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

Abilities Supported games  
Half-Life
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: Backtrack Chams

I’m working on backtrack chams and currently doing this.

static auto fn = ModelRenderHook->GetOriginalFunction(21);
if (Settings::ESP::BacktrackIndicator && !Settings::ESP::AntiOBS) {
Vector oldOrigin = pInfo.origin;
for (int t = 0; t < Settings::Aimbot::BackTrackAmount; ++t) { if (localplayer->GetAlive())
{
if (headPositions[entity->GetIndex()][t].simtime && headPositions[entity->GetIndex()][t].simtime + 1 > localplayer->GetSimulationTime())
{
pInfo.origin = headPositions[entity->GetIndex()][t].vecOrigin;
pModelRender->ForcedMaterialOverride(visible_material);
fn(pModelRender, matctx, state, pInfo, (matrix3x4*)BoneMatrices[entity->GetIndex()][t]);
}
}
else
{
memset(&headPositions[0][0], 0, sizeof(headPositions));
memset(&BoneMatrices[0][0], 0, sizeof(BoneMatrices));
}
}
pInfo.origin = oldOrigin;
}

And it works fine but it’s very resource heavy especially with higher tick values, is there a more fps friendly way to do chams in general? I noticed polakware doesn’t lag nearly as badly rendering backtracked chams so I’m wondering what the best way to do it is.


 



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