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MANGACS TEAM / Counter-Strike 1.6 Cheats / PGL CFG NaGaWoW bY MoNsTeR ExX0 * Moderat de dIeZz # 1337
Autor
Mesaj Pagini: 1
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
By eXx0 *PRODUCTION
///////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////CEA MAI BUNA CREATIE DEFAULT//////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////By eXx0 *PRODUCTION///////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////By eXx0 *PRODUCTION////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////By eXx0 *PRODUCTION//////////
///////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
CFG 100% FACUT DE MINE By eXx0 *PRODUCTION
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Va Prezint Un MEGA ,MONSTER DE CFG DEFAULT PERFECT LEGAL GARANTAT TESTAT !!!
Am facut acest pgl pentru cei cu steam si care vor sa fie Pro si fara coduri
CELE MAI BUNE SETARI ORIGINALE DE PGL
Sunt si niste aliasuri for admin pgl perfect legale testat pe Anti CheaT
---------------------------------------------------------------------------------------------------------------------------------------------------
SEDANE FUGI CA TE RUP
Dowenloand link:
           

Si pentru cei care nu au recoil bun la mause link for mause fix

Versiunea PGL.

Usp 1 GL / 1 HS
Glock 1 GL / 1 HS ===> Glock -Burst- 1 GL / 1 HS
Deagle 1 GL / 1 HS
Famas 2 GL / 1 HS ===> Famas -Burst- 1 GL / 1 HS
Gail 2 GL / 1 HS
Ak47 1-2 GL  / 1 HS
M4a1 1-2 GL / 1 HS
Aug 1-2 GL / 1 HS
Scout 2 GL / 1 HS
Awp 1 GL / 1 HS
-----------------------------------------------------------
CFG DOAR PENTRU CEI PRO SI CARE JOACA PE PGL BAFTA By eXx0 *PRODUCTION
cfg gatantat facut de By eXx0 * PRODUCTION
   

pgl cfg nagawow monster exx0 exx0 mai buna creatie exx0 exx0 exx0 cfg 100% facut mine exx0 prezint

15.9KB

Modificat de MonSter eXx0 * (acum 12 ani)


_______________________________________
I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
| 🏆I customURL: 🔥 :ok_ay:
| 🏆I steamrep: 🔥 :ok_ay: 


pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Daca nu va place cum sunt setari puteti modifica voi de la option  Cs  cfg ul rupe 1 2 gl aka si head   Setari de pgl

_______________________________________
I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
| 🏆I customURL: 🔥 :ok_ay:
| 🏆I steamrep: 🔥 :ok_ay: 


pus acum 12 ani
   
ONU.
Spammer

Inregistrat: acum 12 ani
Postari: 3
default?     frate e plin de scripturi si aliasuri.. :-j

pgl cfg nagawow monster exx0 default?     frate plin scripturi aliasuri.. :-j

7.8KB


pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026

ONU. a scris:

default?     frate e plin de scripturi si aliasuri.. :-j


Ba tu esti cu capu dus cu sorcova eu lam testat pe steam alea alias sunt perfect legale  in pgl esti bolnav rau ce sa iti fac 


_______________________________________
I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
| 🏆I customURL: 🔥 :ok_ay:
| 🏆I steamrep: 🔥 :ok_ay: 


pus acum 12 ani
   
ONU.
Spammer

Inregistrat: acum 12 ani
Postari: 3
)) in pgl atatea setari? cum zici tu .. Hai La mai multe downloaduri!)

pgl cfg nagawow monster exx0 pgl atatea setari? cum zici hai mai multe

7.8KB


pus acum 12 ani
   
RUAN
I Am Legend

Din: -colo
Inregistrat: acum 12 ani
Postari: 1857
"Dowenloand link:" CEdsdgs LIMBAfvfdsfs E ASTAmdfjnkggfhs

Code:

VISUAL BASIC C++ MICROSOFT 2013
**************************************By eXx0 PRODUCTION

type
  FFireBullet = procedure (idx: Integer; _forward, right, up: PArray3OfSingle; cShots: Integer; vecSrc, vecDirShooting: PArray3OfSingle; flDistance: Single; iBulletType, iTracerFreq: Integer; tracerCount: PInteger; flSpreadX, flSpreadY: Single);cdecl;

var
  oldFireBullet     : FFireBullet          = pointer            ($019024C0);
  newFireBullet     : FFireBullet;

procedure myFireBullet(idx: Integer; _forward, right, up: PArray3OfSingle; cShots: Integer; vecSrc, vecDirShooting: PArray3OfSingle; flDistance: Single; iBulletType, iTracerFreq: Integer; tracerCount: PInteger; flSpreadX, flSpreadY: Single);cdecl;
var
  vDir, view, target: Array[0..2] of Single;
begin

  vDir[0] := _forward[0] + flSpreadX * right[0] + flSpreadY * up[0];
    view[0] := 8192 * vDir[0];

    vDir[1] := _forward[1] + flSpreadX * right[1] + flSpreadY * up[1];
    view[1] := 8192 * vDir[1];

    vDir[2] := _forward[2] + flSpreadX * right[2] + flSpreadY * up[2];
    view[2] := 8192 * vDir[2];

  VectorUtils.VectorAngles(view,target);
  target[0] := target[0] * -1;

  me.spreadAngles.x := me.viewAngles.x - target[0];
  me.spreadAngles.y := me.viewAngles.y - target[1];
  me.spreadAngles.z := 0;

 newFireBullet(idx,_forward,right,up,cShots,vecSrc,vecDirShooting,flDistance,iBulletType,iTracerFreq,tracerCount,flSpreadX,flSpreadY);
end;

procedure CL_CreateMove(_para1:single; ucmd:usercmd_s; _para3:longint);cdecl;
begin
  gExportTable.CL_CreateMove(_para1,ucmd,_para3);
    If _nospread Then
    begin
      ucmd.viewangles.x := ucmd.viewangles.x + me.spreadAngles.x;
      ucmd.viewangles.y := ucmd.viewangles.y + me.spreadAngles.y;
      ucmd.viewangles.z := ucmd.viewangles.z + me.spreadAngles.z;
    end;
  If _norecoil then
    begin
      ucmd.viewangles.x := ucmd.viewangles.x - me.punchangle.x;
      ucmd.viewangles.y := ucmd.viewangles.y - me.punchangle.y;
    end;
end;


procedure HookClient;
begin
  While not Assigned(pExportTable.Initialize) Do
    Sleep(50);
  CopyMemory(@gExportTable,pExportTable,sizeOf(ExportTable_t));
  //...
  //....
  MyHook.Detour(@oldFireBullet,@MyFireBullet,@NewFireBullet);
end;
void ApplyNoRecoil(float Frametime, float *Punchangle, float *Viewangle)
{
    float Punch[3], Length;
    VectorCopy(Punchangle, Punch);
    Length = VectorNormalize(Punch);
    Length -= (10.0 + Length * 0.5) * Frametime;
    Length = max(Length, 0.0);
    VectorScale(Punch, Length, Punch);
    Viewangle[0] += Punch[0] + Punch[0];
    Viewangle[1] += Punch[1] + Punch[1];
}
//**********************************************************************************************************************************

inline void AntiPitchRecoil(float frametime, float* punchangle, float* Angles)
{
    float Punch[3], Length;
    VectorCopy(punchangle, Punch);
    Length = VectorLength(Punch);
    Length -= (10.0 + Length * 0.5) * frametime;
    Length = max(Length, 0.0);
    VectorScale(Punch, Length, Punch);
    Angles[0] -= (Punch[0] + Punch[0]);
}

//**********************************************************************************************************************************

inline void antiRecoil(float* pa, struct usercmd_s * usercmd, float frametime)
{
    if(cvar.recoil<0) cvar.recoil =0.0;    
    switch(cvar.norecoil){
        case 1:
        {   
        usercmd->viewangles[0] -= (pa[0] * cvar.recoil);
        usercmd->viewangles[1] -= (pa[1] * cvar.recoil);
        }
        break;
        case 2:
        {
        int* intcoil = (int *)0x01A17C1C;
        usercmd->viewangles[0] -= ((pa[0]) * (float)(255/(float)(*intcoil)));
        usercmd->viewangles[1] -= ((pa[1]) * (float)(255/(float)(*intcoil)));
        }
        break;
        case 3:
        {
        AntiPitchRecoil(frametime,pa,usercmd->viewangles);
        usercmd->viewangles[1] -= (pa[1] * cvar.recoil);
        }
        break;
        case 4:
        {
        float recoiladdon = 0.0f;            
        if(me.spread.recoil < 1) recoiladdon = 0.0f;
        else recoiladdon = (me.spread.recoil / 100.0f);
        usercmd->viewangles[0] -= (pa[0] * (cvar.recoil +recoiladdon));
        usercmd->viewangles[1] -= (pa[1] * (cvar.recoil +recoiladdon));
        }
        break;
        case 5:
        {
        float post_recoilmultiply = 0.0f;
        if (me.spread.recoil == 0) post_recoilmultiply = 0.0f;
        else post_recoilmultiply = ((me.spread.recoil +1)/100.0f);
        usercmd->viewangles[0] -= (pa[0] * (cvar.recoil + post_recoilmultiply));
        usercmd->viewangles[1] -= (pa[1] * (cvar.recoil + post_recoilmultiply));
        }
        break;
        default:
        break;
    }
    VectorClear(pa);//si ya se restaron, se ponen a cero
}
static int boxpnt[6][4] =
{
    { 0, 4, 6, 2 }, // +X
    { 0, 1, 5, 4 }, // +Y
    { 0, 2, 3, 1 }, // +Z
    { 7, 5, 1, 3 }, // -X
    { 7, 3, 2, 6 }, // -Y
    { 7, 6, 4, 5 }, // -Z
};

void CalcTriggerbot( vec3_t mins, vec3_t maxs, IPlayers * pe )
{
    int j;
    
    vec3_t tmp;
    vec3_t        p[8],q[8];
    float gap = cfg.box_gap;
    
    for (j = 0; j < 8; j++)
    {
        tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap;
        tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap ;
        tmp[2] = (j & 4) ? mins[2] - gap : maxs[2] + gap ;

        Utils::VectorCopy(tmp, p[j]);
    }

    if ( pe->GetEnt()->angles )
    {
        vec3_t forward, right, up, vPlayerAngles, vAngles;

        vAngles[0] = 0;
        vAngles[1]= pe->GetEnt()->angles[1];
        vAngles[2]=0;

        gEngine.pfnAngleVectors( vAngles, forward, right, up );

        for (j = 0; j < 8; j++) 
        {            
            Utils::VectorCopy(p[j], tmp);

            p[j][0] = DotProduct ( tmp, forward );
            p[j][1] = DotProduct ( tmp, right );
            p[j][2] = DotProduct ( tmp, up );
        }
    }

    for (j = 0; j < 8; j++)
        Utils::VectorAdd(p[j], pe->GetEnt()->origin, p[j]);

    float left    = 99999;
    float right = -99999;
    float top    = -99999;
    float bottom = 99999;

    vec3_t vTl,vTr,vBl,vBr;

    bool bOffScreen = false;

    for (j = 0; j < 6; j++)
    {
        // make sure all 6 sides of the box are visible, otherwise boxes get messy
        if( !Utils::CalcScreen( p[boxpnt[j][1]], vTl ) ||
            !Utils::CalcScreen( p[boxpnt[j][3]], vBr ) ||
            !Utils::CalcScreen( p[boxpnt[j][2]], vTr ) ||
            !Utils::CalcScreen( p[boxpnt[j][0]], vBl ) )
            bOffScreen = true;

        // calculate furthest points from player
        if( vTl[0] < left )
            left =  vTl[0];

        if( vTr[0] > right )
            right =  vTr[0];

        if( vTl[1] > top )
            top =  vTl[1];

        if( vBl[1] < bottom )
            bottom =  vBl[1];
    }

    if( !bOffScreen ) {
        
        // mouse is within target area?
        if( gEnv.centerx >= left &&
            gEnv.centerx <= right &&
            gEnv.centery >= bottom &&
            gEnv.centery <= top )
        {
            // profit!!!
        }
    }
}
#include <windows.h>
#include "SDKInclude.h"
#include "TransInclude.h"
#include "NoRecoil.h"

CNoRecoil::CNoRecoil(void)
{
}

CNoRecoil::~CNoRecoil(void)
{
}

void CNoRecoil::PredictAndFixRecoil(struct ref_params_s *pparams)
{
    memcpy(lastPunch,curPunch,sizeof(lastPunch));
    memcpy(lastAverage,curAverage,sizeof(lastAverage));
    memcpy(curPunch,pparams->punchangle,sizeof(pparams->punchangle));

    curAverage[0]=(curPunch[0]+lastPunch[0]/2);
    curAverage[2]=(curPunch[2]+lastPunch[2]/2);
    pparams->cl_viewangles[0] -= curAverage[0]-lastAverage[0];
    pparams->cl_viewangles[2] -= curAverage[2]-lastAverage[2];
}

void CNoRecoil::ResetEstimationOnAttackBail()
{
    RtlZeroMemory(curAverage,sizeof(curAverage));
    RtlZeroMemory(lastAverage,sizeof(lastAverage));
    RtlZeroMemory(curPunch,sizeof(curPunch));
    RtlZeroMemory(lastPunch,sizeof(lastPunch));
}
#pragma once

class CNoRecoil
{
public:
    CNoRecoil(void);
    ~CNoRecoil(void);
    void CNoRecoil::PredictAndFixRecoil(struct ref_params_s *pparams);
    void CNoRecoil::ResetEstimationOnAttackBail();

private:
    float curPunch[3];
    float lastPunch[3];
    float curAverage[3];
    float lastAverage[3];
};
//
#include "nospread.h"
#include "weaponslist.h"

// add them...
#define WEAPONLIST_GALIL 14
#define WEAPONLIST_FAMAS 15

static unsigned int glSeed = 0; 

#define M_PI        3.14159265358979323846

unsigned int seed_table[ 256 ] =
{
    28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
        27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
        26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
        10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
        10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
        18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
        18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
        28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
        31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
        21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
        617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
        18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
        12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
        9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
        29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
        25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
};

unsigned int cNoSpread::U_Random( void ) 
{ 
    glSeed *= 69069; 
    glSeed += seed_table[ glSeed & 0xff ];

    return ( ++glSeed & 0x0fffffff ); 
} 

void cNoSpread::U_Srand( unsigned int seed )
{
    glSeed = seed_table[ seed & 0xff ];
}

int cNoSpread::UTIL_SharedRandomLong( unsigned int seed, int low, int high )
{
    unsigned int range;

    U_Srand( (int)seed + low + high );

    range = high - low + 1;
    if ( !(range - 1) )
    {
        return low;
    }
    else
    {
        int offset;
        int rnum;

        rnum = U_Random();

        offset = rnum % range;

        return (low + offset);
    }
}

float cNoSpread::UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
{
    unsigned int range;

    U_Srand( (int)seed + *(int *)&low + *(int *)&high );

    U_Random();
    U_Random();

    range = (unsigned int)(high - low);
    if ( !range )
    {
        return low;
    }
    else
    {
        int tensixrand;
        float offset;

        tensixrand = U_Random() & 65535;

        offset = (float)tensixrand / 65536.0f;

        return (low + offset * range );
    }
}

float cNoSpread::GetVecSpread()
{
    if (vecflSpreadVar.size() == 0)
        return 0.0f;

    if (m_iRecoil < vecflSpreadVar.size())
    {
        return vecflSpreadVar[m_iRecoil];
    }

    return 0.0f;
}

void cNoSpread::AddSpreadVar(struct event_args_s *args)
{
    m_iRecoil++;

    float vecspread[2],vec[2];
    int future = 1;

    vec[0] = UTIL_SharedRandomFloat(m_uiRandom_Seed + 0 + future, -0.5, 0.5) + UTIL_SharedRandomFloat(m_uiRandom_Seed + 1 + future, -0.5, 0.5);
    vec[1] = UTIL_SharedRandomFloat(m_uiRandom_Seed + 2 + future, -0.5, 0.5) + UTIL_SharedRandomFloat(m_uiRandom_Seed + 3 + future, -0.5, 0.5);

    vecspread[0] = args->fparam1[0] / vec[0];
    vecspread[1] = args->fparam2[1] / vec[1];
    
    if (vecspread[0] < 0.0f)
        vecspread[0] *= -1.0f;

    if (vecspread[1] < 0.0f)
        vecspread[1] *= -1.0f;

    vecflSpreadVar.push_back(((vecspread[0] + vecspread[1])/2));
}

void cNoSpread::GetSpreadXY(float *vec)
{
    float vecspread, speed;

    vec[0] = UTIL_SharedRandomFloat(m_uiRandom_Seed + 1 + 0, -0.5, 0.5) + UTIL_SharedRandomFloat(m_uiRandom_Seed + 1 + 1, -0.5, 0.5);
    vec[1] = UTIL_SharedRandomFloat(m_uiRandom_Seed + 2 + 1, -0.5, 0.5) + UTIL_SharedRandomFloat(m_uiRandom_Seed + 3 + 1, -0.5, 0.5);

    vecspread = GetVecSpread();

    vec[0] *= vecspread;
    vec[1] *= vecspread;

    return;
}


void cNoSpread::GetSpreadOffset(float *inangles, float *outangles)
{
    float forward[3], right[3], up[3], vecDir[3];
    float view[3], dest[3], spread[2];

    gEngfuncs.pfnAngleVectors(inangles, forward, right, up);

    GetSpreadXY(spread);

    vecDir[0] = forward[0] + spread[0] * right[0] + spread[1] * up[0];
    view[0] = 8192 * vecDir[0];

    vecDir[1] = forward[1] + spread[0] * right[1] + spread[1] * up[1];
    view[1] = 8192 * vecDir[1];

    vecDir[2] = forward[2] + spread[0] * right[2] + spread[1] * up[2];
    view[2] = 8192 * vecDir[2];

    VectorAngles(view, dest);
    dest[0] *= -1;

    outangles[0] = inangles[0] - dest[0];
    outangles[1] = inangles[1] - dest[1];
    outangles[2] = 0;
}

void cNoSpread::VectorAngles(const float *forward, float *angles)
{
    float tmp, yaw, pitch;

    if (forward[1] == 0 && forward[0] == 0)
    {
        yaw = 0;
        pitch = 0;
    }
    else
    {
        yaw = atan2(forward[1], forward[0]) * 180 / M_PI;

        if (yaw < 0)
            yaw += 360;

        tmp = sqrt(forward[0] * forward[0] + forward[1] * forward[1]);

        pitch = atan2(forward[2], tmp) * 180 / M_PI;
    }

    angles[0] = pitch;
    angles[1] = yaw;
    angles[2] = 0;
}
void cNoSpread::DefaultSpreadVar(int weaponid)
{
    vecflSpreadVar.clear();
        if (weaponid == WEAPONLIST_DEAGLE)
            vecflSpreadVar.push_back(0.9f);
        else if (weaponid == WEAPONLIST_MP5)
            vecflSpreadVar.push_back(0.0f);
        else if (weaponid == WEAPONLIST_AK47)
            vecflSpreadVar.push_back(0.2f);
        else if (weaponid == WEAPONLIST_SG552)
            vecflSpreadVar.push_back(0.2f);
        else if (weaponid == WEAPONLIST_AUG)
            vecflSpreadVar.push_back(0.3f);
        else if (weaponid == WEAPONLIST_M4A1)
            vecflSpreadVar.push_back(0.2f);
        else if (weaponid == WEAPONLIST_M249)
            vecflSpreadVar.push_back(0.2f);
        else if (weaponid == WEAPONLIST_MAC10)
            vecflSpreadVar.push_back(0.15f);
        else if (weaponid == WEAPONLIST_UMP45)
            vecflSpreadVar.push_back(0.0f);
        else if (weaponid == WEAPONLIST_TMP)
            vecflSpreadVar.push_back(0.2f);
        else if (weaponid == WEAPONLIST_P90)
            vecflSpreadVar.push_back(0.15f);
        else if (weaponid == WEAPONLIST_P228)
            vecflSpreadVar.push_back(0.9f);
        else if (weaponid == WEAPONLIST_FIVESEVEN)
            vecflSpreadVar.push_back(0.92f);
        else if (weaponid == WEAPONLIST_ELITE)
            vecflSpreadVar.push_back(0.88f);
        else if (weaponid == WEAPONLIST_GLOCK18)
            vecflSpreadVar.push_back(0.9f);
        else if (weaponid == WEAPONLIST_USP)
            vecflSpreadVar.push_back(0.92f);
        else if (weaponid == WEAPONLIST_G3SG1)
            vecflSpreadVar.push_back(0.2f);
        else if (weaponid == WEAPONLIST_SG550)
            vecflSpreadVar.push_back(0.2f);
        else
            vecflSpreadVar.push_back (0.2f);
}
void cNoSpread::HUD_PostRunCmd(struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed)
{
    static int prevammo = 0, curammo;
    int i, index, Id;

    if (runfuncs)
    {
        m_uiRandom_Seed = random_seed;

        if (cmd->buttons & IN_ATTACK && CanCurWeaponAttack()) // catch case when pistol and IN_ATTACK is always on and not firing
        {
            // there are some disco fans inhere to night
        }
        else if (!(cmd->buttons & (IN_ATTACK | IN_ATTACK2)))
        {
            if (me.spread.recoil > 15)
                me.spread.recoil = 15;

            if (IsCurWeaponSec())
            {
                m_iRecoil = 0;
            }
            else if (m_iRecoil > 0)
            {
                if (m_flRecoilTime <= time)
                {
                    m_flRecoilTime = m_flRecoilTime + 0.0225;
                    m_iRecoil--;
                }
            }
        }

        for (i=0;i<WeaponList.size();i++)
        {
            if (WeaponList[i].Id == to->client.m_iId)
            {
                if (!WeaponList[i].CurWeapon) // FIX: This doesn't catch when you have a weapon and you buy the same weapon
                {
                    m_iRecoil = 0;
                    DefaultSpreadVar(WeaponList[i].Id);
                }

                WeaponList[i].CurWeapon = true;
            }
            else
                WeaponList[i].CurWeapon = false;
        }

        for (i=0;i<MAX_WEAPONS;i++)
        {
            // this assumes (i == wd[i].m_iId)
            index = GetWeaponIndexByID(i);
            if (index == -1)
                continue;

            if (to->weapondata[i].m_iId)
                memcpy(&WeaponList[index].weapondata, &to->weapondata[i], sizeof(weapon_data_t));
            else
                memset(&WeaponList[index].weapondata, 0, sizeof(weapon_data_t));
        }

        if (IsReloading())
        {
            Id = GetCurWeaponId();
            m_iRecoil = 0;
            DefaultSpreadVar(Id);
        }
    }
}
#ifndef NOSPREAD_H
#define NOSPREAD_H
#include <Windows.h>
#include <vector>
#include "engine/allclientheaders.h"

class cNoSpread
{
    public:
        void GetSpreadOffset(float *inangles, float *outangles);    // to be called in cl_createmove
        void HUD_PostRunCmd(struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed);// to be called POST HUD_POSTRUNCMD
        void DefaultSpreadVar(int weaponid);            // to be called on reload and weaponchange
        void AddSpreadVar(struct event_args_s *args);    // to be called in the weapon events

    private:
        int   m_iRecoil;
        float m_flRecoilTime;
        UINT  m_uiRandom_Seed;
        std::vector<float>vecflSpreadVar;
        float GetVecSpread( void );
        void GetSpreadXY(float *vec);
        void VectorAngles(const float *forward, float *angles);
        void U_Srand( unsigned int seed );
        unsigned int U_Random( void );
        int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
        float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
};

#endif
#include <windows.h>
#include "engine/wrect.h"
#include "engine/cl_dll.h"
#include "engine/cl_entity.h"
#include "recoil.h"
#include "random.h"
#include "client.h"
#include "cvar.h"
#include "aimbot.h"
#include "attack.h"
#include "playeritems.h"
#pragma optimize("gtp",on)

void cNoSpread::GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec)
{
    float vecspread, speed;

    vec[0] = UTIL_SharedRandomFloat(seed + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 1 + future, -0.5, 0.5);

    vec[1] = UTIL_SharedRandomFloat(seed + 2 + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 3 + future, -0.5, 0.5);

    speed = sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);

    vecspread = this->m_fSpread;

    vec[0] *= vecspread;
    vec[1] *= vecspread;

    return;
}
void VectorAngles( const float *forward, float *angles );
void cNoSpread::GetRecoilOffset(int future, float *inangles, float *velocity, float *outangles)
{
    float forward[3], right[3], up[3], vecDir[3];
    float view[3], dest[3], spread[2];

    gEngfuncs.pfnAngleVectors(inangles, forward, right, up);

    GetSpreadXY(m_uiSeed, future, velocity, spread);

    vecDir[0] = forward[0] + spread[0] * right[0] + spread[1] * up[0];
    view[0] = 8192 * vecDir[0];

    vecDir[1] = forward[1] + spread[0] * right[1] + spread[1] * up[1];
    view[1] = 8192 * vecDir[1];

    vecDir[2] = forward[2] + spread[0] * right[2] + spread[1] * up[2];
    view[2] = 8192 * vecDir[2];

    VectorAngles(view, dest);
    dest[0] *= -1;

    outangles[0] = inangles[0] - dest[0];
    outangles[1] = inangles[1] - dest[1];
    outangles[2] = 0;
}
#ifndef RECOIL_H
#define RECOIL_H
#include "windows.h"

class cNoSpread
{
public:
    void GetSpread(float fSpread)
    {
        if (fSpread == 0.0f)
        {
            m_fLastSpread = m_fcurrentSpread = m_fSpread = fSpread;
        }
        else
        {
            if (m_fLastSpread)
            {
                m_fSpread = m_fcurrentSpread - m_fLastSpread + fSpread;
                m_fLastSpread = m_fcurrentSpread;
                m_fcurrentSpread = fSpread;
            }
            else
            {
                m_fLastSpread = m_fcurrentSpread = m_fSpread = fSpread;
            }
        }
    };
    void SetSpreadtoZero()
    {
        m_fLastSpread = m_fcurrentSpread = m_fSpread = 0.0f;
    }
    void GetSeed(unsigned int uiSeed)
    {
        m_uiSeed = uiSeed;
    };
    void GetRecoilOffset(int future, float *inangles, float *velocity, float *outangles);
private:
    void GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec);
    float m_fSpread;
    float m_fcurrentSpread;
    float m_fLastSpread;
    unsigned int m_uiSeed;
};

extern cNoSpread gNoSpread;
#endif
#pragma optimize("gtp",on)


#include "random.h"

//===================================================================================By eXx0 PRODUCTION
static unsigned int glSeed = 0; 
unsigned int seed_table[ 256 ] =
{
    28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
    27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
    26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
    10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
    10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
    18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
    18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
    28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
    31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
    21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
    617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
    18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
    12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
    9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
    29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
    25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
};

//===================================================================================By eXx0 PRODUCTION
unsigned int U_Random( void ) 
{ 
    glSeed *= 69069; 
    glSeed += seed_table[ glSeed & 0xff ];
    return ( ++glSeed & 0x0fffffff ); 
} 

//===================================================================================By eXx0 PRODUCTION
void U_Srand( unsigned int seed )
{
    glSeed = seed_table[ seed & 0xff ];
}

//===================================================================================By eXx0 PRODUCTION
int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
{
    unsigned int range;
    U_Srand( (int)seed + low + high );
    range = high - low + 1;
    if ( !(range - 1) )
    {
        return low;
    }
    else
    {
        int offset;
        int rnum;
        rnum = U_Random();
        offset = rnum % range;
        return (low + offset);
    }
}

//===================================================================================By eXx0 PRODUCTION
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
{
    unsigned int range;
    U_Srand( (int)seed + *(int *)&low + *(int *)&high );
    U_Random();
    U_Random();
    range = (unsigned int)(high - low);
    if ( !range )
    {
        return low;
    }
    else
    {
        int tensixrand;
        float offset;
        tensixrand = U_Random() & 65535;
        offset = (float)tensixrand / 65536.0f;
        return (low + offset * range );
    }
}
class CNoSpread
{
private:
    DWORD BaseGun;
    float Distance;
    int Flags;
    float FOV;
    UINT Seed;
    float Speed;
    float SpreadVar;
    int WeaponBit;
    int WeaponID;

private:
    float GetDistance(void);
    float GetVecSpread(void);

public:
    void Apply(float *OldAngles, float *CmdAngles);
    void Update(local_state_s *to, unsigned int random_seed);
};

extern CNoSpread gNoSpread;
CNoSpread gNoSpread;

float CNoSpread::GetDistance(void)
{
    // M3: 3000
    // Xm1014: 3048
    // ...
}

float CNoSpread::GetVecSpread(void)
{
    float VecSpread;

    switch (WeaponID)
    {
        case WEAPON_AK47:
        {
            if (!(Flags & FL_ONGROUND))
                VecSpread = SpreadVar * x + x;
            else if (Speed > 140.0f)
                VecSpread = SpreadVar * x + x;
            else
                VecSpread = SpreadVar * x;
            break;
        }
        ...
        default:
        {
            VecSpread = 0.0f;
            break;
        }
    }

    return VecSpread;
}

void CNoSpread::Apply(float *OldAngles, float *CmdAngles)
{
    float Forward[3], Right[3], Up[3], vecDir[3], vecEnd[3], NewAngles[3], Spread[2], VecSpread;

    Spread[0] = UTIL_SharedRandomFloat(Seed + 1, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 2, -0.5, 0.5);
    Spread[1] = UTIL_SharedRandomFloat(Seed + 3, -0.5, 0.5) + UTIL_SharedRandomFloat(Seed + 4, -0.5, 0.5);

    VecSpread = GetVecSpread();

    Spread[0] *= VecSpread;
    Spread[1] *= VecSpread;

    gEngine.pfnAngleVectors(OldAngles, Forward, Right, Up);

    for (int i = 0; i < 3; i++)
    {
        vecDir[i] = Forward[i] + Spread[0] * Right[i] + Spread[1] * Up[i];
        vecEnd[i] = Distance * vecDir[i];
    }

    VectorAngles(vecEnd, NewAngles);
    NewAngles[0] = -NewAngles[0];

    CmdAngles[0] += OldAngles[0] - NewAngles[0];
    CmdAngles[1] += OldAngles[1] - NewAngles[1];
}

void CNoSpread::Update(local_state_s *to, unsigned int random_seed)
{
    Flags = to->client.flags;
    FOV = to->client.fov;
    Seed = random_seed;
    float Speed = to->client.velocity.Length();
    int WeaponID = to->client.m_iId;
    Distance = GetDistance();
    if (to->weapondata[WeaponID].m_flNextPrimaryAttack <= 0.0f)
    {
        BaseGun = *(DWORD*)(dwTableInit + 0x0);
        SpreadVar = *(float*)(BaseGun + 0xF8);
        WeaponBit = *(int*)(BaseGun + 0x128);
    }
}
 if (runfuncs) gNoSpread.Update(to, random_seed);
usercmd_t UserCmd;
void CL_CreateMove(float frametime, usercmd_s *cmd, int active)
{
    gClient.CL_CreateMove(frametime, cmd, active);
    RtlCopyMemory(&UserCmd, cmd, sizeof(UserCmd);
    ... // aimbot before nospread
    gNoSpread.Apply(UserCmd.viewangles, cmd->viewangles);
    ...
}
//HSPRITE                        ( *pfnSPR_Load )            ( const char *szPicName );
HSPRITE SPR_Load(const char *szPicName)
{
    if(strstr(szPicName, "gas_puff_01"))
    {
        return 0;
    }
    //Log("PicName: %s", szPicName);
    return gEngfuncs.pfnSPR_Load(szPicName);
}
    if (pNearestEnt != NULL && fNearestAimTarget[0] > 0 && fNearestAimTarget[1] > 0)
    {
        // Define the aimsmooth factor
        #define AIM_SMOOTH 3

        // Is the right mousebutton actually pressed?
        if (GetAsyncKeyState(VK_RBUTTON))
        {
            //Calculate the interpolation
            float x = fNearestAimTarget[0] - iScreenCenterX;
            float y = fNearestAimTarget[1] - iScreenCenterY;

            x /= AIM_SMOOTH;
            y /= AIM_SMOOTH;

            fNearestAimTarget[0] = iScreenCenterX + x;
            fNearestAimTarget[1] = iScreenCenterY + y;

            //Aim on the target
            SetCursorPos((int)fNearestAimTarget[0], (int)fNearestAimTarget[1]);
        }
    }
void GetHeadPosition(cl_entity_t *pEnt)
{
    typedef float BoneMatrix_t[MAXSTUDIOBONES][3][4];
    model_t *pModel;
    studiohdr_t *pStudioHeader;
    BoneMatrix_t *pBoneMatrix;
    Vector vBBMin = Vector(0, 0, 0);
    Vector vBBMax = Vector(0, 0, 0);
    mstudiobbox_t *pHitbox;
    Vector vAimOffs = Vector(0, 0, 0);
    vAimOffs[0] = cvar.hbx;
    vAimOffs[1] = cvar.hby;
    vAimOffs[2] = cvar.hbz;
    int i;
    if(!vPlayers[pEnt->index].bGotHead)
    {
        pModel = pstudio->SetupPlayerModel(pEnt->index);
        pStudioHeader = (studiohdr_t*)pstudio->Mod_Extradata(pModel);
        pBoneMatrix = (BoneMatrix_t*)pstudio->StudioGetBoneTransform();
        aimvec av;                   // This is an aimvec structure the aimbot traditionally uses.
        vPlayers[pEnt->index].Hitbox.clear(); // This is the array of hitboxes, we're clearing it so we have fresh aiming spots.
        pHitbox = (mstudiobbox_t*)((byte*)pStudioHeader + pStudioHeader->hitboxindex);
        i = cvar.hitbox;
        if(cvar.hitbox>20){cvar.hitbox=11;}
        if(i>=0)
        {
            VectorTransform(pHitbox[i].bbmin, (*pBoneMatrix)[pHitbox[i].bone], vBBMin);
            VectorTransform(pHitbox[i].bbmax, (*pBoneMatrix)[pHitbox[i].bone], vBBMax);
            vPlayers[pEnt->index].vPlayerHead = (vBBMax + vBBMin)*0.5f - vAimOffs;
            vPlayers[pEnt->index].bGotHead = true;
            VectorSubtract(vPlayers[pEnt->index].vPlayerHead, vPlayers[pEnt->index].getEnt()->origin, vPlayers[pEnt->index].vPlayerHead);
            av.h = vPlayers[pEnt->index].vPlayerHead[2]; // using the head hitbox as the first point in our aimvec array, so it takes precedence over others.
            av.f = vPlayers[pEnt->index].vPlayerHead[1];
            av.r = vPlayers[pEnt->index].vPlayerHead[0];
            vPlayers[pEnt->index].Hitbox.push_back(av); // this is where the actual adding occurs.
            if(cvar.autodetect && gAimbot.target==-1) // is ad enabled and why calculate further if I have a target already?
            {
                for(int q=1;q<20;q++)
                {
                    float curspot[3];
                    VectorTransform(pHitbox[q].bbmin, (*pBoneMatrix)[pHitbox[q].bone], vBBMin);
                    VectorTransform(pHitbox[q].bbmax, (*pBoneMatrix)[pHitbox[q].bone], vBBMax);
                    VectorCopy((vBBMax + vBBMin) * 0.5f, curspot );
                    vPlayers[pEnt->index].bAimSpot[q] = true;
                    VectorSubtract(curspot,vPlayers[pEnt->index].getEnt()->origin,curspot);
// The above is just the same thing the function does, finding the middle of the bounding box and subtracting.
                    av.h = curspot[2]; // these are other hitboxes
                    av.f = curspot[1]; // we want to add for autodetect
                    av.r = curspot[0];
                    vPlayers[pEnt->index].Hitbox.push_back(av); // this actually adds the hitbox's position to the aimvec structure Hitbox in the VecPlayers class, or vPlayers.
                }
            }
            Vector vCubePoints[8];
            Vector vCubePointsTrans[8];
            vCubePoints[0] = pHitbox[i].bbmin;
            vCubePoints[1] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
            vCubePoints[2] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmax.y, pHitbox[i].bbmin.z);
            vCubePoints[3] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmin.z);
            vCubePoints[4] = pHitbox[i].bbmax;
            vCubePoints[5] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmax.y, pHitbox[i].bbmax.z);
            vCubePoints[6] = Vector(pHitbox[i].bbmin.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
            vCubePoints[7] = Vector(pHitbox[i].bbmax.x, pHitbox[i].bbmin.y, pHitbox[i].bbmax.z);
    
            for(int j = 0; j < 8; j++)
                VectorTransform(vCubePoints[j], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[j]);

            if(cvar.drawhitbox)
            {
                glDisable(GL_TEXTURE_2D);
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                ColorEntry *clr;
                clr = PlayerColor(pEnt->index);
                glColor4f(clr->onebased_r,clr->onebased_g,clr->onebased_b,clr->onebased_a);
                glLineWidth(0.15f);
                glBegin(GL_LINE_LOOP);
                glVertex3fv(vCubePointsTrans[0]);
                glVertex3fv(vCubePointsTrans[1]);
                glVertex3fv(vCubePointsTrans[2]);
                glVertex3fv(vCubePointsTrans[3]);
                glEnd();
                glBegin(GL_LINE_LOOP);
                glVertex3fv(vCubePointsTrans[4]);
                glVertex3fv(vCubePointsTrans[5]);
                glVertex3fv(vCubePointsTrans[6]);
                glVertex3fv(vCubePointsTrans[7]);
                glEnd();
                glBegin(GL_LINES);
                glVertex3fv(vCubePointsTrans[0]);
                glVertex3fv(vCubePointsTrans[6]);
                glVertex3fv(vCubePointsTrans[1]);
                glVertex3fv(vCubePointsTrans[5]);
                glVertex3fv(vCubePointsTrans[2]);
                glVertex3fv(vCubePointsTrans[4]);
                glVertex3fv(vCubePointsTrans[3]);
                glVertex3fv(vCubePointsTrans[7]);
                glEnd();
                glDisable(GL_BLEND);
                glEnable(GL_TEXTURE_2D);
            }
        }
    }

Asta e default ma ) ?

Modificat de RUAN (acum 12 ani)


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pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Ba daca nu iti place problema ta dar merita configu testat

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I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
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I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
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pus acum 12 ani
   
RUAN
I Am Legend

Din: -colo
Inregistrat: acum 12 ani
Postari: 1857
Pai dc. minti si spui ca e default :| ?

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pus acum 12 ani
   
PakistaNu #AEGISS
Pe lista neagra

Inregistrat: acum 12 ani
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Totusi GJ! Shi yo zic ca nu e def    

pus acum 12 ani
   
kosmynbcd
Spammer

Inregistrat: acum 13 ani
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prea bun cfgu pt cei care au steam 

pus acum 12 ani
   
mihnea201
Respected Member

Inregistrat: acum 12 ani
Postari: 343
doamne ce oameni cica e default
On:cfg e bun


pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Ma Ruam alea ce ai pus mai sus sunt ale lui edywow si mi sau parut default acum nah nu ma m prea uitat prin ele Dar cfg e jumate default setari pgl hai ca nu vrea sa fac dublu post

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I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
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pus acum 12 ani
   
uCv
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Cfg bun!
Bravo


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Crakink in Progresss
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pus acum 12 ani
   
kappa
Member

Inregistrat: acum 13 ani
Postari: 53
On: cfg bun
Off: nu e default frate
       cei din PGL nu joaca cu asemenea cfg
 


pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Am inteles man dar dai ca in pgl 

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I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
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pus acum 12 ani
   
aNaMoRfOzA=D
Spammer

Inregistrat: acum 12 ani
Postari: 26
virusakE ;X 1g 1 virus )

pus acum 12 ani
   
ZicZac
VIP

Inregistrat: acum 13 ani
Postari: 415
Foarte bun gg

pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Imposibil sa fie virus e doar un config nu are dll sau lais sau alt ceva cfg este cu cele mai bune setari originale pe care le-am putut gasi

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I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
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pus acum 12 ani
   
Kiddo
Pe lista neagra

Inregistrat: acum 13 ani
Postari: 446
DEFAULT? Setari PGL? Du-te si spanzura-te ma copile
Oricum nu e al tau, fac pariu ca ai luat un cfg default, ai schimbat numele si BOOM! Creatie noua aparuta.
Sunt satul sa vad pe forumul asta copy-paste, chiar daca si eu am facut asa ceva, m-am indreptat, iar kappy stie bine fiindca scripturile lui le-am luat
Asa ca, incercati sa faceti si voi ceva default, fara copy-paste, aveti configul lui deliric in care sunt setarile explicate, aveti tutorial aim-vec in romana facut de mine, NU MAI FACETI RIP OAMENI CA NU AJUNGETI NICAIERI!


pus acum 12 ani
   
DocFather
Pe lista neagra

Inregistrat: acum 12 ani
Postari: 638
Merge pe steam..Dai chiar bine
OFF?Monster esti villas?


pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Deci va place din cate vad Nu sunt villas ( Mi-as dori eu... Port doar Stima exx0 * dar sunt fan si incerc sa ai calc pe urme 

_______________________________________
I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
| 🏆I customURL: 🔥 :ok_ay:
| 🏆I steamrep: 🔥 :ok_ay: 


pus acum 12 ani
   
DocFather
Pe lista neagra

Inregistrat: acum 12 ani
Postari: 638

MonSter eXx0 * a scris:

Deci va place din cate vad Nu sunt villas ( Mi-as dori eu... Port doar Stima exx0 * dar sunt fan si incerc sa ai calc pe urme 

: )) NU SUNT VILLAS MI-AS DORI EU.Mirosi a villas= ))


pus acum 12 ani
   
bTu
Super Member

Din: Mangalia :D
Inregistrat: acum 12 ani
Postari: 154
Astea sunt scripturi interzise in pgl...Numai minti tu pe toata lumea . Joc in pgl de mult si stiu cum joaca ceilalti

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Vrei sa vorbim in particular add five.florin!

pus acum 12 ani
   
MonSter eXx0 *
I Am Legend

Din: Targu neamt
Inregistrat: acum 12 ani
Postari: 1026
Btu add monster.lala39 am terminat un mega cfg tot facut de mana mea steam garantat si non steam dar nul pun free ca sa profite astia de munca mea 

_______________________________________
I
I🏆I steamname: MoNsTeR eXx0 ^ 🔥 :ok_ay:
I🏆I steam3ID: [U:1:9586431] 🔥 :ok_ay:
I🏆I steamID32: STEAM_0:1:4793215 🔥 :ok_ay:
|🏆 I steamID64: 🔥 :ok_ay:
| 🏆I customURL: 🔥 :ok_ay:
| 🏆I steamrep: 🔥 :ok_ay: 


pus acum 12 ani
   
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