Some Info

Posts 115 of 15 · Page 1 of 1
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;
		// ±¤½Ä
		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;
	rModelRot.ConvertToMatrix( 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;
	}
}
the code looks nice. whats it do?
can anyone tell us wat this is?
Nice job, what is the ClientFire for/do though?
What does any of it do?
Why should i tell u what it does read what it does READDDDD.
Is there a site I don't know of that gives names to those constants or are those just guesses?
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
Well if u look at the box function it looks like u can change the color of the box
SetObjectColor
Hit boxes are the small boxes were an aimbot would aim right?
Aimbots aim at Bones
Bones are in the model
The Model is inside the hitbox
So, In other words your shit has aimbot?
Or it just shows bones for us to aim at?
... meh noobs. >_>...
Good job on this.
ahh nicejob im goin to try it out
Posts 115 of 15 · Page 1 of 1
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