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Исходник [REAL] Styles 2018 Source

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ez bro not even that hard
 
Can a staffmember please close this thread, no need to mention this ugly hack anymore! it was the shit build like who wants that barely even hits feet or head ... All u pasters are say "send me fix" like na nigga we aint the Emergency room for cheats tf.
 
: ^): | : / HERE IS DLL MAIN!
[CODE = cpp] // General shit
Код:
Expand Collapse Copy
#include "dll.h"







// Injection stuff "https://github.com/SimpleRealistic/styles-cheat-csgo-source/tree/master/INJ"



#include "ReflectiveLoader.h"







// Stuff to initialise



#include <Windows.h>







UCHAR szFileSys [255], szVolNameBuff [255];



DWORD dwMFL, dwSysFlags;



DWORD dwSerial;



LPCTSTR szHD = "C: \\"; // location HWID







typedef void (__ thiscall * CreateMoveFn) (void *, float, UserCmd *);



typedef void (__ thiscall * RunCommandFn) (void *, Entity *, UserCmd *, void *);







extern HINSTANCE hAppInstance;







long clientbase, enginebase;



int LBYBreakerTimer;







float lineLBY;



float lineRealAngle;



float lineFakeAngle;



int ResolverStage [65];







// Our DLL Instance



HINSTANCE HThisModule;



bool DoUnload;







Entity * local;



Entity * weapon;







CCSGOClient * client;



CBaseClass * engine;



CDrawManager * vgui;



CRenderManager * render;



CHvhManager * hvh;







CBaseClass * netvars;







CBaseClass * game;



CAimbotFrame * aimbot;



CESPManager * esp;



CESPManager * glow;







CMenu * gui;







GlobalVars * globals;







long * ents;



long * prediction;



long * move;



long * mode;



long * movehelper;







CreateMoveFn CreateMovePtr;



RunCommandFn RunCommandPtr;







inline void CreateMove (float time, UserCmd * cmd) {CreateMovePtr (mode, time, cmd); }



inline void RunCommand (Entity * player, UserCmd * cmd, void * helper) {RunCommandPtr (prediction, player, cmd, helper); }







typedef void (__ cdecl * MsgFn) (const char * msg, va_list);



void Msg (const char * msg, ...)



{



    if (msg == nullptr)



        return; // If no string was passed, or it was null then don't do anything



    static MsgFn fn = (MsgFn) GetProcAddress (GetModuleHandle ("tier0.dll"), "Msg"); // This gets the address of export "Msg" in the dll "tier0.dll". The static keyword means it's only called once and then isn't called again (but the variable is still there)



    char buffer [989];



    va_list list; // Normal varargs stuff http://stackoverflow.com/questions/10482960/varargs-to-printf-all-arguments



    va_start (list, msg);



    wsprintf (buffer, msg, list);



    va_end (list);



    fn (buffer, list); // Calls the function, we got the address above.



}







long HookVirtual (long * vmt, long * fn, int index)



{



    vmt = * (long **) vmt;







    long origin = vmt [index];







    void * adr = & vmt [index];







    long prot;







    VirtualProtect (& vmt [index], 4.0x40, (DWORD *) & prot);







    vmt [index] = (long) fn;







    VirtualProtect (& vmt [index], 4, (DWORD) prot, (DWORD *) & prot);







    return origin;



}







void InitialThread ()



{



    // Msg = (MsgFn) GetProcAddress (GetModuleHandleA ("tier0.dll"), "Warning");







    Msg ("% s \ n", __COOL_DATE__);







    clientbase = (long) GetModuleHandleA ("client.dll");



    enginebase = (long) GetModuleHandleA ("engine.dll");







    client = new CCSGOClient ();



    engine = new CBaseClass ();



    // vgui = new CDrawManager ();







    hvh = new CHvhManager ();







    render = new CRenderManager ();







    // netvars = new CBaseClass ();







    aimbot = new CAimbotFrame ();



    // prediction = new PredictionManager ();



    esp = new CESPManager ();







    // cvars = new CvarManager ();



    gui = new CMenu ();







    // Msg ("% X \ n", Virtual (client-> move, 15));



        // return;







    globals = * (GlobalVars **) (clientbase + 0xA36E80);







    CreateMovePtr = (CreateMoveFn) HookVirtual (mode, (long *) & CreateMove, 24);



    RunCommandPtr = (RunCommandFn) HookVirtual (prediction, (long *) & RunCommand, 19);



    // HookVirtual (client-> prediction, (long *) & InPrediction, 14);







    // engine-> DrawModelPtr = (DrawModelFn) HookVirtual (engine-> render, (long *) & DrawModel, 21);



    // engine-> SceneEndPtr = (SceneEndFn) HookVirtual (engine-> view, (long *) & SceneEnd, 9);







    // vgui-> PaintTraversePtr = (PaintTraverseFn) HookVirtual (vgui-> panel, (long *) & PaintTraverse, 41);



    // vgui-> KeyEventPtr = (KeyEventFn) HookVirtual (vgui-> enginevgui, (long *) & KeyEvent, 10);











    Msg ("well we injected \ n");



}







BOOL WINAPI DllMain (HMODULE hModule, DWORD dwReason, LPVOID lpReserved)



{



    switch (dwReason)



    {



    case DLL_PROCESS_ATTACH:







        if (GetModuleHandleA ("csgo.exe"))



        {



            CreateThread (NULL, NULL, (LPTHREAD_START_ROUTINE) InitialThread, NULL, NULL, NULL);



        }

        else

        {

            ExitProcess (NULL);

            return TRUE;

        }

    }
    return TRUE;
 
: ^): | : / HERE IS DLL MAIN!
[CODE = cpp] // General shit
Код:
Expand Collapse Copy
#include "dll.h"







// Injection stuff "https://github.com/SimpleRealistic/styles-cheat-csgo-source/tree/master/INJ"



#include "ReflectiveLoader.h"







// Stuff to initialise



#include <Windows.h>







UCHAR szFileSys [255], szVolNameBuff [255];



DWORD dwMFL, dwSysFlags;



DWORD dwSerial;



LPCTSTR szHD = "C: \\"; // location HWID







typedef void (__ thiscall * CreateMoveFn) (void *, float, UserCmd *);



typedef void (__ thiscall * RunCommandFn) (void *, Entity *, UserCmd *, void *);







extern HINSTANCE hAppInstance;







long clientbase, enginebase;



int LBYBreakerTimer;







float lineLBY;



float lineRealAngle;



float lineFakeAngle;



int ResolverStage [65];







// Our DLL Instance



HINSTANCE HThisModule;



bool DoUnload;







Entity * local;



Entity * weapon;







CCSGOClient * client;



CBaseClass * engine;



CDrawManager * vgui;



CRenderManager * render;



CHvhManager * hvh;







CBaseClass * netvars;







CBaseClass * game;



CAimbotFrame * aimbot;



CESPManager * esp;



CESPManager * glow;







CMenu * gui;







GlobalVars * globals;







long * ents;



long * prediction;



long * move;



long * mode;



long * movehelper;







CreateMoveFn CreateMovePtr;



RunCommandFn RunCommandPtr;







inline void CreateMove (float time, UserCmd * cmd) {CreateMovePtr (mode, time, cmd); }



inline void RunCommand (Entity * player, UserCmd * cmd, void * helper) {RunCommandPtr (prediction, player, cmd, helper); }







typedef void (__ cdecl * MsgFn) (const char * msg, va_list);



void Msg (const char * msg, ...)



{



    if (msg == nullptr)



        return; // If no string was passed, or it was null then don't do anything



    static MsgFn fn = (MsgFn) GetProcAddress (GetModuleHandle ("tier0.dll"), "Msg"); // This gets the address of export "Msg" in the dll "tier0.dll". The static keyword means it's only called once and then isn't called again (but the variable is still there)



    char buffer [989];



    va_list list; // Normal varargs stuff http://stackoverflow.com/questions/10482960/varargs-to-printf-all-arguments



    va_start (list, msg);



    wsprintf (buffer, msg, list);



    va_end (list);



    fn (buffer, list); // Calls the function, we got the address above.



}







long HookVirtual (long * vmt, long * fn, int index)



{



    vmt = * (long **) vmt;







    long origin = vmt [index];







    void * adr = & vmt [index];







    long prot;







    VirtualProtect (& vmt [index], 4.0x40, (DWORD *) & prot);







    vmt [index] = (long) fn;







    VirtualProtect (& vmt [index], 4, (DWORD) prot, (DWORD *) & prot);







    return origin;



}







void InitialThread ()



{



    // Msg = (MsgFn) GetProcAddress (GetModuleHandleA ("tier0.dll"), "Warning");







    Msg ("% s \ n", __COOL_DATE__);







    clientbase = (long) GetModuleHandleA ("client.dll");



    enginebase = (long) GetModuleHandleA ("engine.dll");







    client = new CCSGOClient ();



    engine = new CBaseClass ();



    // vgui = new CDrawManager ();







    hvh = new CHvhManager ();







    render = new CRenderManager ();







    // netvars = new CBaseClass ();







    aimbot = new CAimbotFrame ();



    // prediction = new PredictionManager ();



    esp = new CESPManager ();







    // cvars = new CvarManager ();



    gui = new CMenu ();







    // Msg ("% X \ n", Virtual (client-> move, 15));



        // return;







    globals = * (GlobalVars **) (clientbase + 0xA36E80);







    CreateMovePtr = (CreateMoveFn) HookVirtual (mode, (long *) & CreateMove, 24);



    RunCommandPtr = (RunCommandFn) HookVirtual (prediction, (long *) & RunCommand, 19);



    // HookVirtual (client-> prediction, (long *) & InPrediction, 14);







    // engine-> DrawModelPtr = (DrawModelFn) HookVirtual (engine-> render, (long *) & DrawModel, 21);



    // engine-> SceneEndPtr = (SceneEndFn) HookVirtual (engine-> view, (long *) & SceneEnd, 9);







    // vgui-> PaintTraversePtr = (PaintTraverseFn) HookVirtual (vgui-> panel, (long *) & PaintTraverse, 41);



    // vgui-> KeyEventPtr = (KeyEventFn) HookVirtual (vgui-> enginevgui, (long *) & KeyEvent, 10);











    Msg ("well we injected \ n");



}







BOOL WINAPI DllMain (HMODULE hModule, DWORD dwReason, LPVOID lpReserved)



{



    switch (dwReason)



    {



    case DLL_PROCESS_ATTACH:







        if (GetModuleHandleA ("csgo.exe"))



        {



            CreateThread (NULL, NULL, (LPTHREAD_START_ROUTINE) InitialThread, NULL, NULL, NULL);



        }

        else

        {

            ExitProcess (NULL);

            return TRUE;

        }

    }
    return TRUE;
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