {

				Vector3 currentAngles = Meme.Read<Vector3>(EnginePTR + m_dwViewAngles);
				Vector3 modifier = m_punch;
				modifier.x -= prevPunch.x;
				modifier.y -= prevPunch.y;
				normalize(modifier);
				currentAngles.x -= modifier.x;
				currentAngles.y -= modifier.y;
				normalize(currentAngles);
				Meme.Write<Vector3>(EnginePTR + m_dwViewAngles, currentAngles);
			}

			prevPunch = m_punch;
			Sleep(30);
		}
		Sleep(1);
	}
}
+1, Tried this code for my private hack and works perfect
Quote Originally Posted by armez47 View Post
Try this. I'm not sure it's working now, but probably yes.

Code:
void rcs()
{
	Vector3 prevPunch, testVec;
	int m_ShotsFired;
	prevPunch.x = 0;
	prevPunch.y = 0;
	while (true)
	{
		if (GetAsyncKeyState(1) & 0x8000){
			DWORD LocalBaseB = Meme.Read<DWORD>(ClientDLL + m_dwLocalPlayer);
			DWORD EnginePTR = Meme.Read<DWORD>(EngineDLL + m_dwClientState);
			m_ShotsFired = Meme.Read<int>(LocalBaseB + m_iShotsFired);
			Vector3 m_punch = Meme.Read<Vector3>(LocalBaseB + m_vecPunch);
			m_punch.x *= 2.f;
			m_punch.y *= 2.f;
			if (m_ShotsFired > 1) {

				Vector3 currentAngles = Meme.Read<Vector3>(EnginePTR + m_dwViewAngles);
				Vector3 modifier = m_punch;
				modifier.x -= prevPunch.x;
				modifier.y -= prevPunch.y;
				normalize(modifier);
				currentAngles.x -= modifier.x;
				currentAngles.y -= modifier.y;
				normalize(currentAngles);
				Meme.Write<Vector3>(EnginePTR + m_dwViewAngles, currentAngles);
			}

			prevPunch = m_punch;
			Sleep(30);
		}
		Sleep(1);
	}
}
Quote Originally Posted by F4DE View Post
+1, Tried this code for my private hack and works perfect
@epik.. and I were trying to fix my code on skype for like 2 hours last night and we still didn't get it to work, I'll try this when I get home and if it doesn't work I'll just pray that Epik can help me figure it out
Quote Originally Posted by ImWhacky View Post
@epik.. and I were trying to fix my code on skype for like 2 hours last night and we still didn't get it to work, I'll try this when I get home and if it doesn't work I'll just pray that Epik can help me figure it out
Don't call all your functions in your D3D overlay. xD
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