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Jul 19th, 2019
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  1. void Cheat()
  2. {
  3. Var.GameModule = (DWORD)GetModuleHandle("client_panorama.dll");
  4. Var.LocalPlayer = *(DWORD*)(Var.GameModule + Offsets.IPlayer);
  5. std::cout << "Cheat void loaded" << std::endl;
  6.  
  7. if (Var.LocalPlayer == NULL)
  8. while (Var.LocalPlayer == NULL)
  9. Var.LocalPlayer = *(DWORD*)(Var.GameModule + Offsets.IPlayer);
  10. std::cout << "IPlayer loaded" << std::endl;
  11.  
  12. while(true)
  13. std::cout << "Working" << std::endl;
  14. Var.Flag = *(BYTE*)(Var.LocalPlayer + Offsets.Flags);
  15.  
  16. DWORD GObj = *(DWORD*)(Var.GameModule + Offsets.GManager);
  17. int MyTeam = *reinterpret_cast<int*>(Var.LocalPlayer + Offsets.Team);
  18. // *reinterpret_cast<int*>(localPlayer + m_iTeamNum);
  19.  
  20.  
  21. DWORD EntityT = *(DWORD*)(Var.GameModule + Offsets.EList + ((Var.Cid1 - 1) * 0x10));
  22. int ETeamT = *(int*)(EntityT + Offsets.Team);
  23.  
  24. Var.Cid1 = *(int*)(Var.LocalPlayer + Offsets.Cid); (Var.LocalPlayer + Offsets.Cid);
  25.  
  26. if (GetAsyncKeyState(VK_DELETE))
  27. {
  28. system("cls");
  29. if (Var.ToggleT)
  30. {
  31. std::cout << "T bot enabled" << std::endl;
  32. }
  33. else
  34. {
  35. std::cout << "T bot disabled" << std::endl;
  36. }
  37. if (Var.bbbb)
  38. {
  39. std::cout << "bbbb enabled" << std::endl;
  40. }
  41. else
  42. {
  43. std::cout << "bbbb disabled" << std::endl;
  44. }
  45. if (Var.GC)
  46. {
  47. std::cout << "GC enabled" << std::endl;
  48. }
  49. else
  50. {
  51. std::cout << "GC disabled" << std::endl;
  52. }
  53. if (Var.Radar)
  54. {
  55. std::cout << "Radar enabled" << std::endl;
  56. }
  57. else
  58. {
  59. std::cout << "Radar disabled" << std::endl;
  60. }
  61. }
  62.  
  63.  
  64. if (GetAsyncKeyState(VK_LEFT))
  65. {
  66. Var.ToggleT = !Var.ToggleT;
  67. if (Var.ToggleT)
  68. {
  69. system("cls");
  70. std::cout << "T bot enabled" << std::endl;
  71. }
  72. if (!Var.ToggleT)
  73. {
  74. system("cls");
  75. std::cout << "T bot disabled" << std::endl;
  76. }
  77. Sleep(200);
  78. }
  79.  
  80. if (GetAsyncKeyState(VK_DOWN))
  81. {
  82. Var.Radar = !Var.Radar;
  83. if (Var.Radar)
  84. {
  85. system("cls");
  86. std::cout << "Radar enabled" << std::endl;
  87. }
  88. if (!Var.Radar)
  89. {
  90. system("cls");
  91. std::cout << "Radar disabled" << std::endl;
  92. }
  93. Sleep(200);
  94. }
  95.  
  96. if (GetAsyncKeyState(VK_INSERT))
  97. {
  98. system("cls");
  99. std::cout << "RELOADED" << std::endl;
  100. Var.LocalPlayer = *(DWORD*)(Var.GameModule + Offsets.IPlayer);
  101. }
  102.  
  103. if (GetAsyncKeyState(VK_UP))
  104. {
  105. Var.GC = !Var.GC;
  106. if (Var.GC == true)
  107. {
  108. system("cls");
  109. std::cout << "GC enabled" << std::endl;
  110. }
  111. if (Var.GC == false)
  112. {
  113. system("cls");
  114. std::cout << "GC disabled" << std::endl;
  115. }
  116. Sleep(200);
  117. }
  118.  
  119.  
  120. if (GetAsyncKeyState(VK_RIGHT))
  121. {
  122. Var.bbbb = !Var.bbbb;
  123. if (Var.bbbb == true)
  124. {
  125. system("cls");
  126. std::cout << "bbbb enabled" << std::endl;
  127. }
  128. if (Var.bbbb == false)
  129. {
  130. system("cls");
  131. std::cout << "bbbb disabled" << std::endl;
  132. }
  133. Sleep(200);
  134. }
  135.  
  136.  
  137. if (Var.ToggleT == true)
  138. {
  139. if (GetAsyncKeyState(VK_MENU) && Var.Cid1 > 0)
  140. {
  141. *(int*)(Var.GameModule + Offsets.Attack) = 5;
  142. Sleep(1);
  143. *(int*)(Var.GameModule + Offsets.Attack) = 4;
  144. }
  145. }
  146.  
  147.  
  148. if (Var.bbbb)
  149. {
  150. if (PMoving()) {
  151. if (GetAsyncKeyState(VK_SPACE) && Var.Flag == (1 << 0))
  152. * (DWORD*)(Var.GameModule + Offsets.FJump) = 6;
  153. }
  154. }
  155.  
  156. if (Var.Radar)
  157. {
  158. for (short int R = 1; R <= 64; R++)
  159. {
  160. DWORD* REntity = reinterpret_cast<DWORD*>(Var.GameModule + Offsets.EList + R * 0x10);
  161. if (!REntity)
  162. continue;
  163.  
  164. if (!(*REntity))
  165. continue;
  166.  
  167. }
  168. }
  169.  
  170. if (Var.GC)
  171. {
  172. for (short int i = 1; i <= 64; ++i)
  173. {
  174. DWORD* GEntity = reinterpret_cast<DWORD*>(Var.GameModule + Offsets.EList + (i * 0x10));
  175.  
  176. if (!GEntity)
  177. continue;
  178.  
  179. if (!(*GEntity))
  180. continue;
  181.  
  182. int EntityTeam = *reinterpret_cast<int*>(*GEntity + Offsets.Team);
  183. int GlowIndex = *reinterpret_cast<int*>(*GEntity + Offsets.GIndex);
  184.  
  185. if (MyTeam == EntityTeam)
  186. {
  187. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0x4)) = 0.0f;// Red
  188. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0x8)) = 0.0f;// Green
  189. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0xC)) = 255.f;// Blue
  190. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0x10)) = 5.5f;// Alpha
  191. }
  192. else
  193. {
  194. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0x4)) = 0.0f; // Red
  195. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0x8)) = 255.f; // Green
  196. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0xC)) = 0; // Blue
  197. *reinterpret_cast<float*>(GObj + ((GlowIndex * 0x38) + 0x10)) = 5.5f; // Alpha
  198.  
  199. }
  200.  
  201. *reinterpret_cast<bool*>(GObj + ((GlowIndex * 0x38) + 0x24)) = true;
  202. *reinterpret_cast<bool*>(GObj + ((GlowIndex * 0x38) + 0x25)) = false;
  203. }
  204. }
  205. }
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