No hands

Posts 1–6 of 6 · Page 1 of 1
No hands
Hands are overrated.

Code:
//Source


// Dosent work if the hands are in the weapon model.
// Because i can.
local me = LocalPlayer()
local YourHackName = {}
YourHackName.Detours = {}
function YourHackName:Detour( Old, New )
	NH.Detours[New] = Old
	return New
end

// Not allowed, sorry.
r['Player']['GetHands'] = YourHackName:Detour( r['Player']['GetHands'], function( ent )
	if ( ent == me ) then
		return nil;
	end
	return YourHackName.Detours[r['Player']['GetHands']]( ent );
end )

// Preventing Skidieness 
r['Player']['SetHands'] = YourHackName:Detour( r['Player']['SetHands'], function( ent, model )
	if ( ent == me ) then
		return nil;
	end
	return YourHackName.Detours[r['Player']['SetHands']]( ent, model );
end )

// Incase of different coding.
r['Player']['GetHandsModel'] = YourHackName:Detour( r['Player']['GetHandsModel'], function( ent )
	if ( ent == me ) then
		return nil;
	end
	return YourHackName.Detours[r['Player']['GetHandsModel']]( ent );
end )
Put this in a lua file, and there you go, nohands.
And sorry admins, no virus checks :O
Useless, do it in C++, you C+P'd it from Hake (more accusations here.)
I didnt copypaste it from hake, hake uses the "hera" dll to make no hands
or maybe you could throw out your extra chromosome and use the IMaterialSystem interface to loop over all the materials and strstr for hand/arm. now set the nodraw material flag to true.
Posts 1–6 of 6 · Page 1 of 1
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