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📄 perfectwall.txt

📁 * first open client.cpp and search for that USER_MSG_INTERCEPT(TeamInfo) over it u add this
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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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