kwilcz / antario Goto Github PK
View Code? Open in Web Editor NEWClean base/cheat made for CS:GO.
License: MIT License
Clean base/cheat made for CS:GO.
License: MIT License
I'm using the Netvar manager, doing this in the BaseEntity class:
Vector GetVelocity()
{
static int m_vecVelocity = g_pNetvars->GetOffset("DT_BasePlayer", "m_vecVelocity[0]");
return GetValue<Vector>(m_vecVelocity);
}
crashes the game when reading.
"this tab positioning glitch seen on the 'rage' tab and the 'other' tab
http://prntscr.com/lvsz30
also after the scrollbar update the other tabs appeared invisible when i was in the 'rage' (the 1st tab). unsure what is causing this. any help would be appreciated.
http://prntscr.com/lvt0xi"
The menu crash in debug mode but it works if i compile it as a release, why? it happens after "Draw manager initialized" has been outputted
How about add in Gui scrollbar?
I think it worked initially when i compiled it but it doesent seem to be working now: https://i.imgur.com/irdW21j.jpg
I am using the default font settings. The draw manager logs say everything is going well.
auto mainWindow = std::make_shared<Window>("Antario - Main", SSize(802, 577), g_Fonts.pFontTahoma8, g_Fonts.pFontTahoma10);
Any ideas?
*Edit: It works after I enabled multicore, still doesent work with it disabled tho.
I've uncommented everything that needed to be to work but still no result. I know this project is dead but it's really the best source I could find beginner friendly ... right now I'm learning to draw / Esp stuff then I can step up to aimbot and other stuff. So conclusion can you please do something about the source so I can at least use the menu properly ? Thank you for reading this !
In Button::UpdateData(), you can hold the button and it will execute the function many times a second.
Fixed this by just making it a static bool that resets to false every time like it used to.
Also the combobox label doesnt show up anywhere?
Edit: you can click through the combobox options and press buttons ect.
Suggestion:
Is it possible to have scrolling in the comboboxes for things like this https://puu.sh/z1oca/676dbe352e.jpg , i Know i could just split it up into multiple comboboxes but just to make things easier.
Is this project abandoned? I was looking forward to seeing the base updated with tabs, section names and other things.
Edit: I also noticed that ESP seems to flicker. Considering you properly set up everything with world to screen and viewmatrix I have no idea whats wrong.
use color of checkbox in a button?
Is it possible to make it so a checkbox can call a function also?
E.g
void RecoilCrosshairToggle()
{
if (g_Settings.Misc.bRecoilCrosshairEnabled)
g_pEngine->ExecuteClientCmd("crosshair 0");
else
g_pEngine->ExecuteClientCmd("crosshair 1");
g_Settings.Misc.bRecoilCrosshairEnabled = !g_Settings.Misc.bRecoilCrosshairEnabled;
}
Don't have git on this computer so cant make a PR, but you fix it by doing
What exactly do you have to do to the present hook to make it not show on obs?
//title
Sry if I'm still new to csgo internals, I've checked multiple working public sources and they are doing it the same way, and it works perfectly fine. I tried debugging and it is crashing on GetOffsetRecursive.
Vector GetAimPunchAngle()
{
static int m_aimPunchAngle = g_pNetvars->GetOffset("DT_BasePlayer", "m_aimPunchAngle");
return GetValue(m_aimPunchAngle);
}
Not sure if bug or I'm doing something wrong.
thought I should tell you that the font's drop shadow (when using the flag) will still show even though the fonts alpha is set to 0 (seems to be because the dropshadow doesn't take into account your fonts alpha). also you should probably add a flag for outlining text (i think ive seen it in a few older d3dfont classes) as drawing white text over any light color is almost unreadable no matter what weight/font you use
also on a random note in drawmanager you only set tahoma10 to nullptr
Skin problem solved!))
1 problem-Russian, Arabic and other symbols are not displayed in the nickname
2 problem - 2 Problem-ESP twitches. Sometimes very much at the movement of the character
I think ever since the input update?
a
I've been away from csgo for along time, whats all this Vacnet shit i've been reading on forums also is the VMT hooking in this base detected as i've read it may be.
basically if you pay close attention to the box when you move your mouse the outline part of it changes and offsets and becomes blurry then fucked up then normal
How would I make a proper tab control?
What I want to do is take WindowX / TabAmount for the area, but have it create TabAmount of tabs.
How do I go about this?
The buttons do not work at all after latest commit.
Changing the value of a slider setting doesnt change appearance of slider. The appearance only changes when moving the window or changing a value manually.
Temporary fix by calling this->SetValue(static_cast<T>(*this->nValue));
in render()
do you have seperator in your plans or do dummy space?
If the weapon is the skin-it appears fully black
https://github.com/Wando1423/Antario/blob/faa0c68d136ad574a18dc6f8732729d70edb3bd5/Antario/GUI/GUI.cpp#L1237 this if always true(cuz placed in case WM_MOUSEMOVE)
https://github.com/Wando1423/Antario/blob/faa0c68d136ad574a18dc6f8732729d70edb3bd5/Antario/GUI/GUI.cpp#L401 probably here should be "break;" after this line?
https://github.com/Wando1423/Antario/blob/faa0c68d136ad574a18dc6f8732729d70edb3bd5/Antario/GUI/GUI.cpp#L461 missing break?
https://github.com/Wando1423/Antario/blob/faa0c68d136ad574a18dc6f8732729d70edb3bd5/Antario/GUI/GUI.cpp#L1288 same, but with return true?
A menu will appear in the upper left corner, besides all the weapons on which there are skins-black become
I dont know if its because i changed some things in the slider, but when i create a slider that goes from 0 to 1000 and i change the value to 0 in the slider the cheat unloads itself, i also cant unload it with the Detach function when the max value is 1000.
EDIT: i just realised that the whole cheat bugs out, every other slider doesnt work anymore, and the slider with the max value only works when on max
basically if you click close to the outside of the checkbox it will enable it, shouldn't it be only when clicked inside of it?
bSendPacket is not returning a value, If I use it like this
if (g_Globals->bSendPacket) g::pCmd->viewangles.y = 180;
It will not put a fake angle
Hey,
i get like 20 fps when i unhooked the cheat, and if i try to close the cheat when i uninjected it will stay open o,0.
btw thanks for this clean base. i learned a lot from it
Regards
"If there is helmet, then 1 if there is no helmet the 0"
should work like this
> bool GetArmour2()
> {
> static auto m_iArmH = g_pNetvars->GetOffset("DT_CSPlayer", "m_bHasHeavyArmor");
> return GetValue<BYTE>(m_iArmH);
> }
Always return true
what's the problem???
I'm sorry for my very bad english language... :(
https://puu.sh/zmOAE/d158f4efcc.jpg
from setting this->idHovered to -1 the highlight will show where the combobox text is. im just setting it to 0 when the combo is toggled. not perfect but works for me.
Is there anyway you can help this problem for me? I try much. I can pay you
Hey, found an issue today, while making a second window in the menu. If you do a second BaseWindow (for Skinchanger for example) and you try to move it, it moves the window that gets called before it.
Basicly all i did was this:
auto test = std::make_shared<BaseWindow>(Vector2D(200, 200), Vector2D(200, 200), g_Fonts.pFontTahoma8.get(), g_Fonts.pFontTahoma10.get(), "Antario - test");
and call it after this->AddChild(windowMain);
Video of the issue: https://youtu.be/WUqN-OFAmF0
I am not able to compile properly (VS2017, v141)
template<unsigned int IIdx, typename TRet, typename ... TArgs>
static auto CallVFunc(void* thisptr, TArgs ... argList) -> TRet
{
using Fn = TRet(__thiscall*)(void*, decltype(argList)...); //19
return (*static_cast<Fn**>(thisptr))[IIdx](thisptr, argList...); //20
}
1>c:\users\797876\workenv\__cheating\antario-master\antario-master\antario\utils\utils.h(19): error C2217: '...' requires '__cdecl'
1>c:\users\797876\workenv\__cheating\antario-master\antario-master\antario\utils\utils.h(20): error C2198: 'Fn': too few arguments for call
The error doesn't make any sense to me, maybe you can share some light.
Line 50 Engine Prediction.cpp: g_pMovement->ProcessMovement(g::pLocalEntity, &data);
How to recreate;
might have something to do with movetype changing when you hit the water i'll have a look after work.
Can you explain what type of gui youre using spent about 3 hours trying to figure out. Thanks
I'm just using the old way, just thought i'd let you know (y).
weapon esp big broke. just letting you know, will check it out later.
I would like to see proper ISurface drawing in this base. I tried several times but shit happens.
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