コード例 #1
0
        public List <Player> PlayersArray()
        {
            var arr         = new List <Player>();
            var lPlayerBase = ManageMemory.ReadMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwLocalPlayer);

            for (int i = 0; i < 64; i++)
            {
                var player = new Player(i);

                if (player.BaseOffset == 0)
                {
                    continue;
                }

                if (player.BaseOffset == lPlayerBase)
                {
                    if (Global.LocalPlayer == null)
                    {
                        Global.LocalPlayer = new LocalPlayer(i);
                    }
                    else
                    {
                        Global.LocalPlayer.Index = i;
                    }
                }

                arr.Add(player);
            }

            return(arr);
        }
コード例 #2
0
        public static void Trigger()
        {
            TimeSpan lastshot;
            Random   gerador = new Random(LocalPlayer.m_iBase);

            // Infinite Loop
            while (true)
            {
                // Check If Triggerbot Is Active
                if (true)
                {
                    //PRESS ALT TO WORK
                    if ((KEY_ALT_STATE))
                    //if (true)
                    {
                        Entity InCrossEntity = new Entity();

                        InCrossEntity.m_iID = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_iCrosshairId);

                        if (InCrossEntity.m_iID > 0 && InCrossEntity.m_iID <= 64)
                        {
                            InCrossEntity.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwEntityList + (InCrossEntity.m_iID - 1) * 0x10);
                            InCrossEntity.m_iTeam = ManageMemory.ReadMemory <int>(InCrossEntity.m_iBase + Offsets.m_iTeamNum);
                            if (InCrossEntity.m_iTeam != LocalPlayer.m_iTeam)
                            {
                                mouse_event(MouseLeftDown, 0, 0, 0, new UIntPtr());
                                mouse_event(MouseLeftUp, 0, 0, 0, new UIntPtr());
                                Thread.Sleep(20);
                            }
                        }
                    }
                }
                Thread.Sleep(1);
            }
        }
コード例 #3
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 #4
0
        public static void Trigger()
        {
            // Infinite Loop
            while (true)
            {
                // Check If Triggerbot Is Active
                if (Settings.m_bTriggerbot)
                {
                    // Check If The Alt Key Is Pressed
                    if (KEY_ALT_STATE)
                    {
                        // Create A New Entity Object
                        Entity InCrossEntity = new Entity();

                        // Get The Id Of The Entity That Crosses Our Crosshair
                        InCrossEntity.m_iID = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_iCrossHairID);

                        // Check If The Entity Can Be A Player
                        if (InCrossEntity.m_iID > 0 && InCrossEntity.m_iID <= 64)
                        {
                            // Get The Entitys Basedress From Memory
                            InCrossEntity.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwEntityList + (InCrossEntity.m_iID - 1) * 0x10);

                            // Get The Entitys TeamID
                            InCrossEntity.m_iTeam = ManageMemory.ReadMemory <int>(InCrossEntity.m_iBase + Offsets.m_iTeamNum);

                            // Check If Our Entity Is An Enemy
                            if (InCrossEntity.m_iTeam != LocalPlayer.m_iTeam)
                            {
                                // Simulate Mouse-press/release
                                mouse_event(MouseLeftDown, 0, 0, 0, new UIntPtr());
                                mouse_event(MouseLeftUp, 0, 0, 0, new UIntPtr());
                                Thread.Sleep(25);
                            }
                        }
                    }
                }
                Thread.Sleep(1);
            }
        }
コード例 #5
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);
            }
        }
コード例 #6
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);
            }
        }
コード例 #7
0
        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);
            }
        }
コード例 #8
0
        /// <summary>
        /// Returns instance of active weapon
        /// </summary>
        /// <param name="playerBase">Pointer(handler) of player</param>
        /// <returns></returns>
        public Weapon ActiveWeapon(int playerBase)
        {
            int pointer = ManageMemory.ReadMemory <int>(playerBase + MemoryAddr.m_hActiveWeapon) & 0xFFF;

            return(new Weapon(pointer));
        }
コード例 #9
0
        /// <summary>
        /// Returns <see cref="Player"/> weapon on <see cref="index"/> slot
        /// </summary>
        /// <param name="playerBase">Pointer(handler) of player(</param>
        /// <param name="index">Inventory index (1 knife, 2 pistol etc.)</param>
        /// <returns></returns>
        public Weapon MyWeapons(int playerBase, int index)
        {
            int pointer = ManageMemory.ReadMemory <int>(playerBase + MemoryAddr.m_hMyWeapons + (index - 1) * 0x4) & 0xFFF;

            return(new Weapon(pointer));
        }