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csgo_modest's Issues

Update?

Ducari, can u update that for last version game?

won't inject

injector closes, no console window, amd fx 8350 cpu

Pretty sure CCSWeaponData is wrong

Just tested grabbing weapon type, didn't work until I updated the struct.

working struct:

struct CCSWeaponData
{	
	char pad_0000[ 0x4 ];						//0x0000
	char* console_name;						//0x0004
	char pad_0008[ 0xc ];						//0x0008
	int32_t max_clip_1;						//0x0014
	int32_t max_clip_2;						//0x0018
	int32_t default_clip_1;						//0x001C
	int32_t default_clip_2;						//0x0020
	int32_t max_reserved_ammo;					//0x0024
	char pad_0028[ 0x4 ];						//0x0028
	char* world_model;						//0x002C
	char* view_model;						//0x0030
	char* dropped_model;						//0x0034
	char pad_0038[ 0x4 ];						//0x0038
	char* shot_sound;						//0x003C
	char pad_0040[ 0x38 ];						//0x0040
	char* empty_sound;						//0x0078
	char pad_007C[ 0x4 ];						//0x007C
	char* bullet_type;				        	//0x0080
	char pad_0084[ 0x4 ];						//0x0084
	char* hud_name;							//0x0088
	char* weapon_name;						//0x008C
	char pad_0090[ 0xC ];						//0x0090
	int32_t weight;							//0x009C
	char pad_00A0[ 0x28 ];						//0x00A0
	CSWeaponType weapon_type;					//0x00C8
	char pad_00CC[ 0x4 ];						//0x00CC
	int32_t weapon_price;						//0x00D0
	int32_t kill_reward;						//0x00D4
	char* animation_prefix;						//0x00D8
	float_t cycle_time;						//0x00DC
	float_t cycle_time_alt;						//0x00E0
	float_t time_to_idle;						//0x00E4
	float_t idle_interval;						//0x00E8
	bool full_auto;							//0x00EC
	char pad_00ED[ 0x3 ];						//0x00ED
	int32_t damage;							//0x00F0
	float_t armor_ratio;						//0x00F4
	int32_t bullets;						//0x00F8
	float_t penetration;						//0x00FC
	float_t flinch_velocity_modifier_large;				//0x0100
	float_t flinch_velocity_modifier_small;				//0x0104
	float_t range;							//0x0108
	float_t range_modifier;						//0x010C
	char pad_0110[ 0x10 ];						//0x0110
	bool has_silencer;						//0x0120
	char pad_0121[ 0x3 ];						//0x0121
	char* silencer_model;						//0x0124
	int32_t crosshair_min_distance;					//0x0128
	int32_t crosshair_delta_distance;				//0x012C
	float_t max_player_speed;					//0x0130
	float_t max_player_speed_alt;					//0x0134
	float_t max_player_speed_mod;					//0x0138
	char pad_013C[ 0x48 ];						//0x013C
	int32_t recoil_seed;						//0x0184
	float_t recoil_angle;						//0x0188
	float_t recoil_angle_alt;					//0x018C
	float_t recoil_angle_variance;					//0x0190
	float_t recoil_angle_variance_alt;				//0x0194
	float_t recoil_magnitude;					//0x0198
	float_t recoil_magnitude_alt;					//0x019C
	float_t recoil_magnitude_variance;				//0x01A0
	float_t recoil_magnitude_variance_alt;				//0x01A4
	char pad_01A8[ 0x4 ];						//0x01A8
	float_t recovery_time_crouch;					//0x01AC
	float_t recovery_time_stand;					//0x01B0
	float_t recovery_time_crouch_final;				//0x01B4
	float_t recovery_time_stand_final;				//0x01B8
	int32_t recovery_transition_start_bullet;			//0x01BC
	int32_t recovery_transition_end_bullet;				//0x01C0
	bool unzoom_after_shot;						//0x01C4
	bool hide_viewmodel_zoom;					//0x01C5
	char pad_0x01B5[ 0x2 ];						//0x01C6
	char zoom_levels[ 0x3 ];					//unk
	int32_t zoom_fov[ 0x2 ];					//unk
	float_t zoom_time[ 0x3 ];					//unk
	char* addon_location;						//0x01E0
	char pad_01E4[ 0x4 ];						//0x01E4
	float_t addon_scale;						//0x01E8
	char* eject_brass_efect;					//0x01EC
	char* tracer_effect;						//0x01F0
	int32_t tracer_frequency;					//0x01F4
	int32_t tracer_frequency_alt;					//0x01F8
	char* muzzle_flash_effect_first_person;				//0x01FC
	char pad_0200[ 0x4 ];						//0x0200
	char* muzzle_flash_effect_third_person;				//0x0204
	char pad_0208[ 0x4 ];						//0x0208
	char* heat_effect;						//0x020C
	float_t heat_per_shot;						//0x0210
	char* zoom_in_sound;						//0x0214
	char* zoom_out_sound;						//0x0218
	float_t inaccuracy_pitch_shift;					//0x021C
	float_t inaccuracy_sound_threshold;				//0x0220
	float_t bot_audible_range;					//0x0224
	char pad_0228[ 0x8 ];						//0x0228
	char* wrong_team_msg;						//0x0230
	bool has_burst_mode;						//0x0234
	char pad_0235[ 0x3 ];						//0x0235
	bool is_revolver;						//0x0238
	bool cannot_shoot_underwater;					//0x0239
};

hooking certain things

uintptr_t player_vtable = mem::find_ida_sig("client_panorama.dll", { "55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 89 7C 24 0C" }).self_offset(0x45).offset(0x2).self_get();

uintptr_t d3dDevice = mem::find_ida_sig("shaderapidx9.dll", { "A1 ? ? ? ? 50 8B 08 FF 51 0C" }).self_offset(1).self_get();

typedef math::angle_t* (__thiscall* type_fn_eye_angles_hk)(player_t*);

CREATE_HOOK((uintptr_t**)d3dDevice, 42, end_scene);
CREATE_HOOK((uintptr_t**)d3dDevice, 16, reset);
CREATE_HOOK_OVERRIDE((uintptr_t**)player_vtable, 169, eye_angles_hk, type_fn_eye_angles_hk);

error:
[11:09:58] - hook_t::hook - Trying to hook at faulty index 42 while max index is 3
[11:09:58] - hook_t::hook - Trying to hook at faulty index 16 while max index is 3

Selecting Tabs

If you click, it switches the tabs. Not sure if its me or the src.

Failed To Compile

when i try to compile CSGO modest in visual studio 2019 i get three errors

C2664 'void shared::gui::controls::c_control::set_size(shared::math::vec2_t &)': cannot convert argument 1 from 'shared::math::vec2_t' to 'shared::math::vec2_t &' shared C:\Users\Ollie\Desktop\csgo_modest-master\shared\gui\gui.cpp 64

C2664 'void shared::gui::controls::c_control::set_size(shared::math::vec2_t &)': cannot convert argument 1 from 'shared::math::vec2_t' to 'shared::math::vec2_t &' shared C:\Users\Ollie\Desktop\csgo_modest-master\shared\gui\controls\tab.cpp 49

C2440 'initializing': cannot convert from 'std::_Vb_reference<std::_Wrap_alloc<std::allocatorstd::_Vbase>>' to 'std::_Vb_reference<std::_Wrap_alloc<std::allocatorstd::_Vbase>> &' shared C:\Users\Ollie\Desktop\csgo_modest-master\shared\config\config.cpp 122

Me and my friend @TuroPapa42 have benn trying to debug the for about a weak now an we have got no ware

Is there anything specithc that we need to do?

Specs

Windows 10.0.19045
Windows 10 Pro
8GB DDR4 Ram
CPU: 11th Gen Intel(R) Core(TM) i5-11400 @ 2.60GHz

Cool menu

If you would let me, i would advice you to work with daniel on Osiris source. The source is very stable and you two would do a good job together.

Interfaces

Why do we get the ISurface interface with a module, and others without modules?

Text drawing with centred X

if ( flags.has_flag( render::fonts::FONT_CENTER_X ) )
    text_pos.x += size.x * 0.5f;

should be

if ( flags.has_flag( render::fonts::FONT_CENTER_X ) )
    text_pos.x -= size.x * 0.5f;

in render.cpp at line 70-71

freopen

freopen shuld be freopen_s yep
Fix this immeditately ๐Ÿ‘๐Ÿ‘

Edit : this must be fixed soon so i will work with software

Autostrafer

void autostrafe()
{
	if (!config::get<bool>(ctx::cfg.movement_autostrafe))
		return;

	if (!ctx::client.local || !ctx::client.local->is_alive())
		return;

	/// No need to bhop there
	const auto move_type = ctx::client.local->get_move_type();
	if (move_type == MOVETYPE_LADDER ||
		move_type == MOVETYPE_NOCLIP ||
		move_type == MOVETYPE_OBSERVER)
		return;

	/// Is player underwater?
	if (ctx::client.local->get_water_level() >= 2)
		return;

	if (!ctx::client.local->get_flags().has_flag(FL_ONGROUND))
	{
		if (ctx::client.cmd->mousedx < 0)
			ctx::client.cmd->sidemove = -450.0f;
		else if (ctx::client.cmd->mousedx > 0)
			ctx::client.cmd->sidemove = 450.0f;
	}
}

Simple autostrafe :P
Would be nice to see it added in real quick.

injection

crash upon injection - looking into it ATM

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