Post: Release: ESP Wallhack!
01-06-2013, 10:55 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Jarod told me to release this so I had to go find it :fah: Well here it is!!!! Smile

Please Note: I don't remember if I finished so their may be bugs.



Whole GSC (for you lazy people)
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On Init:
    
level.esps = strTok( "waypoint_kill,hud_fofbox_hostile,hud_fofbox_self,viper_locking_box,cardicon_redhand", "," ); foreach(shader in level.esps) precacheShader(shader);


On Spawn:
    
self thread toggle();


All the other shit: (add anywhere in same rawfile)

    
toggle(){ self endon("death"); self notifyOnPlayerCommand("press", "+actionslot 1"); for(;Winky Winky { self waittill("press"); self thread enableESP(); self waittill("press"); self thread disableESP(); }}
enableESP(){ self iPrintLn( "ESP Enabled" ); self setClientDvar("r_esp", "1"); self thread getTargets();}
disableESP(){ self iPrintLn( "ESP Disabled" ); self setClientDvar("r_esp", "0"); self notify("esp_end"); for(i=0;i<self.esp.targets.size;i++) self.esp.targets[i].hudbox destroy();}
getTargets(){self endon("esp_end"); for(;Winky Winky { self.esp = spawnStruct(); self.esp.targets = []; a = 0; for(i=0; i<level.players.size; i++) { if(self != level.players[i]) { self.esp.targets[a] = spawnStruct(); self.esp.targets[a].player = level.players[i]; self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin,1); self thread monitorTarget( self.esp.targets[a] ); a++; } } level waittill("connected", player ); self notify("esp_target_update"); }}
monitorTarget(target){ self endon("esp_target_update"); self endon("esp_end"); for(;Winky Winky { target.hudbox destroy(); h_pos = target.player getTagOrigin("j_helmet") - (0,0,10); t_pos = target.player.origin; if(bulletTracePassed(self getTagOrigin("j_helmet"), target.player getTagOrigin("j_helmet"), false, self)) { if(distance(self.origin,target.player.origin)<=450) { if(level.teamBased && target.player.pers["team"] != self.pers["team"]) target.hudbox = self createBox(h_pos, 3); else if(!level.teamBased) target.hudbox = self createBox(h_pos, 3); target.hudbox.color = (1,1,0); } else target.hudbox = self createBox(t_pos,3); } else target.hudbox = self createBox(t_pos,1); if(!isAlive(target.player)) { target.hudbox destroy(); if(level.teamBased && target.player.pers["team"] != self.pers["team"]) target.hudbox = self createBox(t_pos, 4); else if(!level.teamBased) target.hudbox = self createBox(t_pos, 4); } if(self.pers["team"] == target.player.pers["team"] && level.teamBased) { target.hudbox destroy(); if(distance(target.player.origin,self.origin) < 2500) target.hudbox = self createBox(t_pos, 2); } wait 0.01; }}
createBox(pos,type){ shader = newClientHudElem(self); shader.sort = 0; shader.archived = false; shader.x = pos[0]; shader.y = pos[1]; shader.z = pos[2]; shader setShader(level.esps[type], 1, 1); shader setWaypoint(true,true); shader.alpha = int(getDvar("r_esp")); return shader;}

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The following 8 users say thank you to Jakes625 for this useful post:

^TPP^, -Xperia-, Choco, Eazoh, Evil_Hackz, silentcobra22, TheFallen
01-06-2013, 11:00 PM #2
J
Who’s Jim Erased?
Originally posted by Jakes625PS3 View Post
Jarod told me to release this so I had to go find it :fah: Well here it is!!!! Smile



Whole GSC (for you lazy people)
You must login or register to view this content.

On Init:
    
level.esps = strTok( "waypoint_kill,hud_fofbox_hostile,hud_fofbox_self,viper_locking_box,cardicon_redhand", "," ); foreach(shader in level.esps) precacheShader(shader);


On Spawn:
    
self thread toggle();


All the other shit: (add anywhere in same rawfile)

    
toggle(){ self endon("death"); self notifyOnPlayerCommand("press", "+actionslot 1"); for(;Winky Winky { self waittill("press"); self thread enableESP(); self waittill("press"); self thread disableESP(); }}
enableESP(){ self iPrintLn( "ESP Enabled" ); self setClientDvar("r_esp", "1"); self thread getTargets();}
disableESP(){ self iPrintLn( "ESP Disabled" ); self setClientDvar("r_esp", "0"); self notify("esp_end"); for(i=0;i<self.esp.targets.size;i++) self.esp.targets[i].hudbox destroy();}
getTargets(){self endon("esp_end"); for(;Winky Winky { self.esp = spawnStruct(); self.esp.targets = []; a = 0; for(i=0; i<level.players.size; i++) { if(self != level.players[i]) { self.esp.targets[a] = spawnStruct(); self.esp.targets[a].player = level.players[i]; self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin,1); self thread monitorTarget( self.esp.targets[a] ); a++; } } level waittill("connected", player ); self notify("esp_target_update"); }}
monitorTarget(target){ self endon("esp_target_update"); self endon("esp_end"); for(;Winky Winky { target.hudbox destroy(); h_pos = target.player getTagOrigin("j_helmet") - (0,0,10); t_pos = target.player.origin; if(bulletTracePassed(self getTagOrigin("j_helmet"), target.player getTagOrigin("j_helmet"), false, self)) { if(distance(self.origin,target.player.origin)<=450) { if(level.teamBased && target.player.pers["team"] != self.pers["team"]) target.hudbox = self createBox(h_pos, 3); else if(!level.teamBased) target.hudbox = self createBox(h_pos, 3); target.hudbox.color = (1,1,0); } else target.hudbox = self createBox(t_pos,3); } else target.hudbox = self createBox(t_pos,1); if(!isAlive(target.player)) { target.hudbox destroy(); if(level.teamBased && target.player.pers["team"] != self.pers["team"]) target.hudbox = self createBox(t_pos, 4); else if(!level.teamBased) target.hudbox = self createBox(t_pos, 4); } if(self.pers["team"] == target.player.pers["team"] && level.teamBased) { target.hudbox destroy(); if(distance(target.player.origin,self.origin) < 2500) target.hudbox = self createBox(t_pos, 2); } wait 0.01; }}
createBox(pos,type){ shader = newClientHudElem(self); shader.sort = 0; shader.archived = false; shader.x = pos[0]; shader.y = pos[1]; shader.z = pos[2]; shader setShader(level.esps[type], 1, 1); shader setWaypoint(true,true); shader.alpha = int(getDvar("r_esp")); return shader;}



It was worth the wait , now adding
"Jarod told me to release this so I had to go find it :fah:" into my signature :p
Great release :y:
01-07-2013, 01:37 AM #3
I Was Worth waiting For YAY Thanks for releasing
im gonna have some fun with this O,o

Nice job :Sad AwesomeD

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