Default value for triggerbot in PolyMeme

Posts 115 of 18 · Page 1 of 2
Default value for triggerbot in PolyMeme
Hello friends, I need help. I want put a default value (for example 80ms) for triggerbot but i dont know how.
I want start hack > play with triggerbot set on 80ms
I dont want start hack > set value 80 > play with triggerbot set on 80ms

void start() {
system("cls");
SetConsoleColor(10);
cout << "F1) ESP: " << eON << endl;
SetConsoleColor(11);
cout << "F2) Trigger: " << tON << endl;
SetConsoleColor(14);
cout << "F6) SlowAim: " << sON << endl;
SetConsoleColor(15);
cout << "F7) Bunnyhop: " << bON << endl;
SetConsoleColor(9);
cout << "F8) AutoPistol: " << pON << endl;
SetConsoleColor(7);
cout << "" << endl;
cout << "Insert) Trigger Delay: " << triggerdelay << endl;
Sleep(10);
}

if (GetAsyncKeyState(VK_INSERT) & Pressed)
{
cout << "Enter Trigger Delay (ms): ";
cin >> triggerdelay;
start();
Sleep(100);
}
I hope that anyone help me with it thankx
If you knew c++ ( the language it's written in ), this would be very simple. Also, you don't show us any actual triggerbot code.
grrr, i cant find it :/
Code:
DWORD WINAPI triggerslow(LPVOID lpParam) {
while (true) {
    if (tON && eInCH) {
        if (GetAsyncKeyState(VK_MENU) & Pressed) {
            Sleep(80);
            mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);
            Sleep(2);
            mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
            Sleep(2);
        }
    }
}
Also, you can just remove this:

Code:
if (GetAsyncKeyState(VK_INSERT) & Pressed)
{
    cout << "Enter Trigger Delay (ms): ";
    cin >> triggerdelay;
    start();
    Sleep(100);
}
aswell as change

Code:
cout << "Insert) Trigger Delay: " << triggerdelay << endl;
to

Code:
cout << "Trigger Delay: " << 80 << endl;
yeah, but i still want this function with optional values.
i want default value 80 because i dont want to set it every game
Quote Originally Posted by hapacek View Post
yeah, but i still want function with optional values.
bcs i want default value 80 because i want to set it every game
You said you don't want to set it.

Anyways, just locate the declaration of the variable triggerdelay and set it to 80.
look, my english is bad but i try to explain it
Now - you start hack, and you must click F8 and set value to xxx ms
Better options is, if i start hack, and i have default value 80 ms here. But, if anyone want to change it, he can set it to her own value
Quote Originally Posted by hapacek View Post
look, my english is bad but i try to explain it
Now - you start hack, and you must click F8 and set value to xxx ms
Better options is, if i start hack, and i have default value 80 ms here. But, if anyone want to change it, he can set it to her own value
If u want to have the default value as 80 then set the "triggerdelay" variable to 80 in the top and then u also can change it, i suggest u go learn some c++
can you explain me how can i set a variable of triggerdelay?
I am begginer in c++
triggerdelay = 80; ?
Quote Originally Posted by WasserEsser View Post
triggerdelay = 80; ?
i try this first but it dont work
Quote Originally Posted by hapacek View Post
i try this first but it dont work
You're doing something wrong then.
Quote Originally Posted by WasserEsser View Post
You're doing something wrong then.
where i must put it?

- - - Updated - - -

here is all code
Code:
/* HEADERS */
#include "ProcMem.h"
#include "offsets.h"
#include "Decrypt.h"
/* INCLUDE */
#include <Windows.h>
#include <TlHelp32.h>
#include <iostream>
#include <thread>
using namespace std;

float slowaim = 1.f; // THE "SLOW" SENSITIVITY



/* DEFINE FLAG'S */
#define Pressed 0x8000
#define FL_ON_GROUND 257


/* DEFINE MEMORY MANAGER */
ProcMem Meme;

/* PRE-CALL FUNCTION'S */
[swap_lines]
DWORD WINAPI data(LPVOID lpParam);
void start();
DWORD WINAPI keys(LPVOID lpParam);
DWORD WINAPI ESPRadar(LPVOID lpParam);
DWORD WINAPI triggerslow(LPVOID lpParam);
void NoFlash();
DWORD WINAPI bhop(LPVOID lpParam);
/* ACTIVATION BOOL */
bool eON = false;
bool tON = true;
bool rON = false;
bool fON = false;
bool sON = false;
bool bON = true;
bool pON = false;
bool beginthread = false;
[/swap_lines]



/* START CONSOLE */
int main()
{
    [add_junk /]
    /* FIND CSGO */
    Meme.Process("csgo.exe");
    Client = Meme.Module("client.dll");
    SetConsoleTitle("PolyMeme X");
    cout << "csgo.exe found" << endl;
    cout << "" << endl;
    Sleep(500);
    /* ATTACH CLIENT & RENAME CONSOLE */
    cout << "starting Polymeme" << endl;
    Sleep(1000);

    
    [add_junk /]
    cout << boolalpha;// MAKES EVERYTHING SAY TRUE OR FALSE INSTEAD OF 1 or 0
    [add_junk /]
    oldaim = Meme.Read<float>(Client + m_flSensitivity);
    start();
    HANDLE rghThreads[] = {
        CreateThread(NULL, NULL, data, NULL, NULL, NULL),
        CreateThread(NULL, NULL, keys, NULL, NULL, NULL),
        CreateThread(NULL, NULL, ESPRadar, NULL, NULL, NULL),
        CreateThread(NULL, NULL, triggerslow, NULL, NULL, NULL),
        CreateThread(NULL, NULL, bhop, NULL, NULL, NULL),
    };

    WaitForMultipleObjects(sizeof(rghThreads) / sizeof(HANDLE), rghThreads, TRUE, INFINITE);
    return(0);
}

void SetConsoleColor(int Color){
    HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
    SetConsoleTextAttribute(hConsole, Color);
}
/* SYSTEM START SAYING */

void start() {
    system("cls");
    SetConsoleColor(10);
    cout << "F1) ESP: " << eON << endl;
    SetConsoleColor(11);
    cout << "F2) Trigger: " << tON << endl;
    SetConsoleColor(14);
    cout << "F6) SlowAim: " << sON << endl;
    SetConsoleColor(15);
    cout << "F7) Bunnyhop: " << bON << endl;
    SetConsoleColor(9);
    cout << "F8) AutoPistol: " << pON << endl;
    cout << "" << endl;
    SetConsoleColor(7);
    cout << "Insert) Trigger Delay: " << triggerdelay << endl;
    /*cout << "Home) Trigger Afterfire: " << afterfire << endl;*/ //WIP
    Sleep(10);
}
/* --------------- */
/*     HOTKEYS     */
/* --------------- */
DWORD WINAPI keys(LPVOID lpParam)
{
        while (true) {
            [add_junk /]

            if (GetAsyncKeyState(VK_F1) & Pressed) /* GET IF KEY: f1 IS PRESSED */
            {
                eON = !eON;
                start();
                Sleep(100);
            }
            [add_junk /]
            if (GetAsyncKeyState(VK_F2) & Pressed)
            {
                tON = !tON;
                start();
                Sleep(100);
            }
            [add_junk /]
            if (GetAsyncKeyState(VK_INSERT) & Pressed)
            {
                triggerdelay "50";
                cout << "Enter Trigger Delay (ms): ";
                cin >> triggerdelay;
                start();
                Sleep(100);
            }
            [add_junk /]
            if (GetAsyncKeyState(VK_F7) & Pressed)
            {
                bON = !bON;
                start();
                Sleep(100);
            }
            [add_junk /]
            /*if (GetAsyncKeyState(VK_HOME) & Pressed)
            {
            cout << "Enter Trigger Afterdelay (ms): ";
            cin >> afterfire;
            start();
            }*/
            [add_junk /]
            if (GetAsyncKeyState(VK_F6) & Pressed)
            {
                sON = !sON;
                start();
                Sleep(100);
            }

            if (GetAsyncKeyState(VK_F8) & Pressed)
            {
                pON = !pON;
                start();
                Sleep(100);
            }
            Sleep(50);
        }
    
    
        return NULL;

}

/* --------------- */
/*   LOCAL DATA    */
/* --------------- */
DWORD WINAPI data(LPVOID lpParam)
{

    while (true) {
        LocalBase = Meme.Read<DWORD>(Client + LocalPlayer);/* CLIENT LOCAL BASE */
        [swap_lines]
        MyTeam = Meme.Read<int>(LocalBase + m_iTeamNum); /* GET LOCAL TEAM */
        MyHealth = Meme.Read<int>(LocalBase + m_iHealth);
        MaxObjects = Meme.Read<int>(Client + EntityList + 0x4);
        sensitivity = Meme.Read<float>(Client + m_flSensitivity);
        
        [/swap_lines]
        if (bON && (GetAsyncKeyState(VK_SPACE) & Pressed)) {
            fflag = Meme.Read<int>(LocalBase + m_fFlag);
        }
        crosshair = Meme.Read<int>(LocalBase + m_iCrossHairID);
        tEntity = Meme.Read<DWORD>(Client + EntityList + ((crosshair - 1) * 16));
        tTeam = Meme.Read<int>(tEntity + m_iTeamNum);
        tHealth = Meme.Read<int>(tEntity + m_iHealth);
        if (crosshair > 0 && crosshair < MaxObjects && tTeam != MyTeam)
            eInCH = true;
        else
            eInCH = false;
        Sleep(1);
    }
    return NULL;
}

/* --------------- */
/*    GLOW/RADAR   */
/* --------------- */

struct GlowStruct
{
    float r;    /* RED                  */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
    float g;    /* GREEN                */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
    float b;    /* BLUE                 */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
    float a;    /* THICKNESS            */ /* MAXIMUM 1.0f | MINIMUM 0.0f */
    bool rwo;   /* RenderWhenOccluded   */
    bool rwuo;  /* RenderWhenUnoccluded */
};

void DrawGlow(int GlowIndex, GlowStruct Color)
{
    [swap_lines]
    Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x4)), Color.r);     /* SET FLOAT VALUE FOR RED       */
    Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x8)), Color.g);     /* SET FLOAT VALUE FOR GREEN     */
    Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0xC)), Color.b);     /* SET FLOAT VALUE FOR BLUE      */
    Meme.Write<float>((GlowPointer + ((GlowIndex * 0x38) + 0x10)), Color.a);    /* SET FLOAT VALUE FOR THICKNESS */
    Meme.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x24)), Color.rwo);
    Meme.Write<bool>((GlowPointer + ((GlowIndex * 0x38) + 0x25)), Color.rwuo);
    [/swap_lines]

}
[swap_lines]
GlowStruct CGreen = { 0.f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CYellow = { 0.4f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CRed = { 0.4f, 0.f, 0.f, 1.f, true, false };
GlowStruct CBlue = { 0.f, 0.f, 0.4f, 1.f, true, false };
GlowStruct COrange = { 1.f, 0.5, 0.f, 1.f, true, false };
GlowStruct CPink = { 1.f, 0.55f, 0.7f, 1.f, true, false };
[/swap_lines]


void NoFlash() {
    float MaxFlash = Meme.Read<float>(LocalBase + m_flFlashMaxAlpha);
    if (fON && MaxFlash > 0.f) {
        Meme.Write<float>(LocalBase + m_flFlashMaxAlpha, 0.f);
    }
    if (!fON && MaxFlash != 225.f) {
        Meme.Write<float>(LocalBase + m_flFlashMaxAlpha, 225.f);
    }
}
/* ESP */
DWORD WINAPI ESPRadar(LPVOID lpParam){
    while (true) {
        for (int g = 0; g < MaxObjects; g++) /* LOOP START */
        {
            GlowPointer = Meme.Read<DWORD>(Client + m_dwGlowObject);     /* POINTER TO LOCAL PLAYER GLOW VIEW */
            currentplayer = Meme.Read<DWORD>(Client + EntityList + ((g - 1) * 16)); /* READ ENTITY DATA FROM LOOP */
            currentplayerdormant = Meme.Read<bool>(currentplayer + isDormant); /* CHECK IF IS DORMANT */
            HealthBasedESP = Meme.Read<int>(currentplayer + m_iHealth); /* READ ENTITY HP */
            if (rON) {
                if (Meme.Read<int>(Client + m_bSpotted) != 1) {
                    Meme.Write<int>(Client + m_bSpotted, 1);
                }
            }

            if (eON) {
                if (!currentplayerdormant) /* IF NOT DORMANT */
                {
                    currentplayerglowindex = Meme.Read<int>(currentplayer + m_iGlowIndex); /* READ ENTITY GLOW INDEX */
                    currentplayerteam = Meme.Read<int>(currentplayer + m_iTeamNum);
                    /* READ ENTITY TEAM */
                    if (currentplayerteam != MyTeam)
                    {
                        if (currentplayerteam != 2 && currentplayerteam != 3)
                            continue;
                        if (crosshair == g) {
                            DrawGlow(currentplayerglowindex, CBlue);
                        }
                        else if (HealthBasedESP <= 100 && HealthBasedESP > 75 && crosshair != g) /* LESS OR EQUAL 100 OR MORE THAN 75 */
                        {
                            DrawGlow(currentplayerglowindex, CGreen );
                        }
                        else if (HealthBasedESP <= 75 && HealthBasedESP > 50 && crosshair != g) /* LESS OR EQUAL 75 OR MORE THAN 50 */
                        {
                            DrawGlow(currentplayerglowindex, CYellow);
                        }
                        else if (HealthBasedESP <= 50 && HealthBasedESP > 25 && crosshair != g) /* LESS OR EQUAL 50 OR MORE THAN 25 */
                        {
                            DrawGlow(currentplayerglowindex, COrange);
                        }
                        else if (HealthBasedESP <= 25 && HealthBasedESP > 0 && crosshair != g) /* LESS OR EQUAL 25 OR MORE THAN 0 */
                        {
                            DrawGlow(currentplayerglowindex, CRed);
                        }
                    }

                }

            }
            
        }
        Sleep(1);
    }
    return NULL;
}





DWORD WINAPI bhop(LPVOID lpParam) {
    while (true) {
        if (bON) {
            if (fflag == FL_ON_GROUND && (GetAsyncKeyState(VK_SPACE) & Pressed)) {
                Meme.Write<int>(Client + jumpoffset, 1);
                Sleep(2);
                Meme.Write<int>(Client + jumpoffset, 0);
            }
            
        }
        if (pON && GetAsyncKeyState(VK_LBUTTON) & Pressed) {
            Meme.Write<int>(Client + attack, 1);
            Sleep(1);
            Meme.Write<int>(Client + attack, 0);
        }
        Sleep(1);
    }
    return NULL;
}



DWORD WINAPI triggerslow(LPVOID lpParam) {
    while (true) {
        if (tON && eInCH) {
            if (GetAsyncKeyState(VK_MENU) & Pressed) {
                Sleep(triggerdelay);
                mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);
                Sleep(2);
                mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
                Sleep(2);
            }

        }
        if (sON) {
            if (eInCH && Meme.Read<float>(Client + m_flSensitivity) != slowaim) {
                Meme.Write<float>(Client + m_flSensitivity, slowaim);
            }
            if (!eInCH && Meme.Read<float>(Client + m_flSensitivity) != oldaim) {
                Meme.Write<float>(Client + m_flSensitivity, oldaim);
            }
        }
        Sleep(1);
    }
    return NULL;
}
Quote Originally Posted by hapacek View Post
~
Open up your offsets.h file and show us that one.
Quote Originally Posted by WasserEsser View Post
Open up your offsets.h file and show us that one.

DWORD LocalPlayer = 0x00A30504;
DWORD EntityList = 0x04A4BA64;
DWORD m_dwGlowObject = 0x04F6195C;
DWORD jumpoffset = 0x04EE0E50;
DWORD m_EntityLoopDistance = 0x10; // this hasn't been updated but it stil works
DWORD m_iGlowIndex = 0x0000A310;
DWORD isDormant = 0xE9;
DWORD m_iTeamNum = 0xF0;
DWORD m_iHealth = 0xFC;
DWORD m_iCrossHairID = 0x0000AA48;
DWORD m_bSpotted = 0x00000939;
DWORD m_flFlashMaxAlpha = 0x0000A2F4;
DWORD m_flSensitivity = 0x00A35D0C;
DWORD m_fFlag = 0x00000100;
DWORD attack = 0x02E8BA38;
//DWORD rion is fgt = 0x9786GDG;



HWND TargetWindow;
DWORD tEntity;
DWORD Client;
DWORD LocalBase;
DWORD GlowPointer;
DWORD currentplayer;

int MyHealth;
float sensitivity;
float oldaim;
bool eInCH = false;
bool isSlow = false;
bool currentplayerdormant;
int MaxObjects;
int crosshair;
int triggerdelay;
int afterfire;
int MyTeam;
int tTeam;
int currentplayerteam;
int currentplayerglowindex;
int LocalPlayerTeam;
int HealthBasedESP;
int inCross;
int fflag;
int tHealth;
Posts 115 of 18 · Page 1 of 2
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