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Deadlock External ESP Base
Found a raw starting point for anyone digging into Valve's latest project. If you're tired of bloated internals that get clapped every other update and want a simple external setup to build upon, this is a decent foundation for Deadlock. It’s barebones, but it gets the job done for basic entity tracking while you're grinding souls.
Visuals and Core Logic
Architecture Notes
This is a classic external C++ project. It relies on RPM (ReadProcessMemory) to scrape the viewmatrix and entity list from the Source 2 engine. Since it's external, you have a bit more security regarding the overlay, though you should still be smart about how you're drawing to the screen. Standard GDI or an external ImGui overlay is the way to move forward with this if you plan to expand it into a full project.
It's a rough build, but for anyone who wants to learn Source 2 entity structures without starting from a blank IDE, it's worth checking out. Just keep in mind that since it's a public release, signatures will eventually be flagged—don't run it on your main account without modifications.
Anyone tested the offsets on the latest lane update?
Found a raw starting point for anyone digging into Valve's latest project. If you're tired of bloated internals that get clapped every other update and want a simple external setup to build upon, this is a decent foundation for Deadlock. It’s barebones, but it gets the job done for basic entity tracking while you're grinding souls.
Visuals and Core Logic
- Bounding Box ESP — The boxes don't utilize bone data or hitbox bounds, which explains the slightly "stiff" look of the overlay. It's a raw World-to-Screen (W2S) implementation based on the entity's root position.
- Player Names — Basic string drawing from the entity list to keep track of the opposition across the lanes.
Architecture Notes
This is a classic external C++ project. It relies on RPM (ReadProcessMemory) to scrape the viewmatrix and entity list from the Source 2 engine. Since it's external, you have a bit more security regarding the overlay, though you should still be smart about how you're drawing to the screen. Standard GDI or an external ImGui overlay is the way to move forward with this if you plan to expand it into a full project.
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Because this base doesn't use complex bone structures, it's actually more resilient to minor game patches compared to internal cheats that hook specific bone-transform functions. If you want to turn this into a proper aimbot or bone ESP, you'll need to dump the latest schemas and locate the bone array pointers yourself. This is purely a "base for fixing" and learning the game's memory layout.
It's a rough build, but for anyone who wants to learn Source 2 entity structures without starting from a blank IDE, it's worth checking out. Just keep in mind that since it's a public release, signatures will eventually be flagged—don't run it on your main account without modifications.
Anyone tested the offsets on the latest lane update?