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License: GNU General Public License v3.0
Training Software for the game Team Fortress 2
License: GNU General Public License v3.0
Basically, if the aimbot tries to hit someone but the arc calculated will hit a wall, it doesn't check and just bounces it off the wall anyway.
Yeah. They sync up to each other but I have no idea why there are two. Fuckin weird shit.
In the thick of battle, among all the other text it often goes unnoticed and I end up dying to a backstab. As a suggestion I propose that the text is made much larger (and maybe a noise could be played?) when an incoming spy/backstab warning is triggered.
I'm assuming this bug is probably known but I figured I should report it anyway since it is unreported.
in __kernel_vsyscall ()
[New Thread 0xd8b69b40 (LWP 17696)]
$1 = (void *) 0x537163c0
$2 = 0isn
$3 = 0x0
Catchpoint 1 (syscalls 'exit' [1] 'exit_group' [252])
[New Thread 0xda4fbb40 (LWP 17699)]
[New Thread 0xda314b40 (LWP 17700)]
[New Thread 0xd9db5b40 (LWP 17701)]
[Switching to Thread 0xd9db5b40 (LWP 17701)]
Thread 27 "CAppInfoCacheRe" hit Catchpoint 1 (call to syscall exit), 0xf76fec99 in __kernel_vsyscall ()
#0 0xf76fec99 in __kernel_vsyscall ()
#1 0xf76623a1 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0
#2 0xf758b47e in clone () from /lib/i386-linux-gnu/libc.so.6
this can be confusing when respawning when suddenly instead of just enemies, everyone is lit up for a few seconds.
This means that effectively, if you can see someone's head, but not the center of their head, the aimbot won't shoot them.
There's seriously just so many old things already implemented on there
] bind backspace
"backspace" = "snd_restart; hud_reloadscheme; record demo; stop"
Thread 1 "hl2_linux" received signal SIGSEGV, Segmentation fault.
0x00000000 in ?? ()
#0 0x00000000 in ?? ()
#1 0xd7b4ab76 in CreateMove_hook (thisptr=0xe103fd60, inputSample=0.0187261272, cmd=0xff938140) at src/hooks/CreateMove.cpp:76
#2 0xe0077409 in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/tf/bin/client.so
#3 0xdfe3b4aa in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/tf/bin/client.so
#4 0xf1286fae in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#5 0xf134d024 in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#6 0xf1368fd1 in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#7 0xf136923e in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#8 0xf1369349 in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#9 0xf14597db in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#10 0xf145540f in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#11 0xf145551d in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#12 0xf14b92f0 in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#13 0xf145732f in ?? () from /home/lain/.steam/steamapps/common/Team Fortress 2/bin/engine.so
#14 0xf5dcaa30 in ?? ()
#15 0xf5dcaa30 in ?? ()
#16 0xf5daa8b4 in ?? ()
#17 0x0804877b in main ()
Okay, so, if you actually put in the projectile speed and such for weapons if you're, say, using loch n load, it'll either aim a bit too high or just not predict where the player's going to be that well.
Apparently, leaving the projectile stuff at 0 doesn't automatically make the numbers for each weapon you use fill in correctly.
Honestly,
Apparently the pill aimbot just either doesn't account for air-drag or has too high of a default gravity, according to them. Honestly, I'd have no clue.
(Oh, also, there's no way to set your gravity to 0 and not just "auto", so there's that too.)
EDIT: Yeah ok, apparently this is a TODO? I'm still leaving this issue here because it's still definitely an issue. https://github.com/nullifiedcat/cathook/blob/master/src/helpers.cpp#L519
This means if someone shoots past you, autoreflect will desperately try to reflect something that just passed it.
Triggerbot has this option, it would be nice for aimbot too.
It crashes when trying to call KeyValues(const char*) constructor in CBaseWidget() constructor (CBaseWidget.cpp), I have no fucking idea.
Sometimes (most notably with melee) holding down mouse1 or mouse2, despite not firing, will cause antiaim to stop.
Some really REALLY nice improvements that the aimbot could use.
Add an edge antiaim for hvh to make it easy to edge on walls
Everything else is disabled, why is no-zoom on?
[Switching to Thread 0xd6670b40 (LWP 16909)]
ConVar::InstallChangeCallback (this=0x4e3c5900, callback=0xd6c4b800 <ThirdpersonCallback(IConVar*, char const*, float)>) at src/sdk/convar.cpp:700
700 m_pParent->m_fnChangeCallback = callback;
#0 ConVar::InstallChangeCallback (this=0x4e3c5900, callback=0xd6c4b800 <ThirdpersonCallback(IConVar*, char const*, float)>) at src/sdk/convar.cpp:700
#1 0xd6c4b7f7 in GlobalSettings::<lambda(CatVar*)>::operator() (__closure=0xd6670164, var=<optimized out>) at src/globals.cpp:45
#2 std::_Function_handler<void(CatVar*), GlobalSettings::Init()::<lambda(CatVar*)> >::_M_invoke(const std::_Any_data &, <unknown type in /home/lain/code/cereal/cathook/bin/libcathook.so, CU 0x130dc0, DIE 0x1403f2>) (__functor=..., __args#0=<unknown type in cathook/bin/libcathook.so, CU 0x130dc0, DIE 0x1403f2>) at /usr/include/c++/5/functional:1871
#3 0xd6c4cd53 in std::function<void (CatVar*)>::operator()(CatVar*) const (__args#0=0x59c37600, this=0xd6670164) at /usr/include/c++/5/functional:2267
#4 CatVar::OnRegister(std::function<void (CatVar*)>) (fn=<error reading variable: access outside bounds of object referenced via synthetic pointer>, this=0x59c37600) at src/cvwrapper.h:71
#5 GlobalSettings::Init (this=0xd6ce87c0 <g_Settings>) at src/globals.cpp:46
#6 0xd6c565eb in hack::Initialize () at src/hack.cpp:141
#7 0xd6c34ab9 in MainThread (arg=0xd6ce3310 <mutex_quit>) at src/entry.cpp:27
#8 0xf76b1295 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0
#9 0xf75dbeee in clone () from /lib/i386-linux-gnu/libc.so.6
Occured on ctf_2fort while injecting in the middle of a match. Was standing on battlements, as scout. Happened after pressing cathook menu bind, may be unrelated to that, however. Possibly the fabled "random-ass 2fort crash"?
I'll reply to this issue with a traceback if it ever happens while I have it still attached.
Stencil glow just causes chams and glow to not render, and TF2 glow won't render if chams are on
To be specific, the player using the aimbot. I know this sounds really hard to fix, but honestly it'd make using cathook a lot better as I have to stand completely still while raging or I'll miss half my shots.
(Also, messed up the title by pressing enter too early. Goddamn.)
I'm pretty sure that's the point of the menu being set up like that anyway.
My suggestion is arrow keys go through menus and enter allows you to edit values. (toggles on off switches, lets you type in number values)
I don't have nonecorehack, so I don't know if this is the actual set up, but it'd make sense?
Sometimes, render while zoomed in will not render while zoomed in. Like it just won't work. No clue why. On tr_walkway.
However, render while zoomed in never renders if you have cl_autorezoom 1 and auto-rezoom:
steps to reproduce
Also, if you have cosmetics on it doesn't render those either.
If you have "cat_crit_suppress 1", "cat_crit_melee 1" the melee won't force crits with the crit suppress on.
This appears to occur when a player is non-dormant, but the ESP doesn't check if they're in front of you, causing the worldtoscreen check to fail.
(Frankly, I've been using this bug as a makeshift radar. Something along the lines of this but actually intentional would be nice. Like, maybe an actual radar.)
Make aimbot target players first rather than the buildings, usefull for picking that annoying engineer hiding behind his buildings.
Priority list:
Player > Sentry > Other buildings
Occasionally my mouse tends to not re-integrate properly into the game after opening the cathook menu, causing my head movement to be locked to around 45 degrees, and my mouse to stay visible. After waiting a seemingly random amount of time (usually less than a minute) the problem disappears and I can play the game normally. This usually only ever happens once per injection, then never bothers me again until I relaunch tf2.
Thirdperson, no arms, and chams still work with cat_enabled 0
Another weird issue - sometimes (usually after quitting a game before it ends) the next map I load into the ESP will only appear if I open the tf2 menu overlay (such as by hitting escape, tab or the console key). This issue tends to fix itself the second the match starts - for example In the pre-match esp is broken, but it recovers after the match starts. I will add screenshots if necessary when it happens again.
You can inject during a competitive meet your match game, but not in lobby, or else on join you'll crash with a backtrace that isn't helpful.
Toggling ESP on, even with nothing but health box item ESP gives my framerate an aneurysm.
Apparently a rewrite is in the works for this sort of issue, but either way I'd like to have this listed in the issues so other people know and can work on fixing it too.
Some players will have mannpower rune conditions shown as being on their character for no apparent reason. Spies will "have precision" or "have agility" randomly
Is this possible in the near future?
This is easy to reproduce: go onto walkway, have launchpad set to a yellow power, and then just have silent aim and active when can shoot off and have fov be 20 or less, and just hold down your aimkey while watching a soldier go overhead. Eventually, a soldier will go over you and the aimbot will get confused and look down.
There's currently no way to configure the player list except for from the commandline, where you have to both find the full id for each player, and also have to remember what the ENUM is for ignore vs rage vs ipc bot vs etc.
If you attempt to turn on third person midgame, and then turn it off, it will not work.
If you turn on do not clamp angles, as well as "spin", it won't clamp. This means that eventually the angle will become very large and you will be unable to move because for some reason large enough view angles break movement.
Happened around the time glow was implemented.
While this is definitely reproducible, I honestly find it to be a fuckin mystery how this happens.
stickys get charged all the way when using projectile aimbot
usually works well when aiming at the head, but not at the body
https://i.imgur.com/4wttcoY.png
The glow on the scout is just tearing, there's nothing to worry about there.
I feel that changing the text position of the data displayed by the ESP with the cvar "cat_esp_box_text_position" should also change the position of the ESP text without the box being necessary.
(ie cat_esp_box_text_position should work with cat_esp_box set to 0)
I also propose that it be renamed to "cat_esp_text_position" to support this change.
Try using crithack with 100 ping.
Dunno how this would be fixed, but...
(Also, while you're at it, maybe make crithack remember that you tried to fire and fire as soon as there's a crit?)
This, uh, seems pretty serious. Thankfully, I have a reliable traceback:
Thread 1 "hl2_linux" received signal SIGSEGV, Segmentation fault.
0xd94c5314 in typeinfo name for CSplitContainer () from bin/libcathook.so
#0 0xd94c5314 in typeinfo name for CSplitContainer () from bin/libcathook.so
#1 0xd944089b in CBaseContainer::Update (this=0x39e12330) at src/gui/CBaseContainer.cpp:181
#2 0xd9440926 in CBaseContainer::Update (this=0x39e122d0) at src/gui/CBaseContainer.cpp:185
#3 0xd94390a1 in CatGUI::Update (this=0x39fe2380) at src/gui/GUI.cpp:149
#4 0xd94761fe in PaintTraverse_hook (p=0xef691860, vp=346873248, fr=true, ar=true) at src/hooks/PaintTraverse.cpp:107
Local player ESP literally renders nothing on self when in thirdperson (I might be doing something wrong, correct me if im wrong)
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