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Posty opublikowane przez Esley
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Spoiler
#pragma once
class CSWeaponInfo
{
public:virtual ~CSWeaponInfo()
{
};char* consoleName; // 0x0004
char pad_0008[12]; // 0x0008
int iMaxClip1; // 0x0014
int iMaxClip2; // 0x0018
int iDefaultClip1; // 0x001C
int iDefaultClip2; // 0x0020
char pad_0024[8]; // 0x0024
char* szWorldModel; // 0x002C
char* szViewModel; // 0x0030
char* szDroppedModel; // 0x0034
char pad_0038[4]; // 0x0038
char* N0000023E; // 0x003C
char pad_0040[56]; // 0x0040
char* szEmptySound; // 0x0078
char pad_007C[4]; // 0x007C
char* szBulletType; // 0x0080
char pad_0084[4]; // 0x0084
char* szHudName; // 0x0088
char* szWeaponName; // 0x008C
char pad_0090[56]; // 0x0090
int WeaponType; // 0x00C8
int iWeaponPrice; // 0x00CC
int iKillAward; // 0x00D0
char* szAnimationPrefix; // 0x00D4
float flCycleTime; // 0x00D8
float flCycleTimeAlt; // 0x00DC
float flTimeToIdle; // 0x00E0
float flIdleInterval; // 0x00E4
bool bFullAuto; // 0x00E8
char pad_0x00E5[3]; // 0x00E9
int iDamage; // 0x00EC
float flArmorRatio; // 0x00F0
int iBullets; // 0x00F4
float flPenetration; // 0x00F8
float flFlinchVelocityModifierLarge; // 0x00FC
float flFlinchVelocityModifierSmall; // 0x0100
float flRange; // 0x0104
float flRangeModifier; // 0x0108
float flThrowVelocity; // 0x010C
char pad_0x010C[12]; // 0x0110
bool bHasSilencer; // 0x011C
char pad_0x0119[3]; // 0x011D
char* pSilencerModel; // 0x0120
int iCrosshairMinDistance; // 0x0124
int iCrosshairDeltaDistance;// 0x0128 - iTeam?
float flMaxPlayerSpeed; // 0x012C
float flMaxPlayerSpeedAlt; // 0x0130
float flSpread; // 0x0134
float flSpreadAlt; // 0x0138
float flInaccuracyCrouch; // 0x013C
float flInaccuracyCrouchAlt; // 0x0140
float flInaccuracyStand; // 0x0144
float flInaccuracyStandAlt; // 0x0148
float flInaccuracyJumpInitial;// 0x014C
float flInaccuracyJump; // 0x0150
float flInaccuracyJumpAlt; // 0x0154
float flInaccuracyLand; // 0x0158
float flInaccuracyLandAlt; // 0x015C
float flInaccuracyLadder; // 0x0160
float flInaccuracyLadderAlt; // 0x0164
float flInaccuracyFire; // 0x0168
float flInaccuracyFireAlt; // 0x016C
float flInaccuracyMove; // 0x0170
float flInaccuracyMoveAlt; // 0x0174
float flInaccuracyReload; // 0x0178
int iRecoilSeed; // 0x017C
float flRecoilAngle; // 0x0180
float flRecoilAngleAlt; // 0x0184
float flRecoilAngleVariance; // 0x0188
float flRecoilAngleVarianceAlt; // 0x018C
float flRecoilMagnitude; // 0x0190
float flRecoilMagnitudeAlt; // 0x0194
float flRecoilMagnitudeVariance; // 0x0198
float flRecoilMagnitudeVarianceAlt; // 0x019C
float flRecoveryTimeCrouch; // 0x01A0
float flRecoveryTimeStand; // 0x01A4
float flRecoveryTimeCrouchFinal; // 0x01A8
float flRecoveryTimeStandFinal; // 0x01AC
int iRecoveryTransitionStartBullet;// 0x01B0
int iRecoveryTransitionEndBullet; // 0x01B4
bool bUnzoomAfterShot; // 0x01B8
bool bHideViewModelZoomed; // 0x01B9
char pad_0x01B5[2]; // 0x01BA
char iZoomLevels[3]; // 0x01BC
int iZoomFOV[2]; // 0x01C0
float fZoomTime[3]; // 0x01C4
char* szWeaponClass; // 0x01D4
float flAddonScale; // 0x01D8
char pad_0x01DC[4]; // 0x01DC
char* szEjectBrassEffect; // 0x01E0
char* szTracerEffect; // 0x01E4
int iTracerFrequency; // 0x01E8
int iTracerFrequencyAlt; // 0x01EC
char* szMuzzleFlashEffect_1stPerson; // 0x01F0
char pad_0x01F4[4]; // 0x01F4
char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
char pad_0x01FC[4]; // 0x01FC
char* szMuzzleSmokeEffect; // 0x0200
float flHeatPerShot; // 0x0204
char* szZoomInSound; // 0x0208
char* szZoomOutSound; // 0x020C
float flInaccuracyPitchShift; // 0x0210
float flInaccuracySoundThreshold; // 0x0214
float flBotAudibleRange; // 0x0218
char pad_0x0218[8]; // 0x0220
char* pWrongTeamMsg; // 0x0224
bool bHasBurstMode; // 0x0228
char pad_0x0225[3]; // 0x0229
bool bIsRevolver; // 0x022C
bool bCannotShootUnderwater; // 0x0230
};class CBaseCombatWeapon
{
public:
char __pad[0x64];
int index;
float& GetNextPrimaryAttack();
int* GetXUIDLow();
int* GetXUIDHigh();
int* GetEntityQuality();
int* GetAccountID();
int* GetItemIDHigh();
short* GetItemDefinitionIndex();
int* GetFallbackPaintKit();
int* GetFallbackStatTrak();
float* GetFallbackWear();
int* GetFallbackSeed();
bool IsEmpty();
bool IsReloading();
std::string GetWeaponName();bool IsGun();
bool IsSniper();
bool IsPistol();
bool IsGrenade();
float GetInaccuracyReal();
float GetWeaponSpread();
int GetType();CSWeaponInfo* GetCSWpnData();
};class CBaseEntity
{
public:
char __pad[0x64];
int index;
int GetHealth();
int GetTeam();
int GetFlags();
int GetTickBase();
int GetShotsFired();
int GetMoveType();
int GetHitboxSet();
int GetArmor();
int GetIndex();
bool GetAlive();
bool GetDormant();
bool GetImmune();
int* GetWeapons();bool IsPlayer();
Vector GetMins();
Vector GetMaxs();bool IsValid();
bool IsDefusing();
bool* IsSpotted();
bool IsEnemy();
bool IsVisible(int Bone);
bool HasHelmet();
bool IsFlashed();
bool IsScoped();
float GetFlashDuration();
float GetBombTimer();
DWORD GetObserverTargetHandle();
QAngle GetViewPunch();
QAngle GetPunch();
QAngle GetEyeAngles();
Vector GetOrigin();
Vector GetEyePosition();
Vector GetBonePosition(int iBone);
Vector GetVelocity();
ICollideable* GetCollideable();
player_info_t GetPlayerInfo();
model_t* GetModel();
std::string GetName();
CBaseCombatWeapon* GetWeapon();
ClientClass* GetClientClass();float& ModulateFlashAlpha();
int GetWearables();
void SetModelIndexVirtual(int index);
void PreDataUpdate(DataUpdateType_t updateType);
bool SetupBones(matrix3x4_t* pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime);bool BombTicking();
float BombTimerLength();
float BombDefuseLength();
float BombDefuseCountdown();Vector GetPredicted(Vector p0);
float GetLBY();
void SetAngle2(Vector wantedang);
int DrawModel(int flags, uint8_t alpha);
IClientRenderable* GetRenderable();int GetMoney();
};class CHudTexture
{
public:
char type[64]; //0x0000
char subtype[64]; //0x0040
char unknowndata00[2]; //0x0080
char charinFont; //0x0082
char unknowndata01[1]; //0x0083
};//Size=0x00AC
Jak mam zrobić update csweapon skoro u mnie csweapon wygląda tak jak w spoilerze ? :/
0 -
Skinchanger nie działa i RCS.
Pozdrawiam.
0 -
4 minuty temu, krzychu1 napisał:
https://github.com/frk1/hazedumper/blob/master/csgo.hpp#L53
0xc05 to null pointer
x + 25b = 25b
czy x jest prawidlowe hmm
Czyli co mam zrobić, skoro mam auto grabowanie offsetów.
Spoilervoid Offsets::GrabOffsets()
{
offsets.m_iHealth = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_iHealth"));
offsets.m_iTeamNum = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_iTeamNum"));
offsets.m_ArmorValue = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_ArmorValue"));
offsets.m_bHasHelmet = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_bHasHelmet"));
offsets.m_bDormant = 0xE9;
offsets.m_bGunGameImmunity = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_bGunGameImmunity"));
offsets.m_lifeState = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_lifeState")); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<0 -
Godzinę temu, krzychu1 napisał:
int itemDefinitionIndex dalej nie czytam
ps learncpp.com
Ok poprawione ale still crash.
itemDefinitionIndex i getitemDefinitionIndex poszło wszystko na short
Visuale kompletnie wy... : https://gyazo.com/e80ea3741993d0c7dbab96fd0d92a1caGdy zabijam byle jaki model to w debugerze wywala cały czas ten błąd związany z tą linią
return (((bool)(*(int*)((DWORD)this + offsets.m_lifeState) == 0)) && GetHealth() > 0);
0 -
4 minuty temu, wiotq napisał:
Pętle z aimbota pokaż, bo nulla ci wywala
To jest cały Aimbot.cpp
Spoiler#include "Cheat.h"
static int Legit::AimBot::PlayerID = -1;
static float Legit::AimBot::BestFOV = 10.f;
static float Legit::AimBot::Timer = 0.f;
float Legit::AimBot::KillTimer = 0.f;
bool Legit::AimBot::StopShot = false;bool Legit::RCS::AimAiming = false;
bool Legit::RCS::WasAiming = false;
bool Legit::RCS::IsWorking = false;QAngle Legit::RCS::OldPunch = QAngle(0, 0, 0);
float Random_Number_Range(float min, float max)
{
std::random_device device;
std::mt19937 engine(device());
std::uniform_real_distribution<> distribution(min, max);return static_cast< float >(distribution(engine));
}bool InSmoke(Vector Point)
{
typedef bool(__cdecl* GoesThroughSmoke)(Vector, Vector);static uint32_t GoesThroughSmokeOffset = (uint32_t)(offsets.GoesThroughSmoke);
static GoesThroughSmoke GoesThroughSmokeFunction = (GoesThroughSmoke)GoesThroughSmokeOffset;if (GoesThroughSmokeFunction(G::LocalPlayer->GetEyePosition(), Point))
return true;return false;
}void Legit::Trigger::Start()
{
if (!Cvar.TriggerEnabled)
return;auto Key = Cvar.TriggerKey;
bool KeyPressed = false;if (Key < 1)
{
KeyPressed = true;
}
else if (Key > 0 && GetAsyncKeyState(Key))
{
KeyPressed = true;
}
else if (Key > 0 && !GetAsyncKeyState(Key))
{
KeyPressed = false;
}if (!KeyPressed)
return;CBaseEntity* localplayer = (CBaseEntity*)I::ClientEntList->GetClientEntity(I::Engine->GetLocalPlayer());
if (!localplayer || !localplayer->GetAlive())
return;if (Cvar.TriggerFlash && localplayer->IsFlashed())
return;if ((Cvar.TriggerJump && !(G::LocalPlayer->GetFlags() & FL_ONGROUND)))
return;long currentTime_ms = U::GetEpochTime();
static long timeStamp = currentTime_ms;
long oldTimeStamp;Vector traceStart, traceEnd;
trace_t tr;QAngle viewAngles;
I::Engine->GetViewAngles(viewAngles);
QAngle viewAngles_rcs = viewAngles + localplayer->GetPunch() * 2.0f;M::AngleVectors(viewAngles_rcs, &traceEnd);
traceStart = localplayer->GetEyePosition();
traceEnd = traceStart + (traceEnd * 8192.0f);Ray_t ray;
ray.Init(traceStart, traceEnd);
CTraceFilter traceFilter;
traceFilter.pSkip = localplayer;
I::EngineTrace->TraceRay(ray, 0x46004003, &traceFilter, &tr);oldTimeStamp = timeStamp;
timeStamp = currentTime_ms;CBaseEntity* Player = (CBaseEntity*)tr.m_pEnt;
if (!Player)
return;if (Player->GetClientClass()->m_ClassID != 35)
return;if (Player == localplayer || Player->GetDormant() || !Player->GetAlive() || Player->GetImmune())
return;if (Player->GetTeam() == localplayer->GetTeam() && !Cvar.TriggerFriendly)
return;if (!((pLegit.Trigger.Head && tr.hitgroup == HITGROUP_HEAD) || (pLegit.Trigger.Body && (tr.hitgroup == HITGROUP_CHEST || tr.hitgroup == HITGROUP_STOMACH)) || (pLegit.Trigger.Misc && (tr.hitgroup >= HITGROUP_LEFTARM && tr.hitgroup <= HITGROUP_RIGHTLEG))))
return;if (Cvar.TriggerSmoke && InSmoke(tr.endpos))
return;CBaseCombatWeapon* activeWeapon = localplayer->GetWeapon();
if (!activeWeapon || activeWeapon->IsEmpty())
return;int itemDefinitionIndex = *activeWeapon->GetItemDefinitionIndex();
if (itemDefinitionIndex == ItemDefinitionIndex::WEAPON_KNIFE || itemDefinitionIndex >= ItemDefinitionIndex::WEAPON_KNIFE_BAYONET)
return;int weaponType = activeWeapon->GetCSWpnData()->WeaponType;
if (weaponType == WEAPONTYPE_C4 || weaponType == WEAPONTYPE_GRENADE)
return;if (activeWeapon->GetNextPrimaryAttack() > I::Globals->curtime)
{
if (*activeWeapon->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER)
{
G::UserCmd->buttons &= ~IN_ATTACK2;
}
else
{
G::UserCmd->buttons &= ~IN_ATTACK;
}
}
else
{
if ((pLegit.Trigger.Delay > 0) && currentTime_ms - oldTimeStamp < (pLegit.Trigger.Delay * 100))
{
timeStamp = oldTimeStamp;
return;
}if (*activeWeapon->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER)
{
G::UserCmd->buttons |= IN_ATTACK2;
}
else
{
G::UserCmd->buttons |= IN_ATTACK;
}
}timeStamp = currentTime_ms;
}QAngle Legit::RCS::GetRandomizedRecoil(CBaseEntity *local, QAngle Punch)
{
int Type = G::LocalPlayer->GetWeapon()->GetType();if (local->GetShotsFired() < 2 || Type == WT_Pistol || Type == WT_Shotgun || Type == WT_Sniper)
return QAngle(0, 0, 0);if (!(G::LocalPlayer->GetPunch().Length() > 0 && G::LocalPlayer->GetPunch().Length() < 150))
return QAngle(0, 0, 0);float flRCSX = pLegit.RCS.X;
float flRCSY = pLegit.RCS.Y;QAngle compensatedAngles = (Punch * 2.0f) * (Random_Number_Range(flRCSX, flRCSY) / 100.0f);
sanitize_angles(compensatedAngles);return (compensatedAngles);
}void Legit::RCS::Start()
{
IsWorking = (OldPunch != QAngle(0, 0, 0) && !AimAiming);if (pLegit.RCS.X <= 0.f && pLegit.RCS.Y <= 0.f)
{
OldPunch = QAngle(0, 0, 0);
return;
}if (!(G::UserCmd->buttons & IN_ATTACK))
{
OldPunch = QAngle(0, 0, 0);
return;
}if (pLegit.RCS.Type == 2)
{
OldPunch = QAngle(0, 0, 0);
return;
}auto Punch = G::LocalPlayer->GetPunch();
if (Punch.IsZero() || !(G::LocalPlayer->GetPunch().Length() > 0 && G::LocalPlayer->GetPunch().Length() < 150))
{
OldPunch = QAngle(0, 0, 0);
return;
}G::UserCmd->viewangles -= GetRandomizedRecoil(G::LocalPlayer, (Punch - OldPunch));
OldPunch = Punch;
if (pLegit.RCS.Type == 1 && pLegit.Aim.SilentType == 0 && (Cvar.LegitEnabled && !AimAiming || !Cvar.LegitEnabled))
{
I::Engine->SetViewAngles(G::UserCmd->viewangles);
}
}int Legit::AimBot::ClosestBone(CBaseEntity* Entity)
{
float BestDist = 360.f;
int aimbone;matrix3x4a_t matrix[MAXSTUDIOBONES];
if (!Entity->SetupBones(matrix, 128, BONE_USED_BY_HITBOX, I::Engine->GetLastTimeStamp()))
return -1;studiohdr_t* pStudioModel = I::ModelInfo->GetStudioModel(Entity->GetModel());
if (!pStudioModel)
return -1;mstudiohitboxset_t* set = pStudioModel->pHitboxSet(Entity->GetHitboxSet());
if (!set)
return -1;for (int i = 0; i < set->numhitboxes; i++)
{
if (i == HITBOX_RIGHT_THIGH || i == HITBOX_LEFT_THIGH || i == HITBOX_RIGHT_CALF || i == HITBOX_LEFT_CALF || i == HITBOX_RIGHT_FOOT || i == HITBOX_LEFT_FOOT || i == HITBOX_RIGHT_HAND || i == HITBOX_LEFT_HAND || i == HITBOX_RIGHT_UPPER_ARM || i == HITBOX_RIGHT_FOREARM || i == HITBOX_LEFT_UPPER_ARM || i == HITBOX_LEFT_FOREARM)
continue;mstudiobbox_t* hitbox = set->pHitbox(i);
if (!hitbox)
continue;auto thisdist = M::GetFov(G::UserCmd->viewangles, M::CalcAngle(G::LocalPlayer->GetEyePosition(), Vector(matrix[hitbox->bone][0][3], matrix[hitbox->bone][1][3], matrix[hitbox->bone][2][3])));
if (BestDist > thisdist)
{
BestDist = thisdist;
aimbone = hitbox->bone;
continue;
}
}return aimbone;
}int Legit::AimBot::GetHitbox(int ID)
{
switch (pLegit.Aim.Bone)
{
case 0: return BONE_HEAD; break;
case 1: return BONE_NECK; break;
case 2: return BONE_CHEST; break;
case 3: return BONE_PELVIS; break;
case 4: return ClosestBone(I::ClientEntList->GetClientEntity(ID)); break;
}return -1;
}bool Legit::AimBot::DropInvalidTarget()
{
CBaseEntity* Player = I::ClientEntList->GetClientEntity(PlayerID);if (Player && Player != G::LocalPlayer && Player->GetAlive() && !Player->GetDormant() && (Player->GetClientClass() && Player->GetClientClass()->m_ClassID == 35) && !Player->GetImmune())
{
if (Player->GetTeam() == G::LocalPlayer->GetTeam() && !Cvar.LegitFriendly)
return true;int Hitbox = GetHitbox(PlayerID);
if (Hitbox == -1)
return true;if (!Player->IsVisible(Hitbox) || (Cvar.LegitSmoke && InSmoke(Player->GetBonePosition(Hitbox))))
{
if (pLegit.Aim.Bone != 0 && pLegit.Aim.Bone != 4)
return true;if (!Player->IsVisible(BONE_UPPER_HEAD) || (Cvar.LegitSmoke && InSmoke(Player->GetBonePosition(BONE_UPPER_HEAD))))
return true;Hitbox = BONE_UPPER_HEAD;
}auto viewangle = G::UserCmd->viewangles;
auto Punch = G::LocalPlayer->GetPunch();
auto Calced = M::CalcAngle(G::LocalPlayer->GetEyePosition(), Player->GetBonePosition(Hitbox));
Calced -= Punch * 2;int pFOV = M::GetFov(viewangle, Calced);
if (pFOV <= pLegit.Aim.FOV)
return false;
}return true;
}void Legit::AimBot::GetNewTarget()
{
float BestFOV = pLegit.Aim.FOV;for (int ID = 0; ID < I::ClientEntList->GetHighestEntityIndex(); ID++)
{
CBaseEntity* Player = I::ClientEntList->GetClientEntity(ID);if (!Player || Player == G::LocalPlayer || !Player->GetAlive() || Player->GetDormant() || (!Player->GetClientClass() || Player->GetClientClass()->m_ClassID != 35) || (Player->GetTeam() == G::LocalPlayer->GetTeam() && !Cvar.LegitFriendly) || Player->GetImmune())
continue;int Hitbox = GetHitbox(ID);
if (Hitbox == -1)
continue;if (!Player->IsVisible(Hitbox) || (Cvar.LegitSmoke && InSmoke(Player->GetBonePosition(Hitbox))))
{
if (pLegit.Aim.Bone != 0 && pLegit.Aim.Bone != 4)
continue;if (!Player->IsVisible(BONE_UPPER_HEAD) || (Cvar.LegitSmoke && InSmoke(Player->GetBonePosition(BONE_UPPER_HEAD))))
continue;Hitbox = BONE_UPPER_HEAD;
}auto viewangle = G::UserCmd->viewangles;
auto Punch = G::LocalPlayer->GetPunch();auto Calced = M::CalcAngle(G::LocalPlayer->GetEyePosition(), Player->GetBonePosition(Hitbox));
Calced -= Punch * 2.f;
auto pFOV = M::GetFov(viewangle, Calced);if (pFOV <= BestFOV)
{
BestFOV = pFOV;
PlayerID = ID;
}
}
}void Legit::AimBot::StartAiming()
{
if (Cvar.LegitFlash)
{
if (G::FlashTime != 0.f)
{
float pFlashTime = G::FlashTime - I::Globals->curtime;if (pFlashTime > 2.f)
return;
}
}
if (Cvar.Menu.Opened)
return;if ((Cvar.LegitJump && !(G::LocalPlayer->GetFlags() & FL_ONGROUND)) || (G::LocalPlayer->GetMoveType() == MOVETYPE_LADDER))
return;if (pLegit.Aim.KillDelay > 0.f && KillTimer > I::Globals->curtime)
return;if (pLegit.Aim.SilentType == 0)
{
if (StopShot && pLegit.Aim.DelayType == 2)
{
G::UserCmd->buttons &= ~IN_ATTACK;
}
}CBaseEntity* Player = I::ClientEntList->GetClientEntity(PlayerID);
if (!Player)
return;
if (Player->GetHealth() < 0)
return;
if (Player->GetDormant())
return;int iHitbox = GetHitbox(PlayerID);
if (!Player->IsVisible(iHitbox) || (Cvar.LegitSmoke && InSmoke(Player->GetBonePosition(iHitbox))))
{
if (pLegit.Aim.Bone != 0 && pLegit.Aim.Bone != 4)
return;if (!Player->IsVisible(BONE_UPPER_HEAD) || (Cvar.LegitSmoke && InSmoke(Player->GetBonePosition(BONE_UPPER_HEAD))))
return;iHitbox = BONE_UPPER_HEAD;
}auto Calced = M::CalcAngle(G::LocalPlayer->GetEyePosition(), Player->GetBonePosition(iHitbox));
auto Punch = G::LocalPlayer->GetPunch();
auto CompensatedCalced = Calced - RCS::GetRandomizedRecoil(G::LocalPlayer, Punch);auto viewangle = G::UserCmd->viewangles;
auto delta = Calced - viewangle;
auto compensated_delta = CompensatedCalced - viewangle;delta.NormalizeAngle();
compensated_delta.NormalizeAngle();if (delta.IsZero() || compensated_delta.IsZero())
return;if (pLegit.Aim.SilentType == 0)
{
G::SendPacket = true;delta *= (1.f - (pLegit.Aim.Smooth / 26.f));
compensated_delta *= (1.f - (pLegit.Aim.Smooth / 26.f));
}if (pLegit.Aim.SilentType > 0)
{
if (pLegit.Aim.SilentType == 2)
{
if ((G::LocalPlayer->GetWeapon()->GetNextPrimaryAttack() - (G::LocalPlayer->GetTickBase() * I::Globals->interval_per_tick)) < 0)
{
int tick = -1; tick++;if (tick < 1)
{
G::SendPacket = false;
G::UserCmd->viewangles += delta;
}
else
{
G::SendPacket = true;
tick = -1;
}
}
else
{
G::SendPacket = true;
}
}
else
{
G::SendPacket = true;
G::UserCmd->viewangles += delta;
}G::UserCmd->viewangles.NormalizeAngle();
}
else
{
bool UseCompensatedDelta = false;
int Type = G::LocalPlayer->GetWeapon()->GetType();if (G::LocalPlayer->GetShotsFired() < 2 || Type == WT_Pistol || Type == WT_Shotgun || Type == WT_Sniper)
{
UseCompensatedDelta = false;
}
else if (pLegit.RCS.Type > 0 && pLegit.RCS.X > 0.f && pLegit.RCS.Y > 0.f && G::UserCmd->buttons & IN_ATTACK && !G::LocalPlayer->GetPunch().IsZero() && G::LocalPlayer->GetPunch().Length() > 0 && G::LocalPlayer->GetPunch().Length() < 150)
{
UseCompensatedDelta = true;
}if (!UseCompensatedDelta)
{
G::UserCmd->viewangles += delta;
}
else if (UseCompensatedDelta)
{
G::UserCmd->viewangles += compensated_delta;
}G::UserCmd->viewangles.NormalizeAngle();
I::Engine->SetViewAngles(G::UserCmd->viewangles);
}
}void Legit::AimBot::Start()
{
auto Key = Cvar.LegitKey;
static bool KeyPressed = false;if (Key < 1)
{
KeyPressed = true;
}
else if (Key > 0 && GetAsyncKeyState(Key))
{
KeyPressed = true;
}
else if (Key > 0 && !GetAsyncKeyState(Key))
{
KeyPressed = false;
}if (DropInvalidTarget())
{
G::SendPacket = true;if (pLegit.Aim.DelayType == 2)
{
StopShot = false;
}PlayerID = -1;
}if (!(KeyPressed) || PlayerID == -1)
{
G::SendPacket = true;if (pLegit.Aim.DelayType == 2)
{
StopShot = false;
}GetNewTarget();
}if (pLegit.Aim.DelayType > 0 && pLegit.Aim.Delay > 0.f && !(G::UserCmd->buttons & IN_ATTACK))
{
Timer = I::Globals->curtime + (pLegit.Aim.Delay / 50.f);
}if (pLegit.Aim.DelayType > 0 && pLegit.Aim.Delay > 0.f)
{
if (G::UserCmd->buttons & IN_ATTACK)
{
if (Timer > I::Globals->curtime)
{
StopShot = true;
}
else
{
StopShot = false;
}
}
else
{
StopShot = false;
}
}
else
{
StopShot = false;
}if (pLegit.Aim.SilentType == 0)
{
if (StopShot && pLegit.Aim.DelayType == 1)
{
G::UserCmd->buttons &= ~IN_ATTACK;
}
}if ((KeyPressed) && PlayerID != -1 && !G::LocalPlayer->GetWeapon()->IsEmpty() && !G::LocalPlayer->GetWeapon()->IsReloading())
{
StartAiming();
}RCS::AimAiming = (PlayerID != -1 && (KeyPressed));
static bool staiming = false;
if (staiming != RCS::AimAiming)
{
if (G::UserCmd->buttons & IN_ATTACK && RCS::AimAiming == false)
{
RCS::WasAiming = true;
}
else
{
RCS::WasAiming = false;
staiming = RCS::AimAiming;
}
}
}void Legit::Start()
{
if (!G::LocalPlayer->GetWeapon() || G::LocalPlayer->GetWeapon()->GetType() == WT_Invalid || G::LocalPlayer->GetWeapon()->GetType() == WT_Knife || G::LocalPlayer->GetWeapon()->GetType() == WT_Misc || G::LocalPlayer->GetWeapon()->GetType() == WT_Grenade)
return;if (Cvar.TriggerEnabled)
{
Trigger::Start();
}if (pLegit.RCS.Type > 0)
{
RCS::Start();
}if (Cvar.LegitEnabled)
{
AimBot::Start();
}
}1 minutę temu, Hacky napisał:To nie ma prawa zadzialac.
Pokaz, gdzie ta funkcja jest callowana.
return (((bool)(*(int*)((DWORD)this + offsets.m_lifeState) == 0)) && GetHealth() > 0); < tu jest call
0 -
Co to za metody xD
Godzinę temu, Andczej napisał:usun tą funkcje i tam gdzie ona była to wstaw
pEntity->GetHealth>0
czy jakos tak
1 minutę temu, wiotq napisał:Sorry, na telefonie patrzę i mi umknęło.
Pokaż loopa z aimbota
Aimbot wgl nie działa, tak jakby wszystkie funkcje wgl zostały wyłączone. Nie wiem czego to może być wina. Nic po prostu nie działa, jedynie co działa to menu gdy wciskam Insert.
0 -
23 minuty temu, wiotq napisał:
wszystko powinno być w tym temacie
uzyj debuggera sprawdź co crashuje
No to przecież napisałem w temacie co crashuje 😄
bool CBaseEntity::GetAlive()
{
return (((bool)(*(int*)((DWORD)this + offsets.m_lifeState) == 0)) && GetHealth() > 0);
}0 -
Nie jest kolorowo, bo nikt nie ma fix-a do tego 😄
0 -
2 minuty temu, Andczej napisał:
jak masz auto offesty to zmien jeszcze input w interfaces.cpp (jezeli to ayy)
i zmien indexy ma w dziale gotowe kody zrodłowe
To jest chlenix source
interfaces.cpp
Spoiler#include "SDK.h"
IBaseClientDll* I::Client;
IClientModeShared* I::ClientMode;
IClientEntityList* I::ClientEntList;
ICVar* I::Cvar;
IInputSystem* I::InputSystem;
IEngineClient* I::Engine;
IEngineTrace* I::EngineTrace;
IEngineSound* I::EngineSound;
IGlobalVarsBase* I::Globals;
ISurface* I::Surface;
IVPanel* I::VPanel;
IVModelRender* I::ModelRender;
IVModelInfo* I::ModelInfo;
IMaterialSystem* I::MaterialSystem;
IMaterial* I::Material;
IVRenderView* I::RenderView;
IPrediction* I::Prediction;
IPhysicsSurfaceProps* I::Physprops;
IVDebugOverlay* I::DebugOverlay;
IStudioRender* I::StudioRender;
IGameMovement* I::GameMovement;
IGameEventManager2* I::GameEventManager;
ISteamClient* I::SteamClient;
ISteamHTTP* I::SteamHTTP;
ISteamUser* I::SteamUser;
ISteamFriends* I::SteamFriends;
ISteamInventory* I::SteamInventory;
ISteamGameCoordinator* I::SteamGameCoordinator;0 -
Nie wiem czemu ale po aktualizacji cheatosa, nic nie chce działać. Kiedy strzelam do modeli z ustawionym legitbot-em to instant crashuje. Skinchanger - w ogóle nie działa.offsets.cppSpoiler
-
void Offsets::GrabOffsets()
-
{
-
offsets.m_iHealth = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_iHealth"));
-
offsets.m_iTeamNum = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_iTeamNum"));
-
offsets.m_ArmorValue = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_ArmorValue"));
-
offsets.m_bHasHelmet = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_bHasHelmet"));
-
offsets.m_bDormant = 0xE9;
-
offsets.m_bGunGameImmunity = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_bGunGameImmunity"));
-
offsets.m_lifeState = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_lifeState"));
-
offsets.m_fFlags = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_fFlags"));
-
offsets.m_nTickBase = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_nTickBase"));
-
offsets.m_angEyeAngles = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_angEyeAngles"));
-
offsets.m_flFlashDuration = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_flFlashDuration"));
-
offsets.m_viewPunchAngle = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_viewPunchAngle"));
-
offsets.m_aimPunchAngle = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_aimPunchAngle"));
-
offsets.m_vecOrigin = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_vecOrigin"));
-
offsets.m_vecViewOffset = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_vecViewOffset[0]"));
-
offsets.m_vecVelocity = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_vecVelocity[0]"));
-
offsets.m_hActiveWeapon = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_hActiveWeapon"));
-
offsets.m_Collision = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_Collision"));
-
offsets.m_iShotsFired = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_iShotsFired"));
-
offsets.m_nMoveType = 0x258;
-
offsets.m_nHitboxSet = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_nHitboxSet"));
-
offsets.m_flC4Blow = U::NetVars->GetOffset(("DT_PlantedC4"), ("m_flC4Blow"));
-
offsets.m_bBombTicking = U::NetVars->GetOffset(("DT_PlantedC4"), ("m_bBombTicking"));
-
offsets.m_flTimerLength = U::NetVars->GetOffset(("DT_PlantedC4"), ("m_flTimerLength"));
-
offsets.m_flDefuseLength = U::NetVars->GetOffset(("DT_PlantedC4"), ("m_flDefuseLength"));
-
offsets.m_flDefuseCountDown = U::NetVars->GetOffset(("DT_PlantedC4"), ("m_flDefuseCountDown"));
-
offsets.m_hMyWearables = U::NetVars->GetOffset(("DT_BaseCombatCharacter"), ("m_hMyWearables"));
-
offsets.m_flNextPrimaryAttack = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_flNextPrimaryAttack"));
-
offsets.m_nFallbackPaintKit = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_nFallbackPaintKit"));
-
offsets.m_nFallbackSeed = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_nFallbackSeed"));
-
offsets.m_flFallbackWear = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_flFallbackWear"));
-
offsets.m_nFallbackStatTrak = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_nFallbackStatTrak"));
-
offsets.m_iItemIDHigh = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_iItemIDHigh"));
-
offsets.m_iItemIDLow = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_iItemIDLow"));
-
offsets.m_iAccountID = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_iAccountID"));
-
offsets.m_iAccount = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_iAccount"));
-
offsets.m_iEntityQuality = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_iEntityQuality"));
-
offsets.m_iClip1 = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_iClip1"));
-
offsets.m_OriginalOwnerXuidLow = U::NetVars->GetOffset(("DT_BaseAttributableItem"), ("m_OriginalOwnerXuidLow"));
-
offsets.m_OriginalOwnerXuidHigh = U::NetVars->GetOffset(("DT_BaseAttributableItem"), ("m_OriginalOwnerXuidHigh"));
-
offsets.m_iItemDefinitionIndex = U::NetVars->GetOffset(("DT_BaseCombatWeapon"), ("m_iItemDefinitionIndex"));
-
offsets.m_hObserverTarget = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_hObserverTarget"));
-
offsets.m_bIsDefusing = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_bIsDefusing"));
-
offsets.m_bSpotted = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_bSpotted"));
-
offsets.m_flFlashMaxAlpha = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_flFlashMaxAlpha"));
-
offsets.m_flLowerBodyYawTarget = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_flLowerBodyYawTarget"));
-
offsets.m_angEyeAnglesX = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_angEyeAngles[0]"));
-
offsets.m_angEyeAnglesY = U::NetVars->GetOffset(("DT_CSPlayer"), ("m_angEyeAngles[1]"));
-
offsets.m_vecMaxs = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_vecMaxs"));
-
offsets.m_vecMins = U::NetVars->GetOffset(("DT_BasePlayer"), ("m_vecMins"));
-
-
offsets.d3d9Device = **(DWORD**)(U::FindPattern(("shaderapidx9.dll"), ("A1 ?? ?? ?? ?? 50 8B 08 FF 51 0C")) + 1);
-
offsets.LoadFromBufferEx = U::FindPattern(("client_panorama.dll"), ("55 8B EC 83 E4 F8 83 EC 34 53 8B 5D 0C 89 4C 24 04"));
-
offsets.InitKeyValuesEx = U::FindPattern(("client_panorama.dll"), ("55 8B EC 51 33 C0 C7 45"));
-
offsets.ServerRankRevealAllEx = U::FindPattern(("client_panorama.dll"), ("55 8B EC 8B 0D ? ? ? ? 85 C9 75 ? A1 ? ? ? ? 68 ? ? ? ? 8B 08 8B 01 FF 50 ? 85 C0 74 ? 8B C8 E8 ? ? ? ? 8B C8 EB ? 33 C9 89 0D ? ? ? ? 8B 45 ? FF 70 ? E8 ? ? ? ? B0 ? 5D"));
-
offsets.IsReadyEx = U::FindPattern(("client_panorama.dll"), ("55 8B EC 83 E4 F8 83 EC 08 56 8B 35 ? ? ? ? 57 83 BE"));
-
offsets.GoesThroughSmoke = U::FindPattern(("client_panorama.dll"), ("55 8B EC 83 EC 08 8B 15 ? ? ? ? 0F 57 C0"));
-
offsets.FullUpdate = U::FindPattern(("engine.dll"), ("A1 ? ? ? ? B9 ? ? ? ? 56 FF 50 14 8B 34 85"));
-
}
offsets.hSpoiler#pragma once
#include "Common.h"
struct COffsets
{
DWORD m_iHealth;
DWORD m_iTeamNum;
DWORD m_bDormant;
DWORD m_bGunGameImmunity;
DWORD m_lifeState;
DWORD m_fFlags;
DWORD m_nTickBase;
DWORD m_viewPunchAngle;
DWORD m_aimPunchAngle;
DWORD m_vecOrigin;
DWORD m_vecViewOffset;
DWORD m_vecVelocity;
DWORD m_flNextPrimaryAttack;
DWORD m_hActiveWeapon;
DWORD m_Collision;
DWORD m_iShotsFired;
DWORD m_nMoveType;
DWORD m_nHitboxSet;
DWORD m_bHasHelmet;
DWORD m_ArmorValue;
DWORD m_angEyeAngles;
DWORD m_flC4Blow;
DWORD m_hMyWearables;
DWORD m_flFlashDuration;
DWORD m_nFallbackPaintKit;
DWORD m_nFallbackSeed;
DWORD m_flFallbackWear;
DWORD m_nFallbackStatTrak;
DWORD m_iItemIDHigh;
DWORD m_iItemIDLow;
DWORD m_iAccountID;
DWORD m_iEntityQuality;
DWORD m_OriginalOwnerXuidLow;
DWORD m_OriginalOwnerXuidHigh;
DWORD m_iItemDefinitionIndex;
DWORD m_iClip1;
DWORD m_hObserverTarget;
DWORD m_bIsDefusing;
DWORD m_bSpotted;
DWORD m_vecMins;
DWORD m_vecMaxs;DWORD m_bBombTicking;
DWORD m_flTimerLength;
DWORD m_flDefuseLength;
DWORD m_flDefuseCountDown;DWORD m_flFlashMaxAlpha;
DWORD m_flLowerBodyYawTarget;
DWORD m_angEyeAnglesX;
DWORD m_angEyeAnglesY;DWORD m_iAccount;
DWORD d3d9Device;
DWORD LoadFromBufferEx;
DWORD InitKeyValuesEx;
DWORD ServerRankRevealAllEx;
DWORD IsReadyEx;
DWORD GoesThroughSmoke;
DWORD FullUpdate;
};extern COffsets offsets;
namespace Offsets
{
extern void GrabOffsets();
}Tutaj debugger wykrył mi błąd podczas strzelania do modeli z użyciem legitbot-a.Ma ktoś jakieś pomysły jak to naprawić ? 😛0 -
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W dniu 7.07.2018 o 20:45, Hacky napisał:
Uzyj debuggera, nie jestem wrozbita.
EmitSound to następny problem.
https://imgur.com/a/0to2fnm0 -
16 minut temu, Hacky napisał:
@Esley 0, wiesz co to pure virtual?
Zaraz wrzuce, zapomnialem 😛
Szczerze ? Nie 😛 Nie siedze za bardzo w "kodowaniu" tylko sobie sklejam paste, teraz ją aktualizuje po update.
0 -
Hacky sprawdzisz czy dobrze zaktualizowałem ?
static const int kIsHltvFieldNumber = 94;virtual bool IsHLTV( void ) = 0; to zostawić na 0 czy 94 ?
btw
Ty masz coś z głową czy nowy po prostu ? ^^
0 -
3 minuty temu, Hacky napisał:
short* CBaseCombatWeapon::GetItemDefinitionIndex() { return (short*)((DWORD)this + offsets.m_iItemDefinitionIndex); } *(short*)((DWORD)pEnt + offsets.m_iItemDefinitionIndex) = ItemDefinitionIndex;
Co tutaj jest trudnego?
edit : naprawione.
0 -
Jak to fixnąć na short ?
int* CBaseCombatWeapon::GetItemDefinitionIndex() { return (int*)((DWORD)this + offsets.m_iItemDefinitionIndex); }
i
*(int*)((DWORD)pEnt + offsets.m_iItemDefinitionIndex) = ItemDefinitionIndex;
0 -
Mam lekki problem z update 🙂 Jeśli możesz się skontaktować z pomocą na pw to zapraszam ^^
Problem z tym :
Typ m_iItemDefinitionIndex zostal zmieniony z int na short (nie wiem co i jak mam zmienić)
Sygnatura CCSInput -> B9 ? ? ? ? F3 0F 11 04 24 FF 50 10 ] + 1 (nie moge zlokalizować)
CCSWeaponInfo (też nie moge zlokalizować)0 -
Jakiś fix do tego ? Po update z 7 lipca już nie działa.
0 -
Potrzebuje fixnąć to :
static auto clientstate = *reinterpret_cast<uintptr_t*>(uintptr_t(GetModuleHandle("engine.dll")) + 0x57F84C);
Masz jakiś sposób ?
Mój problem wygląda tak : https://imgur.com/a/Zhytyjj
A tej tabelki u mnie nie moge znaleźć jak może być ona inaczej nazwana ?public const Int32 dwClientState = 0x57F84C;
Offsety u mnie wyglądają tak:
namespace OFFSETS
{
uintptr_t m_iHealth;
uintptr_t m_fFlags;
uintptr_t m_vecVelocity;
uintptr_t m_flLowerBodyYawTarget;
uintptr_t deadflag;
uintptr_t m_vecOrigin;
uintptr_t m_iTeamNum;
uintptr_t m_nTickBase;
uintptr_t m_bDormant;
uintptr_t animstate;
uintptr_t m_Collision;
uintptr_t m_angEyeAngles;
uintptr_t m_flSimulationTime;
uintptr_t m_vecViewOffset;
uintptr_t m_dwBoneMatrix;
uintptr_t m_aimPunchAngle;
uintptr_t m_bGunGameImmunity;
uintptr_t m_nForceBone;
uintptr_t m_flPoseParameter;
uintptr_t dwGlowObjectManager;
uintptr_t m_flNextPrimaryAttack;
uintptr_t m_flNextAttack;
uintptr_t m_hActiveWeapon;
uintptr_t m_ArmorValue;
uintptr_t m_bHasHelmet;
uintptr_t m_iObserverMode;
uintptr_t m_bIsScoped;
uintptr_t m_iAccount;
uintptr_t m_iPlayerC4;
uintptr_t dwPlayerResource;
uintptr_t m_iItemDefinitionIndex;void InitOffsets()
{
m_iHealth = 0xFC;
m_fFlags = 0x100;
m_vecVelocity = 0x110;
m_flLowerBodyYawTarget = 0x39DC;
deadflag = 0x31C4;
m_vecOrigin = 0x0134;
m_iTeamNum = 0xF0;
m_nTickBase = 0x3404;
m_bDormant = 0xE9;
animstate = 0x3874;
m_Collision = 0x318;
m_angEyeAngles = 0xB23C;
m_flSimulationTime = 0x264;
m_vecViewOffset = 0x104;
m_dwBoneMatrix = 0x2698;
m_aimPunchAngle = 0x301C;
m_bGunGameImmunity = 0x3894;
m_nForceBone = 0x267C;
m_flPoseParameter = 0x2764;
dwGlowObjectManager = 0x4F9D2B8;
m_flNextPrimaryAttack = 0x31D8;
m_flNextAttack = 0x2D60;
m_hActiveWeapon = 0x2EE8;
m_ArmorValue = 0xB238;
m_bHasHelmet = 0xB22C;
m_iObserverMode = 0x334C;
m_bIsScoped = 0x387E;
m_iAccount = 0xB228;
m_iPlayerC4 = 0x161C;
dwPlayerResource = 0x2EC3F5C;
m_iItemDefinitionIndex = 0x2F88;
}0 -
Ma ktoś może offsety z dzisiejszej aktualizacji do Anti-Aim ? Ponieważ PITCH : Down cały czas patrzy się na wprost. Ma ktoś fixa ?
0 -
15 godzin temu, butymocy2 napisał:
.dll crashuje jak próbuje injectować ;v ( po tym jak zbudowałem )
Nie są zaktualizowane indexy. M.in getstudiomodel.
0 -
W dniu 31.03.2018 o 12:46, Nyziu napisał:
A mógłbyś mnie pokierować jak to zrobić? Bo kiedy wybieram debug zamiast release to normalnie mi się kompiluje czit, jak wybrałem debugowanie z procesem csgo, to nawet czit się nie odpalił , nie wiem co robić..
Podłącz debugowanie do procesu ? czyli csgo.exe
0 -
Update wszedł po godzinie 11:00 odnośnie cheatów. (Po cichu) Ponieważ przed 11 grałem cały czas na zcrackowanym zeusie.
0 -
Jak czytam wasze komentarze typu "Jak tego użyć? , Gdzie dll-ka?, Jak skompilować, Jaki program potrzebuje" to ja się zastanawiam czy wy wiecie w ogóle co to jest Source Cheat-a i co wy w ogóle robicie w tym dziale, jak wy nawet Msv nie macie ^.-.
W dniu 21.02.2018 o 10:33, sallah22 napisał:cheat juz dawno nie dziala
Cheat może działać tylko wymaga dużego update, bo jego aa i offsety i wiele innych rzeczy = outdated.
W dniu 8.01.2018 o 19:30, sdafsaf4rh napisał:da ktos ssa z cfg do hvh?
Cheat outdated.
1 -
Według mnie to tak na 60/70 % Jest to użytkownik twojego "czitosa" ale nic nie jest potwierdzone. Słuszna uwaga "Pisać sobie może każdy". Temat chciałbym zostawić do wglądu może "Xenon" się ujawni.
0
Windows 7 - Menu Start zmieniło wygląd.
w Oprogramowanie komputerowe
Opublikowano ·
Edytowane przez Farmaceuta
Wie ktoś może jak pomniejszyć ten pasek start ? Ponieważ wyrzuciło mi na pół ekranu taką długość tego menu start, a wcześniej było do czerwonej linii, a teraz jest do samej wysokości ekranu XD