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Home › Forum › MultiPlayer Game Hacks & Cheats › Steam Games Hacks & Cheats › Counter-Strike 2 Hacks › CSS CS:GO Bunny Hopper v1.5 - Steve Andrew [Binary + Source]

WinkCSS CS:GO Bunny Hopper v1.5 - Steve Andrew [Binary + Source]

Posts 1–15 of 45 · Page 1 of 3
stevextc
stevextc
CSS CS:GO Bunny Hopper v1.5 - Steve Andrew [Binary + Source]




Virus Scans: (would've done three, but virscan is telling me it can't have more than 20 files [have improved it and there's a couple more source files as a result], and chief never seems to have any open slots, however the results are basically the same as last time... only clamav shows borland c++ which is what it was made with...)
CSGO Bunny Hopper-v1.5-Steve Andrew.zip - Jotti's malware scan
https://www.virustotal.com/en/file/f...is/1362386240/


This is CSS CS:GO Bunny Hopper v1.5 - Steve Andrew Software

[Change Log]
*Fixed bug which failed at getting client.dll address if running the game AFTER running this application... (it should work fine either way now)
*Improved speed (using assembler code, and nopping things you don't care to check)
*Now has three methods for sending input instead of just one(SendMessage/PostMessage/SendInput)
*Undocumented ZwReadVirtualMemory used instead of standard ReadProcessMemory (for speed and 99.9% chance to work)
*Now will work on Windows XP (SE_DEBUG_NAME privilege is requested now at application start, just forgot about in previous release)
*Fully configurable! Jump button, toggle button, exe name, module to base pointer from, pointer offsets, etc...
*Saves and loads configuration either to default path in appdata folder (on settings window) or wherever you want! (main window)
*Future Proof! Since it's totally configurable if the pointer changes or something you can just update it and re-save config

CREDIT TO: The creators of tinyxml2 (I used it for easy + quick configuration file saving + loading) Thanks tinyxml2 devs!


 
Disclaimer
Disclaimer: I will not be responsible for any banned accounts, it is completely up to you if you use hacks.
But if you do, always try to make sure it's undetected and do not use it after any new updates of the game UNLESS you are sure it's undetected.
In short, if you use hacks, use them cautiously.

Use at your own risk.


Although this will most likely never be detected, it isn't that it can't be. So the disclaimer is there for a reason!

Instructions:
1.Run "CSGO Bunny Hopper-v1.5.exe" by double clicking on it (It will automatically run as administrator so you don't have to right click and choose that option each time)
2.Run CSS CS:GO (the game itself) or already have it running doesn't matter
3.While in-game jump and hold the jump button to auto-bunny-hop (or change the settings if you prefer toggle mode)
4.Use the WASD keys and the gentle mouse movements to gain speed around the map (Find a bunny hopping tutorial if you are unsure how to do it, but this will make it much easier! You can focus on getting your movements right without also having to worry about timing your jumps)

5. Have fun bunny hopping! It does still work in CS:GO they haven't gotten rid of it (Thankfully, it's one of my favorite things about CS even back since the beggining CS1.5/CS1.6, it's what makes CS unique)! 100TICK servers still works best on though xD

6. Optionally configure how you want it! You can experiment and see which way works best for you! There's jump button (space by default) hold mode which is default, or toggle button mode (middle mouse button to toggle by default) Configure your buttons how you like! A jump button must be bound in game to '+jump' so for example if you wanted to use the 'v' key instead of spacebar as your jump button, select 'v' from the jump button drop down on the settings window, and in game type in console "bind v +jump" (without the quotes of course, but they could be around the '+jump' like so: ' bind v "+jump" ')

On the settings window the Load+Save config buttons will save/load your full configuration to the default config file in your app data folder: %appdata%\SteveAndrewSoftware\CSGOBunnyHopper\Conf ig.xml

On the main window the 'Load From' and 'Save To' button will save/load the same configuration file, just will allow you to save it to anywhere or load it from anywhere, (useful if say you found another pointer which works better for you, you can save them and try different ones out)

Troubleshooting

If it is not working for you, there is a reason, lets figure out what that reason is or we won't be able to get it working for you... This method works on basically any windows machine so if it's failing it's because some address is not found properly or the pointer value being read isn't telling it that you're on the ground correctly.

1. First check to make sure all three main aspects on the main window are found, 'Wnd', 'Handle', and 'ClientDLL' should all contain something, and if they do it will say 'Everything needed has been found! It should work '

If that is the case continue on, if it is not so try manually forcing it to run as administrator by right clicking and choosing that option (I have it automatically do it, but maybe that doesn't work for everyone) or try running it after the game rather then before or vice versa (although that issue has been fixed now)

2.When in-game and standing on the ground it should read (with the default supplied pointer) '1' when on the ground and '0' when in the air. Put the game in windowed mode and arrange your windows on screen so you can see both the game and this application if necessary. If it is reading that pointer properly continue on... If it is not try an alternative pointer (a couple listed below) or find your own that works for you (use CE [cheat engine] and find some value that is a certain value when on the ground and something else when in the air [sv_pauseable 1 useful here] then find a pointer to it with the pointer scanner, it will most likely have a base of client.dll, then add the offsets into this application's settings window and optionally save)


3.If you've gotten here and 1 and 2 are fine, then maybe try using a different input method (try SendInput or PostMessage maybe [though Post/Send work basically the same way] Send/Post send directly to the games window while SendInput sends input to the foreground window, so would work even if CS's window isn't found) If you still can't get it to do anything contact me here, and I'll help you out further to figure out what's wrong...

Before you do though try turning off 'Check if CS:GO is foreground window before sending jump key!' Maybe even though we found a CS Window maybe it isn't quite the right one (never happened to me but who knows) Window Title search string can be changed in settings as well as exename if somehow your CSGO is not called 'csgo.exe'

Also as a fail safe solution that will always work! disable 'Make sure you're on the ground before sending jump key!' maybe in combination with above This will not care whether it's reading that pointer correctly at all, and just spam the selected jump button! It isn't the best bunny hopper but I suppose it's better than nothing lol! and will prove that it can actually work to those with doubts... Just gotta get the right configuration for you


I'm still trying to figure out how to negate IN_JUMP for the totally pro method! (Anyone who has info on hooking CL_CreateMove in CSGO or finding cmd->Buttons talk to me )

Alternative Pointer's I Found: (try these if the default one isn't working for you) [Clear All button, then add each offset one by one]

[["client.dll"+0092F18C]+5C] On Ground Value: 1

[["client.dll"+0093094C]+7C] On Ground Value: 1

[["client.dll"+0092F0A4]+D4] On Ground Value: 1

[["client.dll"+0092F114]+D4] On Ground Value: 1

[[[[[["client.dll"+008CD308]+308]+1CC]+8]+4]+12C] On Ground Value: 1

Thanks and Enjoy the new and improved and totally customizable and configurable bunny hopper! :P

CSGO Bunny Hopper-v1.5-Steve Andrew_mpgh.net.zip
#1 · edited 13y ago · 13y ago
N3
N3v3RW1N
Aproval pls xD
#2 · 13y ago
OM
omargn
Will try after approval and report back, thanks for the share!
#3 · 13y ago
Flengo
[MPGH]Flengo
File appears safe.

Not tested in game, post back results.

/Approved
#4 · 13y ago
Xenocide
Gray
What are you coding this in?
#5 · 13y ago
OM
omargn
Tested and it worked for the most part, better than trying to bhop yourself thats for sure!
Nice release!
#6 · 13y ago
stevextc
stevextc
Embarcadero RAD Studio XE3! /w FireMonkey instead of VCL this time! (Firemonkey makes it really easy to make it look nice)

It's basically the newest version of Borland C++ (Been using them and microsoft compilers since I started coding, prefer it to MSVC++ though by alot, its from the makers of Delphi... It basically lets me whip up the GUI and focus on making it work, coding the functionality without spending so much time just to have a decent looking GUI)

RAD Studio XE3 | Windows 8 App Development | Mac Software Development

Multiply Me basically sums it up! lol


I love it!


Just for example, this is my new code for sending the keystroke if on ground: (I previously only used send input, now if using sendmessage or postmessage API method, this function is used instead)

sendmessage and postmessage are almost the same, the difference is one waits for a return value (send message) and the other just post's the message to the proper thread and returns immediately, but the parameters to push are the same..

For speed if you've ever used cheat engine, imagine I'm using cheat engine on my own application... I nop (no operation) my own code rather than having a double check...

So for example, say the checking foreground window part... normally If I wanted an option to disable checking the foreground window, but still being able to check it, if its enabled... you'd either have to have two separate functions, check both values, or what I did, NOP my own code / and restore it when needed

For speed reasons:

instead of
Code:
if(IsForegroundWindow && SettingsForm->CheckIfCSIsForegroundWindow->IsChecked)
{
I can just have
Code:
if(IsForegroundWindow)
{
and basically 'remove' that code when the CheckIfCSIsForegroundWindow checkbox is unchecked... restore it if it's checked...

It was my way to maintain full speed while allowing disabling/enabling those options... Also I got to have some fun with assembler code

Code:
/* These are the offsets into this function that I modify live depending on options you change in the settings window
+ 0x1b [12 bytes make up key press checker]
+ 0x1c == jump key [byte] (for key press checker)
+ 0x27 [9 bytes make up toggled on check] (for toggle mode)
+ 0x30 [9 bytes make up foreground window check]
+ 0x3f [9 bytes make up on ground check]
+ 0x48 == key flags [4 bytes]  (keydown)
+ 0x4d == jump key [byte]      (keydown)
+ 0x60 == key flags 2 [4 bytes](keyup)
+ 0x65 == key 2 [byte]         (keyup)
*/
//My improved method, PostMessage/SendMessage /w dynamic assembler code :P
//SPEED :D
void PostMessageBunnyHopperThread()
{
	for(;; Sleep(10))
	{
		if(CSGOHandle == 0) break;

		IsOnGround = IsOnGroundPointer->ReadValue32();

		__asm
		{
			//nopped if using toggle button mode / rather then jump button hold
			push 0x20  //placeholder / default: jump button
			call GetAsyncKeyState
			test ax,ax
			je DontHop

			cmp [ToggleHoppingEnabled],1  //nopped if not using toggle button
			jne DontHop

			cmp [IsForegroundWindow],1  //nopped if not checking foreground window (for speed)
			jne DontHop

			mov eax,[IsOnGroundProper]
			cmp [IsOnGround],eax      //nopped if not checking ground (for testing pointer validity)
			jne DontHop

			push 0x390000 //placeholder / default: space, no repeat, not pressed before message sent
			push 0x20     //placeholder / default: space
			push 0x100    //WM_KEYDOWN
			push [CSGOWindowHandle]
			call [PostMessageOrSendMessage]

			push 0x390000
			push 0x20
			push 0x101 //WM_KEYUP
			push [CSGOWindowHandle]
			call [PostMessageOrSendMessage]

			DontHop:
		}
	}
}
As you can see, 'call [PostMessageOrSendMessage]' will either call sendmessage or post message depending on what you chose in the settings, 'PostMessageOrSendMessage' is a pointer which I modify freely since they have the same parameters I can do that...

the place holders are overwritten with proper values based on your jump key selection... 0x390000 are the key flags parameter LPARAM (of post/send message) it is the scan code of the virtual key code shifted left by 16... (I figured this out as it post/send message doesn't work unless it's the proper value for the key you selected... 0x20 is virtual key code space of which matches up with the key flags parameter 0x390000... as I said before these are just place holders, unless you use the default key of space, it adjusts to the selected key...

If you're wondering how I alter this assembler code live while the app is running check out this function which changes the key based on the selected key in settings... Or refer to the source for even more

Code:
void TForm1::SetSelectedKey() //Set new jump button from settings window
{
	selectedKey = JumpButton;

	UINT scancode = MapVirtualKey(JumpButton, 0); //get scan code for key
	keyFlags = (scancode << 16); //make keyflags value proper for selected key

	//Live changing assembler code here ;D  
	if(*(BYTE*)&ASMCodeBytes[0x1c] != 0x90) //only change the jump button hold key if that option is enabled (if it isn't nopped ;)) 
		ASMCodeBytes[0x1c] = selectedKey; //for jump button hold mode key

	*(ULONG*)&ASMCodeBytes[0x48] = keyFlags; //postmessage/sendmessage keydown keyflags
	ASMCodeBytes[0x4d] = selectedKey; //postmessage/sendmessage keydown key

	*(ULONG*)&ASMCodeBytes[0x60] = keyFlags; //postmessage/sendmessage keyup keyflags
	ASMCodeBytes[0x65] = selectedKey; //postmessage/sendmessage keyup key
}
//---------------------------------------------------------------------------
I hope that gives you some insight into my code without having to read into the source yourself! I just really love C++ and assembler code, and when I can mix them together! It's just... pure joy! lol
#7 · edited 13y ago · 13y ago
Xenocide
Gray
Quote Originally Posted by stevextc View Post
Embarcadero RAD Studio XE3! /w FireMonkey instead of VCL this time! (Firemonkey makes it really easy to make it look nice)

It's basically the newest version of Borland C++ (Been using them and microsoft compilers since I started coding, prefer it to MSVC++ though by alot, its from the makers of Delphi... It basically lets me whip up the GUI and focus on making it work, coding the functionality without spending so much time just to have a decent looking GUI)

RAD Studio XE3 | Windows 8 App Development | Mac Software Development

Multiply Me basically sums it up! lol


I love it!
I just smoked and understood nothing of that .
Sounds like rocket science, magnets how do you work.


---------- Post added at 05:39 PM ---------- Previous post was at 05:37 PM ----------

So wait, it's kind of an WYSIWYG that allows you to code certain aspects instead of the entire code?
#8 · 13y ago
stevextc
stevextc
Quote Originally Posted by InferiorComplex View Post


I just smoked and understood nothing of that .
Sounds like rocket science, magnets how do you work.


---------- Post added at 05:39 PM ---------- Previous post was at 05:37 PM ----------

So wait, it's kind of an WYSIWYG that allows you to code certain aspects instead of the entire code?
Well I just smoked also, but I do understand! lol

So anyway Just as an electric field is described by drawing the electric lines of force, in the same way, a magnetic field is described by drawing the magnetic lines of force. When a small north magnetic pole is placed in the magnetic field created by a magnet, it will experience a force. And if the North Pole is free, it will move under the influence of magnetic field. The path traced by a North magnetic pole free to move under the influence of --> CANNABIS!!

lol just kidding


To answer your question though, yeah it's like what you see is kind of what you get! You build the graphical user interface in a drag and drop kind of way, so yea...

And no I still have to write all aspects of the functional code (in this application for example, getting the necessary handles, addresses required, getting it read the pointer from the game properly, sending the jump keystroke properly, etc...)

In terms of working with the user interface, that's where it's a bit easier to work with than for example say, just using standard Win32API to do everything, it basically is a wrapper around the win32 gui api's)

I stopped making console apps a while ago (you know the black window with some text in it, got bored of those, so now I make a GUI all the way and RAD Studio helps me do it much more quickly!)



Wait a minute, dude you're a chick? lol I am idiot how did I not realize that before! I just thought you had a chick as you're profile image for some reason! lol haha
#9 · 13y ago
Xenocide
Gray
Quote Originally Posted by stevextc View Post
Well I just smoked also, but I do understand! lol

So anyway Just as an electric field is described by drawing the electric lines of force, in the same way, a magnetic field is described by drawing the magnetic lines of force. When a small north magnetic pole is placed in the magnetic field created by a magnet, it will experience a force. And if the North Pole is free, it will move under the influence of magnetic field. The path traced by a North magnetic pole free to move under the influence of --> CANNABIS!!

lol just kidding


To answer your question though, yeah it's like what you see is kind of what you get! You build the graphical user interface in a drag and drop kind of way, so yea...

And no I still have to write all aspects of the functional code (in this application for example, getting the necessary handles, addresses required, getting it read the pointer from the game properly, sending the jump keystroke properly, etc...)

In terms of working with the user interface, that's where it's a bit easier to work with than for example say, just using standard Win32API to do everything, it basically is a wrapper around the win32 gui api's)

I stopped making console apps a while ago (you know the black window with some text in it, got bored of those, so now I make a GUI all the way and RAD Studio helps me do it much more quickly!)



Wait a minute, dude you're a chick? lol I am idiot how did I not realize that before! I just thought you had a chick as you're profile image for some reason! lol haha
I have to check it out at some point :P
And I guess it's up to you to find out :wink wink:
#10 · 13y ago
stevextc
stevextc
Quote Originally Posted by omargn View Post
Tested and it worked for the most part, better than trying to bhop yourself thats for sure!
Nice release!
Yep that is for sure!! lol... Were you testing on 100tick servers? Pro BHoppers use 100tick servers, it does matter, even if you truly are pro and actually time your jumps yourself, you'll suck if your not on a 100tick server. Non 100tick servers don't communicate with your client fast enough to bunny hop with any sort of precision.

Also try using this pointer instead: [[client.dll+8d5c48]+100] which is part of the 'almost pro bhop' auto assembler script posted in this section... (which brinkz helped me find)

It's the true 'm_fFlags' offset of the 'localplayer' so I think it updates just a little quicker then the pointer I originally found which is the default in this app... Since it's a flags variable though it isn't a true value of 1 or 0, it has 1 in it when your on the ground though... but I didn't make this app able to test a flag it only checks the value, so try the value of 257 for on the ground value with that pointer...

P.S. I've almost figured out the TOTALLY PRO METHOD for bhop!! When I do find it, I'll update this again, and add a fourth and fifth method, Almost Pro and PRO methods...



Quote Originally Posted by InferiorComplex View Post


I have to check it out at some point :P
And I guess it's up to you to find out :wink wink:
Yea if you like code / to code and like C++/ASM/low level stuff and want to have a cool gui rather than a boring console window I do highly recommend XE3!

Some people have gone to C#, but I don't know why I just really dislike it! (Perhaps it's the .NET dependency, I hate dependencies, I like it when my code will just run on any windows machine without needing ANYTHING!)

So that's why I statically link as well, it makes the resulting .exe file bigger, but that's no big deal and it's because the .exe itself contains everything needed to run it.
No microsoft redistributable packages for me haha



And yes I suppose I will have to find that out!

What I do know though is that you're from Sweden! You're a Sweed! lol and probably got some good sWeed as well! haha
#11 · 13y ago
Xenocide
Gray
Quote Originally Posted by stevextc View Post
Yep that is for sure!! lol... Were you testing on 100tick servers? Pro BHoppers use 100tick servers, it does matter, even if you truly are pro and actually time your jumps yourself, you'll suck if your not on a 100tick server. Non 100tick servers don't communicate with your client fast enough to bunny hop with any sort of precision.

Also try using this pointer instead: [[client.dll+8d5c48]+100] which is part of the 'almost pro bhop' auto assembler script posted in this section... (which brinkz helped me find)

It's the true 'm_fFlags' offset of the 'localplayer' so I think it updates just a little quicker then the pointer I originally found which is the default in this app... Since it's a flags variable though it isn't a true value of 1 or 0, it has 1 in it when your on the ground though... but I didn't make this app able to test a flag it only checks the value, so try the value of 257 for on the ground value with that pointer...

P.S. I've almost figured out the TOTALLY PRO METHOD for bhop!! When I do find it, I'll update this again, and add a fourth and fifth method, Almost Pro and PRO methods...





Yea if you like code / to code and like C++/ASM/low level stuff and want to have a cool gui rather than a boring console window I do highly recommend XE3!

Some people have gone to C#, but I don't know why I just really dislike it! (Perhaps it's the .NET dependency, I hate dependencies, I like it when my code will just run on any windows machine without needing ANYTHING!)

So that's why I statically link as well, it makes the resulting .exe file bigger, but that's no big deal and it's because the .exe itself contains everything needed to run it.
No microsoft redistributable packages for me haha



And yes I suppose I will have to find that out!

What I do know though is that you're from Sweden! You're a Sweed! lol and probably got some good sWeed as well! haha
I'm not too good with coding but as we speak I'm getting my hand on a copy - gonna try it out and see if it's something I can use.
Also embed everything needed to run is very smart!

And smart play on words ;3
#12 · 13y ago
stevextc
stevextc
Quote Originally Posted by InferiorComplex View Post


I'm not too good with coding but as we speak I'm getting my hand on a copy - gonna try it out and see if it's something I can use.
Also embed everything needed to run is very smart!

And smart play on words ;3
Thanks Complex, I guess I do have a way with words! (not only a way with code lol)

Congrats on 999 post's as well ;3


P.S. To users of this bhopper, I hear the game made an update... I'll verify that that pointer still works, and this is fairly new so I don't think it is detectable yet... But I hear they are checking checksums of external hacks... So if I changed the program up-> added some new code, changed the gui around a bit, etc.. that would change the checksum just to be safe! (doubt valve has caught on to this one yet or even cares about it as much as the MAIN hacks [aimbot, wallhack, etc] but to be safe I would recommend to only use it on insecure / non-steam servers until I release the new update v1.6 )

The new code I'll be adding is for the almost pro (inject thread in game) and fully pro methods (hook game code, modify's CUserCmd->Buttons) but only when I get the fully pro method working! I'm almost there too! I think my problem is with CVerifiedUserCmd (I wasn't aware of this before, that you can't just directly modify CUserCmd anymore) So once I get my CUserCmd verified, my pro bhop code will work! (I've found the right address to hook already )

I also found a whole server auto-bhop while messing around with the similar code I found in server.dll rather than client.dll (only works though if you create your own server since it modifies server.dll code, but it doesn't require a mod or anything just a single byte change! A single bit change actually if we want to get techincal xD)

Code:
[enable]

server.dll+1be635:
db 75 //jne

[disable]

server.dll+1be635:
db 74 //je
0x75 | 111010[1] <-- bit set
0x74 | 111010[0] <-- bit not set

Look how bad the bot's are at bhopping even though they have a truly perfect bhop enabled -->


Looks like they're trying to walk normally, they don't even realize they are hopping! lol you hold space to NOT auto hop!, so only if they tried to jump they would stand
#13 · edited 13y ago · 13y ago
OM
omargn
The people want 1.6! Also thanks for attaching the source with it, kinda learning the whole c++ thing with example.
#14 · 13y ago
AZ
azazal
All this and all it does is bunny hop - lol seems like a lot of time wasted on shit!
#15 · 13y ago
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