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); } } }
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); } } }
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; } } } } } } }
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); } } }
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); } } }
// 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)); } }
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); } } } } } }
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); } } }
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); } } } } } }
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 { } } }
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)); } } }
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); // } } } } } }