Author Topic: The key to unblockable  (Read 1937 times)

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Mercenary_Frank

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The key to unblockable
« on: July 24, 2017, 08:48:44 pm »
I can't be arsed anymore view angles got jack shit to do with this it's something related to the parry mechanics of this game. I got my aimbot which is what I wanted so I can't be bothered to reverse 2000 lines of code just to find one gimmick that will most likely get you banned from the server.

Here is my dumped function for check parry that holds key information on how to achieve the unblockable exploit mrmedic got.

Code: [Select]
int __fastcall Mission::check_parry(mission *a1, int a2, unsigned int *a3, unsigned int *a4, int a5, int a6, int a7, int *a8, float *a9, float *a10)
{
  DWORD *v10; // ecx@1
  agent *v11; // edi@1
  agent *v12; // ebp@1
  agent *v13; // ecx@1
  bool v14; // bl@1
  agent *v15; // eax@5
  double v16; // st7@5
  float v17; // edx@8
  double v18; // st7@8
  int v19; // eax@8
  unsigned int v20; // ecx@8
  double v21; // st6@8
  double v22; // st5@8
  double v23; // st4@8
  unsigned int v24; // ebx@9
  double v25; // st3@9
  int (__thiscall *v26)(void *, char); // edx@12
  float v27; // esi@12
  float v28; // edi@12
  float v29; // ebp@12
  double v30; // st7@20
  DWORD *v31; // eax@25
  DWORD v32; // edi@25
  _DWORD *v33; // ecx@26
  rgl::vector4 *v34; // eax@29
  int v35; // ecx@29
  unsigned int v36; // edx@29
  double v37; // st6@29
  double v38; // st7@30
  int v39; // ecx@34
  double v40; // st7@35
  double v41; // st6@35
  int v42; // eax@42
  double v43; // st7@42
  double v44; // st6@42
  double v45; // st7@47
  bool v46; // zf@51
  int result; // eax@53
  void *v48; // ecx@56
  signed __int32 v49; // eax@57
  double v50; // st5@61
  double v51; // st7@61
  int v52; // ecx@62
  double v53; // st7@64
  int v54; // esi@67
  double v55; // st7@71
  bool v56; // zf@80
  item *v57; // eax@91
  int v58; // ecx@97
  double v59; // st7@99
  int v60; // edx@133
  agent *v61; // [sp+10h] [bp-248h]@5
  float v62; // [sp+14h] [bp-244h]@34
  float v63; // [sp+18h] [bp-240h]@34
  item v64[2]; // [sp+1Ch] [bp-23Ch]@5
  float v65; // [sp+2Ch] [bp-22Ch]@19
  bool v66; // [sp+33h] [bp-225h]@8
  float v67; // [sp+34h] [bp-224h]@3
  float v68; // [sp+38h] [bp-220h]@8
  int v69; // [sp+3Ch] [bp-21Ch]@8
  float v70; // [sp+40h] [bp-218h]@8
  float v71; // [sp+44h] [bp-214h]@8
  float v72; // [sp+48h] [bp-210h]@9
  int v73; // [sp+4Ch] [bp-20Ch]@1
  agent *v74; // [sp+50h] [bp-208h]@1
  rgl::vector4 a4a; // [sp+58h] [bp-200h]@5
  float v77; // [sp+68h] [bp-1F0h]@12
  float v78; // [sp+6Ch] [bp-1ECh]@12
  float v79; // [sp+70h] [bp-1E8h]@12
  float v80; // [sp+78h] [bp-1E0h]@8
  float v81; // [sp+7Ch] [bp-1DCh]@8
  float v82; // [sp+80h] [bp-1D8h]@8
  float v83; // [sp+84h] [bp-1D4h]@12
  float v84; // [sp+88h] [bp-1D0h]@8
  float v85; // [sp+8Ch] [bp-1CCh]@8
  float v86; // [sp+90h] [bp-1C8h]@8
  float v87; // [sp+94h] [bp-1C4h]@29
  rgl::vector4 v88; // [sp+98h] [bp-1C0h]@6
  item v89; // [sp+A8h] [bp-1B0h]@19
  item a2a; // [sp+B0h] [bp-1A8h]@6
  rgl::matrix a1a; // [sp+B8h] [bp-1A0h]@29
  rgl::vector4 a3a; // [sp+F8h] [bp-160h]@19
  rgl::matrix v93; // [sp+108h] [bp-150h]@29
  int (__thiscall **v94)(void *, char); // [sp+148h] [bp-110h]@8
  float v95; // [sp+18Ch] [bp-CCh]@12
  float v96; // [sp+190h] [bp-C8h]@12
  float v97; // [sp+194h] [bp-C4h]@12
  float v98; // [sp+198h] [bp-C0h]@12
  float v99; // [sp+19Ch] [bp-BCh]@12
  float v100; // [sp+1A0h] [bp-B8h]@12
  float v101; // [sp+1A4h] [bp-B4h]@12
  unsigned int v102; // [sp+1A8h] [bp-B0h]@12
  float v103; // [sp+1CCh] [bp-8Ch]@12
  capsule v104; // [sp+1D0h] [bp-88h]@8

  *a10 = 1.0;
  *a9 = 1.0;
  v10 = cur_mission->agents.items.start_ptr;
  v11 = (v10[*a3 >> 4] + 25088 * (*a3 & 0xF));
  v12 = (v10[*a4 >> 4] + 25088 * (*a4 & 0xF));
  v13 = (v10[*a3 >> 4] + 25088 * (*a3 & 0xF));
  v73 = 0;
  v74 = v12;
  v14 = a5 != 0;
  if ( agent::is_riding_with_lance(v13) || v14 )
    v67 = 0.0;
  else
    v67 = *a8;
  *&v15 = COERCE_FLOAT(action_channel::is_defending(v12->action_channels[1].action_no));
  v16 = v11->position.x - v12->position.x;
  v61 = v15;
  *&v64[0].item_no = v16;
  *&v64[0].item_flags = v11->position.y - v12->position.y;
  sub_4328F0(v64);
  sub_502620(v12, &a4a);
  if ( v14 )
  {
    v88.x = *a7 - *a6;
    v88.y = *(a7 + 4) - *(a6 + 4);
    v88.z = *(a7 + 8) - *(a6 + 8);
    Vector4::length_or_normalize(&v88);
    Agent::get_weapon_item(v12, &a2a, 1);
    if ( a2a.item_no < 0 || LOBYTE(item_kinds[0][a2a.item_no].properties) != 7 )
      return 0;
    Body_part::ctor(&v94);
    v94 = &rglCapsule::`vftable';
    Body_part::ctor(&v104);
    v104.VTABLE = &rglCapsule::`vftable';
    Agent::get_body_capsule(v12, &v104);
    v17 = *(a7 + 4);
    v18 = 0.5;
    v19 = *(a7 + 8);
    v64[0].item_no = *a7;
    *&v69 = v88.x * 0.5;
    *&v64[0].item_flags = v17;
    v64[1].item_no = v19;
    v20 = *(a7 + 12);
    v66 = v61 == 319;
    v70 = v88.y * 0.5;
    v64[1].item_flags = v20;
    v68 = 0.0;
    v71 = v88.z * 0.5;
    v80 = *a6 - *&v69;
    v81 = *(a6 + 4) - v70;
    v82 = *(a6 + 8) - v71;
    v21 = v80;
    v84 = *&v64[0].item_no - v80;
    v22 = v81;
    v85 = v17 - v81;
    v23 = v82;
    v86 = *&v19 - v82;
    *&v61 = v85 * v85 + v84 * v84 + v86 * v86;
    if ( *&v61 > 0.0020000001 )
    {
      v24 = LODWORD(v72);
      v25 = *&v64[1].item_no;
      while ( SLODWORD(v68) < 20 )
      {
        v95 = v80;
        v77 = v21 + *&v64[0].item_no;
        v96 = v81;
        v97 = v82;
        v98 = v83;
        v78 = v22 + *&v64[0].item_flags;
        v26 = v94[14];
        v102 = v24;
        v79 = v25 + v23;
        *&v69 = v77 * v18;
        v27 = *&v69;
        v99 = *&v69;
        v70 = v78 * v18;
        v28 = v70;
        v100 = v70;
        v71 = v18 * v79;
        v29 = v71;
        v101 = v71;
        v103 = 0.0099999998;
        (v26)(&v94);
        if ( rgl_intersect_bodies(&v104, &v94, 0, 0) )
        {
          *&v64[0].item_no = v27;
          *&v64[0].item_flags = v28;
          *&v64[1].item_no = v29;
          v64[1].item_flags = v24;
        }
        else
        {
          v80 = v27;
          v81 = v28;
          v82 = v29;
          v83 = *&v24;
        }
        ++LODWORD(v68);
        v84 = *&v64[0].item_no - v80;
        v85 = *&v64[0].item_flags - v81;
        v23 = v82;
        v86 = *&v64[1].item_no - v82;
        *&v61 = v85 * v85 + v84 * v84 + v86 * v86;
        if ( *&v61 <= 0.0020000001 )
          break;
        v18 = 0.5;
        v21 = v80;
        v25 = *&v64[1].item_no;
        v22 = v81;
      }
      v12 = v74;
    }
    a3a.y = v81;
    a3a.x = v80;
    a3a.z = v82;
    a3a.w = v83;
    v61 = 26;
    a1 = sub_48A010(cur_game, &v12->troop_no, &v61, 1);
    Agent::get_weapon_item(v12, &v89, 1);
    v65 = 0.1;
    if ( v89.item_no >= 0 )
    {
      *&v61 = item_kinds[0][v89.item_no].weapon_length * 0.009999999776482582;
      v30 = *&v61;
      if ( *&v61 > 0.6000000238418579 )
        v30 = 0.60000002;
      v65 = v30;
    }
    *&v64[0].item_no = -v88.x;
    *&v64[0].item_flags = -v88.y;
    sub_4328F0(v64);
    *&v61 = *&v64[0].item_flags * a4a.y + *&v64[0].item_no * a4a.x;
    v67 = *&v61 * (*&v61 * *&v61);
    if ( v67 < 0.0 )
      v67 = 0.0;
    v31 = v12->entity;
    v32 = v31[181];
    if ( !*(v32 + 96) )
    {
      v33 = v31[181];
      if ( *(v32 + 120) )
        rglSkeleton::setup_frames_ragdoll(v33);
      else
        rglSkeleton::setup_frames_dynamic(v33);
    }
    rglMat3::transform_to_parent(&v12->rot_frame, &v93, &v93, (*(v32 + 4) + 6612));
    v77 = v93.rot.f.x * 0.2000000029802322;
    v78 = v93.rot.f.y * 0.2000000029802322;
    v79 = 0.2000000029802322 * v93.rot.f.z;
    v84 = v77 + v93.o.x;
    v85 = v93.o.y + v78;
    v86 = v93.o.z + v79;
    *&v69 = v93.rot.s.x + v93.rot.f.x;
    LODWORD(a1a.rot.u.x) = v69;
    a1a.rot.u.w = v72;
    v70 = v93.rot.s.y + v93.rot.f.y;
    a1a.rot.u.y = v70;
    v71 = v93.rot.s.z + v93.rot.f.z;
    a1a.rot.u.z = v71;
    *&v69 = v93.rot.f.x - v93.rot.s.x;
    LODWORD(a1a.rot.s.x) = v69;
    a1a.rot.s.w = v72;
    v70 = v93.rot.f.y - v93.rot.s.y;
    a1a.rot.s.y = v70;
    a1a.rot.f.x = v93.rot.u.x;
    v71 = v93.rot.f.z - v93.rot.s.z;
    a1a.rot.s.z = v71;
    a1a.rot.f.z = v93.rot.u.z;
    a1a.rot.f.y = v93.rot.u.y;
    a1a.rot.f.w = v93.rot.u.w;
    Vector4::length_or_normalize(&a1a.rot.s);
    Vector4::length_or_normalize(&a1a.rot.f);
    Vector4::length_or_normalize(&a1a.rot.u);
    sub_410AA0(&a1a);
    a1a.o.y = v85;
    a1a.o.z = v86;
    a1a.o.x = v84;
    a1a.o.w = v87;
    v34 = sub_410B30(&a1a, &a4a, &a4a, &a3a);
    v35 = SLODWORD(v34->x);
    v70 = v34->y;
    v72 = v34->w;
    v64[0].item_flags = LODWORD(v34->y);
    v36 = LODWORD(v34->w);
    v69 = v35;
    v71 = v34->z;
    v64[0].item_no = LODWORD(v34->x);
    v64[1].item_no = LODWORD(v34->z);
    v64[1].item_flags = v36;
    v77 = a1a.rot.s.z * v88.z + a1a.rot.s.y * v88.y + a1a.rot.s.x * v88.x;
    v78 = a1a.rot.f.x * v88.x + a1a.rot.f.y * v88.y + a1a.rot.f.z * v88.z;
    v79 = v88.y * a1a.rot.u.y + v88.x * a1a.rot.u.x + v88.z * a1a.rot.u.z;
    v37 = v78;
    *&v61 = *&v64[0].item_flags * v78 + v77 * *&v64[0].item_no + v79 * *&v64[1].item_no;
    if ( *&v61 <= 0.0 )
    {
      v38 = 0.0;
    }
    else
    {
      *&v61 = v70 / v37;
      v77 = v77 * *&v61;
      v78 = v37 * *&v61;
      v38 = 0.0;
      v79 = *&v61 * v79;
      v88.x = *&v69 - v77;
      *&v64[0].item_no = v88;
      v88.y = v70 - v78;
      v88.z = v71 - v79;
    }
    if ( v66 )
      v65 = a1 * 0.03999999910593033 * v67 + v65;
    v39 = v89.item_no;
    v63 = v38;
    v62 = v38;
    if ( v89.item_no >= 0 )
    {
      *&v61 = item_kinds[0][v89.item_no].weapon_length * 0.009999999776482582;
      v74 = v61;
      v40 = *&v61;
      *&v61 = 0.009999999776482582 * item_kinds[0][v89.item_no].missile_speed;
      v41 = *&v61;
      if ( *&v74 >= *&v61 )
        v41 = *&v74;
      v63 = v41;
      if ( v63 < 0.0099999998 )
        v63 = 0.5;
      v62 = v40;
      if ( v62 > 0.30000001 )
        v62 = 0.30000001;
    }
    if ( v12->troop_no >= 0 )
    {
      v61 = 26;
      v42 = sub_48A010(cur_game, &v12->troop_no, &v61, 1);
      v39 = v89.item_no;
      *&v61 = v42;
      v43 = 0.01999999955296516 * *&v61 + 1.0;
      v44 = *&v61 * 0.1000000014901161;
      *&v61 = v62 * v43;
      v62 = *&v61 + v44;
      *&v61 = v43 * v63;
      v63 = v44 + *&v61;
    }
    *&v61 = a1;
    v63 = 0.05000000074505806 * *&v61 * v67 + v63;
    v62 = v67 * (*&v61 * 0.01999999955296516) + v62;
    if ( !v66 )
    {
      *&v61 = item_kinds[0][v39].weapon_length * 0.009999999776482582;
      v63 = *&v61 * 0.8999999761581421;
      v62 = v63;
    }
    if ( *&v64[0].item_flags <= -0.1000000014901161 )
      return 0;
    if ( v62 <= *&v64[1].item_no )
      return 0;
    *&v61 = -v63;
    v45 = *&v61;
    if ( *&v61 >= *&v64[1].item_no )
      return 0;
    if ( -v65 < *&v64[0].item_no )
    {
      if ( v65 > *&v64[0].item_no )
      {
        *&v61 = v82 - v86;
        if ( *&v61 > v45 )
        {
          v46 = v62 > *&v61;
          goto LABEL_52;
        }
      }
      return 0;
    }
    return 0;
  }
  v89.item_no = -1;
  v65 = -6.8056469e38/*NaN*/;
  Action_channel::get_melee_defend_data(&v12->action_channels[1], &v74, &a2a);
  if ( v74 < 0 )
  {
    if ( (Action_channel::get_attack_direction(&v12->action_channels[1], &v89, &v65),
          v49 = v12->action_channels[0].action_no,
          v49 >= 20)
      && v49 <= 24
      || v89.item_no )
    {
      v89.item_no = -1;
      v65 = -6.8056469e38/*NaN*/;
    }
  }
  v50 = *&v64[0].item_no;
  *&v64[0].item_no = a4a.y * *&v64[0].item_no - *&v64[0].item_flags * a4a.x;
  *&v64[0].item_flags = a4a.y * *&v64[0].item_flags + a4a.x * v50;
  v51 = -*&v64[0].item_no;
  sub_6297FA(v48);
  a4a.x = v51;
  a4a.x = a4a.x + 3.141592741012573;
  a4a.x = fmod(a4a.x, 6.283185482025146);
  *&v64[0].item_no = a4a.x - 3.141592741012573;
  LOBYTE(v68) = 0;
  v62 = -0.69999999;
  v63 = 0.69999999;
  if ( Agent::get_weapon_item(v11, &a4a, 0)->item_no >= 0 )
  {
    v52 = HIDWORD(item_kinds[0][Agent::get_weapon_item(v11, &a4a, 0)->item_no].properties) & 0x200000;
    LOBYTE(v68) = 1;
    if ( !v52 )
      LOBYTE(v68) = 0;
  }
  a4a.x = Mission::get_swing_power(a1, a3, a4, v68);
  v53 = 0.5;
  if ( a4a.x >= 0.5 )
  {
    v53 = a4a.x;
    if ( a4a.x >= 1.5 )
      v53 = 1.5;
  }
  a4a.x = v53;
  v54 = a2a.item_no;
  *a10 = 1.0 / a4a.x * *a10;
  if ( LODWORD(v67) == 2 )
  {
    if ( v54 == 1 || v54 == 5 )
    {
      v62 = -1.2;
      v55 = 1.6;
      goto LABEL_85;
    }
    if ( v54 == LODWORD(v67) )
    {
      v62 = 0.60000002;
      v55 = 2.8;
LABEL_85:
      v63 = v55;
      goto LABEL_86;
    }
  }
  else if ( LODWORD(v67) == 1 )
  {
    if ( v54 == 2 || v54 == 5 )
    {
      v62 = -1.6;
      v55 = 1.2;
      goto LABEL_85;
    }
    if ( v54 == LODWORD(v67) )
    {
      v62 = -2.8;
      v55 = -0.60000002;
      goto LABEL_85;
    }
  }
  else
  {
    if ( LODWORD(v67) == 3 )
      v56 = v54 == 3;
    else
      v56 = v54 == 0;
    if ( v56 || v54 == 5 )
    {
      v62 = -1.4;
      v55 = 1.4;
      goto LABEL_85;
    }
  }
LABEL_86:
  if ( *&v64[0].item_no < v62
    || v63 <= *&v64[0].item_no
    || agent::is_riding_with_lance(v11) && Agent::get_weapon_item(v12, v64, 1)->item_no < 0 )
  {
    return 0;
  }
  LODWORD(a4a.x) = 100;
  if ( Agent::get_weapon_item(v12, v64, 1)->item_no >= 0 )
  {
    v57 = Agent::get_weapon_item(v12, v64, 1);
LABEL_94:
    LODWORD(a4a.x) = Item::speed_rating(v57);
    goto LABEL_95;
  }
  if ( Agent::get_weapon_item(v12, v64, 0)->item_no >= 0 )
  {
    v57 = Agent::get_weapon_item(v12, v64, 0);
    goto LABEL_94;
  }
LABEL_95:
  v62 = 100.0 / SLODWORD(a4a.x) * 0.05000000074505806;
  if ( multiplayer_mode == 2 || multiplayer_mode == 3 )
  {
    v58 = 33032 * v12->player_no;
    a4a.x = 0.0;
    v64[0].item_no = word_DE913E[v58];
    *&v64[0].item_no = v64[0].item_no * 0.001000000047497451;
    *&v64[0].item_no = v62 - *&v64[0].item_no * 0.800000011920929;
    v62 = sub_416170(v64, &a4a.x, &v62);
  }
  if ( v74 >= 0 )
  {
    v59 = Timer::get_time_in_seconds(&v12->u9);
    if ( v62 > v59 )
      return 0;
  }
  if ( v61 == 310 && Agent::get_weapon_item(v11, v64, 0)->item_no < 0 )
    return 5;
  if ( v74 < 0 )
  {
    if ( !v89.item_no )
    {
      v62 = v12->action_channels[1].progress;
      if ( LODWORD(v67) == 3 )
      {
        if ( LODWORD(v65) == LODWORD(v67) && v62 >= 0.300000011920929 )
        {
          if ( v62 >= 0.69999999 )
            return v73;
          return 7;
        }
      }
      else if ( v67 == 0.0 )
      {
        if ( LODWORD(v65) == 3 )
        {
          if ( v62 >= 0.300000011920929 && v62 < 0.69999999 )
          {
            if ( LOBYTE(v68) )
              return v73;
            return 7;
          }
        }
        else if ( v65 == 0.0 && v62 >= 0.300000011920929 )
        {
          if ( v62 >= 0.69999999 )
            return v73;
          return 7;
        }
      }
      else if ( LODWORD(v67) == 2 )
      {
        if ( LODWORD(v65) == 1 && v62 >= 0.300000011920929 )
        {
          if ( v62 >= 0.69999999 )
            return v73;
          return 7;
        }
      }
      else if ( LODWORD(v67) == 1 && LODWORD(v65) == 2 && v62 >= 0.300000011920929 && v62 < 0.69999999 )
      {
        return 7;
      }
    }
    return v73;
  }
  if ( v61 != 319 && v61 == 310 )
  {
    if ( !sub_4A2250(v11, 0) )
      return 6;
    return v73;
  }
  if ( sub_4E4BD0(&a2a.item_no, &v67) )
  {
    if ( v60
      || v12->action_channels[1].progress < 0.2000000029802322
      || v12->action_channels[1].progress >= 0.8999999761581421 )
    {
      return 5;
    }
    v73 = 6;
    result = 6;
  }
  else
  {
    if ( LODWORD(v67) != 2 )
    {
      if ( LODWORD(v67) == 1 )
      {
        v46 = v54 == 1;
LABEL_52:
        if ( v46 )
          return 5;
      }
      return 0;
    }
    if ( v54 == 2 )
      return 5;
    result = 0;
  }
  return result;
}

Good luck on the person who wants to figure this out since I am going to check back into it next month or so.

EDIT: Hi FSE no clue why you linked this native code to NW but nice having the sherlock holmes around here!
« Last Edit: August 13, 2017, 05:24:16 am by Mercenary_Frank »

MrMedic

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Re: The key to unblockable
« Reply #1 on: July 25, 2017, 01:05:53 am »
I can't be arsed anymore view angles got jack shit to do with this it's something related to the parry mechanics of this game. I got my aimbot which is what I wanted so I can't be bothered to reverse 2000 lines of code just to find one gimmick that will most likely get you banned from the server.

Here is my dumped function for check parry that holds key information on how to achieve the unblockable exploit mrmedic got.

Code: [Select]
int __fastcall Mission::check_parry(mission *a1, int a2, unsigned int *a3, unsigned int *a4, int a5, int a6, int a7, int *a8, float *a9, float *a10)
{
  DWORD *v10; // ecx@1
  agent *v11; // edi@1
  agent *v12; // ebp@1
  agent *v13; // ecx@1
  bool v14; // bl@1
  agent *v15; // eax@5
  double v16; // st7@5
  float v17; // edx@8
  double v18; // st7@8
  int v19; // eax@8
  unsigned int v20; // ecx@8
  double v21; // st6@8
  double v22; // st5@8
  double v23; // st4@8
  unsigned int v24; // ebx@9
  double v25; // st3@9
  int (__thiscall *v26)(void *, char); // edx@12
  float v27; // esi@12
  float v28; // edi@12
  float v29; // ebp@12
  double v30; // st7@20
  DWORD *v31; // eax@25
  DWORD v32; // edi@25
  _DWORD *v33; // ecx@26
  rgl::vector4 *v34; // eax@29
  int v35; // ecx@29
  unsigned int v36; // edx@29
  double v37; // st6@29
  double v38; // st7@30
  int v39; // ecx@34
  double v40; // st7@35
  double v41; // st6@35
  int v42; // eax@42
  double v43; // st7@42
  double v44; // st6@42
  double v45; // st7@47
  bool v46; // zf@51
  int result; // eax@53
  void *v48; // ecx@56
  signed __int32 v49; // eax@57
  double v50; // st5@61
  double v51; // st7@61
  int v52; // ecx@62
  double v53; // st7@64
  int v54; // esi@67
  double v55; // st7@71
  bool v56; // zf@80
  item *v57; // eax@91
  int v58; // ecx@97
  double v59; // st7@99
  int v60; // edx@133
  agent *v61; // [sp+10h] [bp-248h]@5
  float v62; // [sp+14h] [bp-244h]@34
  float v63; // [sp+18h] [bp-240h]@34
  item v64[2]; // [sp+1Ch] [bp-23Ch]@5
  float v65; // [sp+2Ch] [bp-22Ch]@19
  bool v66; // [sp+33h] [bp-225h]@8
  float v67; // [sp+34h] [bp-224h]@3
  float v68; // [sp+38h] [bp-220h]@8
  int v69; // [sp+3Ch] [bp-21Ch]@8
  float v70; // [sp+40h] [bp-218h]@8
  float v71; // [sp+44h] [bp-214h]@8
  float v72; // [sp+48h] [bp-210h]@9
  int v73; // [sp+4Ch] [bp-20Ch]@1
  agent *v74; // [sp+50h] [bp-208h]@1
  rgl::vector4 a4a; // [sp+58h] [bp-200h]@5
  float v77; // [sp+68h] [bp-1F0h]@12
  float v78; // [sp+6Ch] [bp-1ECh]@12
  float v79; // [sp+70h] [bp-1E8h]@12
  float v80; // [sp+78h] [bp-1E0h]@8
  float v81; // [sp+7Ch] [bp-1DCh]@8
  float v82; // [sp+80h] [bp-1D8h]@8
  float v83; // [sp+84h] [bp-1D4h]@12
  float v84; // [sp+88h] [bp-1D0h]@8
  float v85; // [sp+8Ch] [bp-1CCh]@8
  float v86; // [sp+90h] [bp-1C8h]@8
  float v87; // [sp+94h] [bp-1C4h]@29
  rgl::vector4 v88; // [sp+98h] [bp-1C0h]@6
  item v89; // [sp+A8h] [bp-1B0h]@19
  item a2a; // [sp+B0h] [bp-1A8h]@6
  rgl::matrix a1a; // [sp+B8h] [bp-1A0h]@29
  rgl::vector4 a3a; // [sp+F8h] [bp-160h]@19
  rgl::matrix v93; // [sp+108h] [bp-150h]@29
  int (__thiscall **v94)(void *, char); // [sp+148h] [bp-110h]@8
  float v95; // [sp+18Ch] [bp-CCh]@12
  float v96; // [sp+190h] [bp-C8h]@12
  float v97; // [sp+194h] [bp-C4h]@12
  float v98; // [sp+198h] [bp-C0h]@12
  float v99; // [sp+19Ch] [bp-BCh]@12
  float v100; // [sp+1A0h] [bp-B8h]@12
  float v101; // [sp+1A4h] [bp-B4h]@12
  unsigned int v102; // [sp+1A8h] [bp-B0h]@12
  float v103; // [sp+1CCh] [bp-8Ch]@12
  capsule v104; // [sp+1D0h] [bp-88h]@8

  *a10 = 1.0;
  *a9 = 1.0;
  v10 = cur_mission->agents.items.start_ptr;
  v11 = (v10[*a3 >> 4] + 25088 * (*a3 & 0xF));
  v12 = (v10[*a4 >> 4] + 25088 * (*a4 & 0xF));
  v13 = (v10[*a3 >> 4] + 25088 * (*a3 & 0xF));
  v73 = 0;
  v74 = v12;
  v14 = a5 != 0;
  if ( agent::is_riding_with_lance(v13) || v14 )
    v67 = 0.0;
  else
    v67 = *a8;
  *&v15 = COERCE_FLOAT(action_channel::is_defending(v12->action_channels[1].action_no));
  v16 = v11->position.x - v12->position.x;
  v61 = v15;
  *&v64[0].item_no = v16;
  *&v64[0].item_flags = v11->position.y - v12->position.y;
  sub_4328F0(v64);
  sub_502620(v12, &a4a);
  if ( v14 )
  {
    v88.x = *a7 - *a6;
    v88.y = *(a7 + 4) - *(a6 + 4);
    v88.z = *(a7 + - *(a6 +;
    Vector4::length_or_normalize(&v88);
    Agent::get_weapon_item(v12, &a2a, 1);
    if ( a2a.item_no < 0 || LOBYTE(item_kinds[0][a2a.item_no].properties) != 7 )
      return 0;
    Body_part::ctor(&v94);
    v94 = &rglCapsule::`vftable';
    Body_part::ctor(&v104);
    v104.VTABLE = &rglCapsule::`vftable';
    Agent::get_body_capsule(v12, &v104);
    v17 = *(a7 + 4);
    v18 = 0.5;
    v19 = *(a7 +;
    v64[0].item_no = *a7;
    *&v69 = v88.x * 0.5;
    *&v64[0].item_flags = v17;
    v64[1].item_no = v19;
    v20 = *(a7 + 12);
    v66 = v61 == 319;
    v70 = v88.y * 0.5;
    v64[1].item_flags = v20;
    v68 = 0.0;
    v71 = v88.z * 0.5;
    v80 = *a6 - *&v69;
    v81 = *(a6 + 4) - v70;
    v82 = *(a6 + - v71;
    v21 = v80;
    v84 = *&v64[0].item_no - v80;
    v22 = v81;
    v85 = v17 - v81;
    v23 = v82;
    v86 = *&v19 - v82;
    *&v61 = v85 * v85 + v84 * v84 + v86 * v86;
    if ( *&v61 > 0.0020000001 )
    {
      v24 = LODWORD(v72);
      v25 = *&v64[1].item_no;
      while ( SLODWORD(v68) < 20 )
      {
        v95 = v80;
        v77 = v21 + *&v64[0].item_no;
        v96 = v81;
        v97 = v82;
        v98 = v83;
        v78 = v22 + *&v64[0].item_flags;
        v26 = v94[14];
        v102 = v24;
        v79 = v25 + v23;
        *&v69 = v77 * v18;
        v27 = *&v69;
        v99 = *&v69;
        v70 = v78 * v18;
        v28 = v70;
        v100 = v70;
        v71 = v18 * v79;
        v29 = v71;
        v101 = v71;
        v103 = 0.0099999998;
        (v26)(&v94);
        if ( rgl_intersect_bodies(&v104, &v94, 0, 0) )
        {
          *&v64[0].item_no = v27;
          *&v64[0].item_flags = v28;
          *&v64[1].item_no = v29;
          v64[1].item_flags = v24;
        }
        else
        {
          v80 = v27;
          v81 = v28;
          v82 = v29;
          v83 = *&v24;
        }
        ++LODWORD(v68);
        v84 = *&v64[0].item_no - v80;
        v85 = *&v64[0].item_flags - v81;
        v23 = v82;
        v86 = *&v64[1].item_no - v82;
        *&v61 = v85 * v85 + v84 * v84 + v86 * v86;
        if ( *&v61 <= 0.0020000001 )
          break;
        v18 = 0.5;
        v21 = v80;
        v25 = *&v64[1].item_no;
        v22 = v81;
      }
      v12 = v74;
    }
    a3a.y = v81;
    a3a.x = v80;
    a3a.z = v82;
    a3a.w = v83;
    v61 = 26;
    a1 = sub_48A010(cur_game, &v12->troop_no, &v61, 1);
    Agent::get_weapon_item(v12, &v89, 1);
    v65 = 0.1;
    if ( v89.item_no >= 0 )
    {
      *&v61 = item_kinds[0][v89.item_no].weapon_length * 0.009999999776482582;
      v30 = *&v61;
      if ( *&v61 > 0.6000000238418579 )
        v30 = 0.60000002;
      v65 = v30;
    }
    *&v64[0].item_no = -v88.x;
    *&v64[0].item_flags = -v88.y;
    sub_4328F0(v64);
    *&v61 = *&v64[0].item_flags * a4a.y + *&v64[0].item_no * a4a.x;
    v67 = *&v61 * (*&v61 * *&v61);
    if ( v67 < 0.0 )
      v67 = 0.0;
    v31 = v12->entity;
    v32 = v31[181];
    if ( !*(v32 + 96) )
    {
      v33 = v31[181];
      if ( *(v32 + 120) )
        rglSkeleton::setup_frames_ragdoll(v33);
      else
        rglSkeleton::setup_frames_dynamic(v33);
    }
    rglMat3::transform_to_parent(&v12->rot_frame, &v93, &v93, (*(v32 + 4) + 6612));
    v77 = v93.rot.f.x * 0.2000000029802322;
    v78 = v93.rot.f.y * 0.2000000029802322;
    v79 = 0.2000000029802322 * v93.rot.f.z;
    v84 = v77 + v93.o.x;
    v85 = v93.o.y + v78;
    v86 = v93.o.z + v79;
    *&v69 = v93.rot.s.x + v93.rot.f.x;
    LODWORD(a1a.rot.u.x) = v69;
    a1a.rot.u.w = v72;
    v70 = v93.rot.s.y + v93.rot.f.y;
    a1a.rot.u.y = v70;
    v71 = v93.rot.s.z + v93.rot.f.z;
    a1a.rot.u.z = v71;
    *&v69 = v93.rot.f.x - v93.rot.s.x;
    LODWORD(a1a.rot.s.x) = v69;
    a1a.rot.s.w = v72;
    v70 = v93.rot.f.y - v93.rot.s.y;
    a1a.rot.s.y = v70;
    a1a.rot.f.x = v93.rot.u.x;
    v71 = v93.rot.f.z - v93.rot.s.z;
    a1a.rot.s.z = v71;
    a1a.rot.f.z = v93.rot.u.z;
    a1a.rot.f.y = v93.rot.u.y;
    a1a.rot.f.w = v93.rot.u.w;
    Vector4::length_or_normalize(&a1a.rot.s);
    Vector4::length_or_normalize(&a1a.rot.f);
    Vector4::length_or_normalize(&a1a.rot.u);
    sub_410AA0(&a1a);
    a1a.o.y = v85;
    a1a.o.z = v86;
    a1a.o.x = v84;
    a1a.o.w = v87;
    v34 = sub_410B30(&a1a, &a4a, &a4a, &a3a);
    v35 = SLODWORD(v34->x);
    v70 = v34->y;
    v72 = v34->w;
    v64[0].item_flags = LODWORD(v34->y);
    v36 = LODWORD(v34->w);
    v69 = v35;
    v71 = v34->z;
    v64[0].item_no = LODWORD(v34->x);
    v64[1].item_no = LODWORD(v34->z);
    v64[1].item_flags = v36;
    v77 = a1a.rot.s.z * v88.z + a1a.rot.s.y * v88.y + a1a.rot.s.x * v88.x;
    v78 = a1a.rot.f.x * v88.x + a1a.rot.f.y * v88.y + a1a.rot.f.z * v88.z;
    v79 = v88.y * a1a.rot.u.y + v88.x * a1a.rot.u.x + v88.z * a1a.rot.u.z;
    v37 = v78;
    *&v61 = *&v64[0].item_flags * v78 + v77 * *&v64[0].item_no + v79 * *&v64[1].item_no;
    if ( *&v61 <= 0.0 )
    {
      v38 = 0.0;
    }
    else
    {
      *&v61 = v70 / v37;
      v77 = v77 * *&v61;
      v78 = v37 * *&v61;
      v38 = 0.0;
      v79 = *&v61 * v79;
      v88.x = *&v69 - v77;
      *&v64[0].item_no = v88;
      v88.y = v70 - v78;
      v88.z = v71 - v79;
    }
    if ( v66 )
      v65 = a1 * 0.03999999910593033 * v67 + v65;
    v39 = v89.item_no;
    v63 = v38;
    v62 = v38;
    if ( v89.item_no >= 0 )
    {
      *&v61 = item_kinds[0][v89.item_no].weapon_length * 0.009999999776482582;
      v74 = v61;
      v40 = *&v61;
      *&v61 = 0.009999999776482582 * item_kinds[0][v89.item_no].missile_speed;
      v41 = *&v61;
      if ( *&v74 >= *&v61 )
        v41 = *&v74;
      v63 = v41;
      if ( v63 < 0.0099999998 )
        v63 = 0.5;
      v62 = v40;
      if ( v62 > 0.30000001 )
        v62 = 0.30000001;
    }
    if ( v12->troop_no >= 0 )
    {
      v61 = 26;
      v42 = sub_48A010(cur_game, &v12->troop_no, &v61, 1);
      v39 = v89.item_no;
      *&v61 = v42;
      v43 = 0.01999999955296516 * *&v61 + 1.0;
      v44 = *&v61 * 0.1000000014901161;
      *&v61 = v62 * v43;
      v62 = *&v61 + v44;
      *&v61 = v43 * v63;
      v63 = v44 + *&v61;
    }
    *&v61 = a1;
    v63 = 0.05000000074505806 * *&v61 * v67 + v63;
    v62 = v67 * (*&v61 * 0.01999999955296516) + v62;
    if ( !v66 )
    {
      *&v61 = item_kinds[0][v39].weapon_length * 0.009999999776482582;
      v63 = *&v61 * 0.8999999761581421;
      v62 = v63;
    }
    if ( *&v64[0].item_flags <= -0.1000000014901161 )
      return 0;
    if ( v62 <= *&v64[1].item_no )
      return 0;
    *&v61 = -v63;
    v45 = *&v61;
    if ( *&v61 >= *&v64[1].item_no )
      return 0;
    if ( -v65 < *&v64[0].item_no )
    {
      if ( v65 > *&v64[0].item_no )
      {
        *&v61 = v82 - v86;
        if ( *&v61 > v45 )
        {
          v46 = v62 > *&v61;
          goto LABEL_52;
        }
      }
      return 0;
    }
    return 0;
  }
  v89.item_no = -1;
  v65 = -6.8056469e38/*NaN*/;
  Action_channel::get_melee_defend_data(&v12->action_channels[1], &v74, &a2a);
  if ( v74 < 0 )
  {
    if ( (Action_channel::get_attack_direction(&v12->action_channels[1], &v89, &v65),
          v49 = v12->action_channels[0].action_no,
          v49 >= 20)
      && v49 <= 24
      || v89.item_no )
    {
      v89.item_no = -1;
      v65 = -6.8056469e38/*NaN*/;
    }
  }
  v50 = *&v64[0].item_no;
  *&v64[0].item_no = a4a.y * *&v64[0].item_no - *&v64[0].item_flags * a4a.x;
  *&v64[0].item_flags = a4a.y * *&v64[0].item_flags + a4a.x * v50;
  v51 = -*&v64[0].item_no;
  sub_6297FA(v48);
  a4a.x = v51;
  a4a.x = a4a.x + 3.141592741012573;
  a4a.x = fmod(a4a.x, 6.283185482025146);
  *&v64[0].item_no = a4a.x - 3.141592741012573;
  LOBYTE(v68) = 0;
  v62 = -0.69999999;
  v63 = 0.69999999;
  if ( Agent::get_weapon_item(v11, &a4a, 0)->item_no >= 0 )
  {
    v52 = HIDWORD(item_kinds[0][Agent::get_weapon_item(v11, &a4a, 0)->item_no].properties) & 0x200000;
    LOBYTE(v68) = 1;
    if ( !v52 )
      LOBYTE(v68) = 0;
  }
  a4a.x = Mission::get_swing_power(a1, a3, a4, v68);
  v53 = 0.5;
  if ( a4a.x >= 0.5 )
  {
    v53 = a4a.x;
    if ( a4a.x >= 1.5 )
      v53 = 1.5;
  }
  a4a.x = v53;
  v54 = a2a.item_no;
  *a10 = 1.0 / a4a.x * *a10;
  if ( LODWORD(v67) == 2 )
  {
    if ( v54 == 1 || v54 == 5 )
    {
      v62 = -1.2;
      v55 = 1.6;
      goto LABEL_85;
    }
    if ( v54 == LODWORD(v67) )
    {
      v62 = 0.60000002;
      v55 = 2.8;
LABEL_85:
      v63 = v55;
      goto LABEL_86;
    }
  }
  else if ( LODWORD(v67) == 1 )
  {
    if ( v54 == 2 || v54 == 5 )
    {
      v62 = -1.6;
      v55 = 1.2;
      goto LABEL_85;
    }
    if ( v54 == LODWORD(v67) )
    {
      v62 = -2.8;
      v55 = -0.60000002;
      goto LABEL_85;
    }
  }
  else
  {
    if ( LODWORD(v67) == 3 )
      v56 = v54 == 3;
    else
      v56 = v54 == 0;
    if ( v56 || v54 == 5 )
    {
      v62 = -1.4;
      v55 = 1.4;
      goto LABEL_85;
    }
  }
LABEL_86:
  if ( *&v64[0].item_no < v62
    || v63 <= *&v64[0].item_no
    || agent::is_riding_with_lance(v11) && Agent::get_weapon_item(v12, v64, 1)->item_no < 0 )
  {
    return 0;
  }
  LODWORD(a4a.x) = 100;
  if ( Agent::get_weapon_item(v12, v64, 1)->item_no >= 0 )
  {
    v57 = Agent::get_weapon_item(v12, v64, 1);
LABEL_94:
    LODWORD(a4a.x) = Item::speed_rating(v57);
    goto LABEL_95;
  }
  if ( Agent::get_weapon_item(v12, v64, 0)->item_no >= 0 )
  {
    v57 = Agent::get_weapon_item(v12, v64, 0);
    goto LABEL_94;
  }
LABEL_95:
  v62 = 100.0 / SLODWORD(a4a.x) * 0.05000000074505806;
  if ( multiplayer_mode == 2 || multiplayer_mode == 3 )
  {
    v58 = 33032 * v12->player_no;
    a4a.x = 0.0;
    v64[0].item_no = word_DE913E[v58];
    *&v64[0].item_no = v64[0].item_no * 0.001000000047497451;
    *&v64[0].item_no = v62 - *&v64[0].item_no * 0.800000011920929;
    v62 = sub_416170(v64, &a4a.x, &v62);
  }
  if ( v74 >= 0 )
  {
    v59 = Timer::get_time_in_seconds(&v12->u9);
    if ( v62 > v59 )
      return 0;
  }
  if ( v61 == 310 && Agent::get_weapon_item(v11, v64, 0)->item_no < 0 )
    return 5;
  if ( v74 < 0 )
  {
    if ( !v89.item_no )
    {
      v62 = v12->action_channels[1].progress;
      if ( LODWORD(v67) == 3 )
      {
        if ( LODWORD(v65) == LODWORD(v67) && v62 >= 0.300000011920929 )
        {
          if ( v62 >= 0.69999999 )
            return v73;
          return 7;
        }
      }
      else if ( v67 == 0.0 )
      {
        if ( LODWORD(v65) == 3 )
        {
          if ( v62 >= 0.300000011920929 && v62 < 0.69999999 )
          {
            if ( LOBYTE(v68) )
              return v73;
            return 7;
          }
        }
        else if ( v65 == 0.0 && v62 >= 0.300000011920929 )
        {
          if ( v62 >= 0.69999999 )
            return v73;
          return 7;
        }
      }
      else if ( LODWORD(v67) == 2 )
      {
        if ( LODWORD(v65) == 1 && v62 >= 0.300000011920929 )
        {
          if ( v62 >= 0.69999999 )
            return v73;
          return 7;
        }
      }
      else if ( LODWORD(v67) == 1 && LODWORD(v65) == 2 && v62 >= 0.300000011920929 && v62 < 0.69999999 )
      {
        return 7;
      }
    }
    return v73;
  }
  if ( v61 != 319 && v61 == 310 )
  {
    if ( !sub_4A2250(v11, 0) )
      return 6;
    return v73;
  }
  if ( sub_4E4BD0(&a2a.item_no, &v67) )
  {
    if ( v60
      || v12->action_channels[1].progress < 0.2000000029802322
      || v12->action_channels[1].progress >= 0.8999999761581421 )
    {
      return 5;
    }
    v73 = 6;
    result = 6;
  }
  else
  {
    if ( LODWORD(v67) != 2 )
    {
      if ( LODWORD(v67) == 1 )
      {
        v46 = v54 == 1;
LABEL_52:
        if ( v46 )
          return 5;
      }
      return 0;
    }
    if ( v54 == 2 )
      return 5;
    result = 0;
  }
  return result;
}

Good luck on the person who wants to figure this out since I am going to check back into it next month or so.


it has got a lot to do with view-angles , it will only get you banned if you relentlessly kill everyone including the admins. :smile
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HackerPL

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Re: The key to unblockable
« Reply #2 on: July 25, 2017, 01:25:17 am »
Pity that mrcamo disappeared :(
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JazzIvan

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Re: The key to unblockable
« Reply #3 on: July 25, 2017, 03:17:16 am »
Pity that mrcamo disappeared :(

He had to:p
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Mercenary_Frank

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Re: The key to unblockable
« Reply #4 on: July 25, 2017, 03:53:39 am »
it has got a lot to do with view-angles , it will only get you banned if you relentlessly kill everyone including the admins. :smile

Nah dude it has nothing to with it setting your view angles are irrelevant for an upswing since the hitboxes of the weapons are based on their length /100 and the animation.

You are blocking when action_channel progress is at 0.5 causing you to block sometimes it has something to with it but I checked the IDA function it just returns

snippet of handle defend action

 
Code: [Select]
   
control_actions_2 = agent->control.actions_2;
    if ( control_actions_2 & 0x3E000 && LODWORD(attack_direction) != 1 || hasWeapon )
    {
      block_time = 0.5;
      if ( multiplayer_mode == 1 )
        block_time = -0.5;
      if ( LODWORD(attack_direction) != 1
        || block_time >= agent->action_channels[1].progress
        && !agent->attack_rec.u1
        && !agent->attack_rec.hit_agent
        && !agent->attack_rec.hit_mission_object )
      {
        if ( agent->controller != 1 && (!(control_actions_2 & 0x20000) || multiplayer_mode && dword_87C2F4) )
        {
          v15 = agent->queued_keep_animation_no;
          defend_animation_no = &agent->defend_animation_no;
          v17 = &agent->keep_animation_no;
          agent->defend_animation_no = agent->queued_defend_animation_no;
          agent->keep_animation_no = v15;
        }
        else
        {
          block_time = 0.0;
          v17 = &agent->keep_animation_no;
          defend_animation_no = &agent->defend_animation_no;
          LODWORD(block_time) = Agent::get_defend_movement_flag(agent, &block_time) & 0x3E000;
          Agent::get_defend_action(agent, &block_time, &agent->defend_animation_no, &agent->keep_animation_no);
        }
        if ( *defend_animation_no == -1 || (agent->action_channels[1].master_flags & 0xFFF) > 15 )
        {
          if ( Agent::get_weapon_item(agent, &v38, 0)->item_no >= 0 )
          {
            v22 = Agent::get_weapon_item(agent, &v38, 0);
            if ( item_kinds::is_melee_weapon(&item_kinds[0][v22->item_no]) )
            {
              v23 = agent->attack_action;
              if ( (v23 == 1 || v23 == 2) && (agent->action_channels[1].master_flags & 0xFFF) <= 15 )
              {
                agent->attack_action = 0;
                block_time = -3.6893455e19;
                LODWORD(v38) = 1;
                Agent::set_action_channel(agent, *&defend_animation_no, &v38, &block_time);
              }
            }
          }
        }
        else
        {
          agent->defend_action = 2;
          agent->attack_action = 0;
          LODWORD(block_time) = 1;
          Agent::set_action_channel(agent, 0.0, &block_time, v17);
          v18 = agent->u10.timer_no;
          LODWORD(agent->u10.value) = timer_array[v18];
          HIDWORD(agent->u10.value) = HIDWORD(timer_array[v18]);
          v19 = agent->action_channels[1].action_no;
          agent->couched_lance_mode = 0;
          v20 = action_channel::is_defending(v19);
          if ( action_channel::is_defending(*v17) != v20 )
          {
            v21 = agent->u9.timer_no;
            LODWORD(agent->u9.value) = timer_array[v21];
            HIDWORD(agent->u9.value) = HIDWORD(timer_array[v21]);
          }
        }
      }
      return;

at least I post some decent information to backup my proof instead of just bullshitting something. Viewing angles got nothing to do with it and you know it.


MrMedic

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Re: The key to unblockable
« Reply #5 on: July 25, 2017, 05:09:19 pm »

at least I post some decent information to backup my proof instead of just bullshitting something. Viewing angles got nothing to do with it and you know it.




frank , your 'information' is useless without the idm files.

 ...if 'Viewing angles got nothing to do with it and you know it' .... explain how I aim at the enemy.  :smile

note : you are on the wrong track.. completely.

tip : z angle + the info i told you on ts you should have it working by now pal.

 ...I told you how to do it and you still cant manage it .. 


 
« Last Edit: July 25, 2017, 05:30:03 pm by MrMedic »
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MrMedic

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Re: The key to unblockable
« Reply #6 on: July 25, 2017, 05:22:02 pm »
Pity that mrcamo disappeared :(

He had to:p

* was forced to leave for posting porn and being generally not a very nice person. :smile
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HackerPL

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Re: The key to unblockable
« Reply #7 on: July 25, 2017, 05:30:09 pm »
Pity that mrcamo disappeared :(

He had to:p

* was forced to leave for posting porn and being generally not a very nice person. :smile

He sang very good rap  :icon_thumbsup
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Mercenary_Frank

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Re: The key to unblockable
« Reply #8 on: July 25, 2017, 07:19:49 pm »

frank , your 'information' is useless without the idm files.

 ...if 'Viewing angles got nothing to do with it and you know it' .... explain how I aim at the enemy.  :smile

note : you are on the wrong track.. completely.

tip : z angle + the info i told you on ts you should have it working by now pal.

 ...I told you how to do it and you still cant manage it .. 
 

What idm files? you mean IDC file? Nobody is probably capable enough to figure this out apart you and me.

it's not viewangles viewangles got jackshit to do with unblockable hits are based upon animation and weapon length. It some flags you are sending in a certain combo that messes up the server. so I am going to ask you nicely

what flags are you sending to the server?

I know you don't want to share this stuff it's all that stands between you and me. But I have been the better man and given you some info about missiles in this game. I am not asking you to spoon feed me the solution all I am asking is what flags you are sending to the server smallest hint if any.  If you don't even want to give info to other hackers why are you even on this forum? your own glory? host your own portfolio you can bloat as much as you want about your 1 exploit you found. 
« Last Edit: July 25, 2017, 07:26:48 pm by Mercenary_Frank »

Mercenary_Frank

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Re: The key to unblockable
« Reply #9 on: July 25, 2017, 07:22:10 pm »
frank , your 'information' is useless without the idm files.


still more useful than the information you have posted here and you know the actual exploit.

What do you want me to do post the actual exploit? I don't have that mate only you do.

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Re: The key to unblockable
« Reply #10 on: July 25, 2017, 09:30:54 pm »
Pity that mrcamo disappeared :(

He had to:p

* was forced to leave for posting porn and being generally not a very nice person. :smile

He sang very good rap  :icon_thumbsup


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Mercenary_Frank

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Re: The key to unblockable
« Reply #11 on: July 25, 2017, 10:07:38 pm »
For some reason you always move right...
« Last Edit: July 25, 2017, 10:14:39 pm by Mercenary_Frank »

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Re: The key to unblockable
« Reply #12 on: July 26, 2017, 03:51:19 am »
For some reason you always move right...

because I press the A key to move left ... lol ...
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MrMedic

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Re: The key to unblockable
« Reply #13 on: July 26, 2017, 03:51:59 am »
Pity that mrcamo disappeared :(

He had to:p

* was forced to leave for posting porn and being generally not a very nice person. :smile

He sang very good rap  :icon_thumbsup


My wife's cat sounds better when I step on it's tail.

Does it bring you the toy yet?
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MrMedic

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Re: The key to unblockable
« Reply #14 on: July 26, 2017, 04:09:12 am »
waaahhhhhhh medic pweez give me unblockable





==================

the key to unblockable is z angles for the last time.
« Last Edit: July 26, 2017, 04:22:14 am by MrMedic »
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