Merge pull request #83 from IMXNOOBX/main
This commit is contained in:
@@ -35,13 +35,30 @@ jobs:
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echo "Repository has no updates"
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exit 0
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- name: Commit and push changes
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if: steps.run-python-script.outcome == 'success'
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run: |
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git config --global user.email ${{ secrets.GIT_USER_EMAIL }}
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git config --global user.name ${{ secrets.GIT_USER_NAME }}
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git remote set-url origin https://${{ github.actor }}:${{ secrets.GITHUB_TOKEN }}@github.com/${{ github.repository }}
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git add offsets/offsets.json
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git commit -m "Automatically updated offsets from https://github.com/a2x/cs2-dumper"
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git push
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shell: bash
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# - name: Commit and push changes
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# if: steps.run-python-script.outcome == 'success'
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# run: |
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# git config --global user.email ${{ secrets.GIT_USER_EMAIL }}
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# git config --global user.name ${{ secrets.GIT_USER_NAME }}
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# git remote set-url origin https://${{ github.actor }}:${{ secrets.GITHUB_TOKEN }}@github.com/${{ github.repository }}
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# git add offsets/offsets.json
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# git commit -m "Automatically updated offsets from https://github.com/a2x/cs2-dumper"
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# git push
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# shell: bash
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- name: Create Pull Request
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id: cpr
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uses: peter-evans/create-pull-request@v5
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with:
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token: ${{ secrets.GITHUB_TOKEN }}
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commit-message: Automatically updated offsets a2x/cs2-dumper
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author: ${{ github.actor }} <${{ github.actor }}@users.noreply.github.com>
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signoff: false
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branch: offset-update
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delete-branch: true
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title: 'Automatically updated offsets'
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body: |
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Offsets Updated
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- Automatically updated offsets from [cs2-dumper](https://github.com/a2x/cs2-dumper)
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labels: |
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update-offsets
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reviewers: IMXNOOBX
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@@ -1,17 +1,9 @@
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#pragma once
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#ifndef _VECTOR_ESP_
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#define _VECTOR_ESP_
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#include <numbers>
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#include <cmath>
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#include "globals.hpp"
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struct view_matrix_t {
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float* operator[ ](int index) {
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return matrix[index];
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}
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float matrix[4][4];
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};
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struct Vector3
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{
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// constructor
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@@ -80,25 +72,6 @@ struct Vector3
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return x == 0.f && y == 0.f && z == 0.f;
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}
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Vector3 world_to_screen(view_matrix_t matrix) const {
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float _x = matrix[0][0] * x + matrix[0][1] * y + matrix[0][2] * z + matrix[0][3];
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float _y = matrix[1][0] * x + matrix[1][1] * y + matrix[1][2] * z + matrix[1][3];
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float w = matrix[3][0] * x + matrix[3][1] * y + matrix[3][2] * z + matrix[3][3];
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float inv_w = 1.f / w;
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_x *= inv_w;
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_y *= inv_w;
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float x = g::gameBounds.right * .5f;
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float y = g::gameBounds.bottom * .5f;
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x += 0.5f * _x * g::gameBounds.right + 0.5f;
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y -= 0.5f * _y * g::gameBounds.bottom + 0.5f;
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return { x, y, w };
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}
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float calculate_distance(const Vector3& point) const {
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float dx = point.x - x;
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float dy = point.y - y;
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@@ -110,3 +83,4 @@ struct Vector3
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// struct data
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float x, y, z;
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};
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#endif
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+32
-148
@@ -1,48 +1,20 @@
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#include <thread>
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#include <cmath>
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#include "../memory/memory.hpp"
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#include "../classes/globals.hpp"
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#include "reader.hpp"
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#include "../classes/render.hpp"
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#include "../classes/config.hpp"
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#include "../classes/globals.hpp"
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namespace hack {
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std::shared_ptr<pProcess> process;
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ProcessModule base_client;
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ProcessModule base_engine;
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void loop() {
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const view_matrix_t view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
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const uintptr_t entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
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const uintptr_t localPlayer = process->read<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayer);
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if (!localPlayer)
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return;
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const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
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const std::uint32_t localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
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if (!localPlayerPawn)
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return;
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const uintptr_t localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
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const uintptr_t localpCSPlayerPawn = process->read<uintptr_t>(localList_entry2 + 120 * (localPlayerPawn & 0x1FF));
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if (!localpCSPlayerPawn)
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return;
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const Vector3 localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
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bool c4IsPlanted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
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if (c4IsPlanted)
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if (g_game.isC4Planted)
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{
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const uintptr_t planted_c4 = process->read<uintptr_t>(process->read<uintptr_t>(base_client.base + updater::offsets::dwPlantedC4));
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const uintptr_t c4Node = process->read<uintptr_t>(planted_c4 + updater::offsets::m_pGameSceneNode);
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const Vector3 c4Origin = process->read<Vector3>(c4Node + updater::offsets::m_vecAbsOrigin);
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const Vector3 c4ScreenPos = c4Origin.world_to_screen(view_matrix);
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Vector3 c4Origin = g_game.c4.get_origin();
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const Vector3 c4ScreenPos = g_game.world_to_screen(&c4Origin);
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if (c4ScreenPos.z >= 0.01f) {
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float c4Distance = localOrigin.calculate_distance(c4Origin);
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float c4Distance = g_game.localOrigin.calculate_distance(c4Origin);
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float c4RoundedDistance = std::round(c4Distance / 500.f);
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float height = 10 - c4RoundedDistance;
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@@ -76,83 +48,21 @@ namespace hack {
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*
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* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
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**/
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while (true) {
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playerIndex++;
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list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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if (!list_entry)
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break;
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const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player)
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continue;
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/**
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* Skip rendering your own character and teammates
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*
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* If you really want you can exclude your own character from the check but
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* since you are in the same team as yourself it will be excluded anyway
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**/
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const int playerTeam = process->read<int>(player + updater::offsets::m_iTeamNum);
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if (config::team_esp && (playerTeam == localTeam))
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continue;
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const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::m_hPlayerPawn);
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const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
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if (!list_entry2)
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continue;
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const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!pCSPlayerPawn)
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continue;
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const int playerHealth = process->read<int>(pCSPlayerPawn + updater::offsets::m_iHealth);
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const int playerArmor = process->read<int>(pCSPlayerPawn + updater::offsets::m_ArmorValue);
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if (playerHealth <= 0 || playerHealth > 100)
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continue;
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if (config::team_esp && (pCSPlayerPawn == localPlayer))
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continue;
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std::string playerName = "Invalid Name";
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const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::m_sSanitizedPlayerName);
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if (playerNameAddress) {
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char buf[256];
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process->read_raw(playerNameAddress, buf, sizeof(buf));
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playerName = std::string(buf);
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}
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const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
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const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
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if (origin.x == localOrigin.x && origin.y == localOrigin.y && origin.z == localOrigin.z)
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continue;
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if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance)
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continue;
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if (origin.x == 0 && origin.y == 0)
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continue;
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const Vector3 screenPos = origin.world_to_screen(view_matrix);
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const Vector3 screenHead = head.world_to_screen(view_matrix);
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for (auto player = g_game.players.begin(); player < g_game.players.end(); player++) {
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const Vector3 screenPos = g_game.world_to_screen(&player->origin);
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const Vector3 screenHead = g_game.world_to_screen(&player->head);
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if (screenPos.z >= 0.01f) {
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const float height = screenPos.y - screenHead.y;
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const float width = height / 2.4f;
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float distance = localOrigin.calculate_distance(origin);
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float distance = g_game.localOrigin.calculate_distance(player->origin);
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int roundedDistance = std::round(distance / 10.f);
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if (config::show_head_tracker)
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{
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const uintptr_t gamescene = process->read<uint64_t>(pCSPlayerPawn + 0x310);
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const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
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const Vector3 headPos = process->read<Vector3>(bonearray + 6 * 32);
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const Vector3 screenHeadPos = headPos.world_to_screen(view_matrix);
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if (config::show_head_tracker) {
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const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull);
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const float head_height = (screenHeadPos.y - screenHeadPos.y) / 8;
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const float head_width = (head_height / 2.4f) / 4;
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render::DrawCircle(
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g::hdcBuffer,
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@@ -169,27 +79,27 @@ namespace hack {
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screenHead.y,
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width,
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height,
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(localTeam == playerTeam ? config::esp_box_color_team : config::esp_box_color_enemy)
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(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
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);
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render::DrawBorderBox(
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g::hdcBuffer,
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screenHead.x - (width / 2 + 10),
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screenHead.y + (height * (100 - playerArmor) / 100),
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screenHead.y + (height * (100 - player->armor) / 100),
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2,
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height - (height * (100 - playerArmor) / 100),
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height - (height * (100 - player->armor) / 100),
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RGB(0, 185, 255)
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);
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render::DrawBorderBox(
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g::hdcBuffer,
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screenHead.x - (width / 2 + 5),
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screenHead.y + (height * (100 - playerHealth) / 100),
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screenHead.y + (height * (100 - player->health) / 100),
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2,
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height - (height * (100 - playerHealth) / 100),
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height - (height * (100 - player->health) / 100),
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RGB(
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(255 - playerHealth),
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(55 + playerHealth * 2),
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(255 - player->health),
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(55 + player->health * 2),
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75
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)
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);
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@@ -198,7 +108,7 @@ namespace hack {
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y,
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playerName.c_str(),
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player->name.c_str(),
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config::esp_name_color,
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10
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);
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@@ -213,10 +123,10 @@ namespace hack {
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 10,
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(std::to_string(playerHealth) + "hp").c_str(),
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(std::to_string(player->health) + "hp").c_str(),
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RGB(
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(255 - playerHealth),
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(55 + playerHealth * 2),
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(255 - player->health),
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(55 + player->health * 2),
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75
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),
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10
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@@ -226,10 +136,10 @@ namespace hack {
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 20,
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(std::to_string(playerArmor) + "armor").c_str(),
|
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(std::to_string(player->armor) + "armor").c_str(),
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RGB(
|
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(255 - playerArmor),
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(55 + playerArmor * 2),
|
||||
(255 - player->armor),
|
||||
(55 + player->armor * 2),
|
||||
75
|
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),
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10
|
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@@ -237,36 +147,11 @@ namespace hack {
|
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|
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if (config::show_extra_flags)
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{
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/*
|
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* Reading values for extra flags is now seperated from the other reads
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||||
* This removes unnecessary memory reads, improving performance when not showing extra flags
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*/
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const bool isDefusing = process->read<bool>(pCSPlayerPawn + updater::offsets::m_bIsDefusing);
|
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const uintptr_t playerMoneyServices = process->read<uintptr_t>(player + updater::offsets::m_pInGameMoneyServices);
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||||
const int32_t money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
|
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const float flashAlpha = process->read<float>(pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
|
||||
|
||||
const auto clippingWeapon = process->read<std::uint64_t>(pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
|
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const auto weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
|
||||
const auto weaponNameAddress = process->read<std::uint64_t>(weaponData + updater::offsets::m_szName);
|
||||
std::string weaponName = "Invalid Weapon Name";
|
||||
|
||||
if (!weaponNameAddress) {
|
||||
weaponName = "Invalid Weapon Name";
|
||||
}
|
||||
else {
|
||||
char buf[32];
|
||||
process->read_raw(weaponNameAddress, buf, sizeof(buf));
|
||||
weaponName = std::string(buf);
|
||||
if (weaponName.compare(0, 7, "weapon_") == 0)
|
||||
weaponName = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix
|
||||
}
|
||||
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 30,
|
||||
weaponName.c_str(),
|
||||
player->weapon.c_str(),
|
||||
config::esp_distance_color,
|
||||
10
|
||||
);
|
||||
@@ -284,12 +169,12 @@ namespace hack {
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 50,
|
||||
("$" + std::to_string(money)).c_str(),
|
||||
("$" + std::to_string(player->money)).c_str(),
|
||||
RGB(0, 125, 0),
|
||||
10
|
||||
);
|
||||
|
||||
if (flashAlpha > 100)
|
||||
if (player->flashAlpha > 100)
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
@@ -301,7 +186,7 @@ namespace hack {
|
||||
);
|
||||
}
|
||||
|
||||
if (isDefusing)
|
||||
if (player->is_defusing)
|
||||
{
|
||||
const std::string defuText = "Player is defusing";
|
||||
render::RenderText(
|
||||
@@ -320,4 +205,3 @@ namespace hack {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,180 @@
|
||||
#include "reader.hpp"
|
||||
#include <thread>
|
||||
#include "../classes/auto_updater.hpp"
|
||||
#include "../classes/config.hpp"
|
||||
|
||||
// CC4
|
||||
uintptr_t CC4::get_planted() {
|
||||
return g_game.process->read<uintptr_t>(g_game.process->read<uintptr_t>(g_game.base_client.base + updater::offsets::dwPlantedC4));
|
||||
}
|
||||
|
||||
uintptr_t CC4::get_node() {
|
||||
return g_game.process->read<uintptr_t>(get_planted() + updater::offsets::m_pGameSceneNode);
|
||||
}
|
||||
|
||||
Vector3 CC4::get_origin() {
|
||||
return g_game.process->read<Vector3>(get_node() + updater::offsets::m_vecAbsOrigin);
|
||||
}
|
||||
|
||||
// CGame
|
||||
void CGame::init() {
|
||||
std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
|
||||
|
||||
process = std::make_shared<pProcess>();
|
||||
while (!process->AttachProcessHj("cs2.exe"))
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
|
||||
std::cout << "[cs2] Attached to cs2.exe\n" << std::endl;
|
||||
|
||||
do {
|
||||
base_client = process->GetModule("client.dll");
|
||||
base_engine = process->GetModule("engine2.dll");
|
||||
if (base_client.base == 0 || base_engine.base == 0) {
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
std::cout << "[cs2] Failed to find module client.dll/engine2.dll, waiting for the game to load it..." << std::endl;
|
||||
}
|
||||
} while (base_client.base == 0 || base_engine.base == 0);
|
||||
|
||||
GetClientRect(process->hwnd_, &game_bounds);
|
||||
|
||||
buildNumber = process->read<uintptr_t>(base_engine.base + updater::offsets::dwBuildNumber);
|
||||
}
|
||||
|
||||
void CGame::close() {
|
||||
std::cout << "[cs2] Deatachig from process" << std::endl;
|
||||
process->Close();
|
||||
}
|
||||
|
||||
void CGame::loop() {
|
||||
inGame = false;
|
||||
isC4Planted = false;
|
||||
|
||||
localPlayer = process->read<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayer);
|
||||
if (!localPlayer) return;
|
||||
|
||||
localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
|
||||
if (!localPlayerPawn) return;
|
||||
|
||||
entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
|
||||
|
||||
const uintptr_t localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
|
||||
const uintptr_t localpCSPlayerPawn = process->read<uintptr_t>(localList_entry2 + 120 * (localPlayerPawn & 0x1FF));
|
||||
if (!localpCSPlayerPawn) return;
|
||||
|
||||
view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
|
||||
|
||||
localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
|
||||
localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
|
||||
isC4Planted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
|
||||
|
||||
inGame = true;
|
||||
int playerIndex = 0;
|
||||
std::vector<CPlayer> list;
|
||||
|
||||
while (true) {
|
||||
playerIndex++;
|
||||
uintptr_t list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
|
||||
if (!list_entry) break;
|
||||
|
||||
CPlayer player;
|
||||
|
||||
player.entity = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
|
||||
if (!player.entity) continue;
|
||||
|
||||
/**
|
||||
* Skip rendering your own character and teammates
|
||||
*
|
||||
* If you really want you can exclude your own character from the check but
|
||||
* since you are in the same team as yourself it will be excluded anyway
|
||||
**/
|
||||
player.team = process->read<int>(player.entity + updater::offsets::m_iTeamNum);
|
||||
if (config::team_esp && (player.team == localTeam)) continue;
|
||||
|
||||
const std::uint32_t playerPawn = process->read<std::uint32_t>(player.entity + updater::offsets::m_hPlayerPawn);
|
||||
|
||||
const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
|
||||
if (!list_entry2) continue;
|
||||
|
||||
player.pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
|
||||
if (!player.pCSPlayerPawn) continue;
|
||||
|
||||
player.health = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_iHealth);
|
||||
player.armor = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_ArmorValue);
|
||||
if (player.health <= 0 || player.health > 100) continue;
|
||||
|
||||
if (config::team_esp && (player.pCSPlayerPawn == localPlayer)) continue;
|
||||
|
||||
player.name = read_string(player.entity + updater::offsets::m_sSanitizedPlayerName);
|
||||
|
||||
player.origin = process->read<Vector3>(player.pCSPlayerPawn + updater::offsets::m_vecOrigin);
|
||||
player.head = { player.origin.x, player.origin.y, player.origin.z + 75.f };
|
||||
|
||||
if (player.origin.x == localOrigin.x && player.origin.y == localOrigin.y && player.origin.z == localOrigin.z)
|
||||
continue;
|
||||
|
||||
if (config::render_distance != -1 && (localOrigin - player.origin).length2d() > config::render_distance) continue;
|
||||
if (player.origin.x == 0 && player.origin.y == 0) continue;
|
||||
|
||||
if (config::show_head_tracker) {
|
||||
const uintptr_t gamescene = process->read<uint64_t>(player.pCSPlayerPawn + 0x310);
|
||||
const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
|
||||
player.skull = process->read<Vector3>(bonearray + 6 * 32);
|
||||
}
|
||||
|
||||
|
||||
if (config::show_extra_flags) {
|
||||
/*
|
||||
* Reading values for extra flags is now seperated from the other reads
|
||||
* This removes unnecessary memory reads, improving performance when not showing extra flags
|
||||
*/
|
||||
player.is_defusing = process->read<bool>(player.pCSPlayerPawn + updater::offsets::m_bIsDefusing);
|
||||
|
||||
const uintptr_t playerMoneyServices = process->read<uintptr_t>(player.entity + updater::offsets::m_pInGameMoneyServices);
|
||||
player.money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
|
||||
|
||||
player.flashAlpha = process->read<float>(player.pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
|
||||
|
||||
const auto clippingWeapon = process->read<std::uint64_t>(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
|
||||
const auto weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
|
||||
std::string weaponName = read_string(weaponData + updater::offsets::m_szName);
|
||||
if (weaponName.compare(0, 7, "weapon_") == 0)
|
||||
player.weapon = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix
|
||||
else
|
||||
player.weapon = "Invalid Weapon Name";
|
||||
}
|
||||
|
||||
list.push_back(player);
|
||||
}
|
||||
|
||||
players.clear();
|
||||
players.assign(list.begin(), list.end());
|
||||
}
|
||||
|
||||
std::string CGame::read_string(uintptr_t addr) {
|
||||
const DWORD64 address = process->read<DWORD64>(addr);
|
||||
if (address) {
|
||||
char buffer[256];
|
||||
process->read_raw(address, buffer, sizeof(buffer));
|
||||
return std::string(buffer);
|
||||
}
|
||||
return "invalid";
|
||||
}
|
||||
|
||||
Vector3 CGame::world_to_screen(Vector3* v) {
|
||||
float _x = view_matrix[0][0] * v->x + view_matrix[0][1] * v->y + view_matrix[0][2] * v->z + view_matrix[0][3];
|
||||
float _y = view_matrix[1][0] * v->x + view_matrix[1][1] * v->y + view_matrix[1][2] * v->z + view_matrix[1][3];
|
||||
|
||||
float w = view_matrix[3][0] * v->x + view_matrix[3][1] * v->y + view_matrix[3][2] * v->z + view_matrix[3][3];
|
||||
|
||||
float inv_w = 1.f / w;
|
||||
_x *= inv_w;
|
||||
_y *= inv_w;
|
||||
|
||||
float x = game_bounds.right * .5f;
|
||||
float y = game_bounds.bottom * .5f;
|
||||
|
||||
x += 0.5f * _x * game_bounds.right + 0.5f;
|
||||
y -= 0.5f * _y * game_bounds.bottom + 0.5f;
|
||||
|
||||
return { x, y, w };
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#pragma once
|
||||
#include "../memory/memory.hpp"
|
||||
#include "../classes/vector.hpp"
|
||||
|
||||
struct view_matrix_t {
|
||||
float* operator[ ](int index) {
|
||||
return matrix[index];
|
||||
}
|
||||
|
||||
float matrix[4][4];
|
||||
};
|
||||
|
||||
class CC4 {
|
||||
public:
|
||||
uintptr_t get_planted();
|
||||
uintptr_t get_node();
|
||||
Vector3 get_origin();
|
||||
};
|
||||
|
||||
class CPlayer {
|
||||
public:
|
||||
uintptr_t entity;
|
||||
int team;
|
||||
uintptr_t pCSPlayerPawn;
|
||||
int health;
|
||||
int armor;
|
||||
std::string name;
|
||||
Vector3 origin;
|
||||
Vector3 head;
|
||||
Vector3 skull;
|
||||
bool is_defusing;
|
||||
int32_t money;
|
||||
float flashAlpha;
|
||||
std::string weapon;
|
||||
};
|
||||
|
||||
class CGame
|
||||
{
|
||||
public:
|
||||
std::shared_ptr<pProcess> process;
|
||||
ProcessModule base_client;
|
||||
ProcessModule base_engine;
|
||||
RECT game_bounds;
|
||||
uintptr_t buildNumber;
|
||||
bool inGame;
|
||||
Vector3 localOrigin;
|
||||
bool isC4Planted;
|
||||
int localTeam;
|
||||
CC4 c4;
|
||||
std::vector<CPlayer> players = {};
|
||||
void init();
|
||||
void loop();
|
||||
void close();
|
||||
Vector3 world_to_screen(Vector3* v);
|
||||
private:
|
||||
view_matrix_t view_matrix;
|
||||
uintptr_t entity_list;
|
||||
uintptr_t localPlayer;
|
||||
std::uint32_t localPlayerPawn;
|
||||
uintptr_t localList_entry2;
|
||||
uintptr_t localpCSPlayerPawn;
|
||||
std::string read_string(uintptr_t addr);
|
||||
};
|
||||
|
||||
inline CGame g_game;
|
||||
+26
-29
@@ -5,11 +5,14 @@
|
||||
|
||||
#include "memory/memory.hpp"
|
||||
#include "classes/vector.hpp"
|
||||
#include "hacks/reader.hpp"
|
||||
#include "hacks/hack.hpp"
|
||||
#include "classes/globals.hpp"
|
||||
#include "classes/render.hpp"
|
||||
#include "classes/auto_updater.hpp"
|
||||
|
||||
bool finish = false;
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
switch (message)
|
||||
@@ -39,7 +42,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
FillRect(g::hdcBuffer, &ps.rcPaint, (HBRUSH)GetStockObject(WHITE_BRUSH));
|
||||
|
||||
|
||||
if (GetForegroundWindow() == hack::process->hwnd_) {
|
||||
if (GetForegroundWindow() == g_game.process->hwnd_) {
|
||||
//render::RenderText(g::hdcBuffer, 10, 10, "cs2 | ESP", RGB(75, 175, 175), 15);
|
||||
hack::loop();
|
||||
}
|
||||
@@ -62,13 +65,18 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
return 0;
|
||||
}
|
||||
|
||||
void read_thread() {
|
||||
while (!finish) {
|
||||
g_game.loop();
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(2));
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
SetConsoleTitle("cs2-external-esp");
|
||||
std::cout << "[info] Github Repository: https://github.com/IMXNOOBX/cs2-external-esp" << std::endl;
|
||||
std::cout << "[info] Unknowncheats thread: https://www.unknowncheats.me/forum/counter-strike-2-releases/600259-cs2-external-esp.html\n" << std::endl;
|
||||
|
||||
hack::process = std::make_shared<pProcess>();
|
||||
|
||||
std::cout << "[config] Reading configuration." << std::endl;
|
||||
if (config::read())
|
||||
std::cout << "[updater] Sucessfully read configuration file\n" << std::endl;
|
||||
@@ -79,30 +87,15 @@ int main() {
|
||||
updater::check_and_update(config::automatic_update);
|
||||
#endif
|
||||
|
||||
std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
|
||||
|
||||
while (!hack::process->AttachProcessHj("cs2.exe"))
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
|
||||
std::cout << "[cs2] Attached to cs2.exe\n" << std::endl;
|
||||
|
||||
std::cout << "[updater] Reading offsets from file offsets.json." << std::endl;
|
||||
if (updater::read())
|
||||
std::cout << "[updater] Sucessfully read offsets file\n" << std::endl;
|
||||
else
|
||||
std::cout << "[updater] Error reading offsets file, reseting to the default state\n" << std::endl;
|
||||
|
||||
do {
|
||||
hack::base_client = hack::process->GetModule("client.dll");
|
||||
hack::base_engine = hack::process->GetModule("engine2.dll");
|
||||
if (hack::base_client.base == 0 || hack::base_engine.base == 0) {
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
std::cout << "[cs2] Failed to find module client.dll/engine2.dll, waiting for the game to load it..." << std::endl;
|
||||
}
|
||||
} while (hack::base_client.base == 0 || hack::base_engine.base == 0);
|
||||
g_game.init();
|
||||
|
||||
const uintptr_t buildNumber = hack::process->read<uintptr_t>(hack::base_engine.base + updater::offsets::dwBuildNumber);
|
||||
if (buildNumber != updater::build_number) {
|
||||
if (g_game.buildNumber != updater::build_number) {
|
||||
std::cout << "[cs2] Build number doesnt match, the game has been updated and this esp most likely wont work." << std::endl;
|
||||
std::cout << "[warn] If the esp doesnt work, consider updating offsets manually in the file offsets.json" << std::endl;
|
||||
std::cout << "[cs2] Press any key to continue" << std::endl;
|
||||
@@ -114,10 +107,10 @@ int main() {
|
||||
|
||||
std::cout << "[overlay] Waiting to focus game to create the overlay..." << std::endl;
|
||||
std::cout << "[overlay] Make sure your game is in \"Full Screen Windowed\"" << std::endl;
|
||||
while (GetForegroundWindow() != hack::process->hwnd_) {
|
||||
while (GetForegroundWindow() != g_game.process->hwnd_) {
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
hack::process->UpdateHWND();
|
||||
ShowWindow(hack::process->hwnd_, TRUE);
|
||||
g_game.process->UpdateHWND();
|
||||
ShowWindow(g_game.process->hwnd_, TRUE);
|
||||
}
|
||||
std::cout << "[overlay] Creating window overlay..." << std::endl;
|
||||
|
||||
@@ -126,13 +119,13 @@ int main() {
|
||||
wc.lpfnWndProc = WndProc;
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wc.hbrBackground = WHITE_BRUSH;
|
||||
wc.hInstance = reinterpret_cast<HINSTANCE>(GetWindowLongA(hack::process->hwnd_, (-6))); // GWL_HINSTANCE));
|
||||
wc.hInstance = reinterpret_cast<HINSTANCE>(GetWindowLongA(g_game.process->hwnd_, (-6))); // GWL_HINSTANCE));
|
||||
wc.lpszMenuName = " ";
|
||||
wc.lpszClassName = " ";
|
||||
|
||||
RegisterClassExA(&wc);
|
||||
|
||||
GetClientRect(hack::process->hwnd_, &g::gameBounds);
|
||||
GetClientRect(g_game.process->hwnd_, &g::gameBounds);
|
||||
|
||||
// Create the window
|
||||
HINSTANCE hInstance = NULL;
|
||||
@@ -146,6 +139,9 @@ int main() {
|
||||
ShowWindow(hWnd, TRUE);
|
||||
//SetActiveWindow(hack::process->hwnd_);
|
||||
|
||||
// Launch game memory reading thread
|
||||
std::thread read(read_thread);
|
||||
|
||||
#ifndef _UC
|
||||
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F6] enable/disable automatic updates\n\t[F7] enable/disable extra flags\n\t[F8] enable/disable head tracker circle\n\t[end] Unload esp.\n" << std::endl;
|
||||
#else
|
||||
@@ -155,9 +151,9 @@ int main() {
|
||||
|
||||
// Message loop
|
||||
MSG msg;
|
||||
while (GetMessage(&msg, NULL, 0, 0))
|
||||
while (GetMessage(&msg, NULL, 0, 0) && !finish)
|
||||
{
|
||||
if (GetAsyncKeyState(VK_END) & 0x8000) break;
|
||||
if (GetAsyncKeyState(VK_END) & 0x8000) finish = true;
|
||||
|
||||
if (GetAsyncKeyState(VK_F5) & 0x8000) { config::team_esp = !config::team_esp; config::save(); Beep(700, 100); };
|
||||
#ifndef _UC
|
||||
@@ -173,6 +169,8 @@ int main() {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
|
||||
read.detach();
|
||||
|
||||
Beep(700, 100); Beep(700, 100);
|
||||
|
||||
std::cout << "[overlay] Destroying overlay window." << std::endl;
|
||||
@@ -181,8 +179,7 @@ int main() {
|
||||
|
||||
DestroyWindow(hWnd);
|
||||
|
||||
std::cout << "[cs2] Deataching from process" << std::endl;
|
||||
hack::process->Close();
|
||||
g_game.close();
|
||||
|
||||
#ifdef NDEBUG
|
||||
std::cout << "[cs2] Press any key to close" << std::endl;
|
||||
|
||||
@@ -213,6 +213,7 @@
|
||||
<ClCompile Include="classes\config.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="memory\memory.cpp" />
|
||||
<ClCompile Include="hacks\reader.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="classes\auto_updater.hpp" />
|
||||
@@ -224,6 +225,7 @@
|
||||
<ClInclude Include="hacks\hack.hpp" />
|
||||
<ClInclude Include="memory\handle_hijack.hpp" />
|
||||
<ClInclude Include="memory\memory.hpp" />
|
||||
<ClInclude Include="hacks\reader.hpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
||||
Reference in New Issue
Block a user