#include #include #include #include #include #include #include #include #include "Game.h" #include //this is a test, with seconds Memory apex_mem; Memory client_mem; //Just setting things up, dont edit. bool firing_range = false; bool active = true; uintptr_t aimentity = 0; uintptr_t tmp_aimentity = 0; uintptr_t lastaimentity = 0; float max = 999.0f; float max_dist = 200.0f*40.0f; int team_player = 0; float max_fov = 25; const int toRead = 100; int aim = true; bool esp = true; bool item_glow = true; bool player_glow = true; extern bool aim_no_recoil; bool aiming = false; extern float smooth; extern int bone; bool thirdperson = false; //chargerifle hack, removed but not all the way, dont edit. bool chargerifle = false; bool shooting = false; //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. //Removed but not all the way, dont edit. int glowtype = 1; int glowtype2 = 2; //Ha think i was done ? //Backpacks bool lightbackpack = false; bool medbackpack = false; bool heavybackpack = false; //Shield upgrades bool shieldupgrade = false; bool shieldupgradehead = false; bool shielddown = false; //heaing and Misc bool accelerant = false; bool phoenix = false; bool healthlarge = false; bool healthsmall = false; bool shieldbattsmall = false; bool shieldbattlarge = false; //Ammo bool ammosniper = false; bool ammohc = false; bool ammosc = false; bool ammonrg = false; bool ammoshotgun = false; //Optics bool optic = false; bool optic2x = false; bool opticholo1x = false; bool opticholo1x2x = false; bool opticthreat = false; bool optic3x = false; bool optic2x4x = false; bool opticsniper6x = false; bool opticsniper4x8x = false; bool opticsniperthreat = false; //Magazines bool magsniper = false; bool magenergy = false; bool lightammomag = false; bool heavyammomag = false; //Attachments bool lasersight = false; bool stocksniper = false; bool stockregular = false; bool suppressor = false; bool weaponmod = false; bool shotgunbolt = false; //Nades bool grenade_frag = false; bool grenade_arc_star = false; bool grenade_thermite = false; //Kraber bool weapon_kraber = false; //Shotguns bool weapon_mastiff = false; bool weapon_eva8 = false; bool weapon_peacekeeper = false; bool weapon_mozambique = false; //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; //Heavy Weapons bool weapon_flatline = false; bool weapon_hemlock = false; bool weapon_3030_repeater = false; bool weapon_rampage = false; bool weapon_car_smg = false; //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_spitfire = false; bool weapon_r301 = false; //Snipers.. wingman is the odd one...and the bow.. bool weapon_wingman = false; bool weapon_longbow = false; bool weapon_charge_rifle = false; bool weapon_sentinel = false; bool weapon_bow = false; //aim dist check. Just setting things up, dont edit. float aimdist = 200.0f * 40.0f; //item glow brightness. Just setting things up, dont edit. int itemglowbrightness = 10; //Just setting things up, dont edit. bool actions_t = false; bool esp_t = false; bool aim_t = false; bool vars_t = false; bool item_t = false; uint64_t g_Base; uint64_t c_Base; bool next2 = false; bool valid = false; bool lock = false; //Player Definitions, dont edit unless you know what you are doing. typedef struct player { float dist = 0; int entity_team = 0; float boxMiddle = 0; float h_y = 0; float width = 0; float height = 0; float b_x = 0; float b_y = 0; bool knocked = false; bool visible = false; int health = 0; int shield = 0; int maxshield = 0; int armortype = 0; Vector EntityPosition; Vector LocalPlayerPosition; QAngle localviewangle; char name[33] = { 0 }; }player; //Your in the matrix neo. struct Matrix { float matrix[16]; }; //Visual check and aim check.? float lastvis_esp[toRead]; float lastvis_aim[toRead]; //Specator stuff. Just setting things up, dont edit. int tmp_spec = 0, spectators = 0; int tmp_all_spec = 0, allied_spectators = 0; ////////////////////////////////////////////////////////////////////////////////////////////////// void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int index) { int entity_team = target.getTeamId(); if (!target.isAlive()) { float localyaw = LPlayer.GetYaw(); float targetyaw = target.GetYaw(); if(localyaw==targetyaw) { if(LPlayer.getTeamId() == entity_team) tmp_all_spec++; else tmp_spec++; } return; } 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])) { float fov = CalculateFov(LPlayer, target); if (fov < max) { max = fov; tmp_aimentity = target.ptr; } } else { if(aimentity==target.ptr) { aimentity=tmp_aimentity=lastaimentity=0; } } } else { float fov = CalculateFov(LPlayer, target); if (fov < max) { max = fov; tmp_aimentity = target.ptr; } } lastvis_aim[index] = target.lastVisTime(); } //Main stuff, dont edit. void DoActions() { actions_t = true; while (actions_t) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); bool tmp_thirdperson = false; bool tmp_chargerifle = false; uint32_t counter = 0; while (g_Base!=0 && c_Base!=0) { std::this_thread::sleep_for(std::chrono::milliseconds(30)); uint64_t LocalPlayer = 0; apex_mem.Read(g_Base + OFFSET_LOCAL_ENT, LocalPlayer); if (LocalPlayer == 0) continue; Entity LPlayer = getEntity(LocalPlayer); team_player = LPlayer.getTeamId(); if (team_player < 0 || team_player>50) { continue; } if(thirdperson && !tmp_thirdperson) { if(!aiming) { apex_mem.Write(g_Base + OFFSET_THIRDPERSON, 1); apex_mem.Write(LPlayer.ptr + OFFSET_THIRDPERSON_SV, 1); tmp_thirdperson = true; } } else if((!thirdperson && tmp_thirdperson) || aiming) { if(tmp_thirdperson) { apex_mem.Write(g_Base + OFFSET_THIRDPERSON, -1); apex_mem.Write(LPlayer.ptr + OFFSET_THIRDPERSON_SV, 0); tmp_thirdperson = false; } } uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; uint64_t baseent = 0; apex_mem.Read(entitylist, baseent); if (baseent == 0) { continue; } //Dont edit. max = 999.0f; tmp_aimentity = 0; tmp_spec = 0; tmp_all_spec = 0; if(firing_range) { int c=0; //Ammount of ents to loop, dont edit. for (int i = 0; i < 10000; i++) { uint64_t centity = 0; apex_mem.Read(entitylist + ((uint64_t)i << 5), centity); if (centity == 0) continue; if (LocalPlayer == centity) continue; Entity Target = getEntity(centity); if (!Target.isDummy()) { continue; } if(player_glow && !Target.isGlowing()) { Target.enableGlow(); } else if(!player_glow && Target.isGlowing()) { Target.disableGlow(); } ProcessPlayer(LPlayer, Target, entitylist, c); c++; } } else { for (int i = 0; i < toRead; i++) { uint64_t centity = 0; apex_mem.Read(entitylist + ((uint64_t)i << 5), centity); if (centity == 0) continue; if (LocalPlayer == centity) continue; Entity Target = getEntity(centity); if (!Target.isPlayer()) { continue; } ProcessPlayer(LPlayer, Target, entitylist, i); int entity_team = Target.getTeamId(); if (entity_team == team_player) { continue; } if(player_glow && !Target.isGlowing()) { Target.enableGlow(); } else if(!player_glow && Target.isGlowing()) { Target.disableGlow(); } } } if(!spectators && !allied_spectators) { spectators = tmp_spec; allied_spectators = tmp_all_spec; } else { //refresh spectators count every ~2 seconds counter++; if(counter==70) { spectators = tmp_spec; allied_spectators = tmp_all_spec; counter = 0; } } if(!lock) aimentity = tmp_aimentity; else aimentity = lastaimentity; if(chargerifle) { charge_rifle_hack(LocalPlayer); tmp_chargerifle = true; } else { if(tmp_chargerifle) { apex_mem.Write(g_Base + OFFSET_TIMESCALE + 0x68, 1.f); tmp_chargerifle = false; } } } } actions_t = false; } // ///////////////////////////////////////////////////////////////////////////////////////////////////// player players[toRead]; //ESP loop.. this helps right? static void EspLoop() { esp_t = true; while(esp_t) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); while(g_Base!=0 && c_Base!=0) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); if (esp) { valid = false; uint64_t LocalPlayer = 0; apex_mem.Read(g_Base + OFFSET_LOCAL_ENT, LocalPlayer); if (LocalPlayer == 0) { next2 = true; while(next2 && g_Base!=0 && c_Base!=0 && esp) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); } continue; } Entity LPlayer = getEntity(LocalPlayer); int team_player = LPlayer.getTeamId(); if (team_player < 0 || team_player>50) { next2 = true; while(next2 && g_Base!=0 && c_Base!=0 && esp) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); } continue; } Vector LocalPlayerPosition = LPlayer.getPosition(); uint64_t viewRenderer = 0; apex_mem.Read(g_Base + OFFSET_RENDER, viewRenderer); uint64_t viewMatrix = 0; apex_mem.Read(viewRenderer + OFFSET_MATRIX, viewMatrix); Matrix m = {}; apex_mem.Read(viewMatrix, m); uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; memset(players,0,sizeof(players)); if(firing_range) { int c=0; //Ammount of ents to loop, dont edit. for (int i = 0; i < 10000; i++) { uint64_t centity = 0; apex_mem.Read( entitylist + ((uint64_t)i << 5), centity); if (centity == 0) { continue; } if (LocalPlayer == centity) { continue; } Entity Target = getEntity(centity); if (!Target.isDummy()) { continue; } if (!Target.isAlive()) { continue; } int entity_team = Target.getTeamId(); Vector EntityPosition = Target.getPosition(); float dist = LocalPlayerPosition.DistTo(EntityPosition); if (dist > max_dist || dist < 50.0f) { continue; } 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; float boxMiddle = bs.x - (width / 2.0f); int health = Target.getHealth(); int shield = Target.getShield(); int maxshield = Target.getMaxshield(); int armortype = Target.getArmortype(); players[c] = { dist, entity_team, boxMiddle, hs.y, width, height, bs.x, bs.y, 0, (Target.lastVisTime() > lastvis_esp[c]), health, shield, maxshield, armortype }; Target.get_name(g_Base, i-1, &players[c].name[0]); lastvis_esp[c] = Target.lastVisTime(); valid = true; c++; } } } else { for (int i = 0; i < toRead; i++) { uint64_t centity = 0; apex_mem.Read( entitylist + ((uint64_t)i << 5), centity); if (centity == 0) { continue; } if (LocalPlayer == centity) { continue; } Entity Target = getEntity(centity); if (!Target.isPlayer()) { continue; } if (!Target.isAlive()) { continue; } int entity_team = Target.getTeamId(); if (entity_team < 0 || entity_team>50 || entity_team == team_player) { continue; } Vector EntityPosition = Target.getPosition(); float dist = LocalPlayerPosition.DistTo(EntityPosition); if (dist > max_dist || dist < 50.0f) { continue; } 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; float boxMiddle = bs.x - (width / 2.0f); int health = Target.getHealth(); int shield = Target.getShield(); int maxshield = Target.getMaxshield(); int armortype = Target.getArmortype(); Vector EntityPosition = Target.getPosition(); Vector LocalPlayerPosition = LPlayer.getPosition(); QAngle localviewangle = LPlayer.GetViewAngles(); players[i] = { dist, entity_team, boxMiddle, hs.y, width, height, bs.x, bs.y, Target.isKnocked(), (Target.lastVisTime() > lastvis_esp[i]), health, shield, maxshield, armortype, EntityPosition, LocalPlayerPosition, localviewangle }; Target.get_name(g_Base, i-1, &players[i].name[0]); lastvis_esp[i] = Target.lastVisTime(); valid = true; } } } next2 = true; while(next2 && g_Base!=0 && c_Base!=0 && esp) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); } } } } esp_t = false; } //Aimbot Loop stuff static void AimbotLoop() { aim_t = true; while (aim_t) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); while (g_Base!=0 && c_Base!=0) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); if (aim>0) { if (aimentity == 0 || !aiming) { lock=false; lastaimentity=0; continue; } lock=true; lastaimentity = aimentity; uint64_t LocalPlayer = 0; apex_mem.Read(g_Base + OFFSET_LOCAL_ENT, LocalPlayer); if (LocalPlayer == 0) continue; Entity LPlayer = getEntity(LocalPlayer); QAngle Angles = CalculateBestBoneAim(LPlayer, aimentity, max_fov); if (Angles.x == 0 && Angles.y == 0) { lock=false; lastaimentity=0; continue; } LPlayer.SetViewAngles(Angles); } } } aim_t = false; } //Client memory vars/reads. HAVE to match windows client numbers. static void set_vars(uint64_t add_addr) { printf("Reading the client vars...\n"); std::this_thread::sleep_for(std::chrono::milliseconds(50)); //Get addresses of client vars uint64_t check_addr = 0; client_mem.Read(add_addr, check_addr); uint64_t aim_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t), aim_addr); uint64_t esp_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*2, esp_addr); uint64_t aiming_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*3, aiming_addr); uint64_t g_Base_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*4, g_Base_addr); uint64_t next2_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*5, next2_addr); uint64_t player_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*6, player_addr); uint64_t valid_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*7, valid_addr); uint64_t max_dist_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*8, max_dist_addr); uint64_t item_glow_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*9, item_glow_addr); uint64_t player_glow_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*10, player_glow_addr); uint64_t aim_no_recoil_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*11, aim_no_recoil_addr); uint64_t smooth_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*12, smooth_addr); uint64_t max_fov_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*13, max_fov_addr); uint64_t bone_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*14, bone_addr); uint64_t thirdperson_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*15, thirdperson_addr); uint64_t spectators_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*16, spectators_addr); uint64_t allied_spectators_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*17, allied_spectators_addr); uint64_t glowr_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*18, glowr_addr); uint64_t glowg_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*19, glowg_addr); uint64_t glowb_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*20, glowb_addr); uint64_t firing_range_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*21, firing_range_addr); uint64_t lightbackpack_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*22, lightbackpack_addr); uint64_t medbackpack_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*23, medbackpack_addr); uint64_t heavybackpack_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*24, heavybackpack_addr); uint64_t shieldupgrade_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*25, shieldupgrade_addr); uint64_t shieldupgradehead_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*26, shieldupgradehead_addr); uint64_t accelerant_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*27, accelerant_addr); uint64_t phoenix_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*28, phoenix_addr); uint64_t healthlarge_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*29, healthlarge_addr); uint64_t healthsmall_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*30, healthsmall_addr); uint64_t shieldbattsmall_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*31, shieldbattsmall_addr); uint64_t shieldbattlarge_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*32, shieldbattlarge_addr); uint64_t ammosniper_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*33, ammosniper_addr); uint64_t ammohc_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*34, ammohc_addr); uint64_t optic_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*35, optic_addr); uint64_t ammosc_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*36, ammosc_addr); uint64_t ammonrg_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*37, ammonrg_addr); uint64_t ammoshotgun_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*38, ammoshotgun_addr); uint64_t lasersight_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*39, lasersight_addr); uint64_t magsniper_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*40, magsniper_addr); uint64_t magenergy_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*41, magenergy_addr); uint64_t stocksniper_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*42, stocksniper_addr); uint64_t stockregular_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*43, stockregular_addr); uint64_t shielddown_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*44, shielddown_addr); uint64_t lightammomag_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*45, lightammomag_addr); uint64_t heavyammomag_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*46, heavyammomag_addr); uint64_t optic2x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*47, optic2x_addr); uint64_t opticholo1x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*48, opticholo1x_addr); uint64_t opticholo1x2x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*49, opticholo1x2x_addr); uint64_t opticthreat_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*50, opticthreat_addr); uint64_t optic3x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*51, optic3x_addr); uint64_t optic2x4x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*52, optic2x4x_addr); uint64_t opticsniper6x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*53, opticsniper6x_addr); uint64_t opticsniper4x8x_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*54, opticsniper4x8x_addr); uint64_t opticsniperthreat_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*55, opticsniperthreat_addr); uint64_t suppressor_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*56, suppressor_addr); uint64_t weaponmod_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*57, weaponmod_addr); uint64_t grenade_frag_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*58, grenade_frag_addr); uint64_t grenade_arc_star_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*59, grenade_arc_star_addr); uint64_t grenade_thermite_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*60, grenade_thermite_addr); uint64_t shotgunbolt_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*61, shotgunbolt_addr); uint64_t weapon_kraber_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*62, weapon_kraber_addr); uint64_t weapon_mastiff_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*63, weapon_mastiff_addr); uint64_t weapon_lstar_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*64, weapon_lstar_addr); uint64_t weapon_havoc_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*65, weapon_havoc_addr); uint64_t weapon_devotion_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*66, weapon_devotion_addr); uint64_t weapon_triple_take_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*67, weapon_triple_take_addr); uint64_t weapon_flatline_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*68, weapon_flatline_addr); uint64_t weapon_hemlock_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*69, weapon_hemlock_addr); uint64_t weapon_g7_scout_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*70, weapon_g7_scout_addr); uint64_t weapon_alternator_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*71, weapon_alternator_addr); uint64_t weapon_r99_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*72, weapon_r99_addr); uint64_t weapon_prowler_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*73, weapon_prowler_addr); uint64_t weapon_volt_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*74, weapon_volt_addr); uint64_t weapon_longbow_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*75, weapon_longbow_addr); uint64_t weapon_charge_rifle_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*76, weapon_charge_rifle_addr); uint64_t weapon_spitfire_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*77, weapon_spitfire_addr); uint64_t weapon_r301_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*78, weapon_r301_addr); uint64_t weapon_eva8_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*79, weapon_eva8_addr); uint64_t weapon_peacekeeper_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*80, weapon_peacekeeper_addr); uint64_t weapon_mozambique_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*81, weapon_mozambique_addr); uint64_t weapon_wingman_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*82, weapon_wingman_addr); uint64_t weapon_p2020_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*83, weapon_p2020_addr); uint64_t weapon_re45_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*84, weapon_re45_addr); uint64_t weapon_sentinel_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*85, weapon_sentinel_addr); uint64_t weapon_bow_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*86, weapon_bow_addr); uint64_t weapon_3030_repeater_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*87, weapon_3030_repeater_addr); uint64_t weapon_rampage_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*88, weapon_rampage_addr); uint64_t weapon_car_smg_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*89, weapon_car_smg_addr); uint64_t aimdist_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*90, aimdist_addr); uint64_t itemglowbrightness_addr = 0; client_mem.Read(add_addr + sizeof(uint64_t)*91, itemglowbrightness_addr); //good god 91 of em.. why uint32_t check = 0; client_mem.Read(check_addr, check); if(check != 0xABCD) { //Add offset msg printf("Incorrect values read. Check if the add_off is correct. Quitting.\n"); active = false; return; } vars_t = true; while(vars_t) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); if(c_Base!=0 && g_Base!=0) { client_mem.Write(check_addr, 0); printf("\nLet the fun begin!\n"); } while(c_Base!=0 && g_Base!=0) { //same as above, has to match with eveything else std::this_thread::sleep_for(std::chrono::milliseconds(1)); client_mem.Write(g_Base_addr, g_Base); client_mem.Write(spectators_addr, spectators); client_mem.Write(allied_spectators_addr, allied_spectators); client_mem.Read(aim_addr, aim); client_mem.Read(esp_addr, esp); client_mem.Read(aiming_addr, aiming); client_mem.Read(max_dist_addr, max_dist); client_mem.Read(item_glow_addr, item_glow); client_mem.Read(player_glow_addr, player_glow); client_mem.Read(aim_no_recoil_addr, aim_no_recoil); client_mem.Read(smooth_addr, smooth); client_mem.Read(max_fov_addr, max_fov); client_mem.Read(bone_addr, bone); client_mem.Read(thirdperson_addr, thirdperson); client_mem.Read(glowr_addr, glowr); client_mem.Read(glowg_addr, glowg); client_mem.Read(glowb_addr, glowb); client_mem.Read(firing_range_addr, firing_range); client_mem.Read(lightbackpack_addr, lightbackpack); client_mem.Read(medbackpack_addr, medbackpack); client_mem.Read(heavybackpack_addr, heavybackpack); client_mem.Read(shieldupgrade_addr, shieldupgrade); client_mem.Read(shieldupgradehead_addr, shieldupgradehead); client_mem.Read(accelerant_addr, accelerant); client_mem.Read(phoenix_addr, phoenix); client_mem.Read(healthlarge_addr, healthlarge); client_mem.Read(healthsmall_addr, healthsmall); client_mem.Read(shieldbattsmall_addr, shieldbattsmall); client_mem.Read(shieldbattlarge_addr, shieldbattlarge); client_mem.Read(ammosniper_addr, ammosniper); client_mem.Read(ammohc_addr, ammohc); client_mem.Read(optic_addr, optic); client_mem.Read(ammosc_addr, ammosc); client_mem.Read(ammonrg_addr, ammonrg); client_mem.Read(ammoshotgun_addr, ammoshotgun); client_mem.Read(lasersight_addr, lasersight); client_mem.Read(magsniper_addr, magsniper); client_mem.Read(magenergy_addr , magenergy); client_mem.Read(stocksniper_addr, stocksniper); client_mem.Read(stockregular_addr, stockregular); client_mem.Read(shielddown_addr, shielddown); client_mem.Read(lightammomag_addr, lightammomag); client_mem.Read(heavyammomag_addr, heavyammomag); client_mem.Read(optic2x_addr, optic2x); client_mem.Read(opticholo1x_addr, opticholo1x); client_mem.Read(opticholo1x2x_addr, opticholo1x2x); client_mem.Read(opticthreat_addr, opticthreat); client_mem.Read(optic3x_addr, optic3x); client_mem.Read(optic2x4x_addr, optic2x4x); client_mem.Read(opticsniper6x_addr, opticsniper6x); client_mem.Read(opticsniper4x8x_addr, opticsniper4x8x); client_mem.Read(opticsniperthreat_addr, opticsniperthreat); client_mem.Read(suppressor_addr, suppressor); client_mem.Read(weaponmod_addr, weaponmod); client_mem.Read(grenade_frag, grenade_frag); client_mem.Read(grenade_arc_star, grenade_arc_star); client_mem.Read(grenade_thermite_addr, grenade_thermite); client_mem.Read(shotgunbolt_addr, shotgunbolt); client_mem.Read(weapon_kraber_addr, weapon_kraber); client_mem.Read(weapon_mastiff_addr, weapon_mastiff); client_mem.Read(weapon_lstar_addr, weapon_lstar); client_mem.Read(weapon_havoc_addr, weapon_havoc); client_mem.Read(weapon_devotion_addr, weapon_devotion); client_mem.Read(weapon_triple_take_addr, weapon_triple_take); client_mem.Read(weapon_flatline_addr, weapon_flatline); client_mem.Read(weapon_hemlock_addr, weapon_hemlock); client_mem.Read(weapon_g7_scout_addr, weapon_g7_scout); client_mem.Read(weapon_alternator_addr, weapon_alternator); client_mem.Read(weapon_r99_addr, weapon_r99); client_mem.Read(weapon_prowler_addr, weapon_prowler); client_mem.Read(weapon_volt_addr, weapon_volt); client_mem.Read(weapon_longbow_addr, weapon_longbow); client_mem.Read(weapon_charge_rifle_addr, weapon_charge_rifle); client_mem.Read(weapon_spitfire_addr, weapon_spitfire); client_mem.Read(weapon_r301_addr, weapon_r301); client_mem.Read(weapon_eva8_addr, weapon_eva8); client_mem.Read(weapon_peacekeeper_addr, weapon_peacekeeper); client_mem.Read(weapon_mozambique_addr, weapon_mozambique); client_mem.Read(weapon_wingman_addr, weapon_wingman); client_mem.Read(weapon_p2020_addr, weapon_p2020); client_mem.Read(weapon_re45_addr, weapon_re45); client_mem.Read(weapon_sentinel_addr, weapon_sentinel); client_mem.Read(weapon_bow_addr, weapon_bow); client_mem.Read(weapon_3030_repeater_addr, weapon_3030_repeater); client_mem.Read(weapon_rampage_addr, weapon_rampage); client_mem.Read(weapon_car_smg_addr, weapon_car_smg); client_mem.Read(aimdist_addr, aimdist); client_mem.Read(itemglowbrightness_addr, itemglowbrightness); if(esp && next2) { if(valid) client_mem.WriteArray(player_addr, players, toRead); client_mem.Write(valid_addr, valid); client_mem.Write(next2_addr, true); //next2 bool next2_val = false; do { client_mem.Read(next2_addr, next2_val); std::this_thread::sleep_for(std::chrono::milliseconds(1)); } while (next2_val && g_Base!=0 && c_Base!=0); next2 = false; } } } vars_t = false; } // Item Glow Stuff struct GlowMode { int8_t GeneralGlowMode, BorderGlowMode, BorderSize, TransparentLevel; }; static void item_glow_t() { item_t = true; while(item_t) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); int k = 0; while(g_Base!=0 && c_Base!=0) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; if (item_glow) { //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(entitylist + ((uint64_t)i << 5), centity); if (centity == 0) continue; Item item = getItem(centity); if(item.isItem() && !item.isGlowing()) { //item.enableGlow(); } //Item filter glow name setup and search. char glowName[200] = { 0 }; uint64_t name_ptr; apex_mem.Read(centity + OFFSET_MODELNAME, name_ptr); apex_mem.ReadArray(name_ptr, glowName, 200); //Prints stuff you want to console //if (strstr(glowName, "mdl/weapons/")) //{ //printf("%s\n", glowName); //} //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.. if (lightbackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_light.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } else { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 0); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 0); item.disableGlow(); } if (medbackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_medium.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (heavybackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_heavy.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 128 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(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 if (shieldupgrade && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_cha_shield_upgrade_body.rmdl")) { item.enableGlow(); } if (shieldupgradehead && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_cha_shield_upgrade_head.rmdl")) { item.enableGlow(); } if (accelerant && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_ultimate_accelerant.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (phoenix && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_phoenix_kit_v1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,127 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (item.isBox()) { apex_mem.Write(centity + OFFSET_GLOW_T1, 16256); apex_mem.Write(centity + OFFSET_GLOW_T2, 1193322764); apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 7); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); } if (item.isTrap()) { apex_mem.Write(centity + OFFSET_GLOW_T1, 16256); apex_mem.Write(centity + OFFSET_GLOW_T2, 1193322764); apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 7); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); } //Gas Trap if (strstr(glowName, "mdl/props/caustic_gas_tank/caustic_gas_tank.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (healthlarge && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_health_main_large.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 128 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (healthsmall && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_health_main_small.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 128 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (shieldbattsmall && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_shield_battery_small.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 225 / itemglowbrightness); // b } if (shieldbattlarge && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_shield_battery_large.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 225 / itemglowbrightness); // b } if (ammosniper && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_ammo_sniper.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (ammohc && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_ammo_hc.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (optic && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_cq_hcog_r1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (ammosc && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_ammo_sc.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (ammonrg && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_ammo_nrg.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (ammoshotgun && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_ammo_shg.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (lasersight && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_lasersight_v1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,127 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (magsniper && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_mag_sniper_v1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (magenergy && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_mag_energy_v1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (stocksniper && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_stock_folded_sniper.rmdl")) { item.enableGlow(); } if (stockregular && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_stock_folded_regular.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,127 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (shielddown && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_shield_down_v1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,127 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (lightammomag && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_mag_v1b.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (heavyammomag && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_mag_v2b.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (optic2x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_cq_hcog_r2.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (opticholo1x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_cq_holo_var.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (opticholo1x2x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_cq_holo_var_2x.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (opticthreat && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_cq_threat.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 215 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 32 / itemglowbrightness); // b } if (optic3x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_rng_hcog_acgs.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 148 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 211 / itemglowbrightness); // b } if (optic2x4x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_rng_aog_var_r1.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 148 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 211 / itemglowbrightness); // b } if (opticsniper6x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_sni_dcom.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (opticsniper4x8x && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_sni_var_talon.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 148 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 211 / itemglowbrightness); // b } if (opticsniperthreat && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_optic_sni_threat_wyeon.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 215 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 32 / itemglowbrightness); // b } if (suppressor && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_suppr_v2b.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,127 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (weaponmod && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_chip.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,127 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (shotgunbolt && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_wep_mods_mag_v3b.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } //Nades if (grenade_frag && strstr(glowName, "mdl/weapons/grenades/w_loot_m20_f_grenade_projectile.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (grenade_thermite && strstr(glowName, "mdl/Weapons/grenades/w_thermite_grenade.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (grenade_arc_star && strstr(glowName, "mdl/weapons_r5/loot/w_loot_wep_iso_shuriken.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } //Weapons if (weapon_kraber && strstr(glowName, "mdl/weapons/at_rifle/w_at_rifle.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (weapon_mastiff && strstr(glowName, "mdl/weapons/mastiff_stgn/w_mastiff.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_lstar && strstr(glowName, "mdl/weapons/lstar/w_lstar.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (weapon_havoc && strstr(glowName, "mdl/Weapons/beam_ar/w_beam_ar.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (weapon_devotion && strstr(glowName, "mdl/weapons/hemlock_br/w_hemlock_br.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (weapon_triple_take && strstr(glowName, "mdl/weapons/doubletake/w_doubletake.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (weapon_flatline && strstr(glowName, "mdl/techart/mshop/weapons/class/assault/flatline/flatline_base_w.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (weapon_hemlock && strstr(glowName, "mdl/weapons/m1a1_hemlok/w_hemlok.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (weapon_g7_scout && strstr(glowName, "mdl/weapons/g2/w_g2a4.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_alternator && strstr(glowName, "mdl/weapons/alternator_smg/w_alternator_smg.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_r99 && strstr(glowName, "mdl/weapons/r97/w_r97.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_prowler && strstr(glowName, "mdl/Weapons/prowler_smg/w_prowler_smg.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (weapon_volt && strstr(glowName, "mdl/weapons/hemlok_smg/w_hemlok_smg.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b } if (weapon_longbow && strstr(glowName, "mdl/weapons/rspn101_dmr/w_rspn101_dmr.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (weapon_charge_rifle && strstr(glowName, "mdl/weapons/defender/w_defender.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (weapon_spitfire && strstr(glowName, "mdl/weapons/lmg_hemlok/w_lmg_hemlok.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_r301 && strstr(glowName, "mdl/weapons/rspn101/w_rspn101.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_eva8 && strstr(glowName, "mdl/weapons/w1128/w_w1128.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_peacekeeper && strstr(glowName, "mdl/weapons/peacekeeper/w_peacekeeper.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_mozambique && strstr(glowName, "mdl/weapons/pstl_sa3/w_pstl_sa3.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_wingman && strstr(glowName, "mdl/weapons/b3wing/w_b3wing.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (weapon_p2020 && strstr(glowName, "mdl/weapons/p2011/w_p2011.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_re45 && strstr(glowName, "mdl/weapons/p2011_auto/w_p2011_auto.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_sentinel && strstr(glowName, "mdl/Weapons/sentinel/w_sentinel.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b } if (weapon_bow && strstr(glowName, "mdl/Weapons/compound_bow/w_compound_bow.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b } if (weapon_3030_repeater && strstr(glowName, "mdl/weapons/3030repeater/w_3030repeater.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (weapon_rampage && strstr(glowName, "mdl/techart/mshop/weapons/class/lmg/dragon/dragon_base_w.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } if (weapon_car_smg && strstr(glowName, "mdl/techart/mshop/weapons/class/smg/car/car_base_w.rmdl")) { apex_mem.Write(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close apex_mem.Write(centity + GLOW_START_TIME, { 101,101,99,90 }); apex_mem.Write(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r apex_mem.Write(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g apex_mem.Write(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b } } 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) { //same and the ents above to turn the glow off for (int i = 0; i < 15000; i++) { uint64_t centity = 0; apex_mem.Read(entitylist + ((uint64_t)i << 5), centity); if (centity == 0) continue; Item item = getItem(centity); if(item.isItem() && item.isGlowing()) { item.disableGlow(); } } k=0; } } } } item_t = false; } 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; } const char* cl_proc = "MonkeyCure.exe"; const char* ap_proc = "R5Apex.exe"; //const char* ap_proc = "EasyAntiCheat_launcher.exe"; //Client "add" offset uint64_t add_off = 0x1409a0; //todo make this auto update.. std::thread aimbot_thr; std::thread esp_thr; std::thread actions_thr; std::thread itemglow_thr; std::thread vars_thr; while(active) { if(apex_mem.get_proc_status() != process_status::FOUND_READY) { if(aim_t) { aim_t = false; esp_t = false; actions_t = false; item_t = false; g_Base = 0; aimbot_thr.~thread(); esp_thr.~thread(); actions_thr.~thread(); itemglow_thr.~thread(); } std::this_thread::sleep_for(std::chrono::seconds(1)); printf("Searching for apex process...\n"); apex_mem.open_proc(ap_proc); if(apex_mem.get_proc_status() == process_status::FOUND_READY) { g_Base = apex_mem.get_proc_baseaddr(); printf("\nApex process found\n"); printf("Base: %lx\n", g_Base); aimbot_thr = std::thread(AimbotLoop); esp_thr = std::thread(EspLoop); actions_thr = std::thread(DoActions); itemglow_thr = std::thread(item_glow_t); aimbot_thr.detach(); esp_thr.detach(); actions_thr.detach(); itemglow_thr.detach(); } } else { apex_mem.check_proc(); } if(client_mem.get_proc_status() != process_status::FOUND_READY) { if(vars_t) { vars_t = false; c_Base = 0; vars_thr.~thread(); } std::this_thread::sleep_for(std::chrono::seconds(1)); printf("Searching for client process...\n"); client_mem.open_proc(cl_proc); if(client_mem.get_proc_status() == process_status::FOUND_READY) { c_Base = client_mem.get_proc_baseaddr(); printf("\nClient process found\n"); printf("Base: %lx\n", c_Base); vars_thr = std::thread(set_vars, c_Base + add_off); vars_thr.detach(); } } else { client_mem.check_proc(); } std::this_thread::sleep_for(std::chrono::milliseconds(10)); } return 0; }