Вопрос Крашит при вкл. аимботе

comeback?
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Тут такая проблема появилась, начало крашить, после обновления с Negev и Revolver (2017-04-13).
Включаю любой из видов Аимбота, или жму на "Active", и крашит.
При включении в Legit'e Аимбот, всё впорядке, а если я стрельну по противнику - краш.
В RageBot'e уже при нажатии "Active" крашит.
Как это решить можно? Кто поможет?
С меня, конечно же, лайк.
Офсеты в моём софте:
Код:
class CHudTexture
{
char szShortName[64]; //0x0000
char szTextureFile[64]; //0x0040
bool bRenderUsingFont; //0x0080
bool bPrecached; //0x0081
char cCharacterInFont; //0x0082
BYTE pad_0x0083; //0x0083
int hFont; //0x0084
int iTextureId; //0x0088
float afTexCoords[4]; //0x008C
int iPosX[4]; //0x009C
}; //Size=0x00AC
class CWeaponData
{
public:
char _0x0000[2048];
__int32 m_iAmmoType; //0x0800
char _0x0804[52];
__int32 m_iWeaponType; //0x0838 
__int32 m_iTeam; //0x083C 
__int32 m_iWeaponId; //0x0840 
BYTE m_IsFullAuto; //0x0844
char _0x0845[3];
float m_flHeatPerShot; //0x0848 
__int32 m_iWeaponPrice; //0x084C 
float m_flArmorRatio; //0x0850 
float m_flMaxPlayerSpeed; //0x0854 
float m_flMaxPlayerSpeedAlt; //0x0858 
__int32 m_iCrosshairMinDistance; //0x085C 
__int32 m_iCrosshairDeltaDistance; //0x0860 
float m_flPenetration; //0x0864 
__int32 m_iDamage; //0x0868 
float m_flRange; //0x086C 
float m_flRangeModifier; //0x0870 
__int32 m_iBullets; //0x0874 
float m_flCycleTime; //0x0878 
float m_flCycleTimeAlt; //0x087C 
char _0x0880[416];
float m_flSpread; //0x0A20 
float m_flSpreadAlt; //0x0A24 
float m_flInaccuracyCrouch; //0x09D8 
float m_flInaccuracyCrouchAlt; //0x09DC 
float m_flInaccuracyStand; //0x09E0 
float m_flInaccuracyStandAlt; //0x09E4 
float m_flInaccuracyJump; //0x09E8 
float m_flInaccuracyJumpAlt; //0x09EC 
float m_flInaccuracyLand; //0x09F0 
float m_flInaccuracyLandAlt; //0x09F4 
float m_flInaccuracyLadder; //0x09F8 
float m_flInaccuracyLadderAlt; //0x09FC 
float m_flInaccuracyFire; //0x0A00 
float m_flInaccuracyFireAlt; //0x0A04 
float m_flInaccuracyMove; //0x0A08 
float m_flInaccuracyMoveAlt; //0x0A0C 
float m_flRecoveryTimeStand; //0x0A10 
float m_flRecoveryTimeCrouch; //0x0A14 
float m_flInaccuracyReload; //0x0A18 
float m_flInaccuracyAltSwitch; //0x0A1C 
float m_flRecoilAngle; //0x0A20 
float m_flRecoilAngleAlt; //0x0A24 
float m_flRecoilAngleVariance; //0x0A28 
float m_flRecoilAngleVarianceAlt; //0x0A2C 
float m_flRecoilMagnitude; //0x0A30 
float m_flRecoilMagnitudeAlt; //0x0A34 
float m_flRecoilMagnitudeVariance; //0x0A38 
float m_flRecoilMagnitudeVarianceAlt; //0x0A3C 
__int32 m_iRecoilSeed; //0x0A40 
float m_flFlinchVelocityModifierLarge; //0x0A44 
float m_flFlinchVelocityModifierSmall; //0x0A48 
float m_flTimeToIdle; //0x0A4C 
float m_flIdleInterval; //0x0A50 
};
ДВОРДы
Код:
namespace Offsets
{
DWORD m_bIsBroken = 0;
DWORD m_bGunGameImmunity = 0x38B0;
DWORD m_bIsDefusing = 0xAA14;
DWORD m_bIsScoped = 0x389C;
DWORD m_bHasHelmet = 0xA9FC;
DWORD m_moveType = 0x258;
DWORD m_fFlags = 0x100;
DWORD m_lifeState = 0x25B;
DWORD m_hActiveWeapon = 0;
DWORD m_hMyWeapons = 0x2DE8;
DWORD m_hViewModel = 0;
DWORD m_hOwnerEntity = 0x148;
DWORD m_ArmorValue = 0xAA04;
DWORD m_CollisionGroup = 0x470;
DWORD m_iAccount = 0x2FA8;
DWORD m_iShotsFired = 0;
DWORD m_iTeamNum = 0;
DWORD m_iHealth = 0xFC;
DWORD m_nHitboxSet = 0;
DWORD m_nTickBase = 0x3424;
DWORD m_viewPunchAngle = 0x3010;
DWORD m_aimPunchAngle = 0;
DWORD m_flLowerBodyYawTarget = 0;
DWORD m_hObserverTarget = 0;
DWORD m_vecOrigin = 0x134;
DWORD m_vecViewOffset = 0x104;
DWORD m_vecVelocity = 0x110;
DWORD m_iItemDefinitionIndex = 0;
DWORD m_OriginalOwnerXuidLow = 0x3168;
DWORD m_OriginalOwnerXuidHigh = 0x316C;
DWORD m_nFallbackPaintKit = 0;
DWORD m_nFallbackSeed = 0;
DWORD m_flFallbackWear = 0;
DWORD m_iItemIDHigh = 0;
DWORD m_nFallbackStatTrak = 0;
DWORD m_szCustomName = 0;
DWORD m_iClip1 = 0x3204;
DWORD m_iClip2 = 0;
DWORD m_iState = 0;
DWORD m_flNextPrimaryAttack = 0;
DWORD m_flNextSecondaryAttack = 0;
DWORD m_dwLoadFromBuffer = 0;
DWORD m_iEntityQuality = 0;
DWORD m_angEyeAngles = 0;
DWORD m_angEyeAnglesX = 0;
DWORD m_angEyeAnglesY = 0;
DWORD m_hWeapon = 0;
DWORD m_nModelIndex = 0;
DWORD m_hOwner = 0x29BC;
DWORD m_iDidCheckForOcclusion = 0;
DWORD m_dOcclusionArray = 0;
DWORD m_nWriteableBones = 0;
DWORD InvalidateBoneCache = 0;
DWORD m_iViewModelIndex = 0;
DWORD m_hWorldModel = 0;
DWORD dwSpreadOffset = 0;
DWORD g_InterpolationList = 0;
DWORD ClantagOffset = 0;
}
 
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