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Dzień Dziecka z CSHacked

dziku100lica

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Posty opublikowane przez dziku100lica

  1. Siemano,

     

    Nie będę tutaj wołać o sety, ale potrzebuję małej pomocy żeby ktoś mi wytłumaczył, nawet łopatologicznie jeśli będzie trzeba na czym polega akurat w tym hacku fov. Już tłumaczę o co mi chodzi, w przypadku vector aim'a by mnie to nie dziwiło, ale tutaj w przypadku pixela nie potrafię zrozumieć na jakiej zasadzie działają 3 pozycje dla fov'a dla obu osi x i y. :) Z matmy byłem słaby od zawsze, ale to przerasta moje wyobrażenia i za cholerę nie mogę dojść do tego jak działa to w tym haxie, a z chęcią bym to zrozumiał i sam spróbował sobie ustawić fov'a. :D Pomoże ktoś?

  2. Tak jak w temacie + opis tego co napisał godly:

     

    This is a Half-Life Engine based source code i wrote. It works for HL, all of its modifications and new versions.
    Should also for for all non-steam versions.
    It doesnt actually have whats needed to do ESP, Aimbot etc. That you will have to do yourself.
    Just use HLSDK as an xref while doing so and ull have ESP/Aimbot and whatever u want in no time
    It does not include SDK <img src='http://www.cshacked.pl/public/style_emoticons/<#EMO_DIR#>/tongue.png' class='bbc_emoticon' alt=':P' />
    
    [b][u][size="3"]Features:[/size][/u][/b]
    - Export Hook
    - Engine Hook
    - Studio Hook
    - Event Hook
    - UserMsg Hook
    - Command Hook (all game commands, like snapshot, +attack or whatever..)
    - StudioRenderModel Hook (the class, not the function. tho, the function is what i hooked as an example from it)
    - OpenGL32 Hook
    - Unfinished font system
    - Unfinished draw system
    
    

    Dla niewtajemniczonych godly jest twórcą Advhack'a 1&2, oba po updejcie są już wykrywalne. Nie jestem tylko pewien czy gdyby wyłączyć exe i zostawić same chams'y to również było by banned.

     

     

    Wszystko daję w załączniku, zaczerpnięte z unknowncheats.me, może komuś się przyda. :)

     

     

    + Dodatkowo

     

    Addresses:

     

    bool CCS16Offsets::Initialize()
    {
        MODULEENTRY32 me32;
    
        if(!g_Process.GetModuleInfo("client.dll",&me32))
            return false;
        dwClientBase=(DWORD)me32.modBaseAddr;
    
        if(!g_Process.GetModuleInfo("hw.dll",&me32))
            return false;
        dwHWBase=(DWORD)me32.modBaseAddr;
    
        dwLocalIndex=dwHWBase+0xFD5AE0; //Integer
        dwResolution=dwHWBase+0x7486AC; //Integer[2]
        dwEntityBase=dwHWBase+0x1AFBFC; //DWORD
        g_Process.ReadMemory(dwEntityBase,&dwEntityBase,sizeof(DWORD));
        dwPlayerEntityBase=dwHWBase+0x1AF17C; //DWORD
    
        dwFOV=dwClientBase+0x11D490; //Integer
        dwTeamStrings=dwClientBase+0x12B31C; //String (0x68)
        dwNameStrings=dwHWBase+0x11CFD5C; //String (0x250)
        dwWeaponID=dwClientBase+0x121DE8; //Integer
        dwViewOrg=dwClient+0x12A9EC; //Float[3]
        dwViewAngles=dwHWBase+0x10569A4; //Float[2] (the ones that can be changed)
    
        return true;
    }
    

        dwHealth=(DWORD)me32Client.modBaseAddr+0xF4B04; //Integer
        dwArmor=(DWORD)me32Client.modBaseAddr+0x11EF0C; //Integer
        dwMoney=(DWORD)me32Client.modBaseAddr+0x1213C4; //Integer
        dwWeaponBit=(DWORD)me32Client.modBaseAddr+0x11D2E0; //Integer
        dwHasBomb=(DWORD)me32HW.modBaseAddr+0x1056DE4; //Integer
        dwBaseGun=(DWORD)me32Client.modBaseAddr+0xF3474; //DWORD
        dwTrigger=(DWORD)me32Client.modBaseAddr+0x1211F4; //Integer

    Structs:

     

     

    typedef struct //Credits: godly
    {
        char _0x0000[4];
        __int32 Alive; //0x0004
        __int32 Alive2; //0x0008
        __int32 IsDucking; //0x000C
        __int32 Valid; //0x0010
        vec3_t Origin; //0x0014
        float AngleY; //0x0020
        float AngleX; //0x0024
    }player_entity_t;//Size=0x0028
    
    typedef struct //From SDK
    {
        char crap001[12]; //0x0000
        __int32 MessageNum; //0x000C
        vec3_t Origin; //0x0010
        vec3_t Angles; //0x001C
        char crap002[4]; //0x0028
        __int32 Sequence; //0x002C
        char crap003[10]; //0x0030
        __int16 Solid; //0x003A
        char crap004[48]; //0x003C
        vec3_t Velocity; //0x006C
        vec3_t Min; //0x0078
        vec3_t Max; //0x0084
        char crap005[32]; //0x0090
        __int32 WeaponModel; //0x00B0
        __int32 GaitSequence; //0x00B4
        char crap006[12]; //0x00B8
        __int32 Ducking; //0x00C4
        char N102DD3F6[140]; //0x00C8
    }entity_state_t;//Size=0x0154
    
    typedef struct //From SDK
    {
        __int32 Index; //0x0000
        char crap001[684]; //0x0004
        entity_state_t State; //0x02B0
        char crap002[1860]; //0x0404
        vec3_t Origin; //0x0B48
        vec3_t Angles; //0x0B54
        char crap003[52]; //0x0B60
        DWORD ModelAddr; //0x0B94
        char crap004[32]; //0x0B98
    }cl_entity_t;//Size=0x0BB8
    
    typedef struct //From SDK
    {
        char Name[64]; //0x0000
        char crap001[328]; //0x0040
    }model_t;//Size=0x0188

    Other Stuff:

     

     

    //Screen.cpp
    
    CGameScreen g_Screen;
    
    void CGameScreen::Update()
    {
        GetWindowRect(g_Process.hWnd,&rectWindow);
    
        bFullScreen=(!rectwindow.left && !rectwindow.top);
        bMinimized=(GetForegroundWindow()!=g_Process.hWnd);
    
        if(g_Game.iGameID==GAME_CS16)
            g_Process.ReadMemory(g_CS16Offset.dwResolution,&iResolution,sizeof(int[2]));
    
        if(!bFullScreen)
        {
            int iBorderSize=((rectwindow.right-rectwindow.left)-iResolution[0])/2;
            int iCaptionSize=(((rectwindow.bottom-rectwindow.top)-iResolution[1])-iBorderSize);
    
            iProgramStartX=rectwindow.left+iBorderSize;
            iProgramStartY=rectwindow.top+iCaptionSize;
    
            iAimFixX=iProgramStartX;
            iAimFixY=rectwindow.top+iCaptionSize/2;
        }
        else
        {
            iProgramStartX=0;
            iProgramStartY=0;
            iAimFixX=0;
            iAimFixY=0;
        }
    
        iCenterX=iResolution[0]/2;
        iCenterY=iResolution[1]/2;
    }
    

    //Screen.h
    
    class CGameScreen
    {
    public:
        bool bFullScreen;
        bool bMinimized;
        int iCenterX;
        int iCenterY;
        int iResolution[2];
        int iProgramStartX;
        int iProgramStartY;
        int iAimFixX;
        int iAimFixY;
    public:
        void Update();
    private:
        RECT rectWindow;
    };
    
    extern CGameScreen g_Screen;

    //GameInfo.cpp
    
    CGames g_Game;
    
    void CGames::AddGame(int iID,char *szGameName,char *szWindowClass,char *szWindowName,char *szProcessName)
    {
        game_info_s tmp;
        tmp.iGameID=iID;
        strcpy_s(tmp.szGameName,szGameName);
        strcpy_s(tmp.szWindowClass,szWindowClass);
        strcpy_s(tmp.szWindowName,szWindowName);
        strcpy_s(tmp.szProcessName,szProcessName);
        vEntry.push_back(tmp);
    }
    
    void CGames::Initialize()
    {
        AddGame(GAME_CS16,"Counter-Strike 1.6","Valve001","Counter-Strike","hl.exe");
    }
    
    void CGames::ListGames()
    {
        for(int i=0;i<(int)vEntry.size();++i)
            printf("> %s\n",vEntry[i].szGameName);
    }
    
    game_info_s *CGames::FindGame(char *szProcessName)
    {
        for(int i=0;i<(int)vEntry.size();++i)
        {
            if(!strcmp(vEntry[i].szProcessName,szProcessName))
            {
                iGameID=vEntry[i].iGameID;
                return &vEntry[i];
            }
        }
        return 0;
    }
    

    //GameInfo.h
    
    enum {GAME_NONE, GAME_CS16};
    
    struct game_info_s
    {
        int iGameID;
        char szGameName[64];
        char szWindowClass[32];
        char szWindowName[32];
        char szProcessName[32];
    };
    
    class CGames
    {
    public:
        int iGameID;
    public:
        void Initialize();
        void ListGames();
        game_info_s *CGames::FindGame(char *szProcessName);
    private:
        std::vector<game_info_s>vEntry;
    private:
        void AddGame(int iID,char *szGameName,char *szWindowClass,char *szWindowName,char *szProcessName);
    };
    
    extern CGames g_Game;

    //WeaponInfo.cpp
    
    CWeaponInfo g_Weapon;
    
    DWORD dwAug=0x0;
    DWORD dwAwp=0x148;
    DWORD dwMp5=0x298;
    DWORD dwSig=0x660;
    DWORD dwASTerror=0x7A8;
    DWORD dwP90=0x8E8;
    DWORD dwAk=0xAB0;
    DWORD dwASCt=0xBF8;
    DWORD dwElites=0xD38;
    DWORD dwTmp=0xE78;
    DWORD dwUsp=0xFC0;
    DWORD dwMac10=0x1100;
    DWORD dwGlock=0x1258;
    DWORD dwDeagle=0x1398;
    DWORD dwScout=0x14D8;
    DWORD dwUmp=0x1618;
    DWORD dwFamas=0x1760;
    DWORD dwShotgun2=0x6D20;
    DWORD dwPara=0x7818;
    DWORD dwShotgun=0x7C28;
    DWORD dwColt=0x7D70;
    DWORD dwFiveseven=0x7EB8;
    DWORD dwP228=0x80A8;
    DWORD dwDefender=0x81E8;
    
    int GetWeaponClip(DWORD dwWeaponAddr)
    {
        int iRet=0;
        ReadProcessMemory(g_HLProcess.hHandle,(void*)(g_Offsets.dwBaseGun+dwWeaponAddr),&iRet,sizeof(int),0);
        return iRet;
    }
    
    void CWeaponInfo::UpdateWeaponInfo()
    {
        ReadProcessMemory(g_HLProcess.hHandle,(void*)g_Offsets.dwWeaponID,&iWeaponID,sizeof(int),0);
        ReadProcessMemory(g_HLProcess.hHandle,(void*)g_Offsets.dwWeaponBit,&iWeaponBit,sizeof(int),0);
        ReadProcessMemory(g_HLProcess.hHandle,(void*)g_Offsets.dwReload,&flReload,sizeof(float),0);
    
        bReload=(flReload>0);
    
        if(iWeaponID==WEAPON_USP || iWeaponID==WEAPON_P228 || iWeaponID==WEAPON_ELITE || iWeaponID==WEAPON_FIVESEVEN || iWeaponID==WEAPON_DEAGLE || iWeaponID==WEAPON_GLOCK18)
            iWeaponEquiped=EQUIPED_PISTOL;
        else if(iWeaponID==WEAPON_M3 || iWeaponID==WEAPON_XM1014)
            iWeaponEquiped=EQUIPED_SHOTGUN;
        else if(iWeaponID==WEAPON_P90 || iWeaponID==WEAPON_MAC10 || iWeaponID==WEAPON_UMP45 || iWeaponID==WEAPON_TMP || iWeaponID==WEAPON_MP5)
            iWeaponEquiped=EQUIPED_SMG;
        else if(iWeaponID==WEAPON_FAMAS || iWeaponID==WEAPON_PARA || iWeaponID==WEAPON_M4A1 || iWeaponID==WEAPON_SG552 || iWeaponID==WEAPON_AUG || iWeaponID==WEAPON_AK47 || iWeaponID==WEAPON_GALIL)
            iWeaponEquiped=EQUIPED_RIFLE;
        else if(iWeaponID==WEAPON_AWP || iWeaponID==WEAPON_SCOUT || iWeaponID==WEAPON_SG550 || iWeaponID==WEAPON_G3SG1)
            iWeaponEquiped=EQUIPED_SNIPER;
        else if(iWeaponID==WEAPON_KNIFE)
            iWeaponEquiped=EQUIPED_KNIFE;
        else if(iWeaponID==WEAPON_HEGRENADE || iWeaponID==WEAPON_FLASHBANG || iWeaponID==WEAPON_SMOKEGRENADE)
            iWeaponEquiped=EQUIPED_NADE;
        else if(iWeaponID==WEAPON_C4)
            iWeaponEquiped=EQUIPED_BOMB;
        else
            iWeaponEquiped=EQUIPED_NONE;
    
        int iSecondaryClip=0;
        int iPrimaryClip=0;
        int iTmp=0;
    
        for(; <img src='http://www.cshacked.pl/public/style_emoticons/<#EMO_DIR#>/wink.png' class='bbc_emoticon' alt=';)' />
        {
    #define GetSecondaryAmmo(a) iTmp=GetWeaponClip(a); if(iTmp!=0) { iSecondaryClip=iTmp; break; }
            GetSecondaryAmmo(dwUsp);
            GetSecondaryAmmo(dwElites);
            GetSecondaryAmmo(dwFiveseven);
            GetSecondaryAmmo(dwGlock);
            GetSecondaryAmmo(dwDeagle);
            GetSecondaryAmmo(dwP228);
            break;
        }
        for(; <img src='http://www.cshacked.pl/public/style_emoticons/<#EMO_DIR#>/wink.png' class='bbc_emoticon' alt=';)' />
        {
    #define GetPrimaryAmmo(a) iTmp=GetWeaponClip(a); if(iTmp!=0) { iPrimaryClip=iTmp; break; }
            GetPrimaryAmmo(dwAug);
            GetPrimaryAmmo(dwAwp);
            GetPrimaryAmmo(dwMp5);
            GetPrimaryAmmo(dwSig);
            GetPrimaryAmmo(dwASTerror);
            GetPrimaryAmmo(dwP90);
            GetPrimaryAmmo(dwAk);
            GetPrimaryAmmo(dwASCt);
            GetPrimaryAmmo(dwTmp);
            GetPrimaryAmmo(dwMac10);
            GetPrimaryAmmo(dwScout);
            GetPrimaryAmmo(dwUmp);
            GetPrimaryAmmo(dwFamas);
            GetPrimaryAmmo(dwShotgun2);
            GetPrimaryAmmo(dwPara);
            GetPrimaryAmmo(dwShotgun);
            GetPrimaryAmmo(dwColt);
            GetPrimaryAmmo(dwDefender);
            break;
        }
    
        iSecondaryAmmo=iSecondaryClip;
        iPrimaryAmmo=iPrimaryClip;
    
        if(iWeaponEquiped==EQUIPED_PISTOL)
            iCurrentAmmo=iSecondaryAmmo;
        else if(iWeaponEquiped>EQUIPED_PISTOL)
            iCurrentAmmo=iPrimaryAmmo;
        else
            iCurrentAmmo=-1;
    }
    
    

    //WeapoInfo.h
    
    enum{WEAPON_NONE,        WEAPON_P228,        WEAPON_UNKNOWN1,    WEAPON_SCOUT,    WEAPON_HEGRENADE,
        WEAPON_XM1014,        WEAPON_C4,            WEAPON_MAC10,        WEAPON_AUG,        WEAPON_SMOKEGRENADE,
        WEAPON_ELITE,        WEAPON_FIVESEVEN,    WEAPON_UMP45,        WEAPON_SG550,    WEAPON_GALIL,
        WEAPON_FAMAS,        WEAPON_USP,            WEAPON_GLOCK18,        WEAPON_AWP,        WEAPON_MP5,
        WEAPON_PARA,        WEAPON_M3,            WEAPON_M4A1,        WEAPON_TMP,        WEAPON_G3SG1,
        WEAPON_FLASHBANG,    WEAPON_DEAGLE,        WEAPON_SG552,        WEAPON_AK47,    WEAPON_KNIFE,
        WEAPON_P90};
    
    enum{EQUIPED_NONE,        EQUIPED_NADE,        EQUIPED_BOMB,        EQUIPED_KNIFE,    EQUIPED_PISTOL,
        EQUIPED_SHOTGUN,    EQUIPED_SMG,        EQUIPED_RIFLE,        EQUIPED_SNIPER};
    
    class CWeaponInfo
    {
    public:
        struct stored_entity_s
        {
            char *szName;
            Vector vOrigin;
        };
        std::vector<stored_entity_s>vEntity;
        float flReload;
        int bReload;
        int iWeaponID;
        int iWeaponBit;
        int iWeaponEquiped;
        int iCurrentAmmo;
        int iPrimaryAmmo;
        int iSecondaryAmmo;
    public:
        void UpdateWeaponInfo();
    };
    
    extern CWeaponInfo g_Weapon;

    HL_Base.rar

  3. Łap

     

    [Anti_Cheat_Protection]
    
    Anti_Cheat_Protection.Process.0 = NULL
    
    [Aimbot]
    
    Aimbot.Active = 1
    Aimbot.Mode = 1
    Aimbot.InAttack = 0
    Aimbot.Key = MOUSE1
    Aimbot.DeathMatch = 0
    Aimbot.Mouse.Disable = 1
    
    Aimbot.InJump = 1
    Aimbot.InDuck = 1
    Aimbot.InStand = 1
    
    Aimbot.AimingDuckTargets = 1
    Aimbot.AimingJumpTargets = 1
    
    Aimbot.Kill.Delay = 0
    Aimbot.Kill.CalcDrop = 0
    
    Aimbot.PanicKey = DEL
    
    [Visuals]
    
    Visuals.Draw.Dot = 0
    Visuals.Draw.Box = 0
    Visuals.Draw.Fov = 0
    Visuals.Draw.Lock = 0
    Visuals.Draw.Teammates = 0
    Visuals.Draw.Weapon = 0
    Visuals.Fullbright = 0
    Visuals.Check.Visible = 0
    
    [BunnyHop]
    
    BunnyHop.Active = 1
    BunnyHop.Key = SPACE
    
    [Removals]
    
    Removals.NoSmoke.Active = 0
    Removals.NoFlash.Active = 0
    Removals.NoFlash.Percentage = 160
    
    [SpeedHack]
    
    SpeedHack.Value = 10000
    SpeedHack.Active.Mode = 0
    SpeedHack.Active.Key = SHIFT
    
    [Ingame_Radar]
    
    Ingame_Radar.Active = 0
    Ingame_Radar.Color = 0
    Ingame_Radar.HideRadar = 0
    Ingame_Radar.Teammates = 0
    Ingame_Radar.DeathZone = 0
    
    [Weapon_Settings]
    
    weapon.usp.active = 1,1,1
    weapon.usp.autowall = 0
    weapon.usp.detection = 0.02,0.03,0.03
    weapon.usp.bullet.control = 0,0,0
    weapon.usp.humanize.trigger = 1
    weapon.usp.smooth = 1.5,2,1
    weapon.usp.fov.x = 25,20,15
    weapon.usp.fov.y = 25,20,15
    weapon.usp.hitbox.duck = 11,10,10
    weapon.usp.hitbox.stand = 11,11,10
    weapon.usp.hitbox.duck.height.correction = -1
    weapon.usp.hitbox.stand.height.correction = 0
    weapon.usp.norecoil.mode = 1
    weapon.usp.norecoil.inaimbot = 0
    weapon.usp.norecoil.value = 7.8,7.7,7.5
    
    weapon.glock.active = 1,1,1
    weapon.glock.autowall = 0
    weapon.glock.detection = 0.02,0.02,0.02
    weapon.glock.bullet.control = 0,0,0
    weapon.glock.humanize.trigger = 1
    weapon.glock.smooth = 1.7,1.3,1.5
    weapon.glock.fov.x = 28,23,18
    weapon.glock.fov.y = 28,23,18
    weapon.glock.hitbox.duck = 11,11,11
    weapon.glock.hitbox.stand = 11,11,11
    weapon.glock.hitbox.duck.height.correction = 0
    weapon.glock.hitbox.stand.height.correction = 0
    weapon.glock.norecoil.mode = 1
    weapon.glock.norecoil.inaimbot = 0
    weapon.glock.norecoil.value = 7,7,7
    
    weapon.deagle.active = 1,1,1
    weapon.deagle.autowall = 0
    weapon.deagle.detection = 0.05,0.05,0.05
    weapon.deagle.bullet.control = 0,0,0
    weapon.deagle.humanize.trigger = 1
    weapon.deagle.smooth = 2,2.5,1.3
    weapon.deagle.fov.x = 35,27,20
    weapon.deagle.fov.y = 35,27,20
    weapon.deagle.hitbox.duck = 11,10,10
    weapon.deagle.hitbox.stand = 11,10,11
    weapon.deagle.hitbox.duck.height.correction = 1
    weapon.deagle.hitbox.stand.height.correction = 0
    weapon.deagle.norecoil.mode = 1
    weapon.deagle.norecoil.inaimbot = 0
    weapon.deagle.norecoil.value = 10,9.8,9.5
    
    weapon.galil.active = 1,1,1
    weapon.galil.autowall = 0
    weapon.galil.detection = 0.01,0.04,0.02
    weapon.galil.bullet.control = 0,0,0
    weapon.galil.humanize.trigger = 1
    weapon.galil.smooth = 2,3,1
    weapon.galil.fov.x = 35,25,10
    weapon.galil.fov.y = 35,25,10
    weapon.galil.hitbox.duck = 11,11,11
    weapon.galil.hitbox.stand = 11,11,10
    weapon.galil.hitbox.duck.height.correction = -2
    weapon.galil.hitbox.stand.height.correction = 0
    weapon.galil.norecoil.mode = 0
    weapon.galil.norecoil.inaimbot = 0
    weapon.galil.norecoil.value = 10,10,10
    
    weapon.famas.active = 1,1,1
    weapon.famas.autowall = 0
    weapon.famas.detection = 0.1,0.1,0.1
    weapon.famas.bullet.control = 0,0,0
    weapon.famas.humanize.trigger = 1
    weapon.famas.smooth = 1,1.6,1.3
    weapon.famas.fov.x = 25,20,10
    weapon.famas.fov.y = 25,20,10
    weapon.famas.hitbox.duck = 11,11,11
    weapon.famas.hitbox.stand = 11,11,11
    weapon.famas.hitbox.duck.height.correction = 0
    weapon.famas.hitbox.stand.height.correction = 0
    weapon.famas.norecoil.mode = 0
    weapon.famas.norecoil.inaimbot = 0
    weapon.famas.norecoil.value = 10,10,10
    
    weapon.ak47.active = 1,1,1
    weapon.ak47.autowall = 0
    weapon.ak47.detection = 0.01,0.03,0.05
    weapon.ak47.bullet.control = 0,0,0
    weapon.ak47.humanize.trigger = 1
    weapon.ak47.smooth = 3,3,1
    weapon.ak47.fov.x = 19,14,10
    weapon.ak47.fov.y = 19,14,10
    weapon.ak47.hitbox.duck = 11,11,11
    weapon.ak47.hitbox.stand = 11,11,10
    weapon.ak47.hitbox.duck.height.correction = -1
    weapon.ak47.hitbox.stand.height.correction = 0
    weapon.ak47.norecoil.mode = 1
    weapon.ak47.norecoil.inaimbot = 0
    weapon.ak47.norecoil.value = 8.3,8.1,7.9
    
    weapon.m4a1.active = 1,1,1
    weapon.m4a1.autowall = 0
    weapon.m4a1.detection = 0.03,0.01,0.05
    weapon.m4a1.bullet.control = 0,0,0
    weapon.m4a1.humanize.trigger = 1
    weapon.m4a1.smooth = 2.6,2.5,2.2
    weapon.m4a1.fov.x = 22,18,13
    weapon.m4a1.fov.y = 22,18,13
    weapon.m4a1.hitbox.duck = 11,12,11
    weapon.m4a1.hitbox.stand = 11,10,12
    weapon.m4a1.hitbox.duck.height.correction = -2
    weapon.m4a1.hitbox.stand.height.correction = 0
    weapon.m4a1.norecoil.mode = 1
    weapon.m4a1.norecoil.inaimbot = 0
    weapon.m4a1.norecoil.value = 9.3,9.1,8.9
    
    weapon.awp.active = 1,1,1
    weapon.awp.autowall = 0
    weapon.awp.detection = 0.03,0.06,0.06
    weapon.awp.bullet.control = 0,0,0
    weapon.awp.humanize.trigger = 1
    weapon.awp.smooth = 0,0,0
    weapon.awp.fov.x = 55,35,25
    weapon.awp.fov.y = 55,35,25
    weapon.awp.hitbox.duck = 11,11,10
    weapon.awp.hitbox.stand = 11,10,10
    weapon.awp.hitbox.duck.height.correction = 0
    weapon.awp.hitbox.stand.height.correction = 0
    weapon.awp.norecoil.mode = 0
    weapon.awp.norecoil.inaimbot = 0
    weapon.awp.norecoil.value = 10,10,10
    
    weapon.scout.active = 1,1,1
    weapon.scout.autowall = 0
    weapon.scout.detection = 0.05,0.05,0.05
    weapon.scout.bullet.control = 0,0,0
    weapon.scout.humanize.trigger = 1
    weapon.scout.smooth = 0,0,0
    weapon.scout.fov.x = 100,50,25
    weapon.scout.fov.y = 100,50,25
    weapon.scout.hitbox.duck = 11,11,11
    weapon.scout.hitbox.stand = 11,11,11
    weapon.scout.hitbox.duck.height.correction = 0
    weapon.scout.hitbox.stand.height.correction = 0
    weapon.scout.norecoil.mode = 0
    weapon.scout.norecoil.inaimbot = 0
    weapon.scout.norecoil.value = 10,10,10

     

    Nie jest jeszcze perfekcyjny, ale legit.

  4. Cześć wszystkim,

     

    Kiedyś jak grałem jeszcze w 1.5 kolesie w cafe bawili się skryptem na zmianę koloru celownika podczas strzału, jednakże było to tylko podczas naciśnięcia lpm. Nic prostszego jak zwykły bind. Dziś mi się to przypomniało i postanowiłem zrobić coś takiego tylko żeby kolor zmieniał się przez cały kiedy trzyma się lpm. Mówiąc prościej lpm włącza 'dyskoteke' na full auto, a jak się puści to skrypt się wyłącza, przestaje migać.

     

    Próbowałem trochę i jedyne co udało mi się zrobić to coś takiego:

     

    alias wait5 "wait; wait; wait; wait; wait"

    alias wait10 "wait5; wait5"

    alias wait50 "wait 10; wait10; wait10; wait10; wait10"

    alias wait100 "wait50; wait50"

     

     

    alias "1am.c1" "adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair; wait10; adjust_crosshair"

     

     

    ;alias 1am.c "1am.c1; 1am.c1; 1am.c1; 1am.c1; 1am.c1; 1am.c1; 1am.c1; 1am.c1; 1am.c1; wait"

     

    bind "i" "1am.c"

    No i na tym się zatrzymałem, nawet nie próbowałem tego wkombinować w mouse1 i +attack bo póki co nie jest dobrze. Szybkość zmiany koloru celownika jest git ale po naciśnięciu "i" działa póki się nie skończy skrypt i podczas działania skryptu żaden inny klawisz ruchu nie reaguje, nawet nie można wyjść z gry przez exit. :/

     

    Czy dało by się tak zrobić jak pisałem na samym początku ?

    PS. Gram na steamie.

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