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  3. _xvi

    perfect get hitboxes

    т.к. некоторые хуесосы начали продавать мой код выкладываю в паблик if (ent_index >= 1 && ent_index <= MAX_CLIENTS && !g_Player[ent_index]->m_bIsDead) { if (!pCStudioModelRenderer->m_pPlayerInfo) return; studiohdr_t* pstudiohdr = pCStudioModelRenderer->m_pStudioHeader; if (!pstudiohdr || !pstudiohdr->numbodyparts) return; /*if (!pCStudioModelRenderer->m_pPlayerInfo && pCStudioModelRenderer->m_pCurrentEntity && pCStudioModelRenderer->m_pCurrentEntity->curstate.weaponmodel) // Skip player weapon return;*/ if (pGameEntity->curstate.weaponmodel) { /*not my code kek nned return*/ } cl_entity_t* pViewModel = g_Engine.GetViewModel(); if (pViewModel && pGameEntity == pViewModel) return; if (pstudiohdr->numhitboxes > HITBOX_MAX) { if (pCStudioModelRenderer->m_pRenderModel) Utils::TraceLog(V("%s: player %s using bogus model %s, weaponmodel: %i, owner: %i, aiment: %i. (%s)\n"), V(__FUNCTION__), g_Player[ent_index]->m_szPrintName, pCStudioModelRenderer->m_pRenderModel->name, pGameEntity->curstate.weaponmodel, pGameEntity->curstate.owner, pGameEntity->curstate.aiment, g_Engine.pNetAPI->AdrToString(&client_static->netchan.remote_address)); if (g_Local->m_iEntIndex == ent_index) g_Local->m_bReplaceModel = true; else g_Player[ent_index]->m_bReplaceModel = true; return; } const auto* pBoneMatrix = pCStudioModelRenderer->m_pbonetransform; const auto* pHitbox = (mstudiobbox_t*)((byte*)(pstudiohdr) + pstudiohdr->hitboxindex); Vector vecBoundBoxMins, vecBoundBoxMaxs, vecMultiPoint, vecTransform; for (int i = 0; i < pstudiohdr->numhitboxes; i++) { const auto matrix = matrix3x4_t((*pBoneMatrix)[pHitbox[i].bone]); g_Player[ent_index]->m_matHitbox[i] = matrix; g_Player[ent_index]->m_vecOBBMin[i] = pHitbox[i].bbmin; g_Player[ent_index]->m_vecOBBMax[i] = pHitbox[i].bbmax; Math::VectorTransform(pHitbox[i].bbmin, matrix, vecBoundBoxMins); Math::VectorTransform(pHitbox[i].bbmax, matrix, vecBoundBoxMaxs); g_Player[ent_index]->m_vecHitboxMin[i] = vecBoundBoxMins; g_Player[ent_index]->m_vecHitboxMax[i] = vecBoundBoxMaxs; g_Player[ent_index]->m_vecHitbox[i] = (vecBoundBoxMaxs + vecBoundBoxMins) * 0.5f; g_Player[ent_index]->m_vecHitboxPoints[i][0] = vecBoundBoxMaxs; g_Player[ent_index]->m_vecHitboxPoints[i][1] = vecBoundBoxMins; vecMultiPoint = pHitbox[i].bbmin / pHitbox[i].bbmax; Math::VectorTransform(pHitbox[i].bbmax, matrix, vecTransform, 0, vecMultiPoint.x); g_Player[ent_index]->m_vecHitboxPoints[i][2] = vecTransform; Math::VectorTransform(pHitbox[i].bbmax, matrix, vecTransform, 1, vecMultiPoint.y); g_Player[ent_index]->m_vecHitboxPoints[i][3] = vecTransform; Math::VectorTransform(pHitbox[i].bbmax, matrix, vecTransform, 2, vecMultiPoint.z); g_Player[ent_index]->m_vecHitboxPoints[i][4] = vecTransform; vecMultiPoint = pHitbox[i].bbmax / pHitbox[i].bbmin; Math::VectorTransform(pHitbox[i].bbmin, matrix, vecTransform, 0, vecMultiPoint.x); g_Player[ent_index]->m_vecHitboxPoints[i][5] = vecTransform; Math::VectorTransform(pHitbox[i].bbmin, matrix, vecTransform, 1, vecMultiPoint.y); g_Player[ent_index]->m_vecHitboxPoints[i][6] = vecTransform; Math::VectorTransform(pHitbox[i].bbmin, matrix, vecTransform, 2, vecMultiPoint.z); g_Player[ent_index]->m_vecHitboxPoints[i][7] = vecTransform; } if (pstudiohdr->numhitboxes < HITBOX_MAX) { for (auto i = pstudiohdr->numhitboxes; i < HITBOX_MAX; i++) { g_Player[ent_index]->m_matHitbox[i].Clear(); g_Player[ent_index]->m_vecOBBMin[i].Clear(); g_Player[ent_index]->m_vecOBBMax[i].Clear(); g_Player[ent_index]->m_vecHitbox[i].Clear(); g_Player[ent_index]->m_vecHitboxMin[i].Clear(); g_Player[ent_index]->m_vecHitboxMax[i].Clear(); for (int j = 0; j < HITBOX_POINTS_MAX; j++) g_Player[ent_index]->m_vecHitboxPoints[i][j].Clear(); } } } call in studiorendermodel credits: me
  4. hype

    perfect alive check

    Ty
  5. _xvi

    perfect alive check

    т.к. некоторые хуесосы начали продавать мой код выкладываю в паблик bool CBasePlayer::IsPlayerDead(cl_entity_s* pGameEntity) { static const char* sequences[] = { "death1", "death2", "death3", "head", "gutshot", "left", "back", "right", "forward", "crouch_die" }; if (!g_PlayerExtraInfo.m_bDead(pGameEntity->index)) return false; return (pGameEntity->curstate.sequence == Game::LookupSequence(pGameEntity->model, sequences, IM_ARRAYSIZE(sequences)) || (pGameEntity->curstate.sequence > 100 && pGameEntity->curstate.sequence < 111)); } credits: me
  6. _xvi

    perfect backtrack code

    т.к. некоторые хуесосы начали продавать мой код выкладываю в паблик bool Game::FindSpanningContexts(cl_entity_t* ent, float targettime, position_history_t** newer, position_history_t** older) { assert(newer); assert(older); bool extrapolate = true; int imod = ent->current_position; int i0 = (imod - 0) & HISTORY_MASK; // curpos (lerp end) int i1 = (imod - 1) & HISTORY_MASK; // oldpos (lerp start) for (int i = 1; i < HISTORY_MAX - 1; i++) { position_history_t c1 = ent->ph[((imod - i) + 0) & HISTORY_MASK]; position_history_t c2 = ent->ph[((imod - i) + 1) & HISTORY_MASK]; if (c1.animtime == 0.f) break; if (c2.animtime >= targettime && c1.animtime <= targettime) { i0 = ((imod - i) + 1) & HISTORY_MASK; i1 = ((imod - i) + 0) & HISTORY_MASK; extrapolate = false; break; } } if (newer) *newer = &ent->ph[i0]; if (older) *older = &ent->ph[i1]; return extrapolate; } bool Game::BacktrackPlayer(cl_entity_s* pGameEntity, int lerp_msec, Vector& origin) { static cvar_t* sv_unlag = g_ClientCvarsMap["sv_unlag"]; static cvar_t* cl_lw = g_ClientCvarsMap["cl_lw"]; static cvar_t* cl_lc = g_ClientCvarsMap["cl_lc"]; static cvar_t* cl_updaterate = g_ClientCvarsMap["cl_updaterate"]; static cvar_t* sv_maxunlag = g_ClientCvarsMap["sv_maxunlag"]; static cvar_t* ex_interp = g_ClientCvarsMap["ex_interp"]; static cvar_t* sv_unlagpush = g_ClientCvarsMap["sv_unlagpush"]; // Player not wanting lag compensation if (!sv_unlag->value || !cl_lw->value || !cl_lc->value) return false; // Get true latency const double fakelatency = g_pMiscellaneous->m_bFakeLatencyActive ? cvars::misc.fakelatency_amount / 1000.0 : 0.0; double latency = /*client_state->frames[client_state->parsecountmod].latency + */fakelatency; if (latency > 1.5) latency = 1.5; double update_interval = 0.1; if (cl_updaterate->value > 10.f) update_interval = 1.0 / double(cl_updaterate->value); // Fixup delay based on message interval (cl_updaterate, default 20 so 50 msec) //latency -= update_interval; // Further fixup due to client side delay because packets arrive 1/2 through the frame loop, on average //latency -= (g_Local->m_flFrameTime/* * 0.5*/); // Absolute bounds on lag compensation double correct = min(LAG_COMPENSATION_DATA_TIME, latency); // See if server is applying a lower cap if (sv_maxunlag->value) { // Make sure it's not negative if (sv_maxunlag->value < 0.f) sv_maxunlag->value = 0.f; // Apply server cap correct = min(correct, sv_maxunlag->value); } // Get true timestamp const double realtime = client_state->time; // Figure out timestamp for which we are looking for data double targettime = realtime - correct; // Remove lag based on player interpolation, as well double interptime = (lerp_msec == -1) ? ex_interp->value : (lerp_msec / 1000.0); if (interptime > 0.1) interptime = 0.1; if (update_interval > interptime) interptime = update_interval; targettime -= interptime; // Server can apply a fudge, probably not needed, defaults to 0.0f targettime += sv_unlagpush->value; // Cap target to present time, of course targettime = min(realtime, targettime); position_history_t *newer, *older; FindSpanningContexts(pGameEntity, float(targettime), &newer, &older); if (!newer || !older) return false; float frac = 0.f; if (newer->animtime != older->animtime) { frac = float(targettime - older->animtime) / (newer->animtime - older->animtime); frac = std::clamp(frac, 0.f, 1.f); } Vector delta = newer->origin - older->origin; if (delta.LengthSqr() > LAG_COMPENSATION_TELEPORTED_DISTANCE_SQR) return false; origin = older->origin + delta * frac; return true; } credits: me
  7. java

    Not injecting

    yes fuck off admin here, very shit developer hack
  8. dream77777

    • dream77777
    •   
    • _xvi

    poxa xvi I can not transfer, I'm Brazilian I still have PURCHASED
    06/08/2019
    EXPIRE
    05/06/2020
    of day, remove a month of mine please help me, I've done so many Brazilians buy the hpp for being reliable

     

    AT0lEyIbIEw5LXtsGHQMVXwwBwINBQIVMkUgZzs4KB84HwsqHgllLC4tFiUHMQlPMhZIMQkRMSkEM3M5cBkiUws9JigtJng/OQNRXAEWD0JQHyoBCBEGDBtWLAoyAywsPCcYbh8OYCgiGTdgHjUZODgsPTsBDAwaBXoWLWoZDDAKFhgzJzV0ITw4UXkAXw8fcSciAhc7MAsYVAZpOylNczIgB3I0GjJxJSIoHQMNJwQ5KQhAHyk5Lip6GjJaHy5YIywqXD4oI0g4KkVwKVIIAXsiJQEKARYEEEcsATItKB4+MwMvMDUUJjYxFikHDwksNTtMNQ8cH1IECXJRcSdPVgI+MTM8HnwIMQxnaxgVBBhwVR8fDgcKMQdtEnoxKE0rNDkLLx01HwovIAY4DgsWCTUrLg0oPws6HRwwJHAmDBsPBQQgJg0FHSY/WXYBSwsiUScpHxI4IA0EejRbNyIRFTgbWXIoHxcNJSMzYAsfLwc4ARBLAQEyUhgaLEx4NSoyCj1MOy0cCQksPFELCUwhPnMwFzALLQYvA3tZfDUQTTM0GQMKPCMcCSEgNAMDEA08MhAfSQYoJV4PPAIyXx01NBU5LQIiDgEWFRFzaypMOlRyNSkdCRMgGhZIIBwyKDwoNCUxLhkqaH4=

  9. Last week
  10. memphis

    wargods scan

    trash cheat
  11. memphis

    Not injecting

    black, admins here dont speak english and are braindead russians, i do not reccomend to buy this cheat
  12. anonanyt

    hpp hack (cs16)

    хорошо спасибо
  13. Tryptaminista

    buy pack server

    hello anyone have pack server 1.6 csgo mod/ffa for sell?
  14. _xvi

    hpp hack (cs16)

    не работает
  15. anonanyt

    hpp hack (cs16)

    Хотелось бы узнать, работает ли хак в программном режиме или D3D, у меня не работает opengl I would like to know if the trick works in program mode or D3D, opengl does not work for me
  16. alexfery

    the question is undetected

    can someone answer hpp undetected gameguard and wargods ?
  17. InFragments

    Тех работы завершены

    Ur eng languge is prekrasnij, gugle translate nebos`
  18. lam3rr

    Переходите на win10

    вы че сука вы че
  19. _xvi

    Переходите на win10

    После 14 января 2020г. если hpp не будет запускаться на win7 мы не будем это фиксить.
  20. _xvi

    hpp hack (cs16)

    hpp cs16 update: - ragebot force min dmg - legitbot triggerbot hitbox scale вынес во все оружия и все хитбоксы - изменены многие названия в настройках - небольшие изменения в меню - добавлена возможность выключать groupbox border, window border - исправлено отображение снега после изменения разрешения игры - добавлена возможность выключать снег - переработана вкладка GUI на MAIN, перемещена на первую позицию - добавлена возможность менять тип растеризации шрифтов Stb(Default)/FreeType - добавлены настройки для шрифтов - обновлена watermark'а под новое gui - при смене оружия в combobox автоматически отключается current - добавлен feature search - изменены стандартные настройки - мелкие добавления/исправления/оптимизации
  21. Earlier
  22. soldat-88

    hpp hack (cs16)

    Крашит на Win 7
  23. shishikan

    spectator weapons bug?

    Fixed, thanks
  24. _xvi

    spectator weapons bug?

    fixed
  25. InFragments

    hpp advertisement

    Аж ахахахаххаахахахахаах, тупа как с клипача скара, плюсуюxD
  26. shishikan

    spectator weapons bug?

    here hppcfg.rar
  27. _xvi

    spectator weapons bug?

    Upload config
  28. shishikan

    spectator weapons bug?

    108.61.69.68:27015 209.58.178.32:27015 but i think this weapons bug happen on all servers when I'm spectating, happening after the latest hpp update.
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