Exemplo n.º 1
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(50);

                if (!Checks.IsIngame)
                {
                    continue;
                }

                int maxPlayers = Structs.ClientState.MaxPlayers;

                byte[] entities = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);

                for (int i = 0; i < maxPlayers; i++)
                {
                    int cEntity = Math.GetInt(entities, i * 0x10);

                    Structs.Enemy_t cEntityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (cEntityStruct.Spotted ||
                        !cEntityStruct.Health.IsAlive() ||
                        cEntityStruct.Team.IsMyTeam() ||
                        cEntityStruct.Dormant)
                    {
                        continue;
                    }

                    MemoryManager.WriteMemory <int>(cEntity + Offsets.m_bSpotted, 1);

                    Thread.Sleep(150);
                }
            }
        }
Exemplo n.º 2
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(50);
                if (Imports.IsWindowFocues(Orion.menu.GameProcess) && !Settings.Radar.Enabled)
                {
                    continue;
                }
                byte[] entities = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, Structs.ClientState.MaxPlayers * 0x10);

                for (int i = 0; i < Structs.ClientState.MaxPlayers; i++)
                {
                    int cEntity = Math.GetInt(entities, i * 0x10);

                    Structs.Enemy_t cEntityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (cEntityStruct.Spotted ||
                        !cEntityStruct.Health.IsAlive() ||
                        cEntityStruct.Team.IsMyTeam())
                    {
                        continue;
                    }

                    MemoryManager.WriteMemory <int>(cEntity + Offsets.m_bSpotted, 1);

                    Thread.Sleep(150);
                }
            }
        }
Exemplo n.º 3
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(30);
                if (Convert.ToBoolean((long)Imports.GetAsyncKeyState(Settings.Aimbot.Key) & 0x8000))
                {
                    if (Settings.Aimbot.KillDelay && Settings.Aimbot.Enabled)
                    {
                        int maxPlayers = Structs.ClientState.MaxPlayers;
                        for (int i = 0; i < maxPlayers; i++)
                        {
                            int EntityInCrossID = MemoryManager.ReadMemory <int>(Structs.LocalPlayer.Base + Offsets.m_iCrosshairId);
                            if (EntityInCrossID > 0 && EntityInCrossID <= 64)
                            {
                                int EntityBase = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwEntityList + (EntityInCrossID - 1) * 0x10);
                                int EntityTeam = MemoryManager.ReadMemory <int>(EntityBase + Offsets.m_iTeamNum);
                                int PlayerTeam = MemoryManager.ReadMemory <int>(Structs.LocalPlayer.Base + Offsets.m_iTeamNum);

                                if (EntityTeam != PlayerTeam)
                                {
                                    target = EntityInCrossID;
                                }
                            }
                        }

                        if (Structs.LocalPlayer.Health.IsAlive())
                        {
                            if (target != 0)
                            {
                                int             EntityBase = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwEntityList + (target - 1) * 0x10);
                                Structs.Enemy_t enemy      = MemoryManager.ReadMemory <Structs.Enemy_t>(EntityBase);

                                if (enemy.Health.IsAlive())
                                {
                                    //Extensions.Information($"[Debug] ЖИВ {enemy.Health} !", true);
                                }
                                else
                                {
                                    target = 0;
                                    Settings.Aimbot.Smooth = 100;
                                    Settings.Aimbot.Fov    = 0;
                                    ThreadManager.PauseThread("Aimbot");
                                    Settings.Aimbot.Smooth = 100;
                                    Settings.Aimbot.Fov    = 0;
                                    Thread.Sleep(550);
                                    ThreadManager.ToggleThread("Aimbot");
                                    Settings.Aimbot.Smooth = 100;
                                    Settings.Aimbot.Fov    = 0;
                                }
                            }
                        }
                    }
                }
            }
        }
Exemplo n.º 4
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(1000);

                if (!Checks.IsIngame)
                {
                    continue;
                }

                for (int i = 0; i < Structs.ClientState.MaxPlayers; i++)
                {
                    int             cEntity       = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwEntityList + (i - 1) * 16);
                    Structs.Enemy_t cEntityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (!cEntityStruct.Health.IsAlive() ||
                        cEntityStruct.Dormant ||
                        !cEntityStruct.Team.HasTeam())
                    {
                        continue;
                    }

                    if (Settings.Chams.Enemies && !cEntityStruct.Team.IsMyTeam())
                    {
                        Structs.clrRender_t clrRenderStruct = new Structs.clrRender_t()
                        {
                            r = Convert.ToByte(Settings.Chams.Enemies_Color_R),
                            g = Convert.ToByte(Settings.Chams.Enemies_Color_G),
                            b = Convert.ToByte(Settings.Chams.Enemies_Color_B),
                            a = Convert.ToByte(Settings.Chams.Enemies_Color_A)
                        };

                        MemoryManager.WriteMemory <Structs.clrRender_t>(cEntity + Offsets.m_clrRender, clrRenderStruct);
                    }

                    if (Settings.Chams.Allies && cEntityStruct.Team.IsMyTeam())
                    {
                        Structs.clrRender_t clrRenderStruct = new Structs.clrRender_t()
                        {
                            r = Convert.ToByte(Settings.Chams.Allies_Color_R),
                            g = Convert.ToByte(Settings.Chams.Allies_Color_G),
                            b = Convert.ToByte(Settings.Chams.Allies_Color_B),
                            a = Convert.ToByte(Settings.Chams.Allies_Color_A)
                        };

                        MemoryManager.WriteMemory <Structs.clrRender_t>(cEntity + Offsets.m_clrRender, clrRenderStruct);
                    }

                    Thread.Sleep(50);
                }
            }
        }
Exemplo n.º 5
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(1);
                if (Imports.IsWindowFocues(menu.GameProcess))
                {
                    if (Convert.ToBoolean((long)Imports.GetAsyncKeyState(Settings.Aimbot.SecondKey) & 0x8000) && Structs.LocalPlayer.Health.IsAlive())
                    {
                        int    maxPlayers = Structs.ClientState.MaxPlayers;
                        byte[] entities   = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);
                        Dictionary <float, Vector3> possibleTargets = new Dictionary <float, Vector3> {
                        };

                        for (int i = 0; i < maxPlayers; i++)
                        {
                            int cEntity = Math.GetInt(entities, i * 0x10);

                            Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                            if (!entityStruct.Team.HasTeam() ||
                                entityStruct.Team.IsMyTeam() ||
                                !entityStruct.Health.IsAlive())
                            {
                                continue;
                            }

                            Vector3 bonePosition = Math.GetBonePos(cEntity, Settings.Aimbot.Bone);
                            if (bonePosition == Vector3.Zero)
                            {
                                continue;
                            }

                            Vector3 destination = Settings.Aimbot.RecoilControl
                                 ? Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                                 : Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);

                            if (destination == Vector3.Zero)
                            {
                                continue;
                            }

                            float distance = Math.GetDistance3D(destination, Structs.ClientState.ViewAngles);
                            //////////////////////////////NEAREST SEQENCE//////////////////////////////
                            if (Settings.Aimbot.Bone == 0)
                            {
                                Vector3 headPosition    = Math.GetBonePos(cEntity, 8);
                                Vector3 neckPosition    = Math.GetBonePos(cEntity, 7);
                                Vector3 chestPosition   = Math.GetBonePos(cEntity, 6);
                                Vector3 StomachPosition = Math.GetBonePos(cEntity, 5);


                                if (headPosition == Vector3.Zero)
                                {
                                    continue;
                                }
                                Vector3 HeadDestination = Settings.Aimbot.RecoilControl
                                                                ? Math.CalcAngle(Structs.LocalPlayer.Position, headPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                                                                : Math.CalcAngle(Structs.LocalPlayer.Position, headPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                float HeadDistance = Math.GetDistance3D(HeadDestination, Structs.ClientState.ViewAngles);



                                if (neckPosition == Vector3.Zero)
                                {
                                    continue;
                                }
                                Vector3 NeckDestination = Settings.Aimbot.RecoilControl
                                                                ? Math.CalcAngle(Structs.LocalPlayer.Position, neckPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                                                                : Math.CalcAngle(Structs.LocalPlayer.Position, neckPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                float NeckDistance = Math.GetDistance3D(NeckDestination, Structs.ClientState.ViewAngles);



                                if (chestPosition == Vector3.Zero)
                                {
                                    continue;
                                }

                                Vector3 ChestDestination = Settings.Aimbot.RecoilControl
                                                                ? Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                                                                : Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                float ChestDistance = Math.GetDistance3D(ChestDestination, Structs.ClientState.ViewAngles);



                                if (StomachPosition == Vector3.Zero)
                                {
                                    continue;
                                }
                                Vector3 StomachDestination = Settings.Aimbot.RecoilControl
                                                                ? Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                                                                : Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);

                                float StomachDistance  = Math.GetDistance3D(ChestDestination, Structs.ClientState.ViewAngles);
                                float ComapreHeadNeck  = HeadDistance - NeckDistance;
                                float ComapreHeadChest = HeadDistance - ChestDistance;

                                double HeadDistance2  = (double)HeadDistance;
                                double NeckDistance2  = (double)NeckDistance;
                                double ChestDistance2 = (double)ChestDistance;

                                if (HeadDistance2 < NeckDistance2 && HeadDistance2 < ChestDistance2)
                                {
                                    destination = HeadDestination;
                                    distance    = HeadDistance;
                                }
                                if (NeckDistance2 < HeadDistance2 && NeckDistance2 < ChestDistance2)
                                {
                                    destination = NeckDestination;
                                    distance    = NeckDistance;
                                }
                                if (ChestDistance2 < HeadDistance2 && ChestDistance2 < NeckDistance2)
                                {
                                    destination = ChestDestination;
                                    distance    = ChestDistance;
                                }
                            }
                            ////////////////////////////END NEAREST///////////////////////////////////

                            if (distance < 0.5)
                            {
                                //   Console.WriteLine(distance.ToString());
                                MemoryManager.WriteMemory <int>((int)Structs.Base.Client + Offsets.dwForceAttack, 5);
                                Thread.Sleep(1);
                                MemoryManager.WriteMemory <int>((int)Structs.Base.Client + Offsets.dwForceAttack, 4);
                            }
                        }
                    }
                }
                else
                {
                    Thread.Sleep(49);
                }
            }
        }
Exemplo n.º 6
0
        // TODO LIST:
        // -Visibility Check (Not that important)
        // -Weapon Check

        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(Settings.Aimbot.Smooth == 0f ? 1 : 45);

                if (!Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(System.Windows.Forms.Keys.LButton) & 0x8000) ||
                    Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(Settings.Trigger.Key) & 0x8000) ||
                    !Checks.IsIngame ||
                    !Structs.LocalPlayer.Health.IsAlive())
                {
                    continue;
                }

                int maxPlayers = Structs.ClientState.MaxPlayers;

                byte[] entities = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);

                Dictionary <float, Vector3> possibleTargets = new Dictionary <float, Vector3> {
                };

                for (int i = 0; i < maxPlayers; i++)
                {
                    int cEntity = Math.GetInt(entities, i * 0x10);

                    Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (!entityStruct.Team.HasTeam() ||
                        entityStruct.Team.IsMyTeam() ||
                        !entityStruct.Health.IsAlive() ||
                        entityStruct.Dormant)
                    {
                        continue;
                    }

                    Vector3 bonePosition = Extensions.Other.GetBonePos(cEntity, Settings.Aimbot.Bone);

                    if (bonePosition == Vector3.Zero)
                    {
                        continue;
                    }

                    Vector3 destination = Settings.Aimbot.RecoilControl
                        ? Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                        : Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);

                    if (destination == Vector3.Zero)
                    {
                        continue;
                    }

                    float distance = Math.GetDistance3D(destination, Structs.ClientState.ViewAngles);

                    if (!(distance <= Settings.Aimbot.Fov))
                    {
                        continue;
                    }

                    possibleTargets.Add(distance, destination);
                }

                if (!possibleTargets.Any())
                {
                    continue;
                }

                Vector3 aimAngle = possibleTargets.OrderByDescending(x => x.Key).LastOrDefault().Value;

                if (Settings.Aimbot.Curve)
                {
                    Vector3 qDelta = aimAngle - Structs.ClientState.ViewAngles;
                    qDelta += new Vector3(qDelta.Y / Settings.Aimbot.CurveY, qDelta.X / Settings.Aimbot.CurveX, qDelta.Z);

                    aimAngle = Structs.ClientState.ViewAngles + qDelta;
                }

                aimAngle = Math.NormalizeAngle(aimAngle);
                aimAngle = Math.ClampAngle(aimAngle);

                MemoryManager.WriteMemory <Vector3>(Structs.ClientState.Base + Offsets.dwClientState_ViewAngles, Settings.Aimbot.Smooth == 0f
                    ? aimAngle
                    : Math.SmoothAim(Structs.ClientState.ViewAngles, aimAngle, Settings.Aimbot.Smooth));
            }
        }
Exemplo n.º 7
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(10);

                if (!Checks.IsIngame)
                {
                    continue;
                }

                int gObject = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwGlowObjectManager);
                int gCount  = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwGlowObjectManager + 0x4);

                byte[] gEntities = MemoryManager.ReadMemory(gObject, gCount * 0x38);

                for (int i = 0; i < gCount; i++)
                {
                    int gEntity = Math.GetInt(gEntities, i * 0x38);
                    if (gEntity == 0)
                    {
                        continue;
                    }

                    int classID = Extensions.Other.GetClassID(gEntity);
                    if (classID < 0)
                    {
                        continue;
                    }

                    if (Settings.Glow.Snipers && Checks.IsSniper(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Snipers_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Snipers_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Snipers_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Snipers_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Rifles && Checks.IsRifle(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Rifles_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Rifles_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Rifles_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Rifles_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.MachineGuns && Checks.IsMachineGun(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.MachineGuns_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.MachineGuns_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.MachineGuns_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.MachineGuns_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Pistols && Checks.IsPistol(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Pistols_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Pistols_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Pistols_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Pistols_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Shotguns && Checks.IsShotgun(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Shotguns_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Shotguns_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Shotguns_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Shotguns_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.MPs && Checks.IsMP(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.MPs_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.MPs_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.MPs_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.MPs_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.C4 && Checks.IsC4(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.C4_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.C4_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.C4_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.C4_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Grenades && Checks.IsGrenade(classID))
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Grenades_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Grenades_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Grenades_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Grenades_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Allies || Settings.Glow.Enemies && classID == (int)Enums.ClassIDs.CCSPlayer)
                    {
                        Structs.Enemy_t glowEntity = MemoryManager.ReadMemory <Structs.Enemy_t>(gEntity);

                        if (!glowEntity.Health.IsAlive() ||
                            glowEntity.Dormant ||
                            !glowEntity.Team.HasTeam() ||
                            glowEntity.Dormant)
                        {
                            continue;
                        }

                        if (Settings.Glow.Enemies && !glowEntity.Team.IsMyTeam())
                        {
                            if (Settings.Glow.PlayerColorMode == 0)
                            {
                                Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                                Color color = Extensions.Colors.FromHealth(glowEntity.Health / 100f);

                                currGlowObject.r = color.R / 255f;
                                currGlowObject.g = color.G / 255f;
                                currGlowObject.b = color.B / 255f;
                                currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
                                currGlowObject.m_bRenderWhenOccluded   = true;
                                currGlowObject.m_bRenderWhenUnoccluded = false;

                                if (Settings.Glow.FullBloom)
                                {
                                    currGlowObject.m_bFullBloom = true;
                                }

                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            }
                            else if (Settings.Glow.PlayerColorMode == 1)
                            {
                                Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                                currGlowObject.r = Settings.Glow.Enemies_Color_R / 255f;
                                currGlowObject.g = Settings.Glow.Enemies_Color_G / 255f;
                                currGlowObject.b = Settings.Glow.Enemies_Color_B / 255f;
                                currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
                                currGlowObject.m_bRenderWhenOccluded   = true;
                                currGlowObject.m_bRenderWhenUnoccluded = false;

                                if (Settings.Glow.FullBloom)
                                {
                                    currGlowObject.m_bFullBloom = true;
                                }

                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            }
                        }

                        if (Settings.Glow.Allies && glowEntity.Team.IsMyTeam())
                        {
                            if (Settings.Glow.PlayerColorMode == 0)
                            {
                                Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                                Color color = Extensions.Colors.FromHealth(glowEntity.Health / 100f);

                                currGlowObject.r = color.R / 255f;
                                currGlowObject.g = color.G / 255f;
                                currGlowObject.b = color.B / 255f;
                                currGlowObject.a = Settings.Glow.Allies_Color_A / 255f;
                                currGlowObject.m_bRenderWhenOccluded   = true;
                                currGlowObject.m_bRenderWhenUnoccluded = false;

                                if (Settings.Glow.FullBloom)
                                {
                                    currGlowObject.m_bFullBloom = true;
                                }

                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            }
                            else if (Settings.Glow.PlayerColorMode == 1)
                            {
                                Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                                currGlowObject.r = Settings.Glow.Allies_Color_R / 255f;
                                currGlowObject.g = Settings.Glow.Allies_Color_G / 255f;
                                currGlowObject.b = Settings.Glow.Allies_Color_B / 255f;
                                currGlowObject.a = Settings.Glow.Allies_Color_A / 255f;
                                currGlowObject.m_bRenderWhenOccluded   = true;
                                currGlowObject.m_bRenderWhenUnoccluded = false;

                                if (Settings.Glow.FullBloom)
                                {
                                    currGlowObject.m_bFullBloom = true;
                                }

                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            }
                        }
                    }
                }
            }
        }
Exemplo n.º 8
0
        public static void Run()
        {
            while (true)
            {
                if (Imports.IsWindowFocues(menu.GameProcess))
                {
                    if (Convert.ToBoolean((long)Imports.GetAsyncKeyState(Settings.Aimbot.Key) & 0x8000) || Convert.ToBoolean((long)Imports.GetAsyncKeyState(Settings.Aimbot.SecondKey) & 0x8000) && Structs.LocalPlayer.Health.IsAlive()) //&& !Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(Settings.Trigger.Key) & 0x8000)
                    {
                        if (Settings.Aimbot.UseMouseEvent)
                        {
                            Thread.Sleep(Settings.Aimbot.Smooth == 0f ? 1 : 25);
                            int    maxPlayers = Structs.ClientState.MaxPlayers;
                            byte[] entities   = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);
                            Dictionary <float, Vector3> possibleTargets = new Dictionary <float, Vector3> {
                            };
                            if (Reader.WeaponID == 42 || Reader.WeaponID == 59 || Reader.WeaponID == 262667 || Reader.WeaponID == 262666 || Reader.WeaponID == 262633 || Reader.WeaponID == 262651 || Reader.WeaponID == 262664)
                            {
                                continue;
                            }
                            for (int i = 0; i < maxPlayers; i++)
                            {
                                int cEntity = Math.GetInt(entities, i * 0x10);

                                Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                                if (!entityStruct.Team.HasTeam() ||
                                    entityStruct.Team.IsMyTeam() ||
                                    !entityStruct.Health.IsAlive())
                                {
                                    continue;
                                }

                                Vector3 bonePosition = Math.GetBonePos(cEntity, Settings.Aimbot.Bone);
                                if (bonePosition == Vector3.Zero)
                                {
                                    continue;
                                }

                                //////////bSpotedCheck//////////////
                                if (Settings.Aimbot.VisibleOnly)
                                {
                                    int EnemySpoted = MemoryManager.ReadMemory <int>(cEntity + Offsets.m_bSpottedByMask);
                                    if (EnemySpoted == 0 || EnemySpoted % 2 == 0)
                                    {
                                        continue;
                                    }
                                }
                                //////////endbSpotedCheck///////////

                                Vector3 destination = Settings.Aimbot.RecoilControl
                                    ? Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                                    : Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);

                                if (destination == Vector3.Zero)
                                {
                                    continue;
                                }

                                float distance = Math.GetDistance3D(destination, Structs.ClientState.ViewAngles);

                                //////////////////////////////NEAREST SEQENCE//////////////////////////////
                                if (Settings.Aimbot.Bone == 0)
                                {
                                    Vector3 headPosition    = Math.GetBonePos(cEntity, 8);
                                    Vector3 neckPosition    = Math.GetBonePos(cEntity, 7);
                                    Vector3 chestPosition   = Math.GetBonePos(cEntity, 6);
                                    Vector3 StomachPosition = Math.GetBonePos(cEntity, 5);


                                    if (headPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }

                                    Vector3 HeadDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, headPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, headPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                    float   HeadDistance    = Math.GetDistance3D(HeadDestination, Structs.ClientState.ViewAngles);



                                    if (neckPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }
                                    Vector3 NeckDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, neckPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, neckPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                    float   NeckDistance    = Math.GetDistance3D(NeckDestination, Structs.ClientState.ViewAngles);



                                    if (chestPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }

                                    Vector3 ChestDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                    float   ChestDistance    = Math.GetDistance3D(ChestDestination, Structs.ClientState.ViewAngles);



                                    if (StomachPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }
                                    Vector3 StomachDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);

                                    float StomachDistance  = Math.GetDistance3D(ChestDestination, Structs.ClientState.ViewAngles);
                                    float ComapreHeadNeck  = HeadDistance - NeckDistance;
                                    float ComapreHeadChest = HeadDistance - ChestDistance;

                                    double HeadDistance2  = (double)HeadDistance;
                                    double NeckDistance2  = (double)NeckDistance;
                                    double ChestDistance2 = (double)ChestDistance;

                                    if (HeadDistance2 < NeckDistance2 && HeadDistance2 < ChestDistance2)
                                    {
                                        destination = HeadDestination;
                                        distance    = HeadDistance;
                                    }
                                    if (NeckDistance2 < HeadDistance2 && NeckDistance2 < ChestDistance2)
                                    {
                                        destination = NeckDestination;
                                        distance    = NeckDistance;
                                    }
                                    if (ChestDistance2 < HeadDistance2 && ChestDistance2 < NeckDistance2)
                                    {
                                        destination = ChestDestination;
                                        distance    = ChestDistance;
                                    }
                                }
                                ////////////////////////////END NEAREST///////////////////////////////////

                                Vector3 distance2 = destination - Structs.ClientState.ViewAngles;
                                if (!(distance <= Settings.Aimbot.Fov))
                                {
                                    continue;
                                }
                                possibleTargets.Add(distance, distance2);
                            }
                            if (!possibleTargets.Any())
                            {
                                continue;
                            }
                            Vector3 aimAngle = possibleTargets.OrderByDescending(x => x.Key).LastOrDefault().Value;
                            if (aimAngle.Y > 0.35 && aimAngle.Y < Settings.Aimbot.Fov)
                            {
                                Imports.mouse_event(0x01, -(int)Settings.Aimbot.Smooth, 0, 0, 0);
                            }
                            else if (aimAngle.Y < -0.35 && aimAngle.Y > -Settings.Aimbot.Fov)
                            {
                                Imports.mouse_event(0x01, (int)Settings.Aimbot.Smooth, 0, 0, 0);
                            }
                            if (aimAngle.X > 0.35)
                            {
                                Imports.mouse_event(0x01, 0, (int)Settings.Aimbot.Smooth, 0, 0);
                            }
                            else if (aimAngle.X < -0.35)
                            {
                                Imports.mouse_event(0x01, 0, -(int)Settings.Aimbot.Smooth, 0, 0);
                            }
                        }
                        else
                        {
                            Thread.Sleep(Settings.Aimbot.Smooth == 0f ? 1 : 40);
                            int    maxPlayers = Structs.ClientState.MaxPlayers;
                            byte[] entities   = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);
                            Dictionary <float, Vector3> possibleTargets = new Dictionary <float, Vector3> {
                            };

                            for (int i = 0; i < maxPlayers; i++)
                            {
                                int cEntity = Math.GetInt(entities, i * 0x10);

                                Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                                if (!entityStruct.Team.HasTeam() || entityStruct.Team.IsMyTeam() || !entityStruct.Health.IsAlive())
                                {
                                    continue;
                                }

                                Vector3 bonePosition = Math.GetBonePos(cEntity, Settings.Aimbot.Bone);
                                if (bonePosition == Vector3.Zero)
                                {
                                    continue;
                                }


                                //////////bSpotedCheck//////////////
                                if (Settings.Aimbot.VisibleOnly)
                                {
                                    int EnemySpoted = MemoryManager.ReadMemory <int>(cEntity + Offsets.m_bSpottedByMask);
                                    if (EnemySpoted == 0 || EnemySpoted % 2 == 0)
                                    {
                                        continue;
                                    }
                                }
                                //////////endbSpotedCheck///////////


                                Vector3 destination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                if (destination == Vector3.Zero)
                                {
                                    continue;
                                }
                                float distance = Math.GetDistance3D(destination, Structs.ClientState.ViewAngles);

                                //////////////////////////////NEAREST SEQENCE//////////////////////////////
                                if (Settings.Aimbot.Bone == 0)
                                {
                                    Vector3 headPosition  = Math.GetBonePos(cEntity, 8);
                                    Vector3 neckPosition  = Math.GetBonePos(cEntity, 7);
                                    Vector3 chestPosition = Math.GetBonePos(cEntity, 6);
                                    //   Vector3 StomachPosition = Math.GetBonePos(cEntity, 5);

                                    if (headPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }

                                    Vector3 HeadDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, headPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, headPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                    float   HeadDistance    = Math.GetDistance3D(HeadDestination, Structs.ClientState.ViewAngles);

                                    if (neckPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }

                                    Vector3 NeckDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, neckPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, neckPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                    float   NeckDistance    = Math.GetDistance3D(NeckDestination, Structs.ClientState.ViewAngles);

                                    if (chestPosition == Vector3.Zero)
                                    {
                                        continue;
                                    }

                                    Vector3 ChestDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                    float   ChestDistance    = Math.GetDistance3D(ChestDestination, Structs.ClientState.ViewAngles);

                                    /*
                                     * if (StomachPosition == Vector3.Zero) continue;
                                     * Vector3 StomachDestination = Settings.Aimbot.RecoilControl ? Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory) : Math.CalcAngle(Structs.LocalPlayer.Position, chestPosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);
                                     * float StomachDistance = Math.GetDistance3D(ChestDestination, Structs.ClientState.ViewAngles);
                                     */

                                    double HeadDistance2  = (double)HeadDistance;
                                    double NeckDistance2  = (double)NeckDistance;
                                    double ChestDistance2 = (double)ChestDistance;

                                    if (HeadDistance2 < NeckDistance2 && HeadDistance2 < ChestDistance2)
                                    {
                                        destination = HeadDestination;
                                        distance    = HeadDistance;
                                    }
                                    if (NeckDistance2 < HeadDistance2 && NeckDistance2 < ChestDistance2)
                                    {
                                        destination = NeckDestination;
                                        distance    = NeckDistance;
                                    }
                                    if (ChestDistance2 < HeadDistance2 && ChestDistance2 < NeckDistance2)
                                    {
                                        destination = ChestDestination;
                                        distance    = ChestDistance;
                                    }
                                }

                                if (!(distance <= Settings.Aimbot.Fov))
                                {
                                    continue;
                                }
                                possibleTargets.Add(distance, destination);
                            }
                            if (!possibleTargets.Any())
                            {
                                continue;
                            }

                            Vector3 aimAngle = possibleTargets.OrderByDescending(x => x.Key).LastOrDefault().Value;

                            if (Settings.Aimbot.Curve)
                            {
                                Vector3 qDelta = aimAngle - Structs.ClientState.ViewAngles;
                                qDelta  += new Vector3(qDelta.Y / Settings.Aimbot.CurveY, qDelta.X / Settings.Aimbot.CurveX, qDelta.Z);
                                aimAngle = Structs.ClientState.ViewAngles + qDelta;
                            }

                            aimAngle = Math.NormalizeAngle(aimAngle);
                            aimAngle = Math.ClampAngle(aimAngle);


                            MemoryManager.WriteMemory <Vector3>(Structs.ClientState.Base + Offsets.dwClientState_ViewAngles, Settings.Aimbot.Smooth == 0f ? aimAngle : Math.SmoothAim(Structs.ClientState.ViewAngles, aimAngle, Settings.Aimbot.Smooth));
                        }
                    }
                }
                else
                {
                    Thread.Sleep(100);
                }
            }
        }
Exemplo n.º 9
0
        public static void Run()
        {
            Thread.Sleep(10);

            while (true)
            {
                Thread.Sleep(100);

                //  if (!Imports.IsWindowFocues(Form1.GameProcess))
                //Chams SEQENCE

                byte[] entities = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, Structs.ClientState.MaxPlayers * 0x10);
                for (int i = 0; i < Structs.ClientState.MaxPlayers; i++)
                {
                    int cEntity = Other.Math.GetInt(entities, i * 0x10);

                    Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (entityStruct.Team.HasTeam() || entityStruct.Health.IsAlive() || Structs.LocalPlayer.Team != 0 || entityStruct.Team != 0 || Structs.LocalPlayer.Health.IsAlive())
                    {
                        if (!entityStruct.Team.IsMyTeam())
                        {
                            if (Settings.Chams.HealthBased)
                            {
                                int EnemySpoted = MemoryManager.ReadMemory <int>(cEntity + Offsets.m_bSpottedByMask);
                                if (EnemySpoted % 2 != 0)
                                {
                                    Color color       = Colors.FromHealth(entityStruct.Health / 100f);
                                    var   HealthChams = new Structs.ChamsObject()
                                    {
                                        r = (byte)(color.R),
                                        g = (byte)(color.G),
                                        b = (byte)(color.B),
                                        a = 255
                                    };
                                    MemoryManager.WriteMemory <Structs.ChamsObject>(cEntity + 0x70, HealthChams);
                                }
                            }
                            else
                            {
                                var chamsObject = new Structs.ChamsObject()
                                {
                                    r = Settings.Chams.Color_R,
                                    g = Settings.Chams.Color_G,
                                    b = Settings.Chams.Color_B,
                                    a = 255
                                };
                                MemoryManager.WriteMemory <Structs.ChamsObject>(cEntity + 0x70, chamsObject);
                            }
                        }

                        else if (entityStruct.Team.IsMyTeam())
                        {
                            if (Settings.Chams.Allies)
                            {
                                var chamsObject2 = new Structs.ChamsObject()
                                {
                                    r = Settings.Chams.Allies_Color_R,
                                    g = Settings.Chams.Allies_Color_G,
                                    b = Settings.Chams.Allies_Color_B,
                                    a = 255
                                };
                                MemoryManager.WriteMemory <Structs.ChamsObject>(cEntity + 0x70, chamsObject2);
                            }
                        }
                    }
                }
            }
        }
Exemplo n.º 10
0
        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(1);

                if (!Imports.IsWindowFocues(Orion.menu.GameProcess))
                {
                    continue;
                }
                Thread.Sleep(Settings.Sonar.interval);
                try
                {
                    if (Convert.ToBoolean((long)Imports.GetAsyncKeyState(Settings.Sonar.Key) & 0x8000))
                    {
                        int           maxplayers      = Structs.ClientState.MaxPlayers;
                        byte[]        entities        = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxplayers * 0x10); //Getting list of entites. Entity = gameobject (guns,players, props etc)
                        List <double> possibleTargets = new List <double> {
                        };

                        for (int i = 0; i < maxplayers; i++)
                        {
                            int Entity = Math.GetInt(entities, i * 0x10);

                            /*          int EntityTeam = MemoryManager.ReadMemory<int>((int)Entity + Offsets.m_iTeamNum);
                             *        if (EntityTeam != 2 && EntityTeam != 3) continue;
                             *        int PlayerTeam = MemoryManager.ReadMemory<int>(Structs.LocalPlayer.Base + Offsets.m_iTeamNum); //Reading client player team
                             *        if (EntityTeam == PlayerTeam) continue;
                             *        int EntityHealth = MemoryManager.ReadMemory<int>((int)Entity + Offsets.m_iHealth);
                             *        if (EntityHealth < 1) continue;*/

                            Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(Entity);

                            if (!entityStruct.Team.HasTeam() ||
                                entityStruct.Team.IsMyTeam() ||
                                !entityStruct.Health.IsAlive())
                            {
                                continue;
                            }

                            Vector3 myPos = MemoryManager.ReadMemory <Vector3>(Structs.LocalPlayer.Base + Offsets.m_vecOrigin);
                            if (myPos == Vector3.Zero)
                            {
                                continue;
                            }
                            Vector3 hisPos = MemoryManager.ReadMemory <Vector3>(Entity + Offsets.m_vecOrigin);
                            if (hisPos == Vector3.Zero)
                            {
                                continue;
                            }

                            double dist = Math.GetPlayerDistance(myPos, hisPos);
                            if (dist != 0 && dist < 15)
                            {
                                //  Console.WriteLine($"{dist}");
                                possibleTargets.Add(dist);
                            }
                        }
                        if (!possibleTargets.Any())
                        {
                            continue;
                        }

                        double distance = possibleTargets.Min();
                        if (distance <= 15 && distance > 13)
                        {
                            Console.Beep(100, 100);
                        }
                        if (distance <= 13 && distance > 10)
                        {
                            Console.Beep(200, 100);
                        }
                        if (distance <= 10 && distance > 7)
                        {
                            Console.Beep(300, 100);
                        }
                        if (distance <= 7 && distance > 5)
                        {
                            Console.Beep(400, 100);
                        }
                        if (distance <= 5 && distance > 3)
                        {
                            Console.Beep(500, 100);
                        }
                        if (distance <= 3)
                        {
                            Console.Beep(600, 100);
                        }
                    }
                }
                catch { }
            }
        }
Exemplo n.º 11
0
        private void DrawPlayers()
        {
            int maxPlayers = Structs.ClientState.MaxPlayers;

            byte[] entities = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);

            for (int i = 0; i < maxPlayers; i++)
            {
                int cEntity = Orion.Other.Math.GetInt(entities, i * 0x10);

                Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                if (!entityStruct.Team.HasTeam() ||
                    entityStruct.Team.IsMyTeam() ||
                    !entityStruct.Health.IsAlive())
                {
                    continue;
                }


                System.Numerics.Vector3 headPosition = Orion.Other.Math.GetBonePos(cEntity, 8);
                System.Numerics.Vector3 toePosition  = Orion.Other.Math.GetBonePos(cEntity, 1);

                if (headPosition == System.Numerics.Vector3.Zero && toePosition == System.Numerics.Vector3.Zero)
                {
                    continue;
                }

                float[] MyViewMatrix = MemoryManager.ReadMatrix <float>((int)Structs.Base.Client + Offsets.dwViewMatrix, 256);

                System.Numerics.Vector2 OnScreenPos = WorldToScreen(headPosition, MyViewMatrix, ScreenWH);
                if (OnScreenPos.X == 1 && OnScreenPos.Y == 1)
                {
                    continue;
                }
                System.Numerics.Vector2 OnScreenToe = WorldToScreen(toePosition, MyViewMatrix, ScreenWH);

                int Size  = (int)(OnScreenToe.Y - OnScreenPos.Y);
                int Width = (int)((headPosition - toePosition).Z / 2);
                int w     = (int)(Size * 1.3f);
                int x;
                int y;


                x = (int)(OnScreenPos.X - Size / 20);
                y = (int)(OnScreenPos.Y + Width / 2f);


                int Dist = (int)Orion.Other.Math.GetPlayerDistance(Structs.LocalPlayer.Position, headPosition);

                Rectangle box = new Rectangle(x - Width / 2, y - 5, Width, (int)(Size * 1.2f));

                Color color        = Color.FromArgb(255, Settings.Esp.Color_R, Settings.Esp.Color_G, Settings.Esp.Color_B);
                Color VisableColor = Color.FromArgb(255, Settings.Esp.VisableColor_R, Settings.Esp.VisableColor_G, Settings.Esp.VisableColor_B);

                Pen pen        = new Pen(color, Settings.Esp.Width);
                Pen VisablePen = new Pen(VisableColor, Settings.Esp.Width);



                if (Settings.Esp.bSpotted)
                {
                    int EnemySpoted = MemoryManager.ReadMemory <int>(cEntity + Offsets.m_bSpottedByMask);
                    if (EnemySpoted == 0 || EnemySpoted % 2 == 0)
                    {
                        g.DrawRectangle(pen, box);
                    }
                    else
                    {
                        g.DrawRectangle(VisablePen, box);
                    }
                }
                else
                {
                    g.DrawRectangle(pen, box);
                }



                if (Settings.Esp.Health == 1)
                {
                    Health = new Pen(FromHealth(entityStruct.Health / 100f), 4);
                    if (entityStruct.Health >= 90)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4, x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 80 && entityStruct.Health < 90)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.2f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 70 && entityStruct.Health < 80)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.3f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 60 && entityStruct.Health < 70)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.4f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 50 && entityStruct.Health < 60)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.5f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 40 && entityStruct.Health < 50)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.6f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 30 && entityStruct.Health < 40)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.7f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 20 && entityStruct.Health < 30)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.8f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 10 && entityStruct.Health < 20)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.9f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health < 10)
                    {
                        g.DrawLine(Health, x - Width / 2 - 4, y - 4 + (int)(Size * 0.95f), x - Width / 2 - 4, y + (int)(Size * 1.15f));
                    }
                }
                if (Settings.Esp.Health == 2)
                {
                    Health = new Pen(FromHealth(entityStruct.Health / 100f), 4);
                    if (entityStruct.Health >= 90)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4, x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 80 && entityStruct.Health < 90)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.2f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 70 && entityStruct.Health < 80)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.3f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 60 && entityStruct.Health < 70)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.4f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 50 && entityStruct.Health < 60)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.5f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 40 && entityStruct.Health < 50)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.6f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 30 && entityStruct.Health < 40)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.7f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 20 && entityStruct.Health < 30)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.8f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health >= 10 && entityStruct.Health < 20)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.9f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                    if (entityStruct.Health < 10)
                    {
                        g.DrawLine(Health, x + Width / 2 + 4, y - 4 + (int)(Size * 0.95f), x + Width / 2 + 4, y + (int)(Size * 1.15f));
                    }
                }
                if (Settings.Esp.Health == 3)
                {
                    Brush HealthBrush = new SolidBrush(FromHealth(entityStruct.Health / 100f));
                    g.DrawString(entityStruct.Health.ToString(), bigFont, HealthBrush, x - 18, y + (int)(Size * 1.3f));
                }
            }
        }
Exemplo n.º 12
0
        public static void Run()
        {
            //  Thread.Sleep(100);

            while (true)
            {
                Thread.Sleep(1);

                if (!Settings.Glow.Enabled)
                {
                    continue;
                }

                int    gObject   = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwGlowObjectManager);
                int    gCount    = MemoryManager.ReadMemory <int>((int)Structs.Base.Client + Offsets.dwGlowObjectManager + 0x4);
                byte[] gEntities = MemoryManager.ReadMemory(gObject, gCount * 0x38);

                for (int i = 0; i < gCount; i++)
                {
                    int gEntity = Other.Math.GetInt(gEntities, i * 0x38);
                    if (gEntity == 0)
                    {
                        continue;
                    }

                    int classID = Imports.GetClassID(gEntity);
                    if (classID < 0)
                    {
                        continue;
                    }

                    if (Settings.Glow.Snipers && Checks.IsSniper(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
                        currGlowObject.r = Settings.Glow.Snipers_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Snipers_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Snipers_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Snipers_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Rifles && Checks.IsRifle(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Rifles_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Rifles_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Rifles_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Rifles_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Pistols && Checks.IsPistol(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Pistols_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Pistols_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Pistols_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Pistols_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Heavy && Checks.IsHeavy(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Heavy_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Heavy_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Heavy_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Heavy_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.MPs && Checks.IsMP(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.MPs_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.MPs_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.MPs_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.MPs_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.C4 && Checks.IsC4(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.C4_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.C4_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.C4_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.C4_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Grenades && Checks.IsGrenade(classID) && Settings.Glow.ShowWeapons)
                    {
                        Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                        currGlowObject.r = Settings.Glow.Grenades_Color_R / 255f;
                        currGlowObject.g = Settings.Glow.Grenades_Color_G / 255f;
                        currGlowObject.b = Settings.Glow.Grenades_Color_B / 255f;
                        currGlowObject.a = Settings.Glow.Grenades_Color_A / 255f;
                        currGlowObject.m_bRenderWhenOccluded   = true;
                        currGlowObject.m_bRenderWhenUnoccluded = false;

                        if (Settings.Glow.FullBloom)
                        {
                            currGlowObject.m_bFullBloom = true;
                        }

                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                    }
                    else if (Settings.Glow.Allies || Settings.Glow.Enemies && classID == (int)Enums.ClassIDs.CCSPlayer)
                    {
                        Structs.Enemy_t glowEntity = MemoryManager.ReadMemory <Structs.Enemy_t>(gEntity);
                        if (!glowEntity.Team.HasTeam())
                        {
                            continue;                             //glowEntity.Dormant ||
                        }
                        if (Settings.Glow.Enemies && !glowEntity.Team.IsMyTeam())
                        {
                            ///////////// ENEMY////////////////
                            Structs.Glow_t  currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
                            Structs.Enemy_t entityStruct   = MemoryManager.ReadMemory <Structs.Enemy_t>(gEntity);


                            if (entityStruct.Team.HasTeam() || !entityStruct.Team.IsMyTeam() || entityStruct.Health.IsAlive()) //|| !entityStruct.Dormant
                            {
                                if (Settings.Glow.bSpotted)
                                {
                                    int EnemySpoted = MemoryManager.ReadMemory <int>(gEntity + Offsets.m_bSpottedByMask);
                                    if (EnemySpoted == 0)
                                    {
                                        currGlowObject.r = Settings.Glow.InvisibleEnemies_Color_R / 255f;
                                        currGlowObject.g = Settings.Glow.InvisibleEnemies_Color_G / 255f;
                                        currGlowObject.b = Settings.Glow.InvisibleEnemies_Color_B / 255f;
                                        currGlowObject.a = Settings.Glow.InvisibleEnemies_Color_A / 255f;
                                        currGlowObject.m_bRenderWhenOccluded   = true;
                                        currGlowObject.m_bRenderWhenUnoccluded = false;
                                    }
                                    else
                                    {
                                        if (EnemySpoted % 2 == 0)
                                        {
                                            currGlowObject.r = Settings.Glow.InvisibleEnemies_Color_R / 255f;
                                            currGlowObject.g = Settings.Glow.InvisibleEnemies_Color_G / 255f;
                                            currGlowObject.b = Settings.Glow.InvisibleEnemies_Color_B / 255f;
                                            currGlowObject.a = Settings.Glow.InvisibleEnemies_Color_A / 255f;
                                            currGlowObject.m_bRenderWhenOccluded   = true;
                                            currGlowObject.m_bRenderWhenUnoccluded = false;
                                        }
                                        else
                                        {
                                            if (Settings.Glow.HealthBased == true)
                                            {
                                                Color color = Colors.FromHealth(glowEntity.Health / 100f);

                                                currGlowObject.r = color.R / 255f;
                                                currGlowObject.g = color.G / 255f;
                                                currGlowObject.b = color.B / 255f;
                                                currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
                                                currGlowObject.m_bRenderWhenOccluded   = true;
                                                currGlowObject.m_bRenderWhenUnoccluded = false;

                                                if (Settings.Glow.FullBloom)
                                                {
                                                    currGlowObject.m_bFullBloom = true;
                                                }

                                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                                            }
                                            else
                                            {
                                                currGlowObject.r = Settings.Glow.Enemies_Color_R / 255f;
                                                currGlowObject.g = Settings.Glow.Enemies_Color_G / 255f;
                                                currGlowObject.b = Settings.Glow.Enemies_Color_B / 255f;
                                                currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
                                                currGlowObject.m_bRenderWhenOccluded   = true;
                                                currGlowObject.m_bRenderWhenUnoccluded = false;
                                                if (Settings.Glow.FullBloom)
                                                {
                                                    currGlowObject.m_bFullBloom = true;
                                                }

                                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                                            }
                                        }
                                        if (Settings.Glow.FullBloom)
                                        {
                                            currGlowObject.m_bFullBloom = true;
                                        }

                                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                                    }
                                }
                                else
                                {
                                    if (Settings.Glow.HealthBased == true)
                                    {
                                        Color color = Colors.FromHealth(glowEntity.Health / 100f);

                                        currGlowObject.r = color.R / 255f;
                                        currGlowObject.g = color.G / 255f;
                                        currGlowObject.b = color.B / 255f;
                                        currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
                                        currGlowObject.m_bRenderWhenOccluded   = true;
                                        currGlowObject.m_bRenderWhenUnoccluded = false;

                                        if (Settings.Glow.FullBloom)
                                        {
                                            currGlowObject.m_bFullBloom = true;
                                        }

                                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                                    }
                                    else
                                    {
                                        currGlowObject.r = Settings.Glow.InvisibleEnemies_Color_R / 255f;
                                        currGlowObject.g = Settings.Glow.InvisibleEnemies_Color_G / 255f;
                                        currGlowObject.b = Settings.Glow.InvisibleEnemies_Color_B / 255f;
                                        currGlowObject.a = Settings.Glow.Enemies_Color_A / 255f;
                                        currGlowObject.m_bRenderWhenOccluded   = true;
                                        currGlowObject.m_bRenderWhenUnoccluded = false;
                                        if (Settings.Glow.FullBloom)
                                        {
                                            currGlowObject.m_bFullBloom = true;
                                        }

                                        MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                                    }
                                }

                                if (Settings.Glow.FullBloom)
                                {
                                    currGlowObject.m_bFullBloom = true;
                                }
                                MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            }
                        }

                        if (Settings.Glow.Allies && glowEntity.Team.IsMyTeam() && glowEntity.Health.IsAlive())
                        {
                            /*         if (Settings.Glow.HealthBased == true)
                             *       {
                             *           Structs.Glow_t currGlowObject = MemoryManager.ReadMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4));
                             *
                             *           Color color = Colors.FromHealth(glowEntity.Health / 100f);
                             *
                             *           currGlowObject.r = color.R / 255f;
                             *           currGlowObject.g = color.G / 255f;
                             *           currGlowObject.b = color.B / 255f;
                             *           currGlowObject.a = Settings.Glow.Allies_Color_A / 255f;
                             *           currGlowObject.m_bRenderWhenOccluded = true;
                             *           currGlowObject.m_bRenderWhenUnoccluded = false;
                             *
                             *           if (Settings.Glow.FullBloom) currGlowObject.m_bFullBloom = true;
                             *
                             *           MemoryManager.WriteMemory<Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                             *       }
                             *       else if (Settings.Glow.HealthBased == false)
                             *       {*/
                            Structs.Glow_t currGlowObject = MemoryManager.ReadMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4));

                            currGlowObject.r = Settings.Glow.Allies_Color_R / 255f;
                            currGlowObject.g = Settings.Glow.Allies_Color_G / 255f;
                            currGlowObject.b = Settings.Glow.Allies_Color_B / 255f;
                            currGlowObject.a = Settings.Glow.Allies_Color_A / 255f;
                            currGlowObject.m_bRenderWhenOccluded   = true;
                            currGlowObject.m_bRenderWhenUnoccluded = false;

                            if (Settings.Glow.FullBloom)
                            {
                                currGlowObject.m_bFullBloom = true;
                            }

                            MemoryManager.WriteMemory <Structs.Glow_t>((gObject + (i * 0x38) + 0x4), currGlowObject);
                            //  }
                        }
                    }
                }
            }
        }