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  • Results 1 to 1 of 1
    1. #1
      The Angel Of Verdun
      Always More To Code!
       
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      Nether's Avatar
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      CS:GO Internal Triggerbot V1.2

      Silent VPN
      Hey Guys,

      Here is my new source for CS:GO, this triggerbot still relies on crosshair entity ID.
      I will be publishing bone(FOV) and hitbox triggerbot this week or next and after that I will be working on hooking.

      Currently studying ASM like crazy atm

      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
      END : Stop Trigger Bot
      END : Un-Inject Dll

      Spoiler: Func.h
      #ifndef FUNC_H
      #define FUNC_H

      #include "Includes.h"
      using namespace std;

      bool Locate(int iAry[], int iSize, int iVal){

      for(int i = 0; i != iSize; i++)
      if(iVal == iAry[i])
      return true;

      return false;
      }

      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**)((dwClient + 0x9B76B4) + (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()
      {
      //Read Relevant info
      info.Read();

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

      //Shoot If Current ID Matches Enemy ID
      while(Locate(info.i_Enemies, info.i_Count, *(int*)((int)(Player)+0x23B4)))
      {
      //Writing Shoot To Memory
      *(int*)(dwClient+0x9F3884) = 5;
      Sleep(1);
      *(int*)(dwClient+0x9F3884) = 4;
      }

      //Reset Entity Counter
      info.i_Count = 0;
      }
      return;
      }
      #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") + 0x99E324);
      DWORD dwClient = (DWORD)GetModuleHandleA("client.dll");

      #pragma endregion

      #endif
      Last edited by Nether; 03-16-2014 at 12:17 AM.
      Donate  

    2. Thanks Crazywink, squeenie, apka thanked for this post

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