/sinclair_csgo

My CS:GO cheat, written with performance in mind.

Primary LanguageC++

sinclair_csgo

  • My CS:GO cheat, written with performance in mind.
  • Currently in development, and I plan to keep this as such!

Credits

  • @swoopae for his hasher.
  • @Speedi13 for his Custom WINAPI functions.
  • Other creators from whom I might've taken minimal contributions such as enumerators for various matters or even inspiration.

Adresses (signatures)

  • Addresses are stored at entry point in an array, being accessable by the StaticAddresses enumerator.
  • It would not be relevant to list every stored address, as you can directly peek within the PE utilities header to see them fairly verboosely listed within an enumerator.

Interfaces

  • Interfaces are stored at entry point, and are accessible in the interfaces prototypes namespace.
  • These are the current available interfaces:
    • IBaseClientDLL
    • ClientModeShared
    • CGlobalVarsBase
    • IVEngineClient
    • IClientEntityList
    • IEngineTraceClient
    • IVDebugOverlay
    • ISurface
    • ICVar
    • IInputSystem
    • CModelInfo
    • IVModelRenderer
    • MaterialSystem

Hooks

  • Sinclair currently uses the GameOverlayRenderer.dll hooking utilities, and it comes with these specific hooks:
    • CreateMove (ClientModeShared one)
    • DrawCrosshair
    • FrameStageNotify
    • GetColorModulation
    • GetCSWpnData
    • GetCurrentGameType
    • IsUsingStaticPropDebugModes
    • Paint (Engine VGui)
    • PushNotice (CCSGOHudChat one)
    • SendNetMsg (CNetChan one)
    • 'vsnprintf' (Game formatting function)

Props (Netvars)

  • Sinclair stores every prop with it's submember's offsets in a double unordered map at entry point that uses hashes.
  • Alternatives could've been chose but it'd be likely that they'd be worse.

Rendering

  • Sinclair comes with an ISurface wrapper that uses DrawColoredText for non-widestring text rendering, and with the following geometry shapes available:
    • Rectangle
    • Rectangle Outline
    • Line
  • The aforementioned shapes also come with the following color preservation modes:
    • Preserve
    • Change and Restore
    • Change
  • Unique to others, it also has a get current color (Global to Surface) method in the wrapper.

Design

  • Sinclair is designed with what'd perform the best in mind, explaining the templates 'abuse'.
  • This could be a trade off, due to possibly extended compilation times, but this should not be noticeable when compiling on computers that benefit from the multi-processor option.
  • In this current stage, it is very likely for inconsistencies in code to be noticeable, if you notice any of those, please proceed with reporting them or even making a pull request solving them. Sometimes, inconsistencies might be there for actual practical matters, the consistency being though opposed by my coding style. These inconsistencies though should not be often apparent.

Features

  • Outside of aforementioned capabilities, actual features are:
    • No Duck Delay
    • Force Crosshair
    • Dangerzone Compass
    • Nightmode (with static prop/skybox modulation)
    • net_graph watermark
    • FileCRCCheck netmessage protobuf bypass
    • Game bounding box calculated box ESP