Solved csgo no recoil hack c++

Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

MrDick

Full Member
Jun 1, 2018
15
413
1
Game Name
csgo
Anticheat
vac
How long you been coding/hacking?
1yrs
Coding Language
c++
Hey guys,
i'm testing out a no recoil script for csgo, when i try it out on -insecure mode, it works all smooth, when the clip is out the xhair stays where it ended. (no problem with this)

when i try it on secure, on a deathmatch server, when i empty a clip it works also fine, but when i release mouse1, my xhair goes to a different position (he looks at the ground) this is very annoying, and i don't know why this is happening?

did anyone have this before also?

Thanks the code u will find below.


C++:
#include <windows.h>
#include <iostream>
#include <TlHelp32.h>
#include "Hprocess.h"
using namespace std;

CHackProcess fProcess;

DWORD m_dwPID;
HANDLE hProc;

bool getProcHandle(char* ProcName)
{
    HANDLE hPID = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, NULL);
    PROCESSENTRY32 pProcEntry;

    do
        if (!strcmp((const char*)pProcEntry.szExeFile, ProcName)) {
            m_dwPID = pProcEntry.th32ProcessID;

            CloseHandle(hPID);

            hProc = OpenProcess(PROCESS_ALL_ACCESS, FALSE, m_dwPID);
            GetLastError();
            return true;
        }
        else
            Sleep(1);
    while (Process32Next(hPID, &pProcEntry));

    return false;
}

MODULEENTRY32 getModuleInfo(char * ModuleName)

    do
        if (!strcmp((const char*)mModEntry.szModule, ModuleName)) {
            CloseHandle(hModule);
            return mModEntry;
        }
        else
            Sleep(1);
    while (Module32Next(hModule, &mModEntry));

    mModEntry = { NULL };

    return mModEntry;
}

struct Vector2 {
    float x, y;
};

int main()
{

    MODULEENTRY32 pClient;
    MODULEENTRY32 pEngine;

    getProcHandle("csgo.exe");

    pClient = getModuleInfo("client.dll");
    pEngine = getModuleInfo("engine.dll");


    DWORD dwLocalPlayer = 0xD30B84;
    DWORD m_aimPunchAngle = 0x302C;
    DWORD m_iShotsFired = 0xA380;
    DWORD dwClientState_ViewAngles = 0x4D88;
    DWORD dwClientState = 0x589D9C;
    DWORD pLocalPlayer;
    DWORD ClientState;
    INT pShotsFired;
    Vector2 CurrentViewAngles;
    Vector2 vPunch;
    Vector2 NewViewAngles;
    Vector2 OldAimPunch;
    OldAimPunch.x = OldAimPunch.y = 0;

    while (true) {

        ReadProcessMemory(hProc, (LPVOID)((DWORD)pClient.modBaseAddr + dwLocalPlayer), &pLocalPlayer, sizeof(DWORD), NULL); //Read Local Player
        ReadProcessMemory(hProc, (LPVOID)(pLocalPlayer + m_aimPunchAngle), &vPunch, sizeof(Vector2), NULL);                    //Get The Aim Punch Angle
        ReadProcessMemory(hProc, (LPVOID)((DWORD)pLocalPlayer + m_iShotsFired), &pShotsFired, sizeof(INT), NULL);            //Get The Number Of Shots Fired

        if (pShotsFired >= 1) {

            ReadProcessMemory(hProc, (LPVOID)((DWORD)pEngine.modBaseAddr + dwClientState), &ClientState, sizeof(DWORD), NULL);                //Read ClientState
            ReadProcessMemory(hProc, (LPVOID)((DWORD)ClientState + dwClientState_ViewAngles), &CurrentViewAngles, sizeof(Vector2), NULL);    //Read The ViewAngles Using The ClientState
            NewViewAngles.x = ((CurrentViewAngles.x + OldAimPunch.x) - (vPunch.x * 2.f));        //Get The AimPunch Angle Relative To Previous (Otherwise To Current vAngle)
            NewViewAngles.y = ((CurrentViewAngles.y + OldAimPunch.y) - (vPunch.y * 2.f));


            //v Angle Normalization (Prevents Being Untrusted)

            while (NewViewAngles.y > 180)
                NewViewAngles.y -= 360;

            while (NewViewAngles.y < -180)
                NewViewAngles.y += 360;

            if (NewViewAngles.x > 89.0f)
                NewViewAngles.x = 89.0f;

            if (NewViewAngles.x < -89.0f)
                NewViewAngles.x = -89.0f;

            //^ Angle Normalization (Prevents Being Untrusted)

            OldAimPunch.x = vPunch.x * 2.f; //Set Previous Punch To Current
            OldAimPunch.y = vPunch.y * 2.f;

            WriteProcessMemory(hProc, (LPVOID)((DWORD)ClientState + dwClientState_ViewAngles), &NewViewAngles, sizeof(Vector2), NULL); // Write The vAngles :D
            Sleep(1);
        }
        else
        {
            OldAimPunch.x = OldAimPunch.y = 0; //If You Don't Fire, Then There Is No Previous Punch
        }

    }


    return 0;
}
 

Attachments

MrDick

Full Member
Jun 1, 2018
15
413
1
for some reason i found it , the "sleep 1;" was inside the isshotsfired loop and not at the end of it, thx anyway /close post
 

MrDick

Full Member
Jun 1, 2018
15
413
1
Just do this tutorial
Hey Rake, i followed his tutorial and started from scratch together with him, did the dll and injected it like he said, i get the same result as my first source .exe, on public server Dm, mm when my spray ends and i release mouse1 it gives a kickback to my crosshair and it looks down to the ground, in private server with bots, it works perfectly without kickbacks. any idees ?
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
11,529
78,998
2,309
I don't know anything about match making
 
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