├── LICENSE ├── README.md └── WindowsClient ├── .gitignore ├── AqHaxCSGO.sln ├── AqHaxCSGO ├── App.config ├── AqHaxCSGO.csproj ├── FodyWeavers.xml ├── FodyWeavers.xsd ├── Forms │ ├── EntryForm.Designer.cs │ ├── EntryForm.cs │ ├── EntryForm.resx │ ├── MainForm.Designer.cs │ ├── MainForm.cs │ ├── MainForm.resx │ ├── TCPForm.Designer.cs │ ├── TCPForm.cs │ └── TCPForm.resx ├── Hacks │ ├── Aimbot.cs │ ├── Features │ │ ├── KnifeChanger.cs │ │ ├── KnifeChangerAnimationFix.cs │ │ └── SkinChanger.cs │ ├── Others.cs │ └── WallHack.cs ├── Memory │ ├── Memory.cs │ ├── NetvarManager.cs │ ├── OffsetManager.cs │ └── SigScanner.cs ├── Misc │ ├── Globals.cs │ ├── Offsets.cs │ ├── SaveManager.cs │ ├── SkinObj.cs │ └── Threads.cs ├── Objects │ ├── Classes │ │ └── CClass.cs │ ├── ClientDLL.cs │ ├── EngineDLL.cs │ ├── Entity │ │ ├── CBaseCombatWeapon.cs │ │ ├── CBaseEntity.cs │ │ ├── CBasePlayer.cs │ │ ├── CCSPlayer.cs │ │ └── CEnvTonemapController.cs │ ├── Managers │ │ └── GlowObjectManager.cs │ └── Structs │ │ ├── Angle.cs │ │ ├── ClassIDs.cs │ │ ├── GlowObject.cs │ │ ├── HitboxGroup.cs │ │ ├── ItemDefinitionIndex.cs │ │ ├── MiscStructs.cs │ │ └── Vector.cs ├── Program.cs ├── Properties │ ├── AssemblyInfo.cs │ ├── Resources.Designer.cs │ ├── Resources.resx │ ├── Settings.Designer.cs │ └── Settings.settings ├── Resources │ ├── Skins.dat │ └── clientIcon.ico └── packages.config └── packages ├── MaterialSkin.0.2.1 ├── MaterialSkin.0.2.1.nupkg └── lib │ └── MaterialSkin.dll ├── Newtonsoft.Json.12.0.2 ├── LICENSE.md ├── Newtonsoft.Json.12.0.2.nupkg └── lib │ ├── net20 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── net35 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── net40 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── net45 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── netstandard1.0 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── netstandard1.3 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── netstandard2.0 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ ├── portable-net40+sl5+win8+wp8+wpa81 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml │ └── portable-net45+win8+wp8+wpa81 │ ├── Newtonsoft.Json.dll │ └── Newtonsoft.Json.xml └── SlimDX.4.0.13.44 ├── SlimDX.4.0.13.44.nupkg └── lib ├── NET20 └── SlimDX.dll └── NET40 └── SlimDX.dll /README.md: -------------------------------------------------------------------------------- 1 | # AqHax-CSGO 2 | 3 | AqHax is a CSGO Hack that is written in C#. I made lots of hacks on CSGO but this time i will make a open-source one. 4 | This hack supports an IOS App to be used wirelessly from your IOS Devices ! 5 | App is made by me and you can find it right here [CSGOHackGUI](https://github.com/krxdev-kaan/CSGOHackGUI/). 6 | 7 | ## Download & Setup 8 | Just download the exe from [Releases](https://github.com/krxdev-kaan/AqHax-CSGO/releases) and launch it up. 9 | When an update is available it will automatically prompt you to update :) 10 | 11 | # Planned Features 12 | - [x] An IOS UI to control the hack during a game using an IOS device. (IOS App already complete) 13 | - [x] Ofc a normal Windows UI for those whom doesn't own an IOS device or just not interested. 14 | - [ ] Maybe an in-game menu but not my main goal rn. 15 | - [ ] BSP Parsing would be pretty cool to achieve but im not pretty sure if i can do it. 16 | - [x] Aimbot with some customization. 17 | - [x] WallHack with some customization. 18 | - [x] Custom Render Color Brightness 19 | - [ ] ESP and HealthBar (will include player name, rank, gun, etc.) 20 | - [x] Bunny-Hop 21 | - [x] Anti-Flash 22 | - [ ] Chat-bot (maybe) 23 | - [ ] Animated Clan Name (maybe) 24 | - [ ] Just a Aim-Assist to look pretty much legit (i will probably make it) 25 | - [x] Skin Changer 26 | - [x] Knife Changer 27 | - [x] Knife Animation Fixer 28 | - [ ] Glove Changer 29 | - [x] GlowObjectManager Reimplementation 30 | - [ ] Custom Entity Glow System 31 | - [x] CEnvTonemapController Implementation 32 | - [ ] Nightmode Implementation 33 | - [ ] Silent Aim (maybe) 34 | - [x] Signature Scanning 35 | - [x] Full Netvar Manager 36 | 37 | # Credits 38 | 39 | Thanks to my friend @brtrsln, for his great icon for the program :) 40 | 41 | @frk1 because during my whole tests i used offsets from their repo(hazedumper). 42 | -------------------------------------------------------------------------------- /WindowsClient/.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | 13 | # User-specific files (MonoDevelop/Xamarin Studio) 14 | *.userprefs 15 | 16 | # Mono auto generated files 17 | mono_crash.* 18 | 19 | # Build results 20 | [Dd]ebug/ 21 | [Dd]ebugPublic/ 22 | [Rr]elease/ 23 | [Rr]eleases/ 24 | x64/ 25 | x86/ 26 | [Aa][Rr][Mm]/ 27 | [Aa][Rr][Mm]64/ 28 | bld/ 29 | [Bb]in/ 30 | [Oo]bj/ 31 | [Ll]og/ 32 | [Ll]ogs/ 33 | 34 | # Visual Studio 2015/2017 cache/options directory 35 | .vs/ 36 | # Uncomment if you have tasks that create the project's static files in wwwroot 37 | #wwwroot/ 38 | 39 | # Visual Studio 2017 auto generated files 40 | Generated\ Files/ 41 | 42 | # MSTest test Results 43 | [Tt]est[Rr]esult*/ 44 | [Bb]uild[Ll]og.* 45 | 46 | # NUnit 47 | *.VisualState.xml 48 | TestResult.xml 49 | nunit-*.xml 50 | 51 | # Build Results of an ATL Project 52 | [Dd]ebugPS/ 53 | [Rr]eleasePS/ 54 | dlldata.c 55 | 56 | # Benchmark Results 57 | BenchmarkDotNet.Artifacts/ 58 | 59 | # .NET Core 60 | project.lock.json 61 | project.fragment.lock.json 62 | artifacts/ 63 | 64 | # StyleCop 65 | StyleCopReport.xml 66 | 67 | # Files built by Visual Studio 68 | *_i.c 69 | *_p.c 70 | *_h.h 71 | *.ilk 72 | *.meta 73 | *.obj 74 | *.iobj 75 | *.pch 76 | *.pdb 77 | *.ipdb 78 | *.pgc 79 | *.pgd 80 | *.rsp 81 | *.sbr 82 | *.tlb 83 | *.tli 84 | *.tlh 85 | *.tmp 86 | *.tmp_proj 87 | *_wpftmp.csproj 88 | *.log 89 | *.vspscc 90 | *.vssscc 91 | .builds 92 | *.pidb 93 | *.svclog 94 | *.scc 95 | 96 | # Chutzpah Test files 97 | _Chutzpah* 98 | 99 | # Visual C++ cache files 100 | ipch/ 101 | *.aps 102 | *.ncb 103 | *.opendb 104 | *.opensdf 105 | *.sdf 106 | *.cachefile 107 | *.VC.db 108 | *.VC.VC.opendb 109 | 110 | # Visual Studio profiler 111 | *.psess 112 | *.vsp 113 | *.vspx 114 | *.sap 115 | 116 | # Visual Studio Trace Files 117 | *.e2e 118 | 119 | # TFS 2012 Local Workspace 120 | $tf/ 121 | 122 | # Guidance Automation Toolkit 123 | *.gpState 124 | 125 | # ReSharper is a .NET coding add-in 126 | _ReSharper*/ 127 | *.[Rr]e[Ss]harper 128 | *.DotSettings.user 129 | 130 | # TeamCity is a build add-in 131 | _TeamCity* 132 | 133 | # DotCover is a Code Coverage Tool 134 | *.dotCover 135 | 136 | # AxoCover is a Code Coverage Tool 137 | .axoCover/* 138 | !.axoCover/settings.json 139 | 140 | # Visual Studio code coverage results 141 | *.coverage 142 | *.coveragexml 143 | 144 | # NCrunch 145 | _NCrunch_* 146 | .*crunch*.local.xml 147 | nCrunchTemp_* 148 | 149 | # MightyMoose 150 | *.mm.* 151 | AutoTest.Net/ 152 | 153 | # Web workbench (sass) 154 | .sass-cache/ 155 | 156 | # Installshield output folder 157 | [Ee]xpress/ 158 | 159 | # DocProject is a documentation generator add-in 160 | DocProject/buildhelp/ 161 | DocProject/Help/*.HxT 162 | DocProject/Help/*.HxC 163 | DocProject/Help/*.hhc 164 | DocProject/Help/*.hhk 165 | DocProject/Help/*.hhp 166 | DocProject/Help/Html2 167 | DocProject/Help/html 168 | 169 | # Click-Once directory 170 | publish/ 171 | 172 | # Publish Web Output 173 | *.[Pp]ublish.xml 174 | *.azurePubxml 175 | # Note: Comment the next line if you want to checkin your web deploy settings, 176 | # but database connection strings (with potential passwords) will be unencrypted 177 | *.pubxml 178 | *.publishproj 179 | 180 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 181 | # checkin your Azure Web App publish settings, but sensitive information contained 182 | # in these scripts will be unencrypted 183 | PublishScripts/ 184 | 185 | # NuGet Packages 186 | *.nupkg 187 | # NuGet Symbol Packages 188 | *.snupkg 189 | # The packages folder can be ignored because of Package Restore 190 | **/[Pp]ackages/* 191 | # except build/, which is used as an MSBuild target. 192 | !**/[Pp]ackages/build/ 193 | # Uncomment if necessary however generally it will be regenerated when needed 194 | #!**/[Pp]ackages/repositories.config 195 | # NuGet v3's project.json files produces more ignorable files 196 | *.nuget.props 197 | *.nuget.targets 198 | 199 | # Microsoft Azure Build Output 200 | csx/ 201 | *.build.csdef 202 | 203 | # Microsoft Azure Emulator 204 | ecf/ 205 | rcf/ 206 | 207 | # Windows Store app package directories and files 208 | AppPackages/ 209 | BundleArtifacts/ 210 | Package.StoreAssociation.xml 211 | _pkginfo.txt 212 | *.appx 213 | *.appxbundle 214 | *.appxupload 215 | 216 | # Visual Studio cache files 217 | # files ending in .cache can be ignored 218 | *.[Cc]ache 219 | # but keep track of directories ending in .cache 220 | !?*.[Cc]ache/ 221 | 222 | # Others 223 | ClientBin/ 224 | ~$* 225 | *~ 226 | *.dbmdl 227 | *.dbproj.schemaview 228 | *.jfm 229 | *.pfx 230 | *.publishsettings 231 | orleans.codegen.cs 232 | 233 | # Including strong name files can present a security risk 234 | # (https://github.com/github/gitignore/pull/2483#issue-259490424) 235 | #*.snk 236 | 237 | # Since there are multiple workflows, uncomment next line to ignore bower_components 238 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 239 | #bower_components/ 240 | 241 | # RIA/Silverlight projects 242 | Generated_Code/ 243 | 244 | # Backup & report files from converting an old project file 245 | # to a newer Visual Studio version. Backup files are not needed, 246 | # because we have git ;-) 247 | _UpgradeReport_Files/ 248 | Backup*/ 249 | UpgradeLog*.XML 250 | UpgradeLog*.htm 251 | ServiceFabricBackup/ 252 | *.rptproj.bak 253 | 254 | # SQL Server files 255 | *.mdf 256 | *.ldf 257 | *.ndf 258 | 259 | # Business Intelligence projects 260 | *.rdl.data 261 | *.bim.layout 262 | *.bim_*.settings 263 | *.rptproj.rsuser 264 | *- [Bb]ackup.rdl 265 | *- [Bb]ackup ([0-9]).rdl 266 | *- [Bb]ackup ([0-9][0-9]).rdl 267 | 268 | # Microsoft Fakes 269 | FakesAssemblies/ 270 | 271 | # GhostDoc plugin setting file 272 | *.GhostDoc.xml 273 | 274 | # Node.js Tools for Visual Studio 275 | .ntvs_analysis.dat 276 | node_modules/ 277 | 278 | # Visual Studio 6 build log 279 | *.plg 280 | 281 | # Visual Studio 6 workspace options file 282 | *.opt 283 | 284 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 285 | *.vbw 286 | 287 | # Visual Studio LightSwitch build output 288 | **/*.HTMLClient/GeneratedArtifacts 289 | **/*.DesktopClient/GeneratedArtifacts 290 | **/*.DesktopClient/ModelManifest.xml 291 | **/*.Server/GeneratedArtifacts 292 | **/*.Server/ModelManifest.xml 293 | _Pvt_Extensions 294 | 295 | # Paket dependency manager 296 | .paket/paket.exe 297 | paket-files/ 298 | 299 | # FAKE - F# Make 300 | .fake/ 301 | 302 | # CodeRush personal settings 303 | .cr/personal 304 | 305 | # Python Tools for Visual Studio (PTVS) 306 | __pycache__/ 307 | *.pyc 308 | 309 | # Cake - Uncomment if you are using it 310 | # tools/** 311 | # !tools/packages.config 312 | 313 | # Tabs Studio 314 | *.tss 315 | 316 | # Telerik's JustMock configuration file 317 | *.jmconfig 318 | 319 | # BizTalk build output 320 | *.btp.cs 321 | *.btm.cs 322 | *.odx.cs 323 | *.xsd.cs 324 | 325 | # OpenCover UI analysis results 326 | OpenCover/ 327 | 328 | # Azure Stream Analytics local run output 329 | ASALocalRun/ 330 | 331 | # MSBuild Binary and Structured Log 332 | *.binlog 333 | 334 | # NVidia Nsight GPU debugger configuration file 335 | *.nvuser 336 | 337 | # MFractors (Xamarin productivity tool) working folder 338 | .mfractor/ 339 | 340 | # Local History for Visual Studio 341 | .localhistory/ 342 | 343 | # BeatPulse healthcheck temp database 344 | healthchecksdb 345 | 346 | # Backup folder for Package Reference Convert tool in Visual Studio 2017 347 | MigrationBackup/ 348 | 349 | # Ionide (cross platform F# VS Code tools) working folder 350 | .ionide/ 351 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 16 4 | VisualStudioVersion = 16.0.30011.22 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AqHaxCSGO", "AqHaxCSGO\AqHaxCSGO.csproj", "{C72F644C-03DC-4323-A253-EB1AD4E924FF}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Debug|x64 = Debug|x64 12 | Release|Any CPU = Release|Any CPU 13 | Release|x64 = Release|x64 14 | EndGlobalSection 15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 16 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 17 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Debug|Any CPU.Build.0 = Debug|Any CPU 18 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Debug|x64.ActiveCfg = Debug|x64 19 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Debug|x64.Build.0 = Debug|x64 20 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Release|Any CPU.ActiveCfg = Release|Any CPU 21 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Release|Any CPU.Build.0 = Release|Any CPU 22 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Release|x64.ActiveCfg = Release|x64 23 | {C72F644C-03DC-4323-A253-EB1AD4E924FF}.Release|x64.Build.0 = Release|x64 24 | EndGlobalSection 25 | GlobalSection(SolutionProperties) = preSolution 26 | HideSolutionNode = FALSE 27 | EndGlobalSection 28 | GlobalSection(ExtensibilityGlobals) = postSolution 29 | SolutionGuid = {5A1880E8-FBC7-4CD2-B1C1-857F42A4590A} 30 | EndGlobalSection 31 | EndGlobal 32 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/App.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/AqHaxCSGO.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | Debug 7 | AnyCPU 8 | {C72F644C-03DC-4323-A253-EB1AD4E924FF} 9 | WinExe 10 | AqHaxCSGO 11 | AqHaxCSGO 12 | v4.6.1 13 | 512 14 | true 15 | 16 | 17 | 18 | 19 | AnyCPU 20 | true 21 | full 22 | false 23 | bin\Debug\ 24 | DEBUG;TRACE 25 | prompt 26 | 4 27 | true 28 | 29 | 30 | AnyCPU 31 | pdbonly 32 | true 33 | bin\Release\ 34 | TRACE 35 | prompt 36 | 4 37 | 38 | 39 | Resources\clientIcon.ico 40 | 41 | 42 | true 43 | bin\x64\Debug\ 44 | DEBUG;TRACE 45 | full 46 | x64 47 | 7.3 48 | prompt 49 | MinimumRecommendedRules.ruleset 50 | true 51 | 52 | 53 | bin\x64\Release\ 54 | TRACE 55 | true 56 | pdbonly 57 | x64 58 | 7.3 59 | prompt 60 | MinimumRecommendedRules.ruleset 61 | true 62 | 63 | 64 | 65 | 66 | 67 | 68 | ..\packages\Costura.Fody.4.1.0\lib\net40\Costura.dll 69 | 70 | 71 | ..\packages\MaterialSkin.0.2.1\lib\MaterialSkin.dll 72 | 73 | 74 | ..\packages\Newtonsoft.Json.12.0.2\lib\net45\Newtonsoft.Json.dll 75 | 76 | 77 | ..\packages\SlimDX.4.0.13.44\lib\NET40\SlimDX.dll 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | Form 94 | 95 | 96 | EntryForm.cs 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | Form 106 | 107 | 108 | MainForm.cs 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | Form 138 | 139 | 140 | TCPForm.cs 141 | 142 | 143 | 144 | EntryForm.cs 145 | 146 | 147 | MainForm.cs 148 | 149 | 150 | ResXFileCodeGenerator 151 | Resources.Designer.cs 152 | Designer 153 | 154 | 155 | True 156 | Resources.resx 157 | True 158 | 159 | 160 | TCPForm.cs 161 | 162 | 163 | 164 | SettingsSingleFileGenerator 165 | Settings.Designer.cs 166 | 167 | 168 | True 169 | Settings.settings 170 | True 171 | 172 | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | 185 | This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}. 186 | 187 | 188 | 189 | 190 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/FodyWeavers.xml: -------------------------------------------------------------------------------- 1 |  2 | 3 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/FodyWeavers.xsd: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks 13 | 14 | 15 | 16 | 17 | A list of assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks. 18 | 19 | 20 | 21 | 22 | A list of unmanaged 32 bit assembly names to include, delimited with line breaks. 23 | 24 | 25 | 26 | 27 | A list of unmanaged 64 bit assembly names to include, delimited with line breaks. 28 | 29 | 30 | 31 | 32 | The order of preloaded assemblies, delimited with line breaks. 33 | 34 | 35 | 36 | 37 | 38 | This will copy embedded files to disk before loading them into memory. This is helpful for some scenarios that expected an assembly to be loaded from a physical file. 39 | 40 | 41 | 42 | 43 | Controls if .pdbs for reference assemblies are also embedded. 44 | 45 | 46 | 47 | 48 | Embedded assemblies are compressed by default, and uncompressed when they are loaded. You can turn compression off with this option. 49 | 50 | 51 | 52 | 53 | As part of Costura, embedded assemblies are no longer included as part of the build. This cleanup can be turned off. 54 | 55 | 56 | 57 | 58 | Costura by default will load as part of the module initialization. This flag disables that behavior. Make sure you call CosturaUtility.Initialize() somewhere in your code. 59 | 60 | 61 | 62 | 63 | Costura will by default use assemblies with a name like 'resources.dll' as a satellite resource and prepend the output path. This flag disables that behavior. 64 | 65 | 66 | 67 | 68 | A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with | 69 | 70 | 71 | 72 | 73 | A list of assembly names to include from the default action of "embed all Copy Local references", delimited with |. 74 | 75 | 76 | 77 | 78 | A list of unmanaged 32 bit assembly names to include, delimited with |. 79 | 80 | 81 | 82 | 83 | A list of unmanaged 64 bit assembly names to include, delimited with |. 84 | 85 | 86 | 87 | 88 | The order of preloaded assemblies, delimited with |. 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 'true' to run assembly verification (PEVerify) on the target assembly after all weavers have been executed. 97 | 98 | 99 | 100 | 101 | A comma-separated list of error codes that can be safely ignored in assembly verification. 102 | 103 | 104 | 105 | 106 | 'false' to turn off automatic generation of the XML Schema file. 107 | 108 | 109 | 110 | 111 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Forms/EntryForm.Designer.cs: -------------------------------------------------------------------------------- 1 | namespace AqHaxCSGO 2 | { 3 | partial class EntryForm 4 | { 5 | /// 6 | /// Required designer variable. 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// Clean up any resources being used. 12 | /// 13 | /// true if managed resources should be disposed; otherwise, false. 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows Form Designer generated code 24 | 25 | /// 26 | /// Required method for Designer support - do not modify 27 | /// the contents of this method with the code editor. 28 | /// 29 | private void InitializeComponent() 30 | { 31 | System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(EntryForm)); 32 | this.materialLabel3 = new MaterialSkin.Controls.MaterialLabel(); 33 | this.materialLabel1 = new MaterialSkin.Controls.MaterialLabel(); 34 | this.launcherButton = new MaterialSkin.Controls.MaterialRaisedButton(); 35 | this.initButton = new MaterialSkin.Controls.MaterialRaisedButton(); 36 | this.progressOfLaunch = new System.Windows.Forms.ProgressBar(); 37 | this.pcClientSelector = new MaterialSkin.Controls.MaterialRadioButton(); 38 | this.iosSelector = new MaterialSkin.Controls.MaterialRadioButton(); 39 | this.SuspendLayout(); 40 | // 41 | // materialLabel3 42 | // 43 | this.materialLabel3.AutoSize = true; 44 | this.materialLabel3.BackColor = System.Drawing.Color.Transparent; 45 | this.materialLabel3.Depth = 0; 46 | this.materialLabel3.Font = new System.Drawing.Font("Roboto", 11F); 47 | this.materialLabel3.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 48 | this.materialLabel3.Location = new System.Drawing.Point(2, 2); 49 | this.materialLabel3.MouseState = MaterialSkin.MouseState.HOVER; 50 | this.materialLabel3.Name = "materialLabel3"; 51 | this.materialLabel3.Size = new System.Drawing.Size(97, 19); 52 | this.materialLabel3.TabIndex = 7; 53 | this.materialLabel3.Text = "AqHax-CSGO"; 54 | // 55 | // materialLabel1 56 | // 57 | this.materialLabel1.AutoSize = true; 58 | this.materialLabel1.BackColor = System.Drawing.Color.Transparent; 59 | this.materialLabel1.Depth = 0; 60 | this.materialLabel1.Font = new System.Drawing.Font("Roboto", 11F); 61 | this.materialLabel1.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 62 | this.materialLabel1.Location = new System.Drawing.Point(14, 34); 63 | this.materialLabel1.MouseState = MaterialSkin.MouseState.HOVER; 64 | this.materialLabel1.Name = "materialLabel1"; 65 | this.materialLabel1.Size = new System.Drawing.Size(220, 19); 66 | this.materialLabel1.TabIndex = 8; 67 | this.materialLabel1.Text = "CSGO Disconnected/Not Found"; 68 | // 69 | // launcherButton 70 | // 71 | this.launcherButton.Depth = 0; 72 | this.launcherButton.Location = new System.Drawing.Point(55, 195); 73 | this.launcherButton.MouseState = MaterialSkin.MouseState.HOVER; 74 | this.launcherButton.Name = "launcherButton"; 75 | this.launcherButton.Primary = true; 76 | this.launcherButton.Size = new System.Drawing.Size(140, 36); 77 | this.launcherButton.TabIndex = 9; 78 | this.launcherButton.Text = "Launch The Game"; 79 | this.launcherButton.UseVisualStyleBackColor = true; 80 | this.launcherButton.Click += new System.EventHandler(this.launcherButton_Click); 81 | // 82 | // initButton 83 | // 84 | this.initButton.Depth = 0; 85 | this.initButton.Location = new System.Drawing.Point(18, 261); 86 | this.initButton.MouseState = MaterialSkin.MouseState.HOVER; 87 | this.initButton.Name = "initButton"; 88 | this.initButton.Primary = true; 89 | this.initButton.Size = new System.Drawing.Size(222, 36); 90 | this.initButton.TabIndex = 10; 91 | this.initButton.Text = "Connect to launched game"; 92 | this.initButton.UseVisualStyleBackColor = true; 93 | this.initButton.Click += new System.EventHandler(this.initButton_Click); 94 | // 95 | // progressOfLaunch 96 | // 97 | this.progressOfLaunch.Location = new System.Drawing.Point(12, 326); 98 | this.progressOfLaunch.Name = "progressOfLaunch"; 99 | this.progressOfLaunch.Size = new System.Drawing.Size(228, 11); 100 | this.progressOfLaunch.Style = System.Windows.Forms.ProgressBarStyle.Continuous; 101 | this.progressOfLaunch.TabIndex = 11; 102 | // 103 | // pcClientSelector 104 | // 105 | this.pcClientSelector.AutoSize = true; 106 | this.pcClientSelector.Checked = true; 107 | this.pcClientSelector.Depth = 0; 108 | this.pcClientSelector.Font = new System.Drawing.Font("Roboto", 10F); 109 | this.pcClientSelector.Location = new System.Drawing.Point(61, 85); 110 | this.pcClientSelector.Margin = new System.Windows.Forms.Padding(0); 111 | this.pcClientSelector.MouseLocation = new System.Drawing.Point(-1, -1); 112 | this.pcClientSelector.MouseState = MaterialSkin.MouseState.HOVER; 113 | this.pcClientSelector.Name = "pcClientSelector"; 114 | this.pcClientSelector.Ripple = true; 115 | this.pcClientSelector.Size = new System.Drawing.Size(128, 30); 116 | this.pcClientSelector.TabIndex = 12; 117 | this.pcClientSelector.TabStop = true; 118 | this.pcClientSelector.Text = "Native PC Client"; 119 | this.pcClientSelector.UseVisualStyleBackColor = true; 120 | // 121 | // iosSelector 122 | // 123 | this.iosSelector.AutoSize = true; 124 | this.iosSelector.Depth = 0; 125 | this.iosSelector.Font = new System.Drawing.Font("Roboto", 10F); 126 | this.iosSelector.Location = new System.Drawing.Point(44, 127); 127 | this.iosSelector.Margin = new System.Windows.Forms.Padding(0); 128 | this.iosSelector.MouseLocation = new System.Drawing.Point(-1, -1); 129 | this.iosSelector.MouseState = MaterialSkin.MouseState.HOVER; 130 | this.iosSelector.Name = "iosSelector"; 131 | this.iosSelector.Ripple = true; 132 | this.iosSelector.Size = new System.Drawing.Size(163, 30); 133 | this.iosSelector.TabIndex = 13; 134 | this.iosSelector.Text = "IOS Connection Client"; 135 | this.iosSelector.UseVisualStyleBackColor = true; 136 | // 137 | // EntryForm 138 | // 139 | this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); 140 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 141 | this.ClientSize = new System.Drawing.Size(252, 349); 142 | this.Controls.Add(this.iosSelector); 143 | this.Controls.Add(this.pcClientSelector); 144 | this.Controls.Add(this.progressOfLaunch); 145 | this.Controls.Add(this.initButton); 146 | this.Controls.Add(this.launcherButton); 147 | this.Controls.Add(this.materialLabel1); 148 | this.Controls.Add(this.materialLabel3); 149 | this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon"))); 150 | this.MaximizeBox = false; 151 | this.Name = "EntryForm"; 152 | this.Sizable = false; 153 | this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen; 154 | this.Load += new System.EventHandler(this.EntryForm_Load); 155 | this.ResumeLayout(false); 156 | this.PerformLayout(); 157 | 158 | } 159 | 160 | #endregion 161 | 162 | private MaterialSkin.Controls.MaterialLabel materialLabel3; 163 | private MaterialSkin.Controls.MaterialLabel materialLabel1; 164 | private MaterialSkin.Controls.MaterialRaisedButton launcherButton; 165 | private MaterialSkin.Controls.MaterialRaisedButton initButton; 166 | private System.Windows.Forms.ProgressBar progressOfLaunch; 167 | private MaterialSkin.Controls.MaterialRadioButton pcClientSelector; 168 | private MaterialSkin.Controls.MaterialRadioButton iosSelector; 169 | } 170 | } -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Forms/EntryForm.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.ComponentModel; 4 | using System.Data; 5 | using System.Drawing; 6 | using System.Linq; 7 | using System.Text; 8 | using System.Threading.Tasks; 9 | using System.Windows.Forms; 10 | using System.Reflection; 11 | using System.Diagnostics; 12 | using AqHaxCSGO.MemoryManagers; 13 | using MaterialSkin; 14 | using MaterialSkin.Controls; 15 | using System.IO; 16 | using AqHaxCSGO.Objects; 17 | using System.Runtime.InteropServices; 18 | 19 | namespace AqHaxCSGO 20 | { 21 | public partial class EntryForm : MaterialForm 22 | { 23 | public EntryForm() 24 | { 25 | InitializeComponent(); 26 | 27 | var materialSkinManager = MaterialSkinManager.Instance; 28 | materialSkinManager.AddFormToManage(this); 29 | materialSkinManager.Theme = MaterialSkinManager.Themes.DARK; 30 | materialSkinManager.ColorScheme = new ColorScheme(Primary.Red600, Primary.Red900, Primary.Red600, Accent.Red200, TextShade.WHITE); 31 | } 32 | 33 | private void EntryForm_Load(object sender, EventArgs e) 34 | { 35 | } 36 | 37 | private void launcherButton_Click(object sender, EventArgs e) 38 | { 39 | Process.Start("steam://rungameid/730"); 40 | } 41 | 42 | private void initButton_Click(object sender, EventArgs e) 43 | { 44 | if ((Process.GetProcessesByName("csgo").Length > 0)) 45 | { 46 | this.Visible = false; 47 | if (iosSelector.Checked) 48 | { 49 | new TCPForm().Show(); 50 | } 51 | else 52 | { 53 | new MainForm().Show(); 54 | } 55 | } 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Forms/TCPForm.Designer.cs: -------------------------------------------------------------------------------- 1 | namespace AqHaxCSGO 2 | { 3 | partial class TCPForm 4 | { 5 | /// 6 | /// Required designer variable. 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// Clean up any resources being used. 12 | /// 13 | /// true if managed resources should be disposed; otherwise, false. 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows Form Designer generated code 24 | 25 | /// 26 | /// Required method for Designer support - do not modify 27 | /// the contents of this method with the code editor. 28 | /// 29 | private void InitializeComponent() 30 | { 31 | this.materialDivider1 = new MaterialSkin.Controls.MaterialDivider(); 32 | this.materialTabControl1 = new MaterialSkin.Controls.MaterialTabControl(); 33 | this.Connection = new System.Windows.Forms.TabPage(); 34 | this.materialLabel3 = new MaterialSkin.Controls.MaterialLabel(); 35 | this.materialLabel2 = new MaterialSkin.Controls.MaterialLabel(); 36 | this.materialLabel1 = new MaterialSkin.Controls.MaterialLabel(); 37 | this.materialLabel4 = new MaterialSkin.Controls.MaterialLabel(); 38 | this.materialLabel5 = new MaterialSkin.Controls.MaterialLabel(); 39 | this.materialTabControl1.SuspendLayout(); 40 | this.Connection.SuspendLayout(); 41 | this.SuspendLayout(); 42 | // 43 | // materialDivider1 44 | // 45 | this.materialDivider1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(31)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 46 | this.materialDivider1.Depth = 0; 47 | this.materialDivider1.Location = new System.Drawing.Point(-16, 110); 48 | this.materialDivider1.Margin = new System.Windows.Forms.Padding(4, 4, 4, 4); 49 | this.materialDivider1.MouseState = MaterialSkin.MouseState.HOVER; 50 | this.materialDivider1.Name = "materialDivider1"; 51 | this.materialDivider1.Size = new System.Drawing.Size(482, 10); 52 | this.materialDivider1.TabIndex = 0; 53 | this.materialDivider1.Text = "materialDivider1"; 54 | // 55 | // materialTabControl1 56 | // 57 | this.materialTabControl1.Controls.Add(this.Connection); 58 | this.materialTabControl1.Depth = 0; 59 | this.materialTabControl1.Location = new System.Drawing.Point(4, 110); 60 | this.materialTabControl1.Margin = new System.Windows.Forms.Padding(4, 4, 4, 4); 61 | this.materialTabControl1.MouseState = MaterialSkin.MouseState.HOVER; 62 | this.materialTabControl1.Name = "materialTabControl1"; 63 | this.materialTabControl1.SelectedIndex = 0; 64 | this.materialTabControl1.Size = new System.Drawing.Size(444, 537); 65 | this.materialTabControl1.TabIndex = 2; 66 | // 67 | // Connection 68 | // 69 | this.Connection.Controls.Add(this.materialLabel3); 70 | this.Connection.Controls.Add(this.materialLabel2); 71 | this.Connection.Controls.Add(this.materialLabel1); 72 | this.Connection.Location = new System.Drawing.Point(8, 39); 73 | this.Connection.Margin = new System.Windows.Forms.Padding(4, 4, 4, 4); 74 | this.Connection.Name = "Connection"; 75 | this.Connection.Padding = new System.Windows.Forms.Padding(4, 4, 4, 4); 76 | this.Connection.Size = new System.Drawing.Size(428, 490); 77 | this.Connection.TabIndex = 0; 78 | this.Connection.Text = "Connection"; 79 | this.Connection.UseVisualStyleBackColor = true; 80 | // 81 | // materialLabel3 82 | // 83 | this.materialLabel3.AutoSize = true; 84 | this.materialLabel3.Depth = 0; 85 | this.materialLabel3.Font = new System.Drawing.Font("Roboto", 11F); 86 | this.materialLabel3.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 87 | this.materialLabel3.Location = new System.Drawing.Point(8, 80); 88 | this.materialLabel3.Margin = new System.Windows.Forms.Padding(4, 0, 4, 0); 89 | this.materialLabel3.MouseState = MaterialSkin.MouseState.HOVER; 90 | this.materialLabel3.Name = "materialLabel3"; 91 | this.materialLabel3.Size = new System.Drawing.Size(232, 37); 92 | this.materialLabel3.TabIndex = 2; 93 | this.materialLabel3.Text = "UNCONNECTED"; 94 | // 95 | // materialLabel2 96 | // 97 | this.materialLabel2.AutoSize = true; 98 | this.materialLabel2.Depth = 0; 99 | this.materialLabel2.Font = new System.Drawing.Font("Roboto", 11F); 100 | this.materialLabel2.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 101 | this.materialLabel2.Location = new System.Drawing.Point(173, 33); 102 | this.materialLabel2.Margin = new System.Windows.Forms.Padding(4, 0, 4, 0); 103 | this.materialLabel2.MouseState = MaterialSkin.MouseState.HOVER; 104 | this.materialLabel2.Name = "materialLabel2"; 105 | this.materialLabel2.Size = new System.Drawing.Size(245, 37); 106 | this.materialLabel2.TabIndex = 1; 107 | this.materialLabel2.Text = "000.000.000.000"; 108 | this.materialLabel2.TextAlign = System.Drawing.ContentAlignment.MiddleCenter; 109 | // 110 | // materialLabel1 111 | // 112 | this.materialLabel1.AutoSize = true; 113 | this.materialLabel1.Depth = 0; 114 | this.materialLabel1.Font = new System.Drawing.Font("Roboto", 11F); 115 | this.materialLabel1.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 116 | this.materialLabel1.Location = new System.Drawing.Point(8, 33); 117 | this.materialLabel1.Margin = new System.Windows.Forms.Padding(4, 0, 4, 0); 118 | this.materialLabel1.MouseState = MaterialSkin.MouseState.HOVER; 119 | this.materialLabel1.Name = "materialLabel1"; 120 | this.materialLabel1.Size = new System.Drawing.Size(175, 37); 121 | this.materialLabel1.TabIndex = 0; 122 | this.materialLabel1.Text = "IP Address: "; 123 | // 124 | // materialLabel4 125 | // 126 | this.materialLabel4.AutoSize = true; 127 | this.materialLabel4.BackColor = System.Drawing.Color.Transparent; 128 | this.materialLabel4.Depth = 0; 129 | this.materialLabel4.Font = new System.Drawing.Font("Roboto", 11F); 130 | this.materialLabel4.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 131 | this.materialLabel4.Location = new System.Drawing.Point(4, 6); 132 | this.materialLabel4.Margin = new System.Windows.Forms.Padding(6, 0, 6, 0); 133 | this.materialLabel4.MouseState = MaterialSkin.MouseState.HOVER; 134 | this.materialLabel4.Name = "materialLabel4"; 135 | this.materialLabel4.Size = new System.Drawing.Size(193, 37); 136 | this.materialLabel4.TabIndex = 7; 137 | this.materialLabel4.Text = "AqHax-CSGO"; 138 | // 139 | // materialLabel5 140 | // 141 | this.materialLabel5.AutoSize = true; 142 | this.materialLabel5.BackColor = System.Drawing.Color.Transparent; 143 | this.materialLabel5.Depth = 0; 144 | this.materialLabel5.Font = new System.Drawing.Font("Roboto", 11F); 145 | this.materialLabel5.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(222)))), ((int)(((byte)(0)))), ((int)(((byte)(0)))), ((int)(((byte)(0))))); 146 | this.materialLabel5.Location = new System.Drawing.Point(136, 62); 147 | this.materialLabel5.Margin = new System.Windows.Forms.Padding(6, 0, 6, 0); 148 | this.materialLabel5.MouseState = MaterialSkin.MouseState.HOVER; 149 | this.materialLabel5.Name = "materialLabel5"; 150 | this.materialLabel5.Size = new System.Drawing.Size(171, 37); 151 | this.materialLabel5.TabIndex = 8; 152 | this.materialLabel5.Text = "Connection"; 153 | // 154 | // TCPForm 155 | // 156 | this.AutoScaleDimensions = new System.Drawing.SizeF(12F, 25F); 157 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 158 | this.ClientSize = new System.Drawing.Size(450, 409); 159 | this.Controls.Add(this.materialLabel5); 160 | this.Controls.Add(this.materialLabel4); 161 | this.Controls.Add(this.materialTabControl1); 162 | this.Controls.Add(this.materialDivider1); 163 | this.Margin = new System.Windows.Forms.Padding(4, 4, 4, 4); 164 | this.Name = "TCPForm"; 165 | this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen; 166 | this.Load += new System.EventHandler(this.TCPForm_Load); 167 | this.materialTabControl1.ResumeLayout(false); 168 | this.Connection.ResumeLayout(false); 169 | this.Connection.PerformLayout(); 170 | this.ResumeLayout(false); 171 | this.PerformLayout(); 172 | 173 | } 174 | 175 | #endregion 176 | 177 | private MaterialSkin.Controls.MaterialDivider materialDivider1; 178 | private MaterialSkin.Controls.MaterialTabControl materialTabControl1; 179 | private System.Windows.Forms.TabPage Connection; 180 | private MaterialSkin.Controls.MaterialLabel materialLabel2; 181 | private MaterialSkin.Controls.MaterialLabel materialLabel1; 182 | private MaterialSkin.Controls.MaterialLabel materialLabel3; 183 | private MaterialSkin.Controls.MaterialLabel materialLabel4; 184 | private MaterialSkin.Controls.MaterialLabel materialLabel5; 185 | } 186 | } -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Forms/TCPForm.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.ComponentModel; 4 | using System.Data; 5 | using System.Drawing; 6 | using System.Linq; 7 | using System.Text; 8 | using System.Net; 9 | using System.Net.Sockets; 10 | using System.Threading.Tasks; 11 | using System.Threading; 12 | using System.Windows.Forms; 13 | using System.Timers; 14 | using System.Runtime.InteropServices; 15 | using AqHaxCSGO.MemoryManagers; 16 | using MaterialSkin; 17 | using MaterialSkin.Controls; 18 | using AqHaxCSGO.Objects; 19 | using static AqHaxCSGO.Objects.Globals; 20 | using System.Diagnostics; 21 | using System.Data.SqlTypes; 22 | using System.Net.NetworkInformation; 23 | 24 | namespace AqHaxCSGO 25 | { 26 | public partial class TCPForm : MaterialForm 27 | { 28 | System.Timers.Timer timer = new System.Timers.Timer(); 29 | 30 | public TCPForm() 31 | { 32 | InitializeComponent(); 33 | AllocConsole(); 34 | 35 | if (!Memory.Init()) 36 | { 37 | timer.Stop(); 38 | timer.Dispose(); 39 | timer = null; 40 | if (Program.entryForm.InvokeRequired) 41 | { 42 | Program.entryForm.BeginInvoke((MethodInvoker)delegate () 43 | { 44 | Program.entryForm.Visible = true; 45 | }); 46 | } 47 | this.Close(); 48 | } 49 | else 50 | { 51 | var materialSkinManager = MaterialSkinManager.Instance; 52 | materialSkinManager.AddFormToManage(this); 53 | materialSkinManager.Theme = MaterialSkinManager.Themes.DARK; 54 | materialSkinManager.ColorScheme = new ColorScheme(Primary.Green600, Primary.Green900, Primary.Green600, Accent.Green200, TextShade.WHITE); 55 | } 56 | 57 | this.FormClosing += new FormClosingEventHandler(AppEx); 58 | 59 | timer.Elapsed += new ElapsedEventHandler(UpdateHandle); 60 | timer.Interval = 90000; 61 | timer.Start(); 62 | } 63 | 64 | private void AppEx(object sender, FormClosingEventArgs e) 65 | { 66 | Environment.Exit(1); 67 | } 68 | 69 | private void UpdateHandle(object source, ElapsedEventArgs e) 70 | { 71 | if (!(Process.GetProcessesByName("csgo").Length > 0)) 72 | { 73 | timer.Stop(); 74 | timer.Dispose(); 75 | timer = null; 76 | if (this.InvokeRequired) 77 | { 78 | this.BeginInvoke((MethodInvoker)delegate () 79 | { 80 | this.Hide(); 81 | Program.entryForm.Visible = true; 82 | this.Close(); 83 | var materialSkinManager = MaterialSkinManager.Instance; 84 | materialSkinManager.AddFormToManage(this); 85 | materialSkinManager.Theme = MaterialSkinManager.Themes.DARK; 86 | materialSkinManager.ColorScheme = new ColorScheme(Primary.Red600, Primary.Red900, Primary.Red600, Accent.Red200, TextShade.WHITE); 87 | }); 88 | } 89 | } 90 | } 91 | 92 | private void TCPForm_Load(object sender, EventArgs e) 93 | { 94 | materialLabel2.Text = LocalIPAddress().ToString(); 95 | Thread th = new Thread(ExecuteServer); 96 | th.Start(); 97 | 98 | NetvarManager.LoadOffsets(); 99 | OffsetManager.ScanOffsets(); 100 | Threads.InitAll(); 101 | NetvarManager.netvarList.Clear(); 102 | FreeConsole(); 103 | } 104 | 105 | private static IPAddress LocalIPAddress() 106 | { 107 | if (!NetworkInterface.GetIsNetworkAvailable()) 108 | { 109 | return null; 110 | } 111 | 112 | foreach (NetworkInterface ni in NetworkInterface.GetAllNetworkInterfaces()) 113 | { 114 | var addr = ni.GetIPProperties().GatewayAddresses.FirstOrDefault(); 115 | if (addr != null) 116 | { 117 | if (ni.NetworkInterfaceType == NetworkInterfaceType.Wireless80211 || 118 | ni.NetworkInterfaceType == NetworkInterfaceType.Ethernet) 119 | { 120 | foreach (UnicastIPAddressInformation ip in ni.GetIPProperties().UnicastAddresses) 121 | { 122 | if (ip.Address.AddressFamily == AddressFamily.InterNetwork) 123 | { 124 | return ip.Address; 125 | } 126 | } 127 | } 128 | } 129 | } 130 | 131 | IPHostEntry host = Dns.GetHostEntry(Dns.GetHostName()); 132 | return host.AddressList.FirstOrDefault(ip => ip.AddressFamily == AddressFamily.InterNetwork); 133 | } 134 | 135 | public void ExecuteServer() 136 | { 137 | IPEndPoint localEndPoint = new IPEndPoint(IPAddress.Any, 8080); 138 | 139 | Socket listener = new Socket(IPAddress.Any.AddressFamily, SocketType.Stream, ProtocolType.Tcp); 140 | 141 | try 142 | { 143 | listener.Bind(localEndPoint); 144 | listener.Listen(10); 145 | 146 | while (true) 147 | { 148 | Socket clientSocket = listener.Accept(); 149 | new Thread(ClientHandler).Start(clientSocket); 150 | } 151 | } 152 | catch (Exception e) 153 | { 154 | MessageBox.Show(e.Message); 155 | } 156 | } 157 | 158 | private void ClientHandler(object cli) 159 | { 160 | Socket clientSocket = cli as Socket; 161 | 162 | if (clientSocket == null) return; 163 | 164 | string ip = clientSocket.RemoteEndPoint.ToString(); 165 | 166 | while (clientSocket.Connected) 167 | { 168 | byte[] bytes = new byte[1024]; 169 | string data = null; 170 | 171 | while (true) { 172 | int numByte = clientSocket.Receive(bytes); 173 | 174 | data += Encoding.ASCII.GetString(bytes, 0, numByte); 175 | 176 | if (data != null) break; 177 | } 178 | 179 | if (data == "") 180 | break; 181 | 182 | if (data.Split(',').Length == 2) 183 | { 184 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 185 | string state = (formattedStr[1] == "on") ? "Enabled" : "Disabled"; 186 | } 187 | 188 | if (data == "Merhabalar AQ") 189 | { 190 | SetTextOfLabel("CONNECTED", Color.Green); 191 | } 192 | else if (data.Contains("wall,")) 193 | { 194 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 195 | if (formattedStr[1] == "on") 196 | { 197 | WallHackEnabled = true; 198 | } 199 | else 200 | { 201 | WallHackEnabled = false; 202 | } 203 | } 204 | else if (data.Contains("wallfull,")) 205 | { 206 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 207 | if (formattedStr[1] == "on") 208 | { 209 | WallHackFullEnabled = true; 210 | } 211 | else 212 | { 213 | WallHackFullEnabled = false; 214 | } 215 | } 216 | else if (data.Contains("wallglow,")) 217 | { 218 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 219 | if (formattedStr[1] == "on") 220 | { 221 | WallHackGlowOnly = true; 222 | } 223 | else 224 | { 225 | WallHackGlowOnly = false; 226 | } 227 | } 228 | else if (data.Contains("enemycolor,")) 229 | { 230 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 231 | WallHackEnemy = ColorTranslator.FromHtml("#" + formattedStr[1]); 232 | } 233 | else if (data.Contains("rendercolor,")) 234 | { 235 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 236 | if (formattedStr[1] == "on") 237 | { 238 | RenderEnabled = true; 239 | } 240 | else 241 | { 242 | RenderEnabled = false; 243 | } 244 | } 245 | else if (data.Contains("rendercolorenemy,")) 246 | { 247 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 248 | if (formattedStr[1] == "on") 249 | { 250 | RenderEnemyOnly = true; 251 | } 252 | else 253 | { 254 | RenderEnemyOnly = false; 255 | } 256 | } 257 | else if (data.Contains("renderercolor,")) 258 | { 259 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 260 | RenderColor = ColorTranslator.FromHtml("#" + formattedStr[1]); 261 | } 262 | else if (data.Contains("flash,")) 263 | { 264 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 265 | if (formattedStr[1] == "on") 266 | { 267 | AntiFlashEnabled = true; 268 | } 269 | else 270 | { 271 | AntiFlashEnabled = false; 272 | } 273 | } 274 | else if (data.Contains("bunnyhop,")) 275 | { 276 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 277 | if (formattedStr[1] == "on") 278 | { 279 | BunnyHopEnabled = true; 280 | } 281 | else 282 | { 283 | BunnyHopEnabled = false; 284 | } 285 | } 286 | else if (data.Contains("aim,")) 287 | { 288 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 289 | if (formattedStr[1] == "on") 290 | { 291 | AimEnabled = true; 292 | } 293 | else 294 | { 295 | AimEnabled = false; 296 | } 297 | } 298 | else if (data.Contains("aimrecoil,")) 299 | { 300 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 301 | if (formattedStr[1] == "on") 302 | { 303 | AimRecoil = true; 304 | } 305 | else 306 | { 307 | AimRecoil = false; 308 | } 309 | } 310 | else if (data.Contains("aimtrigger,")) 311 | { 312 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 313 | if (formattedStr[1] == "on") 314 | { 315 | AimShootOnCollide = true; 316 | } 317 | else 318 | { 319 | AimShootOnCollide = false; 320 | } 321 | } 322 | else if (data.Contains("trigger,")) 323 | { 324 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 325 | if (formattedStr[1] == "on") 326 | { 327 | TriggerEnabled = true; 328 | } 329 | else 330 | { 331 | TriggerEnabled = false; 332 | } 333 | } 334 | else if (data.Contains("triggerpress,")) 335 | { 336 | string[] formattedStr = data.Split(new string[] { "," }, StringSplitOptions.RemoveEmptyEntries); 337 | if (formattedStr[1] == "on") 338 | { 339 | TriggerPressOnlyEnabled = true; 340 | } 341 | else 342 | { 343 | TriggerPressOnlyEnabled = false; 344 | } 345 | } 346 | } 347 | 348 | clientSocket.Shutdown(SocketShutdown.Both); 349 | clientSocket.Close(); 350 | } 351 | 352 | private void SetTextOfLabel(string text, Color color) 353 | { 354 | if (this.materialLabel3.InvokeRequired) 355 | { 356 | this.materialLabel3.BeginInvoke((MethodInvoker)delegate () 357 | { 358 | this.materialLabel3.Text = text; 359 | this.materialLabel3.ForeColor = color; 360 | }); 361 | } 362 | else 363 | { 364 | this.materialLabel3.Text = text; 365 | this.materialLabel3.ForeColor = color; 366 | } 367 | } 368 | 369 | private void SetOfLabel(string text, Color color) 370 | { 371 | if (this.materialLabel5.InvokeRequired) 372 | { 373 | this.materialLabel5.BeginInvoke((MethodInvoker)delegate () 374 | { 375 | this.materialLabel5.Text = text; 376 | this.materialLabel5.ForeColor = color; 377 | }); 378 | } 379 | else 380 | { 381 | this.materialLabel5.Text = text; 382 | this.materialLabel5.ForeColor = color; 383 | } 384 | } 385 | 386 | private void Button1_Click(object sender, EventArgs e) 387 | { 388 | if (Memory.Init()) 389 | { 390 | SetOfLabel("CSGO Online", Color.Green); 391 | IntPtr temp = AqHaxCSGO.Objects.Structs.Misc.handle; 392 | } 393 | else 394 | { 395 | SetOfLabel("CSGO Offline", Color.Red); 396 | } 397 | } 398 | 399 | #region Some Shit For Loading State 400 | [DllImport("kernel32.dll")] 401 | static extern bool AllocConsole(); 402 | [DllImport("kernel32.dll")] 403 | static extern bool FreeConsole(); 404 | #endregion 405 | } 406 | } 407 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Forms/TCPForm.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | text/microsoft-resx 110 | 111 | 112 | 2.0 113 | 114 | 115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | 118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 119 | 120 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Hacks/Aimbot.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Drawing; 7 | using System.Runtime.InteropServices; 8 | using System.Windows.Forms; 9 | using System.Threading; 10 | using AqHaxCSGO.Objects; 11 | using AqHaxCSGO.Objects.Structs; 12 | using static System.Math; 13 | using static AqHaxCSGO.Objects.GlobalLists; 14 | 15 | namespace AqHaxCSGO.Hacks 16 | { 17 | static class Aimbot 18 | { 19 | [DllImport("user32", CharSet = CharSet.Ansi, SetLastError = true)] 20 | private static extern int GetAsyncKeyState( 21 | int vKey 22 | ); 23 | 24 | public static void TriggerThread() 25 | { 26 | while (true) 27 | { 28 | if (!Globals.TriggerEnabled && !Globals.AimShootOnCollide) 29 | { 30 | Thread.Sleep(Globals.IdleWait); 31 | continue; 32 | } 33 | if (!EngineDLL.InGame) 34 | { 35 | Thread.Sleep(Globals.IdleWait); 36 | continue; 37 | } 38 | 39 | if (Globals.TriggerPressOnlyEnabled && !Globals.AimShootOnCollide) 40 | { 41 | if ((GetAsyncKeyState(Globals.TriggerKey) & 0x8000) > 0) 42 | { 43 | if (CBasePlayer.CrosshairID > 0 && CBasePlayer.CrosshairID < EngineDLL.MaxPlayer + 2) 44 | { 45 | CBaseEntity baseEntity = entityList[CBasePlayer.CrosshairID - 1]; 46 | if (baseEntity == null) continue; 47 | CCSPlayer crossEntity = new CCSPlayer(baseEntity); 48 | if (crossEntity == null) continue; // TRIGGER BOT CRASH FIX 49 | if (crossEntity != null && crossEntity.Team != CBasePlayer.Team) 50 | { 51 | Thread.Sleep(1); 52 | ClientDLL.ForceAttack(true); 53 | Thread.Sleep(5); 54 | ClientDLL.ForceAttack(false); 55 | } 56 | } 57 | } 58 | } 59 | else 60 | { 61 | if (CBasePlayer.CrosshairID > 0 && CBasePlayer.CrosshairID < EngineDLL.MaxPlayer + 2) 62 | { 63 | CBaseEntity baseEntity = entityList[CBasePlayer.CrosshairID - 1]; 64 | if (baseEntity == null) continue; 65 | CCSPlayer crossEntity = new CCSPlayer(baseEntity); 66 | if (crossEntity == null) continue; 67 | if (crossEntity != null && crossEntity.Team != CBasePlayer.Team) 68 | { 69 | Thread.Sleep(1); 70 | ClientDLL.ForceAttack(true); 71 | Thread.Sleep(5); 72 | ClientDLL.ForceAttack(false); 73 | } 74 | } 75 | } 76 | 77 | Thread.Sleep(2); 78 | } 79 | } 80 | 81 | public static void AimbotThread() 82 | { 83 | while (true) 84 | { 85 | if (!Globals.AimEnabled) 86 | { 87 | Thread.Sleep(Globals.IdleWait); 88 | continue; 89 | } 90 | if (!EngineDLL.InGame) 91 | { 92 | Thread.Sleep(Globals.IdleWait); 93 | continue; 94 | } 95 | 96 | int mp = EngineDLL.MaxPlayer; 97 | Rectangle screen = Objects.Structs.Misc.GetWindowRect(); 98 | Vector2 screenOrigin = new Vector2(screen.Width / 2, screen.Height / 2); 99 | double latestDistance = screen.Width; 100 | Vector3 closestEntityPos = new Vector3(99999f, 0f, 0f); 101 | for (int i = 0; i < mp; i++) 102 | { 103 | CBaseEntity baseEntity = entityList[i]; 104 | if (baseEntity == null) continue; 105 | CCSPlayer entity = new CCSPlayer(baseEntity); 106 | if (entity == null) continue; 107 | if (entity.Dormant) continue; 108 | if (entity.Health <= 0) continue; 109 | if (entity.Team == CBasePlayer.Team) continue; 110 | 111 | Vector3 entSelectedPos = entity.GetBonePosition((int)Globals.AimPosition); 112 | Vector2 entPosOnScreen; 113 | if (entSelectedPos.PointOnScreen(out entPosOnScreen)) 114 | { 115 | if (entPosOnScreen.x > screen.Width || entPosOnScreen.x < 0 || entPosOnScreen.y > screen.Height || entPosOnScreen.y < 0) 116 | { 117 | continue; 118 | } 119 | } 120 | else continue; 121 | 122 | double dist = Sqrt(Pow(screenOrigin.x - entPosOnScreen.x, 2) + Pow(screenOrigin.y - entPosOnScreen.y, 2)); 123 | if (dist < latestDistance) 124 | { 125 | latestDistance = dist; 126 | closestEntityPos = entSelectedPos; 127 | } 128 | } 129 | 130 | if (closestEntityPos.x != 99999f && (GetAsyncKeyState(Globals.TriggerKey) & 0x8000) > 0) 131 | { 132 | Angle AimAt = CalcAngle(CBasePlayer.VectorEyeLevel, closestEntityPos); 133 | 134 | if (Globals.AimRecoil) 135 | { 136 | Angle Punch = CBasePlayer.ViewPunchAngle * 2.0f; 137 | AimAt.x -= Punch.x; 138 | AimAt.y -= Punch.y; 139 | } 140 | 141 | CBasePlayer.ViewAngle = AimAt; 142 | 143 | if (!Globals.AimShootOnCollide) 144 | { 145 | if (weaponList.ActiveWeapon.IsSniper()) 146 | { 147 | ClientDLL.ForceRightAttack(true); 148 | Thread.Sleep(2); 149 | ClientDLL.ForceAttack(true); 150 | Thread.Sleep(5); 151 | ClientDLL.ForceRightAttack(false); 152 | ClientDLL.ForceAttack(false); 153 | } 154 | else 155 | { 156 | Thread.Sleep(1); 157 | ClientDLL.ForceAttack(true); 158 | Thread.Sleep(5); 159 | ClientDLL.ForceAttack(false); 160 | } 161 | } 162 | } 163 | 164 | Thread.Sleep(Globals.UsageDelay); 165 | } 166 | } 167 | 168 | static Angle CalcAngle(Vector3 src, Vector3 dst) 169 | { 170 | 171 | Angle angles; 172 | Vector3 e = new Vector3(dst.x - src.x, dst.y - src.y, dst.z - src.z); 173 | float eh = (float)Sqrt(e.x * e.x + e.y * e.y); 174 | 175 | angles.x = (float)(Atan2(-e.z, eh) * 180 / PI); 176 | angles.y = (float)(Atan2(e.y, e.x) * 180 / PI); 177 | 178 | return angles; 179 | } 180 | } 181 | } 182 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Hacks/Features/KnifeChanger.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Threading; 7 | using AqHaxCSGO.Objects; 8 | using static AqHaxCSGO.Objects.GlobalLists; 9 | using AqHaxCSGO.Misc; 10 | using System.Windows.Forms; 11 | using System.Runtime.InteropServices; 12 | using AqHaxCSGO.Objects.Structs; 13 | 14 | namespace AqHaxCSGO.Hacks.Features 15 | { 16 | static class KnifeChanger 17 | { 18 | [DllImport("user32.dll", CharSet = CharSet.Ansi, SetLastError = true)] 19 | private static extern int GetAsyncKeyState( 20 | int vKey 21 | ); 22 | 23 | public static void KnifeChangerThread() 24 | { 25 | bool shouldReloadModelIndex = true; 26 | RuntimeGlobals.selectedKnifeModelIndex = 0; 27 | int selectedKnifeIndex = 0; 28 | 29 | while (true) 30 | { 31 | if (!Globals.KnifeChangerEnabled) 32 | { 33 | Thread.Sleep(Globals.IdleWait); 34 | shouldReloadModelIndex = true; 35 | continue; 36 | } 37 | if (!EngineDLL.InGame) 38 | { 39 | Thread.Sleep(Globals.IdleWait); 40 | shouldReloadModelIndex = true; 41 | continue; 42 | } 43 | 44 | if (shouldReloadModelIndex || selectedKnifeIndex != (int)Constants.KnifeList[Globals.SelectedKnife].itemDefinitionIndex) 45 | { 46 | RuntimeGlobals.selectedKnifeModelIndex = EngineDLL.GetModelIndexByName(Constants.KnifeList[Globals.SelectedKnife].modelName); 47 | selectedKnifeIndex = (int)Constants.KnifeList[Globals.SelectedKnife].itemDefinitionIndex; 48 | shouldReloadModelIndex = false; 49 | } 50 | 51 | for (var i = 0; i < 12; i++) 52 | { 53 | CBaseCombatWeapon currentWeapon = weaponList[i]; 54 | 55 | if (currentWeapon.IsKnife()) 56 | { 57 | currentWeapon.ItemDefinitionIndex = (int)Constants.KnifeList[Globals.SelectedKnife].itemDefinitionIndex; 58 | currentWeapon.EntityQuality = 3; 59 | currentWeapon.ModelIndex = RuntimeGlobals.selectedKnifeModelIndex; 60 | currentWeapon.ViewModelIndex = RuntimeGlobals.selectedKnifeModelIndex; 61 | } 62 | } 63 | 64 | for (int i = 0; i < 10; i++) //Seems to be making it more stable 65 | if (weaponList.ActiveWeapon.IsKnife()) weaponList.ActiveWeapon.ViewModelEntityModelIndex = RuntimeGlobals.selectedKnifeModelIndex; 66 | 67 | Thread.Sleep(Globals.UsageDelay); 68 | } 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Hacks/Features/KnifeChangerAnimationFix.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Threading; 7 | using AqHaxCSGO.Objects; 8 | using static AqHaxCSGO.Objects.GlobalLists; 9 | using SlimDX.XACT3; 10 | using System.Diagnostics.Eventing.Reader; 11 | 12 | namespace AqHaxCSGO.Hacks.Features 13 | { 14 | static class KnifeChangerAnimationFix 15 | { 16 | /** 17 | * Enum values from nSkinz project 18 | */ 19 | enum Sequence 20 | { 21 | SEQUENCE_DEFAULT_DRAW = 0, 22 | SEQUENCE_DEFAULT_IDLE1 = 1, 23 | SEQUENCE_DEFAULT_IDLE2 = 2, 24 | SEQUENCE_DEFAULT_LIGHT_MISS1 = 3, 25 | SEQUENCE_DEFAULT_LIGHT_MISS2 = 4, 26 | SEQUENCE_DEFAULT_HEAVY_MISS1 = 9, 27 | SEQUENCE_DEFAULT_HEAVY_HIT1 = 10, 28 | SEQUENCE_DEFAULT_HEAVY_BACKSTAB = 11, 29 | SEQUENCE_DEFAULT_LOOKAT01 = 12, 30 | 31 | SEQUENCE_BUTTERFLY_DRAW = 0, 32 | SEQUENCE_BUTTERFLY_DRAW2 = 1, 33 | SEQUENCE_BUTTERFLY_LOOKAT01 = 13, 34 | SEQUENCE_BUTTERFLY_LOOKAT03 = 15, 35 | 36 | SEQUENCE_FALCHION_IDLE1 = 1, 37 | SEQUENCE_FALCHION_HEAVY_MISS1 = 8, 38 | SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP = 9, 39 | SEQUENCE_FALCHION_LOOKAT01 = 12, 40 | SEQUENCE_FALCHION_LOOKAT02 = 13, 41 | 42 | SEQUENCE_CSS_LOOKAT01 = 14, 43 | SEQUENCE_CSS_LOOKAT02 = 15, 44 | 45 | SEQUENCE_DAGGERS_IDLE1 = 1, 46 | SEQUENCE_DAGGERS_LIGHT_MISS1 = 2, 47 | SEQUENCE_DAGGERS_LIGHT_MISS5 = 6, 48 | SEQUENCE_DAGGERS_HEAVY_MISS2 = 11, 49 | SEQUENCE_DAGGERS_HEAVY_MISS1 = 12, 50 | 51 | SEQUENCE_BOWIE_IDLE1 = 1, 52 | }; 53 | 54 | public static void KnifeChangerAnimationFixThread() 55 | { 56 | bool shouldReloadModelIndex = true; 57 | int butterflyModelIndex = 0; 58 | int falchionModelIndex = 0; 59 | int cssModelIndex = 0; 60 | int pushModelIndex = 0; 61 | int bowieModelIndex = 0; 62 | int ursusModelIndex = 0; 63 | int cordModelIndex = 0; 64 | int canisModelIndex = 0; 65 | int outdoorModelIndex = 0; 66 | int skeletonModelIndex = 0; 67 | int stilettoModelIndex = 0; 68 | int widowmakerModelIndex = 0; 69 | 70 | while (true) 71 | { 72 | if (!Globals.KnifeChangerEnabled || !Globals.KnifeChangerAnimFixEnabled) 73 | { 74 | Thread.Sleep(Globals.IdleWait); 75 | shouldReloadModelIndex = true; 76 | continue; 77 | } 78 | if (!EngineDLL.InGame) 79 | { 80 | Thread.Sleep(Globals.IdleWait); 81 | shouldReloadModelIndex = true; 82 | continue; 83 | } 84 | 85 | if (shouldReloadModelIndex) 86 | { 87 | butterflyModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_butterfly.mdl"); 88 | falchionModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_falchion_advanced.mdl"); 89 | cssModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_css.mdl"); 90 | pushModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_push.mdl"); 91 | bowieModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_survival_bowie.mdl"); 92 | ursusModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_ursus.mdl"); 93 | cordModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_cord.mdl"); 94 | canisModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_canis.mdl"); 95 | outdoorModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_outdoor.mdl"); 96 | skeletonModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_skeleton.mdl"); 97 | stilettoModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_stiletto.mdl"); 98 | widowmakerModelIndex = EngineDLL.GetModelIndexByName("models/weapons/v_knife_widowmaker.mdl"); 99 | shouldReloadModelIndex = false; 100 | } 101 | 102 | CBaseCombatWeapon currentWeapon = weaponList.ActiveWeapon; 103 | 104 | if (currentWeapon.ViewModelEntityModelIndex == butterflyModelIndex) 105 | { 106 | switch (currentWeapon.Sequence) 107 | { 108 | case (int)Sequence.SEQUENCE_DEFAULT_DRAW: 109 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_BUTTERFLY_DRAW, (int)Sequence.SEQUENCE_BUTTERFLY_DRAW2); 110 | break; 111 | case (int)Sequence.SEQUENCE_DEFAULT_LOOKAT01: 112 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_BUTTERFLY_LOOKAT01, (int)Sequence.SEQUENCE_BUTTERFLY_LOOKAT03); 113 | break; 114 | } 115 | } 116 | else if (currentWeapon.ViewModelEntityModelIndex == falchionModelIndex) 117 | { 118 | switch (currentWeapon.Sequence) 119 | { 120 | case (int)Sequence.SEQUENCE_DEFAULT_IDLE2: 121 | currentWeapon.Sequence = (int)Sequence.SEQUENCE_FALCHION_IDLE1; 122 | break; 123 | case (int)Sequence.SEQUENCE_DEFAULT_HEAVY_MISS1: 124 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_FALCHION_HEAVY_MISS1, (int)Sequence.SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP); 125 | break; 126 | case (int)Sequence.SEQUENCE_DEFAULT_LOOKAT01: 127 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_FALCHION_LOOKAT01, (int)Sequence.SEQUENCE_FALCHION_LOOKAT02); 128 | break; 129 | } 130 | } 131 | else if (currentWeapon.ViewModelEntityModelIndex == cssModelIndex) 132 | { 133 | switch (currentWeapon.Sequence) 134 | { 135 | case (int)Sequence.SEQUENCE_DEFAULT_LOOKAT01: 136 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_CSS_LOOKAT01, (int)Sequence.SEQUENCE_CSS_LOOKAT02); 137 | break; 138 | } 139 | } 140 | else if (currentWeapon.ViewModelEntityModelIndex == pushModelIndex) 141 | { 142 | switch (currentWeapon.Sequence) 143 | { 144 | case (int)Sequence.SEQUENCE_DEFAULT_IDLE2: 145 | currentWeapon.Sequence = (int)Sequence.SEQUENCE_DAGGERS_IDLE1; 146 | break; 147 | case (int)Sequence.SEQUENCE_DEFAULT_LIGHT_MISS1: 148 | case (int)Sequence.SEQUENCE_DEFAULT_LIGHT_MISS2: 149 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_DAGGERS_LIGHT_MISS1, (int)Sequence.SEQUENCE_DAGGERS_LIGHT_MISS5); 150 | break; 151 | case (int)Sequence.SEQUENCE_DEFAULT_HEAVY_MISS1: 152 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_DAGGERS_HEAVY_MISS2, (int)Sequence.SEQUENCE_DAGGERS_HEAVY_MISS1); 153 | break; 154 | } 155 | } 156 | else if (currentWeapon.ViewModelEntityModelIndex == bowieModelIndex) 157 | { 158 | switch (currentWeapon.Sequence) 159 | { 160 | case (int)Sequence.SEQUENCE_DEFAULT_IDLE2: 161 | currentWeapon.Sequence = (int)Sequence.SEQUENCE_BOWIE_IDLE1; 162 | break; 163 | } 164 | } 165 | else if (currentWeapon.ViewModelEntityModelIndex == ursusModelIndex || 166 | currentWeapon.ViewModelEntityModelIndex == cordModelIndex || 167 | currentWeapon.ViewModelEntityModelIndex == canisModelIndex || 168 | currentWeapon.ViewModelEntityModelIndex == outdoorModelIndex || 169 | currentWeapon.ViewModelEntityModelIndex == skeletonModelIndex) 170 | { 171 | switch (currentWeapon.Sequence) 172 | { 173 | case (int)Sequence.SEQUENCE_DEFAULT_DRAW: 174 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_BUTTERFLY_DRAW, (int)Sequence.SEQUENCE_BUTTERFLY_DRAW2); 175 | break; 176 | case (int)Sequence.SEQUENCE_DEFAULT_LOOKAT01: 177 | currentWeapon.Sequence = RandomSequence((int)Sequence.SEQUENCE_BUTTERFLY_LOOKAT01, 14); 178 | break; 179 | } 180 | } 181 | else if (currentWeapon.ViewModelEntityModelIndex == stilettoModelIndex) 182 | { 183 | switch (currentWeapon.Sequence) 184 | { 185 | case (int)Sequence.SEQUENCE_DEFAULT_LOOKAT01: 186 | currentWeapon.Sequence = RandomSequence(12, 13); 187 | break; 188 | } 189 | } 190 | else if (currentWeapon.ViewModelEntityModelIndex == widowmakerModelIndex) 191 | { 192 | switch (currentWeapon.Sequence) 193 | { 194 | case (int)Sequence.SEQUENCE_DEFAULT_LOOKAT01: 195 | currentWeapon.Sequence = RandomSequence(14, 15); 196 | break; 197 | } 198 | } 199 | 200 | Thread.Sleep(TimeSpan.FromMilliseconds(0.1)); 201 | } 202 | } 203 | 204 | public static int RandomSequence(int min, int max) 205 | { 206 | Random random = new Random(); 207 | return random.Next(min, max); 208 | } 209 | } 210 | } 211 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Hacks/Features/SkinChanger.cs: -------------------------------------------------------------------------------- 1 | using AqHaxCSGO.Objects; 2 | using System; 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | using System.Text; 6 | using System.Threading.Tasks; 7 | using System.Threading; 8 | using static AqHaxCSGO.Objects.GlobalLists; 9 | using AqHaxCSGO.Misc; 10 | using System.Windows.Forms; 11 | using System.Runtime.InteropServices; 12 | 13 | namespace AqHaxCSGO.Hacks.Features 14 | { 15 | static class SkinChanger 16 | { 17 | [DllImport("user32.dll", CharSet = CharSet.Ansi, SetLastError = true)] 18 | private static extern int GetAsyncKeyState( 19 | int vKey 20 | ); 21 | 22 | public static void SkinChangerThread() 23 | { 24 | int lastLoadedModelIndexForSkin = 0; 25 | 26 | while (true) 27 | { 28 | if (!Globals.SkinChangerEnabled) 29 | { 30 | Thread.Sleep(Globals.IdleWait); 31 | continue; 32 | } 33 | if (!EngineDLL.InGame) 34 | { 35 | Thread.Sleep(Globals.IdleWait); 36 | continue; 37 | } 38 | 39 | bool anythingChanged = false; 40 | for (var i = 0; i < 8; i++) 41 | { 42 | CBaseCombatWeapon currentWeapon = weaponList[i]; 43 | 44 | bool contin = false; 45 | Skin selected = null; 46 | try 47 | { 48 | foreach (Skin s in Globals.LoadedPresets) 49 | { 50 | if (Convert.ToInt32(s.WeaponID) == currentWeapon.ItemDefinitionIndex) 51 | { 52 | contin = true; 53 | selected = s; 54 | break; 55 | } 56 | } 57 | } 58 | catch { continue; } 59 | 60 | if (!contin) continue; 61 | if (currentWeapon.IsKnife()) 62 | { 63 | if (selected.WeaponID == (int)Constants.KnifeList[Globals.SelectedKnife].itemDefinitionIndex) 64 | { 65 | if ((currentWeapon.PaintKit != selected.PaintKit || lastLoadedModelIndexForSkin != RuntimeGlobals.selectedKnifeModelIndex)) 66 | { 67 | currentWeapon.ItemIDHigh = -1; 68 | currentWeapon.PaintKit = selected.PaintKit; 69 | currentWeapon.Wear = 0.0001f; 70 | lastLoadedModelIndexForSkin = RuntimeGlobals.selectedKnifeModelIndex; 71 | 72 | if (!Globals.ManualLoadEnabled) EngineDLL.ForceReload = -1; 73 | anythingChanged = true; 74 | } 75 | } 76 | continue; 77 | } 78 | 79 | if (currentWeapon.PaintKit != selected.PaintKit && 80 | currentWeapon.ItemDefinitionIndex == selected.WeaponID) 81 | { 82 | currentWeapon.ItemIDHigh = -1; 83 | currentWeapon.PaintKit = selected.PaintKit; 84 | if (selected.Seed != -1) currentWeapon.Seed = selected.Seed; 85 | currentWeapon.Wear = selected.Wear; 86 | currentWeapon.AccountID = currentWeapon.XuIDLow; 87 | if (selected.CustomName != null && selected.CustomName != "") currentWeapon.CustomName = selected.CustomName; 88 | 89 | if(!Globals.ManualLoadEnabled) EngineDLL.ForceReload = -1; 90 | anythingChanged = true; 91 | } 92 | } 93 | if (Globals.ManualLoadEnabled && (GetAsyncKeyState((int)Keys.P) & 0x8000) > 0) EngineDLL.ForceReload = -1; 94 | 95 | Thread.Sleep(TimeSpan.FromMilliseconds(0.1)); 96 | } 97 | } 98 | } 99 | } 100 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Hacks/Others.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Globalization; 7 | using System.Windows.Forms; 8 | using System.Runtime.InteropServices; 9 | using System.Threading; 10 | using AqHaxCSGO.Objects; 11 | using AqHaxCSGO.Objects.Entity; 12 | 13 | namespace AqHaxCSGO.Hacks 14 | { 15 | static class Others 16 | { 17 | [DllImport("user32", CharSet = CharSet.Ansi, SetLastError = true)] 18 | private static extern int GetAsyncKeyState( 19 | int vKey 20 | ); 21 | 22 | public static void FlashThread() 23 | { 24 | while (true) 25 | { 26 | if (!Globals.AntiFlashEnabled) 27 | { 28 | Thread.Sleep(Globals.IdleWait); 29 | continue; 30 | } 31 | if (!EngineDLL.InGame) 32 | { 33 | Thread.Sleep(Globals.IdleWait); 34 | continue; 35 | } 36 | 37 | CBasePlayer.FlashAlpha = 0.0f; 38 | Thread.Sleep(5); 39 | } 40 | } 41 | 42 | public static void BunnyThread() 43 | { 44 | while (true) 45 | { 46 | if (!Globals.BunnyHopEnabled) 47 | { 48 | Thread.Sleep(Globals.IdleWait); 49 | continue; 50 | } 51 | if (!EngineDLL.InGame) 52 | { 53 | Thread.Sleep(Globals.IdleWait); 54 | continue; 55 | } 56 | 57 | if ((GetAsyncKeyState((int)Keys.Space) & 0x8000) > 0) 58 | { 59 | if (CBasePlayer.Flags == 257) 60 | { 61 | ClientDLL.ForceJump(true); 62 | Thread.Sleep(10); 63 | ClientDLL.ForceJump(false); 64 | } 65 | } 66 | 67 | Thread.Sleep(Globals.BunnyHopAccuracy); 68 | } 69 | } 70 | 71 | public static void NightModeThread() 72 | { 73 | while (true) 74 | { 75 | if (!Globals.NightModeEnabled) 76 | { 77 | Thread.Sleep(Globals.IdleWait); 78 | continue; 79 | } 80 | if (!EngineDLL.InGame) 81 | { 82 | Thread.Sleep(Globals.IdleWait); 83 | continue; 84 | } 85 | 86 | CBaseEntity tonemapBaseEnt = GlobalLists.entityList[CBasePlayer.TonemapControllerIndex]; 87 | CEnvTonemapController tonemapController = tonemapBaseEnt == null ? null : new CEnvTonemapController(tonemapBaseEnt); 88 | if (tonemapController == null) continue; 89 | 90 | //Implement Later On 91 | 92 | Thread.Sleep(Globals.UsageDelay); 93 | } 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Hacks/WallHack.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Threading; 7 | using AqHaxCSGO.Objects; 8 | using AqHaxCSGO.Objects.Structs; 9 | using static AqHaxCSGO.Objects.GlobalLists; 10 | 11 | namespace AqHaxCSGO.Hacks 12 | { 13 | static class WallHack 14 | { 15 | public static void WallHackThread() 16 | { 17 | while (true) 18 | { 19 | if (!Globals.WallHackEnabled) 20 | { 21 | Thread.Sleep(Globals.IdleWait); 22 | continue; 23 | } 24 | if (!EngineDLL.InGame) 25 | { 26 | Thread.Sleep(Globals.IdleWait); 27 | continue; 28 | } 29 | 30 | int mp = EngineDLL.MaxPlayer; 31 | for (int i = 0; i < mp; i++) 32 | { 33 | CBaseEntity baseEntity = entityList[i]; 34 | if (baseEntity == null) continue; 35 | CCSPlayer entity = new CCSPlayer(baseEntity); 36 | 37 | if (entity == null) continue; 38 | if (entity.Dormant) continue; 39 | if (entity.Health <= 0) continue; 40 | 41 | if (entity.Team != CBasePlayer.Team) 42 | { 43 | GlowObject glowObject = entityList[i].GlowObject; 44 | glowObject.r = Globals.WallHackEnemy.R / 255; 45 | glowObject.g = Globals.WallHackEnemy.G / 255; 46 | glowObject.b = Globals.WallHackEnemy.B / 255; 47 | glowObject.a = 0.7f; 48 | glowObject.m_bFullBloom = Globals.WallHackFullEnabled; 49 | glowObject.BloomAmount = Globals.FullBloomAmount; 50 | glowObject.m_nGlowStyle = Globals.WallHackGlowOnly ? 1 : 0; 51 | glowObject.m_bRenderWhenOccluded = true; 52 | glowObject.m_bRenderWhenUnoccluded = false; 53 | 54 | entityList[i].GlowObject = glowObject; 55 | } 56 | else 57 | { 58 | GlowObject glowObject = entityList[i].GlowObject; 59 | glowObject.r = Globals.WallHackTeammate.R / 255; 60 | glowObject.g = Globals.WallHackTeammate.G / 255; 61 | glowObject.b = Globals.WallHackTeammate.B / 255; 62 | glowObject.a = 0.7f; 63 | glowObject.m_bFullBloom = Globals.WallHackFullEnabled; 64 | glowObject.BloomAmount = Globals.FullBloomAmount; 65 | glowObject.m_nGlowStyle = Globals.WallHackGlowOnly ? 1 : 0; 66 | glowObject.m_bRenderWhenOccluded = true; 67 | glowObject.m_bRenderWhenUnoccluded = false; 68 | 69 | entityList[i].GlowObject = glowObject; 70 | } 71 | } 72 | 73 | Thread.Sleep(Globals.UsageDelay); 74 | } 75 | } 76 | 77 | public static void RenderColorThread() 78 | { 79 | while (true) 80 | { 81 | if (!Globals.RenderEnabled) 82 | { 83 | Thread.Sleep(Globals.IdleWait); 84 | continue; 85 | } 86 | if (!EngineDLL.InGame) 87 | { 88 | Thread.Sleep(Globals.IdleWait); 89 | continue; 90 | } 91 | 92 | int mp = EngineDLL.MaxPlayer; 93 | for (int i = 0; i < mp; i++) 94 | { 95 | CBaseEntity baseEntity = entityList[i]; 96 | if (baseEntity == null) continue; 97 | CCSPlayer entity = new CCSPlayer(baseEntity); 98 | if (entity == null) continue; 99 | if (entity.Dormant) continue; 100 | if (entity.Health <= 0) continue; 101 | 102 | if (entity.Team != CBasePlayer.Team) 103 | { 104 | RenderColor rco = new RenderColor(); 105 | rco.r = Globals.RenderColor.R; 106 | rco.g = Globals.RenderColor.G; 107 | rco.b = Globals.RenderColor.B; 108 | rco.a = 255; 109 | entity.RenderColor = rco; 110 | } 111 | 112 | if (!Globals.RenderEnemyOnly) 113 | { 114 | RenderColor rc = new RenderColor(); 115 | rc.r = Globals.RenderColor.R; 116 | rc.g = Globals.RenderColor.G; 117 | rc.b = Globals.RenderColor.B; 118 | rc.a = 255; 119 | entity.RenderColor = rc; 120 | } 121 | 122 | EngineDLL.ModelAmbientIntensity = Globals.RenderBrightness; 123 | } 124 | 125 | Thread.Sleep(Globals.UsageDelay); 126 | } 127 | } 128 | 129 | public static void RadarThread() 130 | { 131 | while (true) 132 | { 133 | if (!Globals.RadarEnabled) 134 | { 135 | Thread.Sleep(Globals.IdleWait); 136 | continue; 137 | } 138 | if (!EngineDLL.InGame) 139 | { 140 | Thread.Sleep(Globals.IdleWait); 141 | continue; 142 | } 143 | 144 | int mp = EngineDLL.MaxPlayer; 145 | for (int i = 0; i < mp; i++) 146 | { 147 | CBaseEntity baseEntity = entityList[i]; 148 | if (baseEntity == null) continue; 149 | CCSPlayer entity = new CCSPlayer(baseEntity); 150 | if (entity == null) continue; 151 | if (entity.Dormant) continue; 152 | if (entity.Team == CBasePlayer.Team) continue; 153 | 154 | if (!entity.Spotted) entity.Spotted = true; 155 | } 156 | 157 | Thread.Sleep(Globals.UsageDelay); 158 | } 159 | } 160 | } 161 | } 162 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Memory/Memory.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Threading; 7 | using System.Runtime.InteropServices; 8 | using System.Runtime; 9 | using System.Diagnostics; 10 | using System.Runtime.CompilerServices; 11 | 12 | namespace AqHaxCSGO.MemoryManagers 13 | { 14 | public static class Memory 15 | { 16 | public static Process m_Process; 17 | public static IntPtr m_pProcessHandle; 18 | 19 | public static int clientBase { get; private set; } 20 | public static int clientSize { get; private set; } 21 | public static int engineBase { get; private set; } 22 | public static int engineSize { get; private set; } 23 | 24 | public static int m_iNumberOfBytesRead = 0; 25 | public static int m_iNumberOfBytesWritten = 0; 26 | 27 | public static bool Init() 28 | { 29 | if (GetHandle("csgo")) 30 | { 31 | clientBase = GetModuleAdress("client"); 32 | clientSize = GetModuleSize("client"); 33 | engineBase = GetModuleAdress("engine"); 34 | engineSize = GetModuleSize("engine"); 35 | 36 | return true; 37 | } 38 | else return false; 39 | } 40 | 41 | public static bool GetHandle(string ProcessName) 42 | { 43 | // Check if csgo.exe is running 44 | if (Process.GetProcessesByName(ProcessName).Length > 0) 45 | m_Process = Process.GetProcessesByName(ProcessName)[0]; 46 | else 47 | { 48 | return false; 49 | } 50 | m_pProcessHandle = OpenProcess(0x0008 | 0x0010 | 0x0020 | 0x00100000, false, m_Process.Id); // Sets Our ProcessHandle 51 | return true; 52 | } 53 | 54 | public static int GetModuleAdress(string ModuleName) 55 | { 56 | try 57 | { 58 | foreach (ProcessModule ProcMod in m_Process.Modules) 59 | { 60 | if (!ModuleName.Contains(".dll")) 61 | ModuleName = ModuleName.Insert(ModuleName.Length, ".dll"); 62 | 63 | if (ModuleName == ProcMod.ModuleName) 64 | { 65 | return (int)ProcMod.BaseAddress; 66 | } 67 | } 68 | } 69 | catch 70 | { 71 | 72 | } 73 | return -1; 74 | } 75 | 76 | public static int GetModuleSize(string ModuleName) 77 | { 78 | try 79 | { 80 | foreach (ProcessModule ProcMod in m_Process.Modules) 81 | { 82 | if (!ModuleName.Contains(".dll")) 83 | ModuleName = ModuleName.Insert(ModuleName.Length, ".dll"); 84 | 85 | if (ModuleName == ProcMod.ModuleName) 86 | { 87 | return (int)ProcMod.ModuleMemorySize; 88 | } 89 | } 90 | } 91 | catch 92 | { 93 | 94 | } 95 | 96 | return -1; 97 | } 98 | 99 | public static T Read(int Adress) where T : struct 100 | { 101 | int ByteSize = Marshal.SizeOf(typeof(T)); // Get ByteSize Of DataType 102 | byte[] buffer = new byte[ByteSize]; // Create A Buffer With Size Of ByteSize 103 | ReadProcessMemory((int)m_pProcessHandle, Adress, buffer, buffer.Length, ref m_iNumberOfBytesRead); // Read Value From Memory 104 | 105 | return ByteArrayToStructure(buffer); // Transform the ByteArray to The Desired DataType 106 | } 107 | 108 | public static string ReadString(Int32 address, int bufferSize, Encoding enc) 109 | { 110 | byte[] buffer = new byte[bufferSize]; 111 | UInt32 nBytesRead = 0; 112 | bool success = ReadProcessMemory((int)m_pProcessHandle, address, buffer, bufferSize, ref m_iNumberOfBytesRead); 113 | string text = enc.GetString(buffer); 114 | if (text.Contains('\0')) 115 | text = text.Substring(0, text.IndexOf('\0')); 116 | return text; 117 | } 118 | 119 | public static float[] ReadMatrix(int Adress, int MatrixSize) where T : struct 120 | { 121 | int ByteSize = Marshal.SizeOf(typeof(T)); 122 | byte[] buffer = new byte[ByteSize * MatrixSize]; // Create A Buffer With Size Of ByteSize * MatrixSize 123 | ReadProcessMemory((int)m_pProcessHandle, Adress, buffer, buffer.Length, ref m_iNumberOfBytesRead); 124 | 125 | return ConvertToFloatArray(buffer); // Transform the ByteArray to A Float Array (PseudoMatrix ;P) 126 | } 127 | 128 | public static bool ReadBytes(int StartingAdress, ref byte[] output) 129 | { 130 | if (ReadProcessMemory((int)m_pProcessHandle, StartingAdress, output, output.Length, ref m_iNumberOfBytesRead)) return true; 131 | else return false; 132 | } 133 | 134 | public static byte[] ReadBytes(int StartingAdress, int length) 135 | { 136 | byte[] output = new byte[length]; 137 | if (ReadProcessMemory((int)m_pProcessHandle, StartingAdress, output, output.Length, ref m_iNumberOfBytesRead)) return output; 138 | else return null; 139 | } 140 | 141 | public static void Write(int Adress, object Value) 142 | { 143 | byte[] buffer = StructureToByteArray(Value); // Transform Data To ByteArray 144 | 145 | WriteProcessMemory((int)m_pProcessHandle, Adress, buffer, buffer.Length, out m_iNumberOfBytesWritten); 146 | } 147 | 148 | public static void Write(int Adress, char[] Value) 149 | { 150 | byte[] buffer = Encoding.UTF8.GetBytes(Value); 151 | 152 | WriteProcessMemory((int)m_pProcessHandle, Adress, buffer, buffer.Length, out m_iNumberOfBytesWritten); 153 | } 154 | 155 | public static void WriteByte(int Adress, byte Value) 156 | { 157 | byte[] buffer = { Value }; 158 | 159 | WriteProcessMemory((int)m_pProcessHandle, Adress, buffer, 1, out m_iNumberOfBytesWritten); 160 | } 161 | 162 | public static void WriteProtectedMemory(int Adress, object ob) 163 | { 164 | uint oldFlag; 165 | uint nvm; 166 | 167 | byte[] Value = StructureToByteArray(ob); 168 | 169 | if (VirtualProtectEx(m_pProcessHandle, (IntPtr)Adress, (UIntPtr)Value.Length, 0x40, out oldFlag)) 170 | { 171 | WriteProcessMemory((int)m_pProcessHandle, Adress, Value, Value.Length, out m_iNumberOfBytesWritten); 172 | 173 | if (VirtualProtectEx(m_pProcessHandle, (IntPtr)Adress, (UIntPtr)Value.Length, oldFlag, out nvm)) 174 | { 175 | } 176 | } 177 | } 178 | 179 | public static bool CanRead(int Address, int Size) 180 | { 181 | byte[] temp = new byte[Size]; 182 | return ReadProcessMemory((int)m_pProcessHandle, Address, temp, Size, ref m_iNumberOfBytesRead); 183 | } 184 | 185 | #region Transformation 186 | public static float[] ConvertToFloatArray(byte[] bytes) 187 | { 188 | if (bytes.Length % 4 != 0) 189 | throw new ArgumentException(); 190 | 191 | float[] floats = new float[bytes.Length / 4]; 192 | 193 | for (int i = 0; i < floats.Length; i++) 194 | floats[i] = BitConverter.ToSingle(bytes, i * 4); 195 | 196 | return floats; 197 | } 198 | 199 | private static T ByteArrayToStructure(byte[] bytes) where T : struct 200 | { 201 | var handle = GCHandle.Alloc(bytes, GCHandleType.Pinned); 202 | try 203 | { 204 | return (T)Marshal.PtrToStructure(handle.AddrOfPinnedObject(), typeof(T)); 205 | } 206 | finally 207 | { 208 | handle.Free(); 209 | } 210 | } 211 | 212 | public static byte[] StructureToByteArray(object obj) 213 | { 214 | int len = Marshal.SizeOf(obj); 215 | 216 | byte[] arr = new byte[len]; 217 | 218 | IntPtr ptr = Marshal.AllocHGlobal(len); 219 | 220 | Marshal.StructureToPtr(obj, ptr, true); 221 | Marshal.Copy(ptr, arr, 0, len); 222 | Marshal.FreeHGlobal(ptr); 223 | 224 | return arr; 225 | } 226 | #endregion 227 | 228 | #region DllImports 229 | 230 | [DllImport("kernel32.dll")] 231 | private static extern IntPtr OpenProcess( 232 | int dwDesiredAccess, 233 | bool bInheritHandle, 234 | int dwProcessId); 235 | 236 | [DllImport("kernel32.dll")] 237 | private static extern bool ReadProcessMemory( 238 | int hProcess, 239 | int lpBaseAddress, 240 | byte[] buffer, 241 | int size, 242 | ref int lpNumberOfBytesRead); 243 | 244 | [DllImport("kernel32.dll")] 245 | public static extern bool WriteProcessMemory( 246 | int hProcess, 247 | int lpBaseAddress, 248 | byte[] buffer, 249 | int size, 250 | out int lpNumberOfBytesWritten); 251 | 252 | [DllImport("kernel32.dll")] 253 | public static extern bool VirtualProtectEx( 254 | IntPtr hProcess, 255 | IntPtr lpAddress, 256 | UIntPtr dwSize, 257 | uint flNewProtect, 258 | out uint lpflOldProtect); 259 | 260 | [DllImport("kernel32.dll", SetLastError = true, ExactSpelling = true)] 261 | public static extern IntPtr VirtualAllocEx( 262 | IntPtr hProcess, 263 | IntPtr lpAddress, 264 | IntPtr dwSize, 265 | uint flAllocationType, 266 | uint flProtect); 267 | 268 | [DllImport("kernel32.dll")] 269 | public static extern IntPtr CreateRemoteThread( 270 | IntPtr hProcess, 271 | IntPtr lpThreadAttributes, 272 | uint dwStackSize, 273 | IntPtr lpStartAddress, 274 | IntPtr lpParameter, 275 | uint dwCreationFlags, 276 | out IntPtr lpThreadId); 277 | 278 | [DllImport("kernel32.dll", SetLastError = true, ExactSpelling = true)] 279 | public static extern bool VirtualFreeEx( 280 | IntPtr hProcess, 281 | IntPtr lpAddress, 282 | UIntPtr dwSize, 283 | uint dwFreeType); 284 | 285 | [DllImport("kernel32.dll", SetLastError = true, ExactSpelling = true)] 286 | public static extern Int32 WaitForSingleObject( 287 | IntPtr hHandle, 288 | UInt32 dwMilliseconds); 289 | 290 | [DllImport("kernel32.dll")] 291 | public static extern Int32 CloseHandle( 292 | IntPtr hObject 293 | ); 294 | #endregion 295 | } 296 | } 297 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Memory/NetvarManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Resources; 5 | using System.Text; 6 | using System.Threading.Tasks; 7 | using AqHaxCSGO.Objects.Classes; 8 | 9 | namespace AqHaxCSGO.MemoryManagers 10 | { 11 | /** 12 | * Fully Remade And Ported Code From A Java Project 13 | * So Credits To @Jonatino 14 | */ 15 | static class NetvarManager 16 | { 17 | public static List netvarList = new List(); 18 | private static CClass clientClass = new CClass(); 19 | private static RecvTable table = new RecvTable(); 20 | private static RecvProp prop = new RecvProp(); 21 | 22 | public static void LoadOffsets() 23 | { 24 | int startingPoint = Memory.clientBase + SigScanner.ClientSigScan(Encoding.ASCII.GetBytes("DT_TEWorldDecal")); 25 | int secondPoint = SigScanner.ClientSigScan(BitConverter.GetBytes(startingPoint)); 26 | startingPoint = Memory.Read(Memory.clientBase + 0x2B + secondPoint); 27 | 28 | for (clientClass.SetBase(startingPoint); clientClass.Readable(); clientClass.SetBase(clientClass.Next)) 29 | { 30 | table.SetBase(clientClass.Table); 31 | string tableName = table.TableName; 32 | if (tableName.Length > 0 && table.PropCount > 0) 33 | { 34 | ScanTable(table, 0, tableName); 35 | } 36 | } 37 | } 38 | 39 | public static int GetOffsetByName(string tableName, string propName) 40 | { 41 | foreach (NetVar n in netvarList) 42 | { 43 | if (n.ClassName == tableName && n.PropName == propName) 44 | { 45 | return n.Offset; 46 | } 47 | } 48 | return -1; 49 | } 50 | 51 | private static void ScanTable(RecvTable table, int offset, String className) 52 | { 53 | for (int i = 0; i < table.PropCount; i++) 54 | { 55 | prop.SetBase(table.PropForId(i)); 56 | prop.SetOffset(offset); 57 | 58 | string propName = prop.Name; 59 | int propOffset = prop.Offset; 60 | 61 | if (Char.IsDigit(propName[0])) 62 | { 63 | continue; 64 | } 65 | 66 | if (propOffset != 0x0) 67 | { 68 | netvarList.Add(new NetVar(className, propName, propOffset)); 69 | } 70 | 71 | int child = prop.Table; 72 | if (child == 0) 73 | { 74 | continue; 75 | } 76 | ScanTable(new RecvTable().SetBase(child), propOffset, className); 77 | } 78 | } 79 | } 80 | 81 | class NetVar 82 | { 83 | public string ClassName { get; private set; } 84 | public string PropName { get; private set; } 85 | public int Offset { get; private set; } 86 | 87 | public NetVar(string className, string propName, int offset) 88 | { 89 | this.ClassName = className; 90 | this.PropName = propName; 91 | this.Offset = offset; 92 | } 93 | } 94 | 95 | class RecvProp 96 | { 97 | private int this_pointer; 98 | private int offset; 99 | 100 | public RecvProp SetBase(int this_pointer) 101 | { 102 | this.this_pointer = this_pointer; 103 | return this; 104 | } 105 | 106 | public RecvProp SetOffset(int newOffset) 107 | { 108 | offset = newOffset; 109 | return this; 110 | } 111 | 112 | public int Table 113 | { 114 | get 115 | { 116 | return Memory.Read(this_pointer + 0x28); 117 | } 118 | } 119 | 120 | public string Name 121 | { 122 | get 123 | { 124 | return Memory.ReadString(Memory.Read(this_pointer), 64, Encoding.ASCII); 125 | } 126 | } 127 | 128 | public int Offset 129 | { 130 | get 131 | { 132 | return offset + Memory.Read(this_pointer + 0x2C); 133 | } 134 | } 135 | 136 | public int Type 137 | { 138 | get 139 | { 140 | return Memory.Read(this_pointer + 0x4); 141 | } 142 | } 143 | 144 | public int Elements 145 | { 146 | get 147 | { 148 | return Memory.Read(this_pointer + 0x34); 149 | } 150 | } 151 | 152 | public int StringLength 153 | { 154 | get 155 | { 156 | return Memory.Read(this_pointer + 0xC); 157 | } 158 | } 159 | } 160 | class RecvTable 161 | { 162 | private int this_pointer; 163 | 164 | public RecvTable SetBase(int this_pointer) 165 | { 166 | this.this_pointer = this_pointer; 167 | return this; 168 | } 169 | 170 | public int PropForId(int id) 171 | { 172 | return Memory.Read(this_pointer) + (id * 0x3C); 173 | } 174 | 175 | public string TableName 176 | { 177 | get 178 | { 179 | return Memory.ReadString(Memory.Read(this_pointer + 0xC), 32, Encoding.ASCII); 180 | } 181 | } 182 | 183 | public int PropCount 184 | { 185 | get 186 | { 187 | return Memory.Read(this_pointer + 0x4); 188 | } 189 | } 190 | 191 | public bool Readable 192 | { 193 | get 194 | { 195 | return Memory.CanRead(this_pointer, 0x10); 196 | } 197 | } 198 | } 199 | } 200 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Memory/SigScanner.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Data; 4 | using System.Linq; 5 | using System.Text; 6 | using System.Threading.Tasks; 7 | 8 | namespace AqHaxCSGO.MemoryManagers 9 | { 10 | static class SigScanner 11 | { 12 | public static int FindPattern(byte[] pattern, string mask, int moduleBase, int moduleSize) 13 | { 14 | byte[] moduleBytes = new byte[moduleSize]; 15 | 16 | if (Memory.ReadBytes(moduleBase, ref moduleBytes)) 17 | { 18 | for (int i = 0; i < moduleSize; i++) 19 | { 20 | bool found = true; 21 | 22 | for (int l = 0; l < mask.Length; l++) 23 | { 24 | found = mask[l] == '?' || moduleBytes[l + i] == pattern[l]; 25 | 26 | if (!found) 27 | break; 28 | } 29 | 30 | if (found) 31 | return i; 32 | } 33 | } 34 | 35 | return 0; 36 | } 37 | 38 | public static Int32 ClientSigScan(byte[] sig) 39 | { 40 | return FindPattern(sig, GetFullfilledMask(sig), Memory.clientBase, Memory.clientSize); 41 | } 42 | 43 | public static Int32 EngineSigScan(byte[] sig) 44 | { 45 | return FindPattern(sig, GetFullfilledMask(sig), Memory.engineBase, Memory.engineSize); 46 | } 47 | 48 | public static Int32 ClientSigScan(string sig, int offset = 0, int extra = 0, bool isRelative = true) 49 | { 50 | return SigScan(sig, offset, extra, Memory.clientBase, Memory.clientSize) + (isRelative ? 0 : Memory.clientBase); 51 | } 52 | 53 | public static Int32 EngineSigScan(string sig, int offset = 0, int extra = 0, bool isRelative = true) 54 | { 55 | return SigScan(sig, offset, extra, Memory.engineBase, Memory.engineSize) + (isRelative ? 0 : Memory.engineBase); 56 | } 57 | 58 | private static Int32 SigScan(string sig, int offset, int extra, Int32 module, Int32 moduleSize) 59 | { 60 | byte[] moduleDump = new byte[moduleSize]; 61 | 62 | if (Memory.ReadBytes(module, ref moduleDump)) 63 | { 64 | byte[] pattern = SignatureToPattern(sig); 65 | string mask = GetSignatureMask(sig); 66 | IntPtr address = IntPtr.Zero; 67 | 68 | for (int i = 0; i < moduleSize; i++) 69 | { 70 | if (address == IntPtr.Zero && pattern.Length + i < moduleSize) 71 | { 72 | bool isSuccess = true; 73 | 74 | for (int k = 0; k < pattern.Length; k++) 75 | { 76 | if (mask[k] == '?') 77 | continue; 78 | 79 | 80 | if (pattern[k] != moduleDump[i + k]) 81 | isSuccess = false; 82 | } 83 | 84 | if (!isSuccess) continue; 85 | 86 | if (address == IntPtr.Zero) 87 | return BitConverter.ToInt32(Memory.ReadBytes(module + i + offset, 4), 0) + extra - module; 88 | } 89 | } 90 | } 91 | 92 | return -1; 93 | } 94 | 95 | private static byte[] SignatureToPattern(string sig) 96 | { 97 | string[] parts = sig.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); 98 | byte[] patternArray = new byte[parts.Length]; 99 | 100 | for (int i = 0; i < parts.Length; i++) 101 | { 102 | if (parts[i] == "?") 103 | { 104 | patternArray[i] = 0; 105 | continue; 106 | } 107 | 108 | if (!byte.TryParse(parts[i], System.Globalization.NumberStyles.HexNumber, System.Globalization.CultureInfo.DefaultThreadCurrentCulture, out patternArray[i])) 109 | { 110 | throw new Exception(); 111 | } 112 | } 113 | 114 | return patternArray; 115 | } 116 | 117 | private static string GetSignatureMask(string sig) 118 | { 119 | string[] parts = sig.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); 120 | string mask = ""; 121 | 122 | for (int i = 0; i < parts.Length; i++) 123 | { 124 | if (parts[i] == "?") 125 | { 126 | mask += "?"; 127 | } 128 | else 129 | { 130 | mask += "x"; 131 | } 132 | } 133 | 134 | return mask; 135 | } 136 | 137 | private static string GetFullfilledMask(byte[] buffer) 138 | { 139 | string result = ""; 140 | for (int i = 0; i < buffer.Length; i++) 141 | { 142 | result += "x"; 143 | } 144 | return result; 145 | } 146 | } 147 | } 148 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Misc/Globals.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Drawing; 7 | using AqHaxCSGO.Objects.Structs; 8 | using AqHaxCSGO.Misc; 9 | 10 | namespace AqHaxCSGO.Objects 11 | { 12 | class KnifeObj 13 | { 14 | public ItemDefinitionIndex itemDefinitionIndex; 15 | public string modelName; 16 | 17 | public KnifeObj(ItemDefinitionIndex i, string m) 18 | { 19 | this.itemDefinitionIndex = i; 20 | this.modelName = m; 21 | } 22 | } 23 | 24 | static class Constants 25 | { 26 | public static Dictionary KnifeList = InitializeList(); 27 | 28 | private static Dictionary InitializeList() 29 | { 30 | Dictionary res = new Dictionary(); 31 | 32 | string[] listNames = { "Bayonet", 33 | "Flip Knife", 34 | "Gut Knife", 35 | "Karambit", 36 | "M9 Bayonet", 37 | "Huntsman Knife", 38 | "Falchion Knife", 39 | "Bowie Knife", 40 | "Butterfly Knife", 41 | "Shadow Daggers", 42 | "Ursus Knife", 43 | "Navaja Knife", 44 | "Stiletto Knife", 45 | "Talon Knife", 46 | "Classic Knife", 47 | "Paracord Knife", 48 | "Survival Knife", 49 | "Nomad Knife", 50 | "Skeleton Knife" }; 51 | 52 | string[] itemDefNames = {"WEAPON_KNIFE_BAYONET", 53 | "WEAPON_KNIFE_FLIP", 54 | "WEAPON_KNIFE_GUT", 55 | "WEAPON_KNIFE_KARAMBIT", 56 | "WEAPON_KNIFE_M9_BAYONET", 57 | "WEAPON_KNIFE_TACTICAL", 58 | "WEAPON_KNIFE_FALCHION", 59 | "WEAPON_KNIFE_SURVIVAL_BOWIE", 60 | "WEAPON_KNIFE_BUTTERFLY", 61 | "WEAPON_KNIFE_PUSH", 62 | "WEAPON_KNIFE_URSUS", 63 | "WEAPON_KNIFE_GYPSY_JACKKNIFE", 64 | "WEAPON_KNIFE_STILETTO", 65 | "WEAPON_KNIFE_WIDOWMAKER", 66 | "WEAPON_KNIFE_CSS", 67 | "WEAPON_KNIFE_CORD", 68 | "WEAPON_KNIFE_CANIS", 69 | "WEAPON_KNIFE_OUTDOOR", 70 | "WEAPON_KNIFE_SKELETON" }; 71 | 72 | string[] knifeModels = {"models/weapons/v_knife_bayonet.mdl", 73 | "models/weapons/v_knife_flip.mdl", 74 | "models/weapons/v_knife_gut.mdl", 75 | "models/weapons/v_knife_karam.mdl", 76 | "models/weapons/v_knife_m9_bay.mdl", 77 | "models/weapons/v_knife_tactical.mdl", 78 | "models/weapons/v_knife_falchion_advanced.mdl", 79 | "models/weapons/v_knife_survival_bowie.mdl", 80 | "models/weapons/v_knife_butterfly.mdl", 81 | "models/weapons/v_knife_push.mdl", 82 | "models/weapons/v_knife_ursus.mdl", 83 | "models/weapons/v_knife_gypsy_jackknife.mdl", 84 | "models/weapons/v_knife_stiletto.mdl", 85 | "models/weapons/v_knife_widowmaker.mdl", 86 | "models/weapons/v_knife_css.mdl", 87 | "models/weapons/v_knife_cord.mdl", 88 | "models/weapons/v_knife_canis.mdl", 89 | "models/weapons/v_knife_outdoor.mdl", 90 | "models/weapons/v_knife_skeleton.mdl" }; 91 | 92 | for (int i = 0; i < 19; i++) 93 | { 94 | res.Add(listNames[i], new KnifeObj( (ItemDefinitionIndex)Enum.Parse(typeof(ItemDefinitionIndex), itemDefNames[i]), knifeModels[i])); 95 | } 96 | 97 | return res; 98 | } 99 | } 100 | 101 | static class Globals 102 | { 103 | public static bool WallHackEnabled = false; 104 | public static bool WallHackFullEnabled = false; 105 | public static bool WallHackGlowOnly = false; 106 | public static Color WallHackEnemy = Color.Red; 107 | public static Color WallHackTeammate = Color.Green; 108 | public static float FullBloomAmount = 1.0f; 109 | 110 | public static bool RenderEnabled = false; 111 | public static bool RenderEnemyOnly = false; 112 | public static Color RenderColor = Color.Red; 113 | public static int RenderBrightness = 1; 114 | 115 | public static bool RadarEnabled = false; 116 | 117 | public static bool ESPEnabled = false; 118 | public static bool ESPSkeletonEnabled = false; 119 | public static bool ESPHealthEnabled = false; 120 | public static bool ESPName = false; 121 | public static bool ESPDebugSkeleton = false; 122 | 123 | public static bool AimEnabled = false; 124 | public static bool AimRecoil = false; 125 | public static bool AimShootOnCollide = false; 126 | public static bool AimSilent = false; 127 | public static bool AimAutoBot = false; 128 | public static HitboxGroup AimPosition = HitboxGroup.ENTITY_HEAD; 129 | 130 | public static bool TriggerEnabled = false; 131 | public static bool TriggerPressOnlyEnabled = false; 132 | 133 | public static bool AntiFlashEnabled = false; 134 | public static bool BunnyHopEnabled = false; 135 | public static bool NightModeEnabled = false; 136 | 137 | public static bool SkinChangerEnabled = false; 138 | public static bool KnifeChangerEnabled = false; 139 | public static bool KnifeChangerAnimFixEnabled = false; 140 | public static bool ManualLoadEnabled = false; 141 | public static string SelectedKnife = "Bayonet"; 142 | 143 | 144 | 145 | 146 | 147 | private static int _BunnyHopDelay = 1; 148 | public static int BunnyHopAccuracy { 149 | get 150 | { 151 | return _BunnyHopDelay; 152 | } 153 | set 154 | { 155 | _BunnyHopDelay = 5 - value; 156 | } 157 | } 158 | 159 | private static int _IdleWait = 10; 160 | public static int IdleWait 161 | { 162 | get 163 | { 164 | return _IdleWait; 165 | } 166 | set 167 | { 168 | _IdleWait = 50 - (value * 10); 169 | } 170 | } 171 | 172 | private static int _UsageDelay = 1; 173 | public static int UsageDelay 174 | { 175 | get 176 | { 177 | return _UsageDelay; 178 | } 179 | set 180 | { 181 | _UsageDelay = 5 - value; 182 | } 183 | } 184 | public static int TriggerKey = 16; 185 | 186 | 187 | 188 | public static Dictionary CsgoSkinList = new Dictionary(); 189 | public static List LoadedPresets = new List(); 190 | } 191 | 192 | static class GlobalLists 193 | { 194 | public static EntityList entityList = new EntityList(); 195 | public static WeaponList weaponList = new WeaponList(); 196 | } 197 | 198 | static class RuntimeGlobals 199 | { 200 | public static int selectedKnifeModelIndex = 0; 201 | } 202 | } 203 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Misc/Offsets.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO 8 | { 9 | static class Offsets 10 | { 11 | #region Offsets 12 | public static Int32 timestamp; 13 | public static Int32 cs_gamerules_data; 14 | public static Int32 m_ArmorValue; 15 | public static Int32 m_Collision; 16 | public static Int32 m_CollisionGroup; 17 | public static Int32 m_Local; 18 | public static Int32 m_MoveType; 19 | public static Int32 m_OriginalOwnerXuidHigh; 20 | public static Int32 m_OriginalOwnerXuidLow; 21 | public static Int32 m_SurvivalGameRuleDecisionTypes; 22 | public static Int32 m_SurvivalRules; 23 | public static Int32 m_aimPunchAngle; 24 | public static Int32 m_aimPunchAngleVel; 25 | public static Int32 m_angEyeAnglesX; 26 | public static Int32 m_angEyeAnglesY; 27 | public static Int32 m_bBombPlanted; 28 | public static Int32 m_bFreezePeriod; 29 | public static Int32 m_bGunGameImmunity; 30 | public static Int32 m_bHasDefuser; 31 | public static Int32 m_bHasHelmet; 32 | public static Int32 m_bInReload; 33 | public static Int32 m_bIsDefusing; 34 | public static Int32 m_bIsQueuedMatchmaking; 35 | public static Int32 m_bIsScoped; 36 | public static Int32 m_bIsValveDS; 37 | public static Int32 m_bSpotted; 38 | public static Int32 m_bSpottedByMask; 39 | public static Int32 m_bStartedArming; 40 | public static Int32 m_clrRender; 41 | public static Int32 m_dwBoneMatrix; 42 | public static Int32 m_fAccuracyPenalty; 43 | public static Int32 m_fFlags; 44 | public static Int32 m_flC4Blow; 45 | public static Int32 m_flDefuseCountDown; 46 | public static Int32 m_flDefuseLength; 47 | public static Int32 m_flFallbackWear; 48 | public static Int32 m_flFlashDuration; 49 | public static Int32 m_flFlashMaxAlpha; 50 | public static Int32 m_flLastBoneSetupTime; 51 | public static Int32 m_flLowerBodyYawTarget; 52 | public static Int32 m_flNextAttack; 53 | public static Int32 m_flNextPrimaryAttack; 54 | public static Int32 m_flSimulationTime; 55 | public static Int32 m_flTimerLength; 56 | public static Int32 m_hActiveWeapon; 57 | public static Int32 m_hMyWeapons; 58 | public static Int32 m_hObserverTarget; 59 | public static Int32 m_hOwner; 60 | public static Int32 m_hOwnerEntity; 61 | public static Int32 m_iAccountID; 62 | public static Int32 m_iClip1; 63 | public static Int32 m_iCompetitiveRanking; 64 | public static Int32 m_iCompetitiveWins; 65 | public static Int32 m_iCrosshairId; 66 | public static Int32 m_iEntityQuality; 67 | public static Int32 m_iFOV; 68 | public static Int32 m_iFOVStart; 69 | public static Int32 m_iGlowIndex; 70 | public static Int32 m_iHealth; 71 | public static Int32 m_iItemDefinitionIndex; 72 | public static Int32 m_iItemIDHigh; 73 | public static Int32 m_iMostRecentModelBoneCounter; 74 | public static Int32 m_iObserverMode; 75 | public static Int32 m_iShotsFired; 76 | public static Int32 m_iState; 77 | public static Int32 m_iTeamNum; 78 | public static Int32 m_lifeState; 79 | public static Int32 m_nFallbackPaintKit; 80 | public static Int32 m_nFallbackSeed; 81 | public static Int32 m_nFallbackStatTrak; 82 | public static Int32 m_hViewModel; 83 | public static Int32 m_iViewModelIndex; 84 | public static Int32 m_iWorldModelIndex; 85 | public static Int32 m_nModelIndex; 86 | public static Int32 m_iWorldDroppedModelIndex; 87 | public static Int32 m_nForceBone; 88 | public static Int32 m_nTickBase; 89 | public static Int32 m_rgflCoordinateFrame; 90 | public static Int32 m_szCustomName; 91 | public static Int32 m_szLastPlaceName; 92 | public static Int32 m_thirdPersonViewAngles; 93 | public static Int32 m_vecOrigin; 94 | public static Int32 m_vecVelocity; 95 | public static Int32 m_vecViewOffset; 96 | public static Int32 m_viewPunchAngle; 97 | public static Int32 m_hTonemapControllerIndex; 98 | public static Int32 m_bUseCustomBloomScale; 99 | public static Int32 m_bUseCustomAutoExposureMin; 100 | public static Int32 m_bUseCustomAutoExposureMax; 101 | public static Int32 m_flCustomBloomScale; 102 | public static Int32 m_flCustomAutoExposureMin; 103 | public static Int32 m_flCustomAutoExposureMax; 104 | public static Int32 m_nSequence; 105 | public static Int32 clientstate_choked_commands; 106 | public static Int32 clientstate_delta_ticks; 107 | public static Int32 clientstate_last_outgoing_command; 108 | public static Int32 clientstate_net_channel; 109 | public static Int32 convar_name_hash_table; 110 | public static Int32 dwClientState; 111 | public static Int32 dwClientState_GetLocalPlayer; 112 | public static Int32 dwClientState_IsHLTV; 113 | public static Int32 dwClientState_Map; 114 | public static Int32 dwClientState_MapDirectory; 115 | public static Int32 dwClientState_MaxPlayer; 116 | public static Int32 dwClientState_PlayerInfo; 117 | public static Int32 dwClientState_State; 118 | public static Int32 dwClientState_ViewAngles; 119 | public static Int32 dwEntityList; 120 | public static Int32 dwForceAttack; 121 | public static Int32 dwForceAttack2; 122 | public static Int32 dwForceBackward; 123 | public static Int32 dwForceForward; 124 | public static Int32 dwForceJump; 125 | public static Int32 dwForceLeft; 126 | public static Int32 dwForceRight; 127 | public static Int32 dwGameDir; 128 | public static Int32 dwGameRulesProxy; 129 | public static Int32 dwGetAllClasses; 130 | public static Int32 dwGlobalVars; 131 | public static Int32 dwGlowObjectManager; 132 | public static Int32 dwInput; 133 | public static Int32 dwInterfaceLinkList; 134 | public static Int32 dwLocalPlayer; 135 | public static Int32 dwMouseEnable; 136 | public static Int32 dwMouseEnablePtr; 137 | public static Int32 dwPlayerResource; 138 | public static Int32 dwRadarBase; 139 | public static Int32 dwSensitivity; 140 | public static Int32 dwSensitivityPtr; 141 | public static Int32 dwSetClanTag; 142 | public static Int32 dwViewMatrix; 143 | public static Int32 dwWeaponTable; 144 | public static Int32 dwWeaponTableIndex; 145 | public static Int32 dwYawPtr; 146 | public static Int32 dwZoomSensitivityRatioPtr; 147 | public static Int32 dwbSendPackets; 148 | public static Int32 dwppDirect3DDevice9; 149 | public static Int32 force_update_spectator_glow; 150 | public static Int32 interface_engine_cvar; 151 | public static Int32 is_c4_owner; 152 | public static Int32 m_bDormant; 153 | public static Int32 m_pStudioHdr; 154 | public static Int32 m_pitchClassPtr; 155 | public static Int32 m_yawClassPtr; 156 | public static Int32 model_ambient_min; 157 | public static Int32 set_abs_angles; 158 | public static Int32 set_abs_origin; 159 | 160 | public static Int32 dwClientCmd; 161 | public static Int32 dwClientState_ModelPrecacheTable; 162 | #endregion 163 | } 164 | } 165 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Misc/SaveManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.IO; 7 | using System.Xml.Resolvers; 8 | using System.Xml.Serialization; 9 | using System.Xml.Linq; 10 | 11 | namespace AqHaxCSGO 12 | { 13 | public static class SaveManager 14 | { 15 | public class SettingsScheme 16 | { 17 | public int IdlePowerConsumption { get; set; } 18 | public int UsagePowerConsumption { get; set; } 19 | public int BunnyAccuracy { get; set; } 20 | public int TriggerKey { get; set; } 21 | } 22 | 23 | public static void SaveSettings(SettingsScheme settingsScheme) 24 | { 25 | string appDataPath = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData); 26 | string programDataPath = Path.Combine(appDataPath, "AqHaxCSGO"); 27 | string fullSavePath = Path.Combine(programDataPath, "settings.xml"); 28 | 29 | var doc = new XDocument(); 30 | using (var writer = doc.CreateWriter()) 31 | { 32 | var serializer = new XmlSerializer(typeof(SettingsScheme)); 33 | 34 | serializer.Serialize(writer, settingsScheme); 35 | } 36 | 37 | doc.Save(fullSavePath); 38 | } 39 | 40 | public static SettingsScheme LoadSettings() 41 | { 42 | string appDataPath = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData); 43 | string programDataPath = Path.Combine(appDataPath, "AqHaxCSGO"); 44 | string fullSavePath = Path.Combine(programDataPath, "settings.xml"); 45 | 46 | if (File.Exists(fullSavePath)) 47 | { 48 | var serializer = new XmlSerializer(typeof(SettingsScheme)); 49 | using (var fs = new FileStream(fullSavePath, FileMode.Open)) 50 | { 51 | SettingsScheme settings = (SettingsScheme)serializer.Deserialize(fs); 52 | return settings; 53 | } 54 | } 55 | else 56 | { 57 | SettingsScheme settings = new SettingsScheme(); 58 | settings.BunnyAccuracy = 1; 59 | settings.IdlePowerConsumption = 10; 60 | settings.UsagePowerConsumption = 1; 61 | settings.TriggerKey = 16; 62 | 63 | SaveManager.SaveSettings(settings); 64 | return settings; 65 | } 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Misc/SkinObj.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO.Misc 8 | { 9 | class Skin 10 | { 11 | public int WeaponID; 12 | public int PaintKit; 13 | public int Seed; 14 | public float Wear; 15 | public string CustomName; 16 | 17 | public Skin(int i, int p, int s, float w, string c) 18 | { 19 | this.WeaponID = i; 20 | this.PaintKit = p; 21 | this.Seed = s; 22 | this.Wear = w; 23 | this.CustomName = c; 24 | } 25 | } 26 | 27 | class SkinObj 28 | { 29 | public int SkinID; 30 | public string SkinName; 31 | 32 | public SkinObj(int i, string n) 33 | { 34 | this.SkinID = i; 35 | this.SkinName = n; 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Misc/Threads.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Threading; 7 | using AqHaxCSGO.Hacks; 8 | using AqHaxCSGO.Hacks.Features; 9 | 10 | namespace AqHaxCSGO 11 | { 12 | static class Threads 13 | { 14 | static Thread bunnyThread = new Thread(Others.BunnyThread); 15 | static Thread antiFlashThread = new Thread(Others.FlashThread); 16 | static Thread nightModeThread = new Thread(Others.NightModeThread); 17 | static Thread wallThread = new Thread(WallHack.WallHackThread); 18 | static Thread renderThread = new Thread(WallHack.RenderColorThread); 19 | static Thread aimThread = new Thread(Aimbot.AimbotThread); 20 | static Thread triggerThread = new Thread(Aimbot.TriggerThread); 21 | static Thread radarThread = new Thread(WallHack.RadarThread); 22 | static Thread skinChangerThread = new Thread(SkinChanger.SkinChangerThread); 23 | static Thread knifeChangerThread = new Thread(KnifeChanger.KnifeChangerThread); 24 | static Thread knifeChangerAnimFixThread = new Thread(KnifeChangerAnimationFix.KnifeChangerAnimationFixThread); 25 | 26 | public static void InitAll() 27 | { 28 | bunnyThread.IsBackground = true; 29 | antiFlashThread.IsBackground = true; 30 | nightModeThread.IsBackground = true; 31 | wallThread.IsBackground = true; 32 | renderThread.IsBackground = true; 33 | aimThread.IsBackground = true; 34 | triggerThread.IsBackground = true; 35 | radarThread.IsBackground = true; 36 | skinChangerThread.IsBackground = true; 37 | knifeChangerThread.IsBackground = true; 38 | knifeChangerAnimFixThread.IsBackground = true; 39 | 40 | bunnyThread.Start(); 41 | antiFlashThread.Start(); 42 | nightModeThread.Start(); 43 | wallThread.Start(); 44 | renderThread.Start(); 45 | aimThread.Start(); 46 | triggerThread.Start(); 47 | radarThread.Start(); 48 | skinChangerThread.Start(); 49 | knifeChangerThread.Start(); 50 | knifeChangerAnimFixThread.Start(); 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Classes/CClass.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | 8 | namespace AqHaxCSGO.Objects.Classes 9 | { 10 | 11 | class CClass 12 | { 13 | private int this_pointer; 14 | 15 | public CClass SetBase(int this_pointer) 16 | { 17 | this.this_pointer = this_pointer; 18 | return this; 19 | } 20 | 21 | public int ClassID 22 | { 23 | get 24 | { 25 | return Memory.Read(this_pointer + 0x14); 26 | } 27 | } 28 | 29 | public string ClassName 30 | { 31 | get 32 | { 33 | return Memory.ReadString(Memory.Read(this_pointer + 0x8), 64, Encoding.UTF8); 34 | } 35 | } 36 | 37 | public int Next 38 | { 39 | get 40 | { 41 | return Memory.Read(this_pointer + 0x10); 42 | } 43 | } 44 | 45 | public int Table 46 | { 47 | get 48 | { 49 | return Memory.Read(this_pointer + 0xC); 50 | } 51 | } 52 | 53 | public bool Readable() 54 | { 55 | return Memory.CanRead(this_pointer, 0x28); 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/ClientDLL.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using static AqHaxCSGO.Offsets; 8 | 9 | namespace AqHaxCSGO.Objects 10 | { 11 | static class ClientDLL 12 | { 13 | public static float[] ViewMatrix 14 | { 15 | get 16 | { 17 | return Memory.ReadMatrix(Memory.clientBase + dwViewMatrix, 16); 18 | } 19 | } 20 | 21 | public static void ForceAttack(bool shoot) => Memory.Write(Memory.clientBase + dwForceAttack, shoot ? 5 : 4); 22 | 23 | public static void ForceRightAttack(bool trigger) => Memory.Write(Memory.clientBase + dwForceAttack2, trigger ? 5 : 4); 24 | 25 | public static void ForceJump(bool jump) => Memory.Write(Memory.clientBase + dwForceJump, jump ? 5 : 4); 26 | 27 | public static byte ForceUpdateSpectatorGlow 28 | { 29 | get 30 | { 31 | return Memory.Read(Memory.clientBase + force_update_spectator_glow); 32 | } 33 | set 34 | { 35 | Memory.Write(Memory.clientBase + force_update_spectator_glow, value); 36 | } 37 | } 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/EngineDLL.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using static AqHaxCSGO.Offsets; 8 | 9 | namespace AqHaxCSGO.Objects 10 | { 11 | static class EngineDLL 12 | { 13 | public static int ClientStatePtr 14 | { 15 | get 16 | { 17 | return Memory.Read(Memory.engineBase + dwClientState); 18 | } 19 | } 20 | 21 | public static int MaxPlayer 22 | { 23 | get 24 | { 25 | return Memory.Read(ClientStatePtr + dwClientState_MaxPlayer); 26 | } 27 | } 28 | 29 | public static bool InGame 30 | { 31 | get 32 | { 33 | return Memory.Read(ClientStatePtr + dwClientState_State) == 6; 34 | } 35 | } 36 | 37 | public static int ForceReload 38 | { 39 | get 40 | { 41 | return Memory.Read(ClientStatePtr + clientstate_delta_ticks); 42 | } 43 | set 44 | { 45 | Memory.Write(ClientStatePtr + clientstate_delta_ticks, value); 46 | } 47 | } 48 | 49 | public static bool SendPackets 50 | { 51 | get 52 | { 53 | return Memory.Read(Memory.engineBase + dwbSendPackets) == 1; 54 | } 55 | set 56 | { 57 | Memory.Write(Memory.engineBase + dwbSendPackets, value ? (byte)0x1 : (byte)0x0); 58 | } 59 | } 60 | 61 | public static float ModelAmbientIntensity 62 | { 63 | get 64 | { 65 | return Memory.Read(Memory.engineBase + model_ambient_min); 66 | } 67 | set 68 | { 69 | int ptr = Memory.Read(Memory.engineBase + model_ambient_min - 0x2C); 70 | int convertedBrightness = BitConverter.ToInt32(BitConverter.GetBytes(value), 0); 71 | int xored = convertedBrightness ^ ptr; 72 | Memory.Write(Memory.engineBase + model_ambient_min, xored); 73 | } 74 | } 75 | 76 | public static int GetModelIndexByName(string modelName) 77 | { 78 | int modelPrecacheTable = Memory.Read(ClientStatePtr + dwClientState_ModelPrecacheTable); 79 | int modelPrecacheDict = Memory.Read(modelPrecacheTable + 0x40); 80 | int modelPrecacheDictItems = Memory.Read(modelPrecacheDict + 0xC); 81 | 82 | for (int i = 0; i < 1024; i++) 83 | { 84 | int modelPrecacheDictItem = Memory.Read(modelPrecacheDictItems + 0xC + i * 0x34); 85 | string modelPrecacheDictItemName = Memory.ReadString(modelPrecacheDictItem, 128, Encoding.ASCII); 86 | if (modelPrecacheDictItemName == modelName) 87 | { 88 | return i; 89 | } 90 | } 91 | 92 | return -1; 93 | } 94 | } 95 | } 96 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Entity/CBaseCombatWeapon.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using static AqHaxCSGO.Offsets; 8 | using AqHaxCSGO.Objects.Structs; 9 | using static AqHaxCSGO.Objects.GlobalLists; 10 | 11 | namespace AqHaxCSGO.Objects 12 | { 13 | class WeaponList 14 | { 15 | private CBaseCombatWeapon[] weapons = new CBaseCombatWeapon[16]; 16 | 17 | public WeaponList() 18 | { 19 | for (int i = 0; i < weapons.Length; i++) 20 | { 21 | weapons[i] = new CBaseCombatWeapon(i); 22 | } 23 | } 24 | 25 | public CBaseCombatWeapon this[int index] 26 | { 27 | get 28 | { 29 | try 30 | { 31 | return weapons[index]; 32 | } 33 | catch 34 | { 35 | return null; 36 | } 37 | } 38 | } 39 | 40 | public CBaseCombatWeapon ActiveWeapon 41 | { 42 | get 43 | { 44 | return new CBaseCombatWeapon((IntPtr)CBasePlayer.ActiveWeaponIndex); 45 | } 46 | } 47 | } 48 | 49 | class CBaseCombatWeapon 50 | { 51 | public int Index { get; private set; } 52 | 53 | public CBaseCombatWeapon(int index) 54 | { 55 | this.Index = index; 56 | } 57 | 58 | public CBaseCombatWeapon(IntPtr ptr) 59 | { 60 | this.Ptr = (int)ptr; 61 | } 62 | 63 | private int _Ptr = -1; 64 | private int Ptr 65 | { 66 | get 67 | { 68 | if (_Ptr != -1) return _Ptr; 69 | return Memory.Read(CBasePlayer.LocalPlayerPtr + m_hMyWeapons + Index * 0x4) & 0xFFF; 70 | } 71 | set 72 | { 73 | _Ptr = value; 74 | } 75 | } 76 | 77 | public int Base 78 | { 79 | get 80 | { 81 | return Memory.Read(Memory.clientBase + dwEntityList + (Ptr - 1) * 0x10); 82 | } 83 | } 84 | 85 | #region SkinSDK 86 | public int ItemDefinitionIndex 87 | { 88 | get 89 | { 90 | return Memory.Read(Base + m_iItemDefinitionIndex); 91 | } 92 | set 93 | { 94 | Memory.Write(Base + m_iItemDefinitionIndex, value); 95 | } 96 | 97 | } 98 | 99 | public int AccountID 100 | { 101 | get 102 | { 103 | return Memory.Read(Base + m_iAccountID); 104 | } 105 | set 106 | { 107 | Memory.Write(Base + m_iAccountID, value); 108 | } 109 | } 110 | 111 | public int XuIDLow 112 | { 113 | get 114 | { 115 | return Memory.Read(Base + m_OriginalOwnerXuidLow); 116 | } 117 | set 118 | { 119 | Memory.Write(Base + m_OriginalOwnerXuidLow, value); 120 | } 121 | } 122 | 123 | public int ItemIDHigh 124 | { 125 | get 126 | { 127 | return Memory.Read(Base + m_iItemIDHigh); 128 | } 129 | set 130 | { 131 | Memory.Write(Base + m_iItemIDHigh, value); 132 | } 133 | } 134 | 135 | public int PaintKit 136 | { 137 | get 138 | { 139 | return Memory.Read(Base + m_nFallbackPaintKit); 140 | } 141 | set 142 | { 143 | Memory.Write(Base + m_nFallbackPaintKit, value); 144 | } 145 | } 146 | 147 | public float Wear 148 | { 149 | get 150 | { 151 | return Memory.Read(Base + m_flFallbackWear); 152 | } 153 | set 154 | { 155 | Memory.Write(Base + m_flFallbackWear, value); 156 | } 157 | } 158 | 159 | public int StatTrak 160 | { 161 | get 162 | { 163 | return Memory.Read(Base + m_nFallbackStatTrak); 164 | } 165 | set 166 | { 167 | Memory.Write(Base + m_nFallbackStatTrak, value); 168 | } 169 | } 170 | 171 | public int Seed 172 | { 173 | get 174 | { 175 | return Memory.Read(Base + m_nFallbackSeed); 176 | } 177 | set 178 | { 179 | Memory.Write(Base + m_nFallbackSeed, value); 180 | } 181 | } 182 | 183 | public string CustomName 184 | { 185 | set 186 | { 187 | Memory.Write(Base + m_szCustomName, value.ToCharArray()); 188 | } 189 | } 190 | 191 | public int EntityQuality 192 | { 193 | set 194 | { 195 | Memory.Write(Base + m_iEntityQuality, value); 196 | } 197 | } 198 | #endregion 199 | 200 | #region KnifeSDK 201 | public int ViewModelIndex 202 | { 203 | get 204 | { 205 | return Memory.Read(Base + m_iViewModelIndex); 206 | } 207 | set 208 | { 209 | Memory.Write(Base + m_iViewModelIndex, value); 210 | } 211 | } 212 | 213 | private int ViewModelBase 214 | { 215 | get 216 | { 217 | return Memory.Read(Memory.clientBase + dwEntityList + (CBasePlayer.GetViewModelIndex(0) - 1) * 0x10); 218 | } 219 | } 220 | 221 | /** 222 | * USE ONLY ON ACTIVE WEAPON !!! 223 | */ 224 | public int ViewModelEntityModelIndex 225 | { 226 | get 227 | { 228 | return Memory.Read(ViewModelBase + m_nModelIndex); 229 | } 230 | set 231 | { 232 | Memory.Write(ViewModelBase + m_nModelIndex, value); 233 | } 234 | } 235 | 236 | public int Sequence 237 | { 238 | get 239 | { 240 | return Memory.Read(ViewModelBase + m_nSequence); 241 | } 242 | set 243 | { 244 | Memory.Write(ViewModelBase + m_nSequence, value); 245 | } 246 | } 247 | 248 | public int ModelIndex 249 | { 250 | get 251 | { 252 | return Memory.Read(Base + m_nModelIndex); 253 | } 254 | set 255 | { 256 | Memory.Write(Base + m_nModelIndex, value); 257 | } 258 | } 259 | #endregion 260 | 261 | public float NextPrimaryAttack 262 | { 263 | get 264 | { 265 | return Memory.Read(Base + m_flNextPrimaryAttack); 266 | } 267 | } 268 | 269 | public bool CanFire 270 | { 271 | get 272 | { 273 | return NextPrimaryAttack <= 0 || NextPrimaryAttack < Memory.Read(Memory.clientBase + m_nTickBase); 274 | } 275 | } 276 | 277 | public int Ammo 278 | { 279 | get 280 | { 281 | return Memory.Read(Base + m_iClip1); 282 | } 283 | } 284 | 285 | #region Checks 286 | public bool IsKnife() 287 | { 288 | int index = ItemDefinitionIndex; 289 | return index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE || 290 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_T || 291 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_BAYONET || 292 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_GUT || 293 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_KARAMBIT || 294 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_FLIP || 295 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_BUTTERFLY || 296 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_TACTICAL || 297 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_FALCHION || 298 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_M9_BAYONET || 299 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_SURVIVAL_BOWIE || 300 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_PUSH || 301 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_URSUS || 302 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_GYPSY_JACKKNIFE || 303 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_STILETTO || 304 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_WIDOWMAKER || 305 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_CSS || 306 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_CORD || 307 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_CANIS || 308 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_SKELETON || 309 | index == (int)Structs.ItemDefinitionIndex.WEAPON_KNIFE_OUTDOOR; 310 | } 311 | public bool IsGrenade() 312 | { 313 | int index = ItemDefinitionIndex; 314 | return index == (int)Structs.ItemDefinitionIndex.WEAPON_FLASHBANG || 315 | index == (int)Structs.ItemDefinitionIndex.WEAPON_HEGRENADE || 316 | index == (int)Structs.ItemDefinitionIndex.WEAPON_INCGRENADE || 317 | index == (int)Structs.ItemDefinitionIndex.WEAPON_SMOKEGRENADE; 318 | } 319 | 320 | public bool IsSniper() 321 | { 322 | int index = ItemDefinitionIndex; 323 | return index == (int)Structs.ItemDefinitionIndex.WEAPON_AWP || 324 | index == (int)Structs.ItemDefinitionIndex.WEAPON_SSG08; 325 | } 326 | 327 | public bool IsAutoSniper() 328 | { 329 | int index = ItemDefinitionIndex; 330 | return index == (int)Structs.ItemDefinitionIndex.WEAPON_SCAR20 || 331 | index == (int)Structs.ItemDefinitionIndex.WEAPON_G3SG1; 332 | } 333 | 334 | public bool IsC4() 335 | { 336 | int index = ItemDefinitionIndex; 337 | return index == (int)Structs.ItemDefinitionIndex.WEAPON_C4; 338 | } 339 | #endregion 340 | } 341 | } 342 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Entity/CBaseEntity.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using AqHaxCSGO.Objects.Structs; 8 | using static AqHaxCSGO.Offsets; 9 | 10 | namespace AqHaxCSGO.Objects 11 | { 12 | class EntityList 13 | { 14 | private CBaseEntity[] entities = new CBaseEntity[4096]; 15 | 16 | public EntityList() 17 | { 18 | for (int i = 0; i < entities.Length; i++) 19 | { 20 | entities[i] = new CBaseEntity(i); 21 | } 22 | } 23 | 24 | public CBaseEntity this[int index] 25 | { 26 | get 27 | { 28 | try 29 | { 30 | return entities[index]; 31 | } 32 | catch 33 | { 34 | return null; 35 | } 36 | } 37 | } 38 | } 39 | 40 | class CBaseEntity 41 | { 42 | public int index; 43 | 44 | public CBaseEntity(int index) 45 | { 46 | this.index = index; 47 | } 48 | 49 | public int Base 50 | { 51 | get 52 | { 53 | return Memory.Read(Memory.clientBase + dwEntityList + index * 0x10); 54 | } 55 | } 56 | 57 | public GlowObject GlowObject 58 | { 59 | get 60 | { 61 | return Memory.Read(GlowObject.Ptr + GlowIndex * 0x38); 62 | } 63 | set 64 | { 65 | Memory.Write(GlowObject.Ptr + GlowIndex * 0x38, value); 66 | } 67 | } 68 | 69 | protected int GlowIndex 70 | { 71 | get 72 | { 73 | return Memory.Read(Base + m_iGlowIndex); 74 | } 75 | } 76 | 77 | public Vector3 VectorOrigin 78 | { 79 | get 80 | { 81 | return Memory.Read(Base + m_vecOrigin); 82 | } 83 | } 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Entity/CBasePlayer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using static AqHaxCSGO.Offsets; 8 | 9 | namespace AqHaxCSGO.Objects 10 | { 11 | static class CBasePlayer 12 | { 13 | public static int LocalPlayerPtr 14 | { 15 | get 16 | { 17 | return Memory.Read(Memory.clientBase + dwLocalPlayer); 18 | } 19 | } 20 | 21 | public static int GetViewModelIndex(int index) 22 | { 23 | return Memory.Read(LocalPlayerPtr + m_hViewModel + index * 0x4) & 0xFFF; 24 | } 25 | 26 | public static int Team 27 | { 28 | get 29 | { 30 | return Memory.Read(LocalPlayerPtr + m_iTeamNum); 31 | } 32 | } 33 | 34 | public static int Flags 35 | { 36 | get 37 | { 38 | return Memory.Read(LocalPlayerPtr + m_fFlags); 39 | } 40 | } 41 | 42 | public static int CrosshairID 43 | { 44 | get 45 | { 46 | return Memory.Read(LocalPlayerPtr + m_iCrosshairId); 47 | } 48 | } 49 | 50 | public static int TonemapControllerIndex 51 | { 52 | get 53 | { 54 | return Memory.Read(LocalPlayerPtr + m_hTonemapControllerIndex) & 0xFFF; 55 | } 56 | } 57 | 58 | public static Vector3 VectorOrigin 59 | { 60 | get 61 | { 62 | return Memory.Read(LocalPlayerPtr + m_vecOrigin); 63 | } 64 | } 65 | 66 | public static Vector3 VectorEyeLevel 67 | { 68 | get 69 | { 70 | return VectorOrigin + Memory.Read(LocalPlayerPtr + m_vecViewOffset); 71 | } 72 | } 73 | 74 | public static Angle ViewPunchAngle 75 | { 76 | get 77 | { 78 | return Memory.Read(LocalPlayerPtr + m_aimPunchAngle); 79 | } 80 | } 81 | 82 | public static Angle ViewAngle 83 | { 84 | get 85 | { 86 | return Memory.Read(EngineDLL.ClientStatePtr + dwClientState_ViewAngles); 87 | } 88 | set 89 | { 90 | Memory.Write(EngineDLL.ClientStatePtr + dwClientState_ViewAngles, value); 91 | } 92 | } 93 | 94 | public static int ActiveWeaponIndex 95 | { 96 | get 97 | { 98 | return Memory.Read(LocalPlayerPtr + m_hActiveWeapon) & 0xFFF; 99 | } 100 | } 101 | 102 | public static float FlashAlpha 103 | { 104 | set 105 | { 106 | Memory.Write(LocalPlayerPtr + m_flFlashMaxAlpha, value); 107 | } 108 | } 109 | 110 | public static int ShotsFired 111 | { 112 | get 113 | { 114 | return Memory.Read(LocalPlayerPtr + m_iShotsFired); 115 | } 116 | } 117 | } 118 | } 119 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Entity/CCSPlayer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using AqHaxCSGO.Objects.Structs; 8 | using static AqHaxCSGO.Offsets; 9 | 10 | namespace AqHaxCSGO.Objects 11 | { 12 | class CCSPlayer : CBaseEntity 13 | { 14 | public CCSPlayer(int index) : base(index) 15 | { 16 | } 17 | 18 | public CCSPlayer(CBaseEntity baseEnt) : base(baseEnt.index) 19 | { 20 | } 21 | 22 | public int Team 23 | { 24 | get 25 | { 26 | return Memory.Read(Base + m_iTeamNum); 27 | } 28 | } 29 | 30 | public int Health 31 | { 32 | get 33 | { 34 | return Memory.Read(Base + m_iHealth); 35 | } 36 | } 37 | 38 | public bool Dormant 39 | { 40 | get 41 | { 42 | return Memory.Read(Base + m_bDormant) == 1; 43 | } 44 | } 45 | 46 | public bool Spotted 47 | { 48 | get 49 | { 50 | return Memory.Read(Base + m_bSpotted) == 1; 51 | } 52 | 53 | set 54 | { 55 | Memory.Write(Base + m_bSpotted, value ? 1 : 0); 56 | } 57 | } 58 | 59 | public Vector3 GetBonePosition(int boneIndex) 60 | { 61 | int matrix = Memory.Read(Base + m_dwBoneMatrix); 62 | 63 | Vector3 bonePos = new Vector3(); 64 | 65 | bonePos.x = Memory.Read(matrix + (0x30 * boneIndex) + 0x0C); 66 | bonePos.y = Memory.Read(matrix + (0x30 * boneIndex) + 0x1C); 67 | bonePos.z = Memory.Read(matrix + (0x30 * boneIndex) + 0x2C); 68 | 69 | return bonePos; 70 | } 71 | 72 | public RenderColor RenderColor 73 | { 74 | set 75 | { 76 | Memory.Write(Base + m_clrRender, value); 77 | } 78 | } 79 | } 80 | } 81 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Entity/CEnvTonemapController.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using AqHaxCSGO.MemoryManagers; 7 | using static AqHaxCSGO.Offsets; 8 | 9 | namespace AqHaxCSGO.Objects.Entity 10 | { 11 | class CEnvTonemapController : CBaseEntity 12 | { 13 | public CEnvTonemapController(int index) : base(index) 14 | { 15 | } 16 | 17 | public CEnvTonemapController(CBaseEntity baseEnt) : base(baseEnt.index) 18 | { 19 | } 20 | 21 | public byte UseCustomAutoExposureMin 22 | { 23 | get 24 | { 25 | return Memory.Read(Base + m_bUseCustomAutoExposureMin); 26 | } 27 | set 28 | { 29 | Memory.Write(Base + m_bUseCustomAutoExposureMin, value); 30 | } 31 | } 32 | 33 | public byte UseCustomAutoExposureMax 34 | { 35 | get 36 | { 37 | return Memory.Read(Base + m_bUseCustomAutoExposureMax); 38 | } 39 | set 40 | { 41 | Memory.Write(Base + m_bUseCustomAutoExposureMax, value); 42 | } 43 | } 44 | 45 | public bool UseCustomBloomScale 46 | { 47 | get 48 | { 49 | return Memory.Read(Base + m_bUseCustomBloomScale) == 1 ? true : false; 50 | } 51 | set 52 | { 53 | Memory.Write(Base + m_bUseCustomBloomScale, value ? (byte)1 : (byte)0); 54 | } 55 | } 56 | 57 | public float CustomAutoExposureMin 58 | { 59 | get 60 | { 61 | return Memory.Read(Base + m_flCustomAutoExposureMin); 62 | } 63 | set 64 | { 65 | Memory.Write(Base + m_flCustomAutoExposureMin, value); 66 | } 67 | } 68 | 69 | public float CustomAutoExposureMax 70 | { 71 | get 72 | { 73 | return Memory.Read(Base + m_flCustomAutoExposureMax); 74 | } 75 | set 76 | { 77 | Memory.Write(Base + m_flCustomAutoExposureMax, value); 78 | } 79 | } 80 | 81 | public float CustomBloomScale 82 | { 83 | get 84 | { 85 | return Memory.Read(Base + m_flCustomBloomScale); 86 | } 87 | set 88 | { 89 | Memory.Write(Base + m_flCustomBloomScale, value); 90 | } 91 | } 92 | } 93 | } 94 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Managers/GlowObjectManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO.Objects.Managers 8 | { 9 | static class GlowObjectManager 10 | { 11 | //Implement Later 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/Angle.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO.Objects 8 | { 9 | public struct Angle 10 | { 11 | public float x; 12 | public float y; 13 | 14 | public Angle(float x, float y) 15 | { 16 | this.x = x; 17 | this.y = y; 18 | } 19 | 20 | public static Angle operator *(Angle v1, float v2) 21 | { 22 | return new Angle(v1.x * v2, v1.y * v2); 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/ClassIDs.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO.Objects.Structs 8 | { 9 | public enum ClassID 10 | { 11 | CAI_BaseNPC = 0, 12 | CAK47, 13 | CBaseAnimating, 14 | CBaseAnimatingOverlay, 15 | CBaseAttributableItem, 16 | CBaseButton, 17 | CBaseCombatCharacter, 18 | CBaseCombatWeapon, 19 | CBaseCSGrenade, 20 | CBaseCSGrenadeProjectile, 21 | CBaseDoor, 22 | CBaseEntity, 23 | CBaseFlex, 24 | CBaseGrenade, 25 | CBaseParticleEntity, 26 | CBasePlayer, 27 | CBasePropDoor, 28 | CBaseTeamObjectiveResource, 29 | CBaseTempEntity, 30 | CBaseToggle, 31 | CBaseTrigger, 32 | CBaseViewModel, 33 | CBaseVPhysicsTrigger, 34 | CBaseWeaponWorldModel, 35 | CBeam, 36 | CBeamSpotlight, 37 | CBoneFollower, 38 | CBRC4Target, 39 | CBreachCharge, 40 | CBreachChargeProjectile, 41 | CBreakableProp, 42 | CBreakableSurface, 43 | CBumpMine, 44 | CBumpMineProjectile, 45 | CC4, 46 | CCascadeLight, 47 | CChicken, 48 | CColorCorrection, 49 | CColorCorrectionVolume, 50 | CCSGameRulesProxy, 51 | CCSPlayer, 52 | CCSPlayerResource, 53 | CCSRagdoll, 54 | CCSTeam, 55 | CDangerZone, 56 | CDangerZoneController, 57 | CDEagle, 58 | CDecoyGrenade, 59 | CDecoyProjectile, 60 | CDrone, 61 | CDronegun, 62 | CDynamicLight, 63 | CDynamicProp, 64 | CEconEntity, 65 | CEconWearable, 66 | CEmbers, 67 | CEntityDissolve, 68 | CEntityFlame, 69 | CEntityFreezing, 70 | CEntityParticleTrail, 71 | CEnvAmbientLight, 72 | CEnvDetailController, 73 | CEnvDOFController, 74 | CEnvGasCanister, 75 | CEnvParticleScript, 76 | CEnvProjectedTexture, 77 | CEnvQuadraticBeam, 78 | CEnvScreenEffect, 79 | CEnvScreenOverlay, 80 | CEnvTonemapController, 81 | CEnvWind, 82 | CFEPlayerDecal, 83 | CFireCrackerBlast, 84 | CFireSmoke, 85 | CFireTrail, 86 | CFish, 87 | CFists, 88 | CFlashbang, 89 | CFogController, 90 | CFootstepControl, 91 | CFunc_Dust, 92 | CFunc_LOD, 93 | CFuncAreaPortalWindow, 94 | CFuncBrush, 95 | CFuncConveyor, 96 | CFuncLadder, 97 | CFuncMonitor, 98 | CFuncMoveLinear, 99 | CFuncOccluder, 100 | CFuncReflectiveGlass, 101 | CFuncRotating, 102 | CFuncSmokeVolume, 103 | CFuncTrackTrain, 104 | CGameRulesProxy, 105 | CGrassBurn, 106 | CHandleTest, 107 | CHEGrenade, 108 | CHostage, 109 | CHostageCarriableProp, 110 | CIncendiaryGrenade, 111 | CInferno, 112 | CInfoLadderDismount, 113 | CInfoMapRegion, 114 | CInfoOverlayAccessor, 115 | CItem_Healthshot, 116 | CItemCash, 117 | CItemDogtags, 118 | CKnife, 119 | CKnifeGG, 120 | CLightGlow, 121 | CMaterialModifyControl, 122 | CMelee, 123 | CMolotovGrenade, 124 | CMolotovProjectile, 125 | CMovieDisplay, 126 | CParadropChopper, 127 | CParticleFire, 128 | CParticlePerformanceMonitor, 129 | CParticleSystem, 130 | CPhysBox, 131 | CPhysBoxMultiplayer, 132 | CPhysicsProp, 133 | CPhysicsPropMultiplayer, 134 | CPhysMagnet, 135 | CPhysPropAmmoBox, 136 | CPhysPropLootCrate, 137 | CPhysPropRadarJammer, 138 | CPhysPropWeaponUpgrade, 139 | CPlantedC4, 140 | CPlasma, 141 | CPlayerPing, 142 | CPlayerResource, 143 | CPointCamera, 144 | CPointCommentaryNode, 145 | CPointWorldText, 146 | CPoseController, 147 | CPostProcessController, 148 | CPrecipitation, 149 | CPrecipitationBlocker, 150 | CPredictedViewModel, 151 | CProp_Hallucination, 152 | CPropCounter, 153 | CPropDoorRotating, 154 | CPropJeep, 155 | CPropVehicleDriveable, 156 | CRagdollManager, 157 | CRagdollProp, 158 | CRagdollPropAttached, 159 | CRopeKeyframe, 160 | CSCAR17, 161 | CSceneEntity, 162 | CSensorGrenade, 163 | CSensorGrenadeProjectile, 164 | CShadowControl, 165 | CSlideshowDisplay, 166 | CSmokeGrenade, 167 | CSmokeGrenadeProjectile, 168 | CSmokeStack, 169 | CSnowball, 170 | CSnowballPile, 171 | CSnowballProjectile, 172 | CSpatialEntity, 173 | CSpotlightEnd, 174 | CSprite, 175 | CSpriteOriented, 176 | CSpriteTrail, 177 | CStatueProp, 178 | CSteamJet, 179 | CSun, 180 | CSunlightShadowControl, 181 | CSurvivalSpawnChopper, 182 | CTablet, 183 | CTeam, 184 | CTeamplayRoundBasedRulesProxy, 185 | CTEArmorRicochet, 186 | CTEBaseBeam, 187 | CTEBeamEntPoint, 188 | CTEBeamEnts, 189 | CTEBeamFollow, 190 | CTEBeamLaser, 191 | CTEBeamPoints, 192 | CTEBeamRing, 193 | CTEBeamRingPoint, 194 | CTEBeamSpline, 195 | CTEBloodSprite, 196 | CTEBloodStream, 197 | CTEBreakModel, 198 | CTEBSPDecal, 199 | CTEBubbles, 200 | CTEBubbleTrail, 201 | CTEClientProjectile, 202 | CTEDecal, 203 | CTEDust, 204 | CTEDynamicLight, 205 | CTEEffectDispatch, 206 | CTEEnergySplash, 207 | CTEExplosion, 208 | CTEFireBullets, 209 | CTEFizz, 210 | CTEFootprintDecal, 211 | CTEFoundryHelpers, 212 | CTEGaussExplosion, 213 | CTEGlowSprite, 214 | CTEImpact, 215 | CTEKillPlayerAttachments, 216 | CTELargeFunnel, 217 | CTEMetalSparks, 218 | CTEMuzzleFlash, 219 | CTEParticleSystem, 220 | CTEPhysicsProp, 221 | CTEPlantBomb, 222 | CTEPlayerAnimEvent, 223 | CTEPlayerDecal, 224 | CTEProjectedDecal, 225 | CTERadioIcon, 226 | CTEShatterSurface, 227 | CTEShowLine, 228 | CTesla, 229 | CTESmoke, 230 | CTESparks, 231 | CTESprite, 232 | CTESpriteSpray, 233 | CTest_ProxyToggle_Networkable, 234 | CTestTraceline, 235 | CTEWorldDecal, 236 | CTriggerPlayerMovement, 237 | CTriggerSoundOperator, 238 | CVGuiScreen, 239 | CVoteController, 240 | CWaterBullet, 241 | CWaterLODControl, 242 | CWeaponAug, 243 | CWeaponAWP, 244 | CWeaponBaseItem, 245 | CWeaponBizon, 246 | CWeaponCSBase, 247 | CWeaponCSBaseGun, 248 | CWeaponCycler, 249 | CWeaponElite, 250 | CWeaponFamas, 251 | CWeaponFiveSeven, 252 | CWeaponG3SG1, 253 | CWeaponGalil, 254 | CWeaponGalilAR, 255 | CWeaponGlock, 256 | CWeaponHKP2000, 257 | CWeaponM249, 258 | CWeaponM3, 259 | CWeaponM4A1, 260 | CWeaponMAC10, 261 | CWeaponMag7, 262 | CWeaponMP5Navy, 263 | CWeaponMP7, 264 | CWeaponMP9, 265 | CWeaponNegev, 266 | CWeaponNOVA, 267 | CWeaponP228, 268 | CWeaponP250, 269 | CWeaponP90, 270 | CWeaponSawedoff, 271 | CWeaponSCAR20, 272 | CWeaponScout, 273 | CWeaponSG550, 274 | CWeaponSG552, 275 | CWeaponSG556, 276 | CWeaponShield, 277 | CWeaponSSG08, 278 | CWeaponTaser, 279 | CWeaponTec9, 280 | CWeaponTMP, 281 | CWeaponUMP45, 282 | CWeaponUSP, 283 | CWeaponXM1014, 284 | CWorld, 285 | CWorldVguiText, 286 | DustTrail, 287 | MovieExplosion, 288 | ParticleSmokeGrenade, 289 | RocketTrail, 290 | SmokeTrail, 291 | SporeExplosion, 292 | SporeTrail 293 | }; 294 | } 295 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/GlowObject.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Runtime.InteropServices; 7 | using AqHaxCSGO.MemoryManagers; 8 | using static AqHaxCSGO.Offsets; 9 | 10 | namespace AqHaxCSGO.Objects.Structs 11 | { 12 | [StructLayout(LayoutKind.Explicit)] 13 | public struct GlowObject 14 | { 15 | [FieldOffset(0x00)] 16 | public int NextFreeSlot; 17 | [FieldOffset(0x04)] 18 | public int EntityPointer; 19 | [FieldOffset(0x08)] 20 | public float r; 21 | [FieldOffset(0x0C)] 22 | public float g; 23 | [FieldOffset(0x10)] 24 | public float b; 25 | [FieldOffset(0x14)] 26 | public float a; 27 | 28 | [FieldOffset(0x18)] 29 | public int unk1; 30 | [FieldOffset(0x1C)] 31 | public int unk2; 32 | 33 | [FieldOffset(0x20)] 34 | public float BloomAmount; 35 | [FieldOffset(0x24)] 36 | public float LocalPlayerIs0_3; 37 | [FieldOffset(0x28)] 38 | public bool m_bRenderWhenOccluded; 39 | [FieldOffset(0x29)] 40 | public bool m_bRenderWhenUnoccluded; 41 | [FieldOffset(0x2A)] 42 | public bool m_bFullBloom; 43 | 44 | [FieldOffset(0x2B)] 45 | public byte unk3; 46 | 47 | [FieldOffset(0x2C)] 48 | public int FullBloomStencilValue; 49 | [FieldOffset(0x30)] 50 | public int m_nGlowStyle; 51 | [FieldOffset(0x34)] 52 | public int SplitScreenSlot; 53 | 54 | public static int GetSize() 55 | { 56 | return 0x38; 57 | } 58 | 59 | public static int Ptr 60 | { 61 | get 62 | { 63 | return Memory.Read(Memory.clientBase + dwGlowObjectManager); 64 | } 65 | } 66 | }; 67 | 68 | public struct RenderColor 69 | { 70 | public byte r; 71 | public byte g; 72 | public byte b; 73 | public byte a; 74 | 75 | public RenderColor(byte r, byte g, byte b, byte a) 76 | { 77 | this.r = r; 78 | this.g = g; 79 | this.b = b; 80 | this.a = a; 81 | } 82 | }; 83 | } 84 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/HitboxGroup.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO.Objects.Structs 8 | { 9 | /** 10 | * All bones will be implemented later on ! 11 | */ 12 | public enum HitboxGroup 13 | { 14 | ENTITY_HEAD = 8, 15 | ENTITY_BODY = 0, 16 | ENTITY_RIGHTSHOULDER, 17 | ENTITY_LEFTSHOULDER 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/ItemDefinitionIndex.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | namespace AqHaxCSGO.Objects.Structs 8 | { 9 | public enum ItemDefinitionIndex 10 | { 11 | WEAPON_DEAGLE = 1, 12 | WEAPON_ELITE = 2, 13 | WEAPON_FIVESEVEN = 3, 14 | WEAPON_GLOCK = 4, 15 | WEAPON_AK47 = 7, 16 | WEAPON_AUG = 8, 17 | WEAPON_AWP = 9, 18 | WEAPON_FAMAS = 10, 19 | WEAPON_G3SG1 = 11, 20 | WEAPON_GALILAR = 13, 21 | WEAPON_M249 = 14, 22 | WEAPON_M4A1 = 16, 23 | WEAPON_MAC10 = 17, 24 | WEAPON_P90 = 19, 25 | WEAPON_MP5_SD = 23, 26 | WEAPON_UMP45 = 24, 27 | WEAPON_XM1014 = 25, 28 | WEAPON_BIZON = 26, 29 | WEAPON_MAG7 = 27, 30 | WEAPON_NEGEV = 28, 31 | WEAPON_SAWEDOFF = 29, 32 | WEAPON_TEC9 = 30, 33 | WEAPON_TASER = 31, 34 | WEAPON_HKP2000 = 32, 35 | WEAPON_MP7 = 33, 36 | WEAPON_MP9 = 34, 37 | WEAPON_NOVA = 35, 38 | WEAPON_P250 = 36, 39 | WEAPON_SCAR20 = 38, 40 | WEAPON_SG556 = 39, 41 | WEAPON_SSG08 = 40, 42 | WEAPON_KNIFE = 42, 43 | WEAPON_FLASHBANG = 43, 44 | WEAPON_HEGRENADE = 44, 45 | WEAPON_SMOKEGRENADE = 45, 46 | WEAPON_MOLOTOV = 46, 47 | WEAPON_DECOY = 47, 48 | WEAPON_INCGRENADE = 48, 49 | WEAPON_C4 = 49, 50 | WEAPON_KNIFE_T = 59, 51 | WEAPON_M4A1_SILENCER = 60, 52 | WEAPON_USP_SILENCER = 61, 53 | WEAPON_CZ75A = 63, 54 | WEAPON_REVOLVER = 64, 55 | WEAPON_KNIFE_BAYONET = 500, 56 | WEAPON_KNIFE_CSS = 503, 57 | WEAPON_KNIFE_FLIP = 505, 58 | WEAPON_KNIFE_GUT = 506, 59 | WEAPON_KNIFE_KARAMBIT = 507, 60 | WEAPON_KNIFE_M9_BAYONET = 508, 61 | WEAPON_KNIFE_TACTICAL = 509, 62 | WEAPON_KNIFE_FALCHION = 512, 63 | WEAPON_KNIFE_SURVIVAL_BOWIE = 514, 64 | WEAPON_KNIFE_BUTTERFLY = 515, 65 | WEAPON_KNIFE_PUSH = 516, 66 | WEAPON_KNIFE_CORD = 517, 67 | WEAPON_KNIFE_CANIS = 518, 68 | WEAPON_KNIFE_URSUS = 519, 69 | WEAPON_KNIFE_GYPSY_JACKKNIFE = 520, 70 | WEAPON_KNIFE_OUTDOOR = 521, 71 | WEAPON_KNIFE_STILETTO = 522, 72 | WEAPON_KNIFE_WIDOWMAKER = 523, 73 | WEAPON_KNIFE_SKELETON = 525, 74 | GLOVE_STUDDED_BLOODHOUND = 5027, 75 | GLOVE_T_SIDE = 5028, 76 | GLOVE_CT_SIDE = 5029, 77 | GLOVE_SPORTY = 5030, 78 | GLOVE_SLICK = 5031, 79 | GLOVE_LEATHER_WRAP = 5032, 80 | GLOVE_MOTORCYCLE = 5033, 81 | GLOVE_SPECIALIST = 5034, 82 | GLOVE_HYDRA = 5035 83 | }; 84 | } 85 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/MiscStructs.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | using System.Runtime.InteropServices; 7 | using System.Diagnostics; 8 | using System.Drawing; 9 | using AqHaxCSGO.MemoryManagers; 10 | 11 | namespace AqHaxCSGO.Objects.Structs 12 | { 13 | static class Misc 14 | { 15 | public struct Rect 16 | { 17 | public int Left, Top, Right, Bottom; 18 | }; 19 | 20 | private static IntPtr privhandle = (IntPtr)0; 21 | private static int interval = 0; 22 | public static IntPtr handle 23 | { 24 | get 25 | { 26 | if (privhandle != (IntPtr)0 && interval < 1000) 27 | { 28 | interval++; 29 | return privhandle; 30 | } 31 | else 32 | { 33 | privhandle = GetWindowHandle(); 34 | interval = 0; 35 | return privhandle; 36 | } 37 | } 38 | } 39 | 40 | #region DLLImport 41 | [DllImport("user32.dll")] 42 | public static extern bool GetClientRect( 43 | IntPtr hwnd, 44 | out Rect rectangle 45 | ); 46 | [DllImport("user32.dll")] 47 | private static extern bool ClientToScreen( 48 | IntPtr hWnd, 49 | ref Point lpPoint 50 | ); 51 | #endregion 52 | 53 | public static IntPtr GetWindowHandle() 54 | { 55 | int mil = DateTime.Now.Millisecond; 56 | var processes = Process.GetProcessesByName("csgo"); 57 | if (processes.Length > 0) 58 | return processes[0].MainWindowHandle; 59 | else 60 | return (IntPtr)0; 61 | } 62 | public static Rectangle GetWindowRect() 63 | { 64 | int mil = DateTime.Now.Millisecond; 65 | Rect rect; 66 | GetClientRect(handle, out rect); 67 | var p = new Point(0, 0); 68 | ClientToScreen(handle, ref p); 69 | rect.Left = p.X; 70 | rect.Top = p.Y; 71 | return new Rectangle(p.X, p.Y, rect.Right, rect.Bottom); 72 | } 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Objects/Structs/Vector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using static System.Math; 6 | using System.Threading.Tasks; 7 | using System.Drawing; 8 | using static AqHaxCSGO.Objects.Structs.Misc; 9 | 10 | namespace AqHaxCSGO.Objects 11 | { 12 | public struct Vector3 13 | { 14 | public float x; 15 | public float y; 16 | public float z; 17 | 18 | public Vector3(float x, float y, float z) 19 | { 20 | this.x = x; 21 | this.y = y; 22 | this.z = z; 23 | } 24 | 25 | public bool PointOnScreen(out Vector2 OUT) 26 | { 27 | float[] ViewMatrix = ClientDLL.ViewMatrix; 28 | Rectangle window = GetWindowRect(); 29 | 30 | OUT = new Vector2(); 31 | var w = 0.0f; 32 | 33 | OUT.x = ViewMatrix[0] * this.x + ViewMatrix[1] * this.y + ViewMatrix[2] * this.z + ViewMatrix[3]; 34 | OUT.y = ViewMatrix[4] * this.x + ViewMatrix[5] * this.y + ViewMatrix[6] * this.z + ViewMatrix[7]; 35 | w = ViewMatrix[12] * this.x + ViewMatrix[13] * this.y + ViewMatrix[14] * this.z + ViewMatrix[15]; 36 | 37 | if (w < 0.01f) 38 | return false; 39 | 40 | var invw = 1.0f / w; 41 | OUT.x *= invw; 42 | OUT.y *= invw; 43 | 44 | var width = window.Width; 45 | var height = window.Height; 46 | 47 | float x = width / 2; 48 | float y = height / 2; 49 | 50 | x += 0.5f * OUT.x * width + 0.5f; 51 | y -= 0.5f * OUT.y * height + 0.5f; 52 | 53 | OUT.x = x; 54 | OUT.y = y; 55 | return true; 56 | } 57 | 58 | public static Vector3 Zero 59 | { 60 | get 61 | { 62 | return new Vector3(0f, 0f, 0f); 63 | } 64 | } 65 | 66 | public static Vector3 operator +(Vector3 v1, Vector3 v2) 67 | { 68 | return new Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); 69 | } 70 | 71 | public static Vector3 operator -(Vector3 v1, Vector3 v2) 72 | { 73 | return new Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); 74 | } 75 | 76 | public static Vector3 operator *(Vector3 v1, Vector3 v2) 77 | { 78 | return new Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); 79 | } 80 | 81 | public static Vector3 operator /(Vector3 v1, Vector3 v2) 82 | { 83 | return new Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z); 84 | } 85 | 86 | public static float Distance3D(Vector3 v1, Vector3 v2) 87 | { 88 | return (float)Sqrt(Pow(v1.x - v2.x, 2) + Pow(v1.y - v2.y, 2) + Pow(v1.z - v2.z, 2)); 89 | } 90 | } 91 | 92 | public struct Vector2 93 | { 94 | public float x; 95 | public float y; 96 | 97 | public Vector2(float x, float y) 98 | { 99 | this.x = x; 100 | this.y = y; 101 | } 102 | 103 | public static Vector2 operator +(Vector2 v1, Vector2 v2) 104 | { 105 | return new Vector2(v1.x + v2.x, v1.y + v2.y); 106 | } 107 | 108 | public static Vector2 operator -(Vector2 v1, Vector2 v2) 109 | { 110 | return new Vector2(v1.x - v2.x, v1.y - v2.y); 111 | } 112 | 113 | public static Vector2 operator *(Vector2 v1, float v2) 114 | { 115 | return new Vector2(v1.x * v2, v1.y * v2); 116 | } 117 | 118 | public static Vector2 operator *(Vector2 v1, Vector2 v2) 119 | { 120 | return new Vector2(v1.x * v2.x, v1.y * v2.y); 121 | } 122 | 123 | public static Vector2 operator /(Vector2 v1, float v2) 124 | { 125 | return new Vector2(v1.x / v2, v1.y / v2); 126 | } 127 | 128 | public static Vector2 operator /(Vector2 v1, Vector2 v2) 129 | { 130 | return new Vector2(v1.x / v2.x, v1.y / v2.y); 131 | } 132 | 133 | public static float Distance2D(Vector2 v1, Vector2 v2) 134 | { 135 | return (float)Sqrt(Pow(v1.x - v2.x, 2) + Pow(v1.y - v2.y, 2)); 136 | } 137 | } 138 | } 139 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Program.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Threading.Tasks; 5 | using System.Windows.Forms; 6 | 7 | namespace AqHaxCSGO 8 | { 9 | static class Program 10 | { 11 | /// 12 | /// Uygulamanın ana girdi noktası. 13 | /// 14 | public static EntryForm entryForm; 15 | [STAThread] 16 | static void Main() 17 | { 18 | Application.EnableVisualStyles(); 19 | Application.SetCompatibleTextRenderingDefault(false); 20 | entryForm = new EntryForm(); 21 | Application.Run(entryForm); //Change to TCPForm to use mobile device based UI 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | [assembly: AssemblyTitle("AqHaxCSGO")] 6 | [assembly: AssemblyDescription("CSGO Hax :)")] 7 | [assembly: AssemblyConfiguration("")] 8 | [assembly: AssemblyCompany("KRX-Develops")] 9 | [assembly: AssemblyProduct("AqHaxCSGO")] 10 | [assembly: AssemblyCopyright("Copyright © 2019")] 11 | [assembly: AssemblyTrademark("")] 12 | [assembly: AssemblyCulture("")] 13 | [assembly: ComVisible(false)] 14 | [assembly: Guid("c72f644c-03dc-4323-a253-eb1ad4e924ff")] 15 | [assembly: AssemblyVersion("2.3.4.0")] 16 | [assembly: AssemblyFileVersion("2.3.4.0")] 17 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Properties/Resources.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.42000 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace AqHaxCSGO.Properties { 12 | using System; 13 | 14 | 15 | /// 16 | /// A strongly-typed resource class, for looking up localized strings, etc. 17 | /// 18 | // This class was auto-generated by the StronglyTypedResourceBuilder 19 | // class via a tool like ResGen or Visual Studio. 20 | // To add or remove a member, edit your .ResX file then rerun ResGen 21 | // with the /str option, or rebuild your VS project. 22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")] 23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] 24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 25 | internal class Resources { 26 | 27 | private static global::System.Resources.ResourceManager resourceMan; 28 | 29 | private static global::System.Globalization.CultureInfo resourceCulture; 30 | 31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] 32 | internal Resources() { 33 | } 34 | 35 | /// 36 | /// Returns the cached ResourceManager instance used by this class. 37 | /// 38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 39 | internal static global::System.Resources.ResourceManager ResourceManager { 40 | get { 41 | if (object.ReferenceEquals(resourceMan, null)) { 42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("AqHaxCSGO.Properties.Resources", typeof(Resources).Assembly); 43 | resourceMan = temp; 44 | } 45 | return resourceMan; 46 | } 47 | } 48 | 49 | /// 50 | /// Overrides the current thread's CurrentUICulture property for all 51 | /// resource lookups using this strongly typed resource class. 52 | /// 53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 54 | internal static global::System.Globalization.CultureInfo Culture { 55 | get { 56 | return resourceCulture; 57 | } 58 | set { 59 | resourceCulture = value; 60 | } 61 | } 62 | 63 | /// 64 | /// Looks up a localized resource of type System.Byte[]. 65 | /// 66 | internal static byte[] Skins { 67 | get { 68 | object obj = ResourceManager.GetObject("Skins", resourceCulture); 69 | return ((byte[])(obj)); 70 | } 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Properties/Resources.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | text/microsoft-resx 110 | 111 | 112 | 2.0 113 | 114 | 115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | 118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 119 | 120 | 121 | 122 | ..\Resources\Skins.dat;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 123 | 124 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Properties/Settings.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.42000 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace AqHaxCSGO.Properties 12 | { 13 | 14 | 15 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 16 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")] 17 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase 18 | { 19 | 20 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings()))); 21 | 22 | public static Settings Default 23 | { 24 | get 25 | { 26 | return defaultInstance; 27 | } 28 | } 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Properties/Settings.settings: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/Resources/clientIcon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/krxdev-kaan/AqHax-CSGO/15007239f68d3f4d85aa6650a22b2e48857c4d02/WindowsClient/AqHaxCSGO/Resources/clientIcon.ico -------------------------------------------------------------------------------- /WindowsClient/AqHaxCSGO/packages.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /WindowsClient/packages/MaterialSkin.0.2.1/MaterialSkin.0.2.1.nupkg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/krxdev-kaan/AqHax-CSGO/15007239f68d3f4d85aa6650a22b2e48857c4d02/WindowsClient/packages/MaterialSkin.0.2.1/MaterialSkin.0.2.1.nupkg -------------------------------------------------------------------------------- /WindowsClient/packages/MaterialSkin.0.2.1/lib/MaterialSkin.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/krxdev-kaan/AqHax-CSGO/15007239f68d3f4d85aa6650a22b2e48857c4d02/WindowsClient/packages/MaterialSkin.0.2.1/lib/MaterialSkin.dll -------------------------------------------------------------------------------- /WindowsClient/packages/Newtonsoft.Json.12.0.2/LICENSE.md: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2007 James Newton-King 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy of 6 | this software and associated documentation files (the "Software"), to deal in 7 | the Software without restriction, including without limitation the rights to 8 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 9 | the Software, and to permit persons to whom the Software is furnished to do so, 10 | subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 17 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 18 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 19 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 20 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 21 | -------------------------------------------------------------------------------- /WindowsClient/packages/Newtonsoft.Json.12.0.2/Newtonsoft.Json.12.0.2.nupkg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/krxdev-kaan/AqHax-CSGO/15007239f68d3f4d85aa6650a22b2e48857c4d02/WindowsClient/packages/Newtonsoft.Json.12.0.2/Newtonsoft.Json.12.0.2.nupkg -------------------------------------------------------------------------------- /WindowsClient/packages/Newtonsoft.Json.12.0.2/lib/net20/Newtonsoft.Json.dll: -------------------------------------------------------------------------------- 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