#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(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); } }