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Reading out our Team to our "Team" Varible. ReadProcessMemory (fProcess._HandleProcess, (PBYTE*)(fProcess._dwordClient + Player_Base), &CLocalPlayer, sizeof(DWORD), 0) Reading CLocalPlayer Pointer to our "CLocalPlayer" DWORD. WorldToScreenMatrix_t WorldToScreenMatrix We will use this struct throughout all other tutorials adding more variables every time Void SetupDrawing(HDC hDesktop, HWND handle)ĮnemyBrush = CreateSolidBrush(RGB(255, 0, 0)) HFONT Font //font we use to write text withįloat Get3dDistance(float * m圜oords, float * enem圜oords) the alternative is to use cl_pdump 1 and search for the value assigned to m_angRotation vector We find these by moving our mouse around constantly looking for changed/unchanged value, to find y coordinate walk up ladder search up, walk down search down etc.Ĭonst DWORD EntityPlayer_Base = 0x54D324 FOR the x coord we can use cl_pdump for m_vecOrigin Vector or just move around the map looking for different values The ATTACK address BELOW, WE WRITE 5 TO SHOOT OR 4 TOĬonst DWORD dw_mTeamOffset = 0x98 //client including current jump status so we can use force jumping making our bHopĬonst DWORD Player_Base = 0x53FB04 //0x00574560 The player base is VERY important so we know where our player info is at This makes our triggerbot MUCH faster in generalĬonst DWORD dw_PlayerCountOffs = 0x5CE10C //Engine.dll we have 12 players and still loop 32 times wasting our great resources
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this saves us doing loops unless their necessary e.g.
Counter strike source tutorial update#
Here we store the num of players and update it regularly to know how many enemies we are dealing with Create our 'hooking' and process managing object