using [Link].
Generic;
using [Link];
using UnityEngine;
using [Link];
using [Link];
public class Hacks : MonoBehaviour
{
public static Rect rc = new Rect([Link]/2, 100, 350, 220);
public bool menu = false;
public int one;
public int two = 50;
public static bool nograss = false;
public static bool amlight = false;
public static Texture2D texture;
public static Texture2D inactivetexture;
public static Texture2D texture2;
public static Texture2D Activetexture;
public static Texture2D backgroundtexture;
public static Texture2D background;
public static Texture2D hoverbackground;
public static Color HoverColor = new Color32(149, 0, 1, 255);
public static Color BackGround = new Color32(64, 64, 64, 220);
public static Color BackGroundColor = new Color32(13, 13, 13, 255);
public static Color hoverColor = new Color32(26, 26, 26, 255);
public static Color Color3 = new Color32(0, 149, 1, 255);
public static GUIStyle MenuItemStyle;
public static GUIStyle ActiveMenuItemStyle;
[DllImport("[Link]")]
static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int
dwExtraInfo);
public static string nameToAdd = "client_bear";
public static string objectlist;
public static string NoGrassButton = "NoGrass: OFF";
public static string NoTreeButton = "NoTree: OFF";
public static string LightButton = "Brightness: OFF";
public static string ChamsButton = "WALLHACK: OFF";
public static string BoxButton = "BOX ESP: ON";
public static string LineButton = "LINE ESP: ON";
public static string DistButton = "DIST ESP: ON";
public static string AimButton = "BONE: HEAD";
public static string FovButton = "FOV: ";
public static string SmoothButton = "SMOOTH: ";
public static string KeyButton = "KEY: ";
public static KeyCode aimkey = KeyCode.V;
public static List<GameObject> badguys = new List<GameObject>();
public static List<Vector3> targets = new List<Vector3>();
public static List<GameObject> objects = new List<GameObject>();
public static List<GameObject> grass = new List<GameObject>();
public static List<GameObject> trees = new List<GameObject>();
public static List<GameObject> chams = new List<GameObject>();
public static Color AmbientColor = [Link];
public static Shader DefaultShader;
public string Shit1;
public static int smooth = 2;
public static int fov = 3;
public static float think = 2f;
public static bool wallhack = false;
public static bool BoxEsp = true;
public static bool LineESP = true;
public static bool DistESP = true;
public static string bone = "NPC_Head";
private static Texture2D aaLineTex = null;
private static Texture2D lineTex = null;
private static Material blitMaterial = null;
private static Material blendMaterial = null;
private static Rect lineRect = new Rect(0f, 0f, 1f, 1f);
public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color, float
width, bool antiAlias)
{
float num = pointB.x - pointA.x;
float num2 = pointB.y - pointA.y;
float num3 = [Link](num * num + num2 * num2);
if (num3 < 0.001f)
{
return;
}
Texture2D texture2D;
if (antiAlias)
{
width *= 3f;
texture2D = aaLineTex;
Material material = blendMaterial;
}
else
{
texture2D = lineTex;
Material material2 = blitMaterial;
}
float num4 = width * num2 / num3;
float num5 = width * num / num3;
Matrix4x4 identity = [Link];
identity.m00 = num;
identity.m01 = -num4;
identity.m03 = pointA.x + 0.5f * num4;
identity.m10 = num2;
identity.m11 = num5;
identity.m13 = pointA.y - 0.5f * num5;
[Link]();
[Link](identity);
[Link] = color;
[Link](lineRect, texture2D);
[Link]();
}
public static void RectFilled(float x, float y, float width, float height,
Texture2D text)
{
[Link](new Rect(x, y, width, height), text);
}
public static void RectOutlined(float x, float y, float width, float height,
Texture2D text, float thickness = 1f)
{
RectFilled(x, y, thickness, height, text);
RectFilled(x + width - thickness, y, thickness, height, text);
RectFilled(x + thickness, y, width - thickness * 2f, thickness, text);
RectFilled(x + thickness, y + height - thickness, width - thickness * 2f,
thickness, text);
}
public static void Box(float x, float y, float width, float height, Texture2D
text, float thickness = 1f)
{
RectOutlined(x - width / 2f, y - height, width, height, text, thickness);
}
private bool IsVisable(GameObject origin, Vector3 toCheck)
{
RaycastHit hit;
if ([Link]([Link], toCheck, out hit))
{
if ([Link]("NPC") ||
[Link]("client")
|| [Link] == [Link] || [Link] ==
[Link]
|| [Link] == [Link] ||
[Link]("Player"))
{
return true;
}
}
return false;
}
public static void GI(int id)
{
MenuItemStyle = new GUIStyle([Link]);
[Link] = [Link];
[Link] = [Link];
[Link] = texture;
[Link] = [Link];
[Link] = inactivetexture;
[Link] = inactivetexture;
ActiveMenuItemStyle = new GUIStyle([Link]);
[Link] = [Link];
[Link] = [Link];
[Link] = texture2;
[Link] = [Link];
[Link] = Activetexture;
[Link] = Activetexture;
GUIStyle TextStyle = new GUIStyle([Link]);
[Link] = [Link];
[Link] = 15;
GUIStyle Button1;
if (nameToAdd == "client_u") Button1 = ActiveMenuItemStyle;
else Button1 = MenuItemStyle;
GUIStyle Button2;
if (nameToAdd == "client_bear") Button2 = ActiveMenuItemStyle;
else Button2 = MenuItemStyle;
GUIStyle Button3;
if (nameToAdd == "client_player") Button3 = ActiveMenuItemStyle;
else Button3 = MenuItemStyle;
GUIStyle Button4;
if (nograss) Button4 = ActiveMenuItemStyle;
else Button4 = MenuItemStyle;
GUIStyle Button5;
if ([Link]("ON")) Button5 = ActiveMenuItemStyle;
else Button5 = MenuItemStyle;
GUIStyle Button6;
if (amlight) Button6 = ActiveMenuItemStyle;
else Button6 = MenuItemStyle;
GUIStyle Button7;
if ([Link]("ON")) Button7 = ActiveMenuItemStyle;
else Button7 = MenuItemStyle;
GUIStyle Button8;
if ([Link]("ON")) Button8 = ActiveMenuItemStyle;
else Button8 = MenuItemStyle;
GUIStyle Button9;
if ([Link]("ON")) Button9 = ActiveMenuItemStyle;
else Button9 = MenuItemStyle;
GUIStyle Button10;
if ([Link]("ON")) Button10 = ActiveMenuItemStyle;
else Button10 = MenuItemStyle;
[Link](new Rect(0, 0, 350, 20), hoverbackground);
[Link](new Rect(39, 20, 140, 20), "TARGET TEAM:", TextStyle);
if ([Link](new Rect(20, 40, 140, 20), "USEC", Button1))
{
[Link]();
nameToAdd = "client_u";
}
if ([Link](new Rect(20, 60, 140, 20), "BEAR", Button2))
{
[Link]();
nameToAdd = "client_bear";
}
if ([Link](new Rect(20, 80, 140, 20), "DeathMatch", Button3))
{
[Link]();
nameToAdd = "client_player";
}
[Link](new Rect(67, 100, 140, 20), "MISC:", TextStyle);
if ([Link](new Rect(20, 120, 140, 20), NoGrassButton, Button4))
{
if (nograss)
{
nograss = false;
NoGrassButton = "NoGrass: OFF";
try
{
foreach (GameObject go in grass) [Link](true);
}
catch
{
nograss = false;
NoGrassButton = "NoGrass: OFF";
}
}
else
{
[Link]();
foreach (GameObject go in
[Link](typeof(GameObject)))
{
if ([Link])
{
if ([Link]("grass") || [Link]("brush")
|| [Link]("paporotnik") || [Link]("bush"))
{
[Link](go);
[Link](false);
}
}
}
nograss = true;
NoGrassButton = "NoGrass: ON";
}
}
if ([Link](new Rect(20, 140, 140, 20), LightButton, Button6))
{
if (amlight)
{
amlight = false;
try
{
[Link] = true;
[Link] = AmbientColor;
LightButton = "Brightness: OFF";
}
catch { amlight = false; }
}
else
{
AmbientColor = [Link];
[Link] = false;
[Link] = [Link];
LightButton = "Brightness: ON";
amlight = true;
}
}
if ([Link](new Rect(20, 160, 140, 20), ChamsButton, Button7))
{
if(wallhack)
{
ChamsButton = "WALLHACK: OFF";
wallhack = false;
}
else
{
ChamsButton = "WALLHACK: ON";
wallhack = true;
}
}
if ([Link](new Rect(20, 180, 140, 20), "Patch chams", MenuItemStyle))
{
foreach (GameObject gameObj in badguys)
{
var distance = [Link]([Link],
[Link]);
{
if (distance < 10 && distance > 2)
{
[Link](false);
}
else
{
var rend = [Link]<Renderer>();
foreach (Renderer renderer in rend)
[Link] = texture;
}
}
}
}
[Link](new Rect(215, 20, 140, 20), "VISUALS:", TextStyle);
if ([Link](new Rect(180, 40, 140, 20), BoxButton, Button8))
{
if (BoxEsp)
{
BoxEsp = false;
BoxButton = "BOX ESP: OFF";
}
else
{
BoxEsp = true;
BoxButton = "BOX ESP: ON";
}
}
if ([Link](new Rect(180, 60, 140, 20), LineButton, Button9))
{
if (LineESP)
{
LineESP = false;
LineButton = "LINE ESP: OFF";
}
else
{
LineESP = true;
LineButton = "LINE ESP: ON";
}
}
if ([Link](new Rect(180, 80, 140, 20), DistButton, Button10))
{
if (DistESP)
{
DistESP = false;
DistButton = "DIST ESP: OFF";
}
else
{
DistESP = true;
DistButton = "DIST ESP: ON";
}
}
[Link](new Rect(220, 100, 140, 20), "AIMBOT:", TextStyle);
if ([Link](new Rect(180, 120, 140, 20), AimButton, MenuItemStyle))
{
if([Link]("HEAD"))
{
bone = "NPC_Neck";
AimButton = "BONE: NECK";
}
else if ([Link]("NECK"))
{
bone = "NPC_Spine1";
AimButton = "BONE: BODY";
}
else if ([Link]("BODY"))
{
bone = "NPC_Head";
AimButton = "BONE: HEAD";
}
}
FovButton = "FOV: " + [Link]();
if ([Link](new Rect(180, 140, 140, 20), FovButton, MenuItemStyle))
{
if (fov == 1) fov = 2;
else if (fov == 2) fov = 3;
else if (fov == 3) fov = 4;
else if (fov == 4) fov = 5;
else if (fov == 5) fov = 1;
}
SmoothButton = "SMOOTH: " + [Link]();
if ([Link](new Rect(180, 160, 140, 20), SmoothButton, MenuItemStyle))
{
if (smooth == 1) smooth = 2;
else if(smooth == 2) smooth = 3;
else if(smooth == 3) smooth = 4;
else if (smooth == 4) smooth = 5;
else if (smooth == 5) smooth = 1;
}
SmoothButton = "SMOOTH: " + [Link]();
if ([Link](new Rect(180, 160, 140, 20), SmoothButton, MenuItemStyle))
{
if (smooth == 1) smooth = 2;
else if (smooth == 2) smooth = 3;
else if (smooth == 3) smooth = 4;
else if (smooth == 4) smooth = 5;
else if (smooth == 5) smooth = 1;
}
KeyButton = "KEY: " + [Link]();
if ([Link](new Rect(180, 180, 140, 20), KeyButton, MenuItemStyle))
{
if (aimkey == KeyCode.V) aimkey = KeyCode.Mouse1;
else if (aimkey == KeyCode.Mouse1) aimkey = KeyCode.Mouse0;
else if (aimkey == KeyCode.Mouse0) aimkey = [Link];
else if (aimkey == [Link]) aimkey = [Link];
else if (aimkey == [Link]) aimkey = KeyCode.V;
}
[Link]();
}
void Start()
{
texture = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, [Link]);
[Link](1, 0, [Link]);
[Link](0, 1, [Link]);
[Link](1, 1, [Link]);
[Link]();
inactivetexture = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, HoverColor);
[Link](1, 0, HoverColor);
[Link](0, 1, HoverColor);
[Link](1, 1, HoverColor);
[Link]();
texture2 = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, [Link]);
[Link](1, 0, [Link]);
[Link](0, 1, [Link]);
[Link](1, 1, [Link]);
[Link]();
Activetexture = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, Color3);
[Link](1, 0, Color3);
[Link](0, 1, Color3);
[Link](1, 1, Color3);
[Link]();
backgroundtexture = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, BackGroundColor);
[Link](1, 0, BackGroundColor);
[Link](0, 1, BackGroundColor);
[Link](1, 1, BackGroundColor);
[Link]();
hoverbackground = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, hoverColor);
[Link](1, 0, hoverColor);
[Link](0, 1, hoverColor);
[Link](1, 1, hoverColor);
[Link]();
background = new Texture2D(2, 2, TextureFormat.ARGB32, false);
[Link](0, 0, BackGround);
[Link](1, 0, BackGround);
[Link](0, 1, BackGround);
[Link](1, 1, BackGround);
[Link]();
if (lineTex == null)
{
lineTex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
[Link](0, 1, [Link]);
[Link]();
}
if (aaLineTex == null)
{
aaLineTex = new Texture2D(1, 3, TextureFormat.ARGB32, false);
[Link](0, 0, new [Link](1, 1, 1, 0));
[Link](0, 1, [Link]);
[Link](0, 2, new [Link](1, 1, 1, 0));
[Link]();
}
blitMaterial = (Material)typeof(GUI).GetMethod("get_blitMaterial",
[Link] | [Link]).Invoke(null, null);
blendMaterial = (Material)typeof(GUI).GetMethod("get_blendMaterial",
[Link] | [Link]).Invoke(null, null);
}
void Update()
{
float minDist = 99999;
Vector2 AimTarget = [Link];
try
{
foreach (GameObject go in badguys)
{
Transform[] allChildren =
[Link]<Transform>();
foreach (Transform child in allChildren)
{
if ([Link] == bone) //NPC_Spine1 "NPC_Neck"
{
var shit =
[Link]([Link]);
if (shit.z > -8)
{
float dist = [Link]([Link](new
Vector2(shit.x, [Link] - shit.y), new Vector2(([Link] / 2),
([Link] / 2))));
if (dist < 300) //in fov
{
if (dist < minDist)
{
minDist = dist;
AimTarget = new Vector2(shit.x, [Link] -
shit.y);
}
}
}
}
}
}
if(AimTarget != [Link])
{
double DistX = AimTarget.x - [Link] / 2.0f;
double DistY = AimTarget.y - [Link] / 2.0f;
//aimsmooth
DistX /= smooth;
DistY /= smooth;
//if aimkey is pressed
if(!menu)
if ([Link](aimkey)) mouse_event(0x0001, (int)DistX,
(int)DistY, 0, 0);
}
}
catch { }
/////////MENU HOTKEY////////////
if ([Link]([Link])) menu = !menu;
////////////////ENEMY LIST UPDATE/////////
try
{
if (one <= two)
{
one = one - 1;
if (one == two - 1)
{
foreach (GameObject go in
[Link](typeof(GameObject)))
{
if ([Link](nameToAdd))
{
var distance =
[Link]([Link], [Link]);
if (distance > 2)
{
if ()
{
var rend =
[Link]<Renderer>();
if ([Link]("S") ||
[Link]("B")) //"p0/Bumped Specular Mask" "p0/Reflective/Bumped
Specular Mask W"
{
[Link](go);
if (wallhack)
{
var rend2 =
[Link]<Renderer>();
[Link](go);
foreach (Renderer renderer in rend2)
{
DefaultShader =
[Link];
[Link] =
[Link]("Hidden/Internal-GUITexture");
}
}
}
else if (distance > 12) [Link](go);
else [Link](go);
}
}
}
}
}
}
if (one <= 0)
{
[Link]();
if (wallhack)
{
try
{
foreach (GameObject gameObj in chams)
{
if (gameObj != null)
{
var rend =
[Link]<Renderer>();
foreach (Renderer renderer in rend)
[Link] = DefaultShader;
}
}
}
catch { }
}
one = two;
}
}
catch { }
}
void OnGUI()
{
[Link] = backgroundtexture;
[Link] = backgroundtexture;
[Link] = backgroundtexture;
[Link] = backgroundtexture;
[Link] = backgroundtexture;
[Link] = backgroundtexture;
[Link] = backgroundtexture;
[Link] = 10;
[Link](new Rect(10, 100, 200, 20), Shit1);
try
{
if (menu) rc = [Link](0, rc, new [Link](GI), "Trash");
foreach (GameObject gameObj in badguys)
{
Transform[] allChildren =
[Link]<Transform>();
foreach (Transform child in allChildren)
{
if ([Link] == "NPC_Head") //NPC_Spine1 "NPC_Neck"
{
Vector3 w2s =
[Link]([Link]);
Vector3 w2s2 =
[Link]([Link]);
if (w2s.z > -1)
// if (w2s.z > 0)
{
// if ((w2s.x > 0) || (w2s.x < [Link]) || (w2s.y
> 0) || (w2s.y < [Link]))
{
var distance =
[Link]([Link], [Link]);
// if (distance > 10)
{
float num = [Link](w2s.y - w2s2.y);
if (IsVisable([Link],
[Link]))
{
if (BoxEsp) Box(w2s.x, [Link] -
w2s.y, num / 1.8f, num, texture2, 1f);
if (LineESP) DrawLine(new
Vector2([Link] / 2, [Link]), new Vector2(w2s.x, [Link] -
w2s.y), [Link], think, false);
if (DistESP) [Link](new Rect((int)w2s.x
- 5, [Link] - w2s.y - 10, 40, 40), ((int)(distance)).ToString());
}
else
{
if (BoxEsp) Box(w2s.x, [Link] -
w2s.y, num / 1.8f, num, texture, 1f);
if (LineESP) DrawLine(new
Vector2([Link] / 2, [Link]), new Vector2(w2s.x, [Link] -
w2s.y), [Link], think, false);
if (DistESP) [Link](new Rect((int)w2s2.x
- 5, [Link] - w2s2.y - 14, 40, 40), ((int)(distance)).ToString());
}
}
}
}
}
}
}
}
catch { }
}
}