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c++

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    Source Call of Duty: Black Ops 3 — Axera External ZM Trainer C++

    If you're still digging around the BO3 Zombies scene, you know the drill — internals can be a pain with stability on custom maps. This is a solid external base for Call of Duty: Black Ops 3 Zombies, written in C++ and utilizing DirectX 11 with an ImGui framework. It’s clean, functional, and...
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    Guide DayZ SA — Object Iteration via GetObjectsAtPosition3D

    Stop wasting time iterating through five different entity lists just to find a stray infected or a specific loot pile. If you are working on an internal project for DayZ, there is a much cleaner way to handle spatial queries. Instead of the traditional manual loops, you can leverage the...
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    Guide DayZ SA External ESP — Entity Tables, Camera & W2S Logic

    Sick of seeing the reversal threads clogged with the same room-temp IQ questions about why someone's W2S is upside down or where the skeleton offsets are. If you're tired of being a copy-paste tech support agent and actually want to build a functional external for DayZ, this breakdown is for...
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    Guide FiveM — Bypassing Camera-Based Aimbot & Damage-Modifier Silent AC

    AC: local _STR_TABLE = {} local function _STR_DECRYPT(k) return _STR_TABLE[k] end --- Ban Handler RegisterNetEvent("__RVSaimbot:detect") AddEventHandler( "__RVSaimbot:detect", function(reason) TriggerServerEvent("__RVSaimbot:detect", reason) end ) --- Anti Rage Bot local...
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    Guide [Source] Modern External DX11 Overlay — ImGui & High-Res Timer Base

    Most publicly available overlay bases are ancient artifacts from the C++11 era or worse, filled with legacy garbage and inefficient rendering loops. If you are tired of digging through outdated pastes, this modern external DirectX 11 base is a solid starting point for building your own ESP or...
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    Guide [Source] Battlefield 6 — Havok Raycast & Visibility Logic

    Remember when raycasting in BF3 or BF4 was a walk in the park? Everything was virtual, and the engine handled the cleanup for you. Those days are over. In the latest Battlefield title, everything is inlined, and if you don't manually handle the result and cleanup, you're going to crash your...
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    Source [Source] Call of Duty: Black Ops 3 Zombies — Updated Memory Offsets

    Anyone still digging into BO3 ZM knows the engine is a bit of a maze, but the rewards for a clean internal implementation are top-tier. I have managed to pull these fresh offsets for the Zombies mode. These should keep your trainers alive and your GodMode active without tripping over nulled...
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    Guide [Source] COD Modern Warfare — Entity Hooking Without Decryption

    Stop wasting time with complex entity list decryption. Most coders working on Modern Warfare internals get bogged down with Zydis and reversing the latest decryption logic for the entity list. There is a much lazier, more effective way to grab entity pointers by catching them while the game...
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    Guide CS2 Weapon ID Grabbing — Entity Handle Alternative

    Still relying on m_pClippingWeapon to get the active weapon? It's fine, but there are cleaner ways to resolve what a player is holding by following the handle chain. This method is more robust for both internal and external projects when you need the exact m_iItemDefinitionIndex. Weapon ID...
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    Question CS2 Spectator List — Post-Update Logic and Offset Fixes

    The recent update for CS2 just dropped and, as expected, it nuked common spectator list implementations. If you're relying on the old observer services traversal, you're likely hitting a wall or reading garbage memory. It looks like the standard way of grabbing m_hObserverPawn and iterating...
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    Guide CS2 Anti-Aim Logic — Fixing Broken Angle Manipulation

    Anyone else lately finding that their old AA logic is getting absolutely cooked by the latest engine updates? It looks like the recent changes to the Source 2 pipeline have bricked more than a few legacy implementations. If you're still trying to run basic pitch/yaw rotations without accounting...
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    Question [Discussion] CS2 ESP Entity Loop — Fixing Inconsistent Player Rendering

    Anyone digging into the CS2 internals has likely hit this wall: one match your ESP is crisp and covers the whole lobby, the next it’s flickering or ignoring half the players. If you're running a standard internal/external and your offsets are supposedly green, the issue usually boils down to how...
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    Guide CS2 Bone Indices & m_modelState 0x150 — Animgraph Update

    Valve just pushed the animgraph_2_beta update and naturally bricked everyone's skeleton ESP. If you were wondering why your bone arrays are suddenly returning garbage, they shifted the entire system. Our analysis shows m_modelState has updated to 0x150. Most of the bone indexes have been...
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    Source CS2 External Skin Changer — Paint Kits & Auto-Offsets

    Looking for a raw base for CS2 skin manipulation without the internal bloat? Handing over a source for a CS2 External Skin Changer. This project moves away from the risky internal hooks, focusing on weapon paint kits via RPM/WPM. It is a solid starting point if you are looking to understand how...
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    Question Overwatch 2 Bone Structure — Transformations and MeshComp Offsets

    Anyone digging into the OW2 skeletal mesh lately? Tried to update an old internal and the bone transformations are giving me a headache. The pipeline for reading the bone data seems solid, but the results are either squished at the base or fanning out into the void depending on how the rotation...
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    Guide [Source] EFT Hideout Customization Unlocker — IL2CPP Internal Hook

    Getting tired of staring at the same depressing concrete walls because you haven't grinded enough? For those digging into Escape from Tarkov internals, here is a quick way to bypass the checks for hideout customization items. This specific snippet hooks into the CustomizationSolver class. It...
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    Question CS: Source — Thirdperson Viewmodel and Leg Animation Glitch

    Anyone currently digging into the Source engine and fighting with viewmodel snaps? I am running into a persistent issue when toggling thirdperson in CS: Source where the viewmodel animations break for several frames upon switching back to first-person. Additionally, the leg animations are...
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    Guide CS: Source — Fix "ERROR" Models on Modded Servers

    Sick of those giant red ERROR signs blocking your crosshair because a modded server has garbage asset management? This is a clean technical fix to overwrite custom or missing models with defaults before the engine tries to process them. The Logic We hook FrameStageNotify at stage 2...
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    Guide CS 1.6 — GoldSource Simulation Fix for Speedhacks

    Tired of seeing the scene stagnate with the same old movement logic. If you're working on rage features for GoldSource, you've likely run into the simulation issues when pushing the engine limits. I'm dropping some logic I've been sitting on that addresses how the client handles ignored...
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    Undetected CS 1.6 oxWARE — Open-Source C++ Multi-Modular Cheat Base

    CS 1.6 might be a fossil, but the reversing scene still kicks out some refined gems. Found this multi-modular C++ project called oxWARE on GitHub. It’s an open-source internal intended as a definitive base for the goldsrc engine, featuring a mature architecture with IPC interfaces and...
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