feat: Initial commit of project structure, IDA database, the Tools, readme and license
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40
Ezfrags/BunnyHop.cpp
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40
Ezfrags/BunnyHop.cpp
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#include "Settings.hpp"
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#include "MemManager.h"
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#include "Signatures.h"
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#include "BunnyHop.h"
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#include "Signatures.h"
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#include <iostream>
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#include <Windows.h>
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//This function is about 80% decompiled
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void bunnyhop_thread() {
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cheat_thread_state::bunnyhop_thread_status = 1;
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while (1) {
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while (!settings::bunnyhop_bool || !Mem::csgo_found || !Mem::client_dll_found) {
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Sleep(5u);
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}
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//Mem::RPM<int>(Mem::client + get_sigs::dwLocalPlayer)
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bool player_alive = true;
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if (player_alive && GetAsyncKeyState(32) < 0)// If we're alive and we're pressing space
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{
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Mem::WPM<int>(Mem::client + Signatures::dwForceJump, 5);// force jump
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Sleep(10u);
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Mem::WPM<int>(Mem::client + Signatures::dwForceJump, 4);// unjump
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}
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Sleep(1u);
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/*
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while ( !bunnyhop_bool || !csgo_module || !client_module_found || !byte_4FBF0C || LocalPlayer_notsure == 1 )
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Sleep(5u);
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if ( ReadProcessMemory_2(player, v2, v3, v4, v5) && GetAsyncKeyState(32) < 0 )// If we're alive and we're pressing space
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{
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write_memory((LPVOID)(client + dwForceJump), 5);// force jump
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Sleep(10u);
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write_memory((LPVOID)(client + dwForceJump), 4);// unjump
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}
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Sleep(1u);
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*/
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}
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}
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