Bubusuk

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Mar 3rd, 2017
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  1. #include "ProcMem.h"
  2. #include <conio.h>
  3.  
  4. ProcMem mem;
  5. using namespace std;
  6.  
  7. class read; //Definition
  8. class read{
  9. public:
  10.  
  11. int i_Enemies[32]; //Enemy Array
  12. int i_Count; //Found Counter / Array Index - Allows Us To Populate Enemy Array Correctly (in order)
  13. int i_team;
  14. int e_team;
  15. DWORD dwClient;
  16. DWORD dwPBase;
  17. DWORD dwEntity;
  18.  
  19. void Read()
  20. {
  21. dwClient = mem.Module("client.dll");
  22. dwPBase = mem.Read<DWORD>(dwClient + 0xA33234);
  23. i_team = mem.Read<int>(dwPBase + 0xF0);
  24.  
  25. for(int i = 0; i < 64; i++)
  26. {
  27. //Loop From Base Entity Address by 0x10 On Each Iteration
  28. dwEntity = mem.Read<DWORD>((dwClient + 0xA4C3E4) + (i * 0x10));
  29.  
  30. //Prevent Crash From Reading Null Pointer - also stop counting when weve read the last entity
  31. if(!dwEntity)
  32. continue;
  33.  
  34. e_team = mem.Read<int>(dwEntity + 0xF0);
  35.  
  36. //If An Enemy Has Been Found, Store Their Entity Index ID Inside Array
  37. if(e_team != i_team && e_team > 1)
  38. {
  39. i_Enemies[i_Count] = mem.Read<int>(dwEntity + 0x64);
  40. i_Count++;
  41. }
  42. }
  43. }
  44. }info;
  45.  
  46. void Trigger()
  47. {
  48. //Variables
  49. int iTarList[32]; //Enemy Array
  50. int iResponse = 1; //Default Fire Rate
  51. int * i_cID;
  52. int cID;
  53.  
  54. //Read Relevant info
  55. info.Read();
  56.  
  57. while(1)
  58. {
  59. //Read Relevant info
  60. info.Read();
  61.  
  62. //Populate Enemy Array
  63. for(int i = 0; i < info.i_Count; i++)
  64. iTarList[i] = info.i_Enemies[i];
  65.  
  66. //Read Whats In Crosshair
  67. cID = mem.Read<int>(info.dwPBase + 0x2374);
  68.  
  69. //Compare Current ID To Enemy Arra
  70. i_cID = find(iTarList, iTarList + info.i_Count, cID);
  71.  
  72. //Shoot If Current ID Matches Enemy ID
  73. while(*i_cID == cID)
  74. {
  75. //Read Whats In Crosshair
  76. cID = mem.Read<int>(info.dwPBase + 0x2374);
  77.  
  78. //Compare Current ID To Enemy Arra
  79. i_cID = find(iTarList, iTarList + info.i_Count, cID);
  80.  
  81. //Less Detectable Method
  82. mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
  83. Sleep(iResponse);
  84. mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
  85.  
  86. //End Triggerbot - Safety Key Encase Of Infinite Loop
  87. if(GetAsyncKeyState(VK_END)&1)
  88. return;
  89. }
  90.  
  91. //Reset Entity Counter
  92. info.i_Count = 0;
  93.  
  94. #pragma region Fire Rate Modifier
  95.  
  96. if(GetAsyncKeyState(VK_ADD)&1)
  97. {
  98. iResponse++;
  99. if(iResponse > 15)
  100. iResponse = 15;
  101.  
  102. system("cls");
  103. _cprintf("%d", iResponse);
  104. }
  105.  
  106. if(GetAsyncKeyState(VK_SUBTRACT)&1)
  107. {
  108. iResponse--;
  109. if(iResponse < 1)
  110. iResponse = 1;
  111.  
  112. system("cls");
  113. _cprintf("%d", iResponse);
  114. }
  115.  
  116. #pragma endregion
  117.  
  118. //End Triggerbot
  119. if(GetAsyncKeyState(VK_END)&1)
  120. break;
  121. }
  122. }
  123.  
  124.  
  125. int main()
  126. {
  127. mem.GetProcess("csgo.exe");
  128.  
  129. while(1)
  130. {
  131. if(GetAsyncKeyState(VK_HOME))
  132. {
  133. cout << "\nON";
  134. Trigger();
  135. cout << "\nOFF";
  136. }
  137. }
  138. return 0;
  139. }
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