Hi the new update have be come and i can't update my offsets for Auto-Shoot and Auto-Wall
Here's a code:
OFFSETS.cpp
Code:
#include "Offsets.h"
void Offsets::Initialise()
{
// Modules
Modules::Client = Utilities::Memory::WaitOnModuleHandle("client.dll");
Modules::Engine = Utilities::Memory::WaitOnModuleHandle("engine.dll");
Modules::VGUI2 = Utilities::Memory::WaitOnModuleHandle("vgui2.dll");
Modules::VGUISurface = Utilities::Memory::WaitOnModuleHandle("vguimatsurface.dll");
Modules::Material = Utilities::Memory::WaitOnModuleHandle("materialsystem.dll");
Modules::VPhysics = Utilities::Memory::WaitOnModuleHandle("vphysics.dll");
Modules::Stdlib = Utilities::Memory::WaitOnModuleHandle("vstdlib.dll");
//------------------------------------------------------------------------
// VTables
#pragma region VTables
VMT::CHL_GetAllClasses = 8;
VMT::Engine_GetScreenSize = 5;
VMT::Engine_GetPlayerInfo = 8;
VMT::Engine_GetLocalPlayer = 12;
VMT::Engine_Time = 14;
VMT::Engine_GetViewAngles = 18;
VMT::Engine_SetViewAngles = 19;
VMT::Engine_GetMaxClients = 20;
VMT::Engine_IsConnected = 27;
VMT::Engine_IsInGame = 26;
VMT::Engine_WorldToScreenMatrix = 37;
VMT::Engine_ClientCmd_Unrestricted = 114;
VMT::Panel_GetName = 36;
VMT::Panel_PaintTraverse = 41;
VMT::Surface_DrawSetColorA = 14;
VMT::Surface_DrawSetColorB = 15;
VMT::Surface_DrawFilledRect = 16;
VMT::Surface_DrawOutlinedRect = 18;
VMT::Surface_DrawLine = 19;
VMT::Surface_DrawSetTextFont = 23;
VMT::Surface_DrawSetTextColorA = 24;
VMT::Surface_DrawSetTextColorB = 25;
VMT::Surface_DrawSetTextPos = 26;
VMT::Surface_DrawPrintText = 28;
VMT::Surface_DrawSetTextureRGBA = 37;
VMT::Surface_DrawSetTexture = 38;
VMT::Surface_CreateNewTextureID = 43;
VMT::Surface_FontCreate = 71;
VMT::Surface_SetFontGlyphSet = 72;
VMT::Surface_GetTextSize = 79;
VMT::Surface_DrawOutlinedCircle = 103;
VMT::Surface_SurfaceGetCursorPos = 66;
VMT::Surface_DrawTexturedPolygon = 106;
VMT::Material_GetName = 0;
VMT::Material_SetMaterialVarFlag = 30;
VMT::Material_GetMaterialVarFlag = 31;
VMT::Material_AlphaModulate = 28;
VMT::Material_ColorModulate = 29;
VMT::Material_IncrementReferenceCount = 14;
VMT::MaterialSystem_FindMaterial = 84;
VMT::MaterialSystem_CreateMaterial = 83;
VMT::ModelRender_ForcedMaterialOverride = 1;
VMT::ModelRender_DrawModelExecute = 21;
VMT::ModelInfo_GetModelName = 3;
VMT::ModelInfo_GetStudiomodel = 30;
VMT::RenderView_SetBlend = 4;
VMT::RenderView_SetColorModulation = 6;
#pragma endregion Contains the VTable Indexs
// An update changed the VTable offset for GetSpread.
// Just incase ;)
DWORD VMT_SpreadAddress = (DWORD)Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x8B\x80\x00\x00\x00\x00\xFF\xD0\x51\xD9\x1C\x24\x0F\xB6\xC3\x8B\x5C\x24\x30", "xx????xxxxxxxxxxxxx");
if (VMT_SpreadAddress)
{
VMT::Weapon_GetSpread = *(DWORD*)(VMT_SpreadAddress + 2);
VMT::Weapon_GetSpread = (VMT::Weapon_GetSpread / 4);
}
// I cbf trying to get the KeyValues part of the SDK working solo, so we'll just
// Do some dirty shit
Functions::KeyValues_KeyValues = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x68\x00\x00\x00\x00\x8B\xC8\xE8\x00\x00\x00\x00\x89\x45\xFC\xEB\x07\xC7\x45\x00\x00\x00\x00\x00\x8B\x03\x56", "x????xxx????xxxxxxx?????xxx");
Functions::KeyValues_KeyValues += 7;
Functions::KeyValues_KeyValues = Functions::KeyValues_KeyValues + *reinterpret_cast< PDWORD_PTR >(Functions::KeyValues_KeyValues + 1) + 5;
Functions::KeyValues_LoadFromBuffer = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\xE8\x00\x00\x00\x00\x8A\xD8\xFF\x15\x00\x00\x00\x00\x84\xDB", "x????xxxx????xx");
Functions::KeyValues_LoadFromBuffer = Functions::KeyValues_LoadFromBuffer + *reinterpret_cast< PDWORD_PTR >(Functions::KeyValues_LoadFromBuffer + 1) + 5;
Functions::dwCalcPlayerView = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x84\xC0\x75\x08\x57\x8B\xCE\xE8\x00\x00\x00\x00\x8B\x06", "xxxxxxxx????xx");
}
namespace Offsets
{
// Addresses of loaded game modules
namespace Modules
{
DWORD Client;
DWORD Engine;
DWORD VGUI2;
DWORD VGUISurface;
DWORD Material;
DWORD VPhysics;
DWORD Stdlib;
};
// Virtual Method Table Indexes
namespace VMT
{
//CHL Client
DWORD CHL_GetAllClasses;
//Engine Client
DWORD Engine_GetScreenSize;
DWORD Engine_GetPlayerInfo;
DWORD Engine_GetLocalPlayer;
DWORD Engine_Time;
DWORD Engine_GetViewAngles;
DWORD Engine_SetViewAngles;
DWORD Engine_GetMaxClients;
DWORD Engine_IsConnected;
DWORD Engine_IsInGame;
DWORD Engine_WorldToScreenMatrix;
DWORD Engine_ClientCmd_Unrestricted;
// Panels
DWORD Panel_GetName;
DWORD Panel_PaintTraverse;
// Surface
DWORD Surface_DrawSetColorA;
DWORD Surface_DrawSetColorB;
DWORD Surface_DrawFilledRect;
DWORD Surface_DrawOutlinedRect;
DWORD Surface_DrawLine;
DWORD Surface_DrawSetTextFont;
DWORD Surface_DrawSetTextColorA;
DWORD Surface_DrawSetTextColorB;
DWORD Surface_DrawSetTextPos;
DWORD Surface_DrawPrintText;
DWORD Surface_DrawSetTextureRGBA;
DWORD Surface_DrawSetTexture;
DWORD Surface_CreateNewTextureID;
DWORD Surface_FontCreate;
DWORD Surface_SetFontGlyphSet;
DWORD Surface_GetTextSize;
DWORD Surface_DrawOutlinedCircle;
DWORD Surface_SurfaceGetCursorPos;
DWORD Surface_DrawTexturedPolygon;
DWORD Material_GetName;
DWORD Material_SetMaterialVarFlag;
DWORD Material_GetMaterialVarFlag;
DWORD Material_AlphaModulate;
DWORD Material_ColorModulate;
DWORD Material_IncrementReferenceCount;
DWORD MaterialSystem_FindMaterial;
DWORD MaterialSystem_CreateMaterial;
DWORD ModelRender_ForcedMaterialOverride;
DWORD ModelRender_DrawModelExecute;
DWORD ModelInfo_GetModelName;
DWORD ModelInfo_GetStudiomodel;
DWORD RenderView_SetBlend;
DWORD RenderView_SetColorModulation;
// Weapon entities
DWORD Weapon_GetSpread;
};
// Addresses of engine functions to call
namespace Functions
{
DWORD KeyValues_KeyValues;
DWORD KeyValues_LoadFromBuffer;
DWORD dwCalcPlayerView;
};
};
OFFSETS.H
Code:
#pragma once
#include "Utilities.h"
// Various offsets
namespace Offsets
{
// Sets up all the shit we need
void Initialise();
// Addresses of loaded game modules
namespace Modules
{
extern DWORD Client;
extern DWORD Engine;
extern DWORD VGUI2;
extern DWORD VGUISurface;
extern DWORD Material;
extern DWORD VPhysics;
extern DWORD Stdlib;
};
// Virtual Method Table Indexes
namespace VMT
{
//CHL Client
extern DWORD CHL_GetAllClasses;
//Engine Client
extern DWORD Engine_GetScreenSize;
extern DWORD Engine_GetPlayerInfo;
extern DWORD Engine_GetLocalPlayer;
extern DWORD Engine_Time;
extern DWORD Engine_GetViewAngles;
extern DWORD Engine_SetViewAngles;
extern DWORD Engine_GetMaxClients;
extern DWORD Engine_IsConnected;
extern DWORD Engine_IsInGame;
extern DWORD Engine_WorldToScreenMatrix;
extern DWORD Engine_ClientCmd_Unrestricted;
// Panels
extern DWORD Panel_GetName;
extern DWORD Panel_PaintTraverse;
// Surface
extern DWORD Surface_DrawSetColorA;
extern DWORD Surface_DrawSetColorB;
extern DWORD Surface_DrawFilledRect;
extern DWORD Surface_DrawOutlinedRect;
extern DWORD Surface_DrawLine;
extern DWORD Surface_DrawSetTextFont;
extern DWORD Surface_DrawSetTextColorA;
extern DWORD Surface_DrawSetTextColorB;
extern DWORD Surface_DrawSetTextPos;
extern DWORD Surface_DrawPrintText;
extern DWORD Surface_DrawSetTextureRGBA;
extern DWORD Surface_DrawSetTexture;
extern DWORD Surface_CreateNewTextureID;
extern DWORD Surface_FontCreate;
extern DWORD Surface_SetFontGlyphSet;
extern DWORD Surface_GetTextSize;
extern DWORD Surface_DrawOutlinedCircle;
extern DWORD Surface_SurfaceGetCursorPos;
extern DWORD Surface_DrawTexturedPolygon;
extern DWORD Material_GetName;
extern DWORD Material_SetMaterialVarFlag;
extern DWORD Material_GetMaterialVarFlag;
extern DWORD Material_AlphaModulate;
extern DWORD Material_ColorModulate;
extern DWORD Material_IncrementReferenceCount;
extern DWORD MaterialSystem_FindMaterial;
extern DWORD MaterialSystem_CreateMaterial;
extern DWORD ModelRender_ForcedMaterialOverride;
extern DWORD ModelRender_DrawModelExecute;
extern DWORD ModelInfo_GetModelName;
extern DWORD ModelInfo_GetStudiomodel;
extern DWORD RenderView_SetBlend;
extern DWORD RenderView_SetColorModulation;
// Weapon entities
extern DWORD Weapon_GetSpread;
};
// Addresses of engine functions to call
namespace Functions
{
extern DWORD KeyValues_KeyValues;
extern DWORD KeyValues_LoadFromBuffer;
extern DWORD dwCalcPlayerView;
};
};
struct COffsets
{
DWORD m_iHealth;
DWORD m_fCameraInThirdPerson;
DWORD m_vecCameraOffset;
DWORD m_iTeamNum;
DWORD m_bDormant;
DWORD m_bGunGameImmunity;
DWORD m_lifeState;
DWORD m_fFlags;
DWORD m_Local;
DWORD m_nTickBase;
DWORD m_nForceBone;
DWORD m_mBoneMatrix;
DWORD m_nModelIndex;
DWORD m_viewPunchAngle;
DWORD m_aimPunchAngle;
DWORD m_vecOrigin;
DWORD m_vecViewOffset;
DWORD m_vecVelocity;
DWORD m_szLastPlaceName;
DWORD m_flNextPrimaryAttack;
DWORD m_hActiveWeapon;
DWORD m_fAccuracyPenalty;
DWORD m_Collision;
DWORD m_iShotsFired;
DWORD m_iWeaponID;
DWORD m_nMoveType;
DWORD m_nHitboxSet;
DWORD m_bHasHelmet;
DWORD m_ArmorValue;
DWORD m_CollisionGroup;
DWORD m_iClass;
DWORD m_bIsBroken;
DWORD m_angEyeAngles;
DWORD m_hOwnerEntity;
DWORD m_flC4Blow;
DWORD m_flFlashDuration;
DWORD m_iGlowIndex;
DWORD m_nFallbackPaintKit;
DWORD m_nFallbackSeed;
DWORD m_flFallbackWear;
DWORD m_nFallbackStatTrak;
DWORD m_AttributeManager;
DWORD m_Item;
DWORD m_iEntityLevel;
DWORD m_iItemIDHigh;
DWORD m_iItemIDLow;
DWORD m_iAccountID;
DWORD m_iEntityQuality;
DWORD m_OriginalOwnerXuidLow;
DWORD m_OriginalOwnerXuidHigh;
DWORD m_iItemDefinitionIndex;
DWORD m_iClip1;
DWORD m_bReloadVisuallyComplete;
//sigs
DWORD CalcPlayerView;
DWORD d3d9Device;
DWORD SendPacket;
DWORD GlowManager;
DWORD LoadFromBufferEx;
DWORD InitKeyValuesEx;
DWORD ServerRankRevealAllEx;
DWORD IsReadyEx;
};
extern COffsets offsets;
namespace Offsets
{
extern void GrabOffsets();
}