Aim Vector
:::client.cpp:::
cvar_t *AimVector;
float punchangle[3];
float displayCenterX = g_Screen.iWidth / 2;
float displayCenterY = g_Screen.iHeight / 2;
float ycor;
float xcor;
:::HUD_Frame:::
AimVector = g_Engine.pfnRegisterVariable("PREFIX_aimvector", "0", 0);
:::HUD_Redraw:::
// AIMVECTOR
if(AimVector->value)
{
ycor = (punchangle[0] * 10);
xcor = (punchangle[1] * 10);
displayCenterX = g_Screen.iWidth / 2;
displayCenterY = g_Screen.iHeight / 2;
g_Engine.pfnTintRGBA(displayCenterX-xcor-1,displayCenterY+ycor-1,3,3,230,20,30,255);
}
:::V_CalcRefdef:::
VectorCopy (pparams->punchangle,punchangle);
Auto Fire
BunnyHop
Entity Esp
for(int i=33; i<= 1024; i++)
{
cl_entity_s* pCurEnt = g_Engine.GetEntityByIndex(i);
if(pCurEnt && pCurEnt->curstate.messagenum+10 > pMe->curstate.messagenum)
{
char* name = pCurEnt ->model->name;
if (name && bCalcScreen(pCurEnt->origin, fOriginScrn) && strstr(name, "models/w_"))
{
weapon[0]=0; len = strlen(name); if( len>48 || len<10) { return; }
strcpy(weapon,name+9); len -=9;
if(len>4) weapon[len-4]=(char)0;
g_Mini.Print((int) fOriginScrn[0], (int) (fOriginScrn[1] - 12), 179, 92, 0, 0, weapon, weapon);
}
}
}
}
:::cFont.cpp:::
заменить
CFont g_Mini( "mini", 7 );
на
CFont g_Mini( "mini", 15 );
WallHack
No Recoil