A Proof-of-Concept cheat developed for CS2 utilizing the PyMem library for handling memory management.
I was bored and wanted to write a proof-of-concept cheat for CS2 utilizing the PyMem library to handle all my reading/writing memory needs. There are some new caveats to working with CS2 when compared to CS:GO, first of all being that the process is now 64-bit which means addresses will now be 8-byte addressable. Additionally structs and methods within the game's memory have altered, and getting information about each entity is a bit more involved now. I chose to utilize python mostly because I've done cheats in C++ in the past and wanted something new. There's also a major lack of open-source Python cheats for CS2.
This is still very barebones and only has about an hour of work put into it, but I plan to explore pattern-scanning, developing an aimbot from scratch, and a few other features before moving onto developing a kernel-driver interface for a new cheat.
Update 12/20/2023:
- Implemented rip-relative addressing for pattern-scanning
- Added simple get player position function
- Extended Pymem to read vec_3d data types from memory
Update 12/24/2023:
- Added an Entity class and now when I grab entity information I also store name, 3d coordinate position, teamNum, bone-matrices, etc...
- Implemented function that grabs all entities in the game and stores that information in a list
- This is so ugly and annoying to work with, I need to clean this code up and make it readable
Next on my list:
- Pattern scan for the rest of my offsets and generalize the rip-relative pattern scanning function so I can use it for all of them
- Make working w2s function and check it works
- Figure out what I'm going to draw my ESP with (pygame?)
I don't support the malicious usage of this code to gain any unfair advantages and it is solely for educational use.
