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    Red face Full Source Internal Skin Changer CS:GO by CoderDuc

    main.cpp

    Code:
    #pragma warning(disable : 4996)
    
    /*
    
    ||==========================||
    ||		Author: CoderDuc	||
    ||		Language: C++		||
    ||		Type: Internal		||
    ||==========================||
    
    */
    
    #include <stdint.h>
    #include <iostream>
    #include <Windows.h>
    #include "MemMan.h"
    #include  "Enum.h"
    
    using namespace std;
    
    MemMan MemClass;
    
    struct offsets
    {
    	//Signatures 
    	DWORD dwGlowObjectManager = 0x5244FD0;
    	DWORD dwLocalPlayer = 0xCF2A3C;
    	DWORD fJump = 0x51A814C;
    	DWORD dwForceAttack = 0x313618C;
    	DWORD dwEntityList = 0x4D04A94;
    	DWORD dwClientState = 0x58BCFC;
    	DWORD model_ambient_min = 0x58ED1C;
    
    	//NetVars
    	DWORD isSpotted = 0x93D;
    	DWORD m_iCrosshairId = 0xB3AC;
    	DWORD flashDuration = 0xA3F4;
    	DWORD m_iGlowIndex = 0xA40C;
    	DWORD m_iTeamNum = 0xF4;
    	DWORD flags = 0x104;
    	DWORD velocity = 0x114;
    	DWORD iHealth = 0x100;
    	DWORD iScoped = 0x3910;
    	DWORD m_iItemDefinitionIndex = 0x2FAA;
    	DWORD m_OriginalOwnerXuidLow = 0x31B0;
    	DWORD m_nFallbackPaintKit = 0x31B8;
    	DWORD m_iAccountID = 0x2FC8;
    	DWORD m_hActiveWeapon = 0x2EF8;
    	DWORD m_iItemIDHigh = 0x2FC0;
    	DWORD m_OriginalOwnerXuidHigh = 0x31B4;
    	DWORD m_nFallbackSeed = 0x31BC;
    	DWORD m_nFallbackStatTrak = 0x31C4;
    	DWORD m_flFallbackWear = 0x31C0;
    	DWORD m_szCustomName = 0x303C;
    	DWORD m_iEntityQuality = 0x2FAC;
    	DWORD EntLoopDist = 0x10;
    	DWORD m_iAccount = 0xA8D8;
    	DWORD m_iWeaponID = 0x32DC;
    	DWORD m_iItemIDLow = 0x2FC4;
    	DWORD m_hMyWeapons = 0x2DF8;
    	DWORD m_bIsDefusing = 0x3918;
    	DWORD m_iHealth = 0x100;
    	DWORD m_clrRender = 0x70;
    	DWORD m_aimPunchAngle = 0x302C;
    	DWORD m_hViewModel = 0x3224;
    	DWORD m_iViewModelIndex = 0x3220;
    	DWORD m_nModelIndex = 0x258;
    } offset;
    #pragma endregion
    
    #pragma region variable
    struct variables
    {
    	DWORD localPlayer;
    	DWORD process;
    	DWORD gameModule;
    	DWORD gameClient;
    } val;
    
    void Engine()
    {
    	int procID = MemClass.getProcess("csgo.exe");
    	val.gameModule = MemClass.getModule(procID, "client_panorama.dll");
    	val.gameClient = MemClass.getModule(procID, "engine.dll");
    	while (true)
    	{
    #pragma region GetSkinData
    		//Skin Changer
    		int WeaponID = NULL;
    		DWORD Player = MemClass.readMem<DWORD>(val.gameModule + offset.dwLocalPlayer);
    		DWORD WeaponIndex = MemClass.readMem<DWORD>(Player + offset.m_hActiveWeapon) & 0xFFF;
    		DWORD WeapInt = MemClass.readMem<DWORD>((val.gameModule + offset.dwEntityList + WeaponIndex * offset.EntLoopDist) - offset.EntLoopDist);
    		WeaponID = MemClass.readMem<int>(WeapInt + offset.m_iItemDefinitionIndex);
    		int WeaponAccountID = MemClass.readMem<int>(WeapInt + offset.m_iAccountID);
    		int MyWeaponID = MemClass.readMem<int>(WeapInt + offset.m_OriginalOwnerXuidLow);
    #pragma endregion
    
    #pragma region NameTag
    		DWORD pid;
    		HWND hWnd = FindWindowA(0, ("Counter-Strike: Global Offensive"));
    		GetWindowThreadProcessId(hWnd, &pid);
    		HANDLE pHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);
    		WriteProcessMemory(pHandle, (LPVOID)(WeapInt + offset.m_szCustomName), "CoderDuc", sizeof(char[161]), NULL);
    #pragma endregion
    
    #pragma region ChangeSkin
    		
    		//AK47
    		if (WeaponID == AK47)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 675);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//Deagle Eagle
    		else if (WeaponID == DEAGLE)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 527);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//AWP
    		else if (WeaponID == AWP)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 344);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//Dual Barrettas
    		else if (WeaponID == DUAL_BARRETTAS)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 307);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//Five-SeVEN
    		else if (WeaponID == FIVE_SEVEN)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 464);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//Glock-18
    		else if (WeaponID == GLOCK)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 607);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//AUG
    		else if (WeaponID == AUG)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 167);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//FAMAS
    		else if (WeaponID == FAMAS)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 154);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//Galil AR
    		else if (WeaponID == GALIL_AR)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 428);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//M4A4
    		else if (WeaponID == M4A4)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 255);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//MAC-10
    		else if (WeaponID == MAC_10)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 433);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//P90
    		else if (WeaponID == P90)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 156);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    
    		}
    		//MAG-7
    		else if (WeaponID == MAG_7)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 431);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//TEC-9
    		else if (WeaponID == TEC_9)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 614);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//Nova
    		else if (WeaponID == NOVA)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 358);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//P250
    		else if (WeaponID == P250)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 464);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//SSG 08
    		else if (WeaponID == SSG_08)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 487);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//USP-S
    		else if (WeaponID == USP_S)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 653);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//M4A1-S
    		else if (WeaponID == M4A1_S)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 430);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//CZ75
    		else if (WeaponID == CZ75)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 270);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//R8
    		else if (WeaponID == R8)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 523);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//P2000
    		else if (WeaponID == P2000)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 275);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//SCAR_20
    		else if (WeaponID == SCAR_20)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 597);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		//G3SG1
    		else if (WeaponID == G3SG1)
    		{
    			MemClass.writeMem<int>(WeapInt + offset.m_iItemIDLow, 1);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackPaintKit, 465);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackStatTrak, 1337);
    			MemClass.writeMem<int>(WeapInt + offset.m_nFallbackSeed, 12);
    			MemClass.writeMem<int>(WeapInt + offset.m_flFallbackWear, 0.01f);
    		}
    		if (GetAsyncKeyState(VK_F2) & 1)
    		{
    			DWORD _dwClientState = MemClass.readMem<DWORD>(val.gameClient + offset.dwClientState);
    			MemClass.writeMem<int>(_dwClientState + 0x174, -1);
    		}
    	}
    }
    
    extern "C" __declspec(dllexport) BOOL WINAPI DllMain(HMODULE hDLL, DWORD dwReason, LPVOID lpvRe)
    {
    
    	switch (dwReason)
    	{
    	case DLL_PROCESS_ATTACH:
    		DisableThreadLibraryCalls(hDLL);
    		CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Engine, 0, 0, 0);
    		break;
    	case DLL_PROCESS_DETACH:
    		break;
    	}
    
    	return true;
    }
    Enum.h

    Code:
    enum WEAPON
    {
    	AK47 = 7,
    	DEAGLE = 1,
    	AWP = 9,
    	DUAL_BARRETTAS = 2,
    	FIVE_SEVEN = 3,
    	GLOCK = 4,
    	AUG = 8,
    	FAMAS = 10,
    	GALIL_AR = 13,
    	M4A4 = 16,
    	MAC_10 = 17,
    	P90 = 19,
    	MAG_7 = 27,
    	TEC_9 = 30,
    	NOVA = 35,
    	P250 = 36,
    	SSG_08 = 39,
    	USP_S = 61,
    	M4A1_S = 60,
    	CZ75 = 63,
    	R8 = 64,
    	P2000 = 32,
    	SCAR_20 = 38,
    	G3SG1 = 11,
    };
    MemMan.cpp

    Code:
    #include "MemMan.h"
    #include "Windows.h"
    #include <TlHelp32.h>
    
    MemMan::MemMan()
    {
    	handle = NULL;
    }
    
    MemMan::~MemMan()
    {
    	CloseHandle(handle);
    }
    
    DWORD MemMan::getProcess(const char* proc)
    {
    	HANDLE hProcessId = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
    	DWORD process;
    	PROCESSENTRY32 pEntry;
    	pEntry.dwSize = sizeof(pEntry);
    
    	do
    	{
    		if (!strcmp(pEntry.szExeFile, proc))
    		{
    			process = pEntry.th32ProcessID;
    			CloseHandle(hProcessId);
    			handle = OpenProcess(PROCESS_ALL_ACCESS, false, process);
    		}
    
    	} while (Process32Next(hProcessId, &pEntry));
    	return process;
    }
    
    uintptr_t MemMan::getModule(DWORD procId, const char* modName)
    {
    	HANDLE hModule = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, procId);
    	MODULEENTRY32 mEntry;
    	mEntry.dwSize = sizeof(mEntry);
    
    	do
    	{
    		if (!strcmp(mEntry.szModule, modName))
    		{
    			CloseHandle(hModule);
    			return (DWORD)mEntry.hModule;
    		}
    	} while (Module32Next(hModule, &mEntry));
    	return 0;
    }
    
    DWORD MemMan::getAddress(DWORD addr, std::vector<DWORD> vect)
    {
    	for (unsigned int i = 0; i < vect.size(); i++)
    	{
    		ReadProcessMemory(handle, (BYTE*)addr, &addr, sizeof(addr), 0);
    		addr += vect[i];
    	}
    	return addr;
    }
    MemMan.h

    Code:
    #pragma once
    #include <Windows.h>
    #include <vector>
    
    class MemMan
    {
    public:
    	MemMan();
    	~MemMan();
    	template <class val>
    	val readMem(DWORD addr)
    	{
    		val x;
    		ReadProcessMemory(handle, (LPBYTE*)addr, &x, sizeof(x), NULL);
    		return x;
    	}
    	template <class val>
    	val writeMem(DWORD addr, val x)
    	{
    		WriteProcessMemory(handle, (LPBYTE*)addr, &x, sizeof(x), NULL);
    		return 0;
    	}
    	DWORD getProcess(const char*);
    	uintptr_t getModule(DWORD, const char*);
    	DWORD getAddress(DWORD, std::vector<DWORD>);
    	HANDLE handle;
    };
    Go here to check All CS:GO Item ID Listings: https://tf2b.com/itemlist.php?gid=730

    And go here to check what skins you want to apply ( Source by SPHO ): https://www.mpgh.net/forum/showthread.php?t=1031822
    Last edited by membertest1985; 05-27-2019 at 11:24 PM.

  2. The Following User Says Thank You to membertest1985 For This Useful Post:

    serialkiller555 (05-29-2019)

  3. #2
    GstarFlazh's Avatar
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    Thanks for sharing the skinchanger, i might try it out sometime, maybe even recode it a bit and optimize it

  4. #3
    Sandwich's Avatar
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    Nice paste. Internal but still opens a handle and writes to memory...

  5. The Following User Says Thank You to Sandwich For This Useful Post:

    serialkiller555 (05-29-2019)

  6. #4
    membertest1985's Avatar
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    Quote Originally Posted by Sandwich View Post
    Nice paste. Internal but still opens a handle and writes to memory...
    Paste ?? Are u kidding me ?? I spent 1 day to make this ?? i copied and pasted from what

    - - - Updated - - -

    Quote Originally Posted by Sandwich View Post
    Nice paste. Internal but still opens a handle and writes to memory...
    I know what u mean. But it is my favorite. OKAY I just add the dll main in my own skin changer source to change it from external to internal like a boss hahaha )
    Maybe you think I'm stupid. This is OKAY :33333. By the way thanks for reply

  7. The Following User Says Thank You to membertest1985 For This Useful Post:

    serialkiller555 (05-29-2019)

  8. #5
    Sandwich's Avatar
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    Quote Originally Posted by membertest1985 View Post
    Paste ?? Are u kidding me ?? I spent 1 day to make this ?? i copied and pasted from what
    The MemMan memory class is from GH and you're opening a handle to write to memory when you're already injected into the process. It's not necessary and all it does is increase your risk of being banned. You basically have an internal that acts as an external.

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    membertest1985's Avatar
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    Quote Originally Posted by Sandwich View Post

    The MemMan memory class is from GH and you're opening a handle to write to memory when you're already injected into the process. It's not necessary and all it does is increase your risk of being banned. You basically have an internal that acts as an external.
    OK Thanks for ur recommend. I'll improve and fix this code

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    qq214620428's Avatar
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    Thank you for your sharing. I successfully read the weapon ID, but there is no change in the game after writing memory. Is there anything wrong with me?

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    lando_calrissian's Avatar
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    nice, thanks for this

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    Quote Originally Posted by qq214620428 View Post
    Thank you for your sharing. I successfully read the weapon ID, but there is no change in the game after writing memory. Is there anything wrong with me?
    U need to update those address. Maybe Those address have been changed by game

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    ramzez's Avatar
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    How do I apply this? I'm very new to this stuff

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    Quote Originally Posted by qq214620428 View Post
    Thank you for your sharing. I successfully read the weapon ID, but there is no change in the game after writing memory. Is there anything wrong with me?
    Possibly autism?

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    Hello can i use this in my main? Can i get any VAC ban ??

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