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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/tf2/chl_createmove.cpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/tf2/chl_createmove.cpp')
-rw-r--r--cheat/tf2/chl_createmove.cpp93
1 files changed, 93 insertions, 0 deletions
diff --git a/cheat/tf2/chl_createmove.cpp b/cheat/tf2/chl_createmove.cpp
new file mode 100644
index 0000000..581ed25
--- /dev/null
+++ b/cheat/tf2/chl_createmove.cpp
@@ -0,0 +1,93 @@
+#include <intrin.h>
+
+#include "hooks.h"
+#include "mem.hpp"
+#include "interfaces.h"
+#include "ctx.hpp"
+#include "input_system.hpp"
+#include "math.h"
+#include "settings.h"
+#include "base_cheat.h"
+
+//YEA FUCK USING THIS EVEN THOUGH I HAVE IT RIGHT HERE
+
+//YEA VIVA LA REVOLUTION
+
+void __declspec( naked ) __stdcall hooks::hl_create_move_gate( int sequence_number, float input_sample_time, bool active ) {
+ __asm {
+ push ebp
+ mov ebp, esp
+ push ebx //push ebx (sendpacket) to the top of the stack
+ push esp //push the stack (with sendpacket on top)
+ push active
+ push input_sample_time
+ push sequence_number
+ call hl_create_move
+ pop ebx
+ pop ebp
+ ret 0xc
+ }
+}
+
+void __fastcall hooks::hl_create_move( void* ecx_, void* edx_, int sequence_number, float input_sameple_frametime, bool active, byte& sendpacket ) {
+ static auto create_move_o = cl.m_chl->get_old_function< void( __fastcall* )( void*, void*, int, float, bool ) >( 21 );
+
+ user_cmd_t* ucmd = &cl.m_hl_input->m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
+ if( !ucmd )
+ return;
+
+ verified_cmd_t* verified_cmd = &cl.m_hl_input->m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];
+ if( !verified_cmd )
+ return;
+
+ // when switching to non automatic weapons, it will sometimes not shoot when aimbotting so we reset attack flag
+ bool is_switching_weapon = false;
+ if( cl.m_hl_input->m_hSelectedWeapon != -1 ) {
+ is_switching_weapon = true;
+ }
+
+ cl.m_hl_input->CreateMove( sequence_number, input_sameple_frametime, active );
+ //hl_create_move_o( ecx_, edx_, sequence_number, input_sample_time, active );
+
+ if( !ucmd->m_tick_count || !ucmd->m_cmd_nr )
+ return;
+
+ // FIX ME NAVE
+ // ok love
+
+ byte* send_packet = &sendpacket;
+
+ g_ctx.create_snapshot( ucmd );
+ // soon g_cheat.m_identity( );
+
+ if( g_ctx.run_frame( ) && g_ctx.m_local->is_alive( ) ) {
+ static int last_frame = cl.m_globals->framecount;
+ if( last_frame != cl.m_globals->framecount )
+ g_ctx.m_has_fired_this_frame = false;
+
+ last_frame = cl.m_globals->framecount;
+
+ g_cheat.aim.sample_angle_data( ucmd->m_viewangles );
+ g_cheat.prediction.run_prediction( ucmd );
+ g_cheat.movement.update( ucmd );
+
+ g_cheat.aim.m_lagcomp( ucmd );
+ g_cheat.aim.triggerbot( ucmd );
+
+ }
+
+
+ if( is_switching_weapon ) {
+ ucmd->m_buttons &= ~IN_ATTACK;
+ }
+
+ //m_bIsValveDS
+ if( *( bool* )( c_base_player::get_game_rules( ) + 0x75 ) )
+ g_settings.menu.anti_untrusted = true;
+
+ ucmd->clamp( g_settings.menu.anti_untrusted );
+
+ // crc stuff works, no double steps coming from this
+ verified_cmd->m_cmd = *ucmd;
+ verified_cmd->m_crc = ucmd->get_check_sum( );
+} \ No newline at end of file