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