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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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