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