├── Release
└── svchost.tlog
│ ├── CL.read.1.tlog
│ ├── CL.write.1.tlog
│ ├── CL.command.1.tlog
│ ├── link.read.1.tlog
│ ├── link.write.1.tlog
│ ├── link.write.2u.tlog
│ ├── link.command.1.tlog
│ └── svchost.lastbuildstate
├── README.md
├── vExample.vcxproj.user
├── Sdk
├── Classes
│ ├── Players.hpp
│ ├── ItemContainer.hpp
│ ├── PlayerInventory.hpp
│ ├── PlayerEyes.hpp
│ ├── Camera.hpp
│ ├── PlayerInput.hpp
│ ├── ModelState.hpp
│ ├── PlayerModel.hpp
│ ├── BasePlayer.hpp
│ ├── World.hpp
│ └── BaseMovement.hpp
├── Unity
│ ├── Utils.hpp
│ └── Unity.hpp
└── Features
│ ├── Movement.hpp
│ ├── Weapon.hpp
│ └── Enviorment.hpp
├── Overlay
├── Misc.hpp
├── ImGui
│ ├── imgui_impl_dx11.h
│ ├── imgui_impl_win32.h
│ ├── imconfig.h
│ └── imstb_rectpack.h
├── Esp.hpp
└── Menu.hpp
├── Threads
├── Update.cpp
├── Main.cpp
├── Aimbot.cpp
├── Overlay.cpp
└── Misc.cpp
├── vExample.sln
├── Header Files
├── Includes.hpp
├── Global.hpp
├── Math.hpp
└── XorStr.hpp
├── vExample.vcxproj.filters
└── vExample.vcxproj
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/Release/svchost.tlog/svchost.lastbuildstate:
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1 | PlatformToolSet=v143:VCToolArchitecture=Native64Bit:VCToolsVersion=14.35.32215:TargetPlatformVersion=10.0.22621.0:
2 | Release|x64|C:\Users\iboot\Desktop\DissolutionV2\|
3 |
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/README.md:
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1 | # rust-external-base
2 |
3 |
4 | decent external rust base should be updated just add your own driver and should work
5 |
6 | if you would like to buy a source or a driver/injector for any eac&be game dm visual#1336
7 |
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/vExample.vcxproj.user:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | false
5 |
6 |
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/Sdk/Classes/Players.hpp:
--------------------------------------------------------------------------------
1 | class players
2 | {
3 | public:
4 | BasePlayer* local{};
5 | uintptr_t local_position_ptr;
6 | Vector3 local_position;
7 |
8 | BasePlayer* aim_target{};
9 | uintptr_t aim_target_cached_bones;
10 | uintptr_t aim_position_ptr;
11 | } players;
--------------------------------------------------------------------------------
/Overlay/Misc.hpp:
--------------------------------------------------------------------------------
1 | int MiscDrawing()
2 | {
3 | auto draw = ImGui::GetBackgroundDrawList();
4 |
5 | if (global.draw_fov)
6 | {
7 | draw->AddCircle(ImVec2(global.screen_width / 2, global.screen_height / 2), global.aimbot_fov, ImColor(255, 255, 255, 255), 64, 1.f);
8 | }
9 |
10 | return -1;
11 | }
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/Sdk/Classes/ItemContainer.hpp:
--------------------------------------------------------------------------------
1 | class ItemContainer
2 | {
3 | public:
4 |
5 | uintptr_t GetItemList()
6 | {
7 | if (!Utils::ValidPointer(reinterpret_cast(this))) return NULL;
8 |
9 | return driver.read(reinterpret_cast(this) + Offsets::ItemContainer.ItemList);
10 | }
11 | };
12 |
--------------------------------------------------------------------------------
/Sdk/Classes/PlayerInventory.hpp:
--------------------------------------------------------------------------------
1 | class PlayerInventory
2 | {
3 | public:
4 | ItemContainer* GetContainerMain()
5 | {
6 | if (!Utils::ValidPointer(reinterpret_cast(this))) return NULL;
7 |
8 | return driver.read(reinterpret_cast(this) + Offsets::PlayerInventory.ContainerMain);
9 | }
10 |
11 | ItemContainer* GetContainerBelt()
12 | {
13 | if (!Utils::ValidPointer(reinterpret_cast(this))) return NULL;
14 |
15 | return driver.read(reinterpret_cast(this) + Offsets::PlayerInventory.ContainerBelt);
16 | }
17 |
18 | ItemContainer* GetContainerWear()
19 | {
20 | if (!Utils::ValidPointer(reinterpret_cast(this))) return NULL;
21 |
22 | return driver.read(reinterpret_cast(this) + Offsets::PlayerInventory.ContainerWear);
23 | }
24 | };
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/Sdk/Classes/PlayerEyes.hpp:
--------------------------------------------------------------------------------
1 | class PlayerEyes
2 | {
3 | public:
4 | Vector3 GetViewOffset()
5 | {
6 | if (!Utils::ValidPointer(reinterpret_cast(this))) return Vector3(0,0,0);
7 |
8 | return driver.read(reinterpret_cast(this) + Offsets::PlayerEyes.ViewOffset);
9 | }
10 |
11 | void SetViewOffset(Vector3 value)
12 | {
13 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
14 |
15 | driver.write(reinterpret_cast(this) + Offsets::PlayerEyes.ViewOffset, value);
16 | }
17 |
18 | Vector4 GetBodyRotation()
19 | {
20 | if (!Utils::ValidPointer(reinterpret_cast(this))) return Vector4(0,0,0,0);
21 |
22 | return driver.read(reinterpret_cast(this) + Offsets::PlayerEyes.BodyRotation);
23 | }
24 |
25 | void SetBodyRotation(Vector4 angle)
26 | {
27 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
28 |
29 | driver.write(reinterpret_cast(this) + Offsets::PlayerEyes.BodyRotation, angle);
30 | }
31 | };
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/Sdk/Classes/Camera.hpp:
--------------------------------------------------------------------------------
1 | class Camera
2 | {
3 | public:
4 |
5 | bool WorldToScreen(const Vector3& entity_position, Vector2& screen_position, matrix4x4 view_matrix)
6 | {
7 | Vector3 trans_vec{ view_matrix._14, view_matrix._24, view_matrix._34 };
8 | Vector3 right_vec{ view_matrix._11, view_matrix._21, view_matrix._31 };
9 | Vector3 up_vec{ view_matrix._12, view_matrix._22, view_matrix._32 };
10 |
11 | float w = trans_vec.Dot(entity_position) + view_matrix._44;
12 |
13 | if (w < 0.00f) return false;
14 |
15 | float y = up_vec.Dot(entity_position) + view_matrix._42;
16 | float x = right_vec.Dot(entity_position) + view_matrix._41;
17 |
18 | screen_position = Vector2((global.screen_width / 2) * (1.f + x / w) + 4, (global.screen_height / 2) * (1.f - y / w) + 4);
19 | return true;
20 | }
21 |
22 | matrix4x4 GetMatrix()
23 | {
24 | if (!Utils::ValidPointer(reinterpret_cast(this))) return {};
25 | return driver.read(reinterpret_cast(this) + Offsets::Camera.ViewMatrix2);
26 | }
27 |
28 | uintptr_t GetMainCamera()
29 | {
30 | return Unity->GetCameraFromName("Main Camera");
31 | }
32 | }camera;
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/Sdk/Classes/PlayerInput.hpp:
--------------------------------------------------------------------------------
1 | class PlayerInput
2 | {
3 | public:
4 | Vector3 GetBodyAngles()
5 | {
6 | if (!Utils::ValidPointer(reinterpret_cast(this))) return Vector3(0, 0, 0);
7 |
8 | return driver.read(reinterpret_cast(this) + Offsets::PlayerInput.BodyAngles);
9 | }
10 |
11 | void SetBodyAngles(Vector3 angles)
12 | {
13 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
14 |
15 | driver.write(reinterpret_cast(this) + Offsets::PlayerInput.BodyAngles, angles);
16 | }
17 |
18 | Vector3 GetRecoilAngles()
19 | {
20 | if (!Utils::ValidPointer(reinterpret_cast(this))) return Vector3(0,0,0);
21 |
22 | return driver.read(reinterpret_cast(this) + Offsets::PlayerInput.RecoilAngles);
23 | }
24 |
25 | bool GetAutoRun()
26 | {
27 | if (!Utils::ValidPointer(reinterpret_cast(this))) return false;
28 |
29 | return driver.read(reinterpret_cast(this) + Offsets::PlayerInput.AutoRun);
30 | }
31 |
32 | void SetAutoRun(bool value)
33 | {
34 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
35 |
36 | driver.write(reinterpret_cast(this) + Offsets::PlayerInput.AutoRun, value);
37 | }
38 | };
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/Threads/Update.cpp:
--------------------------------------------------------------------------------
1 | #include "Includes.hpp"
2 |
3 | int UpdateLists()
4 | {
5 | std::mutex thread_lock;
6 | thread_lock.lock();
7 |
8 | printf("[+] Thread 1 Started\n");
9 | while (true)
10 | {
11 | World* world = driver.read(global.game_assembly + Offsets::GameAssembly.BaseGameMode);
12 |
13 | global.camera = camera.GetMainCamera();
14 |
15 | AllList full_list = world->GetFullList();
16 |
17 | global.player_list = full_list.player;
18 | global.resource_list = full_list.resource;
19 | global.world_list = full_list.world;
20 | global.item_list = full_list.item;
21 |
22 | global.chams_materials = world->GetChamsMaterials();
23 |
24 | std::this_thread::sleep_for(std::chrono::milliseconds(1000));
25 | }
26 | thread_lock.unlock();
27 | return -1;
28 | }
29 |
30 | int UpdatePositions()
31 | {
32 | std::mutex thread_lock;
33 | thread_lock.lock();
34 | printf("[+] Thread 2 Started\n");
35 |
36 | while (true)
37 | {
38 | //global.view_matrix = driver.read(global.camera + Offsets::Camera.ViewMatrix2);
39 | players.local_position = driver.read(players.local_position_ptr + 0x90);
40 |
41 | if (GetAsyncKeyState(global.auto_farm_key) & 1)
42 | {
43 | global.auto_farm = !global.auto_farm;
44 | }
45 |
46 | std::this_thread::sleep_for(std::chrono::milliseconds(10));
47 | }
48 | thread_lock.unlock();
49 | return -1;
50 | }
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/Overlay/ImGui/imgui_impl_dx11.h:
--------------------------------------------------------------------------------
1 | // dear imgui: Renderer Backend for DirectX11
2 | // This needs to be used along with a Platform Backend (e.g. Win32)
3 |
4 | // Implemented features:
5 | // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
6 | // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
7 |
8 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
9 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
10 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
11 | // Read online: https://github.com/ocornut/imgui/tree/master/docs
12 |
13 | #pragma once
14 | #include "imgui.h" // IMGUI_IMPL_API
15 |
16 | struct ID3D11Device;
17 | struct ID3D11DeviceContext;
18 |
19 | IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
20 | IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
21 | IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
22 | IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
23 |
24 | // Use if you want to reset your rendering device without losing Dear ImGui state.
25 | IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
26 | IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
27 |
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/Sdk/Classes/ModelState.hpp:
--------------------------------------------------------------------------------
1 | class ModelState
2 | {
3 | public:
4 | float GetWaterLevel()
5 | {
6 | if (!Utils::ValidPointer(reinterpret_cast(this))) return -1.f;
7 |
8 | return driver.read(reinterpret_cast(this) + Offsets::ModelState.WaterLevel);
9 | }
10 |
11 | void SetWaterLevel(float value)
12 | {
13 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
14 |
15 | driver.write(reinterpret_cast(this) + Offsets::ModelState.WaterLevel, value);
16 | }
17 |
18 | int GetModelStateFlags()
19 | {
20 | if (!Utils::ValidPointer(reinterpret_cast(this))) return NULL;
21 |
22 | return driver.read(reinterpret_cast(this) + Offsets::ModelState.Flags);
23 | }
24 |
25 | void SetModelStateFlags(ModelStateFlags modelFlags)
26 | {
27 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
28 |
29 | int flags = driver.read(reinterpret_cast(this) + Offsets::ModelState.Flags);
30 | driver.write(reinterpret_cast(this) + Offsets::ModelState.Flags, (flags |= flags));
31 | }
32 |
33 | void SetRemoveModelStateFlags(ModelStateFlags modelFlags)
34 | {
35 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
36 |
37 | int flags = driver.read(reinterpret_cast(this) + Offsets::ModelState.Flags);
38 | driver.write(reinterpret_cast(this) + Offsets::ModelState.Flags, (flags &= ~flags));
39 | }
40 | };
--------------------------------------------------------------------------------
/vExample.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 17
4 | VisualStudioVersion = 17.3.32929.385
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "HV-Rust", "vExample.vcxproj", "{49B3D1C7-1E28-45F4-99DD-95B175CFABBA}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Debug|x64.ActiveCfg = Debug|x64
17 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Debug|x64.Build.0 = Debug|x64
18 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Debug|x86.ActiveCfg = Debug|Win32
19 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Debug|x86.Build.0 = Debug|Win32
20 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Release|x64.ActiveCfg = Release|x64
21 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Release|x64.Build.0 = Release|x64
22 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Release|x86.ActiveCfg = Release|Win32
23 | {49B3D1C7-1E28-45F4-99DD-95B175CFABBA}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {886213AE-1623-4808-A7D5-6FBFE1702A8D}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/Sdk/Unity/Utils.hpp:
--------------------------------------------------------------------------------
1 | namespace Utils
2 | {
3 | inline auto ValidPointer(uintptr_t pointer) -> bool
4 | {
5 | return (pointer && pointer > 0xFFFFFF && pointer < 0x7FFFFFFFFFFF);
6 | }
7 |
8 | unsigned HashString(const std::string& str)
9 | {
10 | unsigned int hash = 1315423911;
11 |
12 | for (std::size_t i = 0; i < str.length(); i++)
13 | {
14 | hash ^= ((hash << 5) + str[i] + (hash >> 2));
15 | }
16 |
17 | return (hash & 0x7FFFFFFF);
18 | }
19 |
20 | std::string GetBasePath(std::string const& path)
21 | {
22 | std::string removed_path = path.substr(path.find_last_of(_("/\\")) + 1);
23 | return removed_path.substr(0, removed_path.find_last_of(_(".\\")));
24 | }
25 |
26 | int StringToInt(std::string text)
27 | {
28 | int result = 0;
29 |
30 | for (const auto& item : text)
31 | {
32 | result += int(item);
33 | }
34 | return result;
35 | }
36 |
37 | std::string ToLower(std::string s)
38 | {
39 | std::transform(s.begin(), s.end(), s.begin(), [](unsigned char c) { return std::tolower(c); });
40 | return s;
41 | }
42 |
43 | void CheckFileSystem()
44 | {
45 | std::filesystem::path config_path = std::string(getenv(_("APPDATA")) + std::string(_("\\Amplitude-Rust\\Configs")));
46 |
47 | if (!std::filesystem::exists(config_path))
48 | {
49 | std::filesystem::create_directories(config_path);
50 | }
51 | }
52 | }
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/Sdk/Classes/PlayerModel.hpp:
--------------------------------------------------------------------------------
1 | class PlayerModel
2 | {
3 | public:
4 | uintptr_t GetMaleSkin()
5 | {
6 | if (!Utils::ValidPointer(reinterpret_cast(this))) return NULL;
7 |
8 | return driver.read(reinterpret_cast(this) + Offsets::PlayerModel.MaleSkin);
9 | }
10 |
11 | int GetSkinType()
12 | {
13 | if (!Utils::ValidPointer(reinterpret_cast(this))) return -1;
14 |
15 | return driver.read(reinterpret_cast(this) + Offsets::PlayerModel.SkinType);
16 | }
17 |
18 | Vector3 GetVelocity()
19 | {
20 | if (!Utils::ValidPointer(reinterpret_cast(this))) return Vector3(0, 0, 0);
21 |
22 | return driver.read(reinterpret_cast(this) + Offsets::PlayerModel.Velocity);
23 | }
24 |
25 | Vector3 GetNewVelocity()
26 | {
27 | if (!Utils::ValidPointer(reinterpret_cast(this))) return Vector3(0,0,0);
28 |
29 | return driver.read(reinterpret_cast(this) + Offsets::PlayerModel.NewVelocity);
30 | }
31 |
32 | bool GetIsIncapacitated()
33 | {
34 | if (!Utils::ValidPointer(reinterpret_cast(this))) return false;
35 |
36 | return driver.read(reinterpret_cast(this) + Offsets::PlayerModel.IsIncapacitated);
37 | }
38 |
39 | bool GetIsNpc()
40 | {
41 | if (!Utils::ValidPointer(reinterpret_cast(this))) return false;
42 |
43 | return driver.read(reinterpret_cast(this) + Offsets::PlayerModel.IsNpc);
44 | }
45 |
46 | void SetDucked(bool toggle)
47 | {
48 | if (!Utils::ValidPointer(reinterpret_cast(this))) return;
49 |
50 | driver.write(reinterpret_cast(this) + Offsets::PlayerModel.Ducked, (int)toggle);
51 | }
52 | };
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/Threads/Main.cpp:
--------------------------------------------------------------------------------
1 | #include "Includes.hpp"
2 |
3 |
4 | int main()
5 | {
6 |
7 |
8 | while (!FindWindowA(_("UnityWndClass"), _("Rust")))
9 | {
10 | std::this_thread::sleep_for(std::chrono::milliseconds(200));
11 | }
12 | std::this_thread::sleep_for(std::chrono::milliseconds(2000));
13 | system(_("cls"));
14 |
15 | Utils::CheckFileSystem();
16 | printf(_("[+] Found Rust!\n"));
17 | printf(_("[+] Checked File System\n"));
18 |
19 | #if HV == true
20 |
21 | if (!driver.initialize()) {
22 | printf(_("[!] hypervisor is not loaded\n"));
23 | return 1;
24 | }
25 |
26 | if (!driver.attach(_("RustClient.exe")))
27 | {
28 | printf(_("[!] failed to attach to RustClient.exe\n"));
29 | return 1;
30 | }
31 |
32 | global.unity_player = driver.mod(_(L"UnityPlayer.dll"));
33 |
34 | global.game_assembly = driver.mod(_(L"GameAssembly.dll"));
35 |
36 | printf("[+] Found UnityPlayer.dll -> %p\n", global.unity_player);
37 | printf("[+] Found GameAssembly.dll -> %p\n", global.game_assembly);
38 |
39 | #elif HV == false
40 | if (!driver.driver_init()) {
41 | printf(_("[!] hypervisor is not loaded\n"));
42 | return 1;
43 | }
44 |
45 | if (!driver.GetProcessID(_(L"RustClient.exe")))
46 | {
47 | printf(_("[!] failed to attach to RustClient.exe\n"));
48 | return 1;
49 | }
50 |
51 | driver.pid = driver.GetProcessID(_(L"RustClient.exe"));
52 |
53 | global.unity_player = driver.GetBaseAddress(_("UnityPlayer.dll"));
54 |
55 | global.game_assembly = driver.GetBaseAddress(_("GameAssembly.dll"));
56 |
57 | printf("[+] Found UnityPlayer.dll -> %p\n", global.unity_player);
58 | printf("[+] Found GameAssembly.dll -> %p\n", global.game_assembly);
59 | #endif // HV == true
60 |
61 | reinterpret_cast(0)->BlockCommands();
62 |
63 | std::thread([&]() {UpdateLists();}).detach();
64 | std::thread([&]() {UpdatePositions();}).detach();
65 | std::thread([&]() {Aimbot();}).detach();
66 | std::thread([&]() {Misc();}).detach();
67 |
68 | printf("[+] Thread 5 Started\n");
69 | Overlay();
70 |
71 | return -1;
72 | }
73 |
74 |
--------------------------------------------------------------------------------
/Header Files/Includes.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #define WIN32_LEAN_AND_MEAN
3 |
4 | /*-------Windows-------*/
5 | #include
6 | #include
7 | #include
8 | #include
9 | #include
10 | #include