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C++ Exploit Rapid Fire Code

An0mXD

TorDB.xyz Owner & Developer
User ID:
79083
Messages:
6
Reactions:
11
Badges:
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I know it is a bad way to do it and it has been posted somewhere else.

don't mind the shitcode
float shift_amount;

Code:
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 if (rage->sub_tick_data.command == impl::command_msg::rapid_fire)

            { 

                // override tickcount

                InputHistoryEntry->m_nPlayerTickCount = 0;

                InputHistoryEntry->m_nRenderTickCount = 0;

                // another input history

                Input->m_render_tick_count = 0;

                Input->m_player_tick_count = 0;

              

              

              

                // perform shooting

                SDK::Cmd->m_nButtons.m_nValue |= IN_ATTACK;

            }

            else

                SDK::Cmd->m_nButtons.m_nValue &= ~IN_ATTACK;
 
Last edited by a moderator:
nope, outdated
Code:
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    for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++)
    {
        CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick);
        if (pInputEntry == nullptr)
            continue;
        // override tickcount

        pInputEntry->nPlayerTickCount = 0;
        pInputEntry->nRenderTickCount = 0;

        // another input history

        pInputEntry->nRenderTickCount = 0;
        pInputEntry->nPlayerTickCount = 0;
        pCmd->nButtons.nValue |= IN_ATTACK;
    }
^ paste for asphyxia maybe i am doing somtehing wrong.
 
nope, outdated
Code:
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    for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++)
    {
        CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick);
        if (pInputEntry == nullptr)
            continue;
        // override tickcount

        pInputEntry->nPlayerTickCount = 0;
        pInputEntry->nRenderTickCount = 0;

        // another input history

        pInputEntry->nRenderTickCount = 0;
        pInputEntry->nPlayerTickCount = 0;
        pCmd->nButtons.nValue |= IN_ATTACK;
    }
^ paste for asphyxia maybe i am doing somtehing wrong.
Run it in createmove. Also setting RenderTickcount is useless and wont help u in any way. And why are u setting the same thing twice??
 
nope, outdated
Code:
Expand Collapse Copy
    for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++)
    {
        CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick);
        if (pInputEntry == nullptr)
            continue;
        // override tickcount

        pInputEntry->nPlayerTickCount = 0;
        pInputEntry->nRenderTickCount = 0;

        // another input history

        pInputEntry->nRenderTickCount = 0;
        pInputEntry->nPlayerTickCount = 0;
        pCmd->nButtons.nValue |= IN_ATTACK;
    }
^ paste for asphyxia maybe i am doing somtehing wrong.
what does this code do if i add it? to createmove
 

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