コード例 #1
0
        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);
            }
        }
コード例 #2
0
        public static void Read()
        {
            while (true)
            {
                //LOCAL
                LocalPlayer.m_iBase           = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwLocalPlayer);
                LocalPlayer.m_iTeam           = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_iTeamNum);
                LocalPlayer.m_iClientState    = ManageMemory.ReadMemory <int>(Offsets.m_EnginePointer + Offsets.m_dwClientState);
                LocalPlayer.m_iGlowBase       = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwGlowObject);
                LocalPlayer.m_iJumpFlags      = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_fFlags);
                LocalPlayer.m_angEyeAngles    = ManageMemory.ReadMemory <QAngle>(LocalPlayer.m_iBase + Offsets.m_angEyeAngles);
                LocalPlayer.m_VecOrigin       = ManageMemory.ReadMemory <Vector3D>(LocalPlayer.m_iBase + Offsets.m_vecOrigin);
                LocalPlayer.Arrays.ViewMatrix = ManageMemory.ReadMatrix <float>(Offsets.m_ClientPointer + Offsets.m_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.m_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_iDormant   = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_bDormant);
                        Entity.m_iGlowIndex = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iGlowIndex);

                        Arrays.Entity[i] = Entity;
                    }
                }
                Thread.Sleep(1);
            }
        }