/// <summary>
        /// Drawing border on player. Wallhack
        /// </summary>
        /// <param name="rgba">Color</param>
        public void SetGlow(RGBA rgba)
        {
            var glowStruct = new GlowStruct(true, true, false);

            //todo: create one struct and use just 1 wpm instead of 2. (add 16bytes junk code)
            ManageMemory.WriteMemory <GlowStruct>(BaseMemory.GlowHandle + GlowIndex * 0x38 + 0x24, glowStruct);
            ManageMemory.WriteMemory <RGBA>(BaseMemory.GlowHandle + GlowIndex * 0x38 + 0x4, rgba);
        }
        public static void Read()
        {
            m_pWindowHandle = GetWindowHandle();

            while (true)
            {
                //LOCAL
                LocalPlayer.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwLocalPlayer);


                LocalPlayer.m_iTeam        = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_iTeamNum);
                LocalPlayer.m_iClientState = ManageMemory.ReadMemory <int>(Offsets.m_EnginePointer + Offsets.dwClientState);
                LocalPlayer.m_iGlowBase    = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwGlowObjectManager);
                LocalPlayer.m_iJumpFlags   = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_fFlags);
                LocalPlayer.m_angEyeAngles = ManageMemory.ReadMemory <QAngle>(LocalPlayer.m_iClientState + Offsets.m_angEyeAngles);
                LocalPlayer.m_VecOrigin    = ManageMemory.ReadMemory <Vector3D>(LocalPlayer.m_iBase + Offsets.m_vecOrigin);
                LocalPlayer.m_weaponType   = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_hActiveWeapon);

                LocalPlayer.fFlashDuration = ManageMemory.ReadMemory <float>(LocalPlayer.m_iBase + Offsets.m_flFlashDuration);
                LocalPlayer.m_fFlashAlpha  = ManageMemory.ReadMemory <float>(LocalPlayer.m_iBase + Offsets.m_flFlashMaxAlpha);

                LocalPlayer.Arrays.ViewMatrix = ManageMemory.ReadMatrix <float>(Offsets.m_ClientPointer + Offsets.dwViewMatrix, 16);
                //ENTITY
                for (var i = 0; i < 64; i++)
                {
                    Entity Entity = Arrays.Entity[i];

                    Entity.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwEntityList + i * 0x10);

                    if (Entity.m_iBase > 0)
                    {
                        Entity.m_VecOrigin = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecOrigin);
                        Entity.m_VecMin    = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecMins);
                        Entity.m_VecMax    = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecMaxs);

                        Entity.m_iTeam      = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iTeamNum);
                        Entity.m_iHealth    = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iHealth);
                        Entity.m_iGlowIndex = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iGlowIndex);

                        Entity.m_iTipoArma = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_hActiveWeapon);

                        if (Entity.m_iHealth != 0)
                        {
                            Entity.m_estavivo = true;
                            ManageMemory.WriteMemory <int>(Entity.m_iBase + Offsets.m_bSpotted, 1);
                        }
                        else
                        {
                            Entity.m_estavivo = false;
                        }

                        Arrays.Entity[i] = Entity;
                    }
                }
                Thread.Sleep(1);
            }
        }
        public static void See()
        {
            while (true)
            {
                float NoFlash_Value = 160;
                ManageMemory.WriteMemory <float>(LocalPlayer.m_iBase + Offsets.m_flFlashMaxAlpha, 255 - NoFlash_Value);

                Thread.Sleep(1);
            }
        }
Exemple #4
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 public static void Jump()
 {
     while (true)
     {
         // Check If Bhop is Active & Spacebar is Pressed
         if (KEY_SPACEBAR_STATE)
         {
             if (LocalPlayer.m_iJumpFlags == 257 || LocalPlayer.m_iJumpFlags == 263)
             {
                 ManageMemory.WriteMemory <int>(Offsets.m_ClientPointer + Offsets.dwForceJump, 5);
             }
             else
             {
                 ManageMemory.WriteMemory <int>(Offsets.m_ClientPointer + Offsets.dwForceJump, 4);
             }
         }
         Thread.Sleep(2);
     }
 }
Exemple #5
0
        public static void EngineChams()
        {
            while (true)
            {
                // Check If Glow is Enabled
                if (Settings.m_bEngineChams)
                {
                    for (var i = 0; i < 64; i++)
                    {
                        // Check If Our Entity Is Valid
                        if (Arrays.Entity[i].m_iBase == 0)
                        {
                            continue;
                        }
                        if (Arrays.Entity[i].m_iBase == LocalPlayer.m_iBase)
                        {
                            continue;
                        }
                        if (Arrays.Entity[i].m_iHealth < 1)
                        {
                            continue;
                        }
                        if (Arrays.Entity[i].m_iDormant == 1)
                        {
                            continue;
                        }

                        Color Color = Arrays.Entity[i].m_iTeam != LocalPlayer.m_iTeam ? Color.FromArgb(255, 255, 0, 0) : Color.FromArgb(180, 0, 255, 0);


                        GlowObject GlowObj = new GlowObject();

                        GlowObj = ManageMemory.ReadMemory <GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38);

                        GlowObj.r = Color.R / 255;
                        GlowObj.g = Color.G / 255;
                        GlowObj.b = Color.B / 255;
                        GlowObj.a = Color.A / 255;
                        GlowObj.m_bRenderWhenOccluded   = true;
                        GlowObj.m_bRenderWhenUnoccluded = false;
                        GlowObj.m_bFullBloom            = false;

                        //GlowObj.SplitScreenSlot = 0xFFFFFFFF;

                        ManageMemory.WriteMemory <GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38, GlowObj);


                        /*
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x4, (float)Color.R / 255);
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x8, (float)Color.G / 255);
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0xC, (float)Color.B / 255);
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x10, 1.0f);
                         * ManageMemory.WriteMemory<byte>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x24, 1);
                         *
                         * //GlowObj = ManageMemory.ReadMemory<GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38);
                         */
                    }
                }
                Thread.Sleep(5);
            }
        }
        public static void Reskin()
        {
            while (true)
            {
                if (Settings.m_bSkinchanger)
                {
                    // Save That We Used The Skinchanger
                    bWasActive = true;

                    int OverrideTexture;

                    for (var i = 1; i < 16; ++i)
                    {
                        // Create A New Weapon Object
                        Weapon Weapon = new Weapon();

                        // Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons
                        int iCurWeaponAdress = (ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF;

                        // Get Baseadress of The Current Weapon
                        Weapon.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwEntityList + (iCurWeaponAdress - 1) * 0x10);

                        // Get The WeaponID
                        Weapon.m_iItemDefinitionIndex = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_iItemDefinitionIndex);

                        // Get EntityID Of WeaponOwner
                        Weapon.m_iXuIDLow = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_OriginalOwnerXuidLow);

                        // Get Weapon Skin
                        Weapon.m_iTexture = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit);


                        // Define Which Skin We Want (Based On The Current Weapon)
                        switch (Weapon.m_iItemDefinitionIndex)
                        {
                        case (int)ItemDefinition.WEAPON_AK47:
                            OverrideTexture = 44;
                            break;

                        case (int)ItemDefinition.WEAPON_M4A1_SILENCER:
                            OverrideTexture = 440;
                            break;

                        case (int)ItemDefinition.WEAPON_M4A1:
                            OverrideTexture = 309;
                            break;

                        case (int)ItemDefinition.WEAPON_AWP:
                            OverrideTexture = 344;
                            break;

                        case (int)ItemDefinition.WEAPON_GLOCK:
                            OverrideTexture = 38;
                            break;

                        case (int)ItemDefinition.WEAPON_HKP2000:
                            OverrideTexture = 389;
                            break;

                        case (int)ItemDefinition.WEAPON_USP_SILENCER:
                            OverrideTexture = 290;
                            break;

                        case (int)ItemDefinition.WEAPON_UMP45:
                            OverrideTexture = 556;
                            break;

                        case (int)ItemDefinition.WEAPON_P250:
                            OverrideTexture = 102;
                            break;

                        case (int)ItemDefinition.WEAPON_FIVESEVEN:
                            OverrideTexture = 427;
                            break;

                        case (int)ItemDefinition.WEAPON_DEAGLE:
                            OverrideTexture = 231;
                            break;

                        case (int)ItemDefinition.WEAPON_TEC9:
                            OverrideTexture = 599;
                            break;

                        default:
                            OverrideTexture = 1337;
                            break;
                        }

                        // Check If The Weapon Doesn't Have The Skin Yet
                        if (Weapon.m_iTexture != OverrideTexture && OverrideTexture != 1337)
                        {
                            // Set New Item Values
                            ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_iItemIDLow, -1);
                            ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit, OverrideTexture);
                            ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackSeed, 661);
                            ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackStatTrak, 1337);
                            ManageMemory.WriteMemory <float>(Weapon.m_iBase + Offsets.m_flFallbackWear, 0.00001f);
                            ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_iAccountID, Weapon.m_iXuIDLow);
                            ManageMemory.WriteMemory <char[]>(Weapon.m_iBase + Offsets.m_szCustomName, "C0reExternal".ToCharArray());

                            // Force Textures To Reload
                            ManageMemory.WriteMemory <int>(LocalPlayer.m_iClientState + 0x174, -1);
                        }
                    }
                }
                else if (!Settings.m_bSkinchanger && bWasActive)
                {
                    // If Skinchanger Was Active & Is Now Inactive Force Textures To Reload
                    ManageMemory.WriteMemory <int>(LocalPlayer.m_iClientState + 0x174, -1);

                    bWasActive = false;
                }
                // (-.-)Zzz...
                Thread.Sleep(5);
            }
        }
 public static void Jump(this LocalPlayer localPlayer)
 {
     ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceJump, 5);
     Thread.Sleep(20);
     ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceJump, 4);
 }
 public static void AttackEnd(this LocalPlayer localPlayer)
 {
     ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceAttack, 4);
 }