Official site anti-cheat Ultra Core Protector

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Ultra Core Protector - is the client-server anti-cheat freeware, for server protection from unscrupulous players.

Abilities Supported games  
Condition Zero
Counter-Strike 1.6
Day of Defeat
Adrenaline Gamer
Team Fortress Classic
Counter-Strike Source
MU Online
Ragnarok Online
Half-Life 2 Deathmatch
Adrenaline Gamer 2
Team Fortress 2
CSGO Auto Wall Fix

For those who are having trouble fixing autowall…

Update the following structs

c+p below

struct surfacephysicsparams_t
float friction;
float elasticity;
float density;
float thickness;
float dampening;

struct surfaceaudioparams_t
float reflectivity; // like elasticity, but how much sound should be reflected by this surface
float hardnessFactor; // like elasticity, but only affects impact sound choices
float roughnessFactor; // like friction, but only affects scrape sound choices
float roughThreshold; // surface roughness > this causes "rough" scrapes, < this causes "smooth" scrapes float hardThreshold; // surface hardness > this causes "hard" impacts, < this causes "soft" impacts float hardVelocityThreshold; // collision velocity > this causes "hard" impacts, < this causes "soft" impacts float highPitchOcclusion; //a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound) float midPitchOcclusion; float lowPitchOcclusion; }; struct surfacesoundnames_t { unsigned short walkStepLeft; unsigned short walkStepRight; unsigned short runStepLeft; unsigned short runStepRight; unsigned short impactSoft; unsigned short impactHard; unsigned short scrapeSmooth; unsigned short scrapeRough; unsigned short bulletImpact; unsigned short rolling; unsigned short breakSound; unsigned short strainSound; }; struct surfacegameprops_t { public: float maxSpeedFactor; float jumpFactor; char pad00[0x4]; float flPenetrationModifier; float flDamageModifier; unsigned short material; byte climbable; char pad01[0x3]; };//Size=0x0019 struct surfacedata_t { surfacephysicsparams_t physics; surfaceaudioparams_t audio; surfacesoundnames_t sounds; surfacegameprops_t game; }; class IPhysicsSurfaceProps { public: surfacedata_t *GetSurfaceData(int surfaceDataIndex) { typedef surfacedata_t*(__thiscall* fnGetSurfaceData)(void*, int); return call_vfunc(this, 5)(this, surfaceDataIndex);


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