i need source code

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i need source code
hello i need source code

Fast Fire
No Reload
No Recoil
One Place Kill

And I need one million dollars
Quote Originally Posted by dreek1 View Post
And I need one million dollars
No need money only need this source u can help or no?
Quote Originally Posted by antierror View Post
hello i need source code

Fast Fire
No Reload
No Recoil
One Place Kill

And I need 3 million , P3YPAL ONLY!
If you haven't found it publicly, it just means people won't release their source code to prevent from it getting saturated. They can simply sell it privately then publicize it.
Quote Originally Posted by antierror View Post
hello i need source code

Fast Fire
No Reload
No Recoil
One Place Kill

here might help

Code:
class IBase
{
public:
	IBase();
	~IBase();

public:
	template <typename T>
	T			GetValue(DWORD ofs)
	{
		T value = (T)NULL;
		g_ApiTable->memcpy(&value, (void*)((uintptr_t)this + ofs), sizeof(T));
		return value;
	}
	template <typename T>
	void			SetValue(DWORD ofs, T data)
	{
		if (!g_ApiTable->IsBadWritePtr((void*)((uintptr_t)this + ofs), sizeof(T)))
			*(T*)((uintptr_t)this + ofs) = data;
	}
	const char*		GetString(DWORD ofs) { return (const char*)((uintptr_t)this + ofs); }
	const char*		GetStringP(DWORD ofs) { return *(const char**)((uintptr_t)this + ofs); }
};

class ILTCSBase : public IBase
{
public:
	//////////////////////////////////////////////////////////////////////////////
	// ILTCSBase implementation

	// Sub-interface accessors
	ILTCommon*		Common() { return *reinterpret_cast<ILTCommon**>(GetVFunc<ILTCommon* (__thiscall*)(void*)>(this, t_Common)(this)); }
	ILTPhysics*		Physics() { return *reinterpret_cast<ILTPhysics**>(GetVFunc<ILTPhysics* (__thiscall*)(void*)>(this, t_Physics)(this)); }
	ILTModel*		GetModelLT() { return *reinterpret_cast<ILTModel**>(GetVFunc<ILTModel* (__thiscall*)(void*)>(this, t_GetModelLT)(this)); }
	ILTTransform*		GetTransformLT() { return *reinterpret_cast<ILTTransform**>(GetVFunc<ILTTransform* (__thiscall*)(void*)>(this, t_GetTransformLT)(this)); }
	ILTSoundMgr*		SoundMgr() { return *reinterpret_cast<ILTSoundMgr**>(GetVFunc<ILTSoundMgr* (__thiscall*)(void*)>(this, t_SoundMgr)(this)); }
};

class ILTClient : public ILTCSBase
{
public:
	auto			GetILTCSBase() { return this->GetValue<ILTCSBase*>(0x0000); }
};

class ILTModel : public IBase
{
public:
	signed int 		SetAnimRate(ModelInstance* hObj, UINT8 TrackerID, float fRate) { return GetVFunc<signed int(__thiscall*)(void*, ModelInstance*, UINT8, float)>(this, w_SetAnimRate)(this, hObj, TrackerID, fRate); }
};

class ILTModelClient : public ILTModel
{
public:

};

class CLTModelClient : public ILTModelClient
{
public:

};

class ModelInstance : public LTObject
{
public:
	void			SetAnimRate(unsigned __int8 TrackerID, float fRate) { ilt_model_client->SetAnimRate(this, TrackerID, fRate) }
	Model*			GetModelDB() { return reinterpret_cast<Model * (__thiscall * )(void*)>(0x????)(this); }
	LTAnimTracker*		GetTracker(unsigned __int8 TrackerID) { return reinterpret_cast<LTAnimTracker * (__thiscall *)(void*, unsigned __int8)>(0x????)(this, TrackerID); }
};

class CWeaponMgr
{
public: 
	float&			PerturbMin(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			PerturbMax(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			FullReacPitch(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			FullReactYaw(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			DetailPerturbShot(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			DetailReactPitchShot(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			DetailReactYawShot(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			CrossHairRatioPerRealSize(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
	float&			ChangeMovingRealSize(int id) { return *(float*)((uintptr_t)this + (0x???? + (id * 4))); }
};

class CharacFX
{
public:
	CWeaponMgr*		GetWeapon() { return GetVTable<CWeaponMgr*(__thiscall*)(void*)>(this, c_GetWeapon)(this); }
};

class PlayerViewManager : public IBase
{
public:
	ModelInstance*		m_hObject() { return this->GetValue<ModelInstance*>(0x0004); }

	int			GetWeaponID() { return GetVTable<int(__thiscall*)(void*)>(this, p_GetWeaponId)(this); }
	int			GetCharacterTypeID() { return GetVTable<int(__thiscall*)(void*)>(this, p_GetCharacterTypeID)(this); }

	ModelInstance*		GetLocalObject() { return GetVTable<ModelInstance*(__thiscall*)(void*)>(this, p_GetLocalObject)(this); }
	CharacFX*		GetLocalCharacFX() { return GetVTable<CharacFX*(__thiscall*)(void*)>(this, p_GetLocalCharacFX)(this); }

	int			GetLocalTeamId() { return GetVTable<int(__thiscall*)(void*)>(this, p_GetLocalTeamId)(this); }
	int			SetLocalTeamId(int id) { return GetVTable<int(__thiscall*)(void*, int)>(this, p_SetLocalTeamId)(this, id); }
	int			GetLocalPlayerId() { return GetVTable<int(__thiscall*)(void*)>(this, p_GetLocalPlayerId)(this); }

	int			WeaponZoomIndex() { return GetVTable<int(__thiscall*)(void*)>(this, p_WeaponZoomIndex)(this); }
	void			ResetWeaponZoom() { GetVTable<void(__thiscall*)(void*)>(this, p_ResetWeaponZoom)(this); }
	void			SetWeaponZoom(float value) { GetVTable<void(__thiscall*)(void*, float)>(this, p_SetWeaponZoom)(this, value); }
	float			GetWeaponZoom() { return GetVTable<float(__thiscall*)(void*)>(this, p_GetWeaponZoom)(this); }

	int			GetWeaponState() { return GetVTable<int(__thiscall*)(void*)>(this, p_GetWeaponState)(this); }
	int			SetCurAnimTime(int time) { return GetVTable<int(__thiscall*)(void*, int)>(this, p_SetCurAnimTime)(this, time); }
	int			GetCurAnimTime() { return GetVTable<int(__thiscall*)(void*)>(this, p_GetCurAnimLength)(this); }
	float			GetAnimRate() { return GetVTable<float(__thiscall*)(void*)>(this, p_GetAnimRate)(this); }

};

class ICPlayerCIntBase : public IBase
{
public:

};

class CPlayerClnt : public ICPlayerCIntBase
{
public:
	PlayerViewManager*	GetPlayerViewManager() { return GetVTable<PlayerViewManager* (__thiscall*)(void*)>(this, t_GetPlayerViewManager)(this); }
	ModelInstance*		GetPlayerObject() { return GetVTable<ModelInstance*(__thiscall*)(void*)>(this, t_GetPlayerObject)(this); }
	ModelInstance*		GetClientObject() { return GetVTable<ModelInstance* (__thiscall*)(void*)>(this, t_pClient_GetClientObject)(this); }
	void			SetClientObject(ModelInstance* hObj) { GetVTable<ModelInstance* (__thiscall*)(void*, ModelInstance*)>(this, t_pClient_SetClientObject)(this, hObj); }

	int			GetWeaponID() { return GetVTable<int(__thiscall*)(void*)>(this, t_GetWeaponId)(this); }
	int			GetCharacterTypeId() { return GetVTable<int(__thiscall*)(void*)>(this, t_GetCharacterTypeId)(this); }

	int			GetFastFire() { return GetVTable<int(__thiscall*)(void*)>(this, t_GetFireSpeedRate)(this); }
	void			SetFastFire(int value) { GetVTable<int(__thiscall*)(void*, int)>(this, t_SetFireSpeedRate)(this, value); }

	int			GetWeaponState() { return GetVTable<int(__thiscall*)(void*)>(this, t_GetWeaponState)(this); }
	void			SetWeaponState(int value) { GetVTable<int(__thiscall*)(void*, int)>(this, t_SetWeaponState)(this, value); }

	bool			IsReloading() { return this->GetWeaponState() == eWeaponState::WS_RELOADING }
	bool			IsSwitching() { return this->GetWeaponState() == eWeaponState::WS_SWITCHING; }
};

class FX_PROP : public IBase
{
public:
	const char*		GetFXName() { return this->GetStringP(0x0000); }
	int			GetType() { return this->GetValue<int>(0x000C); }
	void			SetType(int value) { this->SetValue<int>(0x000C, value); }
	float			Current() { return this->GetValue<float>(0x0010); }
	float			Max() { return this->GetValue<float>(0x0014); }
};

class CClientFXMgr : public IBase
{
public:
	CClientFXMgr*		GetPrev() { return this->GetValue<CClientFXMgr*>(0x0000); }
	CClientFXMgr*		GetNext() { return this->GetValue<CClientFXMgr*>(0x0004); }
	FX_PROP*		GetFX_PROP() { return this->GetValue<FX_PROP*>(0x0008); }
};

class CInterfaceMgr : public IBase
{
public:
	CInterfaceResMgr*	GetCInterfaceResMgr() { return this->GetValue<CInterfaceResMgr*>(0x0004); }
	CScreenMgr*		GetCScreenMgr() { return this->GetValue<CScreenMgr*>(0x0010); } //or 0x0014
	CSetWeaponUI*		GetCSetWeaponUI() { return this->GetValue<CSetWeaponUI*>(0x0018); }
	CDecisionUI*		GetCDecisionUI() { return this->GetValue<CDecisionUI*>(0x0020); }
	CGameGuideUI*		GetCGameGuideUI() { return this->GetValue<CGameGuideUI*>(0x0024); }
	CTutorialWnd*		GetCTutorialWnd() { return this->GetValue<CTutorialWnd*>(0x0028); }
	CObserverGuideUI*	GetCObserverGuideUI() { return this->GetValue<CObserverGuideUI*>(0x002C); }
	ILTClient*		GetILTClient() { return this->GetValue<ILTClient*>(0x0030); }
	CSysTexInterface*	GetCSysTexInterface() { return this->GetValue<CSysTexInterface*>(0x0034); }
	CD3DDrawPrim*		GetCD3DDrawPrim() { return this->GetValue<CD3DDrawPrim*>(0x0038); }
	CTopMostPopupMgr*	GetCTopMostPopupMgr() { return this->GetValue<CTopMostPopupMgr*>(0x003C); }
	LoadingScreenMgr*	GetLoadingScreenMgr() { return this->GetValue<LoadingScreenMgr*>(0x0040); }
	CAIMgr*			GetCAIMgr() { return this->GetValue<CAIMgr*>(0x0094); }
	CAICInt*		GetCAICInt(int id) { return this->GetValue<CAICInt*>(0x009C + (id * 0x0290)); }
};

class IClientShell : public IBase
{
public:

};

class IClientShellStub : public IClientShell
{
public:

};

class CLTClientShell : public IClientShellStub
{
public:	
	CClientFXMgr*		GetClientFXMgr() { return this->GetValue<CClientFXMgr*>(0x????); }
	CPlayerClnt*		GetPlayerMgr() { return this->GetValue<CPlayerClnt*>(0x0078); }
	PlayerViewManager*	GetPlayerViewManager() { return this->GetPlayerMgr()->GetPlayerViewManager(); }
	CInterfaceMgr*		GetInterfaceMgr() { return (CInterfaceMgr*)((uintptr_t)this + 0x????); }
	CharacFX*		GetLocalCharacFX() { return this->GetPlayerViewManager()->GetLocalCharacFX(); }
	CWeaponMgr*		GetWeapon() { return this->GetLocalCharacFX()->GetWeapon(); }
};
Code:
auto g_pCShell = *reinterpret_cast<CLTClientShell**>(0x????/*IClientShell.Default*/);
auto interfaceMgr = g_pCShell->GetInterfaceMgr();
auto ilt_client = interfaceMgr->GetILTClient();
auto g_pLTBase = reinterpret_cast<ILTCSBase*>(ilt_client->GetILTCSBase());
auto ilt_model_client = reinterpret_cast<CLTModelClient*>(g_pLTBase->GetModelLT());
auto ilt_physics_client = reinterpret_cast<ILTPhysics*>(g_pLTBase->Physics());
auto ilt_common_client = reinterpret_cast<ILTCommon*>(g_pLTBase->Common());

if (g_pCShell->GetPlayerMgr()->IsFiring())
	g_pCShell->GetPlayerMgr()->SetFastFire(1);

if (g_pCShell->GetPlayerMgr()->IsReloading())
	g_pCShell->GetPlayerViewManager()->m_hObject()->SetAnimRate(kUpperContext, 999.9f);

for (int x = 0; x < 5; x++)
{
	g_pCShell->GetWeapon()->PerturbMin(x) = 0.0f;
	g_pCShell->GetWeapon()->PerturbMax(x) = 0.0f;
	g_pCShell->GetWeapon()->FullReacPitch(x) = 0.0f;
	g_pCShell->GetWeapon()->FullReactYaw(x) = 0.0f;
	g_pCShell->GetWeapon()->DetailPerturbShot(x) = 0.0f;
	g_pCShell->GetWeapon()->DetailReactPitchShot(x) = 0.0f;
	g_pCShell->GetWeapon()->DetailReactYawShot(x) = 0.0f;
	g_pCShell->GetWeapon()->CrossHairRatioPerRealSize(x) = 0.0f;
	g_pCShell->GetWeapon()->ChangeMovingRealSize(x) = 0.0f;
}
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