KATE Posted April 5, 2020 Share Posted April 5, 2020 Hello everyone, today we will make an internal cheat that will control our returns, and so we will start... Guide by emily At the beginning of our program we write: #include <Windows.h> Next comes the class of vectors // vec3 class struct Vec3 { float x, y, z; Vec3 operator+(Vec3 d) { return { x + d.x, y + d.y, z + d.z }; } Vec3 operator-(Vec3 d) { return { x - d.x, y - d.y, z - d.z }; } Vec3 operator*(float d) { return { x * d, y * d, z * d }; } void Normalize() { while (y < -180) { y += 360; } while (y > 180) { y -= 360; } if (x > 89) { x = 89; } if (x < -89) { x = -89; } } }; Next, we need to get offsets, namely offsets (dwLocalPlayer, dwClientState, dwClientState_viewAngles, m_iShotsFired, m_aimPunchAngle ) To do this, we need a hazedumper. Go in https://github.com/frk1/hazedumper and go to csgo.h and look for these offsets (in the code specifically do not put, in order for you to practice yourself) // offsets // localPlayer uintptr_t dwLocalPlayer = ; // clientState uintptr_t dwClientState = ; // viewAngles uintptr_t dwClientState_viewAngles = ; // shotsFired uintptr_t m_iShotsFired = ; // aimpunchangle uintptr_t m_aimPunchAngle = ; Next, we need the settings, write... uintptr_t exitKey = VK_ESCAPE; After all this, we write... int WINAPI HackThread(HMODULE hModule) { // data // clientModule uintptr_t clientModule = (uintptr_t)GetModuleHandle("client_panorama.dll"); // engineModule uintptr_t engineModule = (uintptr_t)GetModuleHandle("engine.dll"); // localPlayer ptr uintptr_t localPlayer = *(uintptr_t*)(clientModule + dwLocalPlayer); // viewAngles ptr Vec3* viewAngles = (Vec3*)(*(uintptr_t*)(engineModule + dwClientState) + dwClientState_viewAngles); // shotsFired ptr int* iShotsFired = (int*)(localPlayer + m_iShotsFired); // aimPunch ptr Vec3* aimPunchAngle = (Vec3*)(localPlayer + m_aimPunchAngle) Vec3 oPunch{ 0,0,0 };; Next, we write the most important code of our program. while (!GetAsyncKeyState(exitKey)) { Vec3 punchAngle = *aimPunchAngle * 2; if (*iShotsFired > 1) { // calc rcs Vec3 newAngle = *viewAngles + oPunch - punchAngle; // normalize newAngle.Normalize(); // set *viewAngles = newAngle; } // fix oPunch = punchAngle; } FreeLibraryAndExitThread(hModule, 0); CloseHandle(hModule); return 0; } And at the very end we write something without which our program will not work... BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { if (ul_reason_for_call == DLL_PROCESS_ATTACH) CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, hModule, 0, 0); return TRUE; } We made a controller for our recoil Thank you all! 4 Quote Link to comment Share on other sites More sharing options...
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