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Source Code gamesense/skeet clantag (syncs with the real one)

Legacy Enjoyer
User ID
6159
Messages
6
Reactions
40
Level
7
DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
 
I'm not Plisskien
Administrator
User ID
1
Messages
1,354
Reactions
3,864
Level
99
DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
+rep cool
 
Newbie HvHer
User ID
15327
Messages
1
Reactions
0
Level
0
DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
its good thnk u
 
Newbie HvHer
User ID
34000
Messages
1
Reactions
0
Level
0
DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
nice brother
 
Newbie HvHer
User ID
3410
Messages
3
Reactions
0
Level
1
how do i put this in a lua to sync?
 
Rookie HvHer
User ID
27997
Messages
17
Reactions
11
Level
5
免责声明
- 是的,它与真正的gamesense/skeet clantag 同步。
- 只有 1 个问题,当比赛结束时,clantag 停止同步 idk 原因。
- 这是通过倾销gamesense/skeet的一部分(不是我的学分)获得的。
- 这需要从作弊更改为作弊,因为此代码已从我的代码中删除,我不会对此提供帮助

[代码=cpp]
静态浮动 LastChangeTime = 0.f;

自动选框 = [](std::string& clantag) {

std::string temp = clantag;
clantag.erase(0, 1);
clantag += temp[0];

};

静态布尔重置=假;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

常量字符* clantag_gamesense[] = {

“感觉 ”,
“感觉”,
"nse",
“瑟”,
"e",
" ",
"嘎",
“游戏”,
“ 游戏”,
“游戏”,
“游戏”,
“游戏森”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“游戏感”,
“同感”,
“中意”,
“义”

};

浮动延迟=接口::引擎->get_net_channel_info()->get_latency(0)+接口::引擎->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
实用程序::setclantag(clantag_gamesense[server_time % 30]);
LastChangeTime = 接口::globals->realtime;

}
[/代码]

DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
How can I make it work for nixware?
 

jem

Newbie HvHer
User ID
4789
Messages
2
Reactions
0
Level
1
DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
nice good luck
 
Rookie HvHer
User ID
25908
Messages
59
Reactions
32
Level
10
there are better ways for it, take a look at saphyrus clantag lua
 
HvHer
User ID
40360
Messages
92
Reactions
32
Level
16
where does the code go?

to get it?
 
Newbie HvHer
User ID
46859
Messages
2
Reactions
0
Level
1
DISCLAIMERS
- Yes it syncs with the real gamesense/skeet clantag.
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
- This was obtained by dumping a part of gamesense/skeet (not my credits).
- This will need to be changed from cheat to cheat because this code was removed from mine and I will not help with this!

C++:
static float LastChangeTime = 0.f;

auto Marquee = [](std::string& clantag) {

    std::string temp = clantag;
    clantag.erase(0, 1);
    clantag += temp[0];

};

static bool Reset = false;
auto netchannel = (i_net_channel_info*)interfaces::clientstate->net_channel;

const char* clantag_gamesense[] = {

    "sense          ",
    "ense           ",
    "nse            ",
    "se             ",
    "e              ",
    "               ",
    "             ga",
    "            gam",
    "           game",
    "          games",
    "         gamese",
    "        gamesen",
    "       gamesens",
    "      gamesense",
    "      gamesense",
    "     gamesense ",
    "     gamesense ",
    "    gamesense  ",
    "    gamesense  ",
    "   gamesense   ",
    "   gamesense   ",
    "  gamesense    ",
    "  gamesense    ",
    " gamesense     ",
    " gamesense     ",
    "gamesense      ",
    "gamesense      ",
    "amesense       ",
    "mesense        ",
    "esense         "

};

float latency = interfaces::engine->get_net_channel_info()->get_latency(0) + interfaces::engine->get_net_channel_info()->get_latency(1);

if (interfaces::globals->realtime - LastChangeTime >= 0.15f) {

    int server_time = static_cast<int>(((interfaces::globals->cur_time / 0.296875f) + 6.60925f - 0.07f) - (netchannel->get_latency(0) + netchannel->get_latency(1)));
    utilities::setclantag(clantag_gamesense[server_time % 30]);
    LastChangeTime = interfaces::globals->realtime;

}
yall are retarded. you can easily turn this into a lua or a js. I literally just did
 

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