HelpUntrusted

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Untrusted
Hey, I just got untrusted banned and I wonder what caused it because I don't wanna get banned again, I've both movement and angle-clamp but I probably made something wrong

Code:
void ClampAngle(Vector3 angle)
{
	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;
}
Code:
void ClampMovement(float forwardMove, float sideMove)
{
	if (forwardMove >= 450.f)
		forwardMove = 450.f;
	if (forwardMove <= -450.f)
		forwardMove = -450.f;

	if (sideMove >= 450.f)
		sideMove = 450.f;
	if (sideMove <= -450.f)
		sideMove = -450.f;
}
I also play with Silent Aim, just returning 0 in CreateMove (ClientMode)
need more code than just your clamping functions. anyone else have the cheat? did you use a possibly detected injector?

also just re-read and are you sure you're actually using those sidemove / angles that you declared for changing view / movement?
Quote Originally Posted by ddddddz View Post
need more code than just your clamping functions. anyone else have the cheat? did you use a possibly detected injector?

also just re-read and are you sure you're actually using those sidemove / angles that you declared for changing view / movement?
Okay, what do you want? No. No and yes I'm clamping my movement and angles if it was that you meant
Code:
void ClampAngle(Vector3 angle)
void ClampMovement(float forwardMove, float sideMove)
when you pass these do you actually use them for manipulation? Like if you are setting viewangles at some other point are you using
angle? Post your Vector3 class please.
@WasserEsser C++

Quote Originally Posted by ddddddz View Post
when you pass these do you actually use them for manipulation? Like if you are setting viewangles at some other point are you using
angle? Post your Vector3 class please.
I create a Vector3 at the start of my CreateMove hook, use it in my aimbot and antiaim, at the end of CreateMove I clamp it and then I do this:
pCmd->viewangles = Angle
Angle is the angle I created at the start of my CreateMove hook obviously.


Code:
class Vector3
{
public:
	float x, y, z;

	inline Vector3()
		: x(0),
		y(0),
		z(0)
	{
	}

	inline Vector3(float X, float Y, float Z)
		: x(X),
		y(Y),
		z(Z)
	{
	}

	inline Vector3(float XYZ)
		: x(XYZ),
		y(XYZ),
		z(XYZ)
	{
	}

	inline Vector3(float* v)
		: x(v[0]),
		y(v[1]),
		z(v[2])
	{
	}

	inline Vector3(const float* v)
		: x(v[0]),
		y(v[1]),
		z(v[2])
	{
	}

	inline void Init(float X = 0.0f, float Y = 0.0f, float Z = 0.0f)
	{
		x = X;
		y = Y;
		z = Z;
	}

	inline float operator [] (int i) const
	{
		return ((float*)this)[i];
	}

	inline float& operator [] (int i)
	{
		return ((float*)this)[i];
	}

	inline Vector3& operator += (const Vector3& v)
	{
		x += v.x;
		y += v.y;
		z += v.z;

		return *this;
	}

	inline Vector3& operator -= (const Vector3& v)
	{
		x -= v.x;
		y -= v.y;
		z -= v.z;

		return *this;
	}

	inline Vector3& operator *= (const Vector3& v)
	{
		x *= v.x;
		y *= v.y;
		z *= v.z;

		return *this;
	}

	inline Vector3& operator /= (const Vector3& v)
	{
		x /= v.x;
		y /= v.y;
		z /= v.z;

		return *this;
	}

	inline Vector3& operator += (float v)
	{
		x += v;
		y += v;
		z += v;

		return *this;
	}

	inline Vector3& operator -= (float v)
	{
		x -= v;
		y -= v;
		z -= v;

		return *this;
	}

	inline Vector3& operator *= (float v)
	{
		x *= v;
		y *= v;
		z *= v;

		return *this;
	}

	inline Vector3& operator /= (float v)
	{
		x /= v;
		y /= v;
		z /= v;

		return *this;
	}

	inline Vector3 operator - () const
	{
		return Vector3(-x, -y, -z);
	}

	inline Vector3 operator - (const Vector3& v) const
	{
		return Vector3(x - v.x, y - v.y, z - v.z);
	}

	inline Vector3 operator + (const Vector3& v) const
	{
		return Vector3(x + v.x, y + v.y, z + v.z);
	}

	inline Vector3 operator * (const Vector3& v) const
	{
		return Vector3(x * v.x, y * v.y, z * v.z);
	}

	inline Vector3 operator / (const Vector3& v) const
	{
		return Vector3(x / v.x, y / v.y, z / v.z);
	}

	inline float Length() const
	{
		return sqrtf(x * x + y * y + z * z);
	}

	inline float LengthSqr() const
	{
		return (x * x + y * y + z * z);
	}

	inline float LengthXY() const
	{
		return sqrtf(x * x + y * y);
	}

	inline float LengthXZ() const
	{
		return sqrtf(x * x + z * z);
	}

	inline bool IsZero() const
	{
		return (x > -0.01f && x < 0.01f
			&&	y > -0.01f && y < 0.01f
			&&	z > -0.01f && z < 0.01f);
	}

	inline float DistTo(const Vector3& v) const
	{
		return (*this - v).Length();
	}

	inline float DistToSqr(const Vector3& v) const
	{
		return (*this - v).LengthSqr();
	}

	inline float Dot(const Vector3& v) const
	{
		return (x * v.x + y * v.y + z * v.z);
	}

	inline Vector3 Cross(const Vector3& v) const
	{
		return Vector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
	}
};
Quote Originally Posted by affe2626 View Post
Code:
void ClampAngle(Vector3 angle)
void ClampMovement(float forwardMove, float sideMove)
You're passing the parameters by value and not by reference or pointer.
A local copy is being created and you're clamping and normalizing the local copies without touching the original ones that you later set your viewangles to.

Happy Untrusted.
Quote Originally Posted by WasserEsser View Post
Code:
void ClampAngle(Vector3 angle)
void ClampMovement(float forwardMove, float sideMove)
You're passing the parameters by value and not by reference or pointer.
A local copy is being created and you're clamping and normalizing the local copies without touching the original ones that you later set your viewangles to.

Happy Untrusted.
Oh thanks, so
Code:
void ClampAngle(Vector3& Angle);
void ClampMovement(float &forwardMove, float &sideMove)
would work?

or should I make a Vector3 method like this

Code:
void Vector3::Clamp()
{
if(this->X *something*
*then set it to something..*
}
Quote Originally Posted by affe2626 View Post
Oh thanks, so
Code:
void ClampAngle(Vector3& Angle);
void ClampMovement(float &forwardMove, float &sideMove)
would work?

or should I make a Vector3 method like this

Code:
void Vector3::Clamp()
{
if(this->X *something*
*then set it to something..*
}
Do it however you want, both ways work.
Quote Originally Posted by WasserEsser View Post
Do it however you want, both ways work.
Can it be something else that causes untrusted that I should check? My injector is safe and (now) my clamping, is the movement clamp good?
Thanks for helping.
Quote Originally Posted by affe2626 View Post
Can it be something else that causes untrusted that I should check?
I can't answer that safely.
WasserEsser'd >
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