From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- tf2/chl_createmove.cpp | 93 -------------------------------------------------- 1 file changed, 93 deletions(-) delete mode 100644 tf2/chl_createmove.cpp (limited to 'tf2/chl_createmove.cpp') diff --git a/tf2/chl_createmove.cpp b/tf2/chl_createmove.cpp deleted file mode 100644 index 581ed25..0000000 --- a/tf2/chl_createmove.cpp +++ /dev/null @@ -1,93 +0,0 @@ -#include - -#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 -- cgit v1.2.3