GLOW ESP - just as name says this cheat puts glow outline on enemies.
Source:
Source.cpp
CPP Code:
#include "HackProcess.h"
CHackProcess lmao;
bool lol;
int myteam;
DWORD GlowPointer;
struct GlowStruct
{
float r;
float g;
float b;
float a;
bool rwo;
bool rwuo;
};
GlowStruct CRed = { 0.4f, 0.f, 0.f, 1.f, true, false };
GlowStruct CGreen = { 0.f, 0.4f, 0.f, 1.f, true, false };
struct PlayerList_t
{
DWORD CBaseEntity;
int Team;
float Position[3];
int Health;
int Dormant;
void ReadInformation(int Player)
{
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(lmao.__dwordClient + 0x04A1D3A4 + (Player * 16)),
&CBaseEntity, sizeof(DWORD), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(CBaseEntity + 0xF0), &Team, sizeof(int), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(CBaseEntity + 0xFC), &Health, sizeof(int), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(CBaseEntity + 0x134), &Position, sizeof(float[3]), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(CBaseEntity + 0xE9), &Dormant, sizeof(int), 0);
}
}PlayerList[32];
void DrawGlow(int GlowIndex, GlowStruct Color)
{
bool one = true;
bool two = false;
WriteProcessMemory(lmao.__HandleProcess, (PBYTE*)((GlowPointer + ((GlowIndex * 0x34) + 0x4))), &Color.r, sizeof(float), 0);
WriteProcessMemory(lmao.__HandleProcess, (PBYTE*)((GlowPointer + ((GlowIndex * 0x34) + 0x8))), &Color.g, sizeof(float), 0);
WriteProcessMemory(lmao.__HandleProcess, (PBYTE*)((GlowPointer + ((GlowIndex * 0x34) + 0xC))), &Color.b, sizeof(float), 0);
WriteProcessMemory(lmao.__HandleProcess, (PBYTE*)((GlowPointer + ((GlowIndex * 0x34) + 0x10))), &Color.a, sizeof(float), 0);
WriteProcessMemory(lmao.__HandleProcess, (PBYTE*)((GlowPointer + ((GlowIndex * 0x34) + 0x24))), &one, sizeof(bool), 0);
WriteProcessMemory(lmao.__HandleProcess, (PBYTE*)((GlowPointer + ((GlowIndex * 0x34) + 0x25))), &two, sizeof(bool), 0);
}
void main()
{
lmao.RunProcess();
for (;;) // or for(;;)
{
for (int i = 0; i < 32; i++)
{
PlayerList[i].ReadInformation(i);
DWORD myplayer;
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(lmao.__dwordClient + 0xA7AFBC), &myplayer, sizeof(DWORD), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(myplayer + 0xF0), &myteam, sizeof(int), 0);
if (GetAsyncKeyState(VK_INSERT))
{
lol = !lol;
Sleep(250);
}
if (lol)
{
DWORD g_currentPlayer;
int g_currentPlayerTeam;
int g_currentPlayer_GlowIndex;
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(lmao.__dwordClient + 0x04B303A4), &GlowPointer, sizeof(DWORD), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(lmao.__dwordClient + 0x04A1D3A4 + ((i)* 16)), &g_currentPlayer, sizeof(DWORD), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(g_currentPlayer + 0x1DCC), &g_currentPlayer_GlowIndex, sizeof(int), 0);
ReadProcessMemory(lmao.__HandleProcess, (PBYTE*)(g_currentPlayer + 0xF0), &g_currentPlayerTeam, sizeof(int), 0);
if (!PlayerList[i].Dormant != 1)
continue;
if (PlayerList[i].Team == myteam)
{
}
else
{
DrawGlow(g_currentPlayer_GlowIndex, CRed);
}
}
}
Sleep(1);
}
}
HackProcess.h
CPP Code:
#pragma once
#include <Windows.h>
#include <TlHelp32.h>
class CHackProcess
{
public:
PROCESSENTRY32 __gameProcess;
HANDLE __HandleProcess;
HWND __HWNDCss;
DWORD __dwordClient;
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()
{
runSetDebugPrivs();
while (!FindProcessName("csgo.exe", &__gameProcess));
while (!(getThreadByProcess(__gameProcess.th32ProcessID)));
__HandleProcess = OpenProcess(PROCESS_ALL_ACCESS, false, __gameProcess.th32ProcessID);
while (__dwordClient == 0x0) __dwordClient = GetModuleNamePointer("client.dll", __gameProcess.th32ProcessID);
__HWNDCss = FindWindow(NULL, "Counter-Strike: Global Offsensive");
}
};
extern CHackProcess lmao;