sezzyaep Posted November 12, 2021 Share Posted November 12, 2021 EDIT THİS : hooked_player #include "..\hooks.hpp" #include "..\..\cheats\lagcompensation\local_animations.h" #include "..\..\cheats\misc\prediction_system.h" _declspec(noinline)bool hooks::setupbones_detour(void* ecx, matrix3x4_t* bone_world_out, int max_bones, int bone_mask, float current_time) { auto result = true; static auto r_jiggle_bones = m_cvar()->FindVar(crypt_str("r_jiggle_bones")); auto r_jiggle_bones_backup = r_jiggle_bones->GetInt(); r_jiggle_bones->SetValue(0); if (!ecx) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else { auto player = (player_t*)((uintptr_t)ecx - 0x4); if (!player->valid(false, false)) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else { auto animstate = player->get_animation_state(); auto previous_weapon = animstate ? animstate->m_pLastBoneSetupWeapon : nullptr; if (previous_weapon) animstate->m_pLastBoneSetupWeapon = animstate->m_pActiveWeapon; //-V1004 if (g_ctx.globals.setuping_bones) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else if (g_cfg.legitbot.enabled && player != g_ctx.local()) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else if (!g_ctx.local()->is_alive()) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else if (player == g_ctx.local()) result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else if (!player->m_CachedBoneData().Count()) //-V807 result = ((SetupBonesFn)original_setupbones)(ecx, bone_world_out, max_bones, bone_mask, current_time); else if (bone_world_out && max_bones != -1) memcpy(bone_world_out, player->m_CachedBoneData().Base(), player->m_CachedBoneData().Count() * sizeof(matrix3x4_t)); if (previous_weapon) animstate->m_pLastBoneSetupWeapon = previous_weapon; } } r_jiggle_bones->SetValue(r_jiggle_bones_backup); return result; } bool __fastcall hooks::hooked_setupbones(void* ecx, void* edx, matrix3x4_t* bone_world_out, int max_bones, int bone_mask, float current_time) { return setupbones_detour(ecx, bone_world_out, max_bones, bone_mask, current_time); } _declspec(noinline)void hooks::standardblendingrules_detour(player_t* player, int i, CStudioHdr* hdr, Vector* pos, Quaternion* q, float curtime, int boneMask) { auto backup_effects = player->m_fEffects(); if (player == g_ctx.local()) player->m_fEffects() |= 8; ((StandardBlendingRulesFn)original_standardblendingrules)(player, hdr, pos, q, curtime, boneMask); if (player == g_ctx.local()) player->m_fEffects() = backup_effects; } void __fastcall hooks::hooked_standardblendingrules(player_t* player, int i, CStudioHdr* hdr, Vector* pos, Quaternion* q, float curtime, int boneMask) { return standardblendingrules_detour(player, i, hdr, pos, q, curtime, boneMask); } _declspec(noinline)void hooks::doextrabonesprocessing_detour(player_t* player, CStudioHdr* hdr, Vector* pos, Quaternion* q, const matrix3x4_t& matrix, uint8_t* bone_list, void* context) { } void __fastcall hooks::hooked_doextrabonesprocessing(player_t* player, void* edx, CStudioHdr* hdr, Vector* pos, Quaternion* q, const matrix3x4_t& matrix, uint8_t* bone_list, void* context) { return doextrabonesprocessing_detour(player, hdr, pos, q, matrix, bone_list, context); } _declspec(noinline)void hooks::updateclientsideanimation_detour(player_t* player) { if (g_ctx.globals.updating_animation) return ((UpdateClientSideAnimationFn)original_updateclientsideanimation)(player); if (player == g_ctx.local()) return ((UpdateClientSideAnimationFn)original_updateclientsideanimation)(player); if (!g_cfg.ragebot.enable && !g_cfg.legitbot.enabled) return ((UpdateClientSideAnimationFn)original_updateclientsideanimation)(player); if (!player->valid(false, false)) return ((UpdateClientSideAnimationFn)original_updateclientsideanimation)(player); } void __fastcall hooks::hooked_updateclientsideanimation(player_t* player, uint32_t i) { return updateclientsideanimation_detour(player); } _declspec(noinline)void hooks::physicssimulate_detour(player_t* player) { auto simulation_tick = *(int*)((uintptr_t)player + 0x2AC); if (player != g_ctx.local() || !g_ctx.local()->is_alive() || m_globals()->m_tickcount == simulation_tick) { ((PhysicsSimulateFn)original_physicssimulate)(player); return; } engineprediction::get().restore_netvars(); ((PhysicsSimulateFn)original_physicssimulate)(player); engineprediction::get().store_netvars(); } void __fastcall hooks::hooked_physicssimulate(player_t* player) { return physicssimulate_detour(player); } _declspec(noinline)void hooks::modifyeyeposition_detour(c_baseplayeranimationstate* state, Vector& position) { if (state && g_ctx.globals.in_createmove) return ((ModifyEyePositionFn)original_modifyeyeposition)(state, position); } void __fastcall hooks::hooked_modifyeyeposition(c_baseplayeranimationstate* state, void* edx, Vector& position) { return modifyeyeposition_detour(state, position); } _declspec(noinline)void hooks::calcviewmodelbob_detour(player_t* player, Vector& position) { if (!g_cfg.esp.removals[REMOVALS_LANDING_BOB] || player != g_ctx.local() || !g_ctx.local()->is_alive()) return ((CalcViewmodelBobFn)original_calcviewmodelbob)(player, position); } void __fastcall hooks::hooked_calcviewmodelbob(player_t* player, void* edx, Vector& position) { return calcviewmodelbob_detour(player, position); } bool __fastcall hooks::hooked_shouldskipanimframe() { return false; } int hooks::processinterpolatedlist() { static auto allow_extrapolation = *(bool**)(util::FindSignature(crypt_str("client.dll"), crypt_str("A2 ? ? ? ? 8B 45 E8")) + 0x1); if (allow_extrapolation) *allow_extrapolation = false; return ((ProcessInterpolatedListFn)original_processinterpolatedlist)(); } Quote Link to comment Share on other sites More sharing options...
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