|  |  |  | @ -12,6 +12,7 @@ | 
		
	
		
			
				|  |  |  |  | Memory apex_mem; | 
		
	
		
			
				|  |  |  |  | Memory client_mem; | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | //Just setting things up, dont edit.
 | 
		
	
		
			
				|  |  |  |  | bool firing_range = false; | 
		
	
		
			
				|  |  |  |  | bool active = true; | 
		
	
		
			
				|  |  |  |  | uintptr_t aimentity = 0; | 
		
	
	
		
			
				
					|  |  |  | @ -33,44 +34,54 @@ extern int bone; | 
		
	
		
			
				|  |  |  |  | bool thirdperson = false; | 
		
	
		
			
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				|  |  |  |  | //chargerifle hack
 | 
		
	
		
			
				|  |  |  |  | //chargerifle hack, removed but not all the way, dont edit.
 | 
		
	
		
			
				|  |  |  |  | bool chargerifle = false; | 
		
	
		
			
				|  |  |  |  | bool shooting = false; | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | //Player Glow Color and Brightness
 | 
		
	
		
			
				|  |  |  |  | float glowr = 0.0f; | 
		
	
		
			
				|  |  |  |  | float glowg = 120.0f; | 
		
	
		
			
				|  |  |  |  | float glowb = 120.0f; | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | //Player Glow Color and Brightness. Just setting things up, dont edit.
 | 
		
	
		
			
				|  |  |  |  | float glowr = 0.0f; //Red 0-255, higher is brighter color.
 | 
		
	
		
			
				|  |  |  |  | float glowg = 120.0f; //Green 0-255, higher is brighter color.
 | 
		
	
		
			
				|  |  |  |  | float glowb = 120.0f; //Blue 0-255, higher is brighter color.
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				|  |  |  |  | //Removed but not all the way, dont edit.
 | 
		
	
		
			
				|  |  |  |  | int glowtype = 1; | 
		
	
		
			
				|  |  |  |  | int glowtype2 = 2; | 
		
	
		
			
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				|  |  |  |  | //Ha think i was done ?
 | 
		
	
		
			
				|  |  |  |  | //Backpacks
 | 
		
	
		
			
				|  |  |  |  | bool lightbackpack = false; | 
		
	
		
			
				|  |  |  |  | bool medbackpack = false; | 
		
	
		
			
				|  |  |  |  | bool heavybackpack = false; | 
		
	
		
			
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				|  |  |  |  | //Shield upgrades
 | 
		
	
		
			
				|  |  |  |  | bool shieldupgrade = false; | 
		
	
		
			
				|  |  |  |  | bool shieldupgradehead = false; | 
		
	
		
			
				|  |  |  |  | bool shielddown = false; | 
		
	
		
			
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				|  |  |  |  | //heaing and Misc
 | 
		
	
		
			
				|  |  |  |  | bool accelerant = false; | 
		
	
		
			
				|  |  |  |  | bool phoenix = false; | 
		
	
		
			
				|  |  |  |  | bool healthlarge = false; | 
		
	
		
			
				|  |  |  |  | bool healthsmall = false; | 
		
	
		
			
				|  |  |  |  | bool shieldbattsmall = false; | 
		
	
		
			
				|  |  |  |  | bool shieldbattlarge = false; | 
		
	
		
			
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				|  |  |  |  | //Ammo
 | 
		
	
		
			
				|  |  |  |  | bool ammosniper = false; | 
		
	
		
			
				|  |  |  |  | bool ammohc = false; | 
		
	
		
			
				|  |  |  |  | bool optic = false; | 
		
	
		
			
				|  |  |  |  | bool ammosc = false; | 
		
	
		
			
				|  |  |  |  | bool ammonrg = false; | 
		
	
		
			
				|  |  |  |  | bool ammoshotgun = false; | 
		
	
		
			
				|  |  |  |  | bool lasersight = false; | 
		
	
		
			
				|  |  |  |  | bool magsniper = false; | 
		
	
		
			
				|  |  |  |  | bool magenergy = false; | 
		
	
		
			
				|  |  |  |  | bool stocksniper = false; | 
		
	
		
			
				|  |  |  |  | bool stockregular = false; | 
		
	
		
			
				|  |  |  |  | bool shielddown = false; | 
		
	
		
			
				|  |  |  |  | bool lightammomag = false; | 
		
	
		
			
				|  |  |  |  | bool heavyammomag = false; | 
		
	
		
			
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				|  |  |  |  | //Optics
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				|  |  |  |  | bool optic = false; | 
		
	
		
			
				|  |  |  |  | bool optic2x = false; | 
		
	
		
			
				|  |  |  |  | bool opticholo1x = false; | 
		
	
		
			
				|  |  |  |  | bool opticholo1x2x = false; | 
		
	
	
		
			
				
					|  |  |  | @ -80,50 +91,85 @@ bool optic2x4x = false; | 
		
	
		
			
				|  |  |  |  | bool opticsniper6x = false; | 
		
	
		
			
				|  |  |  |  | bool opticsniper4x8x = false; | 
		
	
		
			
				|  |  |  |  | bool opticsniperthreat = false; | 
		
	
		
			
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				|  |  |  |  | //Magazines
 | 
		
	
		
			
				|  |  |  |  | bool magsniper = false; | 
		
	
		
			
				|  |  |  |  | bool magenergy = false; | 
		
	
		
			
				|  |  |  |  | bool lightammomag = false; | 
		
	
		
			
				|  |  |  |  | bool heavyammomag = false; | 
		
	
		
			
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				|  |  |  |  | //Attachments 
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				|  |  |  |  | bool lasersight = false; | 
		
	
		
			
				|  |  |  |  | bool stocksniper = false; | 
		
	
		
			
				|  |  |  |  | bool stockregular = false; | 
		
	
		
			
				|  |  |  |  | bool suppressor = false; | 
		
	
		
			
				|  |  |  |  | bool weaponmod = false; | 
		
	
		
			
				|  |  |  |  | bool shotgunbolt = false; | 
		
	
		
			
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				|  |  |  |  | //Nades
 | 
		
	
		
			
				|  |  |  |  | bool grenade_frag = false; | 
		
	
		
			
				|  |  |  |  | bool grenade_arc_star = false; | 
		
	
		
			
				|  |  |  |  | bool grenade_thermite = false; | 
		
	
		
			
				|  |  |  |  | bool shotgunbolt = false; | 
		
	
		
			
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				|  |  |  |  | //Kraber
 | 
		
	
		
			
				|  |  |  |  | bool weapon_kraber = false; | 
		
	
		
			
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				|  |  |  |  | //Shotguns
 | 
		
	
		
			
				|  |  |  |  | bool weapon_mastiff = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_eva8  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_peacekeeper  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_mozambique  = false; | 
		
	
		
			
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				|  |  |  |  | //Energy weapons
 | 
		
	
		
			
				|  |  |  |  | bool weapon_lstar = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_havoc = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_devotion = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_triple_take = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_prowler  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_volt  = false; | 
		
	
		
			
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				|  |  |  |  | //Heavy Weapons
 | 
		
	
		
			
				|  |  |  |  | bool weapon_flatline = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_hemlock  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_3030_repeater = false;  | 
		
	
		
			
				|  |  |  |  | bool weapon_rampage  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_car_smg  = false; | 
		
	
		
			
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				|  |  |  |  | 
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				|  |  |  |  | //Light weapons
 | 
		
	
		
			
				|  |  |  |  | bool weapon_p2020  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_re45  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_g7_scout  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_alternator  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_r99  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_prowler  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_volt  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_longbow  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_charge_rifle  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_spitfire  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_r301 = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_eva8  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_peacekeeper  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_mozambique  = false; | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | //Snipers.. wingman is the odd one...and the bow..
 | 
		
	
		
			
				|  |  |  |  | bool weapon_wingman  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_p2020  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_re45  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_longbow  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_charge_rifle  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_sentinel  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_bow  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_3030_repeater = false;  | 
		
	
		
			
				|  |  |  |  | bool weapon_rampage  = false; | 
		
	
		
			
				|  |  |  |  | bool weapon_car_smg  = false; | 
		
	
		
			
				|  |  |  |  | //aim dist check
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				|  |  |  |  | //aim dist check. Just setting things up, dont edit.
 | 
		
	
		
			
				|  |  |  |  | float aimdist = 200.0f * 40.0f; | 
		
	
		
			
				|  |  |  |  | //item glow brightness
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				|  |  |  |  | int itemglowbrightness = 10; | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 
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				|  |  |  |  | //item glow brightness. Just setting things up, dont edit.
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				|  |  |  |  | int itemglowbrightness = 10; | 
		
	
		
			
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				|  |  |  |  | //Just setting things up, dont edit.
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				|  |  |  |  | bool actions_t = false; | 
		
	
		
			
				|  |  |  |  | bool esp_t = false; | 
		
	
		
			
				|  |  |  |  | bool aim_t = false; | 
		
	
	
		
			
				
					|  |  |  | @ -135,6 +181,8 @@ bool next2 = false; | 
		
	
		
			
				|  |  |  |  | bool valid = false; | 
		
	
		
			
				|  |  |  |  | bool lock = false; | 
		
	
		
			
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				|  |  |  |  | //Player Definitions, dont edit unless you know what you are doing.
 | 
		
	
		
			
				|  |  |  |  | typedef struct player | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	float dist = 0; | 
		
	
	
		
			
				
					|  |  |  | @ -158,20 +206,26 @@ typedef struct player | 
		
	
		
			
				|  |  |  |  | }player; | 
		
	
		
			
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				|  |  |  |  | //Your in the matrix neo.
 | 
		
	
		
			
				|  |  |  |  | struct Matrix | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	float matrix[16]; | 
		
	
		
			
				|  |  |  |  | }; | 
		
	
		
			
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				|  |  |  |  | 
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				|  |  |  |  | //Visual check and aim check.?
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				|  |  |  |  | float lastvis_esp[toRead]; | 
		
	
		
			
				|  |  |  |  | float lastvis_aim[toRead]; | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 
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				|  |  |  |  | //Specator stuff. Just setting things up, dont edit.
 | 
		
	
		
			
				|  |  |  |  | int tmp_spec = 0, spectators = 0; | 
		
	
		
			
				|  |  |  |  | int tmp_all_spec = 0, allied_spectators = 0; | 
		
	
		
			
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				|  |  |  |  | //////////////////////////////////////////////////////////////////////////////////////////////////
 | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 
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				|  |  |  |  | void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int index) | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	int entity_team = target.getTeamId(); | 
		
	
	
		
			
				
					|  |  |  | @ -194,12 +248,17 @@ void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int ind | 
		
	
		
			
				|  |  |  |  | 	Vector EntityPosition = target.getPosition(); | 
		
	
		
			
				|  |  |  |  | 	Vector LocalPlayerPosition = LPlayer.getPosition(); | 
		
	
		
			
				|  |  |  |  | 	float dist = LocalPlayerPosition.DistTo(EntityPosition); | 
		
	
		
			
				|  |  |  |  | 	//Prints POS of localplayer for map cords for full map radar. only enable when adding a new map or fixing a old one, will output to console.
 | 
		
	
		
			
				|  |  |  |  | 	//std::printf("  X: %.6f   ||    Y:%.6f",LocalPlayerPosition.x, LocalPlayerPosition.y); //Prints x and y cords of localplayer to get mainmap radar stuff.
 | 
		
	
		
			
				|  |  |  |  | 	if (dist > aimdist) return; | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	//Firing range stuff
 | 
		
	
		
			
				|  |  |  |  | 	if(!firing_range) | 
		
	
		
			
				|  |  |  |  | 		if (entity_team < 0 || entity_team>50 || entity_team == team_player) return; | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	//Vis check aiming? dunno
 | 
		
	
		
			
				|  |  |  |  | 	if(aim==2) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		if((target.lastVisTime() > lastvis_aim[index])) | 
		
	
	
		
			
				
					|  |  |  | @ -231,6 +290,8 @@ void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int ind | 
		
	
		
			
				|  |  |  |  | 	lastvis_aim[index] = target.lastVisTime(); | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 
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				|  |  |  |  | //Main stuff, dont edit.
 | 
		
	
		
			
				|  |  |  |  | void DoActions() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	actions_t = true; | 
		
	
	
		
			
				
					|  |  |  | @ -285,6 +346,8 @@ void DoActions() | 
		
	
		
			
				|  |  |  |  | 				continue; | 
		
	
		
			
				|  |  |  |  | 			} | 
		
	
		
			
				|  |  |  |  | 			 | 
		
	
		
			
				|  |  |  |  | 			 | 
		
	
		
			
				|  |  |  |  | 			//Dont edit.
 | 
		
	
		
			
				|  |  |  |  | 			max = 999.0f; | 
		
	
		
			
				|  |  |  |  | 			tmp_aimentity = 0; | 
		
	
		
			
				|  |  |  |  | 			tmp_spec = 0; | 
		
	
	
		
			
				
					|  |  |  | @ -292,6 +355,7 @@ void DoActions() | 
		
	
		
			
				|  |  |  |  | 			if(firing_range) | 
		
	
		
			
				|  |  |  |  | 			{ | 
		
	
		
			
				|  |  |  |  | 				int c=0; | 
		
	
		
			
				|  |  |  |  | 				//Ammount of ents to loop, dont edit.
 | 
		
	
		
			
				|  |  |  |  | 				for (int i = 0; i < 10000; i++) | 
		
	
		
			
				|  |  |  |  | 				{ | 
		
	
		
			
				|  |  |  |  | 					uint64_t centity = 0; | 
		
	
	
		
			
				
					|  |  |  | @ -396,7 +460,7 @@ void DoActions() | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | player players[toRead]; | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | //ESP loop.. this helps right?
 | 
		
	
		
			
				|  |  |  |  | static void EspLoop() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	esp_t = true; | 
		
	
	
		
			
				
					|  |  |  | @ -448,6 +512,7 @@ static void EspLoop() | 
		
	
		
			
				|  |  |  |  | 				if(firing_range) | 
		
	
		
			
				|  |  |  |  | 				{ | 
		
	
		
			
				|  |  |  |  | 					int c=0; | 
		
	
		
			
				|  |  |  |  | 					//Ammount of ents to loop, dont edit.
 | 
		
	
		
			
				|  |  |  |  | 					for (int i = 0; i < 10000; i++) | 
		
	
		
			
				|  |  |  |  | 					{ | 
		
	
		
			
				|  |  |  |  | 						uint64_t centity = 0; | 
		
	
	
		
			
				
					|  |  |  | @ -484,11 +549,13 @@ static void EspLoop() | 
		
	
		
			
				|  |  |  |  | 						} | 
		
	
		
			
				|  |  |  |  | 						 | 
		
	
		
			
				|  |  |  |  | 						Vector bs = Vector(); | 
		
	
		
			
				|  |  |  |  | 						//Change res to your res here, default is 1080p but can copy paste 1440p here
 | 
		
	
		
			
				|  |  |  |  | 						WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); //2560, 1440
 | 
		
	
		
			
				|  |  |  |  | 						if (esp) | 
		
	
		
			
				|  |  |  |  | 						{ | 
		
	
		
			
				|  |  |  |  | 							Vector hs = Vector(); | 
		
	
		
			
				|  |  |  |  | 							Vector HeadPosition = Target.getBonePositionByHitbox(0); | 
		
	
		
			
				|  |  |  |  | 							//Change res to your res here, default is 1080p but can copy paste 1440p here
 | 
		
	
		
			
				|  |  |  |  | 							WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); //2560, 1440
 | 
		
	
		
			
				|  |  |  |  | 							float height = abs(abs(hs.y) - abs(bs.y)); | 
		
	
		
			
				|  |  |  |  | 							float width = height / 2.0f; | 
		
	
	
		
			
				
					|  |  |  | @ -564,11 +631,13 @@ static void EspLoop() | 
		
	
		
			
				|  |  |  |  | 						} | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | 						Vector bs = Vector(); | 
		
	
		
			
				|  |  |  |  | 						//Change res to your res here, default is 1080p but can copy paste 1440p here
 | 
		
	
		
			
				|  |  |  |  | 						WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); //2560, 1440
 | 
		
	
		
			
				|  |  |  |  | 						if (esp) | 
		
	
		
			
				|  |  |  |  | 						{ | 
		
	
		
			
				|  |  |  |  | 							Vector hs = Vector(); | 
		
	
		
			
				|  |  |  |  | 							Vector HeadPosition = Target.getBonePositionByHitbox(0); | 
		
	
		
			
				|  |  |  |  | 							//Change res to your res here, default is 1080p but can copy paste 1440p here
 | 
		
	
		
			
				|  |  |  |  | 							WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); //2560, 1440
 | 
		
	
		
			
				|  |  |  |  | 							float height = abs(abs(hs.y) - abs(bs.y)); | 
		
	
		
			
				|  |  |  |  | 							float width = height / 2.0f; | 
		
	
	
		
			
				
					|  |  |  | @ -617,7 +686,7 @@ static void EspLoop() | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	esp_t = false; | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | //Aimbot Loop stuff
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				|  |  |  |  | static void AimbotLoop() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	aim_t = true; | 
		
	
	
		
			
				
					|  |  |  | @ -654,7 +723,7 @@ static void AimbotLoop() | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	aim_t = false; | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | //Client memory vars/reads. HAVE to match windows client numbers.
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				|  |  |  |  | static void set_vars(uint64_t add_addr) | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	printf("Reading the client vars...\n"); | 
		
	
	
		
			
				
					|  |  |  | @ -845,7 +914,7 @@ static void set_vars(uint64_t add_addr) | 
		
	
		
			
				|  |  |  |  | 	uint64_t itemglowbrightness_addr = 0; | 
		
	
		
			
				|  |  |  |  | 	client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*91, itemglowbrightness_addr); | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	//good god 91 of em.. why
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				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 	uint32_t check = 0; | 
		
	
	
		
			
				
					|  |  |  | @ -853,6 +922,7 @@ static void set_vars(uint64_t add_addr) | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	if(check != 0xABCD) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		//Add offset msg
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				|  |  |  |  | 		printf("Incorrect values read. Check if the add_off is correct. Quitting.\n"); | 
		
	
		
			
				|  |  |  |  | 		active = false; | 
		
	
		
			
				|  |  |  |  | 		return; | 
		
	
	
		
			
				
					|  |  |  | @ -869,6 +939,7 @@ static void set_vars(uint64_t add_addr) | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 		while(c_Base!=0 && g_Base!=0) | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			//same as above, has to match with eveything else
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				|  |  |  |  | 			std::this_thread::sleep_for(std::chrono::milliseconds(1)); | 
		
	
		
			
				|  |  |  |  | 			client_mem.Write<uint64_t>(g_Base_addr, g_Base); | 
		
	
		
			
				|  |  |  |  | 			client_mem.Write<int>(spectators_addr, spectators); | 
		
	
	
		
			
				
					|  |  |  | @ -960,10 +1031,6 @@ static void set_vars(uint64_t add_addr) | 
		
	
		
			
				|  |  |  |  | 			client_mem.Read<int>(itemglowbrightness_addr, itemglowbrightness); | 
		
	
		
			
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				|  |  |  |  | 			 | 
		
	
		
			
				|  |  |  |  | 			 | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 
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				|  |  |  |  | 			if(esp && next2) | 
		
	
		
			
				|  |  |  |  | 			{ | 
		
	
		
			
				|  |  |  |  | 				if(valid) | 
		
	
	
		
			
				
					|  |  |  | @ -1003,7 +1070,8 @@ static void item_glow_t() | 
		
	
		
			
				|  |  |  |  | 			uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; | 
		
	
		
			
				|  |  |  |  | 			if (item_glow) | 
		
	
		
			
				|  |  |  |  | 			{ | 
		
	
		
			
				|  |  |  |  | 				for (int i = 0; i < 10000; i++) | 
		
	
		
			
				|  |  |  |  | 				//item ENTs to loop, 10k-15k is normal. 10k might be better but will not show all the death boxes i think.
 | 
		
	
		
			
				|  |  |  |  | 				for (int i = 0; i < 15000; i++) | 
		
	
		
			
				|  |  |  |  | 				{ | 
		
	
		
			
				|  |  |  |  | 					uint64_t centity = 0; | 
		
	
		
			
				|  |  |  |  | 					apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity); | 
		
	
	
		
			
				
					|  |  |  | @ -1017,14 +1085,17 @@ static void item_glow_t() | 
		
	
		
			
				|  |  |  |  | 					{ | 
		
	
		
			
				|  |  |  |  | 						//item.enableGlow();
 | 
		
	
		
			
				|  |  |  |  | 					} | 
		
	
		
			
				|  |  |  |  | 					//Item filter glow name setup and search.
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				|  |  |  |  | 					char glowName[200] = { 0 }; | 
		
	
		
			
				|  |  |  |  | 					uint64_t name_ptr; | 
		
	
		
			
				|  |  |  |  | 					apex_mem.Read<uint64_t>(centity + OFFSET_MODELNAME, name_ptr); | 
		
	
		
			
				|  |  |  |  | 					apex_mem.ReadArray<char>(name_ptr, glowName, 200); | 
		
	
		
			
				|  |  |  |  | 					//Prints stuff you want to console
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				|  |  |  |  | 					//if (strstr(glowName, "mdl/weapons/")) 
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				|  |  |  |  | 					//{
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				|  |  |  |  | 					//printf("%s\n", glowName);
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				|  |  |  |  | 					//}
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				|  |  |  |  | 					//Search model name and if true sets glow, must be a better way to do this.. if only i got the item id to work..
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				|  |  |  |  | 					if (lightbackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_light.rmdl"))  | 
		
	
		
			
				|  |  |  |  | 					{ | 
		
	
		
			
				|  |  |  |  | 					apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1); | 
		
	
	
		
			
				
					|  |  |  | @ -1065,6 +1136,7 @@ static void item_glow_t() | 
		
	
		
			
				|  |  |  |  | 						apex_mem.Write<float>(centity + GLOW_COLOR_B, 128 / itemglowbrightness); // b
 | 
		
	
		
			
				|  |  |  |  | 					 | 
		
	
		
			
				|  |  |  |  | 					} | 
		
	
		
			
				|  |  |  |  | 					//item id would help so much here, cant make them all the same color so went with loba glow for body shield and helmet
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				|  |  |  |  | 					if (shieldupgrade && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_cha_shield_upgrade_body.rmdl"))  | 
		
	
		
			
				|  |  |  |  | 					{ | 
		
	
		
			
				|  |  |  |  | 					item.enableGlow(); | 
		
	
	
		
			
				
					|  |  |  | @ -1111,7 +1183,7 @@ static void item_glow_t() | 
		
	
		
			
				|  |  |  |  | 						 | 
		
	
		
			
				|  |  |  |  | 					} | 
		
	
		
			
				|  |  |  |  | 					 | 
		
	
		
			
				|  |  |  |  | 					 | 
		
	
		
			
				|  |  |  |  | 					//Gas Trap
 | 
		
	
		
			
				|  |  |  |  | 					if (strstr(glowName, "mdl/props/caustic_gas_tank/caustic_gas_tank.rmdl"))  | 
		
	
		
			
				|  |  |  |  | 					{ | 
		
	
		
			
				|  |  |  |  | 					apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1); | 
		
	
	
		
			
				
					|  |  |  | @ -1736,13 +1808,15 @@ static void item_glow_t() | 
		
	
		
			
				|  |  |  |  | 					 | 
		
	
		
			
				|  |  |  |  | 				} | 
		
	
		
			
				|  |  |  |  | 				k=1; | 
		
	
		
			
				|  |  |  |  | 				//Change the 60 ms to lower to make the death boxes filker less.
 | 
		
	
		
			
				|  |  |  |  | 				std::this_thread::sleep_for(std::chrono::milliseconds(60)); | 
		
	
		
			
				|  |  |  |  | 			} | 
		
	
		
			
				|  |  |  |  | 			else | 
		
	
		
			
				|  |  |  |  | 			{		 | 
		
	
		
			
				|  |  |  |  | 				if(k==1) | 
		
	
		
			
				|  |  |  |  | 				{ | 
		
	
		
			
				|  |  |  |  | 					for (int i = 0; i < 10000; i++) | 
		
	
		
			
				|  |  |  |  | 					//same and the ents above to turn the glow off
 | 
		
	
		
			
				|  |  |  |  | 					for (int i = 0; i < 15000; i++) | 
		
	
		
			
				|  |  |  |  | 					{ | 
		
	
		
			
				|  |  |  |  | 						uint64_t centity = 0; | 
		
	
		
			
				|  |  |  |  | 						apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity); | 
		
	
	
		
			
				
					|  |  |  | @ -1768,6 +1842,7 @@ int main(int argc, char *argv[]) | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	if(geteuid() != 0) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		//run as root..
 | 
		
	
		
			
				|  |  |  |  | 		printf("Error: %s is not running as root\n", argv[0]); | 
		
	
		
			
				|  |  |  |  | 		return 0; | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
	
		
			
				
					|  |  |  | @ -1777,7 +1852,7 @@ int main(int argc, char *argv[]) | 
		
	
		
			
				|  |  |  |  | 	//const char* ap_proc = "EasyAntiCheat_launcher.exe";
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				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | 	//Client "add" offset
 | 
		
	
		
			
				|  |  |  |  | 	uint64_t add_off = 0x140990; | 
		
	
		
			
				|  |  |  |  | 	uint64_t add_off = 0x1409a0; //todo make this auto update..
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				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | 	std::thread aimbot_thr; | 
		
	
		
			
				|  |  |  |  | 	std::thread esp_thr; | 
		
	
	
		
			
				
					|  |  |  | 
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