u mean nq_aim 1; cl_viswalls 1; com_ping -100 cql champs
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Would be nice .My servers for the gamers:
bigfoot.servequake.com / damage.servequake.com
port 26000 EuroQuake
port 26001 EuroQuake Coop
newyork.quakeone.com
Offline ATM
fvf.servequake.com
flanders.servegame.org / flanders.servequake.com
Offline ATM
newdm.servequake.com
port 26010
http://bigfoot.servequake.com (EuroQuake)
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hehe haha hohoho
dare me to post source?
clan zero WAS a joke and if u tout u were the only member without THE hacked client then you were not a valued member.
get over yourself. monoxide.
neil sent me the source after he retired so i could add to the bot scan. the clan zer0 client written by "TMR" which i was told was Sense, had aimbot, clear walls, faked ping, etc.
2tone was caught using it multiple times. So your clan was a hack even if u didnt use it. so honestly, u are a fool if u think otherwise.
ok lets just search the code for "TMR"
Code:F:\quake_dev\Cheat\cl_input.c(54):kbutton_t in_visewalls, in_wireframe; //TMR - added these F:\quake_dev\Cheat\cl_input.c(57):int target; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(58):int lasttarget; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(59):int bot_visibility; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(60):cvar_t bot_ping = {"bot_ping", "0"}; //TMR - if true, bot will get your ping from the server F:\quake_dev\Cheat\cl_input.c(165):void IN_AimOn (void) { // TMR - Aim on F:\quake_dev\Cheat\cl_input.c(171):void IN_AimOff (void) { // TMR - Aim off F:\quake_dev\Cheat\cl_input.c(177):void IN_ViseWallsOn (void) { //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(189):void IN_ViseWallsOff (void) { //TMR vise walls off F:\quake_dev\Cheat\cl_input.c(198):void IN_WireFrameOn (void) //TMR - wireframe on F:\quake_dev\Cheat\cl_input.c(211):void IN_WireFrameOff (void) //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(310): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(319): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(375): cmd->sidemove *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(436):CL_Bot* //TMR - allow aimbot to adjust F:\quake_dev\Cheat\cl_input.c(625): Con_DPrintf("issued bot ping request\n"); //TMR - debugging F:\quake_dev\Cheat\cl_input.c(1066)://TMR - for pingbot F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot; F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot F:\quake_dev\Cheat\cl_input.c(1190):extern cvar_t shownames; //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1229):// Cmd_AddCommand ("+showme", IN_ShowMeDown); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1230):// Cmd_AddCommand ("-showme", IN_ShowMeUp); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1233): Cvar_RegisterVariable (&com_ping); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1234): Cvar_RegisterVariable (&com_ping2); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1235): //Cvar_RegisterVariable (&lagout); // TMR - 'synthetic' lagout F:\quake_dev\Cheat\cl_input.c(1236): Cvar_RegisterVariable (&teammode); // TMR - teamplay for aimbot, on by default F:\quake_dev\Cheat\cl_input.c(1237): Cvar_RegisterVariable (&viewaim); // TMR - change cl.viewmodels for aimbot F:\quake_dev\Cheat\cl_input.c(1238): Cvar_RegisterVariable (&weapacc); // TMR - weapon propogation delay F:\quake_dev\Cheat\cl_input.c(1239): Cvar_RegisterVariable (&mheight); // TMR - model height to aim at feet F:\quake_dev\Cheat\cl_input.c(1240): Cvar_RegisterVariable (&maxangle); //TMR - max angle total to target player F:\quake_dev\Cheat\cl_input.c(1241): Cvar_RegisterVariable (&zadjust); //TMR - target's z position adjustment for less lift F:\quake_dev\Cheat\cl_input.c(1242): Cvar_RegisterVariable (&shownames); //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1243): Cvar_RegisterVariable (&botattack); //TMR - bot goes nuts F:\quake_dev\Cheat\cl_input.c(1244): Cvar_RegisterVariable (&pingadjust); //TMR - +/- adjust for bot ping prediction F:\quake_dev\Cheat\cl_input.c(1245): Cvar_RegisterVariable (&outputpredict); //TMR - debug output for bot F:\quake_dev\Cheat\cl_input.c(1246): Cvar_RegisterVariable (&bot_ping); //TMR - should the bot ping the server? F:\quake_dev\Cheat\cl_input.c(1247): Cmd_AddCommand ("+aimon", IN_AimOn); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1248): Cmd_AddCommand ("-aimon", IN_AimOff); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1249): Cmd_AddCommand ("+visewalls", IN_ViseWallsOn); //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(1250): Cmd_AddCommand ("-visewalls", IN_ViseWallsOff); //TMR - vise walls off F:\quake_dev\Cheat\cl_input.c(1251): Cmd_AddCommand ("+wireframe", IN_WireFrameOn); //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(1252): Cmd_AddCommand ("-wireframe", IN_WireFrameOff); //TMR - wireframe on F:\quake_dev\Cheat\cl_parse.c(117): attenuation = MSG_ReadByte () * 0.015625; // TMR - Speed F:\quake_dev\Cheat\cl_parse.c(133): CL_StartTimer (sound_num, pos, ent); //TMR - item timer F:\quake_dev\Cheat\cl_parse.c(134): CL_TrackEnt (sound_num, pos, ent); //TMR - player tracker F:\quake_dev\Cheat\cl_parse.c(135): //Con_Printf("%s\n", cl.sound_precache[sound_num]->name); //TMR F:\quake_dev\Cheat\cl_parse.c(201):void CL_ModelListPrecache(char *name, int i) //TMR - added this F:\quake_dev\Cheat\cl_parse.c(203): //TMR - load models so i can find them easily F:\quake_dev\Cheat\cl_parse.c(235): //TMR - load sounds so i can find them easily F:\quake_dev\Cheat\cl_parse.c(312): cl.trackent = Hunk_AllocName (cl.maxclients*sizeof(*cl.trackent), "trackent"); //TMR - for entity tracking F:\quake_dev\Cheat\cl_parse.c(376): CL_ModelListPrecache(cl.model_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(386): CL_SoundListPrecache(cl.sound_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(395): Q_strcpy(cl_timerent[0].modelname, cl_entities[0].model->name); //TMR - copy model into list F:\quake_dev\Cheat\cl_parse.c(421)://int bitcounts[16]; //TMR - code cleanup F:\quake_dev\Cheat\cl_parse.c(422):qboolean caeyecamnew; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(453): // TMR - qbism//00-10-15 begin from DP- code cleanup F:\quake_dev\Cheat\cl_parse.c(461): // TMR - qbism//00-10-15 end from DP F:\quake_dev\Cheat\cl_parse.c(546): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(582): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(590): //TMR - bad place for it, but it works F:\quake_dev\Cheat\cl_parse.c(722): CL_100HealthUpdate(cl.viewentity - 1); //TMR - begin 100h countdown F:\quake_dev\Cheat\cl_parse.c(895):extern cvar_t com_ping; //TMR - for bot ping calculation F:\quake_dev\Cheat\cl_parse.c(960): //TMR - if not negative F:\quake_dev\Cheat\cl_parse.c(980):extern cvar_t ca_eyecam; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(990): int minusping, lastplayer; //TMR -added this for bot support F:\quake_dev\Cheat\cl_parse.c(991): char name[MAX_SCOREBOARDNAME]; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(992): static int caeyecam, oldentity; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1002): if (*s == '-') //TMR - for negative ping F:\quake_dev\Cheat\cl_parse.c(1021): //TMR - gotta handle the READY that gets put in the scoreboard F:\quake_dev\Cheat\cl_parse.c(1027): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1041): Con_DPrintf("%i:Long:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1051): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1065): Con_DPrintf("%i:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1108): // cl.botpingrequest = cl.botpingrequest && (checkping >= 0); //TMR - added for botpingrequest F:\quake_dev\Cheat\cl_parse.c(1127): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1137): cl.timer_pause_time = 0; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1156): if (ca_eyecam.value && !strncmp(string, "Tracking ", 9)) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1161): else if (ca_eyecam.value && caeyecam && *s) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1188): || !strcmp(string, "Round is a draw!\n"))) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1196): if (!strcmp(string, "Client ping times:\n"))// && pq_scoreboard_pings.value) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1199): cl.last_bot_ping_time = cl.time; //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1201): if (cl.sbar_ping)// || cl.botpingrequest) //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1213):cvar_t shownames = {"shownames", "0"}; //TMR for name changes F:\quake_dev\Cheat\cl_parse.c(1214):extern cvar_t antikick; //TMR - kick protection F:\quake_dev\Cheat\cl_parse.c(1215):extern kbutton_t in_aimon; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1216):extern int targetfound; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1217):extern int bot_visibility; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1218):extern vec3_t aimangles; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1219):extern int newtarget; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1241): //TMR - this saves the initialization messages for on-the-fly demo recording F:\quake_dev\Cheat\cl_parse.c(1254): //Con_Printf("cmd: %i %i\n", cmd, cmd&127); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1284): cl.mtime[2] = cl.mtime[1]; //TMR - store this for the bot F:\quake_dev\Cheat\cl_parse.c(1287): //TMR - for bot aim lerping F:\quake_dev\Cheat\cl_parse.c(1314): Con_Printf("Server attempted disconnect\n"); //TMR - no boot F:\quake_dev\Cheat\cl_parse.c(1379): cl.caviewentity = cl.viewentity; //TMR - for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1380): //Con_Printf("ca_eyecam: svc_setview %i\n", cl.viewentity); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1405): //TMR - see who's changing names F:\quake_dev\Cheat\cl_parse.c(1410): //Con_Printf("%s\n", cl.scores[i].name); //TMR F:\quake_dev\Cheat\cl_parse.c(1428): //TMR - for eyecam, if more than 2 on our color and we're up in the rotation F:\quake_dev\Cheat\cl_parse.c(1434): //Con_Printf("ca_eyecam: reset on our color update %i\n", i+1); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1467): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1479): CL_TimerUnpauseAll(); //TMR - to handle pauses
'nuff said bye!Last edited by R00k; 09-14-2014, 12:19 AM.
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Originally posted by monoz View Postthat sounds like a bunch of gibbersh rook.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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@solecord - I had an idea. In the left side bar it says "chat *new*". What if it said "chat (activeUserCount)" and if aUC is 0 it just says chat (or "talk to yourself" lol)?
Also, what if the chat wasn't an entire page but a floating pop-up window instead?Last edited by MadGypsy; 09-14-2014, 07:26 AM.
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+1 for gypsy's idea of a floating pop-up window for chat instead of being its own page
I think it would also be nice if it a bit smaller then it is now. something like this size i think would be perfect imo:
could always make it so that the pop-up window can be stretched to make it bigger for those who want a bigger chat-window.
but that size would imo be perfect for standard size when the chat popup gets opened.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Originally posted by R00k View Posthehe haha hohoho
dare me to post source?
clan zero WAS a joke and if u tout u were the only member without THE hacked client then you were not a valued member.
get over yourself. monoxide.
neil sent me the source after he retired so i could add to the bot scan. the clan zer0 client written by "TMR" which i was told was Sense, had aimbot, clear walls, faked ping, etc.
2tone was caught using it multiple times. So your clan was a hack even if u didnt use it. so honestly, u are a fool if u think otherwise.
ok lets just search the code for "TMR"
Code:F:\quake_dev\Cheat\cl_input.c(54):kbutton_t in_visewalls, in_wireframe; //TMR - added these F:\quake_dev\Cheat\cl_input.c(57):int target; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(58):int lasttarget; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(59):int bot_visibility; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(60):cvar_t bot_ping = {"bot_ping", "0"}; //TMR - if true, bot will get your ping from the server F:\quake_dev\Cheat\cl_input.c(165):void IN_AimOn (void) { // TMR - Aim on F:\quake_dev\Cheat\cl_input.c(171):void IN_AimOff (void) { // TMR - Aim off F:\quake_dev\Cheat\cl_input.c(177):void IN_ViseWallsOn (void) { //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(189):void IN_ViseWallsOff (void) { //TMR vise walls off F:\quake_dev\Cheat\cl_input.c(198):void IN_WireFrameOn (void) //TMR - wireframe on F:\quake_dev\Cheat\cl_input.c(211):void IN_WireFrameOff (void) //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(310): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(319): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(375): cmd->sidemove *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(436):CL_Bot* //TMR - allow aimbot to adjust F:\quake_dev\Cheat\cl_input.c(625): Con_DPrintf("issued bot ping request\n"); //TMR - debugging F:\quake_dev\Cheat\cl_input.c(1066)://TMR - for pingbot F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot; F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot F:\quake_dev\Cheat\cl_input.c(1190):extern cvar_t shownames; //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1229):// Cmd_AddCommand ("+showme", IN_ShowMeDown); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1230):// Cmd_AddCommand ("-showme", IN_ShowMeUp); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1233): Cvar_RegisterVariable (&com_ping); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1234): Cvar_RegisterVariable (&com_ping2); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1235): //Cvar_RegisterVariable (&lagout); // TMR - 'synthetic' lagout F:\quake_dev\Cheat\cl_input.c(1236): Cvar_RegisterVariable (&teammode); // TMR - teamplay for aimbot, on by default F:\quake_dev\Cheat\cl_input.c(1237): Cvar_RegisterVariable (&viewaim); // TMR - change cl.viewmodels for aimbot F:\quake_dev\Cheat\cl_input.c(1238): Cvar_RegisterVariable (&weapacc); // TMR - weapon propogation delay F:\quake_dev\Cheat\cl_input.c(1239): Cvar_RegisterVariable (&mheight); // TMR - model height to aim at feet F:\quake_dev\Cheat\cl_input.c(1240): Cvar_RegisterVariable (&maxangle); //TMR - max angle total to target player F:\quake_dev\Cheat\cl_input.c(1241): Cvar_RegisterVariable (&zadjust); //TMR - target's z position adjustment for less lift F:\quake_dev\Cheat\cl_input.c(1242): Cvar_RegisterVariable (&shownames); //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1243): Cvar_RegisterVariable (&botattack); //TMR - bot goes nuts F:\quake_dev\Cheat\cl_input.c(1244): Cvar_RegisterVariable (&pingadjust); //TMR - +/- adjust for bot ping prediction F:\quake_dev\Cheat\cl_input.c(1245): Cvar_RegisterVariable (&outputpredict); //TMR - debug output for bot F:\quake_dev\Cheat\cl_input.c(1246): Cvar_RegisterVariable (&bot_ping); //TMR - should the bot ping the server? F:\quake_dev\Cheat\cl_input.c(1247): Cmd_AddCommand ("+aimon", IN_AimOn); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1248): Cmd_AddCommand ("-aimon", IN_AimOff); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1249): Cmd_AddCommand ("+visewalls", IN_ViseWallsOn); //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(1250): Cmd_AddCommand ("-visewalls", IN_ViseWallsOff); //TMR - vise walls off F:\quake_dev\Cheat\cl_input.c(1251): Cmd_AddCommand ("+wireframe", IN_WireFrameOn); //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(1252): Cmd_AddCommand ("-wireframe", IN_WireFrameOff); //TMR - wireframe on F:\quake_dev\Cheat\cl_parse.c(117): attenuation = MSG_ReadByte () * 0.015625; // TMR - Speed F:\quake_dev\Cheat\cl_parse.c(133): CL_StartTimer (sound_num, pos, ent); //TMR - item timer F:\quake_dev\Cheat\cl_parse.c(134): CL_TrackEnt (sound_num, pos, ent); //TMR - player tracker F:\quake_dev\Cheat\cl_parse.c(135): //Con_Printf("%s\n", cl.sound_precache[sound_num]->name); //TMR F:\quake_dev\Cheat\cl_parse.c(201):void CL_ModelListPrecache(char *name, int i) //TMR - added this F:\quake_dev\Cheat\cl_parse.c(203): //TMR - load models so i can find them easily F:\quake_dev\Cheat\cl_parse.c(235): //TMR - load sounds so i can find them easily F:\quake_dev\Cheat\cl_parse.c(312): cl.trackent = Hunk_AllocName (cl.maxclients*sizeof(*cl.trackent), "trackent"); //TMR - for entity tracking F:\quake_dev\Cheat\cl_parse.c(376): CL_ModelListPrecache(cl.model_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(386): CL_SoundListPrecache(cl.sound_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(395): Q_strcpy(cl_timerent[0].modelname, cl_entities[0].model->name); //TMR - copy model into list F:\quake_dev\Cheat\cl_parse.c(421)://int bitcounts[16]; //TMR - code cleanup F:\quake_dev\Cheat\cl_parse.c(422):qboolean caeyecamnew; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(453): // TMR - qbism//00-10-15 begin from DP- code cleanup F:\quake_dev\Cheat\cl_parse.c(461): // TMR - qbism//00-10-15 end from DP F:\quake_dev\Cheat\cl_parse.c(546): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(582): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(590): //TMR - bad place for it, but it works F:\quake_dev\Cheat\cl_parse.c(722): CL_100HealthUpdate(cl.viewentity - 1); //TMR - begin 100h countdown F:\quake_dev\Cheat\cl_parse.c(895):extern cvar_t com_ping; //TMR - for bot ping calculation F:\quake_dev\Cheat\cl_parse.c(960): //TMR - if not negative F:\quake_dev\Cheat\cl_parse.c(980):extern cvar_t ca_eyecam; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(990): int minusping, lastplayer; //TMR -added this for bot support F:\quake_dev\Cheat\cl_parse.c(991): char name[MAX_SCOREBOARDNAME]; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(992): static int caeyecam, oldentity; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1002): if (*s == '-') //TMR - for negative ping F:\quake_dev\Cheat\cl_parse.c(1021): //TMR - gotta handle the READY that gets put in the scoreboard F:\quake_dev\Cheat\cl_parse.c(1027): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1041): Con_DPrintf("%i:Long:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1051): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1065): Con_DPrintf("%i:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1108): // cl.botpingrequest = cl.botpingrequest && (checkping >= 0); //TMR - added for botpingrequest F:\quake_dev\Cheat\cl_parse.c(1127): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1137): cl.timer_pause_time = 0; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1156): if (ca_eyecam.value && !strncmp(string, "Tracking ", 9)) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1161): else if (ca_eyecam.value && caeyecam && *s) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1188): || !strcmp(string, "Round is a draw!\n"))) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1196): if (!strcmp(string, "Client ping times:\n"))// && pq_scoreboard_pings.value) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1199): cl.last_bot_ping_time = cl.time; //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1201): if (cl.sbar_ping)// || cl.botpingrequest) //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1213):cvar_t shownames = {"shownames", "0"}; //TMR for name changes F:\quake_dev\Cheat\cl_parse.c(1214):extern cvar_t antikick; //TMR - kick protection F:\quake_dev\Cheat\cl_parse.c(1215):extern kbutton_t in_aimon; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1216):extern int targetfound; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1217):extern int bot_visibility; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1218):extern vec3_t aimangles; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1219):extern int newtarget; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1241): //TMR - this saves the initialization messages for on-the-fly demo recording F:\quake_dev\Cheat\cl_parse.c(1254): //Con_Printf("cmd: %i %i\n", cmd, cmd&127); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1284): cl.mtime[2] = cl.mtime[1]; //TMR - store this for the bot F:\quake_dev\Cheat\cl_parse.c(1287): //TMR - for bot aim lerping F:\quake_dev\Cheat\cl_parse.c(1314): Con_Printf("Server attempted disconnect\n"); //TMR - no boot F:\quake_dev\Cheat\cl_parse.c(1379): cl.caviewentity = cl.viewentity; //TMR - for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1380): //Con_Printf("ca_eyecam: svc_setview %i\n", cl.viewentity); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1405): //TMR - see who's changing names F:\quake_dev\Cheat\cl_parse.c(1410): //Con_Printf("%s\n", cl.scores[i].name); //TMR F:\quake_dev\Cheat\cl_parse.c(1428): //TMR - for eyecam, if more than 2 on our color and we're up in the rotation F:\quake_dev\Cheat\cl_parse.c(1434): //Con_Printf("ca_eyecam: reset on our color update %i\n", i+1); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1467): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1479): CL_TimerUnpauseAll(); //TMR - to handle pauses
'nuff said bye!
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r00k is this the reason i seen people connect with "negative" pings??
F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot;
F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings
F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping
F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot
I use to see player's connect with unreal pings for back in those times and some were even a negative number like -3, -10, -15 and so forth. They would leave and come back and then you would see it go from 20-40 or better..
I used a ping bot once along time ago when i joined clan TK, however it was not a cheat to help me in game it was only a cheat to show my ping being different then the original 200 that it was.
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no in this day, people CAN use maxfps >1000
only Darkplaces shows a true ping regardless of the maxfps.
maxfps can fubar the ping report.
but 1 line of code can fake a true ping....
why have pings displayed anyways? it's like "this guy sux" , "no i dont -- look at my ping!" blah blah cry whine piss//
would be better to have accuracy on the scoreboardLast edited by R00k; 09-14-2014, 04:56 PM.
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Originally posted by R00k View Postno in this day, people CAN use maxfps >1000
only Darkplaces shows a true ping regardless of the maxfps.
maxfps can fubar the ping report.
but 1 line of code can fake a true ping....
why have pings displayed anyways? it's like "this guy sux" , "no i dont -- look at my ping!" blah blah cry whine piss//
would be better to have accuracy on the scoreboard
I've never seen a negative ping since i returned in 2011. 0 is the lowest i have seen it.
I agree, i think only the client should see their own ping and no one elses ping. That should go for all games.
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