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C++ Cheat Fixed velocity.cat source

Many fixes compared to the original free source

Changes that arent just game update fixes:
- New multipoint system
- Implemented glove changer
- Fixed engine prediction making everybody teleport all over the map on high velocity hvh servers
- Fixed lagcomp record selection
- Many improvements to lagcomp & overall ragebot
- Added much better logging overall (ragebot logs, debug logs, crash logs etc)
- Memory dump on crash for easy debugging
- Probably more

The hack is still bad though and should not be used as a base, only as a reference and maybe to take some visual stuff from but nothing in here is really that complex.

If you are starting out with C++ and game hacking do not copy this projects style at all, for some reason its written like a external despite being internal and has overall very poor code quality.

Should be better then the original in all regards but if something is worse blame codex since I didn't enjoy working with this code at all (look at the pattern implementation W vibecode from Lucian)

Prebuilt DLL:
Source:

tried to make it as easy as possible to build, added some comments to my changes but yeah the code is not ideal
anyone willing to port this to linux?
 
It doesn't work for me I inject with extreme injector it says successfull but can't open the cheat like I press on delete and insert nothing who's down to help add me on discord : axrei
You have to replace the old offsets to new ones.
 
Many fixes compared to the original free source

Changes that arent just game update fixes:
- New multipoint system
- Implemented glove changer
- Fixed engine prediction making everybody teleport all over the map on high velocity hvh servers
- Fixed lagcomp record selection
- Many improvements to lagcomp & overall ragebot
- Added much better logging overall (ragebot logs, debug logs, crash logs etc)
- Memory dump on crash for easy debugging
- Probably more

The hack is still bad though and should not be used as a base, only as a reference and maybe to take some visual stuff from but nothing in here is really that complex.

If you are starting out with C++ and game hacking do not copy this projects style at all, for some reason its written like a external despite being internal and has overall very poor code quality.

Should be better then the original in all regards but if something is worse blame codex since I didn't enjoy working with this code at all (look at the pattern implementation W vibecode from Lucian)

Prebuilt DLL:
Source:

tried to make it as easy as possible to build, added some comments to my changes but yeah the code is not ideal
velocity.cat's ui looks so fkn sexy
 
Only added some small features like fakelagg, jitter and some other fun stuff has alot of features this has to be one of the best paste ive worked on. Pretty dope. evasion.one looks like ass compared to this but i havent added cancel match yet, But i will soon.1788764677242.webp
 
  • Like
Reactions: SelfCode
Only added some small features like fakelagg, jitter and some other fun stuff has alot of features this has to be one of the best paste ive worked on. Pretty dope. evasion.one looks like ass compared to this but i havent added cancel match yet, But i will soon.1788764677242.webp
Btw i am going to remove velocity up right maybe change the velocity chart cuz it just looks so orginal and clan tag to something else lol.
 
Only added some small features like fakelagg, jitter and some other fun stuff has alot of features this has to be one of the best paste ive worked on. Pretty dope. evasion.one looks like ass compared to this but i havent added cancel match yet, But i will soon.1788764677242.webp
Holy AI menu
 
bt chams fix:
Expand Collapse Copy
void chams::backtrack::object::create( std::uintptr_t target_pawn )
{
    this->pawn = target_pawn;
    this->scene_object = 0;

    if (!memory::is_valid_address (target_pawn) || !addresses::globals::mesh_system) {
        return;
    }

    const auto node_off = SCHEMA ("C_BaseEntity", "m_pGameSceneNode"_hash);
    if (!node_off) {
        return;
    }

    const auto node = memory::safe_read<std::uintptr_t> (target_pawn + node_off);
    if (!node || !memory::is_valid_address (*node)) {
        return;
    }

    const auto game_scene_node = *node;

    auto temp {0};
    int world_group_id = 0;
    bool world_group_resolved = false;

    const auto wg_id_pattern = PATTERN (patterns::get_world_group_id);
    if (wg_id_pattern) {
        const auto wg_ptr = memory::call<int*> (wg_id_pattern, game_scene_node, &temp);
        if (wg_ptr) {
            world_group_id = *wg_ptr;
            world_group_resolved = true;
        }
    }

    if (!world_group_resolved) {
        const auto identity = memory::safe_read<std::uintptr_t> (target_pawn + 0x10);
        if (identity && memory::is_valid_address (*identity)) {
            if (const auto wg_id = memory::safe_read<std::uint32_t> (*identity + 0x38); wg_id) {
                world_group_id = static_cast<int>(*wg_id);
                world_group_resolved = true;
            }
        }
    }

    if (!world_group_resolved) {
        return;
    }

    const auto render_game_system = memory::read<std::uintptr_t>( addresses::globals::render_game_system_storage );
    if ( !render_game_system )
    {
        return;
    }

    const auto world_group_handle = memory::call<std::uintptr_t>(PATTERN (patterns::get_world_group_handle), render_game_system, world_group_id );
    if ( !world_group_handle )
    {
        return;
    }

    const auto flags = ( world_group_id != 0 ) ? 0x2000000000ll : 0x2000000008ll;
    const auto model_handle = memory::read<std::uintptr_t>( game_scene_node + SCHEMA( "CSkeletonInstance", "m_modelState"_hash ) + SCHEMA( "CModelState", "m_hModel"_hash ) );
    const auto node_to_world = game_scene_node + SCHEMA( "CGameSceneNode", "m_nodeToWorld"_hash );

    __m128 copy[ 2 ]{};
    copy[ 0 ] = *reinterpret_cast< __m128* >( node_to_world );
    copy[ 1 ] = *reinterpret_cast< __m128* >( node_to_world + 16 );

    this->scene_object = memory::call_vfunc<std::uintptr_t>( addresses::globals::mesh_system, 20, model_handle, &copy, "AnimatableSceneObjectDesc", flags, 0x4100000001ll, world_group_handle );
    if ( !this->scene_object )
    {
        return;
    }

    memory::write<std::uintptr_t>( this->scene_object + 0x110, game_scene_node );
    memory::write<int>( this->scene_object + 0xc0, -1 );

    const auto model_data = memory::read<std::uintptr_t>( model_handle );
    if ( model_data )
    {
        const auto has_force_lod = ( memory::read<std::uint32_t>( model_data + 16 ) & 0x400 ) != 0 || ( memory::read<std::uint32_t>( model_data + 20 ) & 0x400 ) != 0;
        auto lod = memory::read<std::uint8_t>( this->scene_object + 0x9a );
        lod = has_force_lod ? ( lod | 0x10 ) : ( lod & 0xef );
        memory::write( this->scene_object + 0x9a, lod );
    }
}
 
Only added some small features like fakelagg, jitter and some other fun stuff has alot of features this has to be one of the best paste ive worked on. Pretty dope. evasion.one looks like ass compared to this but i havent added cancel match yet, But i will soon.1788764677242.webp
hello mate, can we talk on ds or something im interested on this version