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  1. #include <Windows.h>
  2. #include <iostream>
  3. #include <TlHelp32.h>
  4. #include <fstream>
  5. #include <stdio.h>
  6. #include "MemoryManagment.h"
  7. #include <string>
  8. #include <thread>
  9.  
  10. using namespace std;
  11.  
  12. void SetColour(int ForgC);
  13. void Navigation();
  14. void Switch(int index);
  15. void UpdateMenu();
  16.  
  17. const int IGLOW = 3;
  18. const int IBHOP = 2;
  19. const int IRADAR = 1;
  20. const int ISKIN = 0;
  21.  
  22. int Smoothness = 1;
  23. int M_Index = 0;
  24. int Changes = 0;
  25. int LR = 0;
  26.  
  27.  
  28. bool glow = false;
  29. bool bhop = false;
  30. bool radar = false;
  31. bool skinchanger = false;
  32. bool updated = false;
  33.  
  34. DWORD pid, clientdll, enginedll;
  35. HANDLE csgo_h;
  36.  
  37.  
  38.  
  39. namespace Offsets
  40. {
  41.  
  42. DWORD localplayer = 0xAAFC3C;
  43. DWORD entitylist = 0x4A8D05C;
  44. DWORD flags = 0x100;
  45. DWORD crosshairid = 0xB294;
  46. DWORD health = 0xFC;
  47. DWORD forceattack = 0x2ECF3DC;
  48. DWORD forcejump = 0x4F23F08;
  49. DWORD teamnum = 0xF0;
  50. DWORD dormant = 0xE9;
  51. DWORD isdefusing = 0x3884;
  52. DWORD glowobject = 0x4FA9AA8;
  53. DWORD clientstate = 0x5A5344;
  54. DWORD glowobjectsize = glowobject + 0xC;
  55. DWORD bspottedbymask = 0x97C;
  56. DWORD viewangles = 0x4D10;
  57. DWORD punchangles = 0x301C;
  58. DWORD shotsfired = 0xA2A0;
  59. DWORD clrrender = 0x70;
  60. }
  61.  
  62. namespace sc
  63. {
  64. bool once = false;
  65.  
  66. DWORD activewapon = 0x2EE8;
  67. DWORD fallbackpaintkit = 0x3170;
  68. DWORD fallbackseed = 0x3174;
  69. DWORD fallbackwear = 0x3178;
  70. DWORD fallbackstatrak = 0x317C;
  71. DWORD itemdefinitionindex = 0x2F88;
  72. DWORD entityquality = 0x2F8C;
  73. DWORD myweapons = 0x2DE8;
  74. DWORD entitylevel = 0x2F90;
  75. DWORD attributemanager = 0x2D70;
  76. DWORD itemidhigh = 0x2FA0;
  77. DWORD item = 0x2DB0;
  78. DWORD itemidlow = 0x2FA4;
  79. DWORD ownerhigh = 0x316C;
  80. DWORD accountid = 0x2FA8;
  81. DWORD customname = 0x301C;
  82. DWORD account = 0xA9F8;
  83. DWORD weaponidoff = 0x0030;
  84. DWORD originalownerxuidlow = 0x3168;
  85.  
  86. }
  87.  
  88. void getProcess(char* Process)
  89. {
  90. PROCESSENTRY32 EntryP;
  91. EntryP.dwSize = sizeof(PROCESSENTRY32);
  92.  
  93. HANDLE sProc = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
  94. if (Process32First(sProc, &EntryP)) // retrieve the information about the first process with Process32First
  95. {
  96. do
  97. {
  98. if (!strcmp(EntryP.szExeFile, Process))
  99. {
  100. pid = EntryP.th32ProcessID;
  101. csgo_h = OpenProcess(PROCESS_ALL_ACCESS, false, pid);
  102. break;
  103. }
  104. } while (Process32Next(sProc, &EntryP)); // keep retrieving information about the next process as long as Process32Next returns a TRUE
  105. }
  106.  
  107. if (sProc != INVALID_HANDLE_VALUE)
  108. CloseHandle(sProc);
  109. }
  110.  
  111. DWORD getModule(LPCSTR Module)
  112. {
  113.  
  114. MODULEENTRY32 EntryM;
  115. EntryM.dwSize = sizeof(MODULEENTRY32);
  116.  
  117. DWORD dwRetn = NULL;
  118.  
  119. HANDLE hMod = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, pid);
  120. if (Module32First(hMod, &EntryM))
  121. {
  122. do
  123. {
  124. if (!strcmp(EntryM.szModule, Module))
  125. {
  126. dwRetn = (DWORD)EntryM.modBaseAddr;
  127. break;
  128. }
  129. } while (Module32Next(hMod, &EntryM));
  130. }
  131.  
  132. if (hMod != INVALID_HANDLE_VALUE)
  133. CloseHandle(hMod);
  134.  
  135. return dwRetn;
  136. }
  137.  
  138. enum CSGO_Weapon_ID
  139. {
  140. weapon_none,
  141. weapon_deagle,
  142. weapon_elite,
  143. weapon_fiveseven,
  144. weapon_glock,
  145. weapon_p228,
  146. weapon_usp,
  147. weapon_ak47,
  148. weapon_aug,
  149. weapon_awp,
  150. weapon_famas,
  151. weapon_g3sg1,
  152. weapon_galil,
  153. weapon_galilar,
  154. weapon_m249,
  155. weapon_m3,
  156. weapon_m4a1,
  157. weapon_mac10,
  158. weapon_mp5navy,
  159. weapon_p90,
  160. weapon_scout,
  161. weapon_sg550,
  162. weapon_sg552,
  163. weapon_tmp,
  164. weapon_ump45,
  165. weapon_xm1014,
  166. weapon_bizon,
  167. weapon_mag7,
  168. weapon_negev,
  169. weapon_sawedoff,
  170. weapon_tec9,
  171. weapon_taser,
  172. weapon_hkp2000,
  173. weapon_mp7,
  174. weapon_mp9,
  175. weapon_nova,
  176. weapon_p250,
  177. weapon_scar17,
  178. weapon_scar20,
  179. weapon_sg556,
  180. weapon_ssg08,
  181. weapon_knifegg,
  182. weapon_knife,
  183. weapon_flashbang,
  184. weapon_hegrenade,
  185. weapon_smokegrenade,
  186. weapon_molotov,
  187. weapon_decoy,
  188. weapon_incgrenade,
  189. weapon_c4
  190. };
  191.  
  192. struct glowColor
  193. {
  194. glowColor(float _r, float _g, float _b, float _a)
  195. {
  196. r = _r; g = _g; b = _b; a = _a;
  197. }
  198. float r, g, b, a;
  199. };
  200.  
  201. struct glowColorSets
  202. {
  203. glowColorSets(bool _a1, bool _a2, bool _a3)
  204. {
  205. a1 = _a1; a2 = _a2; a3 = _a3;
  206. }
  207. bool a1, a2, a3;
  208. };
  209.  
  210. struct setChams
  211. {
  212. setChams(int _r, int _g, int _b, int _a)
  213. {
  214. r = _r; g = _g; b = _b; a = _a;
  215. }
  216. int r, g, b, a;
  217. };
  218.  
  219. struct Vector
  220. {
  221. float x;
  222. float y;
  223. float z;
  224. };
  225.  
  226. Vector nAngle(Vector angle)
  227. {
  228. if (angle.x > 89.0f && angle.x <= 180.0f)
  229. {
  230. angle.x = 89.0f;
  231. }
  232. while (angle.x > 180.f)
  233. {
  234. angle.x -= 360.f;
  235. }
  236. while (angle.x < -89.0f)
  237. {
  238. angle.x = -89.0f;
  239. }
  240. while (angle.y > 180.f)
  241. {
  242. angle.y -= 360.f;
  243. }
  244. while (angle.y < -180.f)
  245. {
  246. angle.y += 360.f;
  247. }
  248.  
  249. angle.z = 0;
  250. return angle;
  251. }
  252.  
  253. DWORD localplayerBase()
  254. {
  255. DWORD lcbase;
  256. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::localplayer), &lcbase, sizeof(lcbase), 0);
  257. return lcbase;
  258. }
  259.  
  260. DWORD engineBase()
  261. {
  262. DWORD enginebase;
  263. ReadProcessMemory(csgo_h, (LPVOID)(enginedll + Offsets::clientstate), &enginebase, sizeof(enginebase), 0);
  264.  
  265. return enginebase;
  266. }
  267.  
  268. void changevAngle(Vector angle)
  269. {
  270. if (angle.x >= -89 && angle.x <= 89 && angle.y >= -180 && angle.y <= 180)
  271. {
  272. WriteProcessMemory(csgo_h, (LPVOID)(engineBase() + Offsets::viewangles), &angle, sizeof(angle), 0);
  273. }
  274. }
  275.  
  276. void forceUpdate()
  277. {
  278. int value = -1;
  279. WriteProcessMemory(csgo_h, (LPVOID)(engineBase() + /*m_nDeltaTick*/ 0x174), &value, sizeof(value), 0);
  280. }
  281.  
  282. DWORD getWeapon(int i)
  283. {
  284. DWORD lcbase;
  285.  
  286. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::localplayer), &lcbase, sizeof(lcbase), 0);
  287.  
  288. if (lcbase)
  289. {
  290. DWORD wIndex;
  291.  
  292. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + sc::myweapons + ((i - 1) * 0x4)), &wIndex, sizeof(wIndex), 0);
  293. wIndex &= 0xFFFF;
  294.  
  295. DWORD wEntity;
  296.  
  297. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::entitylist + (wIndex - 1) * 0x10), &wEntity, sizeof(wEntity), 0);
  298.  
  299. int result;
  300.  
  301. ReadProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemdefinitionindex), &result, sizeof(result), 0);
  302.  
  303.  
  304. return result;
  305. }
  306. }
  307.  
  308. void printLoading()
  309. {
  310. MemoryManagment Mem("csgo.exe");
  311. cout << "> Waiting for csgo!" << endl;
  312.  
  313. while (!Mem.Initialize()) {
  314. Sleep(300);
  315. }
  316. cout << "> Updating offsets..." << endl;
  317. Sleep(1300);
  318. cout << "> Enjoy game!" << endl;
  319. Sleep(600);
  320. }
  321.  
  322. string bools[2] = { "[OFF]|", "[ON] |" };
  323.  
  324. void SetColour(int ForgC) // got online
  325. {
  326. WORD wColor;
  327.  
  328. HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
  329. CONSOLE_SCREEN_BUFFER_INFO csbi;
  330.  
  331. //We use csbi for the wAttributes word.
  332. if (GetConsoleScreenBufferInfo(hStdOut, &csbi))
  333. {
  334. //Mask out all but the background attribute, and add in the forgournd color
  335. wColor = (csbi.wAttributes & 0xF0) + (ForgC & 0x0F);
  336. SetConsoleTextAttribute(hStdOut, wColor);
  337. }
  338. return;
  339. }
  340.  
  341. void Navigation()
  342. {
  343. /*for (;;)*/
  344. //{
  345. for (int i = 2; i < 180; i++)
  346. {
  347. if (GetAsyncKeyState(i) & 0x8000)
  348. {
  349. switch (i)
  350. {
  351. case 38: // UP ARROW
  352. if (M_Index < 4)
  353. M_Index++;
  354. Changes++;
  355. updated = true;
  356. break;
  357. case 40: // DOWN ARROW
  358. if (M_Index > 0)
  359. M_Index--;
  360. Changes++;
  361. updated = true;
  362. break;
  363. case 37: // LEFT ARROW
  364. Switch(M_Index);
  365. Changes--;
  366. LR++;
  367. updated = true;
  368. break;
  369. case 39: // RIGHT ARROW
  370. Switch(M_Index);
  371. Changes++;
  372. LR++;
  373. updated = true;
  374. break;
  375. }
  376. Sleep(100);
  377. }
  378. }
  379. }
  380.  
  381. void Switch(int index)
  382. {
  383. if (index == IGLOW)
  384. {
  385. glow = !glow;
  386. }
  387. if (index == IBHOP)
  388. {
  389. bhop = !bhop;
  390. }
  391. if (index == IRADAR)
  392. {
  393. radar = !radar;
  394. }
  395. if (index == ISKIN)
  396. {
  397. skinchanger = !skinchanger;
  398. }
  399. }
  400.  
  401. void UpdateMenu()
  402. {
  403. int temp = -1;
  404. /*for (;;)*/
  405. //{
  406. if (temp != Changes)
  407. {
  408. temp = Changes;
  409. system("CLS");
  410. SetColour(15);
  411. cout << " >> XYUHACK <<" << endl;
  412.  
  413. if (M_Index == IGLOW)
  414. {
  415.  
  416. SetColour(14);
  417. cout << " ----------Ba3e1uH---------" << endl;
  418. cout << "| Glow " << bools[glow] << endl;
  419. glow = !glow;
  420. }
  421. else
  422. {
  423.  
  424. SetColour(15);
  425. cout << " ------------By------------" << endl;
  426. cout << "| Glow " << bools[glow] << endl;
  427. glow = !glow;
  428. }
  429.  
  430. //--------------
  431.  
  432. if (M_Index == IBHOP)
  433. {
  434.  
  435. SetColour(14);
  436. cout << "| Bhop " << bools[bhop] << endl;
  437. }
  438. else
  439. {
  440.  
  441. SetColour(15);
  442. cout << "| Bhop " << bools[bhop] << endl;
  443. }
  444.  
  445. //--------------
  446.  
  447. if (M_Index == IRADAR)
  448. {
  449.  
  450. SetColour(14);
  451. cout << "| Radar " << bools[radar] << endl;
  452. }
  453. else
  454. {
  455.  
  456. SetColour(15);
  457. cout << "| Radar " << bools[radar] << endl;
  458. }
  459.  
  460. //--------------
  461.  
  462. if (M_Index == ISKIN)
  463. {
  464.  
  465. SetColour(14);
  466. cout << "| Skin Changer " << bools[skinchanger] << endl;
  467. cout << " -------Special-For--------" << endl;
  468. }
  469.  
  470. else
  471. {
  472.  
  473. SetColour(15);
  474. cout << "| Skin Changer " << bools[skinchanger] << endl;
  475. cout << " -------Prime-Coding-------" << endl;
  476. }
  477.  
  478. }
  479.  
  480. //}
  481. }
  482.  
  483.  
  484. //void printMenu()
  485. //{
  486. //
  487. // cout << " XYUHACK" << endl;
  488. // cout << " ------------------" << endl;
  489. // cout << "| [F1] Glow ESP |" << endl;
  490. // cout << "| [F2] Bunnyhop |" << endl;
  491. // cout << "| [F3] Radar Hack |" << endl;
  492. // cout << "| [F4] Skin Changer|" << endl;
  493. // cout << " ------------------" << endl;
  494. // cout << " </>Prime Coding\n" << endl;
  495. // cout << " [LOG]\n" << endl;
  496. //}
  497.  
  498. void doLoop()
  499. {
  500.  
  501. DWORD glow_dw = 0;
  502. int glow_entries = 0;
  503.  
  504. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::glowobject), &glow_dw, sizeof(glow_dw), 0);
  505.  
  506. if (!glow_dw) return;
  507.  
  508. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::glowobjectsize), &glow_entries, sizeof(glow_entries), 0);
  509.  
  510. for (auto i = 0; i < glow_entries; i++)
  511. {
  512. int classid = 0;
  513. bool edormant = false;
  514. DWORD buffer_dw = 0;
  515. DWORD entry_dw = 0;
  516. DWORD lcbase = 0;
  517. int myteam = 0;
  518. int myhealth = 0;
  519. int eteam = 0;
  520. int ehealth = 0;
  521. bool edefusing = false;
  522.  
  523. ReadProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38)), &entry_dw, sizeof(entry_dw), 0);
  524.  
  525. if (!entry_dw) continue;
  526.  
  527. ReadProcessMemory(csgo_h, (LPVOID)(entry_dw + Offsets::dormant), &edormant, sizeof(edormant), 0);
  528.  
  529. if (edormant) continue;
  530.  
  531. ReadProcessMemory(csgo_h, (LPVOID)(entry_dw + 0x8), &buffer_dw, sizeof(buffer_dw), 0);
  532.  
  533. if (!buffer_dw) continue;
  534.  
  535. ReadProcessMemory(csgo_h, (LPVOID)(buffer_dw + 0x8), &buffer_dw, sizeof(buffer_dw), 0);
  536.  
  537. if (!buffer_dw) continue;
  538.  
  539. ReadProcessMemory(csgo_h, (LPVOID)(buffer_dw + 0x1), &buffer_dw, sizeof(buffer_dw), 0);
  540.  
  541. if (!buffer_dw) continue;
  542.  
  543. ReadProcessMemory(csgo_h, (LPVOID)(buffer_dw + 0x14), &classid, sizeof(classid), 0);
  544.  
  545. if (!classid) continue;
  546.  
  547. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::localplayer), &lcbase, sizeof(lcbase), 0);
  548.  
  549. if (!lcbase) continue;
  550.  
  551. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + Offsets::teamnum), &myteam, sizeof(myteam), 0);
  552.  
  553. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + Offsets::health), &myhealth, sizeof(myhealth), 0);
  554.  
  555. ReadProcessMemory(csgo_h, (LPVOID)(entry_dw + Offsets::teamnum), &eteam, sizeof(eteam), 0);
  556.  
  557. ReadProcessMemory(csgo_h, (LPVOID)(entry_dw + Offsets::health), &ehealth, sizeof(ehealth), 0);
  558.  
  559. ReadProcessMemory(csgo_h, (LPVOID)(entry_dw + Offsets::isdefusing), &edefusing, sizeof(edefusing), 0);
  560.  
  561. if (glow)
  562. {
  563. //Player
  564. if (classid == 35)
  565. {
  566. if (myteam == 1 || myhealth > 1)
  567. {
  568. if (eteam == 2) //T
  569. {
  570. glowColor color(1, 0, 0, 1);
  571. glowColorSets settings(true, false, false);
  572.  
  573. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  574. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  575. }
  576. if (eteam == 3) //CT
  577. {
  578. glowColor color(0, 0, 1, 1);
  579. glowColorSets settings(true, false, false);
  580.  
  581. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  582. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  583. }
  584. }
  585. else
  586. {
  587. if (eteam == 2) //T
  588. {
  589. glowColor color(1, 0, 0, 1);
  590. glowColorSets settings(true, false, false);
  591.  
  592. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  593. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  594. }
  595. if (eteam == 3) //CT
  596. {
  597. glowColor color(0, 0, 1, 1);
  598. glowColorSets settings(true, false, false);
  599.  
  600. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  601. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  602. }
  603. }
  604. }
  605.  
  606. //Bomb || C4
  607. if (classid == 29 || classid == 108)
  608. {
  609. glowColor color(1, 1, 0, 0.8);
  610. glowColorSets settings(true, false, false);
  611.  
  612. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  613. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  614.  
  615. }
  616.  
  617. //Flashbang
  618. if (classid == 9)
  619. {
  620. glowColor color(0, 0, 1, 0.8);
  621. glowColorSets settings(true, false, false);
  622.  
  623. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  624. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  625. }
  626.  
  627. //Weapons
  628. if (classid == 1 || classid == 39 || classid >= 204 && classid <= 244)
  629. {
  630. glowColor color(1, 0.5, 0, 0.8);
  631. glowColorSets settings(true, false, false);
  632.  
  633. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x4), &color, sizeof(color), 0);
  634. WriteProcessMemory(csgo_h, (LPVOID)(glow_dw + (i * 0x38) + 0x24), &settings, sizeof(settings), 0);
  635. }
  636. }
  637.  
  638. if (radar)
  639. {
  640. if (myteam != eteam)
  641. {
  642. bool bspotted;
  643. bool value = true;
  644.  
  645. ReadProcessMemory(csgo_h, (LPVOID)(entry_dw + Offsets::bspottedbymask), &bspotted, sizeof(bspotted), 0);
  646.  
  647. if (!bspotted)
  648. WriteProcessMemory(csgo_h, (LPVOID)(entry_dw + Offsets::bspottedbymask), &value, sizeof(value), 0);
  649. }
  650. }
  651. }
  652. }
  653.  
  654. void doTriggerbot()
  655. {
  656. if (GetAsyncKeyState(0x06) & 0x8000)
  657. {
  658. DWORD lcbase, entity;
  659. int myteam, eteam, inc;
  660.  
  661. int value = 6;
  662.  
  663. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::localplayer), &lcbase, sizeof(lcbase), 0);
  664.  
  665. if (!lcbase) return;
  666.  
  667. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + Offsets::crosshairid), &inc, sizeof(inc), 0);
  668. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + Offsets::teamnum), &myteam, sizeof(myteam), 0);
  669.  
  670. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::entitylist + (0x10 * (inc - 1))), &entity, sizeof(entity), 0);
  671.  
  672. if (!entity) return;
  673.  
  674. ReadProcessMemory(csgo_h, (LPVOID)(entity + Offsets::teamnum), &eteam, sizeof(eteam), 0);
  675.  
  676. if (inc > 0 && inc <= 64)
  677. {
  678. if (myteam != eteam)
  679. {
  680. WriteProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::forceattack), &value, sizeof(value), 0);
  681. }
  682. }
  683. }
  684. }
  685.  
  686. void doBhop()
  687. {
  688. DWORD lcbase;
  689.  
  690. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::localplayer), &lcbase, sizeof(lcbase), 0);
  691.  
  692. if (!lcbase) return;
  693.  
  694. if (GetAsyncKeyState(VK_SPACE) & 0x8000)
  695. {
  696. int flags;
  697.  
  698. int value = 6;
  699.  
  700. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + Offsets::flags), &flags, sizeof(flags), 0);
  701.  
  702. if (flags & 1 << 0)
  703. {
  704. WriteProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::forcejump), &value, sizeof(value), 0);
  705. }
  706. }
  707. }
  708.  
  709. void doSkinChanger()
  710. {
  711. if (!sc::once)
  712. {
  713. forceUpdate();
  714. sc::once = true;
  715. }
  716.  
  717. for (int i = 0; i < 64; i++)
  718. {
  719. DWORD lcbase;
  720.  
  721. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::localplayer), &lcbase, sizeof(lcbase), 0);
  722.  
  723. if (!lcbase) continue;
  724.  
  725. DWORD wIndex;
  726.  
  727. ReadProcessMemory(csgo_h, (LPVOID)(lcbase + sc::myweapons + ((i - 1) * 0x4)), &wIndex, sizeof(wIndex), 0);
  728. wIndex &= 0xFFFF;
  729.  
  730. DWORD wEntity;
  731.  
  732. ReadProcessMemory(csgo_h, (LPVOID)(clientdll + Offsets::entitylist + (wIndex - 1) * 0x10), &wEntity, sizeof(wEntity), 0);
  733.  
  734. if (getWeapon(i) == weapon_ak47)
  735. {
  736. int value_1 = 0;
  737. int value_2 = 2048;
  738. int value_3 = 302;
  739.  
  740. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  741. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  742. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  743. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  744. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  745. }
  746.  
  747. if (getWeapon(i) == weapon_awp)
  748. {
  749. int value_1 = 0;
  750. int value_2 = 2048;
  751. int value_3 = 344;
  752.  
  753. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  754. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  755. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  756. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  757. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  758. }
  759.  
  760. if (getWeapon(i) == weapon_ssg08)
  761. {
  762. int value_1 = 0;
  763. int value_2 = 2048;
  764. int value_3 = 624;
  765.  
  766. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  767. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  768. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  769. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  770. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  771. }
  772.  
  773. if (getWeapon(i) == weapon_aug)
  774. {
  775. int value_1 = 0;
  776. int value_2 = 2048;
  777. int value_3 = 280;
  778.  
  779. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  780. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  781. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  782. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  783. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  784. }
  785.  
  786. if (getWeapon(i) == weapon_famas)
  787. {
  788. int value_1 = 0;
  789. int value_2 = 2048;
  790. int value_3 = 604;
  791.  
  792. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  793. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  794. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  795. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  796. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  797. }
  798.  
  799. if (getWeapon(i) == weapon_galilar)
  800. {
  801. int value_1 = 0;
  802. int value_2 = 2048;
  803. int value_3 = 398;
  804.  
  805. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  806. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  807. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  808. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  809. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  810. }
  811.  
  812. if (getWeapon(i) == 60)
  813. {
  814. int value_1 = 0;
  815. int value_2 = 2048;
  816. int value_3 = 644;
  817.  
  818. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  819. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  820. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  821. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  822. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  823. }
  824.  
  825. if (getWeapon(i) == weapon_m4a1)
  826. {
  827. int value_1 = 0;
  828. int value_2 = 2048;
  829. int value_3 = 309;
  830.  
  831. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  832. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  833. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  834. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  835. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  836. }
  837.  
  838. if (getWeapon(i) == 61)
  839. {
  840. int value_1 = 0;
  841. int value_2 = 2048;
  842. int value_3 = 653;
  843.  
  844. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  845. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  846. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  847. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  848. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  849. }
  850.  
  851. if (getWeapon(i) == 63)
  852. {
  853. int value_1 = 0;
  854. int value_2 = 2048;
  855. int value_3 = 643;
  856.  
  857. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  858. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  859. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  860. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  861. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  862. }
  863.  
  864. if (getWeapon(i) == weapon_deagle)
  865. {
  866. int value_1 = 0;
  867. int value_2 = 2048;
  868. int value_3 = 37;
  869.  
  870. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  871. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  872. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  873. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  874. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  875. }
  876.  
  877. if (getWeapon(i) == weapon_fiveseven)
  878. {
  879. int value_1 = 0;
  880. int value_2 = 2048;
  881. int value_3 = 660;
  882.  
  883. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  884. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  885. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  886. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  887. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  888. }
  889.  
  890. if (getWeapon(i) == weapon_glock)
  891. {
  892. int value_1 = 0;
  893. int value_2 = 2048;
  894. int value_3 = 353;
  895.  
  896. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  897. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  898. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  899. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  900. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  901. }
  902.  
  903. if (getWeapon(i) == 32)
  904. {
  905. int value_1 = 0;
  906. int value_2 = 2048;
  907. int value_3 = 389;
  908.  
  909. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  910. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  911. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  912. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  913. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  914. }
  915.  
  916. if (getWeapon(i) == weapon_p250)
  917. {
  918. int value_1 = 0;
  919. int value_2 = 2048;
  920. int value_3 = 271;
  921.  
  922. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  923. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  924. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  925. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  926. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  927. }
  928.  
  929. if (getWeapon(i) == weapon_tec9)
  930. {
  931. int value_1 = 0;
  932. int value_2 = 2048;
  933. int value_3 = 614;
  934.  
  935. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidhigh), &value_1, sizeof(value_1), 0);
  936. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::itemidlow), &value_2, sizeof(value_2), 0);
  937. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::originalownerxuidlow), &value_1, sizeof(value_1), 0);
  938. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::ownerhigh), &value_1, sizeof(value_1), 0);
  939. WriteProcessMemory(csgo_h, (LPVOID)(wEntity + sc::fallbackpaintkit), &value_3, sizeof(value_3), 0);
  940. }
  941. }
  942.  
  943. if (GetAsyncKeyState(VK_LMENU) & 1)
  944. forceUpdate();
  945. }
  946.  
  947. const int NotUsed = system("color 10"); //Задаем цвет для фона всей консоли
  948.  
  949.  
  950. enum ConsoleColor
  951. {
  952. Black = 0,
  953. Blue = 1,
  954. Green = 2,
  955. Cyan = 3,
  956. Red = 4,
  957. Magenta = 5,
  958. Brown = 6,
  959. LightGray = 7,
  960. DarkGray = 8,
  961. LightBlue = 9,
  962. LightGreen = 10,
  963. LightCyan = 11,
  964. LightRed = 12,
  965. LightMagenta = 13,
  966. Yellow = 14,
  967. White = 15
  968. } Color;
  969.  
  970. void SetColor(ConsoleColor text, ConsoleColor background)
  971. {
  972. HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
  973. SetConsoleTextAttribute(hStdOut, (WORD)((background << 4) | text));
  974. }
  975. void beepclick()
  976. {
  977. Beep(650.20, 200);
  978. }
  979. void beep()
  980. {
  981. Beep(659.26, 200);
  982. Beep(659.26, 200);
  983. Sleep(200);
  984. Beep(659.26, 200);
  985. Sleep(100);
  986. Beep(523.26, 200);
  987. Beep(659.26, 200);
  988. Sleep(200);
  989. Beep(783.98, 200);
  990. Sleep(400);
  991. Beep(391.99, 200);
  992. }
  993.  
  994. int main()
  995. {
  996. SetConsoleTitle("XYUHACK | Counter-Strike: Global Offensive");
  997. SetColor(White, Blue);
  998. getProcess("csgo.exe");
  999. clientdll = getModule("client.dll");
  1000. enginedll = getModule("engine.dll");
  1001. printLoading();
  1002. system("cls");
  1003. UpdateMenu();
  1004. SetColor(White, Blue);
  1005. for (;;)
  1006. {
  1007. Navigation();
  1008. if (updated == true)
  1009. {
  1010. updated = false;
  1011. UpdateMenu();
  1012. }
  1013. Sleep(50);
  1014. }
  1015. /*printMenu();*/
  1016. CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)beep, NULL, NULL, NULL);
  1017. system("PAUSE");
  1018. return 0;
  1019. }
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