Example #1
0
 def set_sending_packets(self, status=True):
     win32.write_memory(
         self.game,
         self.engine + self.offset['signatures']['dwbSendPackets'],
         constant.STATE_SENDING_PACKETS_ENABLE
         if status else constant.STATE_SENDING_PACKETS_DISABLE, 'b')
     return True
Example #2
0
 def set_right(self, status=True):
     if not self.is_alive():
         return False
     win32.write_memory(
         self.game, self.client + self.offset['signatures']['dwForceRight'],
         constant.STATE_MOVING_ENABLE
         if status else constant.STATE_MOVING_DISABLE, 'i')
     return True
Example #3
0
 def set_flash_alpha(self, value):
     if not self.is_alive():
         return False
     win32.write_memory(
         self.game,
         self._get_offset() + self.offset['netvars']['m_flFlashMaxAlpha'],
         float(value), 'f')
     return True
Example #4
0
 def set_flags(self, value):
     flag = 0
     if isinstance(value, int):
         flag = value
     else:
         flag = value.compile()
     win32.write_memory(self.pycsapi.game, self.address + 0x14, flag, 'i')
     return True
Example #5
0
 def set_bspotted(self, status=True):
     if not self.is_player() or not self.is_alive():
         return False
     win32.write_memory(
         self.game,
         self._get_offset() + self.offset['netvars']['m_bSpotted'],
         constant.STATE_SPOTTED if status else constant.STATE_NOT_SPOTTED,
         'b')
     return True
Example #6
0
 def set_view_angle(self, x, y):
     if not self.is_alive():
         return False
     win32.write_memory(
         self.game,
         self._get_engine_pointer() +
         self.offset['signatures']['dwClientState_ViewAngles'], x, 'f')
     win32.write_memory(
         self.game,
         self._get_engine_pointer() +
         self.offset['signatures']['dwClientState_ViewAngles'] +
         constant.TYPE_FLOAT_SIZE, y, 'f')
     return True
Example #7
0
 def set_string(self, value):
     convar_string_entry = win32.read_memory(self.pycsapi.game,
                                             self.address + 0x24, 'i')
     win32.write_memory(self.pycsapi.game, convar_string_entry, value, 'c',
                        len(value))
     for i in range(len(value), constant.CONVAR_STRING_SIZE):
         char = win32.read_memory(self.pycsapi.game,
                                  convar_string_entry + i, 'c')
         if char != b'\x00':
             win32.write_memory(self.pycsapi.game, convar_string_entry + i,
                                0, 'b')
         else:
             break
     return True
Example #8
0
 def set_int(self, value):
     win32.write_memory(self.pycsapi.game, self.address + 0x30,
                        value + self.address, 'i')
     return True
Example #9
0
 def set_float(self, value):
     win32.write_memory(self.pycsapi.game, self.address + 0x2C,
                        value + self.address, 'f')
     return True
Example #10
0
 def set_glow(self, color=(255, 255, 255, 255)):
     if not self.player.is_alive() or not self.is_alive(
     ) or not self.player.get_team_id():
         return False
     if len(color) == 3:
         color = (color[0], color[1], color[2], 255)
     elif len(color) != 4:
         color = (255, 255, 255, 255)
     r, g, b, a = color[0] / 255, color[1] / 255, color[2] / 255, color[
         3] / 255
     if r > 1.0 or r < 0.0: r = 1.0
     if g > 1.0 or g < 0.0: g = 1.0
     if b > 1.0 or b < 0.0: b = 1.0
     if a > 1.0 or a < 0.0: a = 1.0
     entity_glow_index = win32.read_memory(
         self.game,
         self._get_offset() + self.offset['netvars']['m_iGlowIndex'], 'i')
     glow_pointer = win32.read_memory(
         self.game,
         self.client + self.offset['signatures']['dwGlowObjectManager'],
         'i')
     win32.write_memory(
         self.game,
         glow_pointer + (entity_glow_index * constant.GLOW_INDEX_SIZE) +
         constant.TYPE_FLOAT_SIZE, r, 'f')
     win32.write_memory(
         self.game,
         glow_pointer + (entity_glow_index * constant.GLOW_INDEX_SIZE) +
         constant.TYPE_FLOAT_SIZE * 2, g, 'f')
     win32.write_memory(
         self.game,
         glow_pointer + (entity_glow_index * constant.GLOW_INDEX_SIZE) +
         constant.TYPE_FLOAT_SIZE * 3, b, 'f')
     win32.write_memory(
         self.game,
         glow_pointer + (entity_glow_index * constant.GLOW_INDEX_SIZE) +
         constant.TYPE_FLOAT_SIZE * 4, a, 'f')
     win32.write_memory(
         self.game, glow_pointer +
         (entity_glow_index * constant.GLOW_INDEX_SIZE) + 0x24, 1, 'i')
     win32.write_memory(
         self.game, glow_pointer +
         (entity_glow_index * constant.GLOW_INDEX_SIZE) + 0x25, 0, 'i')
     return True