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csh/cheat.py

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from win32api import GetAsyncKeyState
from win32con import EM_LINEINDEX, VK_SPACE
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from hack import Hack, sleep
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class Cheat(Hack):
def __init__(self) -> None:
super().__init__()
self.cheats_list = [func for func in dir(self)
# Function
if callable(getattr(self, func))
# User defined
if not func.startswith("_")
# Hack loop
if not func == "hack_loop"
# Utils
if not func.startswith("find_")]
def bhop(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
# Get client
client = self.find_module("client")
# Get player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
def cheat():
# Pressing space bar
if not GetAsyncKeyState(VK_SPACE):
return
# Check if player is alive
if not mem.read_uint(local_player + offset["m_iHealth"]):
return
# Check if player on ground
if mem.read_uint(local_player + offset["m_fFlags"]) & (1 << 0):
mem.write_uint(client + offset["dwForceJump"], 5)
sleep(0.01)
mem.write_uint(client + offset["dwForceJump"], 4)
self.hack_loop(cheat)
def radar_hack(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
# Get module address
client = self.find_module("client")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
# Get local team
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
def cheat():
# Loop all entities
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for i in range(1, 32): # 0 is world
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entity = mem.read_uint(
client + offset["dwEntityList"] + i * offset["entity_size"])
# Ignore if entity doesn't exist
if not entity:
continue
# Ignore allies
if mem.read_uint(entity + offset["m_iTeamNum"]) == local_team:
continue
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# Ignore dormant
if mem.read_bool(entity + offset["m_bDormant"]):
continue
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# Check if ennemy is alive
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if mem.read_int(entity + offset["m_lifeState"]):
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continue
mem.write_bool(entity + offset["m_bSpotted"], True)
self.hack_loop(cheat)
def glow(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
# Get module address
client = self.find_module("client")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
# Get local team
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
# Get glow object manager
glow_obj_manager = self.find_uint(
client, offset["dwGlowObjectManager"])
def cheat():
# Loop all entities
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for i in range(1, 32): # 0 is world
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entity = mem.read_uint(
client + offset["dwEntityList"] + i * offset["entity_size"])
# Ignore if entity doesn't exist
if not entity:
continue
# Ignore allies
if mem.read_uint(entity + offset["m_iTeamNum"]) == local_team:
continue
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# Ignore dormant
if mem.read_bool(entity + offset["m_bDormant"]):
continue
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# Check if ennemy is alive
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if mem.read_int(entity + offset["m_lifeState"]):
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continue
# Space between values
i = mem.read_int(
entity + offset["m_iGlowIndex"]) * offset["glow_obj_size"]
# Change color glow
mem.write_float(glow_obj_manager + i + offset["glow_R"], 1.)
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# mem.write_float(glow_obj_manager + i + offset["glow_G"], 0.)
# mem.write_float(glow_obj_manager + i + offset["glow_B"], 0.)
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mem.write_float(glow_obj_manager + i + offset["glow_A"], 1.)
# Render when not visible
mem.write_bool(glow_obj_manager + i + offset["GOM_wall"], True)
# Render when visible
mem.write_bool(glow_obj_manager + i +
offset["GOM_visible"], True)
self.hack_loop(cheat)
def trigger(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
# Get module address
client = self.find_module("client")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
# Get local team
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
def cheat():
# Pressing trigger key
if not GetAsyncKeyState(EM_LINEINDEX):
return
# Check if player is alive
if not mem.read_int(local_player + offset["m_iHealth"]):
return
# Get crosshair info about what we aiming at
crosshair_id = mem.read_int(
local_player + offset["m_iCrosshairId"])
# 0 is wall, +64 isn't a player
if (crosshair_id == 0) or (crosshair_id > 64):
return
# Get ennemy under crosshair
ennemy = mem.read_uint(
client + offset["dwEntityList"] + (crosshair_id - 1) * offset["entity_size"])
# Check if ennemy is alive
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if mem.read_int(entity + offset["m_lifeState"]):
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return
# Ignore allies
if mem.read_int(ennemy + offset["m_iTeamNum"]) == local_team:
return
# Shoot
mem.write_uint(client + offset["dwForceAttack"], 6)
sleep(0.2)
mem.write_uint(client + offset["dwForceAttack"], 4)
self.hack_loop(cheat)
def no_recoil(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
# Get module addresses
client = self.find_module("client")
engine = self.find_module("engine")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
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# Get client state
client_state = mem.read_uint(engine + offset["dwClientState"])
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# Control variable
self.nr__old_punch_x = 0.
self.nr__old_punch_y = 0.
def cheat():
# Check if player is shooting
if mem.read_int(local_player + offset["m_iShotsFired"]):
# Where player is looking
view_angles_x = mem.read_float(
client_state + offset["dwClientState_ViewAngles"])
view_angles_y = mem.read_float(
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client_state + offset["dwClientState_ViewAngles"] + offset["float"])
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# Server multiple punch by 2
server_mult = 2.
# How much the view is modified
aim_punch_x = mem.read_float(
local_player + offset["m_aimPunchAngle"]) * server_mult
aim_punch_y = mem.read_float(
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local_player + offset["m_aimPunchAngle"] + offset["float"]) * server_mult
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# New angles
new_angle_x = view_angles_x + self.nr__old_punch_x - aim_punch_x
new_angle_y = view_angles_y + self.nr__old_punch_y - aim_punch_y
# Limit of pitch in game is ]-89; 180[
if new_angle_x > 89.:
new_angle_x = 89.
if new_angle_x < -89.:
new_angle_x = -89
# Limit of yaw in game is ]-180; 360[
while (new_angle_y > 180.):
new_angle_y -= 360.
while (new_angle_y < -180.):
new_angle_y += 360.
# Cancel recoil
mem.write_float(
client_state + offset["dwClientState_ViewAngles"], new_angle_x)
mem.write_float(
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client_state + offset["dwClientState_ViewAngles"] + offset["float"], new_angle_y)
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self.nr__old_punch_x = aim_punch_x
self.nr__old_punch_y = aim_punch_y
else:
# Not spraying
self.nr__old_punch_x = 0.
self.nr__old_punch_y = 0.
self.hack_loop(cheat)
def aimbot(self) -> None:
def cheat():
print("WIP")
exit(2)
self.hack_loop(cheat)
def chams(self) -> None:
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# Aliases
mem = self.pm
offset = self.offsets
# Get module addresses
client = self.find_module("client")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
# Get local team
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
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def cheat():
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# Loop all entities
for i in range(1, 32): # 0 is world
entity = mem.read_uint(
client + offset["dwEntityList"] + i * offset["entity_size"])
# Ignore if entity doesn't exist
if not entity:
continue
# Ignore allies
if mem.read_uint(entity + offset["m_iTeamNum"]) == local_team:
continue
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# Ignore dormant
if mem.read_bool(entity + offset["m_bDormant"]):
continue
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# Check if ennemy is alive
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if mem.read_int(entity + offset["m_lifeState"]):
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continue
# Space between values
i = mem.read_int(
entity + offset["m_iGlowIndex"]) * offset["glow_obj_size"]
# Change color
mem.write_uint(
entity + offset["m_clrRender"] + offset["render_R"], 255)
mem.write_uint(
entity + offset["m_clrRender"] + offset["render_G"], 255)
# mem.write_uint(
# entity + offset["m_clrRender"] + offset["render_B"], 0)
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# Once this is set, no need to recycle again
sleep(100)
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self.hack_loop(cheat)
def noflash(self) -> None:
# Aliases
mem = self.pm
offset = self.offsets
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# Get module address
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client = self.find_module("client")
# Get local player
local_player = self.find_uint(client, offset["dwLocalPlayer"])
def cheat():
if (mem.read_int(local_player + offset["m_flFlashDuration"])):
mem.write_int(local_player + offset["m_flFlashDuration"], 0)
# Less chance to get flash again
sleep(1)
self.hack_loop(cheat)