/// <summary> /// Drawing border on player. Wallhack /// </summary> /// <param name="rgba">Color</param> public void SetGlow(RGBA rgba) { var glowStruct = new GlowStruct(true, true, false); //todo: create one struct and use just 1 wpm instead of 2. (add 16bytes junk code) ManageMemory.WriteMemory <GlowStruct>(BaseMemory.GlowHandle + GlowIndex * 0x38 + 0x24, glowStruct); ManageMemory.WriteMemory <RGBA>(BaseMemory.GlowHandle + GlowIndex * 0x38 + 0x4, rgba); }
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 See() { while (true) { float NoFlash_Value = 160; ManageMemory.WriteMemory <float>(LocalPlayer.m_iBase + Offsets.m_flFlashMaxAlpha, 255 - NoFlash_Value); Thread.Sleep(1); } }
public static void Jump() { while (true) { // Check If Bhop is Active & Spacebar is Pressed if (KEY_SPACEBAR_STATE) { if (LocalPlayer.m_iJumpFlags == 257 || LocalPlayer.m_iJumpFlags == 263) { ManageMemory.WriteMemory <int>(Offsets.m_ClientPointer + Offsets.dwForceJump, 5); } else { ManageMemory.WriteMemory <int>(Offsets.m_ClientPointer + Offsets.dwForceJump, 4); } } Thread.Sleep(2); } }
public static void EngineChams() { while (true) { // Check If Glow is Enabled if (Settings.m_bEngineChams) { for (var i = 0; i < 64; i++) { // Check If Our Entity Is Valid if (Arrays.Entity[i].m_iBase == 0) { continue; } if (Arrays.Entity[i].m_iBase == LocalPlayer.m_iBase) { continue; } if (Arrays.Entity[i].m_iHealth < 1) { continue; } if (Arrays.Entity[i].m_iDormant == 1) { continue; } Color Color = Arrays.Entity[i].m_iTeam != LocalPlayer.m_iTeam ? Color.FromArgb(255, 255, 0, 0) : Color.FromArgb(180, 0, 255, 0); GlowObject GlowObj = new GlowObject(); GlowObj = ManageMemory.ReadMemory <GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38); GlowObj.r = Color.R / 255; GlowObj.g = Color.G / 255; GlowObj.b = Color.B / 255; GlowObj.a = Color.A / 255; GlowObj.m_bRenderWhenOccluded = true; GlowObj.m_bRenderWhenUnoccluded = false; GlowObj.m_bFullBloom = false; //GlowObj.SplitScreenSlot = 0xFFFFFFFF; ManageMemory.WriteMemory <GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38, GlowObj); /* * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x4, (float)Color.R / 255); * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x8, (float)Color.G / 255); * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0xC, (float)Color.B / 255); * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x10, 1.0f); * ManageMemory.WriteMemory<byte>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x24, 1); * * //GlowObj = ManageMemory.ReadMemory<GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38); */ } } Thread.Sleep(5); } }
public static void Reskin() { while (true) { if (Settings.m_bSkinchanger) { // Save That We Used The Skinchanger bWasActive = true; int OverrideTexture; for (var i = 1; i < 16; ++i) { // Create A New Weapon Object Weapon Weapon = new Weapon(); // Get Adress To Current Weapon Out Of Array Of Currently Equipped Weapons int iCurWeaponAdress = (ManageMemory.ReadMemory <int>(LocalPlayer.m_iBase + Offsets.m_hMyWeapons + (i - 1) * 0x4)) & 0xFFF; // Get Baseadress of The Current Weapon Weapon.m_iBase = ManageMemory.ReadMemory <int>(Offsets.m_ClientPointer + Offsets.m_dwEntityList + (iCurWeaponAdress - 1) * 0x10); // Get The WeaponID Weapon.m_iItemDefinitionIndex = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_iItemDefinitionIndex); // Get EntityID Of WeaponOwner Weapon.m_iXuIDLow = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_OriginalOwnerXuidLow); // Get Weapon Skin Weapon.m_iTexture = ManageMemory.ReadMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit); // Define Which Skin We Want (Based On The Current Weapon) switch (Weapon.m_iItemDefinitionIndex) { case (int)ItemDefinition.WEAPON_AK47: OverrideTexture = 44; break; case (int)ItemDefinition.WEAPON_M4A1_SILENCER: OverrideTexture = 440; break; case (int)ItemDefinition.WEAPON_M4A1: OverrideTexture = 309; break; case (int)ItemDefinition.WEAPON_AWP: OverrideTexture = 344; break; case (int)ItemDefinition.WEAPON_GLOCK: OverrideTexture = 38; break; case (int)ItemDefinition.WEAPON_HKP2000: OverrideTexture = 389; break; case (int)ItemDefinition.WEAPON_USP_SILENCER: OverrideTexture = 290; break; case (int)ItemDefinition.WEAPON_UMP45: OverrideTexture = 556; break; case (int)ItemDefinition.WEAPON_P250: OverrideTexture = 102; break; case (int)ItemDefinition.WEAPON_FIVESEVEN: OverrideTexture = 427; break; case (int)ItemDefinition.WEAPON_DEAGLE: OverrideTexture = 231; break; case (int)ItemDefinition.WEAPON_TEC9: OverrideTexture = 599; break; default: OverrideTexture = 1337; break; } // Check If The Weapon Doesn't Have The Skin Yet if (Weapon.m_iTexture != OverrideTexture && OverrideTexture != 1337) { // Set New Item Values ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_iItemIDLow, -1); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackPaintKit, OverrideTexture); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackSeed, 661); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_nFallbackStatTrak, 1337); ManageMemory.WriteMemory <float>(Weapon.m_iBase + Offsets.m_flFallbackWear, 0.00001f); ManageMemory.WriteMemory <int>(Weapon.m_iBase + Offsets.m_iAccountID, Weapon.m_iXuIDLow); ManageMemory.WriteMemory <char[]>(Weapon.m_iBase + Offsets.m_szCustomName, "C0reExternal".ToCharArray()); // Force Textures To Reload ManageMemory.WriteMemory <int>(LocalPlayer.m_iClientState + 0x174, -1); } } } else if (!Settings.m_bSkinchanger && bWasActive) { // If Skinchanger Was Active & Is Now Inactive Force Textures To Reload ManageMemory.WriteMemory <int>(LocalPlayer.m_iClientState + 0x174, -1); bWasActive = false; } // (-.-)Zzz... Thread.Sleep(5); } }
public static void Jump(this LocalPlayer localPlayer) { ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceJump, 5); Thread.Sleep(20); ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceJump, 4); }
public static void AttackEnd(this LocalPlayer localPlayer) { ManageMemory.WriteMemory <int>(BaseMemory.BaseAddress + MemoryAddr.dwForceAttack, 4); }