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71
utils/soundesp.py
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71
utils/soundesp.py
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from Offsets import *
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from ctypes import *
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import ctypes
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import pymem
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import pymem.process
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import time
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import win32api
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import random
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import win32gui
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import math
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import winsound
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sys.path.insert(1, "classes/")
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from features_reads import read
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import features_check
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class sound_esp() :
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def __init__(self):
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try :
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pm = pymem.Pymem("csgo.exe")
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except :
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MessageBox = ctypes.windll.user32.MessageBoxW
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MessageBox(None, 'Could not find the csgo.exe process !', 'Error', 16)
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return
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client = pymem.process.module_from_name(pm.process_handle, "client.dll").lpBaseOfDll
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engine = pymem.process.module_from_name(pm.process_handle, "engine.dll").lpBaseOfDll
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localPlayer = pm.read_int(client + dwLocalPlayer) # Get localPlayer pointer
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maxSoundESPDistance = 780 # Default: 780, decent distance tbh
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read("misc")
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while features_check.check.sound_esp :
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try :
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read("misc")
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closestPlayer = 99999.0
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for i in range(0, 32):
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read("misc")
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ent = pm.read_int(client + dwEntityList + i * 0x10) # Get current entity based on for-loop variable i
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if ent is 0x0:
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break
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entDormant = pm.read_int(ent + m_bDormant) # Get boolean that states whether glowCurrentPlayer entity is dormant or not
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myTeamID = pm.read_int(localPlayer + m_iTeamNum) # Get the team ID of the localPlayer
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entityBaseTeamID = pm.read_int(ent + m_iTeamNum) # Get the team ID of the ent entity-
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localPlayerX = pm.read_float(localPlayer + m_vecOrigin) # Get the X coordinate of the vecOrigin of the localPlayer
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localPlayerY = pm.read_float(localPlayer + m_vecOrigin + 0x4) # Get the Y coordinate of the vecOrigin of the localPlayer
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localPlayerZ = pm.read_float(localPlayer + m_vecOrigin + 0x8) # Get the Z coordinate of the vecOrigin of the localPlayer
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entityX = pm.read_float(ent + m_vecOrigin) # Get the X coordinate of the vecOrigin of the ent
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entityY = pm.read_float(ent + m_vecOrigin + 0x4) # Get the Y coordinate of the vecOrigin of the ent
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entityZ = pm.read_float(ent + m_vecOrigin + 0x8) # Get the Z coordinate of the vecOrigin of the ent
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distance = math.sqrt((pow((entityX - localPlayerX), 2) + pow((entityY - localPlayerY), 2) + pow((entityZ - localPlayerZ), 2))) # Get the distance between localPlayer and ent
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if myTeamID != entityBaseTeamID and closestPlayer > distance: # If not on localPlayer team and team is either 2 or 3 and distance isnt 0 and distance is less than closestPlayer
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closestPlayer = distance
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if closestPlayer < maxSoundESPDistance: # If closestPlayer isnt default value and closestPlayer is closer than maxSoundESPDistance
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durMath = 1.000/maxSoundESPDistance # Generate baseline mathematical thingy - use ur brain
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#winsound.Beep(2500, 2)
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winsound.Beep(500, int((durMath * closestPlayer) * 1000))
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except :
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pass
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pm.close_process()
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