def trigger(): player = getPlayer() if player and (keyboard.is_pressed(config["trigger_key"]) or (config["aim_force_shoot"] and keyboard.is_pressed(config["aim_key"]))): entity_id = csgo.read_int(player + netvars["m_iCrosshairId"]) entity = csgo.read_int(client_dll + signatures["dwEntityList"] + (entity_id - 1) * 0x10) if entity: entity_team = csgo.read_int(entity + netvars["m_iTeamNum"]) player_team = csgo.read_int(player + netvars["m_iTeamNum"]) if entity_id > 0 and entity_id <= 64 and player_team != entity_team: time.sleep(config["trigger_delay"]) csgo.write_int(client_dll + signatures["dwForceAttack"], 6)
def aim(): player = getPlayer() engine_dll_pointer = csgo.read_int(engine_dll + signatures["dwClientState"]) if player: localTeam = csgo.read_int(player + netvars["m_iTeamNum"]) olddistx = 111111111111 olddisty = 111111111111 for i in range(1, 32): entity = csgo.read_int(client_dll + signatures["dwEntityList"] + i * 0x10) if entity: entity_team_id = csgo.read_int(entity + netvars["m_iTeamNum"]) entity_hp = csgo.read_int(entity + netvars["m_iHealth"]) entity_dormant = csgo.read_int(entity + signatures["m_bDormant"]) target_hp = 0 target = None target_dormant = None target_x = 0 target_y = 0 target_z = 0 if localTeam != entity_team_id and entity_hp > 0: entity_bones = csgo.read_int(entity + netvars["m_dwBoneMatrix"]) localpos_x_angles = csgo.read_float( engine_dll_pointer + signatures["dwClientState_ViewAngles"]) localpos_y_angles = csgo.read_float( engine_dll_pointer + signatures["dwClientState_ViewAngles"] + 0x4) localpos1 = csgo.read_float(player + netvars["m_vecOrigin"]) localpos2 = csgo.read_float(player + netvars["m_vecOrigin"] + 4) localpos_z_angles = csgo.read_float( player + netvars["m_vecViewOffset"] + 0x8) localpos3 = ( csgo.read_float(player + netvars["m_vecOrigin"] + 8) + localpos_z_angles) if config["aim_type"] == "body": try: entitypos_x = csgo.read_float(entity_bones + 0x30 * 5 + 0xC) entitypos_y = csgo.read_float(entity_bones + 0x30 * 5 + 0x1C) entitypos_z = csgo.read_float(entity_bones + 0x30 * 5 + 0x2C) except: continue elif config["aim_type"] == "random": try: random_value = randint(3, 9) entitypos_x = csgo.read_float(entity_bones + 0x30 * random_value + 0xC) entitypos_y = csgo.read_float(entity_bones + 0x30 * random_value + 0x1C) entitypos_z = csgo.read_float(entity_bones + 0x30 * random_value + 0x2C) except: continue elif config["aim_type"] == "legit": try: legit_range = randint(4, 8) entitypos_x = csgo.read_float(entity_bones + 0x30 * legit_range + 0xC) entitypos_y = csgo.read_float(entity_bones + 0x30 * 4 + 0x1C) entitypos_z = csgo.read_float(entity_bones + 0x30 * legit_range + 0x2C) except: continue else: try: entitypos_x = csgo.read_float(entity_bones + 0x30 * 8 + 0xC) entitypos_y = csgo.read_float(entity_bones + 0x30 * 5 + 0x1C) entitypos_z = csgo.read_float(entity_bones + 0x30 * 8 + 0x2C) except: continue X, Y = calcangle( localpos1, localpos2, localpos3, entitypos_x, entitypos_y, entitypos_z, ) newdist_x, newdist_y = calc_distance( localpos_x_angles, localpos_y_angles, X, Y) if (newdist_x < olddistx and newdist_y < olddisty and newdist_x <= config["aim_fov"] and newdist_y <= config["aim_fov"]): olddistx, olddisty = newdist_x, newdist_y target, target_hp, target_dormant = ( entity, entity_hp, entity_dormant, ) target_x, target_y, target_z = ( entitypos_x, entitypos_y, entitypos_z, ) if keyboard.is_pressed(config["aim_key"]) and player: if target and target_hp > 0 and not target_dormant: localpos1 = csgo.read_float( player + netvars["m_vecOrigin"]) localpos2 = csgo.read_float( player + netvars["m_vecOrigin"] + 4) localpos_z_angles = csgo.read_float( player + netvars["m_vecViewOffset"] + 0x8) localpos3 = (csgo.read_float( player + netvars["m_vecOrigin"] + 8) + localpos_z_angles) pitch, yaw = calcangle( localpos1, localpos2, localpos3, target_x, target_y, target_z, ) if nanchecker(pitch, yaw): normalize_x, normalize_y = normalizeAngles( pitch, yaw) punchx = csgo.read_float( player + netvars["m_aimPunchAngle"]) punchy = csgo.read_float( player + netvars["m_aimPunchAngle"] + 0x4) Commands = csgo.read_int( client_dll + signatures["dwInput"] + 0xF4) VerifedCommands = csgo.read_int( client_dll + signatures["dwInput"] + 0xF8) Desired = (csgo.read_int( engine_dll_pointer + signatures[ "clientstate_last_outgoing_command"] ) + 2) OldUser = Commands + ( (Desired - 1) % 150) * 100 VerifedOldUser = (VerifedCommands + ( (Desired - 1) % 150) * 0x68) m_buttons = csgo.read_int(OldUser + 0x30) Net_Channel = csgo.read_uint( engine_dll_pointer + signatures["clientstate_net_channel"]) if config["aim_lock_type"] == "silent": csgo.write_uchar( engine_dll + signatures["dwbSendPackets"], 0) if csgo.read_int(Net_Channel + 0x18) >= Desired: csgo.write_float( OldUser + 0x0C, normalize_x) csgo.write_float( OldUser + 0x10, normalize_y) csgo.write_int( OldUser + 0x30, m_buttons | (1 << 0)) csgo.write_float( VerifedOldUser + 0x0C, normalize_x, ) csgo.write_float( VerifedOldUser + 0x10, normalize_y, ) csgo.write_int( VerifedOldUser + 0x30, m_buttons | (1 << 0), ) csgo.write_uchar( engine_dll + signatures["dwbSendPackets"], 1, ) else: csgo.write_uchar( engine_dll + signatures["dwbSendPackets"], 1, ) elif config[ "aim_lock_type"] == "silentrcs": csgo.write_uchar( engine_dll + signatures["dwbSendPackets"], 0) if csgo.read_int(Net_Channel + 0x18) >= Desired: csgo.write_float( OldUser + 0x0C, normalize_x) csgo.write_float( OldUser + 0x10, normalize_y) csgo.write_int( OldUser + 0x30, m_buttons | (1 << 0)) csgo.write_float( VerifedOldUser + 0x0C, normalize_x - (punchx * 2), ) csgo.write_float( VerifedOldUser + 0x10, normalize_y - (punchy * 2), ) csgo.write_int( VerifedOldUser + 0x30, m_buttons | (1 << 0), ) csgo.write_uchar( engine_dll + signatures["dwbSendPackets"], 1, ) else: csgo.write_uchar( engine_dll + signatures["dwbSendPackets"], 1, ) else: csgo.write_float( engine_dll_pointer + signatures[ "dwClientState_ViewAngles"], normalize_x, ) csgo.write_float( engine_dll_pointer + signatures[ "dwClientState_ViewAngles"] + 0x4, normalize_y, )
def change_skin(): akpaint = skins[0] awppaint = skins[1] usppaint = skins[2] deaglepaint = skins[3] glockpaint = skins[4] fivepaint = skins[5] ppaint = skins[6] tecpaint = skins[7] mapaint = skins[8] mspaint = skins[9] galilpaint = skins[10] famaspaint = skins[11] augpaint = skins[12] sgpaint = skins[13] scoutpaint = skins[14] macpaint = skins[15] mpsevpaint = skins[16] mpninpaint = skins[17] pppaint = skins[18] pneunpaint = skins[19] umppaint = skins[20] magpaint = skins[21] novpaint = skins[22] sawpaint = skins[23] xmpaint = skins[24] engine_dll_state = csgo.read_int(engine_dll + signatures["dwClientState"]) while True: if ( not GetWindowText(GetForegroundWindow()) == "Counter-Strike: Global Offensive" ): time.sleep(1) continue local_player = getPlayer() if local_player == 0: continue for i in range(0, 8): my_weapons = ( csgo.read_int(local_player + netvars["m_hMyWeapons"] + (i - 1) * 0x4) & 0xFFF ) weapon_address = csgo.read_int( client_dll + signatures["dwEntityList"] + (my_weapons - 1) * 0x10 ) if weapon_address: weapon_id = csgo.read_int( weapon_address + netvars["m_iItemDefinitionIndex"] ) weapon_owner = csgo.read_int( weapon_address + netvars["m_OriginalOwnerXuidLow"] ) seed = 420 if weapon_id == 7: fallbackpaint = akpaint seed = 661 elif weapon_id == 9: fallbackpaint = awppaint seed = 420 elif weapon_id == 61: fallbackpaint = usppaint seed = 420 elif weapon_id == 1: fallbackpaint = deaglepaint seed = 420 elif weapon_id == 4: fallbackpaint = glockpaint seed = 420 elif weapon_id == 3: fallbackpaint = fivepaint seed = 420 elif weapon_id == 36: fallbackpaint = ppaint seed = 420 elif weapon_id == 30: fallbackpaint = tecpaint seed = 420 elif weapon_id == 16: fallbackpaint = mapaint elif weapon_id == 60: fallbackpaint = mspaint elif weapon_id == 13: fallbackpaint = galilpaint elif weapon_id == 10: fallbackpaint = famaspaint elif weapon_id == 262152: fallbackpaint = augpaint elif weapon_id == 39: fallbackpaint = sgpaint elif weapon_id == 40: fallbackpaint = scoutpaint elif weapon_id == 17: fallbackpaint = macpaint elif weapon_id == 33: fallbackpaint = mpsevpaint elif weapon_id == 34: fallbackpaint = mpninpaint elif weapon_id == 26: fallbackpaint = pppaint elif weapon_id == 19: fallbackpaint = pneunpaint elif weapon_id == 24: fallbackpaint = umppaint elif weapon_id == 27: fallbackpaint = magpaint elif weapon_id == 35: fallbackpaint = novpaint elif weapon_id == 262173: fallbackpaint = sawpaint elif weapon_id == 25: fallbackpaint = xmpaint else: continue csgo.write_int(weapon_address + netvars["m_iItemIDHigh"], -1) csgo.write_int( weapon_address + netvars["m_nFallbackPaintKit"], fallbackpaint ) csgo.write_int(weapon_address + netvars["m_iAccountID"], weapon_owner) csgo.write_int(weapon_address + netvars["m_nFallbackStatTrak"], 187) csgo.write_int(weapon_address + netvars["m_nFallbackSeed"], seed) csgo.write_float( weapon_address + netvars["m_flFallbackWear"], float(0.000001) ) if keyboard.is_pressed("f7"): csgo.write_int(engine_dll_state + 0x174, -1)
def wcpm(entity, charm): csgo.write_int(entity + netvars["m_clrRender"], charm["red"]) csgo.write_int(entity + netvars["m_clrRender"] + 0x1, charm["green"]) csgo.write_int(entity + netvars["m_clrRender"] + 0x2, charm["blue"])
def radar(): for i in range(1, 32): entity = csgo.read_int(client_dll + signatures["dwEntityList"] + i * 0x10) if entity: csgo.write_int(entity + netvars["m_bSpotted"], 1)
def fov(): player = getPlayer() if player: csgo.write_int(player + netvars["m_iDefaultFOV"], config["default_fov"])
def bunny(): player = getPlayer() if player and keyboard.is_pressed(config["bunny_key"]): on_ground = csgo.read_int(player + netvars["m_fFlags"]) if on_ground and on_ground == 257 or on_ground == 263: csgo.write_int(client_dll + signatures["dwForceJump"], 6)