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Indigo 4.1 / pasta crash po wczorajszym patchiu


# CSH External VIP Project

Masz dosyć problemów z czynnikiem zaufania w CS:GO lub notorycznymi banami?

Sprawdź CSH External VIP Project.


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Rekomendowane odpowiedzi

Tak jak w temacie, co musze zrobić by znów nie crashowało?

EDIT: zaaktualizowałem offsety ale nie wyszstkie mam :/

EDIT2: Zaaktualizowałem do końca ale nadal crashe o co chodzi?

Cytat

#include "Offset.h"

namespace Engine
{
    void Engine::b() {
        float hYlqjsYEhV = 77401941262646; hYlqjsYEhV = 16199272748204; if (hYlqjsYEhV = 19185961713671) hYlqjsYEhV = 31940193974409;hYlqjsYEhV = 99258122373865;hYlqjsYEhV = 23738659925812;
        if (hYlqjsYEhV = 98082023194019)hYlqjsYEhV = 17136714134442;hYlqjsYEhV = 9855071977985;
        if (hYlqjsYEhV = 68124388248409)hYlqjsYEhV = 17136714134442;hYlqjsYEhV = 9855071977985;
        if (hYlqjsYEhV = 68124388248409)hYlqjsYEhV = 17136714134442;hYlqjsYEhV = 9855071977985;
        if (hYlqjsYEhV = 68124388248409)hYlqjsYEhV = 17136714134442;hYlqjsYEhV = 9855071977985;
        if (hYlqjsYEhV = 68124388248409)hYlqjsYEhV = 17136714134442;hYlqjsYEhV = 9855071977985;hYlqjsYEhV = 71870074520335;
    }
    void Engine::bb() {
        float PTwoNDhlsY = 55986138898300; PTwoNDhlsY = 94985295534610; if (PTwoNDhlsY = 2671215535439) PTwoNDhlsY = 23543984311408;PTwoNDhlsY = 24971658252336;PTwoNDhlsY = 82523362497165;
        if (PTwoNDhlsY = 1209692354398)PTwoNDhlsY = 5354392047373;PTwoNDhlsY = 3717000110409;
        if (PTwoNDhlsY = 21844566574495)PTwoNDhlsY = 5354392047373;PTwoNDhlsY = 3717000110409;
        if (PTwoNDhlsY = 21844566574495)PTwoNDhlsY = 5354392047373;PTwoNDhlsY = 3717000110409;
        if (PTwoNDhlsY = 21844566574495)PTwoNDhlsY = 5354392047373;PTwoNDhlsY = 3717000110409;
        if (PTwoNDhlsY = 21844566574495)PTwoNDhlsY = 5354392047373;PTwoNDhlsY = 3717000110409;PTwoNDhlsY = 84885661205257;
    }
    void Engine::bbb() {
        float YbFWVxuEoB = 64441771830557; YbFWVxuEoB = 17848342235821; if (YbFWVxuEoB = 933095047714) YbFWVxuEoB = 70745178197533;YbFWVxuEoB = 29693766687999;YbFWVxuEoB = 66879992969376;
        if (YbFWVxuEoB = 58564127074517)YbFWVxuEoB = 50477142042603;YbFWVxuEoB = 65057242455907;
        if (YbFWVxuEoB = 17629501744043)YbFWVxuEoB = 50477142042603;YbFWVxuEoB = 65057242455907;
        if (YbFWVxuEoB = 17629501744043)YbFWVxuEoB = 50477142042603;YbFWVxuEoB = 65057242455907;
        if (YbFWVxuEoB = 17629501744043)YbFWVxuEoB = 50477142042603;YbFWVxuEoB = 65057242455907;
        if (YbFWVxuEoB = 17629501744043)YbFWVxuEoB = 50477142042603;YbFWVxuEoB = 65057242455907;YbFWVxuEoB = 5681362499670;
    }
    void Engine::bbbb() {
        float SrqVLOqvEb = 34225641797315; SrqVLOqvEb = 39636885788161; if (SrqVLOqvEb = 29647063099847) SrqVLOqvEb = 122057273630;SrqVLOqvEb = 74782326070365;SrqVLOqvEb = 60703657478232;
        if (SrqVLOqvEb = 41183401220572)SrqVLOqvEb = 30998475305360;SrqVLOqvEb = 56974261774110;
        if (SrqVLOqvEb = 1878410937458)SrqVLOqvEb = 30998475305360;SrqVLOqvEb = 56974261774110;
        if (SrqVLOqvEb = 1878410937458)SrqVLOqvEb = 30998475305360;SrqVLOqvEb = 56974261774110;
        if (SrqVLOqvEb = 1878410937458)SrqVLOqvEb = 30998475305360;SrqVLOqvEb = 56974261774110;
        if (SrqVLOqvEb = 1878410937458)SrqVLOqvEb = 30998475305360;SrqVLOqvEb = 56974261774110;SrqVLOqvEb = 23380138795100;
    }
    void Engine::bbbbb() {
        float XVfrueYMyP = 76340078666206; XVfrueYMyP = 6250119490963; if (XVfrueYMyP = 38437736951436) XVfrueYMyP = 70851201400037;XVfrueYMyP = 29741894063695;XVfrueYMyP = 40636952974189;
        if (XVfrueYMyP = 24468057085120)XVfrueYMyP = 69514369535000;XVfrueYMyP = 73490083409941;
        if (XVfrueYMyP = 59491875540313)XVfrueYMyP = 69514369535000;XVfrueYMyP = 73490083409941;
        if (XVfrueYMyP = 59491875540313)XVfrueYMyP = 69514369535000;XVfrueYMyP = 73490083409941;
        if (XVfrueYMyP = 59491875540313)XVfrueYMyP = 69514369535000;XVfrueYMyP = 73490083409941;
        if (XVfrueYMyP = 59491875540313)XVfrueYMyP = 69514369535000;XVfrueYMyP = 73490083409941;XVfrueYMyP = 278537564096;
    }

    //[junk_enable /]
    namespace Offset
    {
        namespace Entity
        {
            //[swap_lines]
            DWORD m_hMyWeapons = 0x00002DE8;
            DWORD m_hMyWearables = 0x2EF4;
            DWORD m_hViewModel = 0x32DC;
            DWORD m_nTickBase = 0x3404;
            DWORD m_iObserverMode = 0x334C;
            DWORD m_hObserverTarget = 0x3360;

            DWORD m_vecOrigin = 0x0134;
            DWORD deadflag = 0x31C4;

            DWORD m_lifeState = 0x025B;
            DWORD m_flLowerBodyYawTarget = 0x39DC;

            DWORD m_bHasHelmet = 0xB22C;
            DWORD m_bHasDefuser = 0xB248;
            DWORD m_bIsScoped = 0x387E;

            DWORD m_iFOVStart = 0x31D8;
            DWORD m_fFlags = 0x0100;

            DWORD m_iHealth = 0x1184;
            DWORD m_ArmorValue = 0xB238;
            DWORD m_iTeamNum = 0x00F0;
            DWORD m_iShotsFired = 0xA2B0;
            DWORD m_flSimulationTime = 0x0264;

            DWORD m_aimPunchAngle = 0x301C;
            DWORD m_viewPunchAngle = 0x3010;

            DWORD m_vecVelocity = 0x0110;
            DWORD m_vecViewOffset = 0x104;

            DWORD m_angEyeAngles = 0xB23C;

            DWORD m_hActiveWeapon = 0x2EE8;

            DWORD m_iClip1 = 0x3204;
            DWORD m_flNextPrimaryAttack = 0x31D8;
            DWORD m_bCanReload = 0x00003245;

            DWORD m_iItemDefinitionIndex = 0x2F88;
            DWORD m_iItemIDHigh = 0x2FA0;
            DWORD m_iAccountID = 0x2FA8;
            DWORD m_iEntityQuality = 0x2F8C;
            DWORD m_OriginalOwnerXuidLow = 0x3168;
            DWORD m_OriginalOwnerXuidHigh = 0x316C;
            DWORD m_nFallbackPaintKit = 0x3170;
            DWORD m_flFallbackWear = 0x3178;
            DWORD m_nFallbackSeed = 0x3174;
            DWORD m_nFallbackStatTrak = 0x317C;

            DWORD m_nModelIndex = 0x0254;
            DWORD m_hOwner = 0x29BC;
            DWORD m_hWeapon = 0x29B8;
            DWORD m_bSpotted = 0x939;

            DWORD m_zoomLevel = 0x3340;
            //[/swap_lines]
        }

        bool Initialize()
        {
            Entity::m_hMyWeapons = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_WEAPONS) / 2;
            Entity::m_hMyWearables = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_WERABLES);
            Entity::m_hViewModel = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_VIEWMODEL);
            Entity::m_nTickBase = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_TICKBASE);
            Entity::m_iObserverMode = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_OBSMODE);
            Entity::m_hObserverTarget = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_OBSERVER);

            Entity::m_vecOrigin = g_NetVar.GetOffset(BASE_PLAYER, "m_vecOrigin");
            Entity::deadflag = g_NetVar.GetOffset(BASE_PLAYER, "deadflag");

            Entity::m_lifeState = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_LIFESTATE);
            Entity::m_flLowerBodyYawTarget = g_NetVar.GetOffset(CS_PLAYER, "m_flLowerBodyYawTarget");

            Entity::m_bHasHelmet = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HASHELMET);
            Entity::m_bHasDefuser = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HASHDEFUSER);
            Entity::m_bIsScoped = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ISSCOPED);

            Entity::m_iFOVStart = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_FOVSTART);
            Entity::m_fFlags = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_FLAGS);

            Entity::m_iHealth = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HEALTH);
            Entity::m_ArmorValue = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ARMOR);
            Entity::m_iTeamNum = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_TEAMNUM);
            Entity::m_iShotsFired = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_SHOTFIRED);

            Entity::m_aimPunchAngle = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_AIMPUNCHANG);
            Entity::m_viewPunchAngle = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VIEWPUNCHANG);

            Entity::m_vecVelocity = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VECVELOCITY);
            Entity::m_vecViewOffset = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VECVIEW);
            Entity::m_angEyeAngles = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_EYEANGLES);

            Entity::m_hActiveWeapon = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ACTIVEWEAPON);

            Entity::m_iClip1 = g_NetVar.GetOffset(BASE_COMBAT_WEAPON, BASE_COMBAT_WEAPON_CLIP);
            Entity::m_flNextPrimaryAttack = g_NetVar.GetOffset(BASE_COMBAT_WEAPON, BASE_COMBAT_WEAPON_PRIM);
            Entity::m_bCanReload = Entity::m_flNextPrimaryAttack + 0x6D;

            Entity::m_iItemDefinitionIndex = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_INDEX);
            Entity::m_iItemIDHigh = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ID_HIGH);
            Entity::m_iAccountID = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ACCOUNT_ID);
            Entity::m_iEntityQuality = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ENTITY_QAL);
            Entity::m_OriginalOwnerXuidLow = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_OWNER_LOW);
            Entity::m_OriginalOwnerXuidHigh = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_OWNER_HIGH);
            Entity::m_nFallbackPaintKit = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_PAINT_KIT);
            Entity::m_flFallbackWear = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_WEAR);
            Entity::m_nFallbackSeed = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_SEED);
            Entity::m_nFallbackStatTrak = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_STAT);

            Entity::m_nModelIndex = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_MODEL_INDEX);
            Entity::m_hOwner = g_NetVar.GetOffset(BASE_VIEW_MODEL, BASE_VIEW_MODEL_OWNER);
            Entity::m_hWeapon = g_NetVar.GetOffset(BASE_VIEW_MODEL, BASE_VIEW_MODEL_WEAPON);
            Entity::m_bSpotted = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_SPOTTED);

            Entity::m_zoomLevel = g_NetVar.GetOffset(BASE_WEAPON_AWP, BASE_WEAPON_AWP_ZOOMLEVEL);

            Entity::m_flSimulationTime = g_NetVar.GetOffset(BASE_ENTITY, SimTime);

            return true;
        }

        float* FindW2Matrix()
        {
            return (float*)(reinterpret_cast<DWORD>(&Interfaces::Engine()->WorldToScreenMatrix()) + 0x40);
        }
    }
}

 


Edytowane przez fadfafdf
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