def main(csgo): while 1: time.sleep(1) player = Player() entity = player.in_crosshair if entity.is_valid and entity.team != player.team: player.shot()
def main(csgo): def mark_spotted(entity): entity.spotted = True while 1: time.sleep(20) set(map(mark_spotted, {Entity(i) for i in range(1, 16)}))
def main(csgo): head = 8 while 1: player = Player() closest = None closest_dist = 999999999999999 for entity in Entity.get_valid(): if entity.is_valid and player.is_valid and entity.team != player.team: enemy_head_pos = entity.get_bone_pos(head) player_pos = player.pos dist = distance(player_pos, enemy_head_pos) if dist < closest_dist: closest_dist = dist closest = entity if closest != None and closest.is_valid and closest.spotted_by_mask: enemy_head_pos = closest.get_bone_pos(head) player_pos = player.pos x, y = calcangle(player_pos, enemy_head_pos) while not checkangles(x, y): x, y = normalize(x, y) player.aim = Vector3(x, y, 0.0) time.sleep(1)
def main(csgo): client = csgo.modules["client.dll"] while 1: time.sleep(1) player = Player() glow_object = csgo.read(client + dwGlowObjectManager, c_int) for entity in {Entity(i) for i in range(1, 16)}: if entity.is_valid and not entity.team == player.team: e_health = entity.health / 100 index = csgo.read(entity.base + m_iGlowIndex, c_int) address = glow_object + index * 0x38 g_object = csgo.read(address, GlowObject) g_object.r = 1.0 - e_health g_object.g = e_health g_object.b = 0.0 g_object.a = 0.65 g_object.renderWhenOccluded = False g_object.renderWhenUnoccluded = True g_object.fullBloom = False csgo.write(address, g_object, GlowObject)
def main(csgo): while (True): time.sleep(1) player = Player() if is_pressed('space') and player.in_ground: player.jump()
def shot(self): self._write_client(dwForceAttack, 0x5, c_int) time.sleep(5) self._write_client(dwForceAttack, 0x4, c_int)
def jump(self): self._write_client(dwForceJump, 0x5, c_int) time.sleep(30) self._write_client(dwForceJump, 0x4, c_int)