Just some Improvements/Questions:
Thats all the improvements I could think of right now!
- Why are you creating every thread as DWORD _stdcall and then just returning null?
- Why not let the user set custom hotkeys?
- Why are you creating so many threads when they could all be added into one thread with some simple tick methods & Reading full arrays instead of one RPM at a time.
- Why are you still using namespace std?
- Related to PolyLoader: Why use add_junk instead of junk_enable, this makes it easier for valve to make a signature, since it will always be the same amount of junk variables.
- Renders useless, Swapping the lines of prototypes does not change code generation.
Code
Code:[swap_lines] DWORD WINAPI data(LPVOID lpParam); void start(); DWORD WINAPI keys(LPVOID lpParam); DWORD WINAPI ESPRadar(LPVOID lpParam); DWORD WINAPI triggerslow(LPVOID lpParam); void NoFlash(); DWORD WINAPI bhop(LPVOID lpParam); /* ACTIVATION BOOL */ bool eON = false; bool tON = false; bool rON = false; bool fON = false; bool sON = false; bool bON = false; bool pON = false; bool beginthread = false; [/swap_lines]
- Using Sleep to 'fix' your problems aren't fixing them, rather making them worse. Use timing instead.
- Please write/read whole arrays of bytes instead of doing multiple RPM/WPM Calls....
- Dont use "mouse_event", use SendMessage and send a click message specifcally to CS:GO instead of sending it to all current windows.
- Doing Sleep(2/1) between each -+jump/-+attack wont work most of the time, before the game can even start reacting that the value has changed it'll change back, 80-100 would fit more appropiately.
Thats all the improvements I could think of right now!


