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  1. #1
    xShouty's Avatar
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    CS GO Internal TriggerBot

    Hey guys, can some help me.. always when the dll gets into the Trigger funktion cs go crashs so ...

    Code:
    //LOCAL
    DWORD dw_PlayerBase = 0xA2F4AC;
    DWORD dw_Health = 0xFC;
    DWORD dw_Team = 0xF0;
    
    //ENEMY
    DWORD dw_EntityBase = 0x4A4A894;
    DWORD dw_EntityLoopDist = 0x10;
    DWORD dw_NumPlayers = 32;
    
    //BUNNY
    DWORD dw_ForceJump = 0x4EDFC98;
    DWORD dw_flagsoff = 0x100;
    
    //TRIGGER
    DWORD dw_CrossId = 0xAA48;
    DWORD dw_ForceAttack = 0x2E8A864;
    
    bool ForceJump (bool _value) {
    	return *(bool*)((DWORD)clientDll + dw_ForceJump) = _value;
    }
    
    struct EntityList
    	{
    		int m_iTeamNum;
    		DWORD BaseEntity;
    }EntityList[32];
    
    
    DWORD IsTargetEnemy() //returns 1 if crosshairs are over enemy, 0 if not
    	{
     
    		for (int i = 0; i < dw_NumPlayers; i++) //Loop through players and grab information
    		{	
     
    			EntityList[i].BaseEntity = *(DWORD*)dw_EntityBase + (i * dw_EntityLoopDist);
    
    			EntityList[i].BaseEntity = *(DWORD*)dw_EntityPlayer + dw_Team;
    
    		}
     
    		if ((EntityList[GetLocalPlayerVar(dw_CrossId) - 1].m_iTeamNum != GetLocalPlayerVar(dw_Team)) | 0x00)
    			return 1;
    		else
    			return 0;
    }
    
    
    
    void Trigger () {
    
    	if (TriggerStat == true) {
    
    		while (!clientDll) {
    			DWORD clientDll = (DWORD)GetModuleHandle("client.dll");
    			Sleep(10);
    		}
    
    		while (!dw_LocalPlayer) {
    			GetLocalPlayer();
    			Sleep(10);
    		}
    
    		if (IsTargetEnemy() == 1) {
    
    
    			ForceAttack (true);
    			Sleep(60);
    			ForceAttack (false);
    
    		}
    		Sleep(1);
    
    	}
    }
    Could it be thath the offsets are wrong, i mean the dw_CrossID, the Offset isnt right always... thx in advance
    If you need something to fix it, i can give it you
    Last edited by xShouty; 06-07-2016 at 12:15 PM.

  2. #2
    Hunter's Avatar
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    /Moved to the correct section.

  3. #3
    affe2626's Avatar
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    Before checking the team check if the player is valid
    for (int i = 0; i < dw_NumPlayers; i++) //Loop through players and grab information
    {

    EntityList[i].BaseEntity = *(DWORD*)dw_EntityBase + (i * dw_EntityLoopDist);
    if(!EntityList[i].BaseEntity)
    continue;


    EntityList[i].BaseEntity = *(DWORD*)dw_EntityPlayer + dw_Team;
    and also ive not made cheats with structs but entityplayer + team != EntityList[i].BaseEntity should be something like EntityList[i].BaseEntityTeam?
    }
    Last edited by affe2626; 06-07-2016 at 03:14 PM.

  4. #4
    jjjamer_new's Avatar
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    You need to check if there is NO null pointer before u get the team and I would do it bit different.
    Code:
    InTriggerloop
    ......
    while (!dw_LocalPlayer) {
    			GetLocalPlayer();
    			Sleep(10);
    		}
    
    int CrossID = GetLocalPlayerVar(dw_CrossId);
    if(CrossID  != 0)
    {
             *(DWORD*)dw_EntityBase + (CrossID  * dw_EntityLoopDist);
             if(dw_EntityBase!= null && dw_EntityBase.m_iTeamNum != GetLocalPlayerVar(dw_Team))
                   Shoot();
    }
    .......
    - - - Updated - - -

    Oh yeah and btw make if() for IsInGame too

  5. #5
    4773n0x's Avatar
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    Please... don't make an incross triggerbot internally!

  6. The Following 3 Users Say Thank You to 4773n0x For This Useful Post:

    d4rkW (06-07-2016),idkanick23 (06-09-2016),ImStyL (06-07-2016)

  7. #6
    xShouty's Avatar
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    Quote Originally Posted by 4773n0x View Post
    Please... don't make an incross triggerbot internally!
    How then ?

  8. #7
    WasserEsser's Avatar
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    Quote Originally Posted by xShouty View Post
    How then ?
    You can use IEngineTrace::TraceRay.

    Also change
    Code:
    EntityList[i].BaseEntity = *(DWORD*)dw_EntityBase + (i * dw_EntityLoopDist);
    to
    Code:
    EntityList[i].BaseEntity = *(DWORD*)((DWORD)clientDll + dw_EntityBase + i * dw_EntityLoopDist);
    Last edited by WasserEsser; 06-08-2016 at 06:26 AM.

  9. #8
    legit_player's Avatar
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    Quote Originally Posted by xShouty View Post
    How then ?
    Use Traceray and check for hitboxes.

  10. #9
    xShouty's Avatar
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    Quote Originally Posted by legit_player View Post
    Use Traceray and check for hitboxes.
    Where's the diffrent between Tracyray and the normal methode ?, and i dont know how to check hitboxes, im "new"

  11. #10
    WasserEsser's Avatar
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    Quote Originally Posted by xShouty View Post
    Where's the diffrent between Tracyray and the normal methode ?, and i dont know how to check hitboxes, im "new"
    https://developer.valvesoftware.com/wiki/UTIL_TraceLine

    It's the description of a wrapper function, but it still applies, UTIL_TraceLine uses IEngineTrace::TraceRay, it only sets up the Ray_t structure and a tracefilter for you.

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  13. #11
    xShouty's Avatar
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    Quote Originally Posted by WasserEsser View Post
    https://developer.valvesoftware.com/wiki/UTIL_TraceLine

    It's the description of a wrapper function, but it still applies, UTIL_TraceLine uses IEngineTrace::TraceRay, it only sets up the Ray_t structure and a tracefilter for you.
    Ok, thank u very much. I know that this "Function" creats two points A and B and that it draw a "Line" from the shot of a weapon to a point, where the shot gets into it, that would be the Enemy Player in my TriggerBot, but i dont know how to use it so do u have a example source or something else which could explain me that in an "easy" way ? =)

  14. #12
    Graaff's Avatar
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    Please kill yourself with inCross thing internally. Why TraceRays even exist then; we have the cool inCross...
    Here is some pasted example from ayyware:
    Code:
    void CLegitBot::DoTrigger(CUserCmd *pCmd)
    {
    	IClientEntity* pLocal = hackManager.pLocal();
    
    	// Don't triggerbot with the knife..
    	CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntityFromHandle(pLocal->GetActiveWeaponHandle());
    	if (pWeapon) { if (pWeapon->GetAmmoInClip() == 0 || !GameUtils::IsBallisticWeapon(pWeapon)) return; }
    	else return;
    
    	// Triggerbot
    	// Get the view with the recoil
    	Vector ViewAngles; Interfaces::Engine->GetViewAngles(ViewAngles);
    	ViewAngles += pLocal->localPlayerExclusive()->GetAimPunchAngle() * 2.f;
    
    	// Build a ray going fowards at that angle
    	Vector forwardVec;
    	AngleVectors(ViewAngles, &forwardVec);
    	forwardVec *= 8192.f;
    
    	// Get ray start / end
    	Vector start = pLocal->GetOrigin() + pLocal->GetViewOffset();
    	Vector end = start + forwardVec;
    
    	trace_t trace;
    	GameUtils::UTIL_TraceLine(start, end, MASK_SOLID, pLocal, 0, &trace);
    
    	if (trace.m_pEnt && (trace.hitgroup > 0 && trace.hitgroup <= 7))
    	{
    		if (TargetMeetsTriggerRequirements(trace.m_pEnt))
    		{
    			pCmd->buttons |= IN_ATTACK;
    		}
    	}
    }
    Last edited by Graaff; 06-08-2016 at 01:24 PM.

  15. #13
    xShouty's Avatar
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    Quote Originally Posted by Graaff View Post
    Please kill yourself with inCross thing internally. Why TraceRays even exist then; we have the cool inCross...
    Here is some pasted example from ayyware:
    Code:
    void CLegitBot::DoTrigger(CUserCmd *pCmd)
    {
    	IClientEntity* pLocal = hackManager.pLocal();
    
    	// Don't triggerbot with the knife..
    	CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntityFromHandle(pLocal->GetActiveWeaponHandle());
    	if (pWeapon) { if (pWeapon->GetAmmoInClip() == 0 || !GameUtils::IsBallisticWeapon(pWeapon)) return; }
    	else return;
    
    	// Triggerbot
    	// Get the view with the recoil
    	Vector ViewAngles; Interfaces::Engine->GetViewAngles(ViewAngles);
    	ViewAngles += pLocal->localPlayerExclusive()->GetAimPunchAngle() * 2.f;
    
    	// Build a ray going fowards at that angle
    	Vector forwardVec;
    	AngleVectors(ViewAngles, &forwardVec);
    	forwardVec *= 8192.f;
    
    	// Get ray start / end
    	Vector start = pLocal->GetOrigin() + pLocal->GetViewOffset();
    	Vector end = start + forwardVec;
    
    	trace_t trace;
    	GameUtils::UTIL_TraceLine(start, end, MASK_SOLID, pLocal, 0, &trace);
    
    	if (trace.m_pEnt && (trace.hitgroup > 0 && trace.hitgroup <= 7))
    	{
    		if (TargetMeetsTriggerRequirements(trace.m_pEnt))
    		{
    			pCmd->buttons |= IN_ATTACK;
    		}
    	}
    }
    Haha thanks I know that i have to include the SDK vor IClientEntity, but I dont know how to do this, im not rlly a beginnger and i searched for so many ways, but there are only dumb messeges when i try to include the SDK, im using VS 2012 Express Edition...

  16. #14
    Graaff's Avatar
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    Quote Originally Posted by xShouty View Post
    Haha thanks I know that i have to include the SDK vor IClientEntity, but I dont know how to do this, im not rlly a beginnger and i searched for so many ways, but there are only dumb messeges when i try to include the SDK, im using VS 2012 Express Edition...
    You can either include the dude719's SDK or write your own.

  17. #15
    xShouty's Avatar
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    Quote Originally Posted by Graaff View Post
    You can either include the dude719's SDK or write your own.
    Ok, i know its stupid to do it with InCross but i want that it works...

    bool ForceAttack(bool _value) {
    return *(bool*)((DWORD)clientDll + dw_ForceAttack) = _value;
    }

    DWORD GetEntityInCh() {
    return *(DWORD*)((DWORD)clientDll + dw_EntityBase + dw_CrossId * dw_EntityLoopDist);
    }

    DWORD GetLocalPlayerVar(DWORD _value) {
    GetLocalPlayer();
    return *(DWORD*)dw_LocalPlayer = _value;
    }

    void Trigger() {

    if (TriggerStat == true) {

    while (!dw_LocalPlayer) {

    GetLocalPlayer();
    Sleep(10);
    }

    if (GetEntityInCh() != 0) {

    dw_EntityHealth = *(DWORD*)(GetEntityInCh() + dw_HealthOff);
    dw_EntityTeam = *(DWORD*)(GetEntityInCh() + dw_TeamOff);

    if (dw_EntityHealth > 0 && dw_EntityTeam != GetLocalPlayerVar(dw_TeamOff)) {

    ForceAttack(true);
    Sleep(60);
    ForceAttack(false);
    }

    }
    }
    Sleep(10);
    }
    This is my Code now but it still doesnt work, when i activate the Trigger, my Bunnyhop doesnt work anymore that seems that the code hangs in al while function, but it cant hang in the while func from the local player, because my BH is working fine..., so i hope someone can help me now

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