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#include <iostream> #include <Windows.h> #include <TlHelp32.h> #include "Offsets.hpp" #include <stdint.h> #include <stdio.h> #include <string> #include <thread> #include "vectors.h" #include <cmath> #include <numbers> using namespace std; using namespace hazedumper::netvars; using namespace hazedumper::signatures; DWORD GetPid() { HWND hwP = FindWindowA(NULL, "Counter-Strike: Global Offensive"); if (!hwP) return 0; DWORD ret = 0; GetWindowThreadProcessId(hwP, &ret); return ret; } struct Color { uint8_t r{ }, g{ }, b{ }; }; constexpr const auto enemyColor = Color{ 0, 255, 0 }; constexpr const auto teamcolor = Color{ 0, 0, 0 }; #pragma warning(disable:4996) uintptr_t BaseEngine; uintptr_t BaseDLL; DWORD procId; HWND hwnd; HANDLE hProcess; string r; string g; string b; // TOGGLES | develop soon... bool triggerbotp = false; bool radarp = false; bool noFlashp = false; bool Thp = false; bool bhp = false; bool whp = false; // TOGGLES | develop soon... uintptr_t GetBaseDLLAddress(const char* modName) { HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, procId); if (hSnap != INVALID_HANDLE_VALUE) { MODULEENTRY32 modEntry; modEntry.dwSize = sizeof(modEntry); if (Module32First(hSnap, &modEntry)) { do { if (!strcmp(modEntry.szModule, modName)) { CloseHandle(hSnap); return (uintptr_t)modEntry.modBaseAddr; } } while (Module32Next(hSnap, &modEntry)); } } } template<typename T> T RPM(SIZE_T address) { // Read Proces Memory T buffer; ReadProcessMemory(hProcess, (LPCVOID)address, &buffer, sizeof(T), NULL); return buffer; } template<typename T> void WPM(SIZE_T address, T buffer) { // Write Process Memory WriteProcessMemory(hProcess, (LPVOID)address, &buffer, sizeof(buffer), NULL); } uintptr_t getLocalPlayer() { return RPM<uintptr_t>(BaseDLL + dwLocalPlayer); } struct glowStructEnemy { float red = 1.f; float green = 0.f; float blue = 0.f; float alpha = 1.f; uint8_t padding[8]; float unknown = 1.f; uint8_t padding2[4]; BYTE renderOccluded = true; BYTE renderUnoccluded = true; BYTE fullBloom = false; }glowEnm; struct glowStructLocal { float red = 0.f; float green = 0.f; float blue = 0.f; float alpha = 1.f; uint8_t padding[8]; float unknown = 1.f; uint8_t padding2[4]; BYTE renderOccluded = false; BYTE renderUnoccluded = false; BYTE fullBloom = false; }glowLocal; uintptr_t getPlayer(int index) { //Each player in the game has an index. return RPM< uintptr_t>(BaseDLL + dwEntityList + index * 0x10); // We use index times 0x10 because the distance between each player 0x10. } int getTeam(uintptr_t player) { return RPM<int>(player + m_iTeamNum); } int getCrosshairID(uintptr_t player) { return RPM<int>(player + m_iCrosshairId); } constexpr Vector3 CalculateAngle( const Vector3& localPosition, const Vector3& enemyPosition, const Vector3& viewAngles) noexcept { return ((enemyPosition - localPosition).ToAngle() - viewAngles); } void ExterTi() { while (!GetAsyncKeyState(VK_END) & 1) // END KEY FOR END PROCESS { const auto localPlayer = RPM<uintptr_t>(BaseDLL + dwLocalPlayer); //Bhop uintptr_t buffer; const auto onGr = RPM<bool>(localPlayer + m_fFlags); if (GetAsyncKeyState(VK_SPACE) && onGr & (1 << 0)) { WPM<uintptr_t>(BaseDLL + dwForceJump, 6); } else { WPM<uintptr_t>(BaseDLL + dwForceJump, 4); } ////Bhop * const auto dwGlowManager = RPM<uintptr_t>(BaseDLL + dwGlowObjectManager); const auto LocalT = RPM<int>(getLocalPlayer() + m_iTeamNum); // TPM if (GetAsyncKeyState(VK_MBUTTON)) { WPM<int>(localPlayer + m_iObserverMode, 1); // 0-6 types for tpm {0 fp} } else { WPM<int>(localPlayer + m_iObserverMode, 0); // 0-6 types for tpm {0 fp} } //TPM * //Anti-FLASH WPM<float>(localPlayer + m_flFlashMaxAlpha, 0.f); //Anti - FLASH * //TriggerBot int CrosshairID = getCrosshairID(getLocalPlayer()); int CrosshairTeam = getTeam(getPlayer(CrosshairID - 1)); int LocalTeam = getTeam(getLocalPlayer()); if (CrosshairID > 0 && CrosshairID < 32 && LocalTeam != CrosshairTeam) { if (GetAsyncKeyState(0x43)) // C key { mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, 0, 0); mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, 0, 0); Sleep(100); } } //TriggerBot * //GLOW-ESP const auto locp = RPM<uintptr_t>(BaseDLL + dwLocalPlayer); const auto glowobj = RPM<uintptr_t>(BaseDLL + dwGlowObjectManager); for (auto i = 0; i < 64; i++) { const auto ent = RPM<uintptr_t>(BaseDLL + dwEntityList + i * 0x10); bool detect = RPM<bool>(ent + m_bSpotted); const auto teamdtc = RPM<int32_t>(ent + m_iTeamNum) == RPM<int32_t>(localPlayer + m_iTeamNum); if (!teamdtc) { WPM<Color>(ent + m_clrRender, enemyColor); } auto brightness = 25.f; const auto _this = static_cast<uintptr_t>(BaseEngine + model_ambient_min - 0x2c); WPM<int32_t>(BaseEngine + model_ambient_min, *reinterpret_cast<uintptr_t*>(&brightness) ^ _this); // if (!detect) continue; const auto glowi = RPM<int32_t>(ent + m_iGlowIndex); const auto detectGlows = RPM<uintptr_t>(ent + m_iTeamNum) != RPM<uintptr_t>(locp + m_iTeamNum); if (detectGlows) { WPM<float>(glowobj + (glowi * 0x38) + 0x8, 1.f); // r WPM<float>(glowobj + (glowi * 0x38) + 0xC, 0.f); // g WPM<float>(glowobj + (glowi * 0x38) + 0x10, 0.f); // b WPM<float>(glowobj + (glowi * 0x38) + 0x14, 1.f); // a WPM<bool>(glowobj + (glowi * 0x38) + 0x27, true); WPM<bool>(glowobj + (glowi * 0x38) + 0x28, true); } else { WPM<float>(glowobj + (glowi * 0x38) + 0x8, 1.f); // r WPM<float>(glowobj + (glowi * 0x38) + 0xC, 1.f); // g WPM<float>(glowobj + (glowi * 0x38) + 0x10, 1.f); // b WPM<float>(glowobj + (glowi * 0x38) + 0x14, 1.f); // a WPM<bool>(glowobj + (glowi * 0x38) + 0x27, true); WPM<bool>(glowobj + (glowi * 0x38) + 0x28, true); } } //GLOW-ESP * // FOV WPM<int>(localPlayer + m_iFOV, 100); // FOV* //Radar for (int i = 0; i < 64; i++) { DWORD dwCurrentEntity = RPM<DWORD>(BaseDLL + dwEntityList + i * 0x10); if (dwCurrentEntity) { WPM<bool>(dwCurrentEntity + m_bSpotted, true); } } //Radar * // Aimbot // aimbot key // get local playerPointer if (!GetAsyncKeyState(VK_RBUTTON) && LocalTeam != dwEntityList) // right button continue; uintptr_t client = BaseDLL; uintptr_t engine = BaseEngine; const auto& localplayerPointer = RPM<uintptr_t>(client + dwLocalPlayer); const auto& localteamPointer = RPM<int32_t>(localplayerPointer + m_iTeamNum); // eye position = origin + viewOffset const auto localEyePosition = RPM<Vector3>(localplayerPointer + m_vecOrigin) + RPM<Vector3>(localplayerPointer + m_vecViewOffset); const auto& clientState = RPM<uintptr_t>(engine + dwClientState); const auto& viewAngles = RPM<Vector3>(clientState + dwClientState_ViewAngles); const auto& aimPunch = RPM<Vector3>(localplayerPointer + m_aimPunchAngle) * 2; // aimbot fov auto bestFov = 1.f; auto bestAngle = Vector3{ }; for (auto i = 1; i <= 32; ++i) { const auto& playerPointer = RPM<uintptr_t>(client + dwEntityList + i * 0x10); if (RPM<int32_t>(playerPointer + m_iTeamNum) == localteamPointer) continue; if (RPM<bool>(playerPointer + m_bDormant)) continue; if (!RPM<int32_t>(playerPointer + m_iHealth)) continue; if (!RPM<bool>(playerPointer + m_bSpottedByMask)) continue; const auto boneMatrix = RPM<uintptr_t>(playerPointer + m_dwBoneMatrix); // pof of playerPointer head in 3d space const auto playerPointerHeadPosition = Vector3{ RPM<float>(boneMatrix + 0x30 * 8 + 0x0C), RPM<float>(boneMatrix + 0x30 * 8 + 0x1C), RPM<float>(boneMatrix + 0x30 * 8 + 0x2C) }; const auto angle = CalculateAngle( localEyePosition, playerPointerHeadPosition, viewAngles + aimPunch ); const auto fov = hypot(angle.x, angle.y); if (fov < bestFov) { bestFov = fov; bestAngle = angle; } } // if we have a best angle, do aimbot if (!bestAngle.IsZero()) WPM<Vector3>(clientState + dwClientState_ViewAngles, viewAngles + bestAngle / 20.f); // smoothing // Aimbot * DWORD ProcesssID2 = GetPid(); // When csgo closed if (!ProcesssID2) { system("taskkill /IM exterTi.exe /F "); } else continue; // Killing Process* } } int main() { DWORD ProcesssID = GetPid(); if (!ProcesssID) { Sleep(300); system("color 4"); // system(color xy) x means backcolor, y means FontColor cout << "[-] Please Run csgo and try again!" << endl; cout << "\n\n Closing in 1second..." << endl; char* msg; MessageBox(0, "PLEASE RUN CSGO!", "CSGO IS NOT RUNNING!!", MB_OK | MB_ICONERROR); Sleep(200); return 0; } else { void passWithColor(); { system("color 2"); // system(color xy) x means backcolor, y means FontColor } SetConsoleTitle("ExterTi"); hwnd = FindWindowA(NULL, "Counter-Strike: Global Offensive"); GetWindowThreadProcessId(hwnd, &procId); BaseDLL = GetBaseDLLAddress("client.dll"); BaseEngine = GetBaseDLLAddress("engine.dll"); hProcess = OpenProcess(PROCESS_ALL_ACCESS, NULL, procId); cout << "[+] Cheat Activated" << endl; cout << "\n" << endl; system("color 6"); cout << "[*] Toggle F6 For Active" << endl; cout << "[*] Toggle END For DeActive\n" << endl; cout << "[*] BaseClient -> " << hex << BaseDLL << endl; cout << "[*] BaseEngine -> " << hex << BaseEngine << endl; Sleep(300); while (true) { if (GetAsyncKeyState(VK_F6)) { const auto LocalP_2 = RPM<int>(BaseDLL + dwLocalPlayer); const auto localPlayer = LocalP_2; system("cls"); system("color a"); const auto detectFOV = RPM<uintptr_t>(LocalP_2 + m_iFOV); cout << "\n[+] Active" << endl; cout << "\n______________________" << endl; cout << "[#] Radar: Active" << endl; cout << "[#] WallHack: Active" << endl; cout << "[#] NoFlash: Active" << endl; cout << "[#] TPM: Active" << endl; cout << "[#] Bhop: Active" << endl; cout << "[#] FOV: Active | " << detectFOV << endl; cout << "[!] SkinChanger: NotNow" << endl; ExterTi(); system("cls"); system("color 4"); WPM<float>(LocalP_2 + m_flFlashMaxAlpha, 255.f); cout << "\n[!] Disable" << endl; cout << "\n______________________" << endl; cout << "[#] Radar: DeActive" << endl; cout << "[#] WallHack: DeActive" << endl; cout << "[#] NoFlash: DeActive" << endl; cout << "[#] TPM: DeActive" << endl; cout << "[#] Bhop: DeActive" << endl; cout << "[#] FOV: DeActive | "<<detectFOV << endl; cout << "[!] SkinChanger: NotNow" << endl; } } } }
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