Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include "ProcMem.h"
- #include <conio.h>
- ProcMem mem;
- using namespace std;
- class read; //Definition
- class read{
- public:
- int i_Enemies[32]; //Enemy Array
- int i_Count; //Found Counter / Array Index - Allows Us To Populate Enemy Array Correctly (in order)
- int i_team;
- int e_team;
- DWORD dwClient;
- DWORD dwPBase;
- DWORD dwEntity;
- void Read()
- {
- dwClient = mem.Module("client.dll");
- dwPBase = mem.Read<DWORD>(dwClient + 0xA33234);
- i_team = mem.Read<int>(dwPBase + 0xF0);
- for(int i = 0; i < 64; i++)
- {
- //Loop From Base Entity Address by 0x10 On Each Iteration
- dwEntity = mem.Read<DWORD>((dwClient + 0xA4C3E4) + (i * 0x10));
- //Prevent Crash From Reading Null Pointer - also stop counting when weve read the last entity
- if(!dwEntity)
- continue;
- e_team = mem.Read<int>(dwEntity + 0xF0);
- //If An Enemy Has Been Found, Store Their Entity Index ID Inside Array
- if(e_team != i_team && e_team > 1)
- {
- i_Enemies[i_Count] = mem.Read<int>(dwEntity + 0x64);
- i_Count++;
- }
- }
- }
- }info;
- void Trigger()
- {
- //Variables
- int iTarList[32]; //Enemy Array
- int iResponse = 1; //Default Fire Rate
- int * i_cID;
- int cID;
- //Read Relevant info
- info.Read();
- while(1)
- {
- //Read Relevant info
- info.Read();
- //Populate Enemy Array
- for(int i = 0; i < info.i_Count; i++)
- iTarList[i] = info.i_Enemies[i];
- //Read Whats In Crosshair
- cID = mem.Read<int>(info.dwPBase + 0x2374);
- //Compare Current ID To Enemy Arra
- i_cID = find(iTarList, iTarList + info.i_Count, cID);
- //Shoot If Current ID Matches Enemy ID
- while(*i_cID == cID)
- {
- //Read Whats In Crosshair
- cID = mem.Read<int>(info.dwPBase + 0x2374);
- //Compare Current ID To Enemy Arra
- i_cID = find(iTarList, iTarList + info.i_Count, cID);
- //Less Detectable Method
- mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
- Sleep(iResponse);
- mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
- //End Triggerbot - Safety Key Encase Of Infinite Loop
- if(GetAsyncKeyState(VK_END)&1)
- return;
- }
- //Reset Entity Counter
- info.i_Count = 0;
- #pragma region Fire Rate Modifier
- if(GetAsyncKeyState(VK_ADD)&1)
- {
- iResponse++;
- if(iResponse > 15)
- iResponse = 15;
- system("cls");
- _cprintf("%d", iResponse);
- }
- if(GetAsyncKeyState(VK_SUBTRACT)&1)
- {
- iResponse--;
- if(iResponse < 1)
- iResponse = 1;
- system("cls");
- _cprintf("%d", iResponse);
- }
- #pragma endregion
- //End Triggerbot
- if(GetAsyncKeyState(VK_END)&1)
- break;
- }
- }
- int main()
- {
- mem.GetProcess("csgo.exe");
- while(1)
- {
- if(GetAsyncKeyState(VK_HOME))
- {
- cout << "\nON";
- Trigger();
- cout << "\nOFF";
- }
- }
- return 0;
- }
Add Comment
Please, Sign In to add comment