Added the prototype for the radar function

This commit is contained in:
ALittlePatate
2022-01-02 16:58:07 +01:00
parent ec914914f7
commit 83efe702fb
6 changed files with 51 additions and 10 deletions

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@@ -7,7 +7,7 @@
#include <iostream>
#include <Windows.h>
//This function is about 80% decompiled
//This function is about 90% decompiled
void bunnyhop_thread() {
cheat_thread_state::bunnyhop_thread_status = 1;
while (1) {

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@@ -37,6 +37,8 @@ int main()
std::cout << "\n" << "Loading csgo.exe";
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Mem::get_csgo, 0, 0, 0);
//All this instant thing is just from me, that doesn't figure in the original code
//So yeah that's to change ig
bool instant_csgo = true;
while (!Mem::csgo_found)
{
@@ -111,14 +113,14 @@ int main()
get_sigs::start();
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)radar_thread, 0, 0, 0);// radar_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)aim_assist_thread, 0, 0, 0);// aim_assist_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)no_flash_thread, 0, 0, 0);// no_flash_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)bunnyhop_thread, 0, 0, 0);// bunnyhop_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)aimlock_thread, 0, 0, 0);// aimlock_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)glow_esp_thread, 0, 0, 0);// glow_esp_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)kill_message_thread, 0, 0, 0);// kill_message_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)trigger_thread, 0, 0, 0);// trigger_thread
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)radar_thread, 0, 0, 0);// Stuck
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)aim_assist_thread, 0, 0, 0);//
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)no_flash_thread, 0, 0, 0);// Done !
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)bunnyhop_thread, 0, 0, 0);// Done !
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)aimlock_thread, 0, 0, 0);//
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)glow_esp_thread, 0, 0, 0);//
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)kill_message_thread, 0, 0, 0);//
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)trigger_thread, 0, 0, 0);//
while (!cheat_thread_state::aim_assist_thread_status
|| !cheat_thread_state::aimlock_thread_status
|| !cheat_thread_state::no_flash_thread_status

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@@ -161,5 +161,4 @@ namespace Mem {
template<typename T> void WPM(SIZE_T address, T buffer) {
WriteProcessMemory(process_handle, (LPVOID)address, &buffer, sizeof(buffer), NULL);
}
}

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@@ -1,6 +1,44 @@
#include "Settings.hpp"
#include "MemManager.h"
#include "netvars.h"
#include "Radar.h"
#define BYTE1(Entities) (*((char *)(&Entities) + 1))
/*
Still a prototype of what it would look like
I don't know where they actually get the Entities_unk variable
Also i don't know anything about byte_4FBF0C, doesn't seem that important
*/
void radar_thread() {
int Entities[157];
cheat_thread_state::radar_thread_status = 1;
return; //don't wanna cause errors
while (1)
{
while (!Mem::csgo_found || !settings::radar_bool || !Mem::client_dll_found) //|| !byte_4FBF0C) Don't know about this byte
Sleep(5u);
for (int i = 0; i <= 63 && Mem::csgo_found == 1 && Mem::client_dll_found == 1; i++)//For every player in the map. //&& byte_4FBF0C == 1; ++i) Same byte as before
{
//memcpy(Entities, (char*)&Entities_unk + 628 * i, sizeof(Entities));
if (BYTE1(Entities[146])
&& LOBYTE(Entities[141])
&& LOBYTE(Entities[78])
&& BYTE1(Entities[118]) != 1
&& BYTE1(Entities[99]) != 1
//&& Entities[4] != dword_4FBEF0
&& (Mem::RPM<unsigned __int8>(Entities[120] + Netvars::m_bSpotted) != 1)) // If ennemy is not spotted
//&& (unsigned __int8)RPM((LPCVOID)(Entities[120] + m_bSpotted)) != 1)
{
//Mem::WPM_test((LPVOID)(Entities[120] + Netvars::m_bSpotted), 1);
//WPM((LPVOID)(Entities[120] + m_bSpotted), 1);// Set entity is spotted
}
}
Sleep(1u);
}
}

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@@ -16,6 +16,7 @@ namespace get_sigs {
std::unique_ptr<NetvarsClass> NetvarManager(new NetvarsClass((uintptr_t)Mem::dw_client_address.modBaseAddr + dwGetAllClasses_offset));
Netvars::m_fFlags = NetvarManager->NETVAR("DT_CSPlayer", "m_fFlags");
Netvars::m_flFlashMaxAlpha = NetvarManager->NETVAR("DT_CSPlayer", "m_flFlashMaxAlpha");
Netvars::m_bSpotted = NetvarManager->NETVAR("DT_BaseEntity", "m_bSpotted");
//Signatures
Signatures::dwLocalPlayer = Mem::FindAddress(L"client.dll", "\x8D\x34\x85\x00\x00\x00\x00\x89\x15\x00\x00\x00\x00\x8B\x41\x08\x8B\x48\x04\x83\xF9\xFF", "xxx????xx????xxxxxxxxx", 3, 4);

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@@ -13,4 +13,5 @@ namespace Signatures {
namespace Netvars {
static int m_fFlags;
static int m_flFlashMaxAlpha;
static int m_bSpotted;
}