bomb esp

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bomb esp
what i did was i checked a netvar dump that i got from an offset dumper, i found bBombPlanted, i stored that as an offset, and in my code, i read that through memory, so int bombPlanted <Mem.Read>(bBombPlanted)

then i went on to check if the bomb is planted
if (bBombPlanted == 1)
{
Continue;
}
else
{
*glow code*
}

then i had my regular glow esp code after that, went into game, everything was fine haha, except when i planted the bomb, it didnt glow. anyone have any ideas?
Quote Originally Posted by sup h0wl View Post
what i did was i checked a netvar dump that i got from an offset dumper, i found bBombPlanted, i stored that as an offset, and in my code, i read that through memory, so int bombPlanted <Mem.Read>(bBombPlanted)

then i went on to check if the bomb is planted
if (bBombPlanted == 1)
{
Continue;
}
else
{
*glow code*
}

then i had my regular glow esp code after that, went into game, everything was fine haha, except when i planted the bomb, it didnt glow. anyone have any ideas?
How should it glow since you are just checking if the bomb is planted or no?...
To glow the C4 You have to get the ClassID of the C4 in the Entity List, and make your "glow", glows when it find this ClassID...

Checking just if is planted or no will not make things glow
Btw i think that offset can not be read alone and should give u a bool but .-.

For ClassID you can find it in SDK

Like this yeah?


After you do the ClassID Check if u want i can paste here the ID's List
Quote Originally Posted by PhY'z View Post
How should it glow since you are just checking if the bomb is planted or no?...
To glow the C4 You have to get the ClassID of the C4 in the Entity List, and make your "glow", glows when it find this ClassID...

Checking just if is planted or no will not make things glow
Btw i think that offset can not be read alone and should give u a bool but .-.

For ClassID you can find it in SDK

Like this yeah?


After you do the ClassID Check if u want i can paste here the ID's List
thanks this kind of gave me a better idea of what i can do, would something like this work?

say

i can check if they're not ON my team, + check for if they have a helmet, bHasHelmet
then if it equals that, continue, have an else, then asign a glow esp to it.
Quote Originally Posted by sup h0wl View Post
thanks this kind of gave me a better idea of what i can do, would something like this work?

say

i can check if they're not ON my team, + check for if they have a helmet, bHasHelmet
then if it equals that, continue, have an else, then asign a glow esp to it.
It may work if you check it correct, and if you are reading only for Player's

As i said if you want to glow other things like C4, Chicken, Weapons, Nades, You have to use ClassID
this is not an answear to your question, but why do you do
Code:
if (bBombPlanted == 1)
{
Continue;
}
else
{
*glow code*
}
Could you just not do
Code:
if (bBombPlanted != 1)
{
*glow code*
}
Isn't bBombPlanted just boolean to know if bomb is planted? if it is, it doesn't contain any data about the actual bomb whatsoever so no way you can do what you just did.

Assuming you are using the glowobj pointer and not glowindex, just rip classid off every Dword object within the glowpointer (or w/e you call it)

You can just follow the memory:

Code:
int one = Read<int>(currentobject.dwBase + 0x8);
int two = Read<int>(one + 2 * 0x4);
int three = Read<int>(two + 1);
int classid = Read<int>(three + 20);
You can follow all the way to the string but the id itself is better..

and you can even dump the classid with sv_dump_class_info and glow if classid of the current object = bomb id
Quote Originally Posted by pean153 View Post
Isn't bBombPlanted just boolean to know if bomb is planted? if it is, it doesn't contain any data about the actual bomb whatsoever so no way you can do what you just did.

Assuming you are using the glowobj pointer and not glowindex, just rip classid off every Dword object within the glowpointer (or w/e you call it)

You can just follow the memory:

Code:
int one = Read<int>(currentobject.dwBase + 0x8);
int two = Read<int>(one + 2 * 0x4);
int three = Read<int>(two + 1);
int classid = Read<int>(three + 20);
You can follow all the way to the string but the id itself is better..

and you can even dump the classid with sv_dump_class_info and glow if classid of the current object = bomb id
Those variable names though.
Credit to Casual_Hacker:
'ent' is a pointer to the player's CBaseEntity
read vt = [ent+0x8] to get pointer to its IClientNetworkable vtable
read fn = [vt+2*0x4] to get the pointer to the 3rd function in the vtable (GetClientClass)
read cls = [fn+1] to rip the pointer to the ClientClass struct (look up in the sdk) out of the mov eax, offset <entity's client class>
Quote Originally Posted by Skid` View Post
Spoonfed
/2short
This is some next level shit-posting.
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