OutdatedPP Subtle-aimbot & Triggerbot - PolyHack - Auto Updating

Posts 706–720 of 739 · Page 48 of 50
Guys, I should launch cs then hack through poly? or polyloader then cs?
=============================================
when I launch hack nothing happens whats the prob?
polyload not working for me is there any other way? :C
something went wrong when compiling the randomized source, help me!!!!


I have visual studio installed.
hack not working any fixes?
Quote Originally Posted by Asli Spelarn View Post
something went wrong when compiling the randomized source, help me!!!!


I have visual studio installed.
I know how to fix this problem. I got it over myself. Add me on skype trollingdude135
Quote Originally Posted by u2EzClutch View Post
Build Date : 21/4/2015 - 18:30:2

- - - - - - - - - - - -
- Tool by Y3t1y3t(uc) -
- - - - - - - - - - - -

- - - - - - -
- Entities' -
- - - - - - -

> LocalPlayer 0xA4A9BC
> EntityList 0x49EC244

- - - - - - -
- RadarBase -
- - - - - - -

> RadarBase 0x4A20EEC
> RadarPointer 0x50
> RadarHealth 0x20
> RadarName 0x24
> RadarSize 0x1E0

- - - - - -
- NetVars -
- - - - - -

> m_flNextPrimaryAttack 0x159C
> m_hOwner 0x1594
> m_iState 0x15B4
> m_iClip1 0x15C0
> m_iClip2 0x15C4
> m_hActiveWeapon 0x12C0
> m_bSpotted 0x935
> m_hOwnerEntity 0x148
> m_vecOrigin 0x134
> m_iTeamNum 0xF0
> m_Local 0x1378
> m_vecViewOffset 0x104
> m_nTickBase 0x17CC
> m_vecVelocity 0x110
> m_vecBaseVelocity 0x11C
> m_lifestate 0x25B
> m_fFlags 0x100
> m_iHealth 0xFC
> m_iFOV 0x1598
> m_iFOVStart 0x159C
> m_flFlashMaxAlpha 0x1DA4
> m_flFlashDuration 0x1DA8
> m_angEyeAngles 0x23A4
> m_iAccount 0x2394
> m_iCrossHairID 0x2400
> m_fAccuracyPenalty 0x1668
> m_iWeaponID 0x1684
> m_vecPunch 0x13E8

- - - - -
- Other -
- - - - -

> BoneMatrix 0xA78
> GlobalVars 0x5590C0
> EnginePointer 0x559434
> EnginePosition 0x6048A4
> SetViewAngle 0x4CE0
> ViewMatrix1 0x49E17D4
> ViewMatrix2 0x49E18E4
These are all the new offsets, dont know why its not working for you
How does m_flNextPrimaryAttack var works?

m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;

OR

m_flNextPrimaryAttack = gpGlobals->time + 0.1;

And if method #2 is valid, how can we get a pointer to gpGlobals->time? (GameTime)
Quote Originally Posted by Azuki View Post


どうもありがとう
No prob
sry.. I dun haz japanese keyboard xP
Quote Originally Posted by emberofafire View Post
No prob
sry.. I dun haz japanese keyboard xP
you can activate it in the system preferences
does the wireframe comes with this hack?? or its some one else?
This is what i'm getting when trying to compile
Microsoft (R) C/C++ Optimizing Compiler Version 18.00.31101 for x86
Copyright (C) Microsoft Corporation. All rights reserved.

Decrypt.cpp
main.cpp
c:\users\pontus\desktop\csgostuff\polysubtleaim_r\ stdafx.h(1) : fatal error C108
3: Cannot open include file: 'windows.h': No such file or directory
Generating Code...
Press any key to continue . . .
does the offset still work?
i changed the offset and still no luck
Hey anyone knows how to fix this?
Code:
Microsoft (R) C/C++ Optimizing Compiler Version 18.00.31101 for x86
Copyright (C) Microsoft Corporation.  All rights reserved.

Decrypt.cpp
main.cpp
Generating Code...
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(847) : warning C4715
: 'GetProcessHandleByName' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(1209) : warning C471
5: '<unnamed-type-Player>::GetViewOrigin' : not all control paths return a value

c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(1142) : warning C471
5: '<unnamed-type-Player>::GetCrosshairId' : not all control paths return a valu
e
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(1266) : warning C471
5: '<unnamed-type-Player>::GetShotsFired' : not all control paths return a value

c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(915) : warning C4715
: '<unnamed-type-EntityList>::GetTeam' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(1116) : warning C471
5: '<unnamed-type-Player>::GetTeam' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(886) : warning C4715
: '<unnamed-type-EntityList>::IsDead' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(384) : warning C4715
: '<unnamed-type-Mem>::R<unsigned long>' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(428) : warning C4715
: '<unnamed-type-Mem>::W<float *>' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(384) : warning C4715
: '<unnamed-type-Mem>::R<float *>' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(384) : warning C4715
: '<unnamed-type-Mem>::R<unsigned char>' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(384) : warning C4715
: '<unnamed-type-Mem>::R<int>' : not all control paths return a value
c:\users\tony\desktop\polysubtleaim 1.0_mpgh.net_r\main.cpp(384) : warning C4715
: '<unnamed-type-Mem>::R<bool>' : not all control paths return a value
Microsoft (R) Incremental Linker Version 12.00.31101.0
Copyright (C) Microsoft Corporation.  All rights reserved.

/out:Decrypt.exe
/FORCE:MULTIPLE
/OUT:PP_AIM.exe
Decrypt.obj
main.obj
kernel32.lib
user32.lib
gdi32.lib
winspool.lib
comdlg32.lib
advapi32.lib
shell32.lib
ole32.lib
oleaut32.lib
uuid.lib
Press any key to continue . . .
The hack complies but does nothing in game. I have already tried changing the offsets.
Could some one please post the correct updated latest offset for this hack.
Quote Originally Posted by BAWAA View Post
Could some one please post the correct updated latest offset for this hack.
this one works for me
Code:
#include "stdafx.h"

[junk_enable /]
[enc_string_enable /]

#pragma region HackBack

#pragma region decl

#pragma region group1//these change with updates

DWORD DwEntityList = 0x049ED1B4;
DWORD DwEnginePointer = 0x00559434;
DWORD DwLocalPlayer = 0x00A4B98C;
DWORD DwViewAngle = 0x4CE0;
#pragma endregion 

#pragma region group2//these normally don't
const DWORD DwCrosshairId = 0x2400;
const DWORD DwVecViewOrigin = 0x104;
const DWORD DwVecOrigin = 0x134;
const DWORD DwVecPunch = 0x13E8;
const DWORD DwTeamNumber = 0xF0;
const DWORD DwShotsFired = 0x1D60;
const DWORD DwFlags = 0x100;
const DWORD DwBoneMatrix = 0xA78;
const DWORD DwEntitySize = 0x10;
const DWORD DwHealth = 0xFC;
const DWORD DwLifeState = 0x25B;
const DWORD DwVecVelocity = 0x110;
#pragma endregion

#pragma region group3//other shit
HANDLE TargetProcess;
DWORD DwClient;
DWORD DwEngine;
bool KILLAPP = false;
bool Thread1Paused = false;
bool TRIG = true;
bool AIM = true;
string aimval = "ON";
string trigval = "ON";
float PitchMinPunch = 2.f;
float PitchMaxPunch = 2.f;
float YawMinPunch = 2.f;
float YawMaxPunch = 2.f;
int TargetBone = 2;
float smoothamount = 20.f;
DWORD TrigVkeyCode = 4;
DWORD AimVkeyCode = 1;
#pragma endregion

#pragma endregion

[junk_disable /]
[enc_string_disable /]
struct PModule {
	DWORD dwBase, dwSize;
};

[junk_enable /]
[enc_string_enable /]

PModule modEngine, modClient;

struct //ghetto memory class
{
	template <typename ReadType> ReadType R(DWORD Address, bool isarray = false, int elementcount = 1, ReadType SrcData = 0)
	{
		if (!isarray)
		{
			ReadType Data;
			ReadProcessMemory(TargetProcess, (LPVOID)(Address), &Data, sizeof(ReadType), 0);
			return Data;
		}
		else if (isarray)
		{
			ReadProcessMemory(TargetProcess, (LPVOID)(Address), (ReadType*)SrcData, sizeof(ReadType)* elementcount, 0);
			return NULL;
		}
	}
	template<typename WriteType> WriteType W(DWORD Address, WriteType Data, bool isarray = false, int elementcount = 1)
	{
		if (!isarray)
		{
			WriteProcessMemory(TargetProcess, (LPVOID)(Address), &Data, sizeof(WriteType)* elementcount, 0);
			return Data;
		}
		else if (isarray)
		{
			WriteProcessMemory(TargetProcess, (LPVOID)(Address), (WriteType*)Data, sizeof(WriteType)* elementcount, 0);
			return NULL;
		}
	}

	bool DataCompare(const BYTE* pData, const BYTE* pMask, const char* pszMask) {
		for (; *pszMask; ++pszMask, ++pData, ++pMask) {
			if (*pszMask == 'x' && *pData != *pMask) {
				return false;
			}
		}

		return (*pszMask == NULL);
	}

	DWORD FindPattern(DWORD start, DWORD size, const char* sig, const char* mask) {
		BYTE* data = new BYTE[size];

		unsigned long bytesRead;

		if (!ReadProcessMemory(TargetProcess, (LPVOID)start, data, size, &bytesRead)) {
			return NULL;
		}

		for (DWORD i = 0; i < size; i++) {
			if (DataCompare((const BYTE*)(data + i), (const BYTE*)sig, mask)) {
				return start + i;
			}
		}

		return NULL;
	}

	DWORD FindPatternArr(DWORD start, DWORD size, const char* mask, int count, ...) {
		char* sig = new char[count + 1];
		va_list ap;
		va_start(ap, count);
		for (int i = 0; i < count; i++) {
			char read = va_arg(ap, char);
			sig[i] = read;
		}
		va_end(ap);
		sig[count] = '\0';

		return FindPattern(start, size, sig, mask);
	}
}Mem;

PModule GetModuleHandleByName(char* ModuleName, DWORD ProcID)
{
	HANDLE module = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, ProcID);
	MODULEENTRY32 mEntry;
	mEntry.dwSize = sizeof(mEntry);

	do {
		if (!strcmp(mEntry.szModule, (LPSTR)ModuleName)) {
			CloseHandle(module);

			PModule mod;
			mod.dwBase = (DWORD)mEntry.modBaseAddr;
			mod.dwSize = mEntry.modBaseSize;
			return mod;
		}
	} while (Module32Next(module, &mEntry));

	CloseHandle(module);

	PModule mode = { 0, 0 };
	return mode;
}

HANDLE GetProcessHandleByName(char* ProcessName)
{
	PROCESSENTRY32 ENTRY;
	ENTRY.dwSize = sizeof(PROCESSENTRY32);
	HANDLE HSNAP = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, NULL);
	if (Process32First(HSNAP, &ENTRY) == TRUE)
	{
		if (!strcmp(ENTRY.szExeFile, ProcessName))
		{
			HANDLE HPROC = OpenProcess(PROCESS_ALL_ACCESS, FALSE, ENTRY.th32ProcessID);
			return HPROC;
		}
		else
		{
			while (Process32Next(HSNAP, &ENTRY) == TRUE)
			{
				if (!strcmp(ENTRY.szExeFile, ProcessName))
				{
					HANDLE HPROC = OpenProcess(PROCESS_ALL_ACCESS, FALSE, ENTRY.th32ProcessID);
					return HPROC;
				}
			}
			return 0;
		}
	}
	CloseHandle(HSNAP);
}

#pragma endregion

struct
{

	DWORD GetBaseEntity(int PlayerNumber)
	{
		return Mem.R<DWORD>(DwClient + DwEntityList + (DwEntitySize * PlayerNumber));
	}

	bool IsDead(int PlayerNumber)
	{
		DWORD BaseEntity = GetBaseEntity(PlayerNumber);
		if (BaseEntity)
		{
			return Mem.R<bool>(BaseEntity + DwLifeState);
		}
	}

	int GetTeam(int PlayerNumber)
	{
		DWORD BaseEntity = GetBaseEntity(PlayerNumber);
		if (BaseEntity)
		{
			return Mem.R<int>(BaseEntity + DwTeamNumber);
		}
	}

	void GetVelocity(int PlayerNumber, float* Buffer)
	{
		DWORD BaseEntity = GetBaseEntity(PlayerNumber);
		if (BaseEntity)
		{
			Mem.R<float*>(BaseEntity + DwVecVelocity, true, 3, Buffer);
		}
	}

	void GetBonePosition(int PlayerNumber, float* BonePosition)
	{
		DWORD BaseEntity = GetBaseEntity(PlayerNumber);
		if (BaseEntity)
		{
			DWORD BoneMatrix = Mem.R<DWORD>(BaseEntity + DwBoneMatrix);
			if (BoneMatrix)
			{
				Mem.R<float*>(BoneMatrix + 0x30 * TargetBone + 0x0C, true, 1, &BonePosition[0]);
				Mem.R<float*>(BoneMatrix + 0x30 * TargetBone + 0x1C, true, 1, &BonePosition[1]);
				Mem.R<float*>(BoneMatrix + 0x30 * TargetBone + 0x2C, true, 1, &BonePosition[2]);
			}
		}
	}

}EntityList;

struct
{

	DWORD GetPlayerBase()
	{
		return Mem.R<DWORD>(DwClient + DwLocalPlayer);
	}

	void SetAngles(float* Angles)
	{
		DWORD AnglePointer = Mem.R<DWORD>(DwEngine + DwEnginePointer);
		if (AnglePointer)
		{
			Mem.W<float*>(AnglePointer + DwViewAngle, Angles, true, 3);
		}
	}

	void GetVelocity(float* Buffer)
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			Mem.R<float*>(PlayerBase + DwVecVelocity, true, 3, Buffer);
		}
	}

	void GetAngles(float* Angles)
	{
		DWORD AnglePointer = Mem.R<DWORD>(DwEngine + DwEnginePointer);
		if (AnglePointer)
		{
			Mem.R<float*>(AnglePointer + DwViewAngle, true, 3, Angles);
		}
	}

	int GetTeam()
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			return Mem.R<int>(PlayerBase + DwTeamNumber);
		}
	}

	int GetCrosshairId()
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			return Mem.R<int>(PlayerBase + DwCrosshairId) - 1;
		}
	}

	void GetPunch(float* Punch)
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			Mem.R<float*>(PlayerBase + DwVecPunch, true, 2, Punch);
		}
	}

	float GetViewOrigin()
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			float Vecview[3];
			Mem.R<float*>(PlayerBase + DwVecViewOrigin, true, 3, Vecview);
			return Vecview[2];
		}
	}

	void GetPosition(float* Position)
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			Mem.R<float*>(PlayerBase + DwVecOrigin, true, 3, Position);
		}
	}

	int GetShotsFired()
	{
		DWORD PlayerBase = GetPlayerBase();
		if (PlayerBase)
		{
			return Mem.R<int>(PlayerBase + DwShotsFired);
		}
	}

}Player;

void AngleNormalize(float* angle)
{
	if (angle[0] > 89.0f && angle[0] <= 180.0f)
	{
		angle[0] = 89.0f;
	}
	if (angle[0] > 180.f)
	{
		angle[0] -= 360.f;
	}
	if (angle[0] < -89.0f)
	{
		angle[0] = -89.0f;
	}
	if (angle[1] > 180.f)
	{
		angle[1] -= 360.f;
	}
	if (angle[1] < -180.f)
	{
		angle[1] += 360.f;
	}
	if (angle[2] != 0.0f)
	{
		angle[2] = 0.0f;
	}
}

void calcang(float *src, float *dst, float *angles)
{
	random_device Random;
	mt19937 RandomGen(Random());
	uniform_real<float> RandomXdistrib(PitchMinPunch, PitchMaxPunch);
	uniform_real<float> RandomYdistrib(YawMinPunch, YawMaxPunch);
	float MyPunch[2];
	Player.GetPunch(MyPunch);
	float pitchreduction = RandomXdistrib(RandomGen);
	float yawreduction = RandomYdistrib(RandomGen);
	float delta[3] = { (src[0] - dst[0]), (src[1] - dst[1]), ((src[2] + Player.GetViewOrigin()) - dst[2]) };
	float hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
	angles[0] = atanf(delta[2] / hyp) * 57.295779513082f - MyPunch[0] * pitchreduction;
	angles[1] = atanf(delta[1] / delta[0]) * 57.295779513082f - MyPunch[1] * yawreduction;
	angles[2] = 0.0f;
	if (delta[0] >= 0.0)
	{
		angles[1] += 180.0f;
	}
}

void SmoothAngleSet(float* dest, float* orig)
{
	float SmoothAngles[3];
	SmoothAngles[0] = dest[0] - orig[0];
	SmoothAngles[1] = dest[1] - orig[1];
	SmoothAngles[2] = 0.0f;
	AngleNormalize(SmoothAngles);
	SmoothAngles[0] = orig[0] + SmoothAngles[0] / 100.0f * smoothamount;
	SmoothAngles[1] = orig[1] + SmoothAngles[1] / 100.0f * smoothamount;
	SmoothAngles[2] = 0.0f;
	AngleNormalize(SmoothAngles);
	Player.SetAngles(SmoothAngles);
	Sleep(1);
}

void Click()
{
	mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);
	Sleep(1);
	mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
	Sleep(30);
}

void VelocityComp(int PlayerNumber, float* EnemyPos)
{
	float EnemyVelocity[3];
	float MyVelocity[3];
	EntityList.GetVelocity(PlayerNumber, EnemyVelocity);
	Player.GetVelocity(MyVelocity);
	EnemyPos[0] = EnemyPos[0] + (EnemyVelocity[0] / 100.f) * (40.f / smoothamount); //not sure why 40 works. I tried a lot of different values and 40 seems to scale perfectly
	EnemyPos[1] = EnemyPos[1] + (EnemyVelocity[1] / 100.f) * (40.f / smoothamount);
	EnemyPos[2] = EnemyPos[2] + (EnemyVelocity[2] / 100.f) * (40.f / smoothamount);
	EnemyPos[0] = EnemyPos[0] - (MyVelocity[0] / 100.f) * (40.f / smoothamount);
	EnemyPos[1] = EnemyPos[1] - (MyVelocity[1] / 100.f) * (40.f / smoothamount);
	EnemyPos[2] = EnemyPos[2] - (MyVelocity[2] / 100.f) * (40.f / smoothamount);
}

DWORD WINAPI AB(LPVOID params)
{
	cout << "$ Aimbot/Triggerbot thread is running..." << endl;
	while (true)
	{
		Sleep(1);
		if (KILLAPP)
		{
			cout << "$ Ending thread..." << endl;
			ExitThread(0);
		}
		if (AIM || TRIG)
		{
			Thread1Paused = false;
			if (AIM)
			{
				int PlayerNumber = Player.GetCrosshairId();
				while (GetAsyncKeyState(AimVkeyCode) < 0 && Player.GetShotsFired() > 1 && PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != Player.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
				{
					int TempPlayerNumber = Player.GetCrosshairId();
					if (TempPlayerNumber < 64 && TempPlayerNumber >= 0 && EntityList.GetTeam(TempPlayerNumber) != Player.GetTeam() && EntityList.IsDead(TempPlayerNumber) != true)
					{
						PlayerNumber = TempPlayerNumber;
					}
					float PlayerPos[3];
					float EnemyPos[3];
					float AimAngle[3];
					float CurrentAngle[3];
					Player.GetPosition(PlayerPos);
					EntityList.GetBonePosition(PlayerNumber, EnemyPos);
					VelocityComp(PlayerNumber, EnemyPos);
					calcang(PlayerPos, EnemyPos, AimAngle);
					AngleNormalize(AimAngle);
					Player.GetAngles(CurrentAngle);
					AngleNormalize(CurrentAngle);
					SmoothAngleSet(AimAngle, CurrentAngle);
					Sleep(1);
				}
			}
			if (TRIG)
			{
				if (GetAsyncKeyState(TrigVkeyCode) < 0 && TrigVkeyCode != 1)
				{
					int PlayerNumber = Player.GetCrosshairId();
					if (PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != Player.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
					{
						Click();
					}
					else
					{
						Sleep(1);
					}
				}
			}
		}
		else
		{
			Thread1Paused = true;
			Sleep(500);
		}
	}
}

void Init()
{
	cout << "$ Waiting for process..." << endl;
	TargetProcess = NULL;
	while (!TargetProcess)
	{
		cout << ".";
		TargetProcess = GetProcessHandleByName("csgo.exe");
		Sleep(500);
	}
	cout << endl;
	cout << "$ Getting Client handle..." << endl;
	DwClient = NULL;
	while (!DwClient)
	{
		cout << ".";
		modClient = GetModuleHandleByName("client.dll", GetProcessId(TargetProcess));
		DwClient = modClient.dwBase;
		Sleep(500);
	}
	cout << endl;
	cout << "$ Getting Engine handle..." << endl;
	DwEngine = NULL;
	while (!DwEngine)
	{
		cout << ".";
		modEngine = GetModuleHandleByName("engine.dll", GetProcessId(TargetProcess));
		DwEngine = modEngine.dwBase;
		Sleep(500);
	}
	cout << endl;

	cout << "$ Getting Local Player offset..." << endl;
	DwLocalPlayer = 0x0;
	while (!DwLocalPlayer) {
		cout << ".";
		DWORD lpStart = Mem.FindPatternArr(modClient.dwBase, modClient.dwSize, "xxx????xx????xxxxx?", 19, 0x8D, 0x34, 0x85, 0x0, 0x0, 0x0, 0x0, 0x89, 0x15, 0x0, 0x0, 0x0, 0x0, 0x8B, 0x41, 0x8, 0x8B, 0x48, 0x0);
		DWORD lpP1 = Mem.R<DWORD>(lpStart + 3);
		BYTE lpP2 = Mem.R<BYTE>(lpStart + 18);
		DwLocalPlayer = (lpP1 + lpP2) - modClient.dwBase;
	}
	std::cout << endl;

	cout << "$ Getting Entity List offset..." << endl;
	DwEntityList = 0x0;
	while (!DwEntityList) {
		cout << ".";
		DWORD elStart = Mem.FindPatternArr(modClient.dwBase, modClient.dwSize, "x????xx?xxx", 11, 0x5, 0x0, 0x0, 0x0, 0x0, 0xC1, 0xE9, 0x0, 0x39, 0x48, 0x4);
		DWORD elP1 = Mem.R<DWORD>(elStart + 1);
		BYTE elP2 = Mem.R<BYTE>(elStart + 7);
		DwEntityList = (elP1 + elP2) - modClient.dwBase;
	}
	std::cout << endl;

	cout << "$ Getting Engine Pointer and SetViewAngle offset..." << endl;
	DwEnginePointer = 0x0;
	while (!DwEnginePointer) {
		cout << ".";
		DWORD epStart = Mem.FindPatternArr(modEngine.dwBase, modEngine.dwSize, "xxxxxxxx????xxxxxxxxxx????xxxx????xxx", 37, 0xF3, 0x0F, 0x5C, 0xC1, 0xF3, 0x0F, 0x10, 0x15, 0x0, 0x0, 0x0, 0x0, 0x0F, 0x2F, 0xD0, 0x76, 0x04, 0xF3, 0x0F, 0x58, 0xC1, 0xA1, 0x0, 0x0, 0x0, 0x0, 0xF3, 0x0F, 0x11, 0x80, 0x0, 0x0, 0x0, 0x0, 0xD9, 0x46, 0x04);
		DwEnginePointer = Mem.R<DWORD>(epStart + 22) - modEngine.dwBase;
		DwViewAngle = Mem.R<DWORD>(epStart + 30);
	}
	std::cout << endl;

	cout << "$ Done." << endl;
}

void PrintIntro() {
	cout << "$ ---Puddin' Poppin's CS:GO subtle-aimbot & triggerbot--- ~ENJOY!" << endl;
	cout << "$ ---               Modified by Merccy                ---" << endl << endl;
}

void PrintInstructions() {
	cout << "$ Instructions:" << endl << "$ CRTL+F10 to reload hack" << endl << "$ CTRL+F8 to close" << endl << "$ CTRL+NUMPAD0 to manually set options" << endl << "$ CTRL+NUMPAD1 to toggle subtle-aimbot" << endl << "$ CTRL+NUMPAD2 to toggle triggerbot" << endl << "$ CTRL+NUMPAD3 to print current settings" << endl << "$ CTRL+NUMPAD4 to clear the console" << endl;
}

int main()
{
	PrintIntro();
	system("pause");
	cout << endl << endl;
	Init();
	CreateThread(0, 0x1000, &AB, 0, 0, 0);
	Sleep(1000);
	PrintInstructions();
	cout << "$ AIM: " << aimval << " | TRIG: " << trigval << endl << endl;
	while (true)
	{
		if (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_F8) < 0)
		{
			while (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_F8) < 0)
			{
				Sleep(100);
			}
			KILLAPP = true;
			if (KILLAPP)
			{
				cout << "$ Ending Main thread..." << endl;
				ExitThread(0);
			}
		}

		if (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD3) < 0)
		{
			while (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD3) < 0)
			{
				Sleep(100);
			}
			cout << "$ Current settings: " << endl << "$ Smoothing factor (float) = " << smoothamount << endl << "$ Minimum RCS pitch compensation scale (float) = " << PitchMinPunch << endl << "$ Maximum RCS pitch compensation scale (float) = " << PitchMaxPunch << endl << "$ Minimum RCS yaw compensation scale (float) = " << YawMinPunch << endl << "$ Maximum RCS yaw compensation scale (float) = " << YawMaxPunch << endl << "$ Bone number to target(int) = " << TargetBone << endl << "$ Virtual-Key code of button to use for aimbot (int) = " << AimVkeyCode << endl << "$ Virtual-Key code of button to use for triggerbot (int) = " << TrigVkeyCode << endl << "$ Done." << endl;
		}

		if (GetAsyncKeyState(VK_CONTROL) & 0x8000 && GetAsyncKeyState(VK_NUMPAD4) & 0x8000) {
			while (GetAsyncKeyState(VK_CONTROL) & 0x8000 && GetAsyncKeyState(VK_NUMPAD4) & 0x8000) {
				Sleep(100);
			}
			system("cls");
			PrintIntro();
			PrintInstructions();
			cout << "$ AIM: " << aimval << " | TRIG: " << trigval << endl << endl;
		}

		if (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_F10) < 0)
		{
			while (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_F10) < 0)
			{
				Sleep(100);
			}
			cout << "$ Reloading hack..." << endl;
			bool storedAIM = AIM;
			bool storedTRIG = TRIG;
			AIM = false;
			TRIG = false;
			cout << "$ Waiting for threads to enter paused state...";
			while (!Thread1Paused)
			{
				cout << ".";
				Sleep(500);
			}
			cout << endl << "$ Done." << endl;
			Init();
			cout << "$ Done. Threads should be restored." << endl;
			AIM = storedAIM;
			TRIG = storedTRIG;
		}

		if (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD0) < 0)
		{
			while (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD0) < 0)
			{
				Sleep(100);
			}
			cout << "$ Options manual reset started..." << endl;
			bool storedAIM = AIM;
			bool storedTRIG = TRIG;
			AIM = false;
			TRIG = false;
			cout << "$ Waiting for threads to enter paused state..." << endl;
			while (!Thread1Paused)
			{
				cout << ".";
				Sleep(500);
			}
			cout << endl << "$ Done." << endl;
			cout << "$ Options: " << endl;
			cout << "$ Smoothing factor (float) = ";
			cin.sync();
			float tempSmoothWriteCount;
			if (cin >> tempSmoothWriteCount)
			{
				smoothamount = tempSmoothWriteCount;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Minimum RCS pitch compensation scale (float) = ";
			cin.sync();
			float tempPitchMinPunch;
			if (cin >> tempPitchMinPunch)
			{
				PitchMinPunch = tempPitchMinPunch;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Maximum RCS pitch compensation scale (float) = ";
			cin.sync();
			float tempPitchMaxPunch;
			if (cin >> tempPitchMaxPunch)
			{
				PitchMaxPunch = tempPitchMaxPunch;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Minimum RCS yaw compensation scale (float) = ";
			cin.sync();
			float tempYawMinPunch;
			if (cin >> tempYawMinPunch)
			{
				YawMinPunch = tempYawMinPunch;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Maximum RCS yaw compensation scale (float) = ";
			cin.sync();
			float tempYawMaxPunch;
			if (cin >> tempYawMaxPunch)
			{
				YawMaxPunch = tempYawMaxPunch;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Bone number to target(int) = ";
			cin.sync();
			int tempboneid;
			if (cin >> tempboneid)
			{
				TargetBone = tempboneid;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Virtual-Key code of button to use for aimbot (int) = ";
			cin.sync();
			int tempaimkey;
			if (cin >> tempaimkey)
			{
				AimVkeyCode = tempaimkey;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Virtual-Key code of button to use for triggerbot (int) = ";
			cin.sync();
			int temptrigkey;
			if (cin >> temptrigkey)
			{
				TrigVkeyCode = temptrigkey;
			}
			else
			{
				cout << "$ Invalid Value. Keeping default..." << endl;
				cin.clear();
				cin.ignore(10000, '\n');
			}
			cout << "$ Done. Threads should be restored." << endl;
			AIM = storedAIM;
			TRIG = storedTRIG;
		}
		if (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD1) < 0)
		{
			while (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD1) < 0)
			{
				Sleep(100);
			}
			if (AIM)
			{
				AIM = false;
			}
			else
			{
				AIM = true;
			}
			if (AIM)
			{
				aimval = "ON";
			}
			else
			{
				aimval = "OFF";
			}
			cout << "$ AIM: " << aimval << " | TRIG: " << trigval << endl;
		}
		if (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD2) < 0)
		{
			while (GetAsyncKeyState(VK_CONTROL) < 0 && GetAsyncKeyState(VK_NUMPAD2) < 0)
			{
				Sleep(100);
			}
			if (TRIG)
			{
				TRIG = false;
			}
			else
			{
				TRIG = true;
			}
			if (TRIG)
			{
				trigval = "ON";
			}
			else
			{
				trigval = "OFF";
			}
			cout << "$ AIM: " << aimval << " | TRIG: " << trigval << endl;
		}
		Sleep(25);
	}
	return 0;
}
Works it on FACEIT or ESEA ?!?! pls someone ! )
Posts 706–720 of 739 · Page 48 of 50
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