?? perfectwall.txt
字號:
weapon->ClipCap = CLIPCAP_TMP;
weapon->penetrate = WALL_PEN0;
weapon->distance = 8192.0f;
weapon->wallpierce1 = 0.85f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 20;
weapon->damage2 = 0;
weapon->bullettype = BULLET_TMP;
break;
case WEAPONLIST_G3SG1:
weapon->ClipCap = CLIPCAP_G3SG1;
weapon->penetrate = WALL_PEN1;
weapon->distance = 8192.0f;
weapon->wallpierce1 = 0.98f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 60;
weapon->damage2 = 0;
weapon->bullettype = BULLET_G3SG1;
break;
case WEAPONLIST_FLASHBANG:
weapon->ClipCap = 0;
weapon->penetrate = WALL_PEN0;
weapon->distance = 0.0f;
weapon->wallpierce1 = 0.0f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 0;
weapon->damage2 = 0;
weapon->bullettype = BULLET_NONE;
break;
case WEAPONLIST_DEAGLE:
weapon->ClipCap = CLIPCAP_DEAGLE;
weapon->penetrate = WALL_PEN1;
weapon->distance = 4096.0f;
weapon->wallpierce1 = 0.81f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 54;
weapon->damage2 = 0;
weapon->bullettype = BULLET_DEAGLE;
break;
case WEAPONLIST_SG552:
weapon->ClipCap = CLIPCAP_SG552;
weapon->penetrate = WALL_PEN1;
weapon->distance = 8192.0f;
weapon->wallpierce1 = 0.955f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 33;
weapon->damage2 = 0;
weapon->bullettype = BULLET_SG552;
break;
case WEAPONLIST_AK47:
weapon->ClipCap = CLIPCAP_AK47;
weapon->penetrate = WALL_PEN1;
weapon->distance = 8192.0f;
weapon->wallpierce1 = 0.98f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 36;
weapon->damage2 = 0;
weapon->bullettype = BULLET_AK47;
break;
case WEAPONLIST_KNIFE:
weapon->ClipCap = 0;
weapon->penetrate = WALL_PEN0;
weapon->distance = 0.0f;
weapon->wallpierce1 = 0.0f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 0;
weapon->damage2 = 0;
weapon->bullettype = BULLET_NONE;
break;
case WEAPONLIST_P90:
weapon->ClipCap = CLIPCAP_P90;
weapon->penetrate = WALL_PEN0;
weapon->distance = 8192.0f;
weapon->wallpierce1 = 0.885f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 21;
weapon->damage2 = 0;
weapon->bullettype = BULLET_P90;
break;
default:
weapon->ClipCap = 0;
weapon->penetrate = WALL_PEN0;
weapon->distance = 0.0f;
weapon->wallpierce1 = 0.0f;
weapon->wallpierce2 = 0.0f;
weapon->damage1 = 0;
weapon->damage2 = 0;
weapon->bullettype = BULLET_NONE;
break;
}
}
int PlayerItems::GetCurWeaponindex(void)
{
int index;
if (currentSlot == -1)
return -1;
if (currentSlot == 0)
index = slot1Index;
else if (currentSlot == 1)
index = slot2Index;
else
return -1;
return index;
}
int PlayerItems::CurrentID(void)
{
int index;
index = GetCurWeaponindex();
if (index == -1)
return -1;
return weaponList[index].iId;
}
int PlayerItems::CurPenetration(void)
{
int index;
index = GetCurWeaponindex();
if (index == -1)
return 0;
return weaponList[index].penetrate;
}
float PlayerItems::CurDistance(void)
{
int index;
index = GetCurWeaponindex();
if (index == -1)
return 0.0f;
return weaponList[index].distance;
}
int PlayerItems::CurBulletType(void)
{
int index;
index = GetCurWeaponindex();
if (index == -1)
return BULLET_NONE;
return weaponList[index].bullettype;
}
float PlayerItems::CurWallPierce(void)
{
int index;
index = GetCurWeaponindex();
if (index == -1)
return 0.0f;
if (weaponList[index].iId == WEAPONLIST_M4A1)
{
return weaponList[index].wallpierce1;
}
return weaponList[index].wallpierce1;
}
int PlayerItems::CurDamage(void)
{
int index;
index = GetCurWeaponindex();
if (index == -1)
return 0;
if (weaponList[index].iId == WEAPONLIST_M4A1)
{
return weaponList[index].damage1;
}
if (weaponList[index].iId == WEAPONLIST_ELITE)
{
return weaponList[index].damage2;
}
if (weaponList[index].iId == WEAPONLIST_USP)
{
return weaponList[index].damage1;
}
return weaponList[index].damage1;
}
9. now go to playeritems.h file and add all this bit BEFORE hlweaponinfo structure:
#define WEAPONLIST_P228 1
#define WEAPONLIST_UNKNOWN1 2
#define WEAPONLIST_SCOUT 3
#define WEAPONLIST_HEGRENADE 4
#define WEAPONLIST_XM1014 5
#define WEAPONLIST_C4 6
#define WEAPONLIST_MAC10 7
#define WEAPONLIST_AUG 8
#define WEAPONLIST_SMOKEGRENADE 9
#define WEAPONLIST_ELITE 10
#define WEAPONLIST_FIVESEVEN 11
#define WEAPONLIST_UMP45 12
#define WEAPONLIST_SG550 13
#define WEAPONLIST_UNKNOWN2 14
#define WEAPONLIST_UNKNOWN3 15
#define WEAPONLIST_USP 16
#define WEAPONLIST_GLOCK18 17
#define WEAPONLIST_AWP 18
#define WEAPONLIST_MP5 19
#define WEAPONLIST_M249 20
#define WEAPONLIST_M3 21
#define WEAPONLIST_M4A1 22
#define WEAPONLIST_TMP 23
#define WEAPONLIST_G3SG1 24
#define WEAPONLIST_FLASHBANG 25
#define WEAPONLIST_DEAGLE 26
#define WEAPONLIST_SG552 27
#define WEAPONLIST_AK47 28
#define WEAPONLIST_KNIFE 29
#define WEAPONLIST_P90 30
enum
{
BULLETTYPE_0=0,
BULLETTYPE_1=1,
BULLETTYPE_2=2,
BULLETTYPE_3=3,
BULLETTYPE_4=4,
BULLETTYPE_5=5,
BULLETTYPE_6=6,
BULLETTYPE_7=7,
BULLETTYPE_8=8,
BULLETTYPE_9=9,
BULLETTYPE_10=10,
BULLETTYPE_11=11,
BULLETTYPE_12=12,
BULLETTYPE_13=13,
BULLETTYPE_14=14,
BULLETTYPE_15=15
};
#define BULLET_NONE BULLETTYPE_0
#define BULLET_AK47 BULLETTYPE_11
#define BULLET_AUG BULLETTYPE_12
#define BULLET_AWP BULLETTYPE_10
#define BULLET_DEAGLE BULLETTYPE_13
#define BULLET_ELITE BULLETTYPE_1
#define BULLET_FIVESEVEN BULLETTYPE_15
#define BULLET_G3SG1 BULLETTYPE_11
#define BULLET_GLOCK18 BULLETTYPE_1
#define BULLET_M249 BULLETTYPE_12
#define BULLET_M4A1 BULLETTYPE_12
#define BULLET_MAC10 BULLETTYPE_9
#define BULLET_MP5 BULLETTYPE_1
#define BULLET_P228 BULLETTYPE_15
#define BULLET_P90 BULLETTYPE_14
#define BULLET_SCOUT BULLETTYPE_11
#define BULLET_SG550 BULLETTYPE_12
#define BULLET_SG552 BULLETTYPE_12
#define BULLET_TMP BULLETTYPE_1
#define BULLET_UMP45 BULLETTYPE_9
#define BULLET_USP BULLETTYPE_9
#define BULLET_M3 BULLETTYPE_0
#define BULLET_XM1014 BULLETTYPE_0
#define CLIPCAP_AK47 30
#define CLIPCAP_AUG 30
#define CLIPCAP_AWP 10
#define CLIPCAP_DEAGLE 7
#define CLIPCAP_ELITE 15
#define CLIPCAP_FIVESEVEN 20
#define CLIPCAP_G3SG1 20
#define CLIPCAP_GLOCK18 20
#define CLIPCAP_M249 100
#define CLIPCAP_M3 8
#define CLIPCAP_M4A1 30
#define CLIPCAP_MAC10 30
#define CLIPCAP_MP5 30
#define CLIPCAP_P228 13
#define CLIPCAP_P90 50
#define CLIPCAP_SCOUT 10
#define CLIPCAP_SG550 30
#define CLIPCAP_SG552 30
#define CLIPCAP_TMP 30
#define CLIPCAP_UMP45 25
#define CLIPCAP_USP 12
#define CLIPCAP_XM1014 7
#define WALL_PEN0 0
#define WALL_PEN1 1
#define WALL_PEN2 2
10. Now in the same file under hlweaponinfo structure add this bit:
int ClipCap;
int penetrate;
float distance;
int bullettype;
float wallpierce1;
float wallpierce2;
int damage1;
int damage2;
11. Now in the same file again under the PlayerItems Class add this:
int CurrentID(void);
int CurDamage(void);
float CurWallPierce(void);
int CurBulletType(void);
float CurDistance(void);
int CurPenetration(void);
void SetWeaponData(struct HlWeaponInfo *weapon);
int GetCurWeaponindex(void);
12. In Order For doublewall to work you need to add the following cvars to BOTH cvar.cpp and cvar.h:
dwall
wallsensitivity
13. Make Sure at the top of Aimbot.cpp And Client.cpp You Have This Coding:
#include "perfectwall.h"
#include "textures.h"
#include "engine/pm_materials.h"
#include "playeritems.h"
14. K you guys also have to copy the files 'perfectwall.cpp' , 'perfectwall.h' , 'textures.h' , 'textures.cpp' , 'pm_materials.h'(this one is in engine folder)
and paste into ur project and add them.. k thats about it if u get ne errors
or need some help fixing AIM me as DaRrYL11cs
NOTE**: In your config file when using the SCOUT or SNIPER guns to Dwall
THE WALLSENSITIVITY NEEDS TO BE SET TO 2 And when using regular guns
it should be at 1.. Dwall should be kept on 1 as well to doublewall..
15. Enjoy!
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