Reviewed #30 pull request

- Added customizable colors in the configuration
- Cleaned code just a bit
- Updated offsets to the latest game version

Thnaks @ifBars for great ideas in with his pull request
This commit is contained in:
IMXNOOBX
2023-10-12 12:50:49 +02:00
parent 61940cb6cc
commit 889cee1aa0
7 changed files with 283 additions and 275 deletions
+2 -4
View File
@@ -19,8 +19,6 @@ namespace updater {
std::tm commit_date = {};
std::istringstream(last_commit_date) >> std::get_time(&commit_date, "%Y-%m-%dT%H:%M:%SZ");
auto currentTime = std::chrono::system_clock::now();
std::chrono::system_clock::time_point commitTimePoint = std::chrono::system_clock::from_time_t(std::mktime(&commit_date));
if (file_good("offsets.json")) {
@@ -31,7 +29,7 @@ namespace updater {
// Check if the local file is older than the last GitHub commit
if (lastModifiedClockTime < commitTimePoint) {
std::cout << "[updater] Local file is older than the last GitHub commit." << std::endl;
char response;
if (!automatic_update) {
std::cout << "[updater] Do you want to download the latest offsets? (y/n): ";
@@ -47,7 +45,7 @@ namespace updater {
std::cout << "[updater] Error: Failed to download file, try downloading manually from " << raw_updated_offets << "\n" << std::endl;
}
}
}
else {
std::cout << "[updater] Local file is up to date.\n" << std::endl;
+5 -5
View File
@@ -27,13 +27,13 @@ namespace updater {
extern bool read();
extern void save();
inline std::string github_repo_api = "https://api.github.com/repos/IMXNOOBX/cs2-external-esp/commits";
inline std::string raw_updated_offets = "https://github.com/IMXNOOBX/cs2-external-esp/raw/main/offsets/offsets.json";
const inline std::string github_repo_api = "https://api.github.com/repos/IMXNOOBX/cs2-external-esp/commits";
const inline std::string raw_updated_offets = "https://github.com/IMXNOOBX/cs2-external-esp/raw/main/offsets/offsets.json";
namespace offsets {
inline std::ptrdiff_t dwLocalPlayer = 0x187AC48;
inline std::ptrdiff_t dwEntityList = 0x178D8E8;
inline std::ptrdiff_t dwViewMatrix = 0x187B730;
inline std::ptrdiff_t dwLocalPlayer = 0x1877CF8;
inline std::ptrdiff_t dwEntityList = 0x178A808;
inline std::ptrdiff_t dwViewMatrix = 0x18787E0;
inline std::ptrdiff_t m_iPawnArmor = 0x80c;
inline std::ptrdiff_t dwPawnHealth = 0x808;
+61 -16
View File
@@ -26,16 +26,53 @@ namespace config {
automatic_update = data["automatic_update"];
if (data["render_distance"].is_number())
render_distance = data["render_distance"];
if (data["show_distance"].is_boolean())
show_distance = data["show_distance"];
if (data["show_armor"].is_boolean())
show_armor = data["show_armor"];
if (data["rainbow"].is_boolean())
rainbow = data["rainbow"];
if (data["rainbow_speed"].is_number())
rainbow_speed = data["rainbow_speed"];
if (data["head_tracker"].is_boolean())
head_tracker = data["head_tracker"];
if (data["flag_render_distance"].is_number())
flag_render_distance = data["flag_render_distance"];
if (data["show_extra_flags"].is_boolean())
show_extra_flags = data["show_extra_flags"];
if (data.find("esp_box_color_team") != data.end()) {
esp_box_color_team = {
data["esp_box_color_team"][0].get<int>(),
data["esp_box_color_team"][1].get<int>(),
data["esp_box_color_team"][2].get<int>()
};
}
if (data.find("esp_box_color_enemy") != data.end()) {
esp_box_color_enemy = {
data["esp_box_color_enemy"][0].get<int>(),
data["esp_box_color_enemy"][1].get<int>(),
data["esp_box_color_enemy"][2].get<int>()
};
}
if (data.find("esp_name_color") != data.end()) {
esp_name_color = {
data["esp_name_color"][0].get<int>(),
data["esp_name_color"][1].get<int>(),
data["esp_name_color"][2].get<int>()
};
}
if (data.find("esp_distance_color") != data.end()) {
esp_distance_color = {
data["esp_distance_color"][0].get<int>(),
data["esp_distance_color"][1].get<int>(),
data["esp_distance_color"][2].get<int>()
};
}
//if (data["show_distance"].is_boolean())
// show_distance = data["show_distance"];
//if (data["show_armor"].is_boolean())
// show_armor = data["show_armor"];
//if (data["rainbow"].is_boolean())
// rainbow = data["rainbow"];
//if (data["rainbow_speed"].is_number())
// rainbow_speed = data["rainbow_speed"];
//if (data["head_tracker"].is_boolean())
// head_tracker = data["head_tracker"];
return true;
}
@@ -46,12 +83,20 @@ namespace config {
data["team_esp"] = team_esp;
data["automatic_update"] = automatic_update;
data["render_distance"] = render_distance;
data["show_distance"] = show_distance;
data["show_armor"] = show_armor;
data["rainbow"] = rainbow;
data["rainbow_speed"] = rainbow_speed;
data["head_tracker"] = head_tracker;
data["flag_render_distance"] = flag_render_distance;
data["show_extra_flags"] = show_extra_flags;
data["esp_box_color_team"] = { esp_box_color_team.r, esp_box_color_team.g, esp_box_color_team.b };
data["esp_box_color_enemy"] = { esp_box_color_enemy.r, esp_box_color_enemy.g, esp_box_color_enemy.b };
data["esp_name_color"] = { esp_name_color.r, esp_name_color.g, esp_name_color.b };
data["esp_distance_color"] = { esp_distance_color.r, esp_distance_color.g, esp_distance_color.b };
//data["show_distance"] = show_distance;
//data["show_armor"] = show_armor;
//data["rainbow"] = rainbow;
//data["rainbow_speed"] = rainbow_speed;
//data["head_tracker"] = head_tracker;
std::ofstream output(file_path);
output << std::setw(4) << data << std::endl;
output.close();
+26 -6
View File
@@ -5,6 +5,18 @@
using json = nlohmann::json;
struct RGB {
int r;
int g;
int b;
// Conversion function from RGB to COLORREF
operator COLORREF() const {
return RGB(r, g, b);
}
};
namespace config {
const std::string file_path = "config.json";
@@ -13,10 +25,18 @@ namespace config {
inline bool automatic_update = false;
inline bool team_esp = false;
inline float render_distance = -1.f;
inline bool show_distance = false;
inline bool show_armor = false;
inline bool head_tracker = false;
inline bool rainbow = false;
inline float rainbow_speed = 0.001f;
inline float render_distance = -1.f;
inline int flag_render_distance = 200;
inline bool show_extra_flags = false;
//inline bool show_distance = false;
//inline bool show_armor = false;
//inline bool head_tracker = false;
//inline bool rainbow = false;
//inline float rainbow_speed = 0.001f;
inline RGB esp_box_color_team = { 75, 175, 75 };
inline RGB esp_box_color_enemy = { 175, 75, 75 };
inline RGB esp_name_color = { 75, 75, 175 };
inline RGB esp_distance_color = { 75, 75, 175 };
}
+8
View File
@@ -99,6 +99,14 @@ struct Vector3
return { x, y, w };
}
float calculate_distance(const Vector3& point) const {
float dx = point.x - x;
float dy = point.y - y;
float dz = point.z - z;
return std::sqrt(dx * dx + dy * dy + dz * dz);
}
// struct data
float x, y, z;
};
+177 -235
View File
@@ -5,275 +5,217 @@
#include "../classes/render.hpp"
#include "../classes/config.hpp"
namespace hack {
std::shared_ptr<pProcess> process;
ProcessModule base_module;
float CalculateDistance(const Vector3& point1, const Vector3& point2) {
float dx = point2.x - point1.x;
float dy = point2.y - point1.y;
float dz = point2.z - point1.z;
//const float pi = 3.14159265358979323846f;
return std::sqrt(dx * dx + dy * dy + dz * dz);
}
void loop() {
const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + updater::offsets::dwLocalPlayer);
if (!localPlayer)
return;
void loop() {
const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + updater::offsets::dwLocalPlayer);
if (!localPlayer)
return;
const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
const view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + updater::offsets::dwViewMatrix);
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
const uintptr_t entity_list = process->read<uintptr_t>(base_module.base + updater::offsets::dwEntityList);
const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
const view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + updater::offsets::dwViewMatrix);
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
const uintptr_t entity_list = process->read<uintptr_t>(base_module.base + updater::offsets::dwEntityList);
int playerIndex = 0;
uintptr_t list_entry;
int playerIndex = 1;
uintptr_t list_entry;
/**
* Loop through all the players in the entity list
*
* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
**/
while (true) {
playerIndex++;
list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
if (!list_entry)
break;
/**
* Loop through all the players in the entity list
*
* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
**/
while (true) {
list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
if (!list_entry)
break;
const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
if (!player)
continue;
const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
if (!player) {
playerIndex++;
continue;
}
const int playerHealth = process->read<int>(player + updater::offsets::dwPawnHealth);
const int playerArmor = process->read<int>(player + updater::offsets::m_iPawnArmor);
if (playerHealth <= 0 || playerHealth > 100) {
playerIndex++;
continue;
}
const int playerHealth = process->read<int>(player + updater::offsets::dwPawnHealth);
const int playerArmor = process->read<int>(player + updater::offsets::m_iPawnArmor);
if (playerHealth <= 0 || playerHealth > 100)
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
**/
const int playerTeam = process->read<int>(player + updater::offsets::m_iTeamNum);
if (config::team_esp && (playerTeam == localTeam)) {
playerIndex++;
continue;
}
const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::dwPlayerPawn);
/**
* 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
**/
const int playerTeam = process->read<int>(player + updater::offsets::m_iTeamNum);
if (config::team_esp && (playerTeam == localTeam))
continue;
const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
if (!list_entry2) {
playerIndex++;
continue;
}
const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
if (!pCSPlayerPawn) {
playerIndex++;
continue;
}
const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::dwPlayerPawn);
if (config::team_esp && (pCSPlayerPawn == localPlayer)) {
playerIndex++;
continue;
}
const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
if (!list_entry2)
continue;
std::string playerName = "Invalid Name";
const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::dwSanitizedName);
if (playerNameAddress) {
char buf[256];
process->read_raw(playerNameAddress, buf, sizeof(buf));
playerName = std::string(buf);
}
const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
if (!pCSPlayerPawn)
continue;
const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
const Vector3 head2 = { origin.x + 10, origin.y + 10, origin.z + 75.f };
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
if (config::team_esp && (pCSPlayerPawn == localPlayer))
continue;
if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance) {
playerIndex++;
continue;
}
const Vector3 screenPos = origin.world_to_screen(view_matrix);
const Vector3 screenHead = head.world_to_screen(view_matrix);
std::string playerName = "Invalid Name";
const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::dwSanitizedName);
const float height = screenPos.y - screenHead.y;
const float width = height / 2.4f;
if (playerNameAddress) {
char buf[256];
process->read_raw(playerNameAddress, buf, sizeof(buf));
playerName = std::string(buf);
}
const float height2 = (screenPos.y - screenHead.y) / 8;
const float width2 = (height / 2.4f) / 4;
const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
const Vector3 head2 = { origin.x + 10, origin.y + 10, origin.z + 75.f };
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
if (screenPos.z >= 0.01f) {
const COLORREF boxColor = RGB(175, 75, 75);
const COLORREF healthBarColor = RGB(255 - playerHealth, 55 + playerHealth * 2, 75);
if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance)
continue;
const float pi = 3.14159265358979323846f;
// Get the current time
DWORD currentTime = GetTickCount();
if ((localOrigin - origin).length2d() < 5)
continue;
// Calculate the sinusoidal values for RGB colors
float red = (sin(config::rainbow_speed * currentTime + 0) * 127.5f + 127.5f); // 0 phase shift
float green = (sin(config::rainbow_speed * currentTime + 2 * pi / 3) * 127.5f + 127.5f); // 2*pi/3 phase shift
float blue = (sin(config::rainbow_speed * currentTime + 4 * pi / 3) * 127.5f + 127.5f); // 4*pi/3 phase shift
// Convert the floating point values to integers for RGB color creation
COLORREF rainbowColor = RGB(static_cast<int>(red), static_cast<int>(green), static_cast<int>(blue));
const Vector3 screenPos = origin.world_to_screen(view_matrix);
const Vector3 screenHead = head.world_to_screen(view_matrix);
float distance = CalculateDistance(localOrigin, origin);
// Round the distance to the nearest integer
int roundedDistance = std::round(distance / 10);
const float height = screenPos.y - screenHead.y;
const float width = height / 2.4f;
if (config::rainbow) {
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - width / 2,
screenHead.y,
width,
height,
(localTeam == playerTeam ? rainbowColor : rainbowColor)
);
}
else
{
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - width / 2,
screenHead.y,
width,
height,
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
);
}
const float head_height = (screenPos.y - screenHead.y) / 8;
const float head_width = (height / 2.4f) / 4;
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - (width / 2 + 5),
screenHead.y + (height * (100 - playerHealth) / 100),
2,
height - (height * (100 - playerHealth) / 100),
RGB(
(255 - playerHealth),
(55 + playerHealth * 2),
75
)
);
if (screenPos.z >= 0.01f) {
float distance = localOrigin.calculate_distance(origin);
int roundedDistance = std::round(distance / 10);
if (config::head_tracker)
{
if (roundedDistance > 35)
{
render::DrawFilledBox(
g::hdcBuffer,
screenHead.x - (width2 / 2),
(screenHead.y + 10 - (roundedDistance / 80)) - (height2 / 2),
width2,
height2,
rainbowColor
);
}
else if (roundedDistance > 5)
{
render::DrawFilledBox(
g::hdcBuffer,
screenHead.x - (width2 / 2),
screenHead.y + 25 - (height2 / 2),
width2,
height2,
rainbowColor
);
}
}
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - width / 2,
screenHead.y,
width,
height,
(localTeam == playerTeam ? config::esp_box_color_team : config::esp_box_color_enemy)
);
if (config::rainbow)
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y,
playerName.c_str(),
rainbowColor,
10
);
}
else
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y,
playerName.c_str(),
RGB(75, 75, 175),
10
);
}
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - (width / 2 + 5),
screenHead.y + (height * (100 - playerHealth) / 100),
2,
height - (height * (100 - playerHealth) / 100),
RGB(
(255 - playerHealth),
(55 + playerHealth * 2),
75
)
);
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 10,
(std::to_string(playerHealth) + "hp").c_str(),
RGB(
(255 - playerHealth),
(55 + playerHealth * 2),
75
),
10
);
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y,
playerName.c_str(),
config::esp_name_color,
10
);
if (config::show_armor)
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 21,
(std::to_string(playerArmor) + "armor").c_str(),
RGB(
(255 - playerArmor),
(55 + playerArmor * 2),
75
),
10
);
}
/**
* I know is not the best way but a simple way to not saturate the screen with a ton of information
*/
if (roundedDistance > config::flag_render_distance)
continue;
if (config::show_distance)
{
if (config::rainbow)
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 32,
(std::to_string(roundedDistance) + "m away").c_str(),
rainbowColor,
10
);
}
else
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 32,
(std::to_string(roundedDistance) + "m away").c_str(),
RGB(75, 75, 175),
10
);
}
}
}
playerIndex++;
}
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 10,
(std::to_string(playerHealth) + "hp").c_str(),
RGB(
(255 - playerHealth),
(55 + playerHealth * 2),
75
),
10
);
if (config::show_extra_flags)
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 21,
(std::to_string(playerArmor) + "armor").c_str(),
RGB(
(255 - playerArmor),
(55 + playerArmor * 2),
75
),
10
);
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 32,
(std::to_string(roundedDistance) + "m away").c_str(),
config::esp_distance_color,
10
);
}
/**
* Great idea by @ifBars that will be implemented later on
*/
/*
if (config::head_tracker)
{
if (roundedDistance > 35)
{
render::DrawFilledBox(
g::hdcBuffer,
screenHead.x - (head_width / 2),
(screenHead.y + 10 - (roundedDistance / 80)) - (head_height / 2),
head_width,
head_height,
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
);
}
else if (roundedDistance > 5)
{
render::DrawFilledBox(
g::hdcBuffer,
screenHead.x - (head_width / 2),
screenHead.y + 25 - (head_height / 2),
head_width,
head_height,
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
);
}
}
*/
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}
+4 -9
View File
@@ -137,10 +137,11 @@ int main() {
//SetActiveWindow(hack::process->hwnd_);
#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 rainbow boxes & names\n\t[F8] enable/disable player distances\n\t[F9] enable/disable player armor\n\t[F10] enable/disable player head tracker\n\t[fin] Unload esp.\n" << std::endl;
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[end] Unload esp.\n" << std::endl;
#else
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[fin] Unload esp\n" << std::endl;
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F7] enable/disable extra flags\n\t[end] Unload esp\n" << std::endl;
#endif
std::cout << "[settings] Make sure you check the config for additional settings!" << std::endl;
// Message loop
MSG msg;
@@ -152,13 +153,7 @@ int main() {
#ifndef _UC
if (GetAsyncKeyState(VK_F6) & 0x8000) { config::automatic_update = !config::automatic_update; config::save(); Beep(700, 100); }
#endif
if (GetAsyncKeyState(VK_F7) & 0x8000) { config::rainbow = !config::rainbow; config::save(); Beep(700, 100); };
if (GetAsyncKeyState(VK_F8) & 0x8000) { config::show_distance = !config::show_distance; config::save(); Beep(700, 100); };
if (GetAsyncKeyState(VK_F9) & 0x8000) { config::show_armor = !config::show_armor; config::save(); Beep(700, 100); };
if (GetAsyncKeyState(VK_F10) & 0x8000) { config::head_tracker = !config::head_tracker; config::save(); Beep(700, 100); };
if (GetAsyncKeyState(VK_F7) & 0x8000) { config::show_extra_flags = !config::show_extra_flags; config::save(); Beep(700, 100); };
TranslateMessage(&msg);
DispatchMessage(&msg);