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📃 Оригинальное описание:
Not bad for only 6 hours of (on and off) work. I started working on L4D last night around 12 AM and finished today around 2AM. I did this because TheOriginalBlueKirby was working on L4D and it was also a good excuse to test out the DarkStorm 2012 base I wrote.
I had the main interfaces reversed (CBaseEntity/Engine/Client/Panels/Surface/EntList etc etc) by hand around 2 AM last night, dicked around with WriteUserCmdDeltaToBuffer for like an hour only to figure out it doesn’t even CRC the UserCmd.
Aimbot was the worst, I spent like 3 hours on it. It was a constant barrage of problems. First I didn’t calculate the offset of TraceRay right. Then I didn’t have the Ray_T struct VectorAligned. Then it was crashing in some random thread, so I figured it had to be coming from the Ray_T struct. So I peeped out TF2’s RayTrace and compared it with L4D’s, and saw that the IsRay check was different by 4 bytes, so I added a unsigned int between Extents and IsRay and BAM! Works.
It just aims at zombies right now, I need to make it filter out dying zombies and make it prioritize special infected.
I don’t know about this game, though. Already started to get a case of boreinitus. I used to play this on the XBOX tree sissty and got bored with it after a week.
Features done so far:
Weapon/Name ESP.
Basic Aimbot.
NoSpread (which took like 20 minutes, you just call SPRF twice with two different strings and 2 float references that the game uses in FireBullets then subtract the return from SPRF from your viewangles. 2simple.)
NoRecoil (Which took even less, something like 5 minutes. Just had to fnd CalcPlayerView, signature the offset to punchangles, sub them from viewangles, done. Visual NoRecoil is not done, I don’t know if I’ll even do it. Seems pointless. )
BunnyHop.
Auto Pistol.