1 the inf nades seems to work (me and the players hear the shouting "luda") but the nades don t exploses and when one out of the 50 throwed do explose , it s minutes after i sended it
In order to have infinite exploding nades- you have to nop out the grenade decrement code- and also have to send a reload packet to the server each time you throw a grenade. Basically; it's server-side, and VC tools doesn't take this into consideration- so they won't explode...
#define GRENADE 0x32
#pragma pack(1)
typedef struct _VC_MSG
{
USHORT usUnknown;
BYTE byMsgID;
} VC_MSG, *PVC_MSG;
typedef struct _SAMMO_REFILL
{
VC_MSG vcMsg;
ULONG ulTargetPlayerID;
} SAMMO_REFILL, *PSAMMO_REFILL;
case GRENADE:
{
//Player is about to throw a grenade- send a ammo refill
//packet off to the server first. (It takes roughly 3 seconds
//for the server to update the ammo/grenades).
SAMMO_REFILL AmmoRefill;
AmmoRefill.vcMsg.usUnknown = pVCMsg->usUnknown;
AmmoRefill.vcMsg.byMsgID = AMMO_REFILL;
AmmoRefill.ulTargetPlayerID = GetDPIDFromVCID(pVCMsg->usUnknown);
DPN_BUFFER_DESC dpnAmmoRefill;
dpnAmmoRefill.dwBufferSize = sizeof(SAMMO_REFILL);
dpnAmmoRefill.pBufferData = (BYTE*)&AmmoRefill;
m_pdPlay8Client->Send(&dpnAmmoRefill, 1,
dwTimeOut, pvAsyncContext, phAsyncHandle, dwFlags);
break;
}
2 for the invisible , works good but sometimes it crashes the server (mainly tested on coop maps). Also when i get kicked/banned and i rejoign the server or another one , it says all the classes are taken and i have to go back to windows and restart the game to be able to joign again. A smaller thing about it too that could maybe be changed is that my name is appearing in the players list (best would be to be invisible in the player list & the console list).
It's a dodgy, unstable invisible- check out the one on my illumineye wallhack.
3 super jump has a sliding problem.
Same as 2.
Most of the pokes avail on vctools where found by accident and don't behave the way they should. I'll release my superjump in a few days- just need to build it into a trainer... it behaves like the real superjump back in 1.01- where you can set the height etc; no sliding- getting stuck.
Subsky