public static void Read() { m_pWindowHandle = GetWindowHandle(); while (true) { //LOCAL LocalPlayer.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwLocalPlayer); LocalPlayer.m_iTeam = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_iTeamNum); LocalPlayer.m_iClientState = ManageMemory.ReadMemory <int>(Offsets.m_EnginePointer + Offsets.dwClientState); LocalPlayer.m_iGlowBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwGlowObjectManager); LocalPlayer.m_iJumpFlags = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_fFlags); LocalPlayer.m_angEyeAngles = ManageMemory.ReadMemory <QAngle>(LocalPlayer.m_iClientState + Offsets.m_angEyeAngles); LocalPlayer.m_VecOrigin = ManageMemory.ReadMemory <Vector3D>(LocalPlayer.m_iBase + Offsets.m_vecOrigin); LocalPlayer.m_weaponType = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_hActiveWeapon); LocalPlayer.fFlashDuration = ManageMemory.ReadMemory <float>(LocalPlayer.m_iBase + Offsets.m_flFlashDuration); LocalPlayer.m_fFlashAlpha = ManageMemory.ReadMemory <float>(LocalPlayer.m_iBase + Offsets.m_flFlashMaxAlpha); LocalPlayer.Arrays.ViewMatrix = ManageMemory.ReadMatrix <float>(Offsets.m_ClientPointer + Offsets.dwViewMatrix, 16); //ENTITY for (var i = 0; i < 64; i++) { Entity Entity = Arrays.Entity[i]; Entity.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.dwEntityList + i * 0x10); if (Entity.m_iBase > 0) { Entity.m_VecOrigin = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecOrigin); Entity.m_VecMin = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecMins); Entity.m_VecMax = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecMaxs); Entity.m_iTeam = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iTeamNum); Entity.m_iHealth = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iHealth); Entity.m_iGlowIndex = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iGlowIndex); Entity.m_iTipoArma = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_hActiveWeapon); if (Entity.m_iHealth != 0) { Entity.m_estavivo = true; ManageMemory.WriteMemory <int>(Entity.m_iBase + Offsets.m_bSpotted, 1); } else { Entity.m_estavivo = false; } Arrays.Entity[i] = Entity; } } Thread.Sleep(1); } }
public static void Read() { while (true) { //LOCAL LocalPlayer.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwLocalPlayer); LocalPlayer.m_iTeam = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_iTeamNum); LocalPlayer.m_iClientState = ManageMemory.ReadMemory <int>(Offsets.m_EnginePointer + Offsets.m_dwClientState); LocalPlayer.m_iGlowBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwGlowObject); LocalPlayer.m_iJumpFlags = ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_fFlags); LocalPlayer.m_angEyeAngles = ManageMemory.ReadMemory <QAngle>(LocalPlayer.m_iBase + Offsets.m_angEyeAngles); LocalPlayer.m_VecOrigin = ManageMemory.ReadMemory <Vector3D>(LocalPlayer.m_iBase + Offsets.m_vecOrigin); LocalPlayer.Arrays.ViewMatrix = ManageMemory.ReadMatrix <float>(Offsets.m_ClientPointer + Offsets.m_dwViewMatrix, 16); //ENTITY for (var i = 0; i < 64; i++) { Entity Entity = Arrays.Entity[i]; Entity.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwEntityList + i * 0x10); if (Entity.m_iBase > 0) { Entity.m_VecOrigin = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecOrigin); Entity.m_VecMin = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecMins); Entity.m_VecMax = ManageMemory.ReadMemory <Vector3D>(Entity.m_iBase + Offsets.m_vecMaxs); Entity.m_iTeam = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iTeamNum); Entity.m_iHealth = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iHealth); Entity.m_iDormant = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_bDormant); Entity.m_iGlowIndex = ManageMemory.ReadMemory <int>(Entity.m_iBase + Offsets.m_iGlowIndex); Arrays.Entity[i] = Entity; } } Thread.Sleep(1); } }