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apex_dma_kvm_pub/apex_dma/apex_dma.cpp

1940 lines
75 KiB
C++

#include <stdio.h>
#include <unistd.h>
#include <sys/types.h>
#include <string.h>
#include <random>
#include <chrono>
#include <iostream>
#include <cfloat>
#include "Game.h"
#include <thread>
//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<uint64_t>(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<int>(g_Base + OFFSET_THIRDPERSON, 1);
apex_mem.Write<int>(LPlayer.ptr + OFFSET_THIRDPERSON_SV, 1);
tmp_thirdperson = true;
}
}
else if((!thirdperson && tmp_thirdperson) || aiming)
{
if(tmp_thirdperson)
{
apex_mem.Write<int>(g_Base + OFFSET_THIRDPERSON, -1);
apex_mem.Write<int>(LPlayer.ptr + OFFSET_THIRDPERSON_SV, 0);
tmp_thirdperson = false;
}
}
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
uint64_t baseent = 0;
apex_mem.Read<uint64_t>(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<uint64_t>(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<uint64_t>(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<float>(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<uint64_t>(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<uint64_t>(g_Base + OFFSET_RENDER, viewRenderer);
uint64_t viewMatrix = 0;
apex_mem.Read<uint64_t>(viewRenderer + OFFSET_MATRIX, viewMatrix);
Matrix m = {};
apex_mem.Read<Matrix>(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<uint64_t>( 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<uint64_t>( 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<uint64_t>(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<uint64_t>(add_addr, check_addr);
uint64_t aim_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t), aim_addr);
uint64_t esp_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*2, esp_addr);
uint64_t aiming_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*3, aiming_addr);
uint64_t g_Base_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*4, g_Base_addr);
uint64_t next2_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*5, next2_addr);
uint64_t player_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*6, player_addr);
uint64_t valid_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*7, valid_addr);
uint64_t max_dist_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*8, max_dist_addr);
uint64_t item_glow_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*9, item_glow_addr);
uint64_t player_glow_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*10, player_glow_addr);
uint64_t aim_no_recoil_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*11, aim_no_recoil_addr);
uint64_t smooth_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*12, smooth_addr);
uint64_t max_fov_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*13, max_fov_addr);
uint64_t bone_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*14, bone_addr);
uint64_t thirdperson_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*15, thirdperson_addr);
uint64_t spectators_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*16, spectators_addr);
uint64_t allied_spectators_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*17, allied_spectators_addr);
uint64_t glowr_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*18, glowr_addr);
uint64_t glowg_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*19, glowg_addr);
uint64_t glowb_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*20, glowb_addr);
uint64_t firing_range_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*21, firing_range_addr);
uint64_t lightbackpack_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*22, lightbackpack_addr);
uint64_t medbackpack_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*23, medbackpack_addr);
uint64_t heavybackpack_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*24, heavybackpack_addr);
uint64_t shieldupgrade_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*25, shieldupgrade_addr);
uint64_t shieldupgradehead_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*26, shieldupgradehead_addr);
uint64_t accelerant_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*27, accelerant_addr);
uint64_t phoenix_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*28, phoenix_addr);
uint64_t healthlarge_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*29, healthlarge_addr);
uint64_t healthsmall_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*30, healthsmall_addr);
uint64_t shieldbattsmall_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*31, shieldbattsmall_addr);
uint64_t shieldbattlarge_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*32, shieldbattlarge_addr);
uint64_t ammosniper_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*33, ammosniper_addr);
uint64_t ammohc_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*34, ammohc_addr);
uint64_t optic_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*35, optic_addr);
uint64_t ammosc_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*36, ammosc_addr);
uint64_t ammonrg_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*37, ammonrg_addr);
uint64_t ammoshotgun_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*38, ammoshotgun_addr);
uint64_t lasersight_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*39, lasersight_addr);
uint64_t magsniper_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*40, magsniper_addr);
uint64_t magenergy_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*41, magenergy_addr);
uint64_t stocksniper_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*42, stocksniper_addr);
uint64_t stockregular_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*43, stockregular_addr);
uint64_t shielddown_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*44, shielddown_addr);
uint64_t lightammomag_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*45, lightammomag_addr);
uint64_t heavyammomag_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*46, heavyammomag_addr);
uint64_t optic2x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*47, optic2x_addr);
uint64_t opticholo1x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*48, opticholo1x_addr);
uint64_t opticholo1x2x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*49, opticholo1x2x_addr);
uint64_t opticthreat_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*50, opticthreat_addr);
uint64_t optic3x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*51, optic3x_addr);
uint64_t optic2x4x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*52, optic2x4x_addr);
uint64_t opticsniper6x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*53, opticsniper6x_addr);
uint64_t opticsniper4x8x_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*54, opticsniper4x8x_addr);
uint64_t opticsniperthreat_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*55, opticsniperthreat_addr);
uint64_t suppressor_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*56, suppressor_addr);
uint64_t weaponmod_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*57, weaponmod_addr);
uint64_t grenade_frag_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*58, grenade_frag_addr);
uint64_t grenade_arc_star_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*59, grenade_arc_star_addr);
uint64_t grenade_thermite_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*60, grenade_thermite_addr);
uint64_t shotgunbolt_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*61, shotgunbolt_addr);
uint64_t weapon_kraber_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*62, weapon_kraber_addr);
uint64_t weapon_mastiff_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*63, weapon_mastiff_addr);
uint64_t weapon_lstar_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*64, weapon_lstar_addr);
uint64_t weapon_havoc_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*65, weapon_havoc_addr);
uint64_t weapon_devotion_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*66, weapon_devotion_addr);
uint64_t weapon_triple_take_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*67, weapon_triple_take_addr);
uint64_t weapon_flatline_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*68, weapon_flatline_addr);
uint64_t weapon_hemlock_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*69, weapon_hemlock_addr);
uint64_t weapon_g7_scout_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*70, weapon_g7_scout_addr);
uint64_t weapon_alternator_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*71, weapon_alternator_addr);
uint64_t weapon_r99_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*72, weapon_r99_addr);
uint64_t weapon_prowler_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*73, weapon_prowler_addr);
uint64_t weapon_volt_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*74, weapon_volt_addr);
uint64_t weapon_longbow_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*75, weapon_longbow_addr);
uint64_t weapon_charge_rifle_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*76, weapon_charge_rifle_addr);
uint64_t weapon_spitfire_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*77, weapon_spitfire_addr);
uint64_t weapon_r301_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*78, weapon_r301_addr);
uint64_t weapon_eva8_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*79, weapon_eva8_addr);
uint64_t weapon_peacekeeper_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*80, weapon_peacekeeper_addr);
uint64_t weapon_mozambique_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*81, weapon_mozambique_addr);
uint64_t weapon_wingman_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*82, weapon_wingman_addr);
uint64_t weapon_p2020_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*83, weapon_p2020_addr);
uint64_t weapon_re45_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*84, weapon_re45_addr);
uint64_t weapon_sentinel_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*85, weapon_sentinel_addr);
uint64_t weapon_bow_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*86, weapon_bow_addr);
uint64_t weapon_3030_repeater_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*87, weapon_3030_repeater_addr);
uint64_t weapon_rampage_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*88, weapon_rampage_addr);
uint64_t weapon_car_smg_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*89, weapon_car_smg_addr);
uint64_t aimdist_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*90, aimdist_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
uint32_t check = 0;
client_mem.Read<uint32_t>(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<uint32_t>(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<uint64_t>(g_Base_addr, g_Base);
client_mem.Write<int>(spectators_addr, spectators);
client_mem.Write<int>(allied_spectators_addr, allied_spectators);
client_mem.Read<int>(aim_addr, aim);
client_mem.Read<bool>(esp_addr, esp);
client_mem.Read<bool>(aiming_addr, aiming);
client_mem.Read<float>(max_dist_addr, max_dist);
client_mem.Read<bool>(item_glow_addr, item_glow);
client_mem.Read<bool>(player_glow_addr, player_glow);
client_mem.Read<bool>(aim_no_recoil_addr, aim_no_recoil);
client_mem.Read<float>(smooth_addr, smooth);
client_mem.Read<float>(max_fov_addr, max_fov);
client_mem.Read<int>(bone_addr, bone);
client_mem.Read<bool>(thirdperson_addr, thirdperson);
client_mem.Read<float>(glowr_addr, glowr);
client_mem.Read<float>(glowg_addr, glowg);
client_mem.Read<float>(glowb_addr, glowb);
client_mem.Read<bool>(firing_range_addr, firing_range);
client_mem.Read<bool>(lightbackpack_addr, lightbackpack);
client_mem.Read<bool>(medbackpack_addr, medbackpack);
client_mem.Read<bool>(heavybackpack_addr, heavybackpack);
client_mem.Read<bool>(shieldupgrade_addr, shieldupgrade);
client_mem.Read<bool>(shieldupgradehead_addr, shieldupgradehead);
client_mem.Read<bool>(accelerant_addr, accelerant);
client_mem.Read<bool>(phoenix_addr, phoenix);
client_mem.Read<bool>(healthlarge_addr, healthlarge);
client_mem.Read<bool>(healthsmall_addr, healthsmall);
client_mem.Read<bool>(shieldbattsmall_addr, shieldbattsmall);
client_mem.Read<bool>(shieldbattlarge_addr, shieldbattlarge);
client_mem.Read<bool>(ammosniper_addr, ammosniper);
client_mem.Read<bool>(ammohc_addr, ammohc);
client_mem.Read<bool>(optic_addr, optic);
client_mem.Read<bool>(ammosc_addr, ammosc);
client_mem.Read<bool>(ammonrg_addr, ammonrg);
client_mem.Read<bool>(ammoshotgun_addr, ammoshotgun);
client_mem.Read<bool>(lasersight_addr, lasersight);
client_mem.Read<bool>(magsniper_addr, magsniper);
client_mem.Read<bool>(magenergy_addr , magenergy);
client_mem.Read<bool>(stocksniper_addr, stocksniper);
client_mem.Read<bool>(stockregular_addr, stockregular);
client_mem.Read<bool>(shielddown_addr, shielddown);
client_mem.Read<bool>(lightammomag_addr, lightammomag);
client_mem.Read<bool>(heavyammomag_addr, heavyammomag);
client_mem.Read<bool>(optic2x_addr, optic2x);
client_mem.Read<bool>(opticholo1x_addr, opticholo1x);
client_mem.Read<bool>(opticholo1x2x_addr, opticholo1x2x);
client_mem.Read<bool>(opticthreat_addr, opticthreat);
client_mem.Read<bool>(optic3x_addr, optic3x);
client_mem.Read<bool>(optic2x4x_addr, optic2x4x);
client_mem.Read<bool>(opticsniper6x_addr, opticsniper6x);
client_mem.Read<bool>(opticsniper4x8x_addr, opticsniper4x8x);
client_mem.Read<bool>(opticsniperthreat_addr, opticsniperthreat);
client_mem.Read<bool>(suppressor_addr, suppressor);
client_mem.Read<bool>(weaponmod_addr, weaponmod);
client_mem.Read<bool>(grenade_frag, grenade_frag);
client_mem.Read<bool>(grenade_arc_star, grenade_arc_star);
client_mem.Read<bool>(grenade_thermite_addr, grenade_thermite);
client_mem.Read<bool>(shotgunbolt_addr, shotgunbolt);
client_mem.Read<bool>(weapon_kraber_addr, weapon_kraber);
client_mem.Read<bool>(weapon_mastiff_addr, weapon_mastiff);
client_mem.Read<bool>(weapon_lstar_addr, weapon_lstar);
client_mem.Read<bool>(weapon_havoc_addr, weapon_havoc);
client_mem.Read<bool>(weapon_devotion_addr, weapon_devotion);
client_mem.Read<bool>(weapon_triple_take_addr, weapon_triple_take);
client_mem.Read<bool>(weapon_flatline_addr, weapon_flatline);
client_mem.Read<bool>(weapon_hemlock_addr, weapon_hemlock);
client_mem.Read<bool>(weapon_g7_scout_addr, weapon_g7_scout);
client_mem.Read<bool>(weapon_alternator_addr, weapon_alternator);
client_mem.Read<bool>(weapon_r99_addr, weapon_r99);
client_mem.Read<bool>(weapon_prowler_addr, weapon_prowler);
client_mem.Read<bool>(weapon_volt_addr, weapon_volt);
client_mem.Read<bool>(weapon_longbow_addr, weapon_longbow);
client_mem.Read<bool>(weapon_charge_rifle_addr, weapon_charge_rifle);
client_mem.Read<bool>(weapon_spitfire_addr, weapon_spitfire);
client_mem.Read<bool>(weapon_r301_addr, weapon_r301);
client_mem.Read<bool>(weapon_eva8_addr, weapon_eva8);
client_mem.Read<bool>(weapon_peacekeeper_addr, weapon_peacekeeper);
client_mem.Read<bool>(weapon_mozambique_addr, weapon_mozambique);
client_mem.Read<bool>(weapon_wingman_addr, weapon_wingman);
client_mem.Read<bool>(weapon_p2020_addr, weapon_p2020);
client_mem.Read<bool>(weapon_re45_addr, weapon_re45);
client_mem.Read<bool>(weapon_sentinel_addr, weapon_sentinel);
client_mem.Read<bool>(weapon_bow_addr, weapon_bow);
client_mem.Read<bool>(weapon_3030_repeater_addr, weapon_3030_repeater);
client_mem.Read<bool>(weapon_rampage_addr, weapon_rampage);
client_mem.Read<bool>(weapon_car_smg_addr, weapon_car_smg);
client_mem.Read<float>(aimdist_addr, aimdist);
client_mem.Read<int>(itemglowbrightness_addr, itemglowbrightness);
if(esp && next2)
{
if(valid)
client_mem.WriteArray<player>(player_addr, players, toRead);
client_mem.Write<bool>(valid_addr, valid);
client_mem.Write<bool>(next2_addr, true); //next2
bool next2_val = false;
do
{
client_mem.Read<bool>(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<uint64_t>(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<uint64_t>(centity + OFFSET_MODELNAME, name_ptr);
apex_mem.ReadArray<char>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
else
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 0);
apex_mem.Write<int>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (heavybackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_heavy.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 128 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
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
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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,127 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (item.isBox())
{
apex_mem.Write<int>(centity + OFFSET_GLOW_T1, 16256);
apex_mem.Write<int>(centity + OFFSET_GLOW_T2, 1193322764);
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 7);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2);
}
if (item.isTrap())
{
apex_mem.Write<int>(centity + OFFSET_GLOW_T1, 16256);
apex_mem.Write<int>(centity + OFFSET_GLOW_T2, 1193322764);
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 7);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2);
}
//Gas Trap
if (strstr(glowName, "mdl/props/caustic_gas_tank/caustic_gas_tank.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 128 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 128 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,127 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,127 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,127 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 215 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 148 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 148 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 191 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 148 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 215 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,127 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 2); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,127 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (grenade_thermite && strstr(glowName, "mdl/Weapons/grenades/w_thermite_grenade.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
//Weapons
if (weapon_kraber && strstr(glowName, "mdl/weapons/at_rifle/w_at_rifle.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (weapon_mastiff && strstr(glowName, "mdl/weapons/mastiff_stgn/w_mastiff.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_lstar && strstr(glowName, "mdl/weapons/lstar/w_lstar.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b
}
if (weapon_havoc && strstr(glowName, "mdl/Weapons/beam_ar/w_beam_ar.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b
}
if (weapon_devotion && strstr(glowName, "mdl/weapons/hemlock_br/w_hemlock_br.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b
}
if (weapon_triple_take && strstr(glowName, "mdl/weapons/doubletake/w_doubletake.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b
}
if (weapon_hemlock && strstr(glowName, "mdl/weapons/m1a1_hemlok/w_hemlok.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b
}
if (weapon_g7_scout && strstr(glowName, "mdl/weapons/g2/w_g2a4.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_alternator && strstr(glowName, "mdl/weapons/alternator_smg/w_alternator_smg.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_r99 && strstr(glowName, "mdl/weapons/r97/w_r97.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_prowler && strstr(glowName, "mdl/Weapons/prowler_smg/w_prowler_smg.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 154 / itemglowbrightness); // b
}
if (weapon_volt && strstr(glowName, "mdl/weapons/hemlok_smg/w_hemlok_smg.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 154 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 205 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 50 / itemglowbrightness); // b
}
if (weapon_longbow && strstr(glowName, "mdl/weapons/rspn101_dmr/w_rspn101_dmr.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (weapon_charge_rifle && strstr(glowName, "mdl/weapons/defender/w_defender.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (weapon_spitfire && strstr(glowName, "mdl/weapons/lmg_hemlok/w_lmg_hemlok.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_r301 && strstr(glowName, "mdl/weapons/rspn101/w_rspn101.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_eva8 && strstr(glowName, "mdl/weapons/w1128/w_w1128.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_peacekeeper && strstr(glowName, "mdl/weapons/peacekeeper/w_peacekeeper.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_mozambique && strstr(glowName, "mdl/weapons/pstl_sa3/w_pstl_sa3.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 0 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_wingman && strstr(glowName, "mdl/weapons/b3wing/w_b3wing.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (weapon_p2020 && strstr(glowName, "mdl/weapons/p2011/w_p2011.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_re45 && strstr(glowName, "mdl/weapons/p2011_auto/w_p2011_auto.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 140 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_sentinel && strstr(glowName, "mdl/Weapons/sentinel/w_sentinel.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 92 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 92 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 255 / itemglowbrightness); // b
}
if (weapon_bow && strstr(glowName, "mdl/Weapons/compound_bow/w_compound_bow.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 255 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 255 / itemglowbrightness); // g
apex_mem.Write<float>(centity + GLOW_COLOR_B, 0 / itemglowbrightness); // b
}
if (weapon_3030_repeater && strstr(glowName, "mdl/weapons/3030repeater/w_3030repeater.rmdl"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(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<int>(centity + OFFSET_GLOW_ENABLE, 1);
apex_mem.Write<int>(centity + OFFSET_GLOW_THROUGH_WALLS, 1); // 1 = far, 2 = close
apex_mem.Write<GlowMode>(centity + GLOW_START_TIME, { 101,101,99,90 });
apex_mem.Write<float>(centity + GLOW_COLOR_R, 0 / itemglowbrightness); // r
apex_mem.Write<float>(centity + GLOW_COLOR_G, 250 / itemglowbrightness); // g
apex_mem.Write<float>(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<uint64_t>(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;
}