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Int

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Everything posted by Int

  1. Do the hacks used appear on Live, broker? Serial Possible to take the water marked and that the hack does not appear?
  2. if you have aimbot, a wall check or if the enemy is visible.
  3. yeah, I solved this a few days ago, this window did not appear to me. Because of missing permissions!
  4. Recently some games that was capturing the addresses happened to detect my bypass meogo not to detect the Cheat Engine! Would anyone know how to leave the Cheat Engine Undetectable for some anti-cheats?
  5. There's not a lot of change and news. Just settings that I think are good to play. Based on: Features: - Aimbot. (Real Moviment) - TriggerBot. - RCS. - ESP. - 2D Radar. - Bunny. - AntiFlash ESP reveals who is disarming the bomb. This is easier to identify. Download WeCSGlobal: https://github.com/Intup/WeScripts Soon I will release the premium version: - Rage - Prediction - WeaponIndex - WeaponSlot - AimSilent - Settings for each weapon. - Glow: C4, Grenades and Weapons. - Mod: Legit, Rage and Custom.
  6. In Addons has a Console.WriteLine but even with the console settings, it does not open!
  7. not work ;/ I deleted everything: Folder that is in %Appdata% and the WeScript folder that was in my 'disk C:'.
  8. I gave up WeScript and reinstalled it. I'm going to do it
  9. Yes it is, i've even reinstalled but it doesn't work
  10. Maybe I'm doing something wrong. But the WeScript console doesn't open for me. I'm in need of him a lot to speed up my work
  11. Yeah, I hope someone does. I just changed the serial number of my processor + motherboard. I was alive for 24 hours. Then I was banned again.
  12. Welcome to this topic. I'm going to leak some information about Vanguard's HWID ban. Good as everyone who has tested the method of changing the BIOS serial, it no longer works! Take a look here: Vanguard now does serial reading of your video card and I recommend you disable smart from your HDD/SSD. Things Vanguard read to banish me: --- Card name: AMD Radeon R7 Graphics. --- Device Key: Enum\PCI\VEN_0000&DEV_9874&S0S_80000000043&REV_E2 --- Device Status: 0120210A. --- Sound Devices --- Description: Realtek Digital Output (Realtek High Definition Audio) --- Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_104386C7&REV_1003 --- Cap Flags: 0xF1F Others that detect: ROM Drives: --- Model: WDC WD10EZEX-08WN4A0 --- UUID: XXXX-XXX-XX-XXXX-XXXX-XXXXX System Devices: --- Device ID: PCI\VE_1022&DEV_43&SUBSYS_00011&REV_02\4&10EE0&000 I won't show my drive IDs but look at the names of the drives that are detected If your video card is not from AMD. Clearly will change!! EVR Power Information: --- Current Setting: {SERIAL ID} (Quality). Good basic summary of this topic: It's no use just changing the BIOS serial. You need to do a lot of things. It's up to you now. bye bye!!
  13. This is outdated for some games. But there are games that have an older version of the EAC. For example: Combat arms NA Result: Invalid method
  14. Hello welcome to this topic. I came to share a bypass that I've been updating for a few months and I hope it works with everyone! Hook credits applied to Drive is @unknown How to use? Before we begin. Close the Steam client! 1. Put the driver in the Steam folder. C:\Program Files (x86)\Steam 2. Restart your computer. 3. Run Loader as Administrator. 4. A Success message will appear! Good Game!! I've tested many hacks on various VAC games! Download: Bypass VirusTotal: VirusTotal
  15. Perfect. Thank you so much.
  16. Hello @Feretorix you could add SDKUtil.WriteStructure? WriteStructure(int Adress, object Value) WriteStructure(int Adress, char[] Value) WriteByteStructure(int Adress, byte Value)
  17. Hello guys welcome to this topic. This topic will be updated frequently as new roles on this basis. At the moment only ESP[Glow] Before we begin. Take a look at these topics: Okay let's get started!! How do I make an ESP? There are several ways to do this and I will show you only one way to do that. Some may call it Chams, but it goes through the culture. Call what you want - Create your project in Visual Studio. You don't know how? Take a look here: Name your project however you want this will not influence. I've always enjoyed keeping my code very well organized: Let's start by accessing the memory of the game. There are several ways to access the memory of the game. But I chose to take the example of @Feretorix using SharpDX; using System; //This code comes from the example given by the admin Feretorix //Github: https://github.com/WeScript/WeScript.Assemblies //Forum: https://wescript.app/topic/8-wescriptapp-csgoexample-assembly/ namespace BaseCSGO.Memory { class Memory { public static float M_PI_F = (180.0f / Convert.ToSingle(System.Math.PI)); public static IntPtr processHandle = IntPtr.Zero; //processHandle variable used by OpenProcess (once) public static bool gameProcessExists = false; //avoid drawing if the game process is dead, or not existent public static bool isWow64Process = false; //we all know the game is 32bit, but anyway... public static bool isGameOnTop = false; //we should avoid drawing while the game is not set on top public static bool isOverlayOnTop = false; //we might allow drawing visuals, while the user is working with the "menu" public static uint PROCESS_ALL_ACCESS = 0x1FFFFF; //hardcoded access right to OpenProcess public static IntPtr client_panorama = IntPtr.Zero; public static IntPtr client_panorama_size = IntPtr.Zero; public static IntPtr engine_dll = IntPtr.Zero; public static IntPtr engine_dll_size = IntPtr.Zero; public static Vector2 wndMargins = new Vector2(0, 0); //if the game window is smaller than your desktop resolution, you should avoid drawing outside of it public static Vector2 wndSize = new Vector2(0, 0); //get the size of the game window ... to know where to draw public static IntPtr dwEntityList_Offs = IntPtr.Zero; public static IntPtr dwLocalPlayer_Offs = IntPtr.Zero; public static void OnTick(int counter, EventArgs args) { if (processHandle == IntPtr.Zero) //if we still don't have a handle to the process { var wndHnd = WeScriptWrapper.Memory.FindWindowName("Counter-Strike: Global Offensive"); //try finding the window of the process (check if it's spawned and loaded) if (wndHnd != IntPtr.Zero) //if it exists { var calcPid = WeScriptWrapper.Memory.GetPIDFromHWND(wndHnd); //get the PID of that same process if (calcPid > 0) //if we got the PID { processHandle = WeScriptWrapper.Memory.OpenProcess(PROCESS_ALL_ACCESS, calcPid); //get full access to the process so we can use it later if (processHandle != IntPtr.Zero) { //if we got access to the game, check if it's x64 bit, this is needed when reading pointers, since their size is 4 for x86 and 8 for x64 isWow64Process = WeScriptWrapper.Memory.IsProcess64Bit(processHandle); } } } } else //else we have a handle, lets check if we should close it, or use it { var wndHnd = WeScriptWrapper.Memory.FindWindowName("Counter-Strike: Global Offensive"); if (wndHnd != IntPtr.Zero) //window still exists, so handle should be valid? let's keep using it { //the lines of code below execute every 33ms outside of the renderer thread, heavy code can be put here if it's not render dependant gameProcessExists = true; wndMargins = WeScriptWrapper.Renderer.GetWindowMargins(wndHnd); wndSize = WeScriptWrapper.Renderer.GetWindowSize(wndHnd); isGameOnTop = WeScriptWrapper.Renderer.IsGameOnTop(wndHnd); isOverlayOnTop = WeScriptWrapper.Overlay.IsOnTop(); if (client_panorama == IntPtr.Zero) //if the dll is still null { client_panorama = WeScriptWrapper.Memory.GetModule(processHandle, "client.dll", isWow64Process); //attempt to find the module (if it's loaded) } else { if (client_panorama_size == IntPtr.Zero) //dll got loaded, check if size is zero { client_panorama_size = WeScriptWrapper.Memory.GetModuleSize(processHandle, "client.dll", isWow64Process); //get module size } if (dwEntityList_Offs == IntPtr.Zero) { dwEntityList_Offs = WeScriptWrapper.Memory.FindSignature(processHandle, client_panorama, client_panorama_size, "BB ? ? ? ? 83 FF 01 0F 8C ? ? ? ? 3B F8", 0x1); } if (dwLocalPlayer_Offs == IntPtr.Zero) { dwLocalPlayer_Offs = WeScriptWrapper.Memory.FindSignature(processHandle, client_panorama, client_panorama_size, "42 56 8D 34 85 ? ? ? ? 89", 0x5); } } if (engine_dll == IntPtr.Zero) { engine_dll = WeScriptWrapper.Memory.GetModule(processHandle, "engine.dll", isWow64Process); } else { if (engine_dll_size == IntPtr.Zero) { engine_dll_size = WeScriptWrapper.Memory.GetModuleSize(processHandle, "engine.dll", isWow64Process); } } } else //else most likely the process is dead, clean up { WeScriptWrapper.Memory.CloseHandle(processHandle); //close the handle to avoid leaks processHandle = IntPtr.Zero; //set it like this just in case for C# logic gameProcessExists = false; //clear your offsets, modules client_panorama = IntPtr.Zero; engine_dll = IntPtr.Zero; client_panorama_size = IntPtr.Zero; engine_dll_size = IntPtr.Zero; dwEntityList_Offs = IntPtr.Zero; dwLocalPlayer_Offs = IntPtr.Zero; } } } } } After that we go to the addresses and Offsets. You can access my topic and take a look at the addresses. I chose to leave a file only for addresses and functions related to the player: Note that I also use some prefixes from the "Memory" file. using System; using static BaseCSGO.Memory.Memory; namespace BaseCSGO.Player { class CSPlayer { //Addrs and Ptr public static IntPtr dwClientState = (IntPtr)0x589DD4; public static IntPtr dwEntityList = (IntPtr)0x4D5442C; //public static IntPtr LocalPlayer = (IntPtr)0xD3FC5C; public static IntPtr dwGlowObjectManager = (IntPtr)0x529C208; public static int Ptr { get { return WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(engine_dll.ToInt64() + dwClientState.ToInt64())); } } public static int MaxPlayer { get { return WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(Ptr + 0x388)); } } public static IntPtr LocalPlayerPtr { get { return WeScriptWrapper.Memory.ReadPointer(processHandle, (IntPtr)(dwLocalPlayer_Offs.ToInt64() + 4), isWow64Process); } } public static int Team { get { return WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)LocalPlayerPtr + 0xF4); } } public static int CrosshairID { get { return WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)LocalPlayerPtr + 0xB3E4); } } } } You might be wondering, "Where do I find the offsets?" Well I could extend this tutorial to teach you, but it will get very long. Don't worry there are several tutorials on youtube. All right, once we've checked the Addrs and offesets we're going to use, let's go to the hack MENU. using System; using WeScriptWrapper; using WeScript.SDK.UI; using WeScript.SDK.UI.Components; using static BaseCSGO.Memory.Memory; using static BaseCSGO.Player.CSPlayer; using System.Threading; namespace BaseCSGO { class Program { public static Menu PrincipalMenu { get; private set; } public static Menu WallHackMenu { get; private set; } public static Menu AimMenu { get; private set; } public static class VisualHack { public static readonly MenuBool WallHackFull = new MenuBool("wallhack", "Enable WallHack", true); public static readonly MenuBool RWO = new MenuBool("rwo", "Enable RWO In Wall", true); public static readonly MenuBool RWUO = new MenuBool("rwuo", "Enable RWUO In Wall", true); //Red public static readonly MenuSlider Reed = new MenuSlider("red", "Red", 1, 0, 255); //Green public static readonly MenuSlider Green = new MenuSlider("green", "Green", 0, 0, 255); //Bluee public static readonly MenuSlider Bluee = new MenuSlider("bluee", "Blue", 0, 0, 255); //Aplha public static readonly MenuSlider Aplha = new MenuSlider("aplha", "Aplha", 5, 0, 255); // } public static class AimHack { public static readonly MenuBool Trigger = new MenuBool("triggerbot", "Enable Trigger", true); } static void Main(string[] args) { LoadMenu(); //Menu //Memory.OnTick(int counter, EventArgs args) - with a delay of 33ms between each tick, used for heavy calculation codes which are not frame dependant WeScriptWrapper.Memory.OnTick += OnTick; } private static void LoadMenu() { WallHackMenu = new Menu("visualsmenu", "WallHack Menu") { VisualHack.WallHackFull, VisualHack.RWO, VisualHack.RWUO, VisualHack.Reed, VisualHack.Green, VisualHack.Bluee, VisualHack.Aplha, }; AimMenu = new Menu("aimshack", "AimTrigger") { AimHack.Trigger, }; PrincipalMenu = new Menu("basecsgo", "[WeScripts] Base CSGO - Assembly", true) { WallHackMenu, AimMenu, }; PrincipalMenu.Attach(); } } Menu: Done the menu we go to function that awaits us. using System; using WeScriptWrapper; using WeScript.SDK.UI; using WeScript.SDK.UI.Components; using static BaseCSGO.Memory.Memory; using static BaseCSGO.Player.CSPlayer; using System.Threading; namespace BaseCSGO { class Program { public static Menu PrincipalMenu { get; private set; } public static Menu WallHackMenu { get; private set; } public static class VisualHack { public static readonly MenuBool WallHackFull = new MenuBool("wallhack", "Enable WallHack", true); public static readonly MenuBool RWO = new MenuBool("rwo", "Enable RWO In Wall", true); public static readonly MenuBool RWUO = new MenuBool("rwuo", "Enable RWUO In Wall", true); } static void Main(string[] args) { LoadMenu(); //Menu //Memory.OnTick(int counter, EventArgs args) - with a delay of 33ms between each tick, used for heavy calculation codes which are not frame dependant WeScriptWrapper.Memory.OnTick += OnTick; //Memory.Memory -> Function Renderer.OnRenderer += OnRenderer; } private static void LoadMenu() { WallHackMenu = new Menu("visualsmenu", "WallHack Menu") { VisualHack.WallHackFull, VisualHack.RWO, VisualHack.RWUO, }; PrincipalMenu = new Menu("basecsgo", "Base CSGO - Assembly", true) { WallHackMenu, }; PrincipalMenu.Attach(); } private static void OnRenderer(int fps, EventArgs args) { } } Okay let's go. Once you have declared the Renderer callback you will do the Chams/ESP private static void OnRenderer(int fps, EventArgs args) { if (!gameProcessExists) return; //process is dead, don't bother drawing if ((!isGameOnTop) && (!isOverlayOnTop)) return; //if game and overlay are not on top, don't draw if (VisualHack.WallHackFull.Enabled) //Menu { int Max_players = MaxPlayer; for (int i = 0; i < Max_players; i++) { var EntityList = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(client_panorama.ToInt64() + dwEntityList.ToInt64()) + (i - 1) * 0x10); var Team_Id = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)EntityList + 0xF4); if (Team_Id != Team) { var entity_glow = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(EntityList + 0xA438)); var GlowObject = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(client_panorama.ToInt64() + dwGlowObjectManager.ToInt64())); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x4, VisualHack.Reed.Value); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x8, VisualHack.Green.Value); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0xC, VisualHack.Bluee.Value); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x10, VisualHack.Aplha.Value); WeScriptWrapper.Memory.WriteInt32(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x24, 1); } } } } Cool let's go to TriggerBot. That's pretty basic. I can launch a Sniper Trigger or certain weapons. But now it's up to you! TriggerBot: The complete code would look like this: using System; using WeScriptWrapper; using WeScript.SDK.UI; using WeScript.SDK.UI.Components; using static BaseCSGO.Memory.Memory; using static BaseCSGO.Player.CSPlayer; using System.Threading; namespace BaseCSGO { class Program { public static Menu PrincipalMenu { get; private set; } public static Menu WallHackMenu { get; private set; } public static Menu AimMenu { get; private set; } public static IntPtr playerBase = (IntPtr)0xD3FC5C; public static IntPtr entityBase = (IntPtr)0x4D5442C; public static IntPtr crosshairOffset = (IntPtr)0xB3E4; public static IntPtr teamOffset = (IntPtr)0xF4; public static IntPtr healthOffset = (IntPtr)0x100; public static class VisualHack { public static readonly MenuBool WallHackFull = new MenuBool("wallhack", "Enable WallHack", true); public static readonly MenuBool RWO = new MenuBool("rwo", "Enable RWO In Wall", true); public static readonly MenuBool RWUO = new MenuBool("rwuo", "Enable RWUO In Wall", true); //Red public static readonly MenuSlider Reed = new MenuSlider("red", "Red", 1, 0, 255); //Green public static readonly MenuSlider Green = new MenuSlider("green", "Green", 0, 0, 255); //Bluee public static readonly MenuSlider Bluee = new MenuSlider("bluee", "Blue", 0, 0, 255); //Aplha public static readonly MenuSlider Aplha = new MenuSlider("aplha", "Aplha", 5, 0, 255); // } public static class AimHack { public static readonly MenuBool Trigger = new MenuBool("triggerbot", "Enable Trigger", true); } static void Main(string[] args) { LoadMenu(); //Menu //Memory.OnTick(int counter, EventArgs args) - with a delay of 33ms between each tick, used for heavy calculation codes which are not frame dependant WeScriptWrapper.Memory.OnTick += OnTick; Renderer.OnRenderer += OnRenderer; } private static void LoadMenu() { WallHackMenu = new Menu("visualsmenu", "WallHack Menu") { VisualHack.WallHackFull, VisualHack.RWO, VisualHack.RWUO, VisualHack.Reed, VisualHack.Green, VisualHack.Bluee, VisualHack.Aplha, }; AimMenu = new Menu("aimshack", "AimTrigger") { AimHack.Trigger, }; PrincipalMenu = new Menu("basecsgo", "[WeScripts] Base CSGO - Assembly", true) { WallHackMenu, AimMenu, }; PrincipalMenu.Attach(); } private static void OnRenderer(int fps, EventArgs args) { if (!gameProcessExists) return; //process is dead, don't bother drawing if ((!isGameOnTop) && (!isOverlayOnTop)) return; //if game and overlay are not on top, don't draw if (VisualHack.WallHackFull.Enabled) //Menu { int Max_players = MaxPlayer; for (int i = 0; i < Max_players; i++) { var EntityList = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(client_panorama.ToInt64() + dwEntityList.ToInt64()) + (i - 1) * 0x10); var Team_Id = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)EntityList + 0xF4); if (Team_Id != Team) { var entity_glow = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(EntityList + 0xA438)); var GlowObject = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(client_panorama.ToInt64() + dwGlowObjectManager.ToInt64())); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x4, VisualHack.Reed.Value); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x8, VisualHack.Green.Value); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0xC, VisualHack.Bluee.Value); WeScriptWrapper.Memory.WriteFloat(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x10, VisualHack.Aplha.Value); WeScriptWrapper.Memory.WriteInt32(processHandle, (IntPtr)GlowObject + entity_glow * 0x38 + 0x24, 1); } } } if (AimHack.Trigger.Enabled) { var LocalPlayer = WeScriptWrapper.Memory.ReadDWORD(processHandle, (IntPtr)(client_panorama.ToInt64() + playerBase.ToInt64())); var LocalTeam = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(LocalPlayer + teamOffset.ToInt64())); int CrossHairID = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(LocalPlayer + crosshairOffset.ToInt64())); var EnemyInCH = WeScriptWrapper.Memory.ReadDWORD(processHandle, (IntPtr)(client_panorama.ToInt64() + entityBase.ToInt64() + (CrossHairID - 1) * 0x10)); int EnemyHealth = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)(EnemyInCH + healthOffset.ToInt64())); int EnemyTeam = WeScriptWrapper.Memory.ReadInt32(processHandle, (IntPtr)EnemyInCH + 0xF4); if (LocalTeam != EnemyTeam && EnemyHealth > 0) { //You can add a Sleep() here. Add a little delay yourself by Sleep() Input.mouse_eventWS(MouseEventFlags.LEFTDOWN, (int)0, (int)0, MouseEventDataXButtons.NONE, IntPtr.Zero); // You can use Sleep() here too, that line is made for autos like ak47. Not useful with pistol Input.mouse_eventWS(MouseEventFlags.LEFTUP, (int)0, (int)0, MouseEventDataXButtons.NONE, IntPtr.Zero); // Now you can make a cooldown beetween shots using Sleep() again. } } } } } Done that now just compile the code and make sure the compiler doesn't show any errors. Result: You can also download the Hack Code here: https://github.com/Intup/WeScripts
  18. An old but favorable topic to note. Give from Valorant version 0.49 BETA to Riot made changes to Anti-Cheat. It blocks which external events from the Windows library. They also detect unauthorized Drives with fake certificates or any other Drive that moves in the memory of the game. Do not use AHK/external hacks will be banned in weeks
  19. A great request but the Anti-cheat is very good!
  20. Hello welcome. You who are starting to make your own hacks and are lazy or do not know how to search for addresses + offsets, this topic is for you. You can find these addresses + Offsets in several places. But I'll make it available here. Every time game update occurs. I will update this topic!! netvars: cs_gamerules_data = 0x0; m_ArmorValue = 0xB378; m_Collision = 0x320; m_CollisionGroup = 0x474; m_Local = 0x2FBC; m_MoveType = 0x25C; m_OriginalOwnerXuidHigh = 0x31C4; m_OriginalOwnerXuidLow = 0x31C0; m_SurvivalGameRuleDecisionTypes = 0x1320; m_SurvivalRules = 0xCF8; m_aimPunchAngle = 0x302C; m_aimPunchAngleVel = 0x3038; m_angEyeAnglesX = 0xB37C; m_angEyeAnglesY = 0xB380; m_bBombPlanted = 0x99D; m_bFreezePeriod = 0x20; m_bGunGameImmunity = 0x3944; m_bHasDefuser = 0xB388; m_bHasHelmet = 0xB36C; m_bInReload = 0x32A5; m_bIsDefusing = 0x3930; m_bIsQueuedMatchmaking = 0x74; m_bIsScoped = 0x3928; m_bIsValveDS = 0x75; m_bSpotted = 0x93D; m_bSpottedByMask = 0x980; m_bStartedArming = 0x33F0; m_bUseCustomAutoExposureMax = 0x9D9; m_bUseCustomAutoExposureMin = 0x9D8; m_bUseCustomBloomScale = 0x9DA; m_clrRender = 0x70; m_dwBoneMatrix = 0x26A8; m_fAccuracyPenalty = 0x3330; m_fFlags = 0x104; m_flC4Blow = 0x2990; m_flCustomAutoExposureMax = 0x9E0; m_flCustomAutoExposureMin = 0x9DC; m_flCustomBloomScale = 0x9E4; m_flDefuseCountDown = 0x29AC; m_flDefuseLength = 0x29A8; m_flFallbackWear = 0x31D0; m_flFlashDuration = 0xA420; m_flFlashMaxAlpha = 0xA41C; m_flLastBoneSetupTime = 0x2924; m_flLowerBodyYawTarget = 0x3A90; m_flNextAttack = 0x2D70; m_flNextPrimaryAttack = 0x3238; m_flSimulationTime = 0x268; m_flTimerLength = 0x2994; m_hActiveWeapon = 0x2EF8; m_hMyWeapons = 0x2DF8; m_hObserverTarget = 0x338C; m_hOwner = 0x29CC; m_hOwnerEntity = 0x14C; m_iAccountID = 0x2FC8; m_iClip1 = 0x3264; m_iCompetitiveRanking = 0x1A84; m_iCompetitiveWins = 0x1B88; m_iCrosshairId = 0xB3E4; m_iEntityQuality = 0x2FAC; m_iFOV = 0x31E4; m_iFOVStart = 0x31E8; m_iGlowIndex = 0xA438; m_iHealth = 0x100; m_iItemDefinitionIndex = 0x2FAA; m_iItemIDHigh = 0x2FC0; m_iMostRecentModelBoneCounter = 0x2690; m_iObserverMode = 0x3378; m_iShotsFired = 0xA390; m_iState = 0x3258; m_iTeamNum = 0xF4; m_lifeState = 0x25F; m_nFallbackPaintKit = 0x31C8; m_nFallbackSeed = 0x31CC; m_nFallbackStatTrak = 0x31D4; m_nForceBone = 0x268C; m_nTickBase = 0x3430; m_rgflCoordinateFrame = 0x444; m_szCustomName = 0x303C; m_szLastPlaceName = 0x35B4; m_thirdPersonViewAngles = 0x31D8; m_vecOrigin = 0x138; m_vecVelocity = 0x114; m_vecViewOffset = 0x108; m_viewPunchAngle = 0x3020; Signatures: anim_overlays = 0x2980; clientstate_choked_commands = 0x4D28; clientstate_delta_ticks = 0x174; clientstate_last_outgoing_command = 0x4D24; clientstate_net_channel = 0x9C; convar_name_hash_table = 0x2F0F8; dwClientState = 0x589DD4; dwClientState_GetLocalPlayer = 0x180; dwClientState_IsHLTV = 0x4D40; dwClientState_Map = 0x28C; dwClientState_MapDirectory = 0x188; dwClientState_MaxPlayer = 0x388; dwClientState_PlayerInfo = 0x52B8; dwClientState_State = 0x108; dwClientState_ViewAngles = 0x4D88; dwEntityList = 0x4D5022C; dwForceAttack = 0x3181790; dwForceAttack2 = 0x318179C; dwForceBackward = 0x31817E4; dwForceForward = 0x31817F0; dwForceJump = 0x51F9E44; dwForceLeft = 0x318176C; dwForceRight = 0x3181760; dwGameDir = 0x6285F8; dwGameRulesProxy = 0x526D144; dwGetAllClasses = 0xD6223C; dwGlobalVars = 0x589AD8; dwGlowObjectManager = 0x5298078; dwInput = 0x51A1808; dwInterfaceLinkList = 0x905904; dwLocalPlayer = 0xD3BC5C; dwMouseEnable = 0xD41800; dwMouseEnablePtr = 0xD417D0; dwPlayerResource = 0x317FB10; dwRadarBase = 0x5184F9C; dwSensitivity = 0xD4169C; dwSensitivityPtr = 0xD41670; dwSetClanTag = 0x89E20; dwViewMatrix = 0x4D41B74; dwWeaponTable = 0x51A22C8; dwWeaponTableIndex = 0x325C; dwYawPtr = 0xD41460; dwZoomSensitivityRatioPtr = 0xD46700; dwbSendPackets = 0xD41DA; dwppDirect3DDevice9 = 0xA7030; find_hud_element = 0x2DF717D0; force_update_spectator_glow = 0x3A0752; interface_engine_cvar = 0x3E9EC; is_c4_owner = 0x3AD1E0; m_bDormant = 0xED; m_flSpawnTime = 0xA370; m_pStudioHdr = 0x294C; m_pitchClassPtr = 0x5185238; m_yawClassPtr = 0xD41460; model_ambient_min = 0x58CE4C; set_abs_angles = 0x1D4590; set_abs_origin = 0x1D43D0; - Update: 09/09/2020 - Update: 09/17/2020 - Update: 10/14/2020
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