💡 Transferring from External to Internal

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💡 Transferring from External to Internal
Hi,
I am relatively new to coding, but have made my own external haxx from scratch in c++ by reading and cross-referencing code, that features ESP, aimlock, trigger and bunny. I believe I have a good understanding of external reading, writing and simulating keyboard movements, however I am looking for some good code/tutorial for internal hacks, apart from Nether's and Fleeps.

I would be extremely grateful if you have a few minutes to teach me about DirectX and dll's etc.
Skype: csgo.kingpin

Cheers,
me
Also interested in anything connected to internal coding. That gives a lot of advantages. Keep me posted (subscribed).
If you know how to make your own external hacks from scratch, you should know how to make internal. As internal cheats are supposed to be easier somehow.
A lot of information about it if you just google.
Quote Originally Posted by 420skid420 View Post
If you know how to make your own external hacks from scratch, you should know how to make internal. As internal cheats are supposed to be easier somehow.
A lot of information about it if you just google.
No, internals are a lot harder to make, but they can make things easier for people who aren't complete noobs.
Quote Originally Posted by asuchan View Post
No, internals are a lot harder to make, but they can make things easier for people who aren't complete noobs.
This /\

For advanced developers who have experience in reversing internals will make it easier due to the fact you can hook into their functions.

This way you can for example hook into the movement function and add a check to jump if the player is on the ground.

Small example:
Code:
//See for more information: https://developer.valvesoftware.com/wiki/Developer_Console_Control
typedef void(__cdecl* oConsoleMessage)(const char* message, va_list);
oConsoleMessage ConsoleMessage;

//NOTE: SendMessage is already defined by the WINAPI and it's recommended to not use it
void SendMessage(const char* TextMessage){
	char buffer[989]; //989 is the maximum message length. As seen on the Developer page of valve
	ConsoleMessage = (oConsoleMessage)GetProcAddress(GetModuleHandle("tier0.dll"), "Msg");
	//Handle va_list and buffer etc
	ConsoleMessage(buffer, list);
}
Quote Originally Posted by The Corvo View Post
This /\

For advanced developers who have experience in reversing internals will make it easier due to the fact you can hook into their functions.

This way you can for example hook into the movement function and add a check to jump if the player is on the ground.
Also you can create a virtual function to represent an existing function. Then you can call that function and the game will handle it.

Small example:
Code:
//See for more information: https://developer.valvesoftware.com/wiki/Developer_Console_Control
typedef void(__cdecl* oConsoleMessage)(const char* message, va_list);
oConsoleMessage ConsoleMessage;

//NOTE: SendMessage is already defined by the WINAPI and it's recommended to not use it
void SendMessage(const char* TextMessage){
	char buffer[989]; //989 is the maximum message length. As seen on the Developer page of valve
	ConsoleMessage = (oConsoleMessage)GetProcAddress(GetModuleHandle("tier0.dll"), "Msg");
	//Handle va_list and buffer etc
	ConsoleMessage(buffer, list);
}
That's hooking, virtual functions are something else
Quote Originally Posted by asuchan View Post
That's hooking, virtual functions are something else
My apologies, fixed it.
Was reading as well(about VMT) and don't really know why I mentioned that since it was irrelevant. The sample code also was meant towards the hooking part.

@OP Ignore that line(removed in my original post) what I meant is stated in the line above it.
Quote Originally Posted by The Corvo View Post
This /\

For advanced developers who have experience in reversing internals will make it easier due to the fact you can hook into their functions.

Quote Originally Posted by asuchan View Post
That's hooking, virtual functions are something else
Thanks for your help guys!!
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