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antario's Issues

Game Crash in EnginePrediction

Line 50 Engine Prediction.cpp: g_pMovement->ProcessMovement(g::pLocalEntity, &data);

How to recreate;

  1. The second you touch the water on de_overpass the game crashes.

might have something to do with movetype changing when you hit the water i'll have a look after work.

Debug/release issue

The menu crash in debug mode but it works if i compile it as a release, why? it happens after "Draw manager initialized" has been outputted

Making a proper tab control?

How would I make a proper tab control?
What I want to do is take WindowX / TabAmount for the area, but have it create TabAmount of tabs.
How do I go about this?

Abandoned project?

Is this project abandoned? I was looking forward to seeing the base updated with tabs, section names and other things.

Edit: I also noticed that ESP seems to flicker. Considering you properly set up everything with world to screen and viewmatrix I have no idea whats wrong.

GetAimPunchAngle Crashes

Sry if I'm still new to csgo internals, I've checked multiple working public sources and they are doing it the same way, and it works perfectly fine. I tried debugging and it is crashing on GetOffsetRecursive.

Vector GetAimPunchAngle()
{
static int m_aimPunchAngle = g_pNetvars->GetOffset("DT_BasePlayer", "m_aimPunchAngle");
return GetValue(m_aimPunchAngle);
}

Not sure if bug or I'm doing something wrong.

Few things after comboboxes / menu cleanup.

In Button::UpdateData(), you can hold the button and it will execute the function many times a second.
Fixed this by just making it a static bool that resets to false every time like it used to.

Also the combobox label doesnt show up anywhere?

Edit: you can click through the combobox options and press buttons ect.

Suggestion:
Is it possible to have scrolling in the comboboxes for things like this https://puu.sh/z1oca/676dbe352e.jpg , i Know i could just split it up into multiple comboboxes but just to make things easier.

Menu issue

Hey, found an issue today, while making a second window in the menu. If you do a second BaseWindow (for Skinchanger for example) and you try to move it, it moves the window that gets called before it.
Basicly all i did was this:
auto test = std::make_shared<BaseWindow>(Vector2D(200, 200), Vector2D(200, 200), g_Fonts.pFontTahoma8.get(), g_Fonts.pFontTahoma10.get(), "Antario - test");
and call it after this->AddChild(windowMain);

Video of the issue: https://youtu.be/WUqN-OFAmF0

Text not rendered (block characters)

I think it worked initially when i compiled it but it doesent seem to be working now: https://i.imgur.com/irdW21j.jpg
I am using the default font settings. The draw manager logs say everything is going well.
auto mainWindow = std::make_shared<Window>("Antario - Main", SSize(802, 577), g_Fonts.pFontTahoma8, g_Fonts.pFontTahoma10);
Any ideas?
*Edit: It works after I enabled multicore, still doesent work with it disabled tho.

Just a question.

I've been away from csgo for along time, whats all this Vacnet shit i've been reading on forums also is the VMT hooking in this base detected as i've read it may be.

menu in bounds issue

basically if you click close to the outside of the checkbox it will enable it, shouldn't it be only when clicked inside of it?

a slider issue

When your intial value is higher than flMaxValue, the slider will be like this
20180819162753

I know in most of the case this wont happen, but it should be fixed IMO.

Stream "proof"

What exactly do you have to do to the present hook to make it not show on obs?

a

a

Checkbox call function

Is it possible to make it so a checkbox can call a function also?
E.g

void RecoilCrosshairToggle()
{
	if (g_Settings.Misc.bRecoilCrosshairEnabled)
		g_pEngine->ExecuteClientCmd("crosshair 0");
	else
		g_pEngine->ExecuteClientCmd("crosshair 1");

	g_Settings.Misc.bRecoilCrosshairEnabled = !g_Settings.Misc.bRecoilCrosshairEnabled;
}

bSendPacket not working

bSendPacket is not returning a value, If I use it like this
if (g_Globals->bSendPacket) g::pCmd->viewangles.y = 180;
It will not put a fake angle

possibility code bugs in GUI

GUI?

Can you explain what type of gui youre using spent about 3 hours trying to figure out. Thanks

weapon esp

weapon esp big broke. just letting you know, will check it out later.

Getting entity velocity crashes

I'm using the Netvar manager, doing this in the BaseEntity class:

Vector GetVelocity()
{
	static int m_vecVelocity = g_pNetvars->GetOffset("DT_BasePlayer", "m_vecVelocity[0]");
        return GetValue<Vector>(m_vecVelocity);
}

crashes the game when reading.

font dropshadow still shows while alpha is 0

thought I should tell you that the font's drop shadow (when using the flag) will still show even though the fonts alpha is set to 0 (seems to be because the dropshadow doesn't take into account your fonts alpha). also you should probably add a flag for outlining text (i think ive seen it in a few older d3dfont classes) as drawing white text over any light color is almost unreadable no matter what weight/font you use

also on a random note in drawmanager you only set tahoma10 to nullptr

2 problems

Skin problem solved!))
1 problem-Russian, Arabic and other symbols are not displayed in the nickname
2 problem - 2 Problem-ESP twitches. Sometimes very much at the movement of the character

I can't make ComboBox... tried fixing it but it's missing something

I've uncommented everything that needed to be to work but still no result. I know this project is dead but it's really the best source I could find beginner friendly ... right now I'm learning to draw / Esp stuff then I can step up to aimbot and other stuff. So conclusion can you please do something about the source so I can at least use the menu properly ? Thank you for reading this !

Cheat unloading when Slider int is to big

I dont know if its because i changed some things in the slider, but when i create a slider that goes from 0 to 1000 and i change the value to 0 in the slider the cheat unloads itself, i also cant unload it with the Detach function when the max value is 1000.

EDIT: i just realised that the whole cheat bugs out, every other slider doesnt work anymore, and the slider with the max value only works when on max

Compile Error

I am not able to compile properly (VS2017, v141)

template<unsigned int IIdx, typename TRet, typename ... TArgs>
    static auto CallVFunc(void* thisptr, TArgs ... argList) -> TRet
    {
        using Fn = TRet(__thiscall*)(void*, decltype(argList)...); //19
        return (*static_cast<Fn**>(thisptr))[IIdx](thisptr, argList...); //20
    }
1>c:\users\797876\workenv\__cheating\antario-master\antario-master\antario\utils\utils.h(19): error C2217: '...' requires '__cdecl'
1>c:\users\797876\workenv\__cheating\antario-master\antario-master\antario\utils\utils.h(20): error C2198: 'Fn': too few arguments for call

The error doesn't make any sense to me, maybe you can share some light.

Unhooking the cheat causes fps drops

Hey,

i get like 20 fps when i unhooked the cheat, and if i try to close the cheat when i uninjected it will stay open o,0.

btw thanks for this clean base. i learned a lot from it

Regards

3 problems

A menu will appear in the upper left corner, besides all the weapons on which there are skins-black become

How to put the type of armor?

"If there is helmet, then 1 if there is no helmet the 0"
should work like this

> bool GetArmour2()
> 	{
> 		static auto m_iArmH = g_pNetvars->GetOffset("DT_CSPlayer", "m_bHasHeavyArmor");
> 		return GetValue<BYTE>(m_iArmH);
> 	}

Always return true
what's the problem???
I'm sorry for my very bad english language... :(

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