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  • Results 1 to 6 of 6
    1. #1
      The Angel Of Verdun
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      Nether's Avatar
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      CS: GO Internal Triggerbot

      John Kittz
      Hey Guys,

      I was bored so I went back to CS:GO to try re-create my external Triggerbot, this source is mainly for learning as I know a few people are having issues with internal hacking,
      this code is not perfect but its there for you to update and add correct hooks, ive commented as much as I can I will add more later on when I update the code with hooks etc .

      VAC Status: DETECTED
      this is detected, don't try use it online (or use at own risk), as we are not hooking to a safe area of memory - (will come with updates soon)

      How To:
      1. Create Win32Project.
      2. Create Required Header & Cpp Files.
      3. Populate With Source Code.

      Hot Keys:
      Insert : Start Trigger Bot
      +/- : Increase Fire Response Time
      END : Stop Trigger Bot
      END : Un-Inject Dll

      Spoiler: Func.h

      #ifndef FUNC_H
      #define FUNC_H

      #include "Includes.h"

      class read; //Definition
      class read{
      public:

      int i_Enemies[32]; //Enemy Array - Max Ammount Of Enemies Is 16 (32/2)
      int i_Count; //Found Counter / Array Index - Allows Us To Populate Enemy Array Correctly (in order)

      void Read()
      {
      for(int i = 0; i < 64; i++)
      {
      //Loop From Base Entity Address by 0x10 On Each Iteration
      CEngine *Entity = *(CEngine**)(((DWORD)GetModuleHandleA("client.dll") + 0xA4C3E4) + (i * 0x10));

      //Prevent Crash From Reading Null Pointer
      if(!Entity)
      continue;

      //If An Enemy Has Been Found, Store Their Entity Index ID Inside Array
      if(Entity->m_iTeamNum != Player->m_iTeamNum && Entity->m_iTeamNum != 1) // 1 = spectators? check correct
      {
      i_Enemies[i_Count] = Entity->m_iIndex;
      i_Count++;
      }
      }
      }
      }info;


      void Trigger()
      {
      //Variables
      using namespace std;
      int iTarList[32]; //Enemy Array
      int iResponse = 1; //Default Fire Rate
      int * i_cID;
      int cID;

      //In-Crosshair
      int iX = (*(int*)(Player) + 0x2374);

      //Read Relevant info
      info.Read();

      while(1)
      {
      //Read Relevant info
      info.Read();

      //Populate Enemy Array
      for(int i = 0; i < info.i_Count; i++)
      iTarList[i] = info.i_Enemies[i];

      //Read Whats In Crosshair And Compare Against Array
      cID = (*(int*)(iX));
      i_cID = find(iTarList, iTarList + info.i_Count, cID);

      //Shoot If Current ID Matches Enemy ID
      while(*i_cID == cID)
      {
      //Read Whats In Crosshair
      cID = (*(int*)(iX));
      i_cID = find(iTarList, iTarList + info.i_Count, cID);

      //Writing Shoot To Memory
      *(int*)(dwClient+0xA88358) = 5;
      Sleep(iResponse);
      *(int*)(dwClient+0xA88358) = 4;

      //End Triggerbot - Saftey Key Encase We Stuck In Infinite Loop
      if(GetAsyncKeyState(VK_END)&1)
      return;
      }

      //Reset Entity Counter
      info.i_Count = 0;

      #pragma region Fire Rate Modifier

      if(GetAsyncKeyState(VK_ADD)&1)
      {
      iResponse++;
      if(iResponse > 15)
      iResponse = 15;

      system("cls");
      _cprintf("%d", iResponse);
      }
      else if(GetAsyncKeyState(VK_SUBTRACT)&1)
      {
      iResponse--;
      if(iResponse < 1)
      iResponse = 1;

      system("cls");
      _cprintf("%d", iResponse);
      }

      #pragma endregion

      //End Triggerbot
      if(GetAsyncKeyState(VK_END)&1)
      break;
      }
      }
      #endif


      Spoiler: Includes.h

      #ifndef INCLUDES_H //If Not Defined
      #define INCLUDES_H //Define Now

      #pragma once

      #define WIN32_LEAN_AND_MEAN //Exclude Un-used Header Files

      #include <windows.h> //Standard Header File
      #include <iostream> //Constains Input/Output Functions (cin/cout etc..)
      #include <TlHelp32.h> //Contains Read/Write Functions
      #include <string> //Support For Strings
      #include <ctime> //Time Information (Create Timers etc..)
      #include <math.h>
      #include <algorithm>
      #include <conio.h>

      #pragma region ReClass

      class CEngine;

      class CEngine
      {
      public:
      char _0x0000[100];
      __int32 m_iIndex; //0x0064
      char _0x0068[44];
      float m_vecAbsVelocity[3]; //0x0094
      float m_vecAbsOrigin[3]; //0x00A0
      float m_vecOrigin[3]; //0x00AC
      char _0x00B8[56];
      __int32 m_iTeamNum; //0x00F0
      char _0x00F4[8];
      __int32 m_iHealth; //0x00FC
      __int32 m_fFlags; //0x0100
      float m_vecViewOffset[3]; //0x0104
      float m_vecVelocity[3]; //0x0110
      char _0x011C[12];
      float m_angNetAngles[3]; //0x0128
      float m_vecNetOrigin[3]; //0x0134

      };//Size=0x0140

      CEngine *Player = *(CEngine**)((DWORD)GetModuleHandleA("client.dll") + 0xA33234);

      DWORD dwClient = (DWORD)GetModuleHandleA("client.dll");
      DWORD dwServer = (DWORD)GetModuleHandleA("server.dll");

      #pragma endregion

      #endif



      Spoiler: dllmain.cpp

      #include "Func.h"
      using namespace std;

      DWORD WINAPI MainThread(LPVOID param);

      BOOL WINAPI DllMain(HMODULE hModule, DWORD reason, LPVOID reserved)
      {
      if(reason == DLL_PROCESS_ATTACH)
      {
      AllocConsole();
      AttachConsole(GetProcessId(hModule));
      CreateThread(0, 0, MainThread, 0, 0, 0);
      }
      else if (reason == DLL_PROCESS_DETACH)
      {
      //Required So We Can Exit
      FreeConsole();
      }
      return TRUE;
      }

      DWORD WINAPI MainThread(LPVOID param)
      {
      SetConsoleTitleW(L"Nether's CS: GO Hax");
      while (1)
      {
      if(GetAsyncKeyState(VK_INSERT)&1)
      {
      _cprintf("\nON");
      Sleep(10);
      Trigger();
      _cprintf("\nOFF");
      }

      //De-Inject
      if(GetAsyncKeyState(VK_END) & 1)
      {
      HMODULE myModule = GetModuleHandleA("Trigger.dll");
      FreeLibraryAndExitThread(myModule, 0);
      }
      }

      return 0;
      }



      UPDATED: 24/02/2014 | (GMT) 21:32

      All feedback on my coding is welcomed bad or good it all helps

      Credits:
      @Agent Smith - Helped me before with internal coding and using reclass
      @Fleep - His tutorials gave me ideas on how to read information efficiently
      Last edited by Nether; 02-26-2014 at 11:25 PM.
      No Need For Anything Extravagant, Your Blood As A Present Shall Suffice.

    2. Thanks N/A, gnuzim, TastyHorror, Fleep thanked for this post
    3. #2
      Coder
      Creating UE3 x86/x64 tut
       
      Coding
       
      TastyHorror's Avatar
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      Mad respect for you, you have no idea.

    4. #3
      The Angel Of Verdun
      Always More To Code!
       
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      Quote Originally Posted by TastyHorror View Post
      Mad respect for you, you have no idea.
      Thanks, there is still a lot that can be done to it, i will release more source soon as im doing a lot of internal work so .

      EDITED: Updated source
      Last edited by Nether; 02-24-2014 at 03:45 PM.
      No Need For Anything Extravagant, Your Blood As A Present Shall Suffice.

    5. #4
      Coder
      Learning to hack games!
       
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      brinkz's Avatar
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      nice, next step would be to build up a traceray triggerbot with the help of the SDK

    6. #5
      The Angel Of Verdun
      Always More To Code!
       
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      Quote Originally Posted by brinkz View Post
      nice, next step would be to build up a traceray triggerbot with the help of the SDK
      thanks , and tbh I have no idea what a traceray is :P, ill start looking into it when i start using the SDK, got to read up on hooking today so its all good
      No Need For Anything Extravagant, Your Blood As A Present Shall Suffice.

    7. #6
      The Angel Of Verdun
      Always More To Code!
       
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      Nether's Avatar
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      Cheats'n'Trainers
      UPDATE: Code Updates For Increased performance and efficiency

      Please post if you get any problems, ofc you will need to update addresses/offsets for new update

      #ifndef FUNC_H
      #define FUNC_H

      #include "Includes.h"
      using namespace std;

      class read; //Definition
      class read{
      public:

      int i_Enemies[32]; //Enemy Array - Max Ammount Of Enemies Is 16 (32/2)
      int i_Count; //Found Counter / Array Index - Allows Us To Populate Enemy Array Correctly (in order)

      void Read()
      {
      for(int i = 0; i < 64; i++)
      {
      //Loop From Base Entity Address by 0x10 On Each Iteration
      CEngine *Entity = *(CEngine**)(((DWORD)GetModuleHandleA("client.dll") + 0xA4C3E4) + (i * 0x10));

      //Prevent Crash From Reading Null Pointer
      if(!Entity)
      return;

      //If An Enemy Has Been Found, Store Their Entity Index ID Inside Array
      if(Entity->m_iTeamNum != Player->m_iTeamNum && Entity->m_iTeamNum != 1) // 1 = spectators? check correct
      {
      i_Enemies[i_Count] = Entity->m_iIndex;
      i_Count++;
      }
      }
      return;
      }
      }info;


      void Trigger()
      {
      //Variables
      int iResponse = 1; //Default Fire Rate
      int * i_cID;
      int cID;

      //In-Crosshair
      int iX = (*(int*)(Player) + 0x2374);

      //Read Relevant info
      info.Read();

      while(!(GetAsyncKeyState(VK_END))&1)
      {
      //Read Relevant info
      info.Read();

      //Read Whats In Crosshair
      cID = (*(int*)(iX));

      //Compare Current ID To Enemy Array
      i_cID = find(info.i_Enemies, info.i_Enemies + info.i_Count, cID);

      //Shoot If Current ID Matches Enemy ID
      if(*i_cID == cID)
      {
      //Writing Shoot To Memory
      *(int*)(dwClient+0xA88358) = 5;
      Sleep(iResponse);
      *(int*)(dwClient+0xA88358) = 4;
      }

      //Reset Entity Counter
      info.i_Count = 0;
      }
      return;
      }
      #endif
      Last edited by Nether; 02-28-2014 at 11:34 PM.
      No Need For Anything Extravagant, Your Blood As A Present Shall Suffice.

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