ducarii / csgo_modest Goto Github PK
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License: MIT License
simple csgo cheat base
License: MIT License
Ducari, can u update that for last version game?
anyone has an update on this one?
injector closes, no console window, amd fx 8350 cpu
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
};
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
If you click, it switches the tabs. Not sure if its me or the src.
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
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.
Why do we get the ISurface interface with a module, and others without modules?
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 shuld be freopen_s yep
Fix this immeditately ๐๐
Edit : this must be fixed soon so i will work with software
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.
crash upon injection - looking into it ATM
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