CSGO Netvar Manager Tutorial - How to get Netvar offsets

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Counter-Strike 2 - formerly Counter-Strike: Global Offensive (CS:GO)
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Duration: 16:17
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How many of you are using Netvars but have no idea how the hell it works? 99% of you.
Netvars are actually these objects named RecvProp, these contain the offsets for each networked class. The offset is the variable m_Offset RecvProps are contained in arrays, inside RecvTables. Pointers to the RecvTables for each class are contained inside of ClientClass objects. ClientClass objects are contained in a linked list.

Time stamps:
0:00 Introduction
0:44 NetVars explanation
2:50 Parsing ClientClass linked list
12:23 Debugging

The address of this linked list is the first ClientClass in the linked list, the head.
When you see the offset dwGetAllClasses in hazedumper it is actually the offset of head of the linked list.

How do we find the linked list head?
Well there is a function called GetAllClasses() which is a member function of this class. In this video we will teach you how to make a csgo netvar manager

Discussion & Download : https://guidedhacking.com/threads/how-to-find-dwgetallclasses-netvar-manager.14044/

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Networked variables (NetVars) are essential entity properties like position, angle or health. Anything that is needed to display an entity in its current state on the client must be networked.

In this tutorial, you will learn how to write a CSGO NetVar Manager, which will allow you to acquire offsets of different variables from various tables. As a start, grab RecvProp, RecvTable and ClientClass classes from the source SDK and clean them up to just keep the necessary fields. Then, create a function that looks up the property in a RecvTable by looping through all the properties inside the RecvTable and checking the name of the property. If the name did not match, then check if the property has a RecvTable and if it does then it needs to be searched too and this should carry on recursively. After that, create another function that looks up the table name by looping through all ClientClass objects and checking the name of the RecvTable they contain. Once the correct table is found, call the previous function to get the offset of the variable inside that table. The only thing left now is to get the list of ClientClass objects. This list can be acquired by calling the GetAllClasses function of the IBaseClientDLL interface, which in turn can be obtained by calling GetInterface and giving the corresponding interface name. With everything in place, we test the code by acquiring the offset of the health variable and try reading from that offset, relative to the address of a player object to confirm that the offset is correct.

After watching this video, you will be able to write your own NetVar manger which will allow you to get the offsets to different NetVars required to create your cheat. This will make it easier to get offsets on the fly rather than having to update hard coded values.

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