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https://github.com/ennoxreal/csgo-imgui-cool-menu
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source ANSWERED [Discord Rpc] for your csgo cheat or application (C++)
loona posted a topic in Source code
1 - First you need to download discord sdk: Download 2 - Go to discord developers and make a new application (put the name you want and the photos you want in "Rich Presence ->Art Assets" ) like that: 3 -Go into your project and include "DiscordRPCSDK/Includes" and "DiscordRPCSDK/SourceFiles" 4 - Add to your cheat or application project: "serialization.h" "serialization.cpp" "rpc_connection.h" "rpc_connection.cpp" "msg_queue.h" "discord_rpc.cpp" "discord_register_win.cpp" "connection_win.cpp" "backoff.h" 5 - Create a "DiscordRpc.cpp" and "DiscordRpc.h" *DiscordRpc.h* #pragma once #include <discord_register.h> #include <discord_rpc.h> #include <Windows.h> class Discord { public: void Initialize(); void Update(); }; *DiscordRpc.cpp* #include "DiscordRpc.h" void Discord::Initialize() { DiscordEventHandlers Handle; memset(&Handle, 0, sizeof(Handle)); Discord_Initialize("APPLICATION ID", &Handle, 1, NULL); } void Discord::Update() { //Discord Visualizer } 6- Change the "APPLICATION ID" to your Application id "General Information -> Application id" 7 - In "//Discord Visualizer" go to "Rich Presence ->Visualizer" and change it, after that go to "Show code" and copy like that: 8 - Go to your main.cpp and put #include "DiscordRpc.h" Discord * g_Discord; int main() { g_Discord->Initialize(); g_Discord->Update(); } Should be like this: and that's it ;D like if helped you ❤️- 10 replies
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XenForo works according to Api versions, the coding language is c++, the ssl socket connection type is secure. The project is completely open source These images are examples : https://ibb.co/st4qVjd --> Home page https://ibb.co/G5tsWmj --> Profile page https://ibb.co/z28Z1Nh --> Approve Google adsense ads https://ibb.co/L6q9bNg --> You can add many json cheats remotely on the cheats page If you want to buy it, you can get detailed information through discord. Discord Step -> Lov3yp#2019 Another project:
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Decided to rework my old integration using whoshuu's cpr and nlohmann's json instead. Core idea behind it is the authentication for loaders, servers, clients etc., you name it. It is WIP again, so I will try to extend that whole thing at some point, might add more loader and injection related stuff to it later. Current functionality: Making a request to a XenForo forum and parsing variables from the response like username, userid, email, secondary groups and a few more things. https://github.com/gandaalv/XenForo-API-Integration Greetings.
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vsdebugger result Exception thrown at 0xC494B032 in csgo.exe: 0xC0000017: Not Enough Quota (parameters: 0x0047D7B0). Exception thrown at 0xC494B032 in csgo.exe: 0xC0000017: Not Enough Quota (parameters: 0x0047D5F0). Exception thrown at 0xC494B032 in csgo.exe: 0xC0000017: Not Enough Quota (parameters: 0x0047D690). csgo.exe has triggered a breakpoint. more details Happened when i crashed in a map with a lot of bots(aimbotz) Pls Halp
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int m_iMaxProcessTicks; //sv_maxusrcmdprocessticks int m_iDummyCommandsToProcess; int m_iTicksAllowedForProcessing; int m_iTotalCommandsToSend; int m_iNumFakeCommandsToSend; bool m_bReadyToShiftTickbase; bool m_bIncrementTicksAllowedForProcessing; bool m_bEnableShiftPrinting; bool m_bShiftedLastSendPacket; int m_iBackupTickbase; bool m_bForceNextTickToIncrementTicksAllowedForProcessing; int m_iNumInvalidTicksSent; int m_iBackupTickbaseFirstCmd; float m_flDelayTickbaseShiftUntilThisTime; double m_flLastServerPacketReceiveTime; int m_iLastServerPacketReceiveTickcount; int m_nServerTick; __int32 m_nDeltaTick; bool m_bForceSend = false; bool m_bShouldChoke = false; bool ApplyTickbaseShift = false; int m_iCustomTickbase[150][2]; //if not set to 0, prediction will set tickbase to this on that command number int m_iCalculatedTickbase[150]; int lastoutgoingcommand; CLC_Move moveMsg; int m_TicksAllowedForProcessing; void SetForceSend(bool send) { m_bForceSend = send; }; void SetShouldChoke(bool choke) { m_bShouldChoke = choke; }; void InitDoubleTap() { static bool did_shift_before = false; static int double_tapped = 0; int i_ticks_to_wait = 15; static int prev_shift_ticks = 0; static bool reset = false; bool ApplyTickbaseShift = false; static int shot_tick = 0; int networked_tickbase = g_csgo->local->GetTickBase(); int current_tickbase = g_csgo->local->GetTickBase(); bool m_bShiftedLastSendPacket = false; int num_used_commands = g_csgo->client_state->iChokedCommands + 1; int clockcorrect = TIME_TO_TICKS(0.03f); static int process_ticks = 0; int latencyticks = max(0, TIME_TO_TICKS(interfaces.engine->GetNetChannelInfo()->GetAvgLatency(FLOW_OUTGOING))); static int limit = 14; bool CanShiftShot = false; bool PredictionStateIsShifted = false; bool WaitForTickbaseBeforeFiring = false; int tickb = m_nServerTick + latencyticks + 1; int nIdealFinalTick = tickb + clockcorrect; int simulation_ticks = m_iTotalCommandsToSend; int _ShiftedTickbase = nIdealFinalTick - simulation_ticks + 1; int new_tickbase = current_tickbase; int too_fast_limit = nIdealFinalTick + clockcorrect; int too_slow_limit = nIdealFinalTick - clockcorrect; float desiredrealtime = interfaces.global_vars->realtime + TICKS_TO_TIME(abs(networked_tickbase) + g_csgo->client_state->iChokedCommands + 1); int nEstimatedFinalTick = current_tickbase + simulation_ticks; bool _CanFireAfterShifting = (g_csgo->cmd->buttons & IN_ATTACK); int nextslot = (g_csgo->cmd->command_number + 1) % 150; int slot = g_csgo->cmd->command_number % 150; int maxprocessable = TIME_TO_TICKS(0.03f); CMAntiAim::Get().shot_dt = false; bool _CanFireWithoutShifting = (g_csgo->cmd->buttons & IN_ATTACK); int _FirstCommandSlot = (g_csgo->cmd->command_number - g_csgo->client_state->iChokedCommands) % 150; int nCorrectedTick = nIdealFinalTick - simulation_ticks + 1; int servertick = m_nServerTick; int nFinalTickbase = nCorrectedTick + moveMsg.m_nNewCommands; int old_tickbase = m_iCalculatedTickbase[lastoutgoingcommand % 150]; if (CanDT() && !g_csgo->game_rules->IsFreezeTime()) { if (vars.ragebot.double_tap->active) { prev_shift_ticks = 0; auto can_shift_shot = CMAntiAim::Get().can_exploit(16); auto can_shot = CMAntiAim::Get().can_exploit(abs(-1 - prev_shift_ticks)); if (m_iNumInvalidTicksSent != 1 || can_shift_shot || !can_shot && !did_shift_before) { prev_shift_ticks = 16; double_tapped = 0; } else { double_tapped++; m_iNumInvalidTicksSent++; prev_shift_ticks = 0; } if (m_nDeltaTick == -1) { for (int i = 0; i < 150; ++i) { m_iCustomTickbase[i][0] = 0; m_iCustomTickbase[i][1] = 0; m_iCalculatedTickbase[i] = 0; } } if (g_csgo->send_packet && g_csgo->local->GetTickBase()) { if (prev_shift_ticks > 0) { if (CMAntiAim::Get().can_exploit(_CanFireAfterShifting && prev_shift_ticks + clockcorrect)) { CMAntiAim::Get().shot_dt = true; if (g_csgo->cmd->buttons & IN_ATTACK) { m_bEnableShiftPrinting = false; m_iBackupTickbase = g_csgo->local->GetTickBase(); g_csgo->m_nTickbaseShift = prev_shift_ticks; CMAntiAim::Get().did_shot = true; PredictionStateIsShifted = true; CMAntiAim::Get().cmd_tick = g_csgo->cmd->command_number; reset = false; interfaces.global_vars->curtime = TICKS_TO_TIME(g_csgo->local->GetTickBase()); m_bEnableShiftPrinting = true; if (m_bShiftedLastSendPacket) { g_csgo->local->GetTickBase(); return; } m_iBackupTickbase = g_csgo->local->GetTickBase(); //store the current tickbase in case we need to restore prediction later if we did not decide to shift m_iBackupTickbaseFirstCmd = m_iCustomTickbase[_FirstCommandSlot][0]; //save the first cmd tickbase in case we dont decide to shift { m_bShiftedLastSendPacket = TICKS_TO_TIME(nCorrectedTick), m_bShiftedLastSendPacket = TICKS_TO_TIME(nFinalTickbase), m_bShiftedLastSendPacket = TIME_TO_TICKS(TICKS_TO_TIME(old_tickbase) - TICKS_TO_TIME(nCorrectedTick)), m_bShiftedLastSendPacket = TICKS_TO_TIME(old_tickbase); TICKS_TO_TIME(servertick); moveMsg.m_nNewCommands = 1 + g_csgo->client_state->iChokedCommands; } m_iCustomTickbase[_FirstCommandSlot][0] = _ShiftedTickbase; nIdealFinalTick - simulation_ticks + desiredrealtime + 1; interfaces.global_vars->curtime = TICKS_TO_TIME(servertick + prev_shift_ticks); CMAntiAim::Get().cmd_tick = (g_csgo->cmd->command_number + 1) % 150; if (nEstimatedFinalTick > too_fast_limit || nEstimatedFinalTick < too_slow_limit) new_tickbase = nIdealFinalTick - simulation_ticks + 1; m_iCustomTickbase[nextslot][0] = nIdealFinalTick; m_iCustomTickbase[nextslot][1] = 1; _CanFireWithoutShifting += _ShiftedTickbase; if (m_TicksAllowedForProcessing == -999) m_TicksAllowedForProcessing = (m_iTicksAllowedForProcessing); CMAntiAim::Get().base_tick = g_csgo->local->GetTickBase(); if (m_iNumInvalidTicksSent != 1) { m_bIncrementTicksAllowedForProcessing = true; m_iNumInvalidTicksSent++; m_bForceNextTickToIncrementTicksAllowedForProcessing = false; } else { m_iNumInvalidTicksSent = 0; if (m_bReadyToShiftTickbase && m_iTicksAllowedForProcessing) { m_bForceNextTickToIncrementTicksAllowedForProcessing = true; } } if (m_iCustomTickbase[slot][0] != 0) { m_iCustomTickbase[slot][0] = 0; m_iCustomTickbase[slot][1] = 0; } interfaces.global_vars->curtime = TICKS_TO_TIME(m_iBackupTickbase); interfaces.global_vars->curtime = TICKS_TO_TIME(m_iBackupTickbase + maxprocessable); interfaces.global_vars->curtime = TICKS_TO_TIME(_ShiftedTickbase); m_bEnableShiftPrinting = true; } else { if ((!(g_csgo->cmd->buttons & IN_ATTACK) || !Ragebot::Get().shot) && CMAntiAim::Get().did_shot) { g_csgo->dt_charged = false; g_csgo->skip_ticks = vars.ragebot.dt_instant ? 16 : 8; CMAntiAim::Get().did_shot = false; PredictionStateIsShifted = false; CMAntiAim::Get().base_tick = g_csgo->local->GetTickBase(); } } if (m_bIncrementTicksAllowedForProcessing) { SetForceSend(true); SetShouldChoke(false); WaitForTickbaseBeforeFiring = true; } } else { CMAntiAim::Get().shot_dt = false; process_ticks = 0; reset = true; m_iMaxProcessTicks = 16; m_iTicksAllowedForProcessing = 0; m_iNumFakeCommandsToSend = 0; m_bReadyToShiftTickbase = false; m_bIncrementTicksAllowedForProcessing = false; m_iNumInvalidTicksSent = 0; m_bEnableShiftPrinting = true; m_bForceNextTickToIncrementTicksAllowedForProcessing = false; for (int i = 0; i < 150; ++i) { m_iCustomTickbase[i][0] = 0; m_iCustomTickbase[i][1] = 0; m_iCalculatedTickbase[i] = 0; } } } did_shift_before = prev_shift_ticks != 0; } } else { g_csgo->bShootedFirstBullet = false; g_csgo->TickShifted = false; g_csgo->nSinceUse = 0; } } new_tickbase; return; } if error change g_csgo to csgo
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So i want to add new features to a osiris paste.For example i want to add inventory changer or rank changer.I have these features from other cheats,but how can i add them to the cheat more exactly?When i add inventorychanger.cpp and inventorychanger.h to osiris it doesn t work.I know i need to add this option in the menu and make it work with the entire code,but how?Any tips?