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 coolDISCLAIMERS
- 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 uDISCLAIMERS
- 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 brotherDISCLAIMERS
- 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; }
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]
How can I make it work for nixware?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; }
U can't this is source code, not luaHow can I make it work for nixware?
Can you help me turn him into Lua of nixware? I will thank you very much!U can't this is source code, not lua
Do it yourself, it will require ffi thoCan you help me turn him into Lua of nixware? I will thank you very much!
translate the code to lua, bro cmonhow do i put this in a lua to sync?
nice good luckDISCLAIMERS
- 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; }
- There is only 1 problem and its when the match ends the clantag stops syncing idk why.
where do i run? Is there any way you can send it to me ready and corrected? because I'm layman in this.u can use DT_CSGameRulesProxy->m_bHasMatchStarted for fix this issue
delete visual studio from u pc if u cant make simple checkwhere do i run? Is there any way you can send it to me ready and corrected? because I'm layman in this.
yall are retarded. you can easily turn this into a lua or a js. I literally just didDISCLAIMERS
- 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; }
who tf needs this as a lua lolyall are retarded. you can easily turn this into a lua or a js. I literally just did
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