Learn To Make CHEATS for any GAME in 18 Minutes — Transcript
Full transcript
- 0:00Did you know that it costs absolutely
- 0:01zero money to make your own cheats for
- 0:03the games you play? Cheat developers
- 0:05create these projects completely for
- 0:06free and then turn around and sell them
- 0:08to you for hundreds of dollars every
- 0:10single month. In this video, I'm going
- 0:12to show you exactly how to break that
- 0:13cycle and build your own cheat for
- 0:15literally any game. We're going to build
- 0:16a menu from scratch that looks and feels
- 0:19just like a premium paid software
- 0:20complete with a clean ESP hack, a fully
- 0:23functional aimbot and a responsive cheat
- 0:25menu. By the end of this video, you will
- 0:26be able to create this exact same cheat
- 0:28that you can see right now on For this
- 0:30guide, I'll be using Counter-Strike 2 as
- 0:32our target game to teach you the
- 0:33fundamentals. The core logic we are
- 0:35covering remains the exact same for
- 0:37every single game on the market, but I
- 0:38heavily recommend starting with CS2 to
- 0:40learn. You can't realistically learn
- 0:42game hacking by diving straight into a
- 0:43massive game protected by aggressive
- 0:45kernel level anti-cheats like Valorant
- 0:47or Fortnite. You need to learn the core
- 0:49concepts first on a game with a less
- 0:50intrusive anti-cheat like CS2. Once you
- 0:53master how the memory logic works here,
- 0:54you'll have the foundation needed to
- 0:56adapt it to any game you want. First, we
- 0:57need to understand how cheats actually
- 0:59work. don't understand the core concept,
- 1:01you won't be able to build a cheat for
- 1:02your favorite game. Every single cheat
- 1:04you've ever seen, whether it's for
- 1:05Fortnite, Valorant, or any other game,
- 1:07is just an app. It's exactly like Steam,
- 1:09Discord, your web browser, or even the
- 1:11game itself. When we make a hack, we are
- 1:13simply building our own app that hacks
- 1:15the game. To build an app, you use a
- 1:16programming language like Python or C++.
- 1:19But don't worry, I'm not going to tell
- 1:20you to go out and learn an entire
- 1:21programming language today. I've made
- 1:23this tutorial so simple that anyone can
- 1:25follow along and build their first
- 1:26cheat. If you don't know what a
- 1:27programming language is, think of it as
- 1:29the language of computer. Your PC is
- 1:30like a personal assistant that follows
- 1:32your instructions exactly. When we make
- 1:33an app, we just give that assistant a
- 1:35list of instructions. To make a cheat,
- 1:36we use that language to tell the
- 1:37computer exactly how to hack the game.
- 1:39Sounds easy, right? Now, let's get
- 1:40straight into the tutorial. The first
- 1:42thing you need to do is install Visual
- 1:43Studio. This is the software you need to
- 1:45use to create any app for Windows and
- 1:47it's exactly what we'll be using to
- 1:48create our cheat as well. To download
- 1:50it, click the link in the description.
- 1:51Run the installer and make sure to check
- 1:52desktop development with C++ while
- 1:54installing it. Next, grab the source
- 1:56code file from the link in the
- 1:57description. Extract the archive, open
- 1:59Visual Studio, and hit open a project or
- 2:01solution. Just navigate to where you
- 2:03extracted everything and open the .sln
- 2:05file to load up the project. When you
- 2:07open it for the first time, it might
- 2:09look completely empty. Just head over to
- 2:10the right side, look at the solution
- 2:12explorer, and open up the branchlink.cpp
- 2:14file. Now, when you look at this file,
- 2:16you'll see a lot of random words. This
- 2:18is written in C++, the programming
- 2:20language used for building all sorts of
- 2:21software and the most common language
- 2:23for developing both games and cheats.
- 2:25Like we talked about earlier, these
- 2:26words are just the exact instructions
- 2:28I've written to tell our cheat app how
- 2:29to work. And don't worry, you don't need
- 2:31to guess what any of it means. I am
- 2:32going to break it down and tell you
- 2:33exactly what each line does in a very
- 2:35simple, easy-to-understand way. Next,
- 2:37you need to make sure your game is
- 2:38running in windowed full screen or
- 2:40borderless windowed mode. If the game is
- 2:41running in full screen mode, our cheat
- 2:43won't be able to draw an overlay on top
- 2:44of it. So, go into your game settings
- 2:46right now and switch it over. Now, let's
- 2:48understand the exact instructions we
- 2:49need to give our app to actually turn it
- 2:51into a cheat. First, we need to tell it
- 2:52to draw a new, completely transparent
- 2:54window right on top of the game so we
- 2:55can spawn our menu, ESP boxes, lines,
- 2:58and player skeleton. To make this easy,
- 3:00cheat developers use a popular tool
- 3:01called Dear ImGui. I've already set it
- 3:04up for you in this project, so you don't
- 3:05have to waste time doing it manually.
- 3:07Did you know that every game you play,
- 3:08whether it's CS2, Fortnite, or PUBG,
- 3:11always knows exactly where every player
- 3:13on the map is and what their health is,
- 3:14even when they're hidden behind walls?
- 3:16Cheat developers abuse this exact design
- 3:18flaw. We just need to tell our app to
- 3:19pull this information out of the game
- 3:21and use ImGui to draw boxes and lines
- 3:24over the players using that data. To
- 3:25extract this from the game, you need to
- 3:27use something called offsets. Offsets
- 3:29are just numbers, but they are written
- 3:31in a hexadecimal format instead of the
- 3:33typical decimals we use every day.
- 3:35Hexadecimal is just a different way for
- 3:36computers to read numbers. For example,
- 3:38the number 15 is written as 0x F, and
- 3:40the number 255 is written as 0xFF. These
- 3:44offsets are different for every single
- 3:45game, and they change every single time
- 3:47a game updates. If a new update drops,
- 3:49you have to find the new offsets, or the
- 3:51cheat won't work. You need offsets for
- 3:53absolutely everything you want to show,
- 3:54like player positions, player health,
- 3:56the location of important items, and
- 3:58everything else. Now, scroll down until
- 3:59you find int main. This is the official
- 4:01starting point of our cheat program,
- 4:03meaning whatever instructions we put
- 4:04here will be executed first. Inside you
- 4:06will see a line that says mem.attach
- 4:08with cs2.exe
- 4:10written next to it. This tells our cheat
- 4:11app to attach itself to Counter-Strike
- 4:132. We have to attach to the game's
- 4:14process before we can pull any of that
- 4:16information or use those offsets we
- 4:17talked about earlier. If you want to
- 4:19hack a different game in the future,
- 4:20this is the exact line where you will
- 4:22change the name to match that game's
- 4:23process. Right below that, you will see
- 4:25mem.getmoduleaddress.
- 4:27This gets the base address of a specific
- 4:29game module. For example, in CS2, a file
- 4:31called client.dll holds all the critical
- 4:34data, like enemy positions and health.
- 4:36So, we target that module here to gain
- 4:38access to everything inside. Just like
- 4:39the process name, when you move on to
- 4:41hack other games, you'll need to find
- 4:43and swap in their specific module base
- 4:44addresses right here. You might be
- 4:46wondering how we actually find these
- 4:47offsets. There are two main ways to do
- 4:49it. The difficult way is to reverse
- 4:50engineer the game yourself. Reverse
- 4:52engineering means pulling the game apart
- 4:54to figure out exactly how the developers
- 4:56built it from the inside out. Since
- 4:57that's a bit too complex for beginners,
- 4:59we're going to use the easier method, a
- 5:01dumper. A dumper is an automated tool
- 5:03that scans the game while it's running
- 5:05and extracts all the offsets for you
- 5:06automatically. There are dumpers
- 5:08available for almost every game out
- 5:09there. You just have to look for them.
- 5:11For this video, we're going to use the
- 5:12CS2 dumper by a2x, and I've linked it in
- 5:14the description. To use the dumper, make
- 5:16sure your game is open and running in
- 5:18the background, then just launch the
- 5:20dumper like a normal program. Once it
- 5:22finishes scanning, it will generate a
- 5:23new folder called output. Go inside that
- 5:25folder, and you'll find two specific
- 5:27files we need, offsets.hpp
- 5:30and client_dll.hpp.
- 5:33If you open these files up, you'll see a
- 5:35massive list of all the updated offsets
- 5:37for everything in the game. All you need
- 5:39to do is copy everything inside these
- 5:41files, go back over to Visual Studio,
- 5:43and paste them right into the matching
- 5:45offsets.hpp
- 5:47and client_dll.hpp
- 5:52files in your project to fully update
- 5:54your cheat. Once that's done, look at
- 5:56the top of Visual Studio. Hit that green
- 5:57play button, and if you followed every
- 5:59step correctly, your cheat menu will pop
- 6:01up instantly without a single error. As
- 6:03you can see, the ESP is fully working.
- 6:05We have clean boxes, health bars, and
- 6:07full skeleton ESP drawing right over the
- 6:09players. You can press the insert key
- 6:11anytime you want to hide or show the
- 6:12menu, and if you need to shut it down
- 6:13completely, just hit the end key to stop
- 6:15the cheat. But, wait, there are a few
- 6:16problems we need to address right now.
- 6:17First, it might look like I just told
- 6:19you to download a pre-made cheat and hit
- 6:21run. That is definitely not what's
- 6:22happening here. I pre-configured the
- 6:24source code to save us time. I didn't
- 6:25want to drag you through a boring 1-hour
- 6:28tutorial of me typing out every
- 6:29semicolon. The goal of this channel is
- 6:31to teach you as fast as possible without
- 6:33wasting your time. I'm not ending the
- 6:34video here. We're going to dive straight
- 6:36into the code right now, so you can
- 6:37understand exactly how it works and
- 6:39actually learn the logic. The second
- 6:41problem is that the menu is currently
- 6:42non-functional. All the features you see
- 6:44on the screen, the boxes, the health,
- 6:45the skeletons, are active right now, but
- 6:47toggling the buttons in the menu doesn't
- 6:49actually turn them on or off yet. I
- 6:51intentionally left it this way, so I can
- 6:52show you how to wire them up yourself.
- 6:54By the time we finish this video, you
- 6:55will fully understand how cheat logic
- 6:57connects to a menu and how you can apply
- 6:59this to any game you want. Let's start
- 7:00by customizing the menu itself. Inside
- 7:02that same int main function, scroll down
- 7:04until you find the word begin suggests,
- 7:06this is where our menu UI actually
- 7:07starts. We are basically telling ImGui
- 7:10to create a new window for us. The text
- 7:12inside the quotation marks here is what
- 7:13appears as the title at the top of our
- 7:15menu screen. If you want to personalize
- 7:17this and give it your own name or your
- 7:19community's name, just change the text
- 7:20inside these quotes. As soon as you edit
- 7:22it and hit run again, you can see the
- 7:24title changes instantly. The code right
- 7:26below that handles the sidebar tabs you
- 7:27see on the left side of the menu. You
- 7:29can see all the existing tabs listed out
- 7:31right here. If you want to add a brand
- 7:32new tab, just add a new line to this
- 7:34list following the exact same format.
- 7:36You can also delete any tabs you don't
- 7:38want. The only thing you need to
- 7:38remember is to update the the right
- 7:40above it. Change that I less than four
- 7:42count to match whatever your new total
- 7:43number of tabs is, or the menu won't
- 7:45render them all correctly. And just like
- 7:47that, we have a new tab. As you can see,
- 7:49the new tab we just created is
- 7:50completely empty. Let's fill it up. To
- 7:52do that, scroll down until you see the
- 7:54code for ImGui I colon colon begin child
- 7:57main content. This is the section
- 7:59responsible for displaying the actual
- 8:00buttons and settings for whichever tab
- 8:02you click on. If you look closely at the
- 8:04logic, you'll see it starts with if
- 8:06active tab equals zero, which holds all
- 8:09the features for very first tab, the
- 8:11aimbot. Below that, else if active tab
- 8:13equals one handles the second tab, which
- 8:15is the ESP. Following this exact same
- 8:18pattern, we can add contents for our new
- 8:19tab. Since this is our fifth tab, we're
- 8:21going to write else if active tab equals
- 8:23four. We use the number four because in
- 8:25programming, counting always starts from
- 8:27zero, not one. So, tab one is zero, tab
- 8:30two is one, and our fifth tab is four.
- 8:32Let's start by adding some text to our
- 8:34new tab. To save time, I'll just copy
- 8:35the text layout code from the previous
- 8:37tab. First, look at the set window font
- 8:39scale line. This exactly controls the
- 8:41size of the text. You can increase or
- 8:42decrease this number to change the
- 8:43scale. For a main heading, you'll want
- 8:45to use a larger font size. Just make
- 8:47sure that right after your heading, you
- 8:48add another scale line to lower it back
- 8:50down so that all the regular text and
- 8:52options you create below it stay at a
- 8:53normal, smaller size. To actually
- 8:55display the words on the screen, you use
- 8:57the instruction ImGui UI double colon
- 9:01text. Inside the parentheses and quotes,
- 9:03you can type absolutely anything you
- 9:05want, and ImGui will draw it onto your
- 9:07menu instantly. Now, you want to give
- 9:09your users some actual options to toggle
- 9:11the features of your cheat on or off. To
- 9:12do that, we use a UI element called a
- 9:14checkbox. Before we add the visual
- 9:16checkbox to the menu, we need to create
- 9:18a place in memory to store its state. To
- 9:20do that, we're going to create a bool
- 9:21variable. A variable is just a container
- 9:23that holds data for us, so we can use it
- 9:25later. In this case, a bool is short for
- 9:27boolean, meaning it can only hold two
- 9:29values, true or false. We will use this
- 9:31variable to track whether our cheat
- 9:32feature is turned on or off. If this
- 9:34sounds a little complicated right now,
- 9:35don't worry. Just follow these next few
- 9:37steps and you'll see exactly how it
- 9:39connects. To create a bool variable,
- 9:41type out the code exactly as you see
- 9:42here. You can choose any name you want
- 9:44for this container. In this example,
- 9:46I've named it option, but feel free to
- 9:48call it whatever makes sense to you.
- 9:49Now, let's link it to the menu. To
- 9:51create the actual visual checkbox, type
- 9:53ImGui double colon checkbox. Inside the
- 9:55quotation marks, type the text you want
- 9:57to appear next to the box in your menu.
- 9:58Right after that text, we need to pass
- 10:00in our bool variable with an ampersand,
- 10:02exactly like I've done here. This tells
- 10:03the menu to automatically change our
- 10:05variable to true when the box is checked
- 10:07and false when it's unchecked. Another
- 10:09common feature is a slider, which is
- 10:10perfect for adjusting values like aimbot
- 10:12speed or FOV radius. To make one, use
- 10:15the ImGui double colon slider float
- 10:18function. We need a float variable to
- 10:19store the value, which just means a
- 10:21number with decimal points like 0.1 or
- 10:245.5. When you call the function, pass in
- 10:26the text label, your float variable, and
- 10:28then specify the minimum and maximum
- 10:29values to set the exact boundaries for
- 10:31the slider. Let's run it, and as you can
- 10:33see that we have a slider.
- 10:36Now, scroll up until you find the void
- 10:37hack game function. As the name
- 10:38suggests, this is the actual core code
- 10:40responsible for everything we discussed
- 10:42earlier. In short, this function uses
- 10:44your offsets to pull live data straight
- 10:46out of the game's memory and then tells
- 10:47ImGui exactly where to draw the ESP
- 10:50lines, boxes, and player skeletons on
- 10:52your screen. The very first thing this
- 10:54function does is get the entity list and
- 10:56the view matrix. The entity list is a
- 10:57specific section of the game's memory
- 10:59that contains the live data for every
- 11:00single player on the map. We need to
- 11:02target this list so our app can pull the
- 11:04locations and health of our enemies.
- 11:05But, there's a catch. Your computer
- 11:07monitor is a flat 2D screen. When you
- 11:09play a 3D game, the engine uses clever
- 11:11math to create the illusion of depth on
- 11:13that flat surface, just like drawing a
- 11:143D cube on a flat piece of paper.
- 11:16Because the player coordinates we pull
- 11:18from the game are in 3D space, we have
- 11:19to convert them back into flat 2D screen
- 11:21coordinates, so our ESP knows exactly
- 11:24where to draw. To do that conversion, we
- 11:25use the game's view matrix. Next, the
- 11:27function gets the local player. Local
- 11:28player simply means you, the person
- 11:30playing the game, not your enemies or
- 11:32your teammates. We need to grab our own
- 11:33player data so we can find our specific
- 11:35team ID. We use this team ID to filter
- 11:37out teammates so our cheat only targets
- 11:39the enemies. If we skip this step, the
- 11:41app won't know the difference and will
- 11:42draw ESP boxes or lock aimbots onto your
- 11:45own team. Scroll a bit further down and
- 11:46you will see the lines where the app
- 11:48reads the health and team ID of each
- 11:50player it finds. Right below that, you
- 11:52can see the exact conditional logic that
- 11:53compares the player's team ID against
- 11:55our own local player team ID. If they
- 11:57match, the code skips them entirely,
- 11:59ensuring the cheat stays focused
- 12:01strictly on the enemy team. Next, we
- 12:02need one last piece of data before we
- 12:04can actually draw our ESP, and it's the
- 12:07most important thing of all, the exact
- 12:08position of the players. To get this, we
- 12:10access something called the bone array.
- 12:12The bone array is a specific part of the
- 12:13game's memory that holds the live 3D
- 12:15coordinates for every single bone in a
- 12:17character's body. We need this data to
- 12:18pinpoint exactly where our enemies are
- 12:20standing so we can track them through
- 12:21walls and draw an accurate skeleton ESP
- 12:24over them. In fact, the entire ESP and
- 12:26the aimbot completely rely on these
- 12:27positions. You literally cannot make a
- 12:29cheat if you don't know where the
- 12:30enemies are. That's the whole point of
- 12:32an ESP, and this code does just that for
- 12:34us. Once we have that bone array data,
- 12:36we hit the final step before drawing.
- 12:37Like we discussed earlier, these bone
- 12:39positions are stored by the game in 3D
- 12:40space. So, we pass them right into our
- 12:42world to screen function, which handles
- 12:44the math to convert those 3D coordinates
- 12:46into flat 2D positions on your monitor
- 12:48so our ESP hack can draw the lines
- 12:50perfectly in place. Next up is our
- 12:52aimbot logic. For a good aimbot, you
- 12:54don't want your crosshair randomly
- 12:56snapping to players all the way across
- 12:58the map. You want it to target the enemy
- 13:00within your FOV radius and closest to
- 13:02your actual crosshair. This section of
- 13:04the code handles that math for us,
- 13:05constantly checking the distances and
- 13:07finding the perfect target. The
- 13:08remaining blocks of code below this are
- 13:10simply responsible for the actual
- 13:12drawing. We use the overlay double
- 13:13colon's box and line functions to
- 13:15instantly render the bounding boxes,
- 13:17lines, and health bar ESP directly onto
- 13:19your screen based on all that data we
- 13:21collected. Now, if you want to change
- 13:22the color of your ESP features, it's
- 13:24incredibly easy. Just search for an RGB
- 13:27color picker on Google, dial in whatever
- 13:28custom color you want, and copy the RGB
- 13:31values it gives you. Then come back to
- 13:32the code and look for IM_COL32.
- 13:35Inside the parentheses, you can just
- 13:37paste your new RGB values right over the
- 13:39old ones. The fourth and final number in
- 13:41that function represents the
- 13:42transparency. You can tweak it if you
- 13:44want your ESP to look a bit more
- 13:45see-through, but I'm going to leave it
- 13:47exactly as it is for now. And as you can
- 13:49see, we have changed our box ESP color
- 13:51to red. Now, let's look at how the
- 13:53aimbot actually works. Since we already
- 13:55know the exact location of the enemies,
- 13:56we simply need to tell our mouse to move
- 13:58until the enemy is locked directly onto
- 14:00our crosshair. And since the crosshair
- 14:01in almost every game is always perfectly
- 14:04at the center of the screen, the math
- 14:05becomes straightforward. While the
- 14:06previous code we looked at was strictly
- 14:08responsible for finding the absolute
- 14:10best target nearest to our crosshair,
- 14:12this block of code right here takes that
- 14:14target's position and actually moves our
- 14:15mouse until the enemy is perfectly
- 14:17centered on the screen. Now, let's
- 14:19actually make our menu functional so our
- 14:20cheat features only turn on or off when
- 14:22we toggle them on the screen. Go back to
- 14:24our main function where the tab code
- 14:25lives. As you can see, we created a
- 14:27checkbox linked to a bool variable
- 14:28called enable_aim, that is for our
- 14:30aimbot toggle. Below it, we have our
- 14:32sliders for the aim smoothing and the
- 14:34FOV radius, plus a combo box for
- 14:36selecting exactly which bone of the
- 14:37enemy we want to target. Right now,
- 14:39these variables are trapped inside our
- 14:40main function. To use them inside our
- 14:42hacking logic, highlight these
- 14:43variables, press control X to cut them,
- 14:45and then scroll all the way to the top
- 14:46and paste them right before our hack
- 14:48game function. This turns them into
- 14:49global variables, meaning they can now
- 14:51be read and used anywhere in our entire
- 14:52project, including inside our hacking
- 14:54loop. Next, let's head right back into
- 14:55our aimbot code that we just discussed.
- 14:57Now that our variables are global, we
- 14:58can finally utilize them here. First,
- 15:00we're going to take enable_aim and wrap
- 15:02our entire aimbot logic inside an if
- 15:04statement checking for this variable. As
- 15:06you can see, by doing this, our aimbot
- 15:08will remain completely idle and won't
- 15:09execute a single line of code until we
- 15:11actually toggle it on using the checkbox
- 15:13in our menu.
- 15:17All right, let's hook up the sliders and
- 15:19the body part selection for the aimbot.
- 15:21To do that, we just need to swap out the
- 15:23hard-coded numbers in our code. Find
- 15:25where the aimbot FOV radius is set and
- 15:27simply replace that static value with
- 15:29our sliders variable. We do the exact
- 15:31same thing for the aim smoothing value,
- 15:32as well. Now, whenever you slide those
- 15:34bars on your menu, the cheat will
- 15:35instantly update in real-time. Next, for
- 15:37the aimbot bone selection, we can use
- 15:39simple if conditions to check exactly
- 15:41what the user picked in the combo box.
- 15:42If the selected bone variable equals
- 15:44zero, it means the head is selected, so
- 15:46we assign the head bone's ID to our
- 15:48target variable. If it equals one, the
- 15:49neck is selected. And if it equals two,
- 15:51then that means the body or pelvis is
- 15:53selected. Remember, as I told you
- 15:55earlier, counting the order of elements
- 15:56in programming always starts with zero,
- 15:58which is why our options go from zero to
- 16:01two. I am also going to remove the chest
- 16:02option from the combo and replace the
- 16:04pelvis option to body, so it's easier
- 16:07for the users to understand. Now, let's
- 16:09check how everything is working.
- 16:45As you can see, everything is working
- 16:46perfectly. Now, let's fix the very last
- 16:48thing, which is our ESP options. The
- 16:50first thing I'm going to do is rename
- 16:52our name ESP option to skeleton ESP
- 16:55instead, because we don't actually have
- 16:57a name ESP in this build. When you
- 16:58change a name like this, you also need
- 17:00to make sure to rename its variable
- 17:01everywhere it is used in the project, or
- 17:03your compiler will throw errors. While
- 17:05we are at it, let's create a brand new
- 17:06bool variable in that same global area,
- 17:08which we'll use for toggling our health
- 17:10ESP on or off. Watch closely as I rename
- 17:12the variable across the code to clear
- 17:13out these red error lines, and then we
- 17:15will quickly create a brand checkbox in
- 17:17the menu for the health ESP.
- 17:25Next, we just need to link these new
- 17:26variables to the drawing logic inside
- 17:28our hack game function. Scroll to the
- 17:29code for the skeleton ESP. I'll simply
- 17:31wrap this in an if statement, just like
- 17:33we did with the aimbot, to check if our
- 17:34skeleton ESP variable is true. We'll
- 17:36place our overlay double colon's line
- 17:38functions right inside it. Our skeleton
- 17:39hack also draws a red circle for the
- 17:41enemy's head, so we need to make sure
- 17:42that circle is wrapped inside this exact
- 17:44same if statement. So, it only draws
- 17:46when the user wants the skeleton
- 17:47visible. Finally, I'll do the exact same
- 17:49thing for the bounding box and the
- 17:50health bar ESP code, wrapping them in
- 17:52their own toggle. And now, when we hit
- 17:54run, you can see absolutely everything
- 17:56working smoothly and responding to the
- 17:58menu dynamically in real time.
- 18:01And that is how you make your very first
- 18:03cheat. Now, your next step is to take
- 18:04everything I've taught you today and
- 18:06start experimenting. Try changing things
- 18:08around, tweak the colors, adjust the
- 18:10sliders, or try adding a brand new tab
- 18:12to the menu by playing with the code.
- 18:14Breaking things and figuring out how to
- 18:15fix them is exactly how you truly learn.
- 18:18And remember, if you want to hack any of
- 18:19your favorite games in the future, the
- 18:20core rules remain exactly the same. No
- 18:23matter the game, your workflow is always
- 18:24going to be find the entity list, grab
- 18:26the view matrix, locate the player
- 18:28position offsets, pass them through a
- 18:29world to screen function, and then use
- 18:31your overlay to draw the lines and boxes
- 18:33on top of them. This foundational logic
- 18:34never changes.
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