Master Recoil Ayarları [~Gresto/HyvnstyLe``]

3
EXE RANK

~Gresto/HyvnstyLe``

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~Gresto/HyvnstyLe``
// master recoil strings
//mr.hlookoFF
// my recoil string algorithims :)

#include "recoil"

// string copy
void stringcopy(char* input,char* output)
{
strcpy(input,output);
}

// string attach
void stringattach(char* input,char* output)
{
strcat(input,output);
}

// left copy
void leftcopy(char* input,char* output,int pos)
{
int index = 0;
for(int i = 0; i < pos; i++)
{
output[index] = input;
index++;
}
output[index] = 0;
}
// right copy
void rightcopy(char* input,char* output,int pos)
{
int index = 0;
int len = strlen(input);
for(int i = pos; i < len; i++)
{
output[index] = input;
index++;
}
output[index] = 0;

}
// mid copy
void midcopy(char* input,char* output,int start_pos, int stop_pos)
{
int index = 0;
for(int i = start_pos; i < stop_pos; i++)
{
output[index] = input;
index++;
}

output[index] = 0;
}

// trim the space
void trimspace(char* buffer)
{
int len;
len = strlen(buffer);
char* ptemp;
ptemp = new char[len+1];
strcpy(ptemp,buffer);

int index = 0;
for(int z = 0; z < len; z++)
{
if(ptemp[z] != ' ')
{
buffer[index] = ptemp[z];
index++;
}
}
buffer[index] = 0;

delete [] ptemp;
}

int findstr(char* body,char* search)
{
int len = strlen(body);
int len2 = strlen(search); // search len

for(int i = 0; i < len; i++)
{
if(body == search[0])
{
bool ichk = true;

for(int z = 0; z < len2; z++)
{
if(body[i+z] == search[z])
{
}
else
{
ichk = false;
}
}

if(ichk == true)
{
return i;
}
}
}

return -1; // failure
}

int ifindstr(int startx,char* body,char* search)
{
int len = strlen(body);
int len2 = strlen(search); // search len

for(int i = startx+1; i < len; i++)
{
if(body == search[0])
{
bool ichk = true;

for(int z = 0; z < len2; z++)
{
if(body[i+z] == search[z])
{
}
else
{
ichk = false;
}
}

if(ichk == true)
{
return i;
}
}
}

return -1; // failure
}

int findstrb(char* body,char* search)
{
int len = strlen(body);
int len2 = strlen(search);

for(int i = len; i > 0; i--)
{
if(body == search[0])
{
bool ichk = true;
for(int z = 0; z < len2; z++)
{
if(body[i+z] == search[z])
{
}
else
{
ichk = false;
}
}

if(ichk == true)
{
return i; // found it
}
}

}
return -1; // failure
}
// find inside backwards string loop
int ifindstrb(int startx, char* body,char* search)
{
int len = strlen(body);
int len2 = strlen(search);

for(int i = startx-1; i > 0; i--)
{
if(body == search[0])
{
bool ichk = true;
for(int z = 0; z < len2; z++)
{
if(body[i+z] == search[z])
{
}
else
{
ichk = false;
}
}

if(ichk == true)
{
return i; // found it
}
}

}
return -1; // failure
}
// forward search string (controled range)
int fsearchstr(int start,int stop,char* buff,char* search)
{
int len = strlen(buff);
int len2 = strlen(search);

for(int i = start; i < stop; i++)
{
if(buff == search[0])
{
bool ichk = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{
}
else
{
ichk = false;
}
}

if(ichk == true)
{
return i; // found it
}
}
}

return -1; // failure
}

// backward search string (controled range)
int bsearchstr(int start,int stop,char* buff,char* search)
{
int len = strlen(buff);
int len2 = strlen(search);

for(int i = start; i > stop; i--)
{
if(buff == search[0])
{
bool ichk = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{
}
else
{
ichk = false;
}
}

if(ichk == true)
{
return i; // found it;
}
}
}

return -1;// failure
}
// getting length
int getlen(char* buff)
{
return strlen(buff);// use strlen :)
}
// lower case
void lcase(char* buffer)
{
int len = getlen(buffer);

for(int i = 0; i < len; i++)
{
buffer = tolower(buffer);
}
}
// upercase
void ucase(char* buffer)
{
int len = getlen(buffer);

for(int i = 0; i < len; i++)
{
buffer = toupper(buffer);
}
}
// uppercase letter
int ucasel(char c)
{
return tolower(c);
}

// lowercase letter
int lcasel(char c)
{
return tolower(c);
}

// find string location algorithims
bool findstrloc(char* buff,char* search,MasStrDataLoc* dloc)
{
int len = strlen(buff);
int len2 = strlen(search);
int* f;
int f_i = 0;
f = new int[len+1];// big just in case

for(int i = 0; i < len; i++)
{
if(buff == search[0])
{
bool ic = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{

}
else
{
ic = false;
}
}

if(ic == true)
{
f[f_i] = i;
f_i++;
}
}
}

dloc->create_array(f_i);
dloc->setstr(buff);
dloc->setsearchstr(search);
for(int p = 0; p < f_i; p++)
{
dloc->dindex[p] = f[p];
}
delete [] f;

if(f_i != 0)
{
dloc->setstatus(true);
return true; // we got some locations
}
else
{
dloc->setstatus(false);
return false; // not found
}
}
// find string location forward search
bool findstrlocf(char* buff,char* search,MasStrDataLoc* dloc)
{
return findstrloc(buff,search,dloc);
}
// find string location backwards search
bool findstrlocb(char* buff,char* search,MasStrDataLoc* dloc)
{
int len = strlen(buff);
int len2 = strlen(search);
int* f;
int f_i = 0;
f = new int[len+1];// big just in case

for(int i = len; i > 0; i--)
{
if(buff == search[0])
{
bool ic = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{

}
else
{
ic = false;
}
}

if(ic == true)
{
f[f_i] = i;
f_i++;
}
}
}

dloc->create_array(f_i);
dloc->setstr(buff);
dloc->setsearchstr(search);
for(int p = 0; p < f_i; p++)
{
dloc->dindex[p] = f[p];
}
delete [] f;

if(f_i != 0)
{
dloc->setstatus_recoil(true);
return true; // we got some locations
}
else
{
dloc->setstatus(false);
return false; // not found
}
}

// string ( range based ) manipulation algorithims
bool searchrange(char* buff,char* search,MasStrRange* mrang)
{
int len;
int len2;
len = strlen(buff);
len2 = strlen(search);

for(int i = 0; i < len; i++)
{
if(buff == search[0])
{
bool ik = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{
}
else
{
ik = false;
}
}

if(ik == true)
{
mrang->SetRange(i,i+len2);
return true;
}
}
}
mrang->SetRange(0,0);
return false;
}
// string range manipluation ex (i)
bool isearchrange(int startx, char* buff,char* search,MasStrRange* mrang)
{
int len;
int len2;
len = strlen(buff);
len2 = strlen(search);

for(int i = startx+1; i < len; i++)
{
if(buff == search[0])
{
bool ik = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{
}
else
{
ik = false;
}
}

if(ik == true)
{
mrang->SetRange(i,i+len2);
return true;
}
}
}
mrang->SetRange(0,0);
return false;
}

// find the occourance amount of a specific string
int findoccourance(char* buff,char* search)
{
int len;
int len2;
len = strlen(buff);
len2 = strlen(search);

int occ = 0;

for(int i = 0; i < len; i++)
{
if(buff == search[0])
{
bool ic = true;

for(int z = 0; z < len2; z++)
{
if(buff[i+z] == search[z])
{
}
else
{
ic = false;
}
}

if(ic == true)
{
occ++;
}

}
}

if(occ == 0)
{

return -1; // failure

}
else
{
return occ;
}
}

// string range manipulation copy left range
void copyleftrange(char* input,char* output,MasStrRange* mrang,int hi_lo)
{
if(hi_lo == MRANGE_HI)
{
leftcopy(input,output,mrang->GetRangeHI());
}
else
{
leftcopy(input,output,mrang->GetRangeLO());
}
}
// string range manipulation copy right range
void copyrightrange(char* input,char* output,MasStrRange* mrang,int hi_lo)
{
if(hi_lo == MRANGE_HI)
{
rightcopy(input,output,mrang->GetRangeHI());
}
else
{
rightcopy(input,output,mrang->GetRangeLO());
}
}
// string range manipulation mid copy
void copymidrange(char* input,char* output,MasStrRange* mrang, int hi_lo,MasStrRange* mrangx, int hi_lox)
{
int cx;
int cy;

if(hi_lo == MRANGE_HI)
{
cx = mrang->GetRangeHI();
}
else
{
cx = mrang->GetRangeLO();
}

if(hi_lox == MRANGE_HI)
{
cy = mrangx->GetRangeHI();
}
else
{
cy =mrangx->GetRangeLO();
}

midcopy(input,output,cx,cy);
}

// create a list from string data
void createstrlist(char* buff,char* search,MasStrList* list)
{
int occ;
occ = findoccourance(buff,search);

if(occ == -1)
{
return; // failure
}
list->create(occ);

int occ_i = 0;

MasStrDataLoc dloc;

if(findstrloc(buff,search,&dloc))
{
int pre_pos = 0;

for(int z = 0; z < dloc.getmaxpoint(); z++)
{
int cur = 0;
cur = dloc.dindex[z];
charwrap cwrap(buff);
cwrap.strclearn();
midcopy(buff,cwrap.get(),pre_pos,cur);
list->strings[occ_i].set(cwrap.get());
occ_i++;
pre_pos = cur;
}

charwrap cwrapx(buff,true);
rightcopy(buff,cwrapx.get(),pre_pos);
list->strings[occ_i].set(cwrapx.get());
occ_i++;
}

return;
}
// conversion of integers
void convertinteger(int integer,char* buff,int base)
{
itoa(integer,buff,base);
}
// conversion of strings
int convertstring(char* buff)
{
return atoi(buff);
}
// could this be a hexidecimal digit?
bool ishexc(char c)
{
c = lcasel(c);
switch(c)
{
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
case 'a':
case 'b':
case 'c':
case 'd':
case 'e':
case 'f':
return true;
break;
}
return false;
}
// does this string contain a non-hexidecimal digit?
bool ishex(char* buff)
{
int len;
len = strlen(buff);

for(int i = 0; i < len; i++)
{
if(ishexc(buff) == false)
{
return false;
}
}
return true;
}

// hexidecimal digit to integer value
int hextointc(char c)
{
if(ishexc(c) == false)
{
return -1; // failure, not a hex digit
}

c = lcasel(c);

switch(c)
{
case '0':
return 0;
break;
case '1':
return 1;
break;
case '2':
return 2;
break;
case '3':
return 3;
break;
case '4':
return 4;
break;
case '5':
return 5;
break;
case '6':
return 6;
break;
case '7':
return 7;
break;
case '8':
return 8;
break;
case '9':
return 9;
break;
case 'a':
return 10;
break;
case 'b':
return 11;
case 'c':
return 12;
case 'd':
return 13;
case 'e':
return 14;
case 'f':
return 15;
}

return -1; // failure ? never would get here
}

// convert hex value into a integer
int hextoint(char* buff)
{
int rt = 0;

if(buff[1] == 0)
{
return hextointc(buff[0]);
}

int len = strlen(buff);
int* hexval;
hexval = new int[len+1];
int hexvali = 0;

for(int i = 0; i < len; i++)
{
hexval[hexvali] = hextointc(buff);
hexvali++;
}

int index = 0;

for(int z = hexvali-1; z >= 0; z--)
{
int cur;
if(index == 0)
{
cur = hexval[z];
index = 16;
}
else
{

cur = hexval[z] * index;
index = index * 16;
}

rt = rt + cur;
}

delete [] hexval;

return rt;
}


void tripcharup(char* buff, int up)
{
int len;
len = strlen(buff);

for(int i = 0; i < len; i++)
{
if(buff != 0)
{

buff = buff + up;

}
}
}

void tripchardown(char* buff,int up)
{
int len;
len = strlen(buff);

for(int i = 0; i < len; i++)
{
if(buff != 0)
{

buff = buff - up;

}
}
}
// replace single instance of a character
void replacechar(char* buff,char findchr,char replace)
{
int len;
len = strlen(buff);

for(int z = 0; z < len; z++)
{
if(buff[z] == findchr)
{
buff[z] = replace;
}
}
}

void rmvinst(char* buff,char* findstr,char* replacex,char* output)
{

int xt = ifindstr(NOPREV,buff,findstr);


char* temp;
temp = new char[strlen(buff)+1];
stringcopy(temp,buff);

char* ltemp;
char* rtemp;

ltemp = new char[strlen(buff)+1];
rtemp = new char[strlen(buff)+1];

leftcopy(buff,ltemp,xt);
rightcopy(buff,rtemp,xt+strlen(findstr));


cout << "\n#: " << ltemp << replacex << rtemp << endl;


strcpy(output,ltemp);
strcat(output,replacex);
strcat(output,rtemp);

delete [] temp;
delete [] ltemp;
delete [] rtemp;
}


// replace string
void replacestr(char* buff,char* findstr,char* replacex,char* output)
{
int xt;
xt = ifindstr(0,buff,findstr);

if(xt == -1)
{
return; // failure no string to replace
}

char* ptemp;
char* outtemp;
ptemp = new char[strlen(buff) + 500];
outtemp = new char[strlen(buff) + 500];
stringcopy(ptemp,buff);

while(1)
{
int xr;
xr = ifindstr(0,ptemp,findstr);
if(xr == -1)
{
break;
}
else
{
rmvinst(ptemp,findstr,replacex,outtemp);
stringcopy(ptemp,outtemp);
}
}

stringcopy(output,ptemp);

delete [] ptemp;
delete [] outtemp;

}

// random char
char randomchar(int max)
{
int x;
x = rand()%max;
char c;
c = x;
return c;
}
// random char + up
char randomchar(int max,int up)
{
int x;
x = rand()%max+up;
char c;
c = x;
return c;
}
// random string
void randomstr(char* buff,int max, int size)
{
for(int i = 0; i < size; i++)
{
if(rand()%2)
{
buff = randomchar(max);
}
else
{
buff = randomchar(max,rand()%10);
}
}
}
// remove char
void removechar(char* in,char* out,char c)
{
int len;
len = strlen(in);
int ic = 0;
for(int i = 0; i < len; i++)
{
if(in != c)
{
out[ic] = in;
ic++;
}
}
out[ic] = 0;
}

// find single character in string
int findchar(char* str,char c)
{
int len = strlen(str);
for(int i = 0; i < len; i++)
{
if(str == c)
{
return i;
}
}

return -1; // failure
}
// find char ex (inside)
int ifindchar(int start,char* str,char c)
{
int len = strlen(str);
for(int i = start+1; i < len; i++)
{
if(str == c)
{
return i;
}
}

return -1;
}
// find single char backward
int findcharb(char* str,char c)
{
int len;
len = strlen(str);
for(int i = len; i > 0; i--)
{
if(str == c)
{
return i;
}
}

return -1;
}
// find single char backward
int ifindcharb(int start,char* str,char c)
{
int len;
len = strlen(str);
for(int i = start-1; i > 0; i--)
{
if(str == c)
{
return i;
}
}
return -1;
}

int findcharcf(char* str,int start,int stop,char c)
{
for(int i = start; i < stop; i++)
{
if(str == c)
{
return i;
}
}

return -1; // failure
}
int findcharcb(char* str,int start,int stop,char c)
{
for(int i = stop; i > start; i--)
{
if(str == c)
{
return i;
}
}
return -1;// failure
}
// remove instances of string
void removestr(char* input,char* output,char* string)
{

char* buff = input;
char* findstr = string;

int xt;
xt = ifindstr(NULLPOS,buff,findstr);

if(xt == -1)
{
return; // failure no string to replace
}

char* ptemp;
char* outtemp;
ptemp = new char[strlen(buff) + 500];
outtemp = new char[strlen(buff) + 500];
stringcopy(ptemp,buff);

while(1)
{
int xr;
xr = ifindstr(0,ptemp,findstr);
if(xr == -1)
{
break;
}
else
{
rmvstrx(ptemp,findstr,outtemp);
stringcopy(ptemp,outtemp);
}
}

stringcopy(output,ptemp);

delete [] ptemp;
delete [] outtemp;

}

void rmvstrx(char* buff,char* output,char* string)
{
int xt = ifindstr(NOPREV,buff,string);

char* temp;
temp = new char[strlen(buff)+1];
stringcopy(temp,buff);

char* ltemp;
char* rtemp;

ltemp = new char[strlen(buff)+1];
rtemp = new char[strlen(buff)+1];

leftcopy(buff,ltemp,xt);
rightcopy(buff,rtemp,xt+strlen(string));

strcpy(output,ltemp);
strcat(output,rtemp);

delete [] temp;
delete [] ltemp;
delete [] rtemp;
}

void strsavefile(char* filename,char* buff)
{
ofstream fout(filename);

fout << buff;

fout.close();
}

int getfilestringlength(char* filename)
{
int count = 0;
ifstream fin(filename);
if(fin)
{
char ch;
while(fin.get(ch))
{
count++;
}

fin.close();
return count;

} else { return -1; } // failure

return -1;
}

bool strloadfile(char* file,char* output)
{
int count = 0;
ifstream fin(file);
if(fin)
{
char ch;
int str_i = 0;
while(fin.get(ch))
{
output[str_i] = ch;
str_i++;
}

output[str_i] = 0;
return true;
}
else
{
return false;
}

return false;
}

void reversestring(char* input,char* output)
{
int len;
len = strlen(input);
int fcount = 0;

for(int i = len; i > 0; i--)
{
output[fcount] = input;
fcount++;
}

output[fcount] = 0;
}

bool isstrvalid(char* string)
{
int len = strlen(string);
for(int i = 0; i < len; i++)
{
if(string == 0)
{
return true; // true it is a null terminated string!
}
}

return false;
}

// Save Master INI
bool SaveMasterINI(char* filename,MasterINI* mini)
{
ofstream fout(filename,ios::binary);

if(fout)
{


fout.write((char*)&mini,sizeof(mini));

fout.close();

return true;

}
fout.close();
return false;
}
// Load master INI
bool LoadMasterINI(char* filename,MasterINI* mini)
{
ifstream fin(filename,ios::binary);

if(fin)
{
fin.read((char*)&mini,sizeof(mini));
}

fin.close();
return false;
}

// string compare (case sensitive)
bool mstrcmp(char* buff1,char* buff2)
{
int len;
int len2;
len = strlen(buff1);
len2 = strlen(buff2);

if(len != len2)
{
return false; // not equal length
}

for(int i = 0; i < len; i++)
{
if(buff1 != buff2)
{
return false;
}
}

return true;
}

// string compare (not case sensitive)
bool mstrcmpx(char* buff1,char* buff2)
{
int len;
int len2;
len = strlen(buff1);
len2 = strlen(buff2);

if(len != len2)
{
return false; // not equal length
}

for(int i = 0; i < len; i++)
{
if(tolower(buff1) != tolower(buff2))
{
return false;
}
}

return true;
}

bool insidestr(char* buff1,char* buff2)
{
int chk;
chk = findstr(buff1,buff2);

if(chk == -1)
{
return false;
}

return true;
}

bool insidestrx(char* buff1,char* buff2)
{
char* pbuff1;
char* pbuff2;

pbuff1 = new char[strlen(buff1)+1];
pbuff2 = new char[strlen(buff2)+1];

stringcopy(pbuff1,buff1);
stringcopy(pbuff2,buff2);

lcase(pbuff1);
lcase(pbuff2);

int chk;
chk = findstr(pbuff1,buff2);

delete [] pbuff1;
delete [] pbuff2;
pbuff1 = 0;
pbuff2 = 0;

if(chk == -1)
{
return false;
}

return true;
}
// string seperation from 2 points
void strsep(char* str, char* sleft, int go_left, char* sright, int go_right)
{
leftcopy(str,sleft,go_left);
rightcopy(str,sright,go_right);
}
void strsetnull(char* str,int pos)
{
str[pos] = 0;
}

void rmvnullset(char* str)
{
int len;
len = strlen(str);
for(int i = 0; i < len; i++)
{
if(str == 0)
{
str = ' ';
}
}
}

int getnullpos(char* str)
{
int len = strlen(str);
for(int i = 0; i < len; i++)
{
if(str == 0)
{
return i;
}
}

return -1; // failure to find 0
}
// trim commented characters ()
void trimcom(char* str, char* output,char start_c,char stop_c)
{
int len = strlen(str);
int index = 0;

bool iadd = true;

for(int z = 0; z < len; z++)
{
if(str[z] == start_recoil)
{
iadd = false;
}

if(str[z] == stop_c)
{
iadd = true;
}

if(iadd == true)
{
output[index] = str[z];
index++;
}
}

output[index] = 0;
}

// trim comments to an assembly language source file
void recoil(char* input,char* output)
{
trimcom(input,output,';','\n');
}

// count the number of lines exisitng within the source
int countlines(char* buffer)
{
return findoccourance(buffer,"\n");
}
// get the first letter thats not a space
int getfirstletter(char* buff)
{
int len = bot(buff);

for(int i = 0; i < len; i++)
{
if(buff != ' ')
{
return i;
}
}
return -1; // recoil
}

"*" "Anti-Recoil"
{
}
{
"*" "Mouse 1" "bind mouse1 +attack"
"*" "Mouse 2" "bind mouse2 +attack"
"*" "Mouse 3" "bind mouse3 +attack"
"*" "Reset Mouse 1" "bind mouse1 +attack"
"*" "Reset Mouse 2" "bind mouse2 +attack2"
"*" "Reset Mouse 3" "unbind mouse3"
}
{
"*" "Weak" "cl_pitchspeed 1.0"
"*" "Medium" "cl_pitchspeed 2.5"
"*" "Strong" "cl_pitchspeed 3.5"
}
{
"*" "Deagle Ownage" "cl_pitchspeed 1.1"
"*" "MP5 Ownage" "cl_pitchspeed 1.4"
"*" "P90 Ownage" "cl_pitchspeed 1.9"
"*" "AK-47 Ownage" "cl_pitchspeed 2.7"
"*" "M4A1 Ownage" "cl_pitchspeed 2.2"
"*" "M249 Ownage" "cl_pitchspeed 1.4"
}
{
"*" "Recoil 1.0" "cl_pitchspeed 1.0"
"*" "Recoil 1.5" "cl_pitchspeed 1.5"
"*" "Recoil 2.0" "cl_pitchspeed 2.0"
"*" "Recoil 2.5" "cl_pitchspeed 2.5"
"*" "Recoil 3.0" "cl_pitchspeed 3.0"
"*" "Recoil 3.5" "cl_pitchspeed 3.5"
"*" "Recoil 4.0" "cl_pitchspeed 4.0"
"*" "Recoil 4.5" "cl_pitchspeed 4.5"
"*" "Recoil 5.0" "cl_pitchspeed 5.0"
"*" "Recoil 5.5" "cl_pitchspeed 5.5"
"*" "Recoil 6.0" "cl_pitchspeed 6.0"
}
{
"*" "Deagle Pack" "deagle; secammo; cl_pitchspeed 1.1"
"*" "MP5 Pack" "mp5; primammo; cl_pitchspeed 1.4"
"*" "P90 Pack" "p90; primammo; cl_pitchspeed 1.9"
"*" "AK-47 Pack" "ak47; primammo; cl_pitchspeed 2.7"
"*" "M4A1 Pack" "m4a1; primammo; cl_pitchspeed 2.2"
"*" "M249 Pack" "m249; primammo; cl_pitchspeed 1.4"
}
recoilSw_usp "recoil 0.27"
recoilSw_glock18 "recoil 0.25"
recoilSw_deagle "recoil 0.16"
recoilSw_p228 "recoil 0.37"
recoilSw_elite "recoil 0.39"
recoilSw_fiveseven "recoil 0.42"
recoilSw_xm1014 "recoil 1.8"
recoilSw_m3 "recoil 1.83"
recoilSw_mp5 "recoil 1.6892"
recoilSw_FamaS "recoil 1.32"
recoilSw_tmp "recoil 1.66"
recoilSw_p90 "recoil 1.709"
recoilSw_mac10 "recoil 1.71"
recoilSw_ump45 "recoil 1.72"
recoilSw_ak47 "recoil 1.710201"
recoilSw_sg552 "recoil 1.739"
recoilSw_m4a1 "recoil 1.62"
recoilSw_aug "recoil 1.718"
recoilSw_scout "recoil 1.7"
recoilSw_awp "recoil 1.77"
recoilSw_g3sg1 "recoil 0.018"
recoilSw_sg550 "recoil 0.027"
recoilSw_m249 "recoil 1.82"
recoilSw_knife "recoil 0.282"
recoilSw_flashbang "recoil 1.282"
recoilSw_hegrenade "recoil 1.282"
recoilSw_smokegrenade "recoil 1.282"
recoilSw_c4 "recoil 0.0"
recoilSw_tactical "recoil 0.282"
recoilSw_ "recoil 0.302"
#war on
on ^!*:join:#:{
if ($istok(%ip,$address($nick,2),44)) {
if (!$istok(%kill,$nick,44)) addX $nick
if ($me isop #) jop
else {
if $me !isop # cs deop # $nick
}
}
}
on ^*:op:#:{
if ($opnick == $me) {
if (%kill) kop
if (%invex) invexX | %invex = $false
}
else {
;if ($istok(%kill,$opnick,44)) cs deop # $opnick
}
}
#war end
;--- on notice deop event ----
on ^!*:notice:*has deopped*:#:{
if ($nick == chanserv) && ($4 == $me) {
aip $1
if (!$istok(%kill,$1,44)) addX $1
.timerro 1 0 raw -q cs op # $4
if $1 ison # && $1 isop # cs deop # $1
}
}
on *:INVITE:#:{
if ($nick == chanserv) {
if (%kill) set %r303 $true | .ison $replace(%kill,$chr(44),$chr(32))
if (%kill) .timerrejoinX 1 $r(2,5) rejoinX #
else join -n #
else { join -n # }
}
}
on ^*:KICK:#:{
if (($knick == $me) && ($nick != $me)) {
if ($group(#war) == on) { aip $nick | addX $nick }
inc %slow 1
if (%slow >= 2) { .timerinviteXX 1 $r(10,15) //cs invite # | %slow = 0 }
else { cs deop # $replace(%kill,$chr(44),$chr(32)) | join -n # }
}
else { if ($knick != $me) && ($nick == $me) && (%kill) remX $knick }
}
;---- Kick Counters -----
on ^!*:nick:{ if ($istok(%kill,$nick,44)) %kill = $reptok(%kill,$nick,$newnick,1,44) }
on ^*:notice:*is not online*:*: { if ($nick == chanserv) remX $strip($2) }
;---raws----;
raw *:*: {
if ($numeric == 303) {
if (%r303) {
.set %kill $replace($2-,$chr(32),$chr(44))
unset %r303
}
}
if ($numeric == 332) {
if ($2 == %xchan) halt
else {
echo $2 * TopiC: $3-
haltdef
}
}
if ($numeric == 333) {
if ($2 == %xchan) halt
else {
echo $2 * Set up by: $3 on $asctime($4)
haltdef
}
}
if ($numeric == 401) { %kill = $remtok(%kill,$2,1,44) | haltdef }
if ($numeric == 441) { %kill = $remtok(%kill,$2,1,44) | haltdef }
if ($numeric == 442) { haltdef }
if ($numeric == 403) { haltdef }
if ($numeric == 404) { haltdef }
if ($numeric == 482) { haltdef }
if ($numeric == 605) { if ($active ischan) && ($istok(%ip,$3,44)) { dip $3 } }
if ($numeric == 471) { .timerinvite 1 $rand(5,10) cs invite $2 }
if ($numeric == 473) { .timerinvite 1 $rand(5,10) cs invite $2 }
if ($numeric == 475) { .timerinvite 1 $rand(5,10) cs invite $2 }
if ($numeric == 477) { .timerinvite 1 $rand(5,10) cs invite $2 }
if ($numeric == 474) { .timerinvite 1 $rand(8,15) cs invite $2 | cs unban $2 $me }
}
;----aliases-----;
alias km1 { return 15,1wª®¨×¨N¥ªkΧ 0,14 ÷1p®o±ëçtíöñ0÷ 15,1 §Îkª¥N¨×¨®ªw }
alias km2 { return 1,14wª®¨×¨N¥ªkΧ 15,1 ÷14p®o±ëçtíöñ15÷ 1,14 §Îkª¥N¨×¨®ªw }
alias kop { .timerkickop 1 0 //kick # $v1 $km2 }
alias jop { .timerjoinkick 1 0 //kick # $nick $km1 }
alias invexX { mode # +eI $address($me,2) $address($me,2) }
alias aip { %ip = $addtok(%ip,$address($1,2),44) }
alias dip { %ip = $remtok(%ip,$address($1,2),1,44) }
alias remX { %kill = $remtok(%kill,$1,1,44) }
alias addX { %kill = $addtok(%kill,$1,44) }
alias inviteX { .timerinvite 1 $rand(5,10) cs invite $2 }
alias resetX { unset %kill | unset %fkick | unset %ip }
alias rejoinX {
.timerdeop3 -m 1 1500 //cs deop $1 $replace(%kill,$chr(44),$chr(32))
.timerjoin1 -m 1 2000 //join -n $1
}
;---menus-------;
menu menubar,channel {
$iif($group(#war) == on,$style(1)) [War Game Mode]:{
$iif($group(#war) == on,.disable,.enable) #war
$iif($server && $window($active).type isin channelquerychat,msg $active,echo -s) $&
$km2 $iif($group(#war) == on,Enabled,Disabled)
}
-
$iif(%invex != $false,[On],[Off]) Invex X:set %invex $iif(%invex == $false,$true,$false)
-
Reset XXXlist { if ($active ischan) { resetX | if ($server != $null) { msg $active $km1 warlist cleared. } } }
}
menu nicklist {
WaR list
.Add:{ if (!$istok(%kill,$$1,44)) { addX $$1 | aip $$1 } }
.Del:{ %kill = $remtok(%kill,$$1,44) | dip $$1 }
}
;--------start up------;
on *:start:{ %invex = $true | resetX }
;---F-commands-----;
alias f2 if (#) //cs op $chan $me
alias f3 ctcp chanserv@services.dal.net ping
alias f4 clear
on *:connect:{ .timerLag 0 20 lagmeter | .window -aez1 lag }
alias lagmeter { .ctcpreply $me meter $ticks }
on *:ctcpreply:meter &: {
set %lag $calc(($ticks -$2) / 1000),-3) s
.echo lag $+ $time $+ Your lag is : %lag
halt
}





"*" "&m:: &rF&wFX 666 Says " {
"*" "My Antichrist!""says1" // Says the message 1
"*" "Final Juice""says2" // Says the message 2
"*" "Is Apocaliptic""says3" // Says the message 3
"*" "Author and Made""says4" // Says the message 4
"*" "Download 666" "says5" // Says the message 5
"*" "Visit us""says6" // Says the message 6
"*" "SPAM mod 1""says7" // Says the message 7
"*" "SPAM mod 2""says8" // Says the message 8
"*" "SPAM mod 3""says9" // Says the message 9
}
"*" "&m:: &rR&wapid Nicks " {
"*" "666""#name 666;txt Name Changed to 666"
"*" "DeMoN""#name DeMoN;txt Name Changed to DeMoN"
"*" "Antichrist!""#name Antichrist;txt Name Changed to Antichrist"
"*" "SaTaN""#name SaTaN;txt Name Changed to SaTaN"
"*" "LuCiFeR""#name LuCiFeR;txt Name Changed to LuCiFeR"
"*" "NeRoN""#name NeRoN;txt Name Changed to NeRoN"
"*" "Profecy!""#name Profecy!;txt Name Changed to Profecy!"
}
"*" "&m:: &rM&wain Settings " {
"*" "Cheat Enable/Disable""hook"
"*" "Show/Hide Console""console_toggle; Showing Console"
"*" "AutoConfig on/off" "autoconfig change" //Switch Config according to your weapon (set in FighterFX.cfg)
"*" "Autowall on/off""autowall change" //auto shoot thru walls
"*" "Burst Switch on/off""burstswitch change" //Auto switch burst depending on your weapon
"*" "AutoRecoil on/off""autorecoil change" //Switch Recoil according to your weapon (set in FighterFX.cfg)
"*" "Auto settings Off""autoconfig 0;autorecoil 0;enemyconfig 0;autoburst 0;burstswitch 0;taction 0;arandomshoot_off;" // Turn all auto settings off
}
"*" "&m:: &rS&wave and Load " {
"*" "&m:: &rS&waves " { //Save and load your settings
"*" "&rS&wave Settings" "save;txt FFX Settings is Saved!" //Save Cvars
"*" "&rS&wave Settings 1" "saveall settings1.cfg;txt FFX Settings 1 is Saved!" //Save Settings 1
"*" "&rS&wave Settings 2" "saveall settings2.cfg;txt FFX Settings 2 is Saved!" //Save Settings 2
"*" "&rS&wave Settings 3" "saveall settings3.cfg;txt FFX Settings 3 is Saved!" //Save Settings 3
"*" "&rS&wave Settings 4" "saveall settings4.cfg;txt FFX Settings 4 is Saved!" //Save Settings 4
"*" "&rS&wave Settings 5" "saveall settings5.cfg;txt FFX Settings 5 is Saved!" //Save Settings 5
}
"*" "&m:: &rL&woads " { //Save and load your settings
"*" "&rL&woad Settings" "load;txt FFX Settings 1 is Loaded!" //Load Cvars
"*" "&rL&woad Settings 1" "exec settings1;txt FFX Settings 1 is Loaded." //Load Settings 1
"*" "&rL&woad Settings 2" "exec settings2;txt FFX Settings 2 is Loaded." //Load Settings 2
"*" "&rL&woad Settings 3" "exec settings3;txt FFX Settings 3 is Loaded." //Load Settings 3
"*" "&rL&woad Settings 4" "exec settings4;txt FFX Settings 4 is Loaded." //Load Settings 4
"*" "&rL&woad Settings 5" "exec settings5;txt FFX Settings 5 is Loaded." //Load Settings 5
}
}
"*" "&m:: &rW&weapon Buybots " {
"*" "Buy Deagle""config_deagle;buybots_deagle" //Load Config DEAGLE and buy always Deagle and munitions
"*" "Buy Mp5""config_mp5;buybots_mp5" //Load Config Mp5 and buy always Mp5 and munitions
"*" "Buy AK""config_ak47;buybots_akm4" //Load Config AK47 and buy always AK47 and munitions
"*" "Buy M4" "config_m4a1;buybots_akm4" //Load Config M4A1 and buy always M4A1 and munitions
"*" "Buy AUG/SG552" "config_sg552;buybots_augsig" //Load Config Aug/SG552 and buy always Aug or SG552 and munitions
"*" "Buy Famas" "config_famas;buybots_famasgalil" //Load Config Famas and buy always Famas and munitions
"*" "Buy Galil" "config_galil;buybots_famasgalil" //Load Config Galil and buy always Galil and munitions
"*" "Buy Scout" "config_scout;buybots_scout" //Load Config Scout and buy always Scout and munitions
"*" "Buy AWP" "config_awp;buybots_awp" //Load Config Awp and buy always Awp and munitions
"*" "Buy SG550/G3SG1" "config_g3sg1;buybots_autosnipe" //Load Config SG550/G3SG1 and buy always SG550 or G3SG1 and munitions
"*" "Buy XM1014" "config_xm1014;buybots_xm1014" //Load Config XM1014 and buy always XM1014 and munitions
"*" "Buy Para" "config_m249;buybots_para" //Load Config Para and buy always Para and munitions
"*" "None" "alias siground" //No Buybots
}
"*" "&m:: &rA&wimbot " {
"*" "&m:: &rM&wain Options " {
"*" "&m:: &rS&wmooth " {
"*" "Smooth Aiming off""smooth 0" // Instant Aim
"*" "Smooth +""smooth down 0.1" // Aim slower
"*" "Smooth -""smooth up 0.1" // Aim faster
}
"*" "Aim and Shoot on/off""aimshoot_s" // Aim and Shoot at Players
"*" "Aim on/off""aim change" //Aim at players
"*" "Aim - Enemies only" "team 0" // aim only at enemies
"*" "Aim - Team only" "team 2" // aim only at teammates
"*" "Aim - all players" "team 1" // aim at everybody
"*" "Aim by distance""mode 0" //Aim at the nearest target
"*" "Aim by fov""mode 1" //Aim at target in fov
"*" "lock on/off""lock change" //Lock target until dead or not aimable
"*" "Shoot without aimbot (zh4Bot)""zh4bot change;zh4botsecure" //Auto Shoot at players when you can touch them
"*" "Accuracy +""zh4botsens up 0.2" // Better Accuracy
"*" "Accuracy -""zh4botsens down 0.2" // Lower Accuracy
"*" "Autowall on/off""autowall change" //auto shoot thru walls
"*" "Aim first Point on/off""aimfirstpoint change" //always aim the red vec, even if a blanc one is locked first
"*" "Hitbox Aiming on/off""hitbox_s" //Aim at hitboxes
"*" "GSaim on/Off""gsaim_s" //Aim at enemy sequence
"*" "Randomshot 1 On/Off" "arandomshoot_s" //Random hitboxes when target is visible (loop).
"*" "Randomshot 2 On/Off" "randomshoot_s" //Aim at random hitboxes (no loop).
"*" "Randomshot 3 On/Off" "randomshot_s" //Aim at random hitboxes (loop).
"*" "EnemyConfig On/Off" "enemyconfig change" //switch config according to target's weapon (set in FighterFX.cfg)
}
"*" "&m:: &rB&winds " { // bind aiming functions
"*" "&m:: &rM&wouse 1 " { // Aiming style on mouse 1
"*" "HLH Style" "bind mouse1 +doshoot;shoot 0;aim 0; " // aim while shooting, as in HLH
"*" "CSG Style" "bind mouse1 +csgaim; shoot 0; aim 0;" // CSG style
"*" "Aimthru Shoot" "bind mouse1 +thrushoot; shoot 0; aim 0;" // Aimthru and Shoot
"*" "zh4r0naX Style" "bind mouse1 +doshootnoaim;aim 0; " // Shoot no aim on when releasing
}
"*" "&m:: &rM&wouse 2 " { // Aiming style on mouse 2
"*" "HLH Style" "bind mouse2 +doshoot; shoot 0; aim 0;" // aim while shooting, as in HLH
"*" "CSG Style" "bind mouse2 +csgaim; shoot 0; aim 0;" // CSG style
"*" "Xqz2 Style" "bind mouse2 +doaim; shoot 0; aim 0;" // Xqz2 Style
"*" "Aimthru Style" "bind mouse2 +thru; shoot 0; aim 0;" // Aimthru without Shoot
"*" "Aimthru Shoot" "bind mouse2 +thrushoot; shoot 0; aim 0;" // Aimthru and Shoot
"*" "zh4r0naX Style" "bind mouse2 +doshootnoaim;aim 0; " // Shoot no aim on when releasing
}
"*" "&m:: &rM&wouse 3 " { // Aiming style on mouse 3
"*" "HLH Style" "bind mouse3 +doshoot; shoot 0; aim 0;" // aim while shooting, as in HLH
"*" "CSG Style" "bind mouse3 +csgaim; shoot 0; aim 0;" // CSG style
"*" "Xqz2 Style" "bind mouse3 +doaim; shoot 0; aim 0;" // Xqz2 Style
"*" "Aimthru Style" "bind mouse3 +thru; shoot 0; aim 0;" // Aimthru without Shoot
"*" "Aimthru Shoot" "bind mouse3 +thrushoot; shoot 0; aim 0;" // Aimthru and Shoot
"*" "zh4r0naX Style" "bind mouse3 +doshootnoaim;aim 0; " // Shoot no aim on when releasing
}
"*" "&m:: &rS&wHIFT " { // Aiming style on SHIFT
"*" "HLH Style" "bind RSHIFT +doshoot; shoot 0; aim 0;" // aim while shooting, as in HLH
"*" "CSG Style" "bind RSHIFT +csgaim; shoot 0; aim 0;" // CSG style
"*" "Xqz2 Style" "bind RSHIFT +doaim; shoot 0; aim 0;" // Xqz2 Style
"*" "Aimthru Style" "bind RSHIFT +thru; shoot 0; aim 0;" // Aimthru without Shoot
"*" "Aimthru Shoot" "bind RSHIFT +thrushoot; shoot 0; aim 0;" // Aimthru and Shoot
"*" "zh4r0naX Style"
" RSHIFT +doshootnoaim;aim 0; " // Shoot no aim on when releasing
}
"*" "&m:: &rE&wND " { // Aiming style on END
"*" "HLH Style" "bind END +doshoot; shoot 0; aim 0;" // aim while shooting, as in HLH
"*" "CSG Style" "bind END +csgaim; shoot 0; aim 0;" " // CSG style
"*" "Xqz2 Style" "bind END +doaim; shoot 0; aim 0;" " // Xqz2 Style
"*" "Aimthru Style" "bind END +thru; shoot 0; aim 0;" " // Aimthru without Shoot
"*" "Aimthru Shoot" "bind END +thrushoot; shoot 0; aim 0;" " // Aimthru and Shoot
"*" "zh4r0naX Style" "bind END +doshootnoaim;aim 0; " // Shoot no aim on when releasing
}
}
"*" "&m:: &rH&witboxes " { // For Hitboxes
"*" "&m:: &rF&wighter FX Vecs " { // Vecs FighterFX
"*" "Ultimate-one""Ult-1"
"*" "Ultimate-two""Ult-2"
"*" "Ultimate-three""Ult-3"
"*" "Ultimate-four""Ult-4"
"*" "Ultimate-five""Ult-5"
"*" "Ultimate-six""Ult-6"
"*" "Gore-one""Gore-one"
"*" "Gore-two""Gore-two"
"*" "Gore-three""Gore-three"
"*" "Gore-four""Gore-four"
}
"*" "Head""hitboxaim 1;hitbox 11;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "Neck""hitboxaim 1;hitbox 10;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "Spine 3""hitboxaim 1;hitbox 9;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "Spine 2""hitboxaim 1;hitbox 8;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "Spine 1""hitboxaim 1;hitbox 7;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L Clavicle""hitboxaim 1;hitbox 12;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L UpperArm""hitboxaim 1;hitbox 13;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L Forearm""hitboxaim 1;hitbox 14;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L Hand""hitboxaim 1;hitbox 15;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R Clavicle""hitboxaim 1;hitbox 16;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R UpperArm""hitboxaim 1;hitbox 17;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R Forearm""hitboxaim 1;hitbox 18;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R Hand""hitboxaim 1;hitbox 19;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "Pelvis""hitboxaim 1;hitbox 0;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L Thigh""hitboxaim 1;hitbox 1;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L Calf""hitboxaim 1;hitbox 2;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "L Foot""hitboxaim 1;hitbox 3;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R Thigh""hitboxaim 1;hitbox 4;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R Calf""hitboxaim 1;hitbox 5;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "R Foot""hitboxaim 1;hitbox 6;avadd2 0 0 0 0;avadd2 1 0 0 0"
"*" "FullHitboxes on/off""hitboxaim 1;fullhitbox change" //Aim at all good hitboxes !!!
}
"*" "&m:: &rG&wSaim Vecs " { // Vecs For GSAIM aiming
"*" "GSAIM AK" "gsaimAK47"
"*" "GSAIM M4A1" "gsaimM4A1"
"*" "GSAIM DEAG" "gsaimDEAG"
"*" "GAISM AUG" "gsaimAUG"
"*" "GSAIM SIG" "gsaimSIG"
"*" "GSAIM SCOUT" "gsaimSCOUT"
"*" "GSAIM USP" "gsaimUSP"
"*" "GSAIM GLOCK" "gsaimGLOCK"
"*" "GSAIM MP5" "gsaimMP5"
"*" "GSAIM G3SG1" "gsaimG3SG1"
}
"*" "&m:: &rF&wFX Team Vecs " { // Vecs made by FFX Vec Team
"*" "0wned AK""hbakv1" //0wned AK GSaim VEC by zh4r0naX
"*" "WTF Multibox""multihitbox" //WTF Multibox VEC by zh4r0naX
"*" "Desert Eagle GSaim""dhbv2" //Desert Eagle GSaim VEC by zh4r0naX
}
"*" "&m:: &rA&wim Vecs At " { // For Standard Vecs Becareful !! It disables the hitboxes aiming !!
"*" "High Head""hitboxaim 0;avclear;avadd 0 23.5 7.5 3.5;avadd 1 23.5 7.5 3.5"
"*" "Head""hitboxaim 0;avclear;avadd 0 20.5 7.5 3.5;avadd 1 20.5 7.5 3.5"
"*" "Low Head""hitboxaim 0;avclear;avadd 0 17.5 7.5 3.5;avadd 1 17.5 7.5 3.5"
"*" "High Chest""hitboxaim 0;avclear;avadd 0 14.5 7.5 3.5;avadd 1 14.5 7.5 3.5"
"*" "Chest""hitboxaim 0;avclear;avadd 0 12.5 7.5 3.5;avadd 1 12.5 7.5 3.5"
"*" "Low Chest""hitboxaim 0;avclear;avadd 0 10.5 7.5 3.5;avadd 1 10.5 7.5 3.5"
"*" "Very Low Chest""hitboxaim 0;avclear;avadd 0 0.5 7.5 3.5;avadd 1 0.5 7.5 3.5"
}
"*" "&m:: &rV&wecs Tweaking " { //Tweak easy your hitboxes or standard vecs
"*" "&m:: &rH&weight" { //Change the height of your vec (ducking and standing)
"*" "Height +0.1""autoconfig 0; enemyconfig 0;hvec 0 +0.1; hvec 1 +0.1"
"*" "Height -0.1""autoconfig 0; enemyconfig 0;hvec 0 -0.1; hvec 1 -0.1"
}
"*" "&m:: &rF&worward " { // Change the forward of your vec (ducking and standing)
"*" "Forward +0.1""autoconfig 0; enemyconfig 0;fvec 0 +0.1; fvec 1 +0.1"
"*" "Forward -0.1""autoconfig 0; enemyconfig 0;fvec 0 -0.1; fvec 1 -0.1"
}
"*" "&m:: &rLH&w-R " { //Change the Left and right of your vec (ducking and standing)
"*" "Right +0.1""autoconfig 0; enemyconfig 0;rvec 0 +0.1; rvec 1 +0.1"
"*" "Left +0.1""autoconfig 0; enemyconfig 0;rvec 0 -0.1; rvec 1 -0.1"
}
}
"*" "&m:: &rH&weight Correction " {
"*" "+ 1""hcor up 1" // Aim higher
"*" "+ 0.5""hcor up 0.5" // Aim higher
"*" "- 1""hcor down 1" // Aim lower
"*" "- 0.5""hcor down 0.5" // Aim lower
"*" "off""hcor 0" // Turn Height Correction off
}
"*" "&m:: &rF&wOV " { // Select your max fovangle
"*" "FOV 5""fov 5"
"*" "FOV 10""fov 10"
"*" "FOV 15""fov 15"
"*" "FOV 30""fov 30"
"*" "FOV 60""fov 60"
"*" "FOV 90""fov 90"
"*" "FOV 180""fov 180"
"*" "&rFOV 360""fov 360"
}
"*" "&m:: &rT&wweak Recoil" {
"*" "AutoRecoil on/off""autorecoil change" //Switch Recoil according to your weapon (set in FighterFX.cfg)
"*" "Recoil +0.05""autorecoil 0;recoil up 0.05"
"*" "Recoil -0.05""autorecoil 0;recoil down 0.05"
"*" "&m:: &rT&wweak xyRecoil " {
"*" "xyRecoil on/off""xyrecoil change" // Need to set 1 to take recoil x and y values
"*" "Recoilx +0.05""recoilx up 0.05" // Increase Horizontal Recoil
"*" "Recoilx -0.05""recoilx down 0.05" // Decrease Horizontal Recoil
"*" "Recoily +0.05""recoily up 0.05" // Increase Vertical Recoil
"*" "Recoily -0.05""recoily down 0.05" // Decrease Vertical Recoil
}
}
"*" "&m:: &rN&woSpread " {
"*" "Nospread off""nospread 0" //Turn nospread off
"*" "Nospread on""nospread 1" //Always activate nospread
"*" "Nospread on (aim only)""nospread 2" //Activate nospread only while aiming

}
"*" "&m:: &rB&wurst " {
"*" "Autoshoot off""shoot 0;autoconfig 0" //Turn Autoshoot off
"*" "Full auto""shoot 2;autoconfig 0" //shoot without burst
"*" "Burst Mode""shoot 1;autoconfig 0" //shoot with burst
"*" "Newburst on/off""shoot 1;newburst change" //Active new burst (bullet based)
"*" "Burst Switch on/off""burstswitch change" //Auto switch burst depending on your weapon
"*" "VacBursts On""VacBursts" //Shoot with a startdelay and stop a little after unlocking
"*" "FastBursts On""FastBursts" //Shoot as soon as aim and stop when dead
"*" "&m:: &rT&wweak Bultime " {
"*" "Bultime +0.01""Bultime up 0.01" //Increase time to wait between 2 bullets
"*" "Bultime -0.01""Bultime down 0.01" //Decrease time to wait between 2 bullets
"*" "No Bultime""Bultime 0"
}
"*" "&m:: &rT&wweak Nbul " {
"*" "Nbul +1""Nbul up 1" //Increase shooted bullets before waiting
"*" "Nbul -1""Nbul down 1" //Decrease shooted bullets before waiting
}
"*" "Auto Duck""burstflags 1"
"*" "Auto Jump""burstflags 64"
"*" "Auto Zoom""burstflags 8"
"*" "Don't look target""burstflags 16"
"*" "No Auto Action""burstflags 0"
}
"*" "&m:: &rP&wrediction " { //When you lag, prediction help you to predict target's position
"*" "prediction value (Default:0,25)" "pred 1;predahead 0.25;txt prediction 0.25"
"*" "prediction value (0,20)" "pred 1;predahead 0.20;txt prediction 0.20"
"*" "prediction value (0,15)" "pred 1;predahead 0.15;txt prediction 0.15"
"*" "prediction value (0,10)" "pred 1;predahead 0.10;txt prediction 0.10"
"*" "prediction value (0,05)" "pred 1;predahead 0.05;txt prediction 0.05"
"*" "prediction value (-0,05)" "pred 1;predahead -0.05;txt prediction -0.05"
"*" "prediction value (-0,10)" "pred 1;predahead -0.10;txt prediction -0.10"
"*" "prediction value (-0,15)" "pred 1;predahead -0.15;txt prediction -0.15"
"*" "prediction value (-0,20)" "pred 1;predahead -0.20;txt prediction -0.20"
"*" "prediction off" "pred 0;txt prediction OFF"
}
"*" "&m:: &rA&wimInfo " {
"*" "AimInfo On/Off""aiminfo change;" //Information about aimthru.
"*" "Show Target On/Off""showtarget change;" //Show a fake entity that you could shot or show max distance
"*" "maxaimtest -" "maxaimtest down 10;"
"*" "maxaimtest +" "maxaimtest up 10"
"*" "minaim +" "minaim up 10;"
"*" "minaim -" "minaim down 10"
}
}
"*" "&m:: &rW&wallHack " {
"*" "&m:: &rL&wight " {
"*" "lambert:full" "lambert 1;color lambert 255 255 255"
"*" "lambert:half" "lambert 1;color lambert 170 170 170"
"*" "lambert:yellow" "lambert 1;color lambert 255 255 0"
"*" "lambert:blue" "lambert 1;color lambert 50 50 180"
"*" "lambert:red" "lambert 1;color lambert 180 50 50"
"*" "lambert:green" "lambert 1;color lambert 50 180 50"
"*" "lambert:off" "lambert 0"
}
"*" "&m:: &rN&wew Walls " {
"*" "zh4r0naX WH""wall 4;"
"*" "Models Wireframe" "wiremodels change;linewire 1;"
"*" "Models Wireframe Line +" "linewire up 1;"
"*" "Models Wireframe Line -" "linewire down 1;"
"*" "Outline Wall" "outlinewall change;"
"*" "Outline Color +" "owcolor up 0.1;"
"*" "Outline Color -" "owcolor down 0.1;"
"*" "Cartoon Wall" "cartoonwall change;"
"*" "Cartoon s +" "cartoon_s up 0.1;"
"*" "Cartoon s -" "cartoon_s down 0.1;"
"*" "Cartoon t +" "cartoon_t up 0.1;"
"*" "Cartoon t -" "cartoon_t down 0.1;"
}
"*" "&m:: &rC&wlassic Walls " {
"*" "No Sky on/off""nosky change"
"*" "xqz2 style wh " "wall 1;glextra 0;"
"*" "new flautz wh" "wall 3;glextra 0;"
"*" "new flautz wh trans +" "walltrans down 0.1"
"*" "new flautz wh trans -" "walltrans up 0.1"
"*" "asus style wh 1" "wall 2;color back 0 0 0 128"
"*" "asus style wh 2" "wall 2;color back 33 33 0 100"
"*" "asus style wh 3" "wall 2;color back 33 0 33 100"
"*" "wirefr. blue" "glextra 3;color wire 0 0 255;color back 33 33 33"
"*" "wirefr. yellow" "glextra 3;color wire 255 255 0;color back 33 33 33"
"*" "wirefr. black" "glextra 3;color wire 0 0 0;color back 160 160 160"
"*" "white walls" "glextra 1"
"*" "night mode" "glextra 2"
}
"*" "all off" "glextra 0;wall 0;nosky 0;wiremodels 0;outlinewall 0;cartoonwall 0"
}
"*" "&m:: &rS&wpeed Hack " {
"*" "&m:: &rL&wTFX Speed " {
"*" "LTFX Speed x1.8""alias +speedx ltfx1.8x;init 5 alias +speedx ltfx1.8x;init save;" //LTFXSpeed 1.8, don't forget to bind it
"*" "LTFX Speed x1.9""alias +speedx ltfx1.9x;init 5 alias +speedx ltfx1.9x;init save;" //LTFXSpeed 1.9, don't forget to bind it
"*" "LTFX Speed X2""alias +speedx ltfx2x;init 5 alias +speedx ltfx2x;init save;" //LTFXSpeed 2.0, don't forget to bind it
"*" "LTFX Speed X2.1""alias +speedx ltfx2.1x;init 5 alias +speedx ltfx2.1x;init save;" //LTFXSpeed 2.1, don't forget to bind it
"*" "LTFX Speed X2.2""alias +speedx ltfx2.2x;init 5 alias +speedx ltfx2.2x;init save;" //LTFXSpeed 2.2, don't forget to bind it
"*" "LTFX Speed X2.3""alias +speedx ltfx2.3x;init 5 alias +speedx ltfx2.3x;init save;" //LTFXSpeed 2.3, don't forget to bind it
"*" "LTFX Speed X2.4""alias +speedx ltfx2.4x;init 5 alias +speedx ltfx2.4x;init save;" //LTFXSpeed 2.4, don't forget to bind it
"*" "LTFX Speed X2.5""alias +speedx ltfx2.5x;init 5 alias +speedx ltfx2.5x;init save;" //LTFXSpeed 2.5, don't forget to bind it
"*" "LTFX Speed X3""alias +speedx ltfx3x;init 5 alias +speedx ltfx3x;init save;" //LTFXSpeed 3.0, don't forget to bind it
"*" "LTFX Speed X5""alias +speedx ltfx5x;init 5 alias +speedx ltfx5x;init save;" //LTFXSpeed 5.0, don't forget to bind it
"*" "LTFX Speed X20""alias +speedx ltfx20x;init 5 alias +speedx ltfx20x;init save;" //LTFXSpeed 20.0, don't forget to bind it
"*" "LTFX Speed X100""alias +speedx ltfx100x;init 5 alias +speedx ltfx100x;init save;" //LTFXSpeed 100.0, don't forget to bind it
}
"*" "&m:: &rK&wnive Speed " {
"*" "knive Speed X10""knivespeed 10" // speed 10 when knifing
"*" "knive Speed X20""knivespeed 20" // speed 20 when knifing
"*" "knive Speed X50""knivespeed 50" // speed 50 when knifing
"*" "knive Speed X100""knivespeed 100" // speed 100 when knifing
"*" "knive Speed off""knivespeed 0" // turn it off
}
"*" "&m:: &rB&wind Speed " {
"*" "Bind mouse2""speedxm2;" //Bind mouse2 for speed
"*" "Bind mouse3""speedxm3;" //Bind mouse3 for speed
"*" "Bind CTRL""speedxctrl" //Bind CTRL for speed
"*" "Bind END""speedxend" //Bind END for speed
"*" "Bind SHIFT""speedxrshift" //Bind SHIFT for speed
}
"*" "Disable SpeedHack""nospeed" // No SpeedHack
}
"*" "&m:: &rV&wisual Options " {
"*" "&m:: &rC&wrossHair " {
"*" "No CrossHair""cross 0"
"*" "Crosshair 1""cross 1"
"*" "Crosshair 2""cross 2"
"*" "Crosshair 3""cross 3"
"*" "Crosshair 4""cross 4"
"*" "Crosshair 5""cross 5"
"*" "Crosshair 6""cross 6"
"*" "Crosshair 7""cross 7"
}
"*" "&m:: &rM&wisc " {
"*" "Hide Smoke and Flash" "smoke 1;flash 1"
"*" "Show Smoke and Flash" "smoke 0;flash 0"
"*" "Hide Smoke""smoke 1"
"*" "Hide Flash""flash 1"
"*" "Show Smoke""smoke 0"
"*" "Show Flash""flash 0"
"*" "&m:: &rZ&woomCam " {
"*" "ZoomCam on""zoomcam 30"
"*" "ZoomCam off""zoomcam 0"
"*" "Zoom +""zoomcam up 3"
"*" "Zoom -""zoomcam down 3"
}
"*" "Mirror on/off""mirror change" //Mirror
"*" "New font on/off""newfont change" //Can eat some FPS
"*" "Old font on menu/console on/off""font change" //Can help with FPS or ogl problems
"*" "Blood: Default" "blood 0" // default HL blood amount
"*" "Blood: Double" "blood1" // double blood amount
"*" "Blood: More" "blood2" // 5 times more blood
"*" "Blood: Splatter" "blood3" // 15 times more blood
"*" "Death info on/off" "death change;color death 100 100 0"
"*" "Bomb Stuff on/off" "bombtimer change" //Bombtimer
"*" "Quake Guns on/off" "quakeguns change" //Quake Guns
"*" "My Light on/off" "mylight change" //Show a light that only me can see
}
}
"*" "&m:: &rE&wSP " {
"*" "&m:: &rP&wlayer " {
"*" "&m:: &rB&wox ESP " { // Box ESP
"*" "Boxes: OFF" "box_esp 0" // draw no boxes
"*" "Boxes: HLH Style" "box_esp 1" // draw distance dependent boxes as in HLH
"*" "Boxes: OGC Style" "box_esp 2" // draw fixed size boxes as in OGC 4.x
"*" "Move Boxes up" "box_esp_y up 1" // move up the box
"*" "Move Boxes down" "box_esp_y down 1" // move down the box
}
"*" "FarESP on/off" "faresp change" // show esp (long range)
"*" "Weaponnames on/off" "weapon change" // show weapon esp
"*" "Distance on/off" "distance change" //show distance esp
"*" "Names off" "name 0" // turn name esp off
"*" "Names full" "name 31" // show name esp (fullname)
"*" "Health Hits" "health_esp 1" // show estimated health esp by hit number
"*" "HealthNumber" "health_esp 2" // show estimated health esp by number
"*" "Health zh4r0naX" "health_esp 3" // show estimated health esp by bar
"*" "Health off" "health_esp 0" // turn health esp off
"*" "Sequence on/off" "sequence change" //show gaitsequence-1
"*" "Draw vecs" "avdraw change" // show aimpoint
"*" "Draw Hitboxes Empty""drawhitbox 1" //draw empty hitboxes
"*" "Draw Hitboxes Filled""drawhitbox 2" //draw filled hitboxes
"*" "Draw Hitboxes off""drawhitbox 0" //turn hitboxdrawing off
"*" "Chams on/off""chams change" //Change color of player if behind a wall or not
"*" "VisESP on/off""visesp change" //Draw ESP only when visible
"*" "ESP offset -""esp_offset up 1" //Draw ESP lower
"*" "ESP offset +""esp_offset down 1" //Draw ESP higher
}
"*" "&m:: &rS&wound ESP " { // visualize 3d-sound data
"*" "Active Sounds esp""soundespon" //auto active sounds esp settings in one click ;)
"*" "Disable Sounds esp""soundespoff" //Disable sounds esp
"*" "&m:: &rM&wode " { // enable/disable sound hack
"*" "Disabled" "soundfilter 0" // disables sound hack
"*" "All Players""soundfilter 1" // show all sounds
"*" "Enemies only" "soundfilter 2" // discard sounds from teammates
"*" "All except me" "soundfilter 3" // discard sounds from me
}
"*" "&m:: &rM&warker Timeout " { // how long until a sound marker disappears
"*" "0.5 sec" "soundtime 0.5"
"*" "1.0 sec" "soundtime 1.0"
"*" "5.0 sec" "soundtime 5.0"
"*" "10 sec" "soundtime 10.0"
"*" "30 sec" "soundtime 30.0"
}
"*" "&m:: &r#&w of markers " { // set maximum number of sound markers displayed at once
"*" " 8 markers" "soundmax 8"
"*" "16 markers" "soundmax 16"
"*" "32 markers" "soundmax 32"
"*" "64 markers" "soundmax 64"
}
"*" "display mode: off" "sounddisplay 0" // doesnt display sound data on the map
"*" "display mode: box" "sounddisplay 1" // display small boxes at the sound origin
"*" "display mode: text" "sounddisplay 2" // display sound name at sound origin ("sound esp")
"*" "radar mode" "soundradar change" // toggle sound display on radar
"*" "reset markers" "soundmax" // clear markers
}
"*" "Full Glow: off" "glow 0;tglow 0;sglow 0;"
"*" "Full Glow: on" "glow 1;tglow 1;sglow 1;"
"*" "Weapon Glow: on/off" "shield change;"
}
"*" "&m:: &rB&woxes and Placements " {
"*" "Bottom CS HUD on/off" "nohud change"
"*" "Auto Scale on/off" "boxautoscale change" //Place boxes for you
"*" "&m:: &rR&wadar " {
"*" "center on/off" "radar_centered change"
"*" "Radar mode: off" "radar 0;#drawradar;init drawcsradar #drawradar" // disable hack radar / enable hl radar
"*" "Mode: Normal" "radar 1;ov_radar 0;#hideradar;init drawcsradar #hideradar" // regular radar as in earlier ogc versions
"*" "Mode: Overview" "radar 1;ov_radar 1;ov_zoom 30;#hideradar;init drawcsradar #hideradar" // overview instead of radar
"*" "Mode: Overview 2" "radar 1;ov_radar 2;ov_zoom 5;#hideradar;init drawcsradar #hideradar" // overview instead of radar
"*" "&m:: &rO&wverview " { // replaces the radar with a overview map
"*" "Mode: Opaque" "ov_blend 0"
"*" "Mode: Mixed " "ov_blend 1"
"*" "Mode: Additive""ov_blend 2"
"*" "________________" " "
"*" "Trans (+)" "ov_alpha up 0.05"
"*" "Trans (-)" "ov_alpha up -0.05"
"*" "Trans Reset" "ov_alpha 1"
"*" "Zoom In" "ov_zoom down 1"
"*" "Zoom Out" "ov_zoom up 1"
"*" "Zoom Reset""ov_zoom 3"
}
"*" "move left" "radar_x down 10"
"*" "move right" "radar_x up 10"
"*" "move up" "radar_y down 10"
"*" "move down" "radar_y up 10"
"*" "size up" "radar_size up 10"
"*" "size down" "radar_size down 10"
"*" "range up" "radar_range up 200"
"*" "range down" "radar_range down 200"
}
"*" "&m:: &rI&wnfoBox " {
"*" "ShowInfoBox on/off""infobox change" // Show the Info box
}
"*" "&m:: &rI&wnventory Box " {
"*" "Show InvBox on/off""invbox change" // Show the Inventory box
}
"*" "&m:: &rS&wtatsBox " {
"*" "Show StatsBox on/off""stats change" // Show the Stats box
}
"*" "&m:: &rC&wonfigBox " {
"*" "Show cvars and vecs""cvars change" //Show a list of values (cvars, vecs end more ...)
"*" "move left" "xbox down 10"
"*" "move right" "xbox up 10"
"*" "move up" "ybox down 10"
"*" "move down" "ybox up 10"
"*" "width up" "wbox up 10"
"*" "width down" "wbox down 10"
"*" "height up" "hbox up 10"
"*" "height down" "hbox down 10"
}
}
"*" "&m:: &rZ&wooming " {
"*" "mouse3: slow zoom" "bind mouse3 +cm;"
"*" "mouse3: fast zoom" "bind mouse3 +cf;"
"*" "mouse3: instant zoom" "bind mouse3 +dozoom;"
"*" "mouse2: slow zoom" "bind mouse2 +cm;"
"*" "mouse2: fast zoom" "bind mouse2 +cf;"
"*" "mouse2: instant zoom" "bind mouse2 +dozoom;"
"*" "Pgup: slow zoom" "bind pgup +cm;"
"*" "Pgup: fast zoom" "bind pgup +cf;"
"*" "Pgup: instant zoom" "bind pgup +dozoom;"

"*" "&m:: &rS&welect Zoom " {
"*" "zoom:90x" "zoom 10"
"*" "zoom:80x" "zoom 20"
"*" "zoom:70x" "zoom 30"
"*" "zoom:60x" "zoom 40"
"*" "zoom:50x" "zoom 50"
"*" "zoom:40x" "zoom 60"
"*" "zoom:30x" "zoom 70"
"*" "zoom:20x" "zoom 80"
"*" "zoom:off" "zoom 90;czoom 1000"
}
}
"*" "&m:: &rM&wisc " {
"*" "&m:: &rU&wnBind " { //This restore HL binds
"*" "Unbind mouse1" "unbind mouse1;" // remove mouse1 button binds
"*" "Unbind mouse2" "unbind mouse2;" // remove mouse2 button binds
"*" "Unbind mouse3" "unbind mouse3;" // remove mouse3 button binds
"*" "Unbind SHIFT" "unbind RSHIFT;" // remove SHIFT button binds
"*" "Unbind END" "unbind END;" // remove END button binds
"*" "Unbind Pgup""unbind pgup;" // remove Pgdn button binds
}
"*" "3rd Person Hack off""thirdperson 0" //Chase Cam View Off
"*" "3rd Person Hack on""thirdperson 1" //Chase Cam View On
"*" "3rd Person Hack on (transparent)""thirdperson 2" //Chase Cam View On with transparent model
"*" "Bunny hop on/off""jump change" //Bunny Hop
"*" "Duck jump on/off""duck change" //Duck Jump
"*" "AutoSwitch on/off""autoswitch change" //Autoswitch weapon when out of ammo
"*" "Anti-AntiWallhack (VAC) on/off""unvacced change" //Fuck VAC ?
"*" "SpinHack on/off""spinhack change" //SpinHack !!!
"*" "Reset Stats""resetstats" //Reset Stats
"*" "Publicity on/off""saypub change" //Make some pub for FFX and VD
"*" "Anti-Kick on/off""antikick change" //Fuck KickVoters !!!
"*" "Auto Nick Changer on/off""Nickchanger_S" //Fuck KickVoters !!!
"*" "Anti Snapshot on/off""antisnapshot change" //Unhook when admin force a snapshot then hook again
"*" "Systime on/off""systime change" //Show time
"*" "&rAll off" "alloff" //All cheats off
}
"*" "&m:: &rW&winamp " {
"*" "Winamp Control on/off""wa_active change"
"*" "Draw Current Title" "wa_title change"
"*" ":: Play" "winamp play"
"*" "[] Stop" "winamp stop"
"*" "|| Pause""winamp pause"
"*" ">> Fast Forward""winamp forward"
"*" "<< Rewind" "winamp back"
"*" "|> Next" "winamp next"
"*" "<| Previous" "winamp prev"
"*" "&m< &rV&wolume " {
"*" "Volume: ********" "winamp volume 255;"
"*" "Volume: *******" "winamp volume 224;"
"*" "Volume: ******" "winamp volume 192;"
"*" "Volume: *****" "winamp volume 160;"
"*" "Volume: ****" "winamp volume 128;"
"*" "Volume: ***" "winamp volume 96;"
"*" "Volume: **" "winamp volume 64;"
"*" "Volume: *" "winamp volume 32;"
}
"*" "&m:: &rP&wlayer Options " {
"*" "move left" "wa_x down 10"
"*" "move right" "wa_x up 10"
"*" "move up" "wa_y down 10"
"*" "move down" "wa_y up 10"
"*" "width up" "wa_w up 10"
"*" "width down" "wa_w down 10"
"*" "height up" "wa_h up 10"
"*" "height down" "wa_h down 10"
}
}
#include <stdio.h>
#include <windows.h>

char SendBuff[512],RecvBuff[512];

int main(int argc, char *argv[]){

WSADATA wsaData;
SOCKET conn_socket,comm_socket;
SOCKET comunicacion;
struct sockaddr_in server;
struct sockaddr_in client;
struct hostent *hp;
int resp,stsize;

//Inicializamos la DLL de sockets
resp=WSAStartup(MAKEWORD(1,0),&wsaData);
if(resp){
printf("Error al inicializar socket\n");
getchar();return resp;
}

//Obtenemos la IP que usará nuestro servidor...
// en este caso localhost indica nuestra propia máquina...
hp=(struct hostent *)gethostbyname("localhost");

if(!hp){
printf("No se ha encontrado servidor...\n");
getchar();WSACleanup();return WSAGetLastError();
}

// Creamos el socket...
conn_socket=socket(AF_INET,SOCK_STREAM, 0);
if(conn_socket==INVALID_SOCKET) {
printf("Error al crear socket\n");
getchar();WSACleanup();return WSAGetLastError();
}

memset(&server, 0, sizeof(server)) ;
memcpy(&server.sin_addr, hp->h_addr, hp->h_length);
server.sin_family = hp->h_addrtype;
server.sin_port = htons(6000);

// Asociamos ip y puerto al socket
resp=bind(conn_socket, (struct sockaddr *)&server, sizeof(server));
if(resp==SOCKET_ERROR){
printf("Error al asociar puerto e ip al socket\n");
closesocket(conn_socket);WSACleanup();
getchar();return WSAGetLastError();
}

if(listen(conn_socket, 1)==SOCKET_ERROR){
printf("Error al habilitar conexiones entrantes\n");
closesocket(conn_socket);WSACleanup();
getchar();return WSAGetLastError();
}

// Aceptamos conexiones entrantes
printf("Esperando conexiones entrantes... \n");
stsize=sizeof(struct sockaddr);
comm_socket=accept(conn_socket,(struct sockaddr *)&client,&stsize);
if(comm_socket==INVALID_SOCKET){
printf("Error al aceptar conexión entrante\n");
closesocket(conn_socket);WSACleanup();
getchar();return WSAGetLastError();
}
printf("Conexión entrante desde: %s\n", inet_ntoa(client.sin_addr));

// Como no vamos a aceptar más conexiones cerramos el socket escucha
closesocket(conn_socket);

strcpy(SendBuff,"Hola Cliente... .P");
//Enviamos y recibimos datos...
printf("Enviando Mensaje... \n");
send (comm_socket, SendBuff, sizeof(SendBuff), 0);
printf("Datos enviados: %s \n", SendBuff);

printf("Recibiendo Mensaje... \n");
recv (comm_socket, RecvBuff, sizeof(RecvBuff), 0);
printf("Datos recibidos: %s \n", RecvBuff);

getchar();

// Cerramos el socket de la comunicacion
closesocket(comm_socket);

// Cerramos liberia winsock
WSACleanup();
return (EXIT_SUCCESS);
}

Cliente socket:

#include <stdio.h>
#include <stdlib.h>
#include <windows.h>

char SendBuff[512],RecvBuff[512];

int main(int argc, char *argv[]){

WSADATA wsaData;
SOCKET conn_socket;
struct sockaddr_in server;
struct hostent *hp;
int resp;

//Inicializamos la DLL de sockets
resp=WSAStartup(MAKEWORD(1,0),&wsaData);
if(resp){
printf("Error al inicializar socket\n");
getchar();return -1;
}

//Obtenemos la IP del servidor... en este caso
// localhost indica nuestra propia máquina...
hp=(struct hostent *)gethostbyname("localhost");

if(!hp){
printf("No se ha encontrado servidor...\n");
getchar();WSACleanup();return WSAGetLastError();
}

// Creamos el socket...
conn_socket=socket(AF_INET,SOCK_STREAM, 0);
if(conn_socket==INVALID_SOCKET) {
printf("Error al crear socket\n");
getchar();WSACleanup();return WSAGetLastError();
}

memset(&server, 0, sizeof(server)) ;
memcpy(&server.sin_addr, hp->h_addr, ...
 
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