No Fall Damage

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No Fall Damage
Credits
-killerra
-ko1n

Code has a small anti C+P measure.

Code:
 if (pThis->m_pBaseEngine->GetConfig()->GetCVar("antifalldamage_active")->GetBool())
    {
        CBaseEntity *pLocalEntity = pThis->m_pBaseEngine->GetLocalPlayer();
        if (pLocalEntity != NULL &&
            pLocalEntity->GetMoveType() != MOVETYPE_NOCLIP &&
            pLocalEntity->GetMoveType() != MOVETYPE_LADDER &&
            !(pLocalEntity->GetFlags() & FL_ONGROUND) &&
            !(pLocalEntity->GetFlags() & FL_PARTIALGROUND))
        {
            CBaseUserCmd *pUserCmd = pThis->m_pHookHandler->GetUserCmd(sequence_number);
            if (pUserCmd != NULL)
            {
                float fFallDamage = (float)((float)(pLocalEntity->GetFallVelocity() -580.0) * 0.23809524);
                if (fFallDamage < 0.0f)
                {
                    trace_t sTrace;
                    CTraceFilterSkipTwoEntities traceFilter(pLocalEntity->GetEntity(), NULL);
                    Vector vecAbsOrigin = pLocalEntity->GetAbsOrigin();
                    Vector vecPredictedAbsOrigin = pLocalEntity->Predict(); // account for next tick
                    pThis->m_pBaseEngine->EngineTrace->TraceRay(vecAbsOrigin, vecPredictedAbsOrigin, 0x4600400B, (ITraceFilter *)&TraceFilter, &sTrace);
                    if (sTrace.fraction != 1.0f)
                        *(DWORD *)pUserCmd->forwardmove() = NAN_VALUE;
                }
            }
        }
    }
How does this work exactly? sorry noobster here
Quote Originally Posted by SpikeValentine View Post
How does this work exactly? sorry noobster here
Don't bother with the code if you don't know how to use it whatsoever..
Quote Originally Posted by Color View Post


Don't bother with the code if you don't know how to use it whatsoever..
rekt or naw
Quote Originally Posted by Color View Post


Don't bother with the code if you don't know how to use it whatsoever..
I was just simply asking how the mechanics of the code works.
Quote Originally Posted by SpikeValentine View Post
I was just simply asking how the mechanics of the code works.
haha that phrasing tho

"mechanics"

Bruh

Its a script that makes fall damage null,
And if you need the mechanics of that too it makes you take NO FALL DAMAGE.
Quote Originally Posted by Southflyer123 View Post
haha that phrasing tho

"mechanics"

Bruh

Its a script that makes fall damage null,
And if you need the mechanics of that too it makes you take NO FALL DAMAGE.
lol fuck. Im just trying to understand the code and asking about it. but im clearly in the wrong community for that
Quote Originally Posted by desertions View Post


rekt or naw
100% rekt.
wow everyone stop being douches
Quote Originally Posted by AusCraft13 View Post
wow everyone stop being douches
majority of people hate it when people don't know how to use or make use of the code and shit

if you aren't going to make a hack with this, you're probably in the wrong place. (you dont just execute it and whoo it works)

then again, you could google it using knowledge
Quote Originally Posted by desertions View Post


majority of people hate it when people don't know how to use or make use of the code and shit

if you aren't going to make a hack with this, you're probably in the wrong place. (you dont just execute it and whoo it works)

then again, you could google it using knowledge

He shouldn't be assaulted for asking a simple question.
Quote Originally Posted by unholy1096 View Post
He shouldn't be assaulted for asking a simple question.
This is why I love this guy. I agree that he shouldn't be assaulted for asking a question. I dont know either.
It's not hard to google things lol nice code unbalanced
Quote Originally Posted by Unbalanced View Post
Credits
-killerra
-ko1n

Code has a small anti C+P measure.

Code:
 if (pThis->m_pBaseEngine->GetConfig()->GetCVar("antifalldamage_active")->GetBool())
    {
        CBaseEntity *pLocalEntity = pThis->m_pBaseEngine->GetLocalPlayer();
        if (pLocalEntity != NULL &&
            pLocalEntity->GetMoveType() != MOVETYPE_NOCLIP &&
            pLocalEntity->GetMoveType() != MOVETYPE_LADDER &&
            !(pLocalEntity->GetFlags() & FL_ONGROUND) &&
            !(pLocalEntity->GetFlags() & FL_PARTIALGROUND))
        {
            CBaseUserCmd *pUserCmd = pThis->m_pHookHandler->GetUserCmd(sequence_number);
            if (pUserCmd != NULL)
            {
                float fFallDamage = (float)((float)(pLocalEntity->GetFallVelocity() -580.0) * 0.23809524);
                if (fFallDamage < 0.0f)
                {
                    trace_t sTrace;
                    CTraceFilterSkipTwoEntities traceFilter(pLocalEntity->GetEntity(), NULL);
                    Vector vecAbsOrigin = pLocalEntity->GetAbsOrigin();
                    Vector vecPredictedAbsOrigin = pLocalEntity->Predict(); // account for next tick
                    pThis->m_pBaseEngine->EngineTrace->TraceRay(vecAbsOrigin, vecPredictedAbsOrigin, 0x4600400B, (ITraceFilter *)&TraceFilter, &sTrace);
                    if (sTrace.fraction != 1.0f)
                        *(DWORD *)pUserCmd->forwardmove() = NAN_VALUE;
                }
            }
        }
    }
Does this work?
1. vac detected lol
2. that antiskid
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