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    Atari1337's Avatar
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    [Release] Big City Money Boys [Internal/ESP/No Recoil]

    Since I'm now banned... I present to you:

    "Big, smart money boys tap-tapping on their keyboards." - CAH; Green Box

    its kinda broken, some things work. Fuck off.

    Source code is on a fork of TarkovCheats, that was deleted. If you can find it, congrats. If you cant, just fucking use dnSpy.

    Features:
    • Base Esp (player, distance, health, weapon)
    • AI Esp (Shows scavs, duh)
    • Item Esp (Cooooool items, like m4s, rollers, bitcoins, rsass, etc..)
    • Weapon Box Esp (find those neat-o weapon boxes)
    • Exit Esp (for when you get lost)
    • Scav God (Super sprint, infinite stamina, no speed loss, instant mag drills, etc)
    • No Recoil (wHaT cOuLd ThIs Do?1?!?)

    Keybinds:
    • insert: Open Menu
    • Delete || End: Unload menu
    • Numpad 1: unlock door
    • Numpad 2: Lock door (might be broken)
    Instructions:
    Use a mono injector (SharpsMonoInjector works really well, props)
    • Namespace: TarkovReshade
    • Class: Reshade
    • Method: Load

    Fuck you BSG :fly:, next time make a patch worth a damn and I'll stop cheating.
    Nikita is a fucking retard, sclient is almost pointless. Just get EAC or BE lmao.

    Credits and Thanks:
    see other site for details...

    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using UnityEngine;
    using EFT;
    using BehaviourMachine;
    using System.IO;
    using System.Runtime.InteropServices;
    
    namespace TarkovReshade
    {
        public class Main : MonoBehaviour
        {
            public Main() { }
    
            private GameObject GameObjectHolder;
    
            public static Color color_0;
    
            private float _maxItemDistance = 50f;
            private float _maxPlayerDrawingDistance = 250f;
            private float _lootableContainerDistance = 50f;
            private float _doorDistance = 10f;
    
            private IEnumerable<Player> _players;
            private IEnumerable<Door> _doors;
            private IEnumerable<LootableContainer> _weaponBoxes;
            private IEnumerable<LootItem> _items;
            private IEnumerable<ExfiltrationPoint> _extractPoints;
    
            private float _playersNextUpdateTime;
            private float _exfilNextUpdateTime;
            private float _weaponBoxesNextUpdateTime;
            private float _itemsNextUpdateTime;
            private float _espUpdateInterval = 100f;
            private float _playerEspUpdateInterval = 1f;
    
    
            private bool _isESPMenuActive;
            private bool _showPlayersESP;
            private bool _showWeaponBoxesESP;
            private bool _showExtractESP;
            private bool _showDeadBodies;
            private bool _showAi;
            private bool _showItems;
            private bool _ScavGod;
            private bool _noRecoil;
    
    
            public void Load()
            {
                GameObjectHolder = new GameObject();
                GameObjectHolder.AddComponent<Main>();
                DontDestroyOnLoad(GameObjectHolder);
                // In GamePlayerOwner
                // if (!string.IsNullOrEmpty(class5.worldInteractiveObject_0.KeyId) && base.method_5(class5.worldInteractiveObject_0))
            }
    
            public void Unload()
            {
                Destroy(GameObjectHolder);
                Destroy(this);
            }
    
            public void UnlockDoors()
            {
                this._doors = UnityEngine.Object.FindObjectsOfType<Door>();
                foreach (Door door in _doors)
                {
                    float num = Vector3.Distance(Camera.main.transform.position, door.transform.position);
                    Vector3 vector = new Vector3(Camera.main.WorldToScreenPoint(door.transform.position).x, Camera.main.WorldToScreenPoint(door.transform.position).y, Camera.main.WorldToScreenPoint(door.transform.position).z);
                    if (num <= this._doorDistance && (double)vector.z > 0.01)
                    {
                        door.enabled = true;
                        door.DoorState = WorldInteractiveObject.EDoorState.Shut;
                    }
    
                }
            }
    
            public void LockDoors()
            {
                this._doors = UnityEngine.Object.FindObjectsOfType<Door>();
                foreach (Door door in _doors)
                {
                    float num = Vector3.Distance(Camera.main.transform.position, door.transform.position);
                    Vector3 vector = new Vector3(Camera.main.WorldToScreenPoint(door.transform.position).x, Camera.main.WorldToScreenPoint(door.transform.position).y, Camera.main.WorldToScreenPoint(door.transform.position).z);
                    if (num <= this._doorDistance && (double)vector.z > 0.01)
                    {
                        door.DoorState = WorldInteractiveObject.EDoorState.Locked;
                        door.enabled = false;
                    }
                }
            }
    
            private void Update()
            {
                if (Input.GetKeyDown(KeyCode.End))
                {
                    Unload();
                }
                //  if (Input.GetKeyDown(KeyCode.W))
                // {
                //      Camera.main.fieldOfView = 95f;
                //  }
                if (Input.GetKeyDown(KeyCode.Insert))
                {
                    _isESPMenuActive = !_isESPMenuActive;
                }
                if (Input.GetKeyDown(KeyCode.KeypadPlus))
                {
                    IncreaseFov();
                }
                if (Input.GetKeyDown(KeyCode.KeypadMinus))
                {
                    DecreaseFov();
                }
                if (Input.GetKeyDown(KeyCode.Keypad1))
                {
                    UnlockDoors();
                }
                if (Input.GetKeyDown(KeyCode.Keypad2))
                {
                    LockDoors();
                }
            }
    
            private void NoRecoil()
            {
                try
                {
                    foreach (Player ply in _players)
                    {
                        if (ply.isLocalPlayer || ply.localPlayerAuthority)
                        {
                            ply.Weapon.Template.bFirerate = 999999;
                            ply.Weapon.Template.isFastReload = true;
                            ply.ProceduralWeaponAnimation.Shootingg.Intensity = 0;
                            ply.ProceduralWeaponAnimation.Shootingg.RecoilStrengthXY = new Vector2(0, 0);
                            ply.ProceduralWeaponAnimation.Shootingg.RecoilStrengthZ = new Vector2(0, 0);
                        }
                    }
                }
                catch
                { }
    
            }
    
            private void ScavGod()
            {
                foreach (Player ply in _players)
                {
                    if (ply != null)
                    {
                        if (ply.isLocalPlayer || ply.hasAuthority)
                        {
                            ply.IsVisible = false;
                            ply.Skills.Metabolism.Buff = 10000;
                            ply.Physical.Sprinting.RestoreRate = 10000.0f;
                            ply.Physical.Sprinting.DrainRate = 0.0f;
                            ply.Skills.StrengthBuffSprintSpeedInc.Value = 10000f;
                            ply.Skills.StrengthBuffLiftWeightInc.Value = -100f;
                            ply.Skills.StrengthBuffMeleeCrits.Value = true;
                            ply.Skills.StrengthBuffMeleePowerInc.Value = 100f;
                            ply.Skills.StrengthBuffThrowDistanceInc.Value = 1f;
                            ply.Skills.AttentionLootSpeed.Value = 5000f;
                            ply.Skills.UniqueLoot.Factor = 500f;
                            ply.Skills.ExamineAction.Factor = 500f;
                            ply.Skills.MagDrillsLoadSpeed.Value = 500f;
                            ply.Skills.MagDrillsUnloadSpeed.Value = 500f;
                            ply.Skills.SearchBuffSpeed.Value = 500f;
                            ply.Skills.AttentionLootSpeed.Value = 500f;
                            ply.Skills.ExamineAction.Factor = 500f;
                            ply.Skills.AnySkillUp.Factor = 500f;
                        }
                    }
                }
            }
    
    
            private void IncreaseFov()
            {
                Camera.main.fieldOfView += 1f;
            }
    
            private void DecreaseFov()
            {
                Camera.main.fieldOfView -= 1f;
            }
    
    
            private void DrawWeaponBoxesContainers()
            {
                try
                {
                    foreach (LootableContainer lootableContainer in this._weaponBoxes)
                    {
                        if (lootableContainer == null)
                        {
                            break;
                        }
                        float num = Vector3.Distance(Camera.main.transform.position, lootableContainer.transform.position);
                        Vector3 vector = new Vector3(Camera.main.WorldToScreenPoint(lootableContainer.transform.position).x, Camera.main.WorldToScreenPoint(lootableContainer.transform.position).y, Camera.main.WorldToScreenPoint(lootableContainer.transform.position).z);
                        if ((double)vector.z > 0.01 && num <= this._lootableContainerDistance && (lootableContainer.name.Contains("weapon_box_cover") || lootableContainer.name.Contains("safe") || lootableContainer.name.Contains("vault")))
                        {
                            var NameStyle = new GUIStyle
                            {
                                fontSize = 15
                            };
                            NameStyle.normal.textColor = Color.cyan;
                            int num2 = (int)num;
                            string name;
                            try
                            {
                                name = lootableContainer.name;
                            }
                            catch
                            {
                                name = "error";
                            }
                            string text = string.Format("{1} - {0}m", num2, name);
                            GUI.Label(new Rect(vector.x - 50f, (float)Screen.height - vector.y, 100f, 50f), text, NameStyle);
                        }
                    }
                }
                catch (Exception ex)
                {
                    File.WriteAllText("weaponBoxLog.txt", ex.ToString());
                }
            }
    
    
    
            private void OnGUI()
            {
                if (_isESPMenuActive)
                {
                    this.DrawESPMenu();
                }
    
                // extract esp
                if (_showExtractESP)
                {
                    if (Time.time >= this._exfilNextUpdateTime)
                    {
                        this._extractPoints = FindObjectsOfType<ExfiltrationPoint>();
                        this._exfilNextUpdateTime = Time.time + _espUpdateInterval;
                    }
                    this.DrawExtractESP();
                }
    
    
                // weapon boxes
                if (this._showWeaponBoxesESP)
                {
                    if (Time.time >= this._weaponBoxesNextUpdateTime)
                    {
                        this._weaponBoxes = UnityEngine.Object.FindObjectsOfType<LootableContainer>();
                        this._weaponBoxesNextUpdateTime = Time.time + this._espUpdateInterval;
                    }
                    this.DrawWeaponBoxesContainers();
                }
    
    
                // value items
                if (this._showItems)
                {
                    if (Time.time >= this._itemsNextUpdateTime)
                    {
                        this._items = UnityEngine.Object.FindObjectsOfType<LootItem>();
                        this._itemsNextUpdateTime = Time.time + this._espUpdateInterval;
                    }
                    this.ShowItemESP();
                }
    
    
    
                // string[] lootList = { "key", "usb", "phone", "gas", "money", "document", "quest", "spark", "grizzly", "sv-98", "sv98", "rsas", "salewa", "bitcoin", "dvl", "m4a1", "roler", "chain", "wallet", "RSASS", "glock", "SA-58" };
    
                // value items
                //   if (this._showItems)
                // {
                //      if (Time.time >= this._itemsNextUpdateTime)
                ////      {
                //this._items = Resources.FindObjectsOfTypeAll<GameObject>().Where(obj => obj.name == "Name"); array.Any(s => s.Equals(myString))
                //        IEnumerable<LootItem> localItems = UnityEngine.Object.FindObjectsOfType<LootItem>();
                //        this._items = localItems.Where(obj => lootLis*****ntains(obj.name));
                //         this._itemsNextUpdateTime = Time.time + this._espUpdateInterval;
                //    }
                //     this.ShowItemESP();
                //  }
    
    
                // show players
                if (this._showPlayersESP)
                {
                    if (Time.time >= this._playersNextUpdateTime)
                    {
                        this._players = UnityEngine.Object.FindObjectsOfType<Player>();
                        this._playersNextUpdateTime = Time.time + this._playerEspUpdateInterval;
                    }
                    this.DrawPlayers();
                }
    
                // no recoil
                if (this._noRecoil)
                {
                    this.NoRecoil();
                }
                // no recoil
                if (this._ScavGod)
                {
                    this.ScavGod();
                }
            }
    
            private void ShowItemESP()
            {
                foreach (LootItem lootItem in this._items)
                {
                    if (lootItem == null)
                    {
                        break;
                    }
    
                    float num = Vector3.Distance(Camera.main.transform.position, lootItem.transform.position);
                    Vector3 vector = new Vector3(Camera.main.WorldToScreenPoint(lootItem.transform.position).x, Camera.main.WorldToScreenPoint(lootItem.transform.position).y, Camera.main.WorldToScreenPoint(lootItem.transform.position).z);
                    if ((double)vector.z > 0.01 && (lootItem.name.Contains("key") || lootItem.name.Contains("usb") || lootItem.name.Contains("phone") || lootItem.name.Contains("gas") || lootItem.name.Contains("money") || lootItem.name.Contains("document") || lootItem.name.Contains("quest") || lootItem.name.Contains("spark") || lootItem.name.Contains("grizzly") || lootItem.name.Contains("sv-98") || lootItem.name.Contains("sv98") || lootItem.name.Contains("rsas") || lootItem.name.Contains("salewa") || lootItem.name.Equals("bitcoin") || lootItem.name.Contains("dvl") || lootItem.name.Contains("m4a1") || lootItem.name.Contains("roler") || lootItem.name.Contains("chain") || lootItem.name.Contains("wallet") || lootItem.name.Contains("RSASS") || lootItem.name.Contains("glock") || lootItem.name.Contains("SA-58")) && num <= this._maxItemDistance && (double)vector.z > 0.01)
                    {
                        int num2 = (int)num;
                        string name;
                        try
                        {
                            name = lootItem.name;
                        }
                        catch
                        {
                            name = "error";
                        }
                        var NameStyle = new GUIStyle
                        {
                            fontSize = 15
                        };
                        NameStyle.normal.textColor = Color.yellow;
                        string text = string.Format("{0} - {1}m", name, num2);
                        GUI.Label(new Rect(vector.x - 50f, (float)Screen.height - vector.y, 100f, 50f), text, NameStyle);
                    }
                }
            }
    
            private void DrawExtractESP()
            {
                foreach (var point in _extractPoints)
                {
                    if (point == null)
                    {
                        break;
                    }
                    float distanceToObject = Vector3.Distance(Camera.main.transform.position, point.transform.position);
                    var exfilContainerBoundingVector = new Vector3(
                        Camera.main.WorldToScreenPoint(point.transform.position).x,
                        Camera.main.WorldToScreenPoint(point.transform.position).y,
                        Camera.main.WorldToScreenPoint(point.transform.position).z);
    
                    if (exfilContainerBoundingVector.z > 0.01)
                    {
                        var NameStyle = new GUIStyle
                        {
                            fontSize = 15
                        };
                        NameStyle.normal.textColor = Color.green;
                        int distance = (int)distanceToObject;
                        String exfilName = point.name;
                        string boxText = $"{exfilName} - {distance}m";
    
                        GUI.Label(new Rect(exfilContainerBoundingVector.x - 50f, (float)Screen.height - exfilContainerBoundingVector.y, 100f, 50f), boxText, NameStyle);
                    }
                }
            }
    
    
            private void DrawPlayers()
            {
                foreach (Player player in this._players)
                {
                    // stop if none
                    if (player == null)
                    {
                        break;
                    }
                    float num = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
                    Vector3 vector = new Vector3(Camera.main.WorldToScreenPoint(player.Transform.position).x, Camera.main.WorldToScreenPoint(player.Transform.position).y, Camera.main.WorldToScreenPoint(player.Transform.position).z);
                    if (num <= this._maxPlayerDrawingDistance && (double)vector.z > 0.01)
                    {
                        var NameStyle = new GUIStyle
                        {
                            fontSize = 15
                        };
                        var WeapStyle = new GUIStyle
                        {
                            fontSize = 15
                        };
                        WeapStyle.normal.textColor = Color.green;
                        if (player.Profile.Info.RegistrationDate <= 0 && this._showAi && player.Profile.Health.IsAlive)
                        {
                            float x = Camera.main.WorldToScreenPoint(player.Transform.position).x;
                            float num2 = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
                            float num3 = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
                            float num4 = num3 * 0.65f;
                            Vector3 vector2 = new Vector3(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x, Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y, Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
                            Color color = player.Profile.Health.IsAlive ? this.GetPlayerColor(player.Side) : Color.gray;
                            string weapon = "unknown";
                            try
                            {
                                weapon = player.Weapon.Template.ShortName.Contains("Item") ? player.Weapon.Template.Name : player.Weapon.Template.ShortName;
                            }
                            catch
                            {
                                weapon = "unknown";
                            }
                            float health = player.HealthController.SummaryHealth.CurrentValue / 435f * 100f;
                            string text2 = string.Format("[{0}%] {1} [{2}m]", (int)health, "AI", (int)num);
                            NameStyle.normal.textColor = color;
                            GuiHelper.DrawBox(x - num4 / 2f, (float)Screen.height - num2, num4, num3, color);
                            GuiHelper.DrawLine(new Vector2(vector2.x - 2f, (float)Screen.height - vector2.y), new Vector2(vector2.x + 2f, (float)Screen.height - vector2.y), color);
                            GuiHelper.DrawLine(new Vector2(vector2.x, (float)Screen.height - vector2.y - 2f), new Vector2(vector2.x, (float)Screen.height - vector2.y + 2f), color);
                            GUI.skin.GetStyle(text2).CalcSize(new GUIContent(text2));
                            Vector2 vector3 = GUI.skin.GetStyle(text2).CalcSize(new GUIContent(text2));
                            GUI.Label(new Rect(vector.x - vector3.x / 2f, (float)Screen.height - num2 - 20f, 300f, 50f), text2, NameStyle);
                            GUI.Label(new Rect(vector.x - vector3.x / 2f, (float)Screen.height - num2, 300f, 50f), weapon, WeapStyle);
                        }
                        else if (player.Profile.Health.IsAlive && player.Profile.Info.RegistrationDate > 0)
                        {
                            float x = Camera.main.WorldToScreenPoint(player.Transform.position).x;
                            float num2 = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
                            float num3 = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
                            float num4 = num3 * 0.65f;
                            Color playerColor = this.GetPlayerColor(player.Side);
                            Vector3 vector2 = new Vector3(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x, Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y, Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
                            string weapon = "unknown";
                            try
                            {
                                weapon = player.Weapon.Template.ShortName.Contains("Item") ? player.Weapon.Template.Name : player.Weapon.Template.ShortName;
                            }
                            catch
                            {
                                weapon = "unknown";
                            }
                            float heath = player.HealthController.SummaryHealth.CurrentValue / 435f * 100f;
                            string text2 = string.Format("[{0}%] {1} [{2}m]", (int)heath, player.Profile.Info.Nickname, (int)num);
                            NameStyle.normal.textColor = playerColor;
                            GuiHelper.DrawBox(x - num4 / 2f, (float)Screen.height - num2, num4, num3, playerColor);
                            GuiHelper.DrawLine(new Vector2(vector2.x - 2f, (float)Screen.height - vector2.y), new Vector2(vector2.x + 2f, (float)Screen.height - vector2.y), playerColor);
                            GuiHelper.DrawLine(new Vector2(vector2.x, (float)Screen.height - vector2.y - 2f), new Vector2(vector2.x, (float)Screen.height - vector2.y + 2f), playerColor);
                            GUI.skin.GetStyle(text2).CalcSize(new GUIContent(text2));
                            Vector2 vector4 = GUI.skin.GetStyle(text2).CalcSize(new GUIContent(text2));
                            GUI.Label(new Rect(vector.x - vector4.x / 2f, (float)Screen.height - num2 - 20f, 300f, 50f), text2, NameStyle);
                            GUI.Label(new Rect(vector.x - vector4.x / 2f, (float)Screen.height - num2, 300f, 50f), weapon, WeapStyle);
                        }
                        else if (!player.Profile.Health.IsAlive && this._showDeadBodies)
                        {
                            float x = Camera.main.WorldToScreenPoint(player.Transform.position).x;
                            float num2 = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
                            float num3 = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
                            float num4 = num3 * 0.65f;
                            Color playerColor = this.GetPlayerColor(player.Side);
                            Vector3 vector2 = new Vector3(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x, Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y, Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
                            Color color = player.Profile.Health.IsAlive ? playerColor : Color.gray;
                            bool flag = player.Profile.Info.RegistrationDate <= 0;
                            string name = flag ? "AI" : player.Profile.Info.Nickname;
                            string weapon = "unknown";
                            try
                            {
                                weapon = player.Weapon.Template.ShortName.Contains("Item") ? player.Weapon.Template.Name : player.Weapon.Template.ShortName;
                            }
                            catch
                            {
                                weapon = "unknown";
                            }
                            float num5 = player.HealthController.SummaryHealth.CurrentValue / 435f * 100f;
                            string text2 = string.Format("[{0}%] {1} [{2}m]", (int)num5, name, (int)num);
                            NameStyle.normal.textColor = color;
                            GuiHelper.DrawBox(x - num4 / 2f, (float)Screen.height - num2, num4, num3, color);
                            GuiHelper.DrawLine(new Vector2(vector2.x - 2f, (float)Screen.height - vector2.y), new Vector2(vector2.x + 2f, (float)Screen.height - vector2.y), color);
                            GuiHelper.DrawLine(new Vector2(vector2.x, (float)Screen.height - vector2.y - 2f), new Vector2(vector2.x, (float)Screen.height - vector2.y + 2f), color);
                            GUI.skin.GetStyle(text2).CalcSize(new GUIContent(text2));
                            Vector2 vector3 = GUI.skin.GetStyle(text2).CalcSize(new GUIContent(text2));
                            GUI.Label(new Rect(vector.x - vector3.x / 2f, (float)Screen.height - num2 - 20f, 300f, 50f), text2, NameStyle);
                            GUI.Label(new Rect(vector.x - vector3.x / 2f, (float)Screen.height - num2, 300f, 50f), weapon, WeapStyle);
                        }
                    }
                }
            }
    
    
    
    
            private Color GetPlayerColor(EPlayerSide side)
            {
                switch (side)
                {
                    case EPlayerSide.Bear:
                        return Color.red;
                    case EPlayerSide.Usec:
                        return Color.blue;
                    case EPlayerSide.Savage:
                        return Color.white;
                    default:
                        return Color.white;
                }
            }
    
            private void DrawESPMenu()
            {
                GUI.color = Color.black;
                GUI.Box(new Rect(100f, 100f, 260f, 280f), "");
                GUI.color = Color.white;
                GUI.Label(new Rect(180f, 110f, 150f, 20f), "Big City Money Boys");
    
                this._showPlayersESP = GUI.Toggle(new Rect(110f, 140f, 120f, 20f), this._showPlayersESP, "  Base ESP");
                this._showAi = GUI.Toggle(new Rect(110f, 160f, 120f, 20f), this._showAi, "  AI ESP");
                this._showDeadBodies = GUI.Toggle(new Rect(110f, 180f, 120f, 20f), this._showDeadBodies, "  Bodies ESP");
                this._maxPlayerDrawingDistance = float.Parse(GUI.TextField(new Rect(110f, 200f, 120f, 20f), this._maxPlayerDrawingDistance.ToString(), 10));
    
                this._showItems = GUI.Toggle(new Rect(110f, 220f, 120f, 20f), this._showItems, "  Loot");
                this._maxItemDistance = float.Parse(GUI.TextField(new Rect(110f, 240f, 120f, 20f), this._maxItemDistance.ToString(), 10));
    
                this._showWeaponBoxesESP = GUI.Toggle(new Rect(110f, 260f, 120f, 20f), this._showWeaponBoxesESP, "  Weapon Boxes");
                this._lootableContainerDistance = float.Parse(GUI.TextField(new Rect(110f, 280f, 120f, 20f), this._lootableContainerDistance.ToString(), 10));
    
                this._showExtractESP = GUI.Toggle(new Rect(110f, 300f, 120f, 20f), this._showExtractESP, "  Exit ESP");
    
                this._ScavGod = GUI.Toggle(new Rect(110f, 320f, 120f, 20f), this._ScavGod, "  ScavGod");
                this._noRecoil = GUI.Toggle(new Rect(110f, 340f, 120f, 20f), this._noRecoil, "  No-Recoil");
                //if (GUI.Button(new Rect(110f, 320f, 120f, 20f), "unlock doors"))
                //  UnlockDoors();
    
            }
    
            private double GetDistance(double x1, double y1, double x2, double y2)
            {
                return Math.Sqrt(Math.Pow(x2 - x1, 2.0) + Math.Pow(y2 - y1, 2.0));
            }
        }
    }
    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using UnityEngine;
    
    namespace TarkovReshade
    {
        public static class GuiHelper
        {
            private static Texture2D _coloredLineTexture;
            private static Color _coloredLineColor;
    
            public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Color color)
            {
                DrawLine(lineStart, lineEnd, color, 1);
            }
    
            public static void DrawBox(float x, float y, float w, float h, Color color)
            {
                DrawLine(new Vector2(x, y), new Vector2(x + w, y), color);
                DrawLine(new Vector2(x, y), new Vector2(x, y + h), color);
                DrawLine(new Vector2(x + w, y), new Vector2(x + w, y + h), color);
                DrawLine(new Vector2(x, y + h), new Vector2(x + w, y + h), color);
            }
    
            public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Color color, int thickness)
            {
                if (_coloredLineTexture == null || _coloredLineColor != color)
                {
                    _coloredLineColor = color;
                    _coloredLineTexture = new Texture2D(1, 1);
                    _coloredLineTexture.SetPixel(0, 0, _coloredLineColor);
                    _coloredLineTexture.wrapMode = 0;
                    _coloredLineTexture.Apply();
                }
    
                DrawLineStretched(lineStart, lineEnd, _coloredLineTexture, thickness);
            }
    
            public static void DrawLineStretched(Vector2 lineStart, Vector2 lineEnd, Texture2D texture, int thickness)
            {
                var vector = lineEnd - lineStart;
                float pivot = 57.29578f * Mathf.Atan(vector.y / vector.x);
                if (vector.x < 0f)
                {
                    pivot += 180f;
                }
    
                if (thickness < 1)
                {
                    thickness = 1;
                }
    
                int yOffset = (int)Mathf.Ceil((float)(thickness / 2));
    
                GUIUtility****tateAroundPivot(pivot, lineStart);
                GUI.DrawTexture(new Rect(lineStart.x, lineStart.y - (float)yOffset, vector.magnitude, (float)thickness), texture);
                GUIUtility****tateAroundPivot(-pivot, lineStart);
            }
    
            public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Texture2D texture)
            {
                DrawLine(lineStart, lineEnd, texture, 1);
            }
    
            public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Texture2D texture, int thickness)
            {
                var vector = lineEnd - lineStart;
                float pivot = 57.29578f * Mathf.Atan(vector.y / vector.x);
    
                if (vector.x < 0f)
                {
                    pivot += 180f;
                }
    
                if (thickness < 1)
                {
                    thickness = 1;
                }
    
                int num2 = (int)Mathf.Ceil((float)(thickness / 2));
                var rect = new Rect(lineStart.x, lineStart.y - (float)num2, Vector2.Distance(lineStart, lineEnd), (float)thickness);
                GUIUtility****tateAroundPivot(pivot, lineStart);
                GUI.BeginGroup(rect);
                int num3 = Mathf****undToInt(rect.width);
                int num4 = Mathf****undToInt(rect.height);
    
                for (int i = 0; i < num4; i += texture.height)
                {
                    for (int j = 0; j < num3; j += texture.width)
                    {
                        GUI.DrawTexture(new Rect((float)j, (float)i, (float)texture.width, (float)texture.height), texture);
                    }
                }
    
                GUI.EndGroup();
                GUIUtility****tateAroundPivot(-pivot, lineStart);
            }
        }
    }
    Code:
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    
    namespace TarkovReshade
    {
        class Reshade
        {
            private static void Load()
            {
                new Main().Load();
            }
            private static void Unload()
            {
                new Main().Unload();
            }
        }
    }

    For reference, i bet it was the door functions that got me banned. If you avoid your numpad and obfuscate this, you should be fine.

    anyone selling rub here is a ******
    Last edited by Atari1337; 07-24-2018 at 12:48 AM.

  2. #2
    namenyicsavo's Avatar
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    Hello, I have a noob question... How to use this "hack"?

  3. #3
    Atari1337's Avatar
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    These are in c# create a new project with the appropriate namespace, import assemblycsharp from EFF, add the files to your project, compile.

  4. #4
    serphantking's Avatar
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    if you get banned from tarkov, is it possible to just make a new account, buy standard, and play from the same machine?

  5. #5
    Digitalcat's Avatar
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    Quote Originally Posted by serphantking View Post
    if you get banned from tarkov, is it possible to just make a new account, buy standard, and play from the same machine?
    Yes you can, since your IP, MAC and HWID don't get banned, but whether or not they get listed we don't know lad, but many people have bought multiple accounts after their bans, and continue to play on it fine, so I imagine it's fine.

  6. #6
    thereelsteel1's Avatar
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    Can you digress? Right now I have created a new project, added classes to the windows form application(I believe thats the project type you are supposed to create), have 3 different classes with each of the codes in it. I'm really winging it rn I kinda have no clue wtf im doing but in relation with importing the assemblycsharp from EFT I think you meant, I just opened the assemblycsharp from the file tab. If im far off, just say it, but if im semi close to what I need to do i'd like some guidance. I know this community is the best for help but idk if you are willing or not. Thanks

  7. #7
    wuycan5's Avatar
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    BehaviourMachine not finding how to find?

  8. #8
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    It is detacted. To bad but it was fun using it and i can't tell what got me banned.
    https: // ibb.co / b7Hu8o

  9. #9
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    this is really fuckin hard to install

  10. #10
    TheMaoci's Avatar
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    i sell better library than there is posted changed alot of things and dont want to go this public

    im thinking about perfect injector ... hmmm

  11. #11
    Itzyoboyair's Avatar
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    Quote Originally Posted by TheMaoci View Post
    i sell better library than there is posted changed alot of things and dont want to go this public

    im thinking about perfect injector ... hmmm
    Your a dumbass spam account. "i sell better library than there is posted" - that is true with every not public cheat.

    "changed alot of things and dont want to go this public" - I am willing to bet you don't even know what language this was written in.

  12. #12
    thetarkplug's Avatar
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    this is working?

  13. #13
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    Quote Originally Posted by yungpharaoh View Post
    this is really fuckin hard to install
    This isn't meant to be installed. This is more the code a person would use as a base for writing a hack. Might want to check out some of the tutorials available. Great stuff for someone thinking about trying to hack EFT themselves tho

  14. #14
    Rykhath's Avatar
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    Anyone try to make this work? Any luck?

  15. #15
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    I got my own cheat working perfectly. It could be used as a base for just emu tarkov nothing else.
    because if you know what you doing you will never use that ...

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