private static void Triggerbot() { while (Options.TriggerbotIsEnabled) { if (PinvokeWrapper.GetTheKeyState(KeyCodes.ALT_KEY) == 0) { continue; } //We get the local player var localPlayer = Utils.GetLocalPlayer(); //We get the crosshair ID var crosshairId = PinvokeWrapper.ReadAddInt((IntPtr)localPlayer.BaseAddress + Offsets.m_iCrosshairId, Utils.CsgoHandle); if (crosshairId > 0 && crosshairId <= 64) { //We get the enemy at our crosshair var enemy = new Player(PinvokeWrapper.ReadAddInt(Utils.ClientBaseAddress + Offsets.dwEntityList + ((crosshairId - 1) * 0x10), Utils.CsgoHandle)); //If the enemy is alive and is not one of our teammates if (enemy.GetHealth() > 0 && localPlayer.GetTeam() != enemy.GetTeam()) { //We shoot PinvokeWrapper.DoubleClick(); } } //Sleep for 3 milliseconds Thread.Sleep(3); } }
public static List <Player> GetPlayers() { //Create new list of players var playerList = new List <Player>(); //Get our local player var localPlayer = GetLocalPlayer(); for (int i = 0; i < 64; i++) { //Get the next player var playerBase = PinvokeWrapper.ReadAddInt(ClientBaseAddress + Offsets.dwEntityList + (i * 0x10), CsgoHandle); //If the player doesn't exist, we continue looping if (playerBase == 0) { continue; } //We make sure we do not include our self in the list if (playerBase != localPlayer.BaseAddress) { playerList.Add(new Player(playerBase)); } } //Return the player list return(playerList); }
public bool IsDormant() { //Check if player is dormant var isDormant = PinvokeWrapper.ReadAddInt((IntPtr)BaseAddress + Offsets.m_bDormant, Utils.CsgoHandle); //Return the result return(isDormant != 0); }
public static Player GetLocalPlayer() { //Get the base address of var localPlayer = PinvokeWrapper.ReadAddInt(ClientBaseAddress + Offsets.dwLocalPlayer, CsgoHandle); //return our new class return(new Player(localPlayer)); }
private static void DrawPlayerGlow(PlayerGlowStruct playerStruct, int glowIndex) { //We ge the glow object manager var glowObjectManager = PinvokeWrapper.ReadAddInt(Utils.ClientBaseAddress + Offsets.dwGlowObjectManager, Utils.CsgoHandle); //We write the struct to memory PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x4, Utils.CsgoHandle, playerStruct.Red); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x8, Utils.CsgoHandle, playerStruct.Green); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0xC, Utils.CsgoHandle, playerStruct.Blue); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x10, Utils.CsgoHandle, playerStruct.Alpha); PinvokeWrapper.WriteFloat((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x10, Utils.CsgoHandle, playerStruct.Alpha); PinvokeWrapper.WriteBool((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x24, Utils.CsgoHandle, playerStruct.RenderOccluded); PinvokeWrapper.WriteBool((IntPtr)glowObjectManager + glowIndex * 0x38 + 0x25, Utils.CsgoHandle, playerStruct.RenderUnoccluded); }
public Vector2 GetBonePos(int boneId) { //Create a new vector to save the 2d bone coordinates later var player2DPosition = new Vector2(); //Get the bone matrix var boneMatrix = PinvokeWrapper.ReadAddInt((IntPtr)BaseAddress + Offsets.m_dwBoneMatrix, Utils.CsgoHandle); //Get the world coordinates of the player's bone var playerBoneX = PinvokeWrapper.ReadAddFloat((IntPtr)boneMatrix + 0x30 * boneId + 0x0C, Utils.CsgoHandle); var playerBoneY = PinvokeWrapper.ReadAddFloat((IntPtr)boneMatrix + 0x30 * boneId + 0x1C, Utils.CsgoHandle); var playerBoneZ = PinvokeWrapper.ReadAddFloat((IntPtr)boneMatrix + 0x30 * boneId + 0x2C, Utils.CsgoHandle); //Convert the world coordinates to screen coordinates Utils.WorldToScreen(new Vector3(playerBoneX, playerBoneY, playerBoneZ), player2DPosition); //Return the result return(player2DPosition); }
public int GetGlowIndex() { return(PinvokeWrapper.ReadAddInt((IntPtr)BaseAddress + Offsets.m_iGlowIndex, Utils.CsgoHandle)); }
public int GetArmor() { return(PinvokeWrapper.ReadAddInt((IntPtr)BaseAddress + Offsets.m_ArmorValue, Utils.CsgoHandle)); }
public int GetHealth() { return(PinvokeWrapper.ReadAddInt((IntPtr)BaseAddress + Offsets.m_iHealth, Utils.CsgoHandle)); }
public int GetTeam() { return(PinvokeWrapper.ReadAddInt((IntPtr)BaseAddress + Offsets.m_iTeamNum, Utils.CsgoHandle)); }