Memory Access:
- Physical RAM mapping → no ReadProcessMemory, no process handles, no hooked APIs
- 60 Hz cache thread → view matrix, entity list, controllers (0x840B), pawns (0x1D00B), 30 bones, weapon, C4 timer, observers, globals
- Immutable snapshot → render thread reads copy, zero race conditions
- D3D11 + ImGui → transparent, click-through, topmost, DwmExtendFrameIntoClientArea
- Box (foot→head projection, width = height/2.4)
- 17-bone skeleton (spine, arms, legs)
- Head tracker (circle)
- Health bar (vertical, green fill)
- Name + flags (armor, weapon, defusing, scoped, flashed)
- Tracers (screen edge → player)
- Velocity prediction (vel × predDt, capped 20 ms)
- Bomb timer (site, time remaining, defuse success prediction)
- Custom crosshair
- Filters: teammates, spotted-only, spectator skip, dead players
Youtube: https://www.youtube.com/shorts/VI4O_ZXCQRc
![[Image: 2026-06-29-ca510193-f77e-4236-ba4b-634d7ec74d3b.jpg]](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fcdn.phototourl.com%2Ffree%2F2026-06-29-ca510193-f77e-4236-ba4b-634d7ec74d3b.jpg)
Discord: @theonlyzuk
![[Image: 2026-06-29-c73820e5-e9ca-4ddf-bf2a-fe5a1bd408a9.jpg]](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fcdn.phototourl.com%2Ffree%2F2026-06-29-c73820e5-e9ca-4ddf-bf2a-fe5a1bd408a9.jpg)
Discord: @theonlyzuk
