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  1. #1
    FuRnIzZ's Avatar
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    CS:GO External Trigger Bot (C++)

    Here's some source code i found while searching through old coding projects of mine :
    Code:
    #include "ProcMem.h"
    #include <conio.h>
    
    ProcMem mem;
    using namespace std;
    
    class read; //Definition
    class read{
    public:
           
        int i_Enemies[32]; //Enemy Array
        int i_Count; //Found Counter / Array Index - Allows Us To Populate Enemy Array Correctly (in order)
        int i_team;
        int e_team;
        DWORD dwClient;
        DWORD dwPBase;
        DWORD dwEntity;
    
        void Read()
        {
            dwClient = mem.Module("client.dll");
            dwPBase = mem.Read<DWORD>(dwClient + 0xA33234);
            i_team = mem.Read<int>(dwPBase + 0xF0);
    
            for(int i = 0; i < 64; i++)
            {
                //Loop From Base Entity Address by 0x10 On Each Iteration
                dwEntity = mem.Read<DWORD>((dwClient + 0xA4C3E4) + (i * 0x10));
    
                //Prevent Crash From Reading Null Pointer - also stop counting when weve read the last entity
                if(!dwEntity)
                    continue;
    
                e_team = mem.Read<int>(dwEntity + 0xF0);
    
                //If An Enemy Has Been Found, Store Their Entity Index ID Inside Array
                if(e_team != i_team && e_team > 1)
                {
                    i_Enemies[i_Count] = mem.Read<int>(dwEntity + 0x64);
                    i_Count++;
                }
            }
        }
    }info;
    
    void Trigger()
    {
        //Variables
        int iTarList[32]; //Enemy Array
        int iResponse = 1; //Default Fire Rate
        int * i_cID;
        int cID;
    
        //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
            cID = mem.Read<int>(info.dwPBase + 0x2374);
    
            //Compare Current ID To Enemy Arra
            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 = mem.Read<int>(info.dwPBase + 0x2374);
    
                //Compare Current ID To Enemy Arra
                i_cID = find(iTarList, iTarList + info.i_Count, cID);
    
                //Less Detectable Method
                mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
                Sleep(iResponse);
                mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
                     
                //End Triggerbot - Safety Key Encase Of 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);
            }
    
            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;
        }   
    }
    
    
    int main()
    {
        mem.GetProcess("csgo.exe");
    
        while(1)
        {
            if(GetAsyncKeyState(VK_HOME))
            {
                cout << "\nON";
                Trigger();  
                cout << "\nOFF";
            }
        }
        return 0;
    }
    NOTE: USE AT YOUR OWN RISK, I HAVENT TESTED TO SEE IF ITS DETECTED BY VAC YET!

  2. The Following 7 Users Say Thank You to FuRnIzZ For This Useful Post:

    Doublemint2806 (11-02-2014),FanticSteal (10-25-2014),fin3st (03-04-2015),jack2598 (03-22-2015),Motherfucka (04-11-2015),scottpills (01-12-2015),ThatOthell159 (08-30-2015)

  3. #2
    FanticSteal's Avatar
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    Thanks for sharing!

  4. #3
    Gazara's Avatar
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    Thanks but is it still working?

  5. #4
    FuRnIzZ's Avatar
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    I don't know, i haven't tried it yet. You can try it yourself if you wish.

  6. #5
    PJXeno's Avatar
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    Thanks for sharing this!

  7. #6
    Bayley_LOL's Avatar
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    Quote Originally Posted by FuRnIzZ View Post
    Here's some source code i found while searching through old coding projects of mine :
    Code:
    #include "ProcMem.h"
    #include <conio.h>
    
    ProcMem mem;
    using namespace std;
    
    class read; //Definition
    class read{
    public:
           
        int i_Enemies[32]; //Enemy Array
        int i_Count; //Found Counter / Array Index - Allows Us To Populate Enemy Array Correctly (in order)
        int i_team;
        int e_team;
        DWORD dwClient;
        DWORD dwPBase;
        DWORD dwEntity;
    
        void Read()
        {
            dwClient = mem.Module("client.dll");
            dwPBase = mem.Read<DWORD>(dwClient + 0xA33234);
            i_team = mem.Read<int>(dwPBase + 0xF0);
    
            for(int i = 0; i < 64; i++)
            {
                //Loop From Base Entity Address by 0x10 On Each Iteration
                dwEntity = mem.Read<DWORD>((dwClient + 0xA4C3E4) + (i * 0x10));
    
                //Prevent Crash From Reading Null Pointer - also stop counting when weve read the last entity
                if(!dwEntity)
                    continue;
    
                e_team = mem.Read<int>(dwEntity + 0xF0);
    
                //If An Enemy Has Been Found, Store Their Entity Index ID Inside Array
                if(e_team != i_team && e_team > 1)
                {
                    i_Enemies[i_Count] = mem.Read<int>(dwEntity + 0x64);
                    i_Count++;
                }
            }
        }
    }info;
    
    void Trigger()
    {
        //Variables
        int iTarList[32]; //Enemy Array
        int iResponse = 1; //Default Fire Rate
        int * i_cID;
        int cID;
    
        //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
            cID = mem.Read<int>(info.dwPBase + 0x2374);
    
            //Compare Current ID To Enemy Arra
            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 = mem.Read<int>(info.dwPBase + 0x2374);
    
                //Compare Current ID To Enemy Arra
                i_cID = find(iTarList, iTarList + info.i_Count, cID);
    
                //Less Detectable Method
                mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
                Sleep(iResponse);
                mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
                     
                //End Triggerbot - Safety Key Encase Of 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);
            }
    
            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;
        }   
    }
    
    
    int main()
    {
        mem.GetProcess("csgo.exe");
    
        while(1)
        {
            if(GetAsyncKeyState(VK_HOME))
            {
                cout << "\nON";
                Trigger();  
                cout << "\nOFF";
            }
        }
        return 0;
    }
    NOTE: USE AT YOUR OWN RISK, I HAVENT TESTED TO SEE IF ITS DETECTED BY VAC YET!
    This is "Yours"?

    I've seen this in many other places, and this is most probably VAC detected.

  8. #7
    FuRnIzZ's Avatar
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    I found this in my projects folder on Visual Studio, so i may have copied it but it would have been a while ago so i have no idea.

  9. #8
    DasDuck's Avatar
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    Need help with this

  10. #9
    Departure's Avatar
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    being so old it will be very unlikly the offsets are correct
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  11. #10
    mmaaxx129's Avatar
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    This was taken from an 8-month old post on leak-f0rums, don't lie about your work.
    Never stop enjoying life, it's a gift.



  12. #11
    adriancs35's Avatar
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    hm, where is supposed to get ProcMem.h?

  13. #12
    Scheming's Avatar
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    Does anyone know if VAC detects this?

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