...already defined in main.obj
#include "MemoryManagerLocalPlayer.h"
#include <stdarg.h>
#include <ios>
#include <iostream>
#include <string>
#include <time.h>
#include <Windows.h>
MManagerLocalPlayer* Me = new MManagerLocalPlayer;
MManagerLocalPlayer::MManagerLocalPlayer() {};
MManagerLocalPlayer::~MManagerLocalPlayer() {};
//---------------------------------------------------------------------------------------------------
// READING MEMORY
//---------------------------------------------------------------------------------------------------
/* DWORD */
DWORD MManagerLocalPlayer::GetPlayerBase() {
return mem.Read<DWORD>(modClient.dwBase + offLocalPlayer);
}
DWORD MManagerLocalPlayer::GetEngineBase() {
return mem.Read<DWORD>(modEngine.dwBase + offEnginePointer);
}
/* BYTE */
BYTE MManagerLocalPlayer::GetFlag() {
//FUNCTION
}
/* FLOAT */
float MManagerLocalPlayer::GetFlash() {
//FUNCTION
}
/* BOOL */
bool MManagerLocalPlayer::GetScopped() {
//FUNCTION
}
/* INT */
int MManagerLocalPlayer::GetShotsFired() {
//FUNCTION
}
int MManagerLocalPlayer::InGame() {
//FUNCTION
}
int MManagerLocalPlayer::GetTeam() {
//FUNCTION
}
int MManagerLocalPlayer::GetCrosshairId() {
//FUNCTION
}
/* VECTOR */
Vector MManagerLocalPlayer::GetVelocity() {
//FUNCTION
}
Vector MManagerLocalPlayer::GetViewOrigin() {
//FUNCTION
}
Vector MManagerLocalPlayer::GetPosition() {
//FUNCTION
}
Vector MManagerLocalPlayer::GetPunch() {
//FUNCTION
}
Vector MManagerLocalPlayer::GetAngles() {
//FUNCTION
}
Vector MManagerLocalPlayer::GetEyesPos() {
//FUNCTION
}
Vector MManagerLocalPlayer::NormalizeAngles(Vector angle) {
//FUNCTION
}
//---------------------------------------------------------------------------------------------------
// WRITING MEMORY
//---------------------------------------------------------------------------------------------------
void MManagerLocalPlayer::Jump(BYTE fFlag) {
//FUNCTION
}
void MManagerLocalPlayer::SetFlash(float value) {
//FUNCTION
}
void MManagerLocalPlayer::SetAngles(Vector value) {
//FUNCTION
}
void MManagerLocalPlayer::SetSensitive(float value) {
//FUNCTION
}
void MManagerLocalPlayer::Click() {
//FUNCTION
}
#ifndef MEMORYPLAYER_H
#define MEMORYPLAYER_H
#include "PMemory.h"
#include "Variables.h"
#include "Offsets.h"
#include <string>
#include <fstream>
class MManagerLocalPlayer {
public:
MManagerLocalPlayer();
~MManagerLocalPlayer();
//---------------------------------------------------------------------------------------------------
// READING MEMORY
//---------------------------------------------------------------------------------------------------
DWORD GetPlayerBase();
DWORD GetEngineBase();
/* BYTE */
BYTE GetFlag();
/* FLOAT */
float GetFlash();
/* BOOL */
bool GetScopped();
/* INT */
int GetShotsFired();
int InGame();
int GetTeam();
int GetCrosshairId();
/* VECTOR */
Vector GetVelocity();
Vector GetViewOrigin();
Vector GetPosition();
Vector GetPunch();
Vector GetAngles();
Vector GetEyesPos();
Vector NormalizeAngles(Vector angle);
//---------------------------------------------------------------------------------------------------
// WRITING MEMORY
//---------------------------------------------------------------------------------------------------
void Jump(BYTE fFlag);
void SetFlash(float value);
void SetAngles(Vector value);
void SetSensitive(float value);
void Click();
};
extern MManagerLocalPlayer* Me;
#endif
#ifndef BUNNYHOP_H
#define BUNNYHOP_H
#include "MemoryManagerLocalPlayer.h"
#include "MemoryManagerEntity.h"
#include <iostream>
#include <Windows.h>
void Bhop() {
while (true) {
if (bHopToggle) {
if (GetAsyncKeyState(32)) {
BYTE fFlag = Me->GetFlag();
Me->Jump(fFlag);
}
}
Sleep(5);
}
}
#endif
#include "IncludeConfig.h"
[STAThread]
void main() {
//I do not call the Me-> or Entity-> here
}
#ifndef CONFIG_H #define CONFIG_H /* IMPORT */ #include "TheLOGIN.h" #include "TheGUI.h" #include "Variables.h" #include "PatternScan.h" #include "CLogger.h" #include <iostream> #include <Windows.h> #include <TlHelp32.h> #include <ctime> #include <cstdio> #include <conio.h> #include <FCNTL.H> #include <io.h> #include <string> #include <sstream> #include <random> #include <stdint.h> /* HACKS */ #include "TriggerBOT.h" #include "SlowAIM.h" #include "GlowESP.h" #include "AimBOT.h" #include "BunnyHOP.h" #include "NoFlash.h" #include "RCS.h" #include "Radar.h" /* INCLUDES */ #pragma comment (lib,"User32.lib") #define caseStringify(x) case x: return std::string(#x) #define CStringify(x) std::to_string(x).c_str() using namespace std; using namespace System; using namespace System::Windows::Forms; using namespace System::Threading; //More Code #endif
#ifndef CONFIG_H #define CONFIG_H /* IMPORT */ #include "TheLOGIN.h" #include "TheGUI.h" #include "Variables.h" #include "PatternScan.h" #include "CLogger.h" #include <iostream> #include <Windows.h> #include <TlHelp32.h> #include <ctime> #include <cstdio> #include <conio.h> #include <FCNTL.H> #include <io.h> #include <string> #include <sstream> #include <random> #include <stdint.h> /* HACKS */ #include "TriggerBOT.h" #include "SlowAIM.h" #include "GlowESP.h" #include "AimBOT.h" #include "BunnyHOP.h" #include "NoFlash.h" #include "RCS.h" #include "Radar.h" /* INCLUDES */ #pragma comment (lib,"User32.lib") #define caseStringify(x) case x: return std::string(#x) #define CStringify(x) std::to_string(x).c_str() using namespace std; using namespace System; using namespace System::Windows::Forms; using namespace System::Threading; //More Code for writing to a .ini file #endif