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[C++] Standalone aimbot

Тема в разделе CS GO Исходники, создана пользователем CheatGod, 17 дек 2014.

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  1. CheatGod 0x11d

    CheatGod
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    01.03.15
    Main.cpp



    #include <Windows.h>  #include <iostream>
    
    #include <math.h>  
    
    #include "HackProcess.h"
    
    #include <vector>
    
    #include <algorithm>    // std::sort
    
    //Create our 'hooking' and process managing object
    
    CHackProcess fProcess;  
    
    using namespace std;  
    
    //We use F6 to exit the hack
    
    #define F6_Key 0x75
    
    //right click
    
    #define RIGHT_MOUSE 0x02
    
    //Here we store the num of players and update it regularly to know how many enemies we are dealing with
    
    //this saves us doing loops unless their necessary e.g. we have 12 players and still loop 32 times wasting our great resources
    
    //This makes our triggerbot MUCH faster in general
    
    int NumOfPlayers = 15;
    
    const DWORD dw_PlayerCountOffs = 0x6F4020;//Engine.dll //Tirar  //////engine.dll+6F4020
    
    
    //The player base is VERY important so we know where our player info is at
    
    //including current jump status so we can use force jumping making our bHop
    
    const DWORD GameBasePtr = 0xC000;
    
    const DWORD GameBase = 0x00A15F68;
    
    
    DWORD MeuPlayerBase;
    
    int localizado = 0;
    
    int localizadoang = 0;
    
    int contador = 0;
    
    const DWORD Player_Base = GameBase-0x198;//0x00574560;
    
    //The ATTACK address BELOW, WE WRITE 5 TO SHOOT OR 4 TO
    
    const DWORD dw_MyTeamOffset = 0xD8;//client // + vai virar -
    
    const DWORD dw_mTeamOffset = 0xD8;//client // -
    
    const DWORD dw_MyHealth = 0x198;//client //+
    
    const DWORD dw_Health = 0x00;//client //+
    
    //FOR the x coord we can use cl_pdump for m_vecOrigin Vector or just move around the map looking for different values
    
    //e.g. to find y coordinate walk up ladder search up, walk down search down etc.
    
    const DWORD dw_Pos = 0x48;//client //0134 //-
    
    const DWORD dw_MyPos = 0x150;//client //+
    
    const CHAR mname = 0x4;//+
    
    //Enemy Vars including the enemy loop
    
    const DWORD EntityPlayer_Base = GameBase;
    
    //How far in memory is each enemy data
    
    const DWORD EntityLoopDistance = 0x1E0;
    
    
    const DWORD waller = 0x9A8320;
    
    //ViewAngles
    
    //We find these by moving our mouse around constantly looking for changed/unchanged value,
    
    //the alternative is to use cl_pdump 1 and search for the value assigned to m_angRotation vector
    
    
    
    //We will use this struct throughout all other tutorials adding more variables every time
    
    
    DWORD dw_m_angRotationFINAL = 0x09B23760;
    
    //const DWORD dw_m_angRotationFINAL = 0x00;
    
    
    /*
    
    void EncontraAngulo()
    
    {
    
    
    float angulo;
    
    float angulocompare;
    
    DWORD compareptr;
    
    
    for(int i = 0; i < 3300;i++) {
    
            if(localizadoang == 0) {
    
    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + 0xA00EB8), &angulo, sizeof(float), 0);
    
    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + 0xi), &compareptr, sizeof(DWORD), 0);
    
    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(compareptr), &angulocompare, sizeof(DWORD), 0);
    
    printf("contador = %d \n", i);
    
    printf("Angulo encontrado addr %x \n", compareptr);
    
    printf("Angulo encontrado %f \n", angulocompare);
    
    if(angulo == angulocompare)
    
    {
    
    dw_m_angRotationFINAL = compareptr;
    
    printf("Angulo encontrado addr %x \n", compareptr);
    
    printf("Angulo encontrado %f \n", angulocompare);
    
    localizadoang = 1;
    
    }
    
            }
    
    }
    
    
    
    
    }*/
    
    
    
    struct MyPlayer_t  
    
    {
    
            DWORD CLocalPlayer;
    
            DWORD ggGameBase;
    
            DWORD ggGameBaseB;
    
            DWORD ggGameBaseC;
    
            int Team;
    
            int Health;
    
            float Position[3];
    
    
            float poscomparer;
    
            float posfinder;
    
    
            DWORD TeamPtr;
    
            DWORD HealthPtr;
    
            DWORD PositionPtr;
    
    
            DWORD poscomparerptr;
    
    
            DWORD BaseOffsA, BaseOffsB,BaseOffsC,BaseOffsD,BaseOffsE,BaseOffsF,BaseOffsG,BaseOffsH;
    
            DWORD BaseOffsAptr, BaseOffsBptr,BaseOffsCptr,BaseOffsDptr,BaseOffsEptr,BaseOffsFptr,BaseOffsGptr,BaseOffsHptr;
    
            DWORD TeamGambiarra;
    
            void ReadInformation()
    
            {
    
    
    
                            ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + GameBase), &ggGameBase, sizeof(DWORD), 0);
    
    
                    BaseOffsA = ggGameBase+0x4FC;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsA), &BaseOffsAptr, sizeof(DWORD), 0);
    
                    BaseOffsB = BaseOffsAptr+0x504;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsB), &BaseOffsBptr, sizeof(DWORD), 0);
    
                    BaseOffsC = BaseOffsBptr+0xD4;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsC), &BaseOffsCptr, sizeof(DWORD), 0);
    
                    BaseOffsD = BaseOffsCptr+0x0;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsD), &BaseOffsDptr, sizeof(DWORD), 0);
    
                    BaseOffsE = BaseOffsDptr+0x90;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsE), &BaseOffsEptr, sizeof(DWORD), 0);
    
                    BaseOffsF = BaseOffsEptr+0x7C;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsF), &BaseOffsFptr, sizeof(DWORD), 0);
    
                    BaseOffsG = BaseOffsFptr+0x120;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsG), &BaseOffsGptr, sizeof(DWORD), 0);
    
                    BaseOffsH = BaseOffsGptr+0x200;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsH), &BaseOffsHptr, sizeof(DWORD), 0);
    
    
    
    
            //      ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(gggGameBaseB  + (Player * EntityLoopDistance)),&CBaseEntity, sizeof(DWORD), 0);
    
    
    
                    for(int i = 0; i < 32; i++) {
    
                            if(localizado == 0) {
    
                    CLocalPlayer = BaseOffsH  + (i * EntityLoopDistance);
    
                    poscomparerptr = CLocalPlayer - dw_Pos;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + 0x9B8960), &posfinder, sizeof(float), 0);
    
            //ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(Nameptr), &Nameptrb, sizeof(DWORD), 0);
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(poscomparerptr), &poscomparer, sizeof(float), 0);
    
                    printf("posfinder: %f \n", posfinder);
    
                    printf("poscomparer: %f \n", poscomparer);
    
                    if(posfinder == poscomparer) {
    
                            CLocalPlayer = BaseOffsH  + (i * EntityLoopDistance);
    
                localizado = 1;
    
                            contador = i;
    
                            printf("Localizado ;p");
    
                    }else {
    
            localizado = 0;
    
                    }
    
                    //printf("i = %d", i);
    
                    }
    
                    }
    
    
    
    
    
                    //ggGameBaseB = BaseOffsH;
    
                    //ggGameBaseC = BaseOffsH-0x198;
    
            //      printf("BaseOffsH = %x", BaseOffsH);
    
    
      // ###############CLocalPlayer = ggGameBaseC; ******************************************/
    
    
                                    //////ACHA O MEU PLAYER NO MEIO DOS PLAYERSS!!!!!!!!!!
    
    
    
    
    CLocalPlayer = BaseOffsH  + (contador * EntityLoopDistance);
    
    //printf("Localizado %d", localizado);
    
    //CLocalPlayer = MeuPlayerBase-0x4;
    
    
    
            HealthPtr = CLocalPlayer+dw_Health;
    
            PositionPtr = CLocalPlayer-dw_Pos;
    
            TeamPtr = CLocalPlayer-dw_mTeamOffset;
    
            //printf("Team: %x", TeamPtr);
    
                    // Reading CLocalPlayer Pointer to our "CLocalPlayer" DWORD.
    
                    //ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(ggGameBaseC), &CLocalPlayer, sizeof(DWORD), 0);
    
                    // Reading out our Team to our "Team" Varible.
    
    
    
    
    
                    // Reading out our Health to our "Health" Varible.    
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(HealthPtr), &Health, sizeof(int), 0);
    
    
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(TeamPtr), &Team, sizeof(int), 0);//Tirar
    
    
                    // Reading out our Position to our "Position" Varible.
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(PositionPtr), &Position, sizeof(float[3]), 0);
    
    
                    //Here we find how many player entities exist in our game, through this we make sure to only loop the amount of times we need
    
                    //when grabbing player data
    
                    //Note that this call could be even better at a regular 15 or so seconds timer but performance shouldn't vary a great deal
    
                    //ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_PlayerCountOffs), &NumOfPlayers, sizeof(int), 0); //Tirar
    
    
            //DWORD PosX = 0x9B8960;
    
            //DWORD PosZ = 0x9B8964;
    
            //DWORD PosY = 0x9B8968;
    
    
    
            }
    
    }MyPlayer;    
    
    
    
    
    
    //Here is where we narrow the enemy data to the enemies that we want to shoot,
    
    //these players are added once we validated them e.g. do they have enough health?, or maybe they are on the enemy team
    
    struct TargetList_t
    
    {
    
            float Distance;
    
            float AimbotAngle[3];
    
    
            TargetList_t()
    
            {
    
                    //our default constructor :S
    
            }
    
    
            TargetList_t(float aimbotAngle[], float myCoords[], float enemyCoords[])
    
            {
    
                    //Send our coordinates and the enemy's to find out how close they are to us!
    
                    Distance = Get3dDistance(myCoords[0], myCoords[1], myCoords[2],
    
                                                                    enemyCoords[0], enemyCoords[1], enemyCoords[2] );
    
    
                    //Define our aimbot angles and set them for later use when shooting
    
                    AimbotAngle[0] = aimbotAngle[0];
    
                    AimbotAngle[1] = aimbotAngle[1];
    
                    AimbotAngle[2] = aimbotAngle[2];
    
            }
    
    
            //Get our 3d Distance between 2 sets of coordinates(ours and enemies) and find out how close an enemy is to us
    
            //when it comes to shooting we aim at the closest enemy
    
            //Simple but effective
    
    
            //Here we will AVOID vectors for simplicity but feel free to create to use them
    
            //if you prefer float Get3dDistance(std::vector<float> myCoords, std::vector<float> enemyCoords)
    
    
            //See how far away our enemy is to us
    
            float Get3dDistance(float myCoordsX, float myCoordsZ, float myCoordsY,
    
                                                    float eNx, float eNz, float eNy)
    
            {
    
                    //Use the 3d distance formula to get a resulting Floating distance value POW!!
    
                    return sqrt(
    
                            pow(double(eNx - myCoordsX), 2.0) +
    
                            pow(double(eNy - myCoordsY), 2.0) +
    
                            pow(double(eNz - myCoordsZ), 2.0));
    
            }
    
    };
    
    
    
    
    //ENemy struct
    
    struct PlayerList_t
    
    {
    
            DWORD gggGameBase;
    
            DWORD gggGameBaseB;
    
            DWORD gggGameBaseC;
    
            DWORD CBaseEntity;
    
            int Team;
    
            int Health;
    
            float Position[3];
    
            float AimbotAngle[3];
    
            char Name[39];
    
    
            DWORD Healthptr;
    
            DWORD Teamptr;
    
            DWORD Positionptr;
    
            DWORD Nameptr;
    
    
    
            DWORD BaseOffsA, BaseOffsB,BaseOffsC,BaseOffsD,BaseOffsE,BaseOffsF,BaseOffsG,BaseOffsH;
    
            DWORD BaseOffsAptr, BaseOffsBptr,BaseOffsCptr,BaseOffsDptr,BaseOffsEptr,BaseOffsFptr,BaseOffsGptr,BaseOffsHptr;
    
            void ReadInformation(int Player)
    
            {
    
                    // Reading CBaseEntity Pointer to our "CBaseEntity" DWORD + Current Player in the loop. 0x10 is the CBaseEntity List Size
    
                    //"client.dll"+00545204 //0x571A5204
    
    
    
    
    
    
    
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + GameBase), &gggGameBase, sizeof(DWORD), 0);
    
    
                    BaseOffsA = gggGameBase+0x4FC;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsA), &BaseOffsAptr, sizeof(DWORD), 0);
    
                    BaseOffsB = BaseOffsAptr+0x504;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsB), &BaseOffsBptr, sizeof(DWORD), 0);
    
                    BaseOffsC = BaseOffsBptr+0xD4;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsC), &BaseOffsCptr, sizeof(DWORD), 0);
    
                    BaseOffsD = BaseOffsCptr+0x0;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsD), &BaseOffsDptr, sizeof(DWORD), 0);
    
                    BaseOffsE = BaseOffsDptr+0x90;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsE), &BaseOffsEptr, sizeof(DWORD), 0);
    
                    BaseOffsF = BaseOffsEptr+0x7C;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsF), &BaseOffsFptr, sizeof(DWORD), 0);
    
                    BaseOffsG = BaseOffsFptr+0x120;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsG), &BaseOffsGptr, sizeof(DWORD), 0);
    
                    BaseOffsH = BaseOffsGptr+0x200;
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(BaseOffsH), &BaseOffsHptr, sizeof(DWORD), 0);
    
    
    
    
            //      ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(gggGameBaseB  + (Player * EntityLoopDistance)),&CBaseEntity, sizeof(DWORD), 0);
    
    
                    CBaseEntity = BaseOffsH  + (Player * EntityLoopDistance);
    
    
                    //printf("gggGameBaseB = %x", CBaseEntity);
    
    
    
         Teamptr = CBaseEntity - dw_mTeamOffset;
    
             Healthptr = CBaseEntity + dw_Health;
    
         Positionptr =  CBaseEntity - dw_Pos;
    
             Nameptr = CBaseEntity + mname;
    
    
    
                            // Reading out our Team to our "Team" Varible.
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(Teamptr), &Team, sizeof(int), 0); //Tirar
    
                    //printf("TeamId = %d \n", Team);
    
                    // Reading out our Health to our "Health" Varible.    
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(Healthptr), &Health, sizeof(int), 0);
    
                    // Reading out our Position to our "Position" Varible.
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(Positionptr), &Position, sizeof(float[3]), 0);
    
    
                    ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(Nameptr), &Name, sizeof(char), 0);
    
    
    
            }
    
    }PlayerList[32];  
    
    
    
    
    //Used to compare the distance when sorting the array of Target Enemies
    
    //JUST think of this as an assist for a sorting algorithm
    
    //and this isn't necessarily related to hacking but it helps us out
    
    struct CompareTargetEnArray
    
    {
    
            //USE A COMPARATOR TO SORT OUR ARRAY nicely
    
            bool operator() (TargetList_t & lhs, TargetList_t & rhs)
    
            {
    
                    return lhs.Distance < rhs.Distance;
    
            }
    
    };
    
    
    
    //Props to Nubtik and a couple of other places on the interwebs for this function
    
    void CalcAngle( float *src, float *dst, float *angles )
    
    {
    
    
            double delta[3] = { (src[0]-dst[0]), (src[1]-dst[1]), (src[2]-dst[2]) };
    
            double hyp = sqrt(delta[0]*delta[0] + delta[1]*delta[1]);
    
            angles[0] = (float) (asinf(delta[2]/hyp) * 57.295779513082f);
    
            angles[1] = (float) (atanf(delta[1]/delta[0]) * 57.295779513082f);
    
            angles[2] = 0.0f;
    
    
            if(delta[0] >= 0.0)
    
            {
    
                    angles[1] += 180.0f;
    
            }
    
    }
    
    
    
    
    
            float Calculadistancia(float myCoordsX, float myCoordsZ, float myCoordsY,
    
                                                    float eNx, float eNz, float eNy)
    
            {
    
                    //Use the 3d distance formula to get a resulting Floating distance value POW!!
    
                    return sqrt(
    
                            pow(double(eNx - myCoordsX), 2.0) +
    
                            pow(double(eNy - myCoordsY), 2.0) +
    
                            pow(double(eNz - myCoordsZ), 2.0));
    
            }
    
    
    void Aimbot()
    
    {
    
            float fNearest = (float)INT_MAX;//Meu cod
    
            int iAimAt = -1;
    
            int gambiarrameutime = 12;
    
            ///////
    
            //Declare our target list to define our victims through a dynamic array
    
            TargetList_t* TargetList = new TargetList_t[NumOfPlayers];
    
            //Loop through all our players and retrieve their information
    
            //we use this mainly here to find out what players are our enemies and what players are on our team
    
            //loops through players to set the target enemies
    
            int targetLoop = 0;
    
            for(int i = 1; i < NumOfPlayers; i ++) //Começa com 2 pq se n mira em mim mesmo e explode a porra toda
    
            {
    
                    if (GetAsyncKeyState(VK_RBUTTON)) { ////Meu
    
                            i++;
    
                    }
    
                            if (GetAsyncKeyState(VK_F2)) { ////Meu
    
                            gambiarrameutime = 12;
    
                    }
    
                                    if (GetAsyncKeyState(VK_F3)) { ////Meu
    
                            gambiarrameutime = 16;
    
                    }
    
    
                            if (GetAsyncKeyState(VK_F4)) { ////Meu
    
                            gambiarrameutime = 8;
    
                    }
    
    
    
                    PlayerList[i].ReadInformation(i);
    
    
                    // Skip if they're my teammates.
    
                    if (PlayerList[i].Team == MyPlayer.Team)
    
                            continue;
    
    
                    //Make sure our targets have at keast 2 health
    
                    if (PlayerList[i].Health < 2)
    
                            continue; //break to next iteration //Tirar
    
    
                    if(Calculadistancia(MyPlayer.Position[0], MyPlayer.Position[1], (MyPlayer.Position[2]),PlayerList[i].Position[0],PlayerList[i].Position[1], (PlayerList[i].Position[2]) ) < fNearest )//dis :D
    
                                    {
    
    
                                            //      if(!Parede.noobie && !Parede.aimdelay) {  //Mudar aki...
    
    
                                            iAimAt = i;
    
    
                                            fNearest = Calculadistancia(MyPlayer.Position[0], MyPlayer.Position[1],
    
                                                    (MyPlayer.Position[2]),PlayerList[i].Position[0],PlayerList[i].Position[1], (PlayerList[i].Position[2]) );
    
                                            //      }
    
                                    }
    
    
    
                    //PlayerList[i].Position[2] -= 10;
    
                    CalcAngle (MyPlayer.Position, PlayerList[i].Position, PlayerList[i].AimbotAngle);  
    
    
                    //ONCE WE GET HERE we have already read all the information we want, all enemies have been checked for valid data
    
                    //Therefore players on our team a dont get selected and only enemies with over 1 health are allowed
    
    
                    //WE NOW DEFINE A LIST OF ENEMIES TO SHOOT AT, from here we will scan that array and choose to aim at the closest one
    
                    //Create our target loop player and store the most important information
    
                    TargetList[targetLoop] = TargetList_t(PlayerList[i].AimbotAngle, MyPlayer.Position, PlayerList[i].Position);
    
    
                    //Increment so we can add more players onto the array
    
                    targetLoop++;
    
            }
    
    
    
    
    
            //ONLY AIM if we have any enemies
    
            if(targetLoop > 0)
    
            {
    
                    //SORT ENEMIES ARRAY BY DISTANCE before AIMING AT THEM
    
                    //JUST NORMAL std::sort function with our custom comparator, not much to it
    
                    //target loop -1 because it will always go 1 above the count
    
                    std::sort(TargetList, TargetList+targetLoop, CompareTargetEnArray());
    
    
                    //AIM at the closest guy we found,
    
                    //by default aim at ALL times, if you right click hold it switches it off
    
                    //This isn't the best example but change the example to whatevery you like E.g. Left click etc...
    
                    if (GetAsyncKeyState(VK_MBUTTON))
    
                    {
    
                            if(iAimAt != -1) {
    
    
    
                            /*
    
                                            WriteProcessMemory (fProcess.__HandleProcess,
    
                                    (PBYTE*)(fProcess.__csgoexe+dw_m_angRotation),
    
                                            TargetList[0].AimbotAngle, 12, 0);*/
    
    
                                    if(MyPlayer.Health > 2) { //Evita um bug louco
    
                    WriteProcessMemory (fProcess.__HandleProcess,
    
                                    (PBYTE*)(dw_m_angRotationFINAL),
    
                                            TargetList[0].AimbotAngle, 14, 0);
    
                                    }
    
    /*
    
                                    WriteProcessMemory (fProcess.__HandleProcess,
    
                                    (PBYTE*)(dw_m_angRotationX),
    
                                            TargetList[0].AimbotAngle, 12, 0);
    
    
                                                    WriteProcessMemory (fProcess.__HandleProcess,
    
                                    (PBYTE*)(dw_m_angRotationY),
    
                                            TargetList[0].AimbotAngle, 12, 0);
    
                                                                    WriteProcessMemory (fProcess.__HandleProcess,
    
                                    (PBYTE*)(dw_m_angRotationZ),
    
                                            TargetList[0].AimbotAngle, 12, 0);*/
    
    
    
    
    
    
                            }
    
    
                            //no recoil above text
    
                    }
    
    
            }
    
            //reset the loop counter
    
            targetLoop = 0;
    
            //DELETE OUR ARRAY and clear memory, very important
    
            delete [] TargetList;
    
    }
    
    
    
    
    int main()
    
    {
    
    
            fProcess.RunProcess(); // Waiting for CSS......
    
            cout << "Game found! Running Aimbot..." << endl;
    
    
            //Exit if the F6 key is pressed
    
            while (!GetAsyncKeyState(F6_Key)) // or for(;;)
    
            {
    
                    //Read player information into our struct so we know the player
    
                    //base and the bunny hop addresses
    
    
    
                    MyPlayer.ReadInformation();
    
            //      EncontraAngulo();
    
    
    
                    //Call our Aimbot
    
    
                    Aimbot();
    
    
            }
    
    }


    HackProcess.h



    #pragma aim
    
    
    #include <Windows.h>
    
    #include <TlHelp32.h>
    
    #include <stdio.h>
    
    
    class CHackProcess
    
    {
    
    public:
    
    
            PROCESSENTRY32 __gameProcess;
    
            HANDLE __HandleProcess;
    
            HWND __HWNDCss;
    
            DWORD __dwordClient;
    
            DWORD __dwordEngine;
    
            DWORD __dwordOverlay;
    
            DWORD __dwordVGui;
    
            DWORD __dwordLibCef;
    
            DWORD __dwordSteam;
    
        DWORD __csgoexe;
    
            DWORD FindProcessName(const char *__ProcessName, PROCESSENTRY32 *pEntry)
    
            {        
    
                    PROCESSENTRY32 __ProcessEntry;
    
                    __ProcessEntry.dwSize = sizeof(PROCESSENTRY32);
    
                    HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
    
                    if (hSnapshot == INVALID_HANDLE_VALUE) return 0;        if (!Process32First(hSnapshot, &__ProcessEntry))
    
                    {
    
                            CloseHandle(hSnapshot);
    
                            return 0;
    
                    }
    
                    do{if (!_strcmpi(__ProcessEntry.szExeFile, __ProcessName))
    
                    {
    
                            memcpy((void *)pEntry, (void *)&__ProcessEntry, sizeof(PROCESSENTRY32));
    
                            CloseHandle(hSnapshot);
    
                            return __ProcessEntry.th32ProcessID;
    
                    }} while (Process32Next(hSnapshot, &__ProcessEntry));
    
                    CloseHandle(hSnapshot);
    
            return 0;
    
    }
    
    
    
    DWORD getThreadByProcess(DWORD __DwordProcess)
    
    {        
    
                    THREADENTRY32 __ThreadEntry;
    
                    __ThreadEntry.dwSize = sizeof(THREADENTRY32);
    
                    HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, 0);
    
                    if (hSnapshot == INVALID_HANDLE_VALUE) return 0;
    
    
                    if (!Thread32First(hSnapshot, &__ThreadEntry)) {CloseHandle(hSnapshot); return 0; }
    
    
            do {if (__ThreadEntry.th32OwnerProcessID == __DwordProcess)
    
                    {
    
                            CloseHandle(hSnapshot);
    
                            return __ThreadEntry.th32ThreadID;
    
                    }} while (Thread32Next(hSnapshot, &__ThreadEntry));
    
                    CloseHandle(hSnapshot);      
    
                    return 0;
    
    }
    
    
    DWORD GetModuleNamePointer(LPSTR LPSTRModuleName, DWORD __DwordProcessId)
    
    {
    
                    MODULEENTRY32 lpModuleEntry = {0};
    
                    HANDLE hSnapShot = CreateToolhelp32Snapshot( TH32CS_SNAPMODULE, __DwordProcessId);
    
                    if(!hSnapShot)
    
                            return NULL;  
    
                    lpModuleEntry.dwSize = sizeof(lpModuleEntry);
    
                    BOOL __RunModule = Module32First( hSnapShot, &lpModuleEntry );
    
                    while(__RunModule)
    
                    {
    
                            if(!strcmp(lpModuleEntry.szModule, LPSTRModuleName ) )
    
                            {CloseHandle( hSnapShot );
    
                            return (DWORD)lpModuleEntry.modBaseAddr;
    
                            }
    
                            __RunModule = Module32Next( hSnapShot, &lpModuleEntry );
    
                    }
    
                    CloseHandle( hSnapShot );
    
                    return NULL;
    
    }
    
    
    
    void runSetDebugPrivs()
    
    {
    
            HANDLE __HandleProcess=GetCurrentProcess(), __HandleToken;
    
            TOKEN_PRIVILEGES priv;
    
            LUID __LUID;
    
            OpenProcessToken(__HandleProcess, TOKEN_ADJUST_PRIVILEGES, &__HandleToken);
    
            LookupPrivilegeValue(0, "seDebugPrivilege", &__LUID);
    
        priv.PrivilegeCount = 1;
    
            priv.Privileges[0].Luid = __LUID;
    
            priv.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED;
    
        AdjustTokenPrivileges(__HandleToken, false, &priv, 0, 0, 0);
    
            CloseHandle(__HandleToken);
    
            CloseHandle(__HandleProcess);
    
    }
    
    
    
    
    void RunProcess()
    
    {
    
            //commented lines are for non steam versions of the game
    
            runSetDebugPrivs();
    
            while (!FindProcessName("csgo.exe", &__gameProcess)) Sleep(12);
    
            while (!(getThreadByProcess(__gameProcess.th32ProcessID))) Sleep(12);
    
            __HandleProcess = OpenProcess(PROCESS_ALL_ACCESS, false, __gameProcess.th32ProcessID);
    
            while(__dwordClient == 0x0) __dwordClient = GetModuleNamePointer("client.dll", __gameProcess.th32ProcessID);
    
            while(__dwordEngine == 0x0) __dwordEngine = GetModuleNamePointer("engine.dll", __gameProcess.th32ProcessID);
    
            while(__csgoexe == 0x0) __csgoexe = GetModuleNamePointer("csgo.exe", __gameProcess.th32ProcessID);
    
            //while(__dwordOverlay == 0x0) __dwordOverlay = GetModuleNamePointer("gameoverlayrenderer.dll", __gameProcess.th32ProcessID);
    
            //while(__dwordVGui == 0x0) __dwordVGui = GetModuleNamePointer("vguimatsurface.dll", __gameProcess.th32ProcessID);
    
            //while(__dwordLibCef == 0x0) __dwordLibCef = GetModuleNamePointer("libcef.dll", __gameProcess.th32ProcessID);
    
    //      while(__dwordSteam == 0x0) __dwordSteam = GetModuleNamePointer("steam.dll", __gameProcess.th32ProcessID);
    
            __HWNDCss = FindWindow(NULL, "Counter-Strike: Global Offensive");
    
    }
    
    };
    
    
    
    bool Compare(const BYTE* pData, const BYTE* bMask, const char* szMask)
    
    {
    
            for(;*szMask;++szMask,++pData,++bMask)
    
                    if(*szMask=='x' && *pData!=*bMask)   return 0;
    
            return (*szMask) == NULL;
    
    }
    
    
    DWORD Pattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
    
    {
    
            for(DWORD i=0; i<dwLen; i++)
    
                    if (Compare((BYTE*)(dwAddress+i),bMask,szMask))  return (DWORD)(dwAddress+i);
    
            return 0;
    
    }
    
    
    DWORD Angbases[3300] = {0x13760, 0x23760, 0x33760, 0x43760, 0x53760, 0x63760, 0x73760, 0x83760, 0x93760, 0xA3760, 0xB3760, 0xC3760, 0xD3760, 0xE3760, 0xF3760, 0x103760, 0x113760, 0x123760, 0x133760, 0x143760, 0x153760, 0x163760, 0x173760, 0x183760, 0x193760, 0x1A3760, 0x1B3760, 0x1C3760, 0x1D3760, 0x1E3760, 0x1F3760, 0x203760, 0x213760, 0x223760, 0x233760, 0x243760, 0x253760, 0x263760, 0x273760, 0x283760, 0x293760, 0x2A3760, 0x2B3760, 0x2C3760, 0x2D3760, 0x2E3760, 0x2F3760, 0x303760, 0x313760, 0x323760, 0x333760, 0x343760, 0x353760, 0x363760, 0x373760, 0x383760, 0x393760, 0x3A3760, 0x3B3760, 0x3C3760, 0x3D3760, 0x3E3760, 0x3F3760, 0x403760, 0x413760, 0x423760, 0x433760, 0x443760, 0x453760, 0x463760, 0x473760, 0x483760, 0x493760, 0x4A3760, 0x4B3760, 0x4C3760, 0x4D3760, 0x4E3760, 0x4F3760, 0x503760, 0x513760, 0x523760, 0x533760, 0x543760, 0x553760, 0x563760, 0x573760, 0x583760, 0x593760, 0x5A3760, 0x5B3760, 0x5C3760, 0x5D3760, 0x5E3760, 0x5F3760, 0x603760, 0x613760, 0x623760, 0x633760, 0x643760, 0x653760, 0x663760, 0x673760, 0x683760, 0x693760, 0x6A3760, 0x6B3760, 0x6C3760, 0x6D3760, 0x6E3760, 0x6F3760, 0x703760, 0x713760, 0x723760, 0x733760, 0x743760, 0x753760, 0x763760, 0x773760, 0x783760, 0x793760, 0x7A3760, 0x7B3760, 0x7C3760, 0x7D3760, 0x7E3760, 0x7F3760, 0x803760, 0x813760, 0x823760, 0x833760, 0x843760, 0x853760, 0x863760, 0x873760, 0x883760, 0x893760, 0x8A3760, 0x8B3760, 0x8C3760, 0x8D3760, 0x8E3760, 0x8F3760, 0x903760, 0x913760, 0x923760, 0x933760, 0x943760, 0x953760, 0x963760, 0x973760, 0x983760, 0x993760, 0x9A3760, 0x9B3760, 0x9C3760, 0x9D3760, 0x9E3760, 0x9F3760, 0xA03760, 0xA13760, 0xA23760, 0xA33760, 0xA43760, 0xA53760, 0xA63760, 0xA73760, 0xA83760, 0xA93760, 0xAA3760, 0xAB3760, 0xAC3760, 0xAD3760, 0xAE3760, 0xAF3760, 0xB03760, 0xB13760, 0xB23760, 0xB33760, 0xB43760, 0xB53760, 0xB63760, 0xB73760, 0xB83760, 0xB93760, 0xBA3760, 0xBB3760, 0xBC3760, 0xBD3760, 0xBE3760, 0xBF3760, 0xC03760, 0xC13760, 0xC23760, 0xC33760, 0xC43760, 0xC53760, 0xC63760, 0xC73760, 0xC83760, 0xC93760, 0xCA3760, 0xCB3760, 0xCC3760, 0xCD3760, 0xCE3760, 0xCF3760, 0xD03760, 0xD13760, 0xD23760, 0xD33760, 0xD43760, 0xD53760, 0xD63760, 0xD73760, 0xD83760, 0xD93760, 0xDA3760, 0xDB3760, 0xDC3760, 0xDD3760, 0xDE3760, 0xDF3760, 0xE03760, 0xE13760, 0xE23760, 0xE33760, 0xE43760, 0xE53760, 0xE63760, 0xE73760, 0xE83760, 0xE93760, 0xEA3760, 0xEB3760, 0xEC3760, 0xED3760, 0xEE3760, 0xEF3760, 0xF03760, 0xF13760, 0xF23760, 0xF33760, 0xF43760, 0xF53760, 0xF63760, 0xF73760, 0xF83760, 0xF93760, 0xFA3760, 0xFB3760, 0xFC3760, 0xFD3760, 0xFE3760, 0xFF3760, 0x1003760, 0x1013760, 0x1023760, 0x1033760, 0x1043760, 0x1053760, 0x1063760, 0x1073760, 0x1083760, 0x1093760, 0x10A3760, 0x10B3760, 0x10C3760, 0x10D3760, 0x10E3760, 0x10F3760, 0x1103760, 0x1113760, 0x1123760, 0x1133760, 0x1143760, 0x1153760, 0x1163760, 0x1173760, 0x1183760, 0x1193760, 0x11A3760, 0x11B3760, 0x11C3760, 0x11D3760, 0x11E3760, 0x11F3760, 0x1203760, 0x1213760, 0x1223760, 0x1233760, 0x1243760, 0x1253760, 0x1263760, 0x1273760, 0x1283760, 0x1293760, 0x12A3760, 0x12B3760, 0x12C3760, 0x12D3760, 0x12E3760, 0x12F3760, 0x1303760, 0x1313760, 0x1323760, 0x1333760, 0x1343760, 0x1353760, 0x1363760, 0x1373760, 0x1383760, 0x1393760, 0x13A3760, 0x13B3760, 0x13C3760, 0x13D3760, 0x13E3760, 0x13F3760, 0x1403760, 0x1413760, 0x1423760, 0x1433760, 0x1443760, 0x1453760, 0x1463760, 0x1473760, 0x1483760, 0x1493760, 0x14A3760, 0x14B3760, 0x14C3760, 0x14D3760, 0x14E3760, 0x14F3760, 0x1503760, 0x1513760, 0x1523760, 0x1533760, 0x1543760, 0x1553760, 0x1563760, 0x1573760, 0x1583760, 0x1593760, 0x15A3760, 0x15B3760, 0x15C3760, 0x15D3760, 0x15E3760, 0x15F3760, 0x1603760, 0x1613760, 0x1623760, 0x1633760, 0x1643760, 0x1653760, 0x1663760, 0x1673760, 0x1683760, 0x1693760, 0x16A3760, 0x16B3760, 0x16C3760, 0x16D3760, 0x16E3760, 0x16F3760, 0x1703760, 0x1713760, 0x1723760, 0x1733760, 0x1743760, 0x1753760, 0x1763760, 0x1773760, 0x1783760, 0x1793760, 0x17A3760, 0x17B3760, 0x17C3760, 0x17D3760, 0x17E3760, 0x17F3760, 0x1803760, 0x1813760, 0x1823760, 0x1833760, 0x1843760, 0x1853760, 0x1863760, 0x1873760, 0x1883760, 0x1893760, 0x18A3760, 0x18B3760, 0x18C3760, 0x18D3760, 0x18E3760, 0x18F3760, 0x1903760, 0x1913760, 0x1923760, 0x1933760, 0x1943760, 0x1953760, 0x1963760, 0x1973760, 0x1983760, 0x1993760, 0x19A3760, 0x19B3760, 0x19C3760, 0x19D3760, 0x19E3760, 0x19F3760, 0x1A03760, 0x1A13760, 0x1A23760, 0x1A33760, 0x1A43760, 0x1A53760, 0x1A63760, 0x1A73760, 0x1A83760, 0x1A93760, 0x1AA3760, 0x1AB3760, 0x1AC3760, 0x1AD3760, 0x1AE3760, 0x1AF3760, 0x1B03760, 0x1B13760, 0x1B23760, 0x1B33760, 0x1B43760, 0x1B53760, 0x1B63760, 0x1B73760, 0x1B83760, 0x1B93760, 0x1BA3760, 0x1BB3760, 0x1BC3760, 0x1BD3760, 0x1BE3760, 0x1BF3760, 0x1C03760, 0x1C13760, 0x1C23760, 0x1C33760, 0x1C43760, 0x1C53760, 0x1C63760, 0x1C73760, 0x1C83760, 0x1C93760, 0x1CA3760, 0x1CB3760, 0x1CC3760, 0x1CD3760, 0x1CE3760, 0x1CF3760, 0x1D03760, 0x1D13760, 0x1D23760, 0x1D33760, 0x1D43760, 0x1D53760, 0x1D63760, 0x1D73760, 0x1D83760, 0x1D93760, 0x1DA3760, 0x1DB3760, 0x1DC3760, 0x1DD3760, 0x1DE3760, 0x1DF3760, 0x1E03760, 0x1E13760, 0x1E23760, 0x1E33760, 0x1E43760, 0x1E53760, 0x1E63760, 0x1E73760, 0x1E83760, 0x1E93760, 0x1EA3760, 0x1EB3760, 0x1EC3760, 0x1ED3760, 0x1EE3760, 0x1EF3760, 0x1F03760, 0x1F13760, 0x1F23760, 0x1F33760, 0x1F43760, 0x1F53760, 0x1F63760, 0x1F73760, 0x1F83760, 0x1F93760, 0x1FA3760, 0x1FB3760, 0x1FC3760, 0x1FD3760, 0x1FE3760, 0x1FF3760, 0x2003760, 0x2013760, 0x2023760, 0x2033760, 0x2043760, 0x2053760, 0x2063760, 0x2073760, 0x2083760, 0x2093760, 0x20A3760, 0x20B3760, 0x20C3760, 0x20D3760, 0x20E3760, 0x20F3760, 0x2103760, 0x2113760, 0x2123760, 0x2133760, 0x2143760, 0x2153760, 0x2163760, 0x2173760, 0x2183760, 0x2193760, 0x21A3760, 0x21B3760, 0x21C3760, 0x21D3760, 0x21E3760, 0x21F3760, 0x2203760, 0x2213760, 0x2223760, 0x2233760, 0x2243760, 0x2253760, 0x2263760, 0x2273760, 0x2283760, 0x2293760, 0x22A3760, 0x22B3760, 0x22C3760, 0x22D3760, 0x22E3760, 0x22F3760, 0x2303760, 0x2313760, 0x2323760, 0x2333760, 0x2343760, 0x2353760, 0x2363760, 0x2373760, 0x2383760, 0x2393760, 0x23A3760, 0x23B3760, 0x23C3760, 0x23D3760, 0x23E3760, 0x23F3760, 0x2403760, 0x2413760, 0x2423760, 0x2433760, 0x2443760, 0x2453760, 0x2463760, 0x2473760, 0x2483760, 0x2493760, 0x24A3760, 0x24B3760, 0x24C3760, 0x24D3760, 0x24E3760, 0x24F3760, 0x2503760, 0x2513760, 0x2523760, 0x2533760, 0x2543760, 0x2553760, 0x2563760, 0x2573760, 0x2583760, 0x2593760, 0x25A3760, 0x25B3760, 0x25C3760, 0x25D3760, 0x25E3760, 0x25F3760, 0x2603760, 0x2613760, 0x2623760, 0x2633760, 0x2643760, 0x2653760, 0x2663760, 0x2673760, 0x2683760, 0x2693760, 0x26A3760, 0x26B3760, 0x26C3760, 0x26D3760, 0x26E3760, 0x26F3760, 0x2703760, 0x2713760, 0x2723760, 0x2733760, 0x2743760, 0x2753760, 0x2763760, 0x2773760, 0x2783760, 0x2793760, 0x27A3760, 0x27B3760, 0x27C3760, 0x27D3760, 0x27E3760, 0x27F3760, 0x2803760, 0x2813760, 0x2823760, 0x2833760, 0x2843760, 0x2853760, 0x2863760, 0x2873760, 0x2883760, 0x2893760, 0x28A3760, 0x28B3760, 0x28C3760, 0x28D3760, 0x28E3760, 0x28F3760, 0x2903760, 0x2913760, 0x2923760, 0x2933760, 0x2943760, 0x2953760, 0x2963760, 0x2973760, 0x2983760, 0x2993760, 0x29A3760, 0x29B3760, 0x29C3760, 0x29D3760, 0x29E3760, 0x29F3760, 0x2A03760, 0x2A13760, 0x2A23760, 0x2A33760, 0x2A43760, 0x2A53760, 0x2A63760, 0x2A73760, 0x2A83760, 0x2A93760, 0x2AA3760, 0x2AB3760, 0x2AC3760, 0x2AD3760, 0x2AE3760, 0x2AF3760, 0x2B03760, 0x2B13760, 0x2B23760, 0x2B33760, 0x2B43760, 0x2B53760, 0x2B63760, 0x2B73760, 0x2B83760, 0x2B93760, 0x2BA3760, 0x2BB3760, 0x2BC3760, 0x2BD3760, 0x2BE3760, 0x2BF3760, 0x2C03760, 0x2C13760, 0x2C23760, 0x2C33760, 0x2C43760, 0x2C53760, 0x2C63760, 0x2C73760, 0x2C83760, 0x2C93760, 0x2CA3760, 0x2CB3760, 0x2CC3760, 0x2CD3760, 0x2CE3760, 0x2CF3760, 0x2D03760, 0x2D13760, 0x2D23760, 0x2D33760, 0x2D43760, 0x2D53760, 0x2D63760, 0x2D73760, 0x2D83760, 0x2D93760, 0x2DA3760, 0x2DB3760, 0x2DC3760, 0x2DD3760, 0x2DE3760, 0x2DF3760, 0x2E03760, 0x2E13760, 0x2E23760, 0x2E33760, 0x2E43760, 0x2E53760, 0x2E63760, 0x2E73760, 0x2E83760, 0x2E93760, 0x2EA3760, 0x2EB3760, 0x2EC3760, 0x2ED3760, 0x2EE3760, 0x2EF3760, 0x2F03760, 0x2F13760, 0x2F23760, 0x2F33760, 0x2F43760, 0x2F53760, 0x2F63760, 0x2F73760, 0x2F83760, 0x2F93760, 0x2FA3760, 0x2FB3760, 0x2FC3760, 0x2FD3760, 0x2FE3760, 0x2FF3760, 0x3003760, 0x3013760, 0x3023760, 0x3033760, 0x3043760, 0x3053760, 0x3063760, 0x3073760, 0x3083760, 0x3093760, 0x30A3760, 0x30B3760, 0x30C3760, 0x30D3760, 0x30E3760, 0x30F3760, 0x3103760, 0x3113760, 0x3123760, 0x3133760, 0x3143760, 0x3153760, 0x3163760, 0x3173760, 0x3183760, 0x3193760, 0x31A3760, 0x31B3760, 0x31C3760, 0x31D3760, 0x31E3760, 0x31F3760, 0x3203760, 0x3213760, 0x3223760, 0x3233760, 0x3243760, 0x3253760, 0x3263760, 0x3273760, 0x3283760, 0x3293760, 0x32A3760, 0x32B3760, 0x32C3760, 0x32D3760, 0x32E3760, 0x32F3760, 0x3303760, 0x3313760, 0x3323760, 0x3333760, 0x3343760, 0x3353760, 0x3363760, 0x3373760, 0x3383760, 0x3393760, 0x33A3760, 0x33B3760, 0x33C3760, 0x33D3760, 0x33E3760, 0x33F3760, 0x3403760, 0x3413760, 0x3423760, 0x3433760, 0x3443760, 0x3453760, 0x3463760, 0x3473760, 0x3483760, 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0xBD13760, 0xBD23760, 0xBD33760, 0xBD43760, 0xBD53760, 0xBD63760, 0xBD73760, 0xBD83760, 0xBD93760, 0xBDA3760, 0xBDB3760, 0xBDC3760, 0xBDD3760, 0xBDE3760, 0xBDF3760, 0xBE03760, 0xBE13760, 0xBE23760, 0xBE33760, 0xBE43760, 0xBE53760, 0xBE63760, 0xBE73760, 0xBE83760, 0xBE93760, 0xBEA3760, 0xBEB3760, 0xBEC3760, 0xBED3760, 0xBEE3760, 0xBEF3760, 0xBF03760, 0xBF13760, 0xBF23760, 0xBF33760, 0xBF43760, 0xBF53760, 0xBF63760, 0xBF73760, 0xBF83760, 0xBF93760, 0xBFA3760, 0xBFB3760, 0xBFC3760, 0xBFD3760, 0xBFE3760, 0xBFF3760, 0xC003760, 0xC013760, 0xC023760, 0xC033760, 0xC043760, 0xC053760, 0xC063760, 0xC073760, 0xC083760, 0xC093760, 0xC0A3760, 0xC0B3760, 0xC0C3760, 0xC0D3760, 0xC0E3760, 0xC0F3760, 0xC103760, 0xC113760, 0xC123760, 0xC133760, 0xC143760, 0xC153760, 0xC163760, 0xC173760, 0xC183760, 0xC193760, 0xC1A3760, 0xC1B3760, 0xC1C3760, 0xC1D3760, 0xC1E3760, 0xC1F3760, 0xC203760, 0xC213760, 0xC223760, 0xC233760, 0xC243760, 0xC253760, 0xC263760, 0xC273760, 0xC283760, 0xC293760, 0xC2A3760, 0xC2B3760, 0xC2C3760, 0xC2D3760, 0xC2E3760, 0xC2F3760, 0xC303760, 0xC313760, 0xC323760, 0xC333760, 0xC343760, 0xC353760, 0xC363760, 0xC373760, 0xC383760, 0xC393760, 0xC3A3760, 0xC3B3760, 0xC3C3760, 0xC3D3760, 0xC3E3760, 0xC3F3760, 0xC403760, 0xC413760, 0xC423760, 0xC433760, 0xC443760, 0xC453760, 0xC463760, 0xC473760, 0xC483760, 0xC493760, 0xC4A3760, 0xC4B3760, 0xC4C3760, 0xC4D3760, 0xC4E3760, 0xC4F3760, 0xC503760, 0xC513760, 0xC523760, 0xC533760, 0xC543760, 0xC553760, 0xC563760, 0xC573760, 0xC583760, 0xC593760, 0xC5A3760, 0xC5B3760, 0xC5C3760, 0xC5D3760, 0xC5E3760, 0xC5F3760, 0xC603760, 0xC613760, 0xC623760, 0xC633760, 0xC643760, 0xC653760, 0xC663760, 0xC673760, 0xC683760, 0xC693760, 0xC6A3760, 0xC6B3760, 0xC6C3760, 0xC6D3760, 0xC6E3760, 0xC6F3760, 0xC703760, 0xC713760, 0xC723760, 0xC733760, 0xC743760, 0xC753760, 0xC763760, 0xC773760, 0xC783760, 0xC793760, 0xC7A3760, 0xC7B3760, 0xC7C3760, 0xC7D3760, 0xC7E3760, 0xC7F3760, 0xC803760, 0xC813760, 0xC823760, 0xC833760, 0xC843760, 0xC853760, 0xC863760, 0xC873760, 0xC883760, 0xC893760, 0xC8A3760, 0xC8B3760, 0xC8C3760, 0xC8D3760, 0xC8E3760, 0xC8F3760, 0xC903760, 0xC913760, 0xC923760, 0xC933760, 0xC943760, 0xC953760, 0xC963760, 0xC973760, 0xC983760, 0xC993760, 0xC9A3760, 0xC9B3760, 0xC9C3760, 0xC9D3760, 0xC9E3760, 0xC9F3760, 0xCA03760, 0xCA13760, 0xCA23760, 0xCA33760, 0xCA43760, 0xCA53760, 0xCA63760, 0xCA73760, 0xCA83760, 0xCA93760, 0xCAA3760, 0xCAB3760, 0xCAC3760, 0xCAD3760, 0xCAE3760, 0xCAF3760, 0xCB03760, 0xCB13760, 0xCB23760, 0xCB33760, 0xCB43760, 0xCB53760, 0xCB63760, 0xCB73760, 0xCB83760, 0xCB93760, 0xCBA3760, 0xCBB3760, 0xCBC3760, 0xCBD3760, 0xCBE3760, 0xCBF3760, 0xCC03760, 0xCC13760, 0xCC23760, 0xCC33760, 0xCC43760, 0xCC53760, 0xCC63760, 0xCC73760, 0xCC83760, 0xCC93760, 0xCCA3760, 0xCCB3760, 0xCCC3760, 0xCCD3760, 0xCCE3760, 0xCCF3760, 0xCD03760, 0xCD13760, 0xCD23760, 0xCD33760, 0xCD43760, 0xCD53760, 0xCD63760, 0xCD73760, 0xCD83760, 0xCD93760, 0xCDA3760, 0xCDB3760, 0xCDC3760, 0xCDD3760, 0xCDE3760, 0xCDF3760, 0xCE03760, 0xCE13760, 0xCE23760, 0xCE33760, 0xCE43760};
    
    extern CHackProcess fProcess;
     
    17 дек 2014 #1
  2. Baracuda™ Продажа читов

    Baracuda™
    Статус:
    Вне сети
    Сообщения:
    10
    Симпатии:
    0
    Регистрация:
    01.06.15
    хлам
     
    7 окт 2015 #2
  3. ERROR404 Администратор

    ERROR404
    Статус:
    Вне сети
    Пофиксил длину кода
     
    8 окт 2015 #3
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