Added new gdi overlay

- Now you can see name in the esp
 - not you can also see the hp number
This commit is contained in:
IMXNOOBX
2023-09-05 12:51:27 +02:00
parent 24c1741191
commit a5e80a5e93
8 changed files with 287 additions and 308 deletions
-174
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@@ -1,174 +0,0 @@
/*
* https://github.com/SamuelTulach/OverlayCord
*/
#ifndef OVERLAYCORD_H
#define OVERLAYCORD_H
#include <Windows.h>
#include <iostream>
#include <string>
namespace OverlayCord
{
namespace Communication
{
typedef struct _Header
{
UINT Magic;
UINT FrameCount;
UINT NoClue;
UINT Width;
UINT Height;
BYTE Buffer[1];
} Header;
typedef struct _ConnectedProcessInfo
{
UINT ProcessId;
HANDLE File;
Header* MappedAddress;
} ConnectedProcessInfo;
inline bool ConnectToProcess(ConnectedProcessInfo& processInfo)
{
std::string mappedFilename = "DiscordOverlay_Framebuffer_Memory_" + std::to_string(processInfo.ProcessId);
processInfo.File = OpenFileMappingA(FILE_MAP_ALL_ACCESS, false, mappedFilename.c_str());
if (!processInfo.File || processInfo.File == INVALID_HANDLE_VALUE)
return false;
processInfo.MappedAddress = static_cast<Header*>(MapViewOfFile(processInfo.File, FILE_MAP_ALL_ACCESS, 0, 0, 0));
return processInfo.MappedAddress;
}
inline void DisconnectFromProcess(ConnectedProcessInfo& processInfo)
{
UnmapViewOfFile(processInfo.MappedAddress);
processInfo.MappedAddress = nullptr;
CloseHandle(processInfo.File);
processInfo.File = nullptr;
}
inline void SendFrame(ConnectedProcessInfo& processInfo, UINT width, UINT height, void* frame, UINT size)
{
// frame is in B8G8R8A8 format
// size can be nearly anything since it will get resized
// for the screen appropriately, although the maximum size is
// game window width * height * 4 (BGRA)
processInfo.MappedAddress->Width = width;
processInfo.MappedAddress->Height = height;
memcpy(processInfo.MappedAddress->Buffer, frame, size);
processInfo.MappedAddress->FrameCount++; // this will cause the internal module to copy over the framebuffer
}
}
namespace Drawing
{
typedef struct _Frame
{
UINT Width;
UINT Height;
UINT Size;
void* Buffer;
} Frame;
typedef struct _Pixel
{
BYTE B, G, R, A;
} Pixel;
inline Frame CreateFrame(UINT width, UINT height)
{
Frame output;
output.Width = width;
output.Height = height;
output.Size = width * height * 4;
output.Buffer = malloc(output.Size);
memset(output.Buffer, 0, output.Size);
return output;
}
inline void CleanFrame(Frame& frame)
{
memset(frame.Buffer, 0, frame.Size);
}
inline void SetPixel(Frame& frame, UINT x, UINT y, Pixel color)
{
if (x < frame.Width && y < frame.Height)
{
Pixel* buf = static_cast<Pixel*>(frame.Buffer);
buf[y * frame.Width + x] = color;
}
}
inline void DrawLine(Frame& frame, UINT x1, UINT y1, UINT x2, UINT y2, Pixel color)
{
int dx = abs(static_cast<int>(x2 - x1)), sx = x1 < x2 ? 1 : -1;
int dy = -abs(static_cast<int>(y2 - y1)), sy = y1 < y2 ? 1 : -1;
int err = dx + dy, e2;
while (true)
{
SetPixel(frame, x1, y1, color);
if (x1 == x2 && y1 == y2)
break;
e2 = 2 * err;
if (e2 >= dy) { err += dy; x1 += sx; }
if (e2 <= dx) { err += dx; y1 += sy; }
}
}
inline void DrawRectangle(Frame& frame, UINT x1, UINT y1, UINT width, UINT height, Pixel color)
{
for (UINT x = x1; x < x1 + width; x++)
{
SetPixel(frame, x, y1, color);
SetPixel(frame, x, y1 + height - 1, color);
}
for (UINT y = y1; y < y1 + height; y++)
{
SetPixel(frame, x1, y, color);
SetPixel(frame, x1 + width - 1, y, color);
}
}
inline void DrawCircle(Frame& frame, UINT x0, UINT y0, UINT radius, Pixel color)
{
int x = radius;
int y = 0;
int radiusError = 1 - x;
while (x >= y)
{
SetPixel(frame, x0 + x, y0 + y, color);
SetPixel(frame, x0 - x, y0 + y, color);
SetPixel(frame, x0 - x, y0 - y, color);
SetPixel(frame, x0 + x, y0 - y, color);
SetPixel(frame, x0 + y, y0 + x, color);
SetPixel(frame, x0 - y, y0 + x, color);
SetPixel(frame, x0 - y, y0 - x, color);
SetPixel(frame, x0 + y, y0 - x, color);
y++;
if (radiusError < 0)
{
radiusError += 2 * y + 1;
}
else
{
x--;
radiusError += 2 * (y - x + 1);
}
}
}
}
}
#endif
+7
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@@ -0,0 +1,7 @@
#pragma once
#include <wtypes.h>
namespace g {
inline HDC hdcBuffer = NULL;
inline HBITMAP hbmBuffer = NULL;
}
+44
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@@ -0,0 +1,44 @@
#pragma once
#include <wtypes.h>
namespace render {
void DrawBorderBox(HDC hdc, int x, int y, int w, int h, COLORREF borderColor)
{
HBRUSH hBorderBrush = CreateSolidBrush(borderColor);
HBRUSH hOldBrush = (HBRUSH)SelectObject(hdc, hBorderBrush);
RECT rect = { x, y, x + w, y + h };
FrameRect(hdc, &rect, hBorderBrush);
SelectObject(hdc, hOldBrush); // Restore the original brush
DeleteObject(hBorderBrush); // Delete the temporary brush
}
void SetTextSize(HDC hdc, int textSize)
{
LOGFONT lf;
HFONT hFont, hOldFont;
// Initialize the LOGFONT structure
ZeroMemory(&lf, sizeof(LOGFONT));
lf.lfHeight = -textSize; // Set the desired text height (negative for height)
lf.lfWeight = FW_NORMAL; // Set the font weight (e.g., FW_NORMAL for normal)
lf.lfQuality = ANTIALIASED_QUALITY; // Enable anti-aliasing
// Create a new font based on the LOGFONT structure
hFont = CreateFontIndirect(&lf);
// Select the new font into the device context and save the old font
hOldFont = (HFONT)SelectObject(hdc, hFont);
// Clean up the old font (when done using it)
DeleteObject(hOldFont);
}
void RenderText(HDC hdc, int x, int y, const char* text, COLORREF textColor, int textSize)
{
SetTextSize(hdc, textSize); // Set the desired text size
SetTextColor(hdc, textColor);
TextOutA(hdc, x, y, text, strlen(text));
}
}
+124
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@@ -0,0 +1,124 @@
#include <thread>
#include "../memory/memory.hpp"
#include "classes/globals.hpp"
#include "../classes/render.hpp"
#define dwLocalPlayer 0x1713348
#define dwEntityList 0x1679C38
#define dwPawnHealth 0x808
#define dwPlayerPawn 0x5dc
#define dwViewMatrix 0x1713CF0
#define dwSanitizedName 0x720
#define m_iTeamNum 0x3bf
#define m_vecOrigin 0x12AC
namespace hack {
std::shared_ptr<pProcess> process;
ProcessModule base_module;
void loop() {
uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + dwLocalPlayer);
if (!localPlayer) return;
int localTeam = process->read<int>(localPlayer + m_iTeamNum);
view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + dwViewMatrix);
Vector3 localOrigin = process->read<Vector3>(localPlayer + m_vecOrigin);
uintptr_t entity_list = process->read<uintptr_t>(base_module.base + dwEntityList);
for (int i = 1; i < 32; i++) {
uintptr_t list_entry = process->read<uintptr_t>(entity_list + (8 * (i & 0x7FFF) >> 9) + 16);
if (!list_entry) continue;
uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (i & 0x1FF));
if (!player) continue;
int playerHealth = process->read<int>(player + dwPawnHealth);
if (playerHealth <= 0 || playerHealth > 100) continue;
// https://github.com/UnnamedZ03/CS2-external-base/blob/main/source/CSSPlayer.hpp#L132
std::uint32_t playerpawn = process->read<std::uint32_t>(player + dwPlayerPawn);
uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerpawn & 0x7FFF) >> 9) + 16);
if (!list_entry2) continue;
uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerpawn & 0x1FF));
if (pCSPlayerPawn == localPlayer) continue;
int playerTeam = process->read<int>(player + m_iTeamNum);
std::string playerName = "Invalid Name";
DWORD64 playerNameAddress = process->read<DWORD64>(player + dwSanitizedName);
if (playerNameAddress) {
char buf[256];
process->read_raw(playerNameAddress, buf, sizeof(buf));
playerName = std::string(buf);
}
// https://github.com/UnnamedZ03/CS2-external-base/blob/main/source/CSSPlayer.hpp#L132
Vector3 origin = process->read<Vector3>(pCSPlayerPawn + m_vecOrigin);
//if ((localOrigin - origin).length2d() > 1000) return;
Vector3 head;
head.x = origin.x;
head.y = origin.y;
head.z = origin.z + 75.f;
Vector3 screenpos = origin.world_to_screen(view_matrix);
Vector3 screenhead = head.world_to_screen(view_matrix);
float height = screenpos.y - screenhead.y;
float width = height / 2.4f;
if (screenpos.z >= 0.01f) {
render::DrawBorderBox(
g::hdcBuffer,
screenhead.x - width / 2,
screenhead.y,
width,
height,
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
);
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,
playerName.c_str(),
RGB(75, 75, 175),
10
);
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
);
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}
+93 -122
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@@ -1,161 +1,132 @@
#include <iostream>
#include <thread>
#include <chrono>
#include <Windows.h>
#include "memory/memory.hpp"
#include "classes/vector.hpp"
#include "classes/OverlayCord.h"
#include "hacks/hack.hpp"
#include "classes/globals.hpp"
// https://www.unknowncheats.me/forum/3846642-post734.html
#define dwLocalPlayer 0x1713348
#define dwEntityList 0x1679C38
#define dwPawnHealth 0x808
#define dwPlayerPawn 0x5dc
#define dwViewMatrix 0x1713CF0
#define m_iTeamNum 0x3bf
#define m_vecOrigin 0x12AC
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
{
g::hdcBuffer = CreateCompatibleDC(NULL);
g::hbmBuffer = CreateCompatibleBitmap(GetDC(hWnd), screen_x, screen_y);
SelectObject(g::hdcBuffer, g::hbmBuffer);
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED);
SetLayeredWindowAttributes(hWnd, RGB(255, 255, 255), 0, LWA_COLORKEY);
std::cout << "[overlay] Window created successfully" << std::endl;
break;
}
case WM_ERASEBKGND: // We handle this message to avoid flickering
return TRUE;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
//DOUBLE BUFFERING
FillRect(g::hdcBuffer, &ps.rcPaint, (HBRUSH)GetStockObject(WHITE_BRUSH));
if (GetForegroundWindow() == hack::process->hwnd_) {
hack::loop();
}
BitBlt(hdc, 0, 0, screen_x, screen_y, g::hdcBuffer, 0, 0, SRCCOPY);
EndPaint(hWnd, &ps);
InvalidateRect(hWnd, NULL, TRUE);
break;
}
case WM_DESTROY:
DeleteDC(g::hdcBuffer);
DeleteObject(g::hbmBuffer);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
int main() {
SetConsoleTitle("cs2 external esp");
SetConsoleTitle("cs2-external-esp");
std::shared_ptr<pProcess> process = std::make_shared<pProcess>();
hack::process = std::make_shared<pProcess>();
std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
while (!process->AttachProcess("cs2.exe"))
while (!hack::process->AttachProcess("cs2.exe"))
std::this_thread::sleep_for(std::chrono::seconds(1));
std::cout << "[cs2] Attached to cs2.exe" << std::endl;
ProcessModule base_module;
do {
base_module = process->GetModule("client.dll");
if (base_module.base == 0) {
hack::base_module = hack::process->GetModule("client.dll");
if (hack::base_module.base == 0) {
std::this_thread::sleep_for(std::chrono::seconds(1));
std::cout << "[cs2] Failed to find module client.dll" << std::endl;
}
} while (base_module.base == 0);
} while (hack::base_module.base == 0);
std::cout << "[overlay] Connecting to the process..." << std::endl;
OverlayCord::Communication::ConnectedProcessInfo processInfo = { 0 };
processInfo.ProcessId = process->pid_;
std::cout << "[overlay] Creating window overlay..." << std::endl;
bool status = false;
do {
status = OverlayCord::Communication::ConnectToProcess(processInfo);
if (!status) {
std::this_thread::sleep_for(std::chrono::seconds(1));
std::cout << "[overlay] Failed to connect to the process overlay backend" << std::endl;
}
} while (!status);
WNDCLASSEXA wc = { 0 };
wc.cbSize = sizeof(WNDCLASSEXA);
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.lpszMenuName = " ";
wc.lpszClassName = " ";
std::cout << "[overlay] Connected to the process with mapped address 0x" << processInfo.MappedAddress << std::endl;
RegisterClassExA(&wc);
OverlayCord::Drawing::Frame mainFrame = OverlayCord::Drawing::CreateFrame(screen_x, screen_y);
RECT gameBounds;
GetClientRect(hack::process->hwnd_, &gameBounds);
OverlayCord::Drawing::Pixel enemy_color = { 75, 75, 175, 255 }; // BYTE B, G, R, A;
OverlayCord::Drawing::Pixel team_color = { 75, 175, 75, 255 };
// Create the window
HINSTANCE hInstance = NULL;
HWND hWnd = CreateWindowExA(WS_EX_TRANSPARENT | WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW, " ", "cs2-external-esp", WS_POPUP,
gameBounds.left, gameBounds.top, gameBounds.right - gameBounds.left, gameBounds.bottom + gameBounds.left, NULL, NULL, hInstance, NULL); // NULL, NULL);
std::cout << "[cs2] Fully set up, running main loop now" << std::endl;
if (hWnd == NULL)
return 0;
while (!(GetAsyncKeyState(VK_END) & 0x8000)) {
SetWindowPos(hWnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
ShowWindow(hWnd, TRUE);
SetActiveWindow(hack::process->hwnd_);
// Message loop
MSG msg;
while (!(GetAsyncKeyState(VK_END) & 0x8000) && GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + dwLocalPlayer);
if (!localPlayer) continue;
int localTeam = process->read<int>(localPlayer + m_iTeamNum);
view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + dwViewMatrix);
Vector3 localOrigin = process->read<Vector3>(localPlayer + m_vecOrigin);
OverlayCord::Drawing::CleanFrame(mainFrame);
uintptr_t entity_list = process->read<uintptr_t>(base_module.base + dwEntityList);
for (int i = 1; i < 32; i++) {
uintptr_t list_entry = process->read<uintptr_t>(entity_list + (8 * (i & 0x7FFF) >> 9) + 16);
if (!list_entry) continue;
uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (i & 0x1FF));
if (!player) continue;
int playerHealth = process->read<int>(player + dwPawnHealth);
if (playerHealth < 0 || playerHealth > 100) continue;
int playerTeam = process->read<int>(player + m_iTeamNum);
// https://github.com/UnnamedZ03/CS2-external-base/blob/main/source/CSSPlayer.hpp#L132
std::uint32_t playerpawn = process->read<std::uint32_t>(player + dwPlayerPawn);
uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerpawn & 0x7FFF) >> 9) + 16);
if (!list_entry2) continue;
uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerpawn & 0x1FF));
if (pCSPlayerPawn == localPlayer) continue;
// https://github.com/UnnamedZ03/CS2-external-base/blob/main/source/CSSPlayer.hpp#L132
Vector3 origin = process->read<Vector3>(pCSPlayerPawn + m_vecOrigin);
//if ((localOrigin - origin).length2d() > 1000) continue;
Vector3 head;
head.x = origin.x;
head.y = origin.y;
head.z = origin.z + 75.f;
Vector3 screenpos = origin.world_to_screen(view_matrix);
Vector3 screenhead = head.world_to_screen(view_matrix);
float height = screenpos.y - screenhead.y;
float width = height / 2.4f;
if (screenpos.z >= 0.01f) {
OverlayCord::Drawing::Pixel health_color = { 75,
(unsigned char)(55 + playerHealth * 2),
(unsigned char)(255 - playerHealth),
255
};
OverlayCord::Drawing::DrawRectangle(
mainFrame,
screenhead.x - 25.f,
screenhead.y,
width,
height,
(localTeam == playerTeam ? team_color : enemy_color)
);
OverlayCord::Drawing::DrawRectangle(
mainFrame,
screenhead.x - 30.f,
screenhead.y + (height * (100 - playerHealth) / 100),
2,
height - (height * (100 - playerHealth) / 100),
health_color
);
}
}
for (int i = 0; i < 10; i++)
OverlayCord::Drawing::DrawCircle(mainFrame, 15, 15, i, enemy_color);
OverlayCord::Communication::SendFrame(processInfo, mainFrame.Width, mainFrame.Height, mainFrame.Buffer, mainFrame.Size);
}
std::cout << "[overlay] Cleaning frame" << std::endl;
OverlayCord::Drawing::CleanFrame(mainFrame);
std::cout << "[overlay] Disconnecting from process" << std::endl;
OverlayCord::Communication::DisconnectFromProcess(processInfo);
std::cout << "[overlay] Destroying overlay window." << std::endl;
DeleteDC(g::hdcBuffer);
DeleteObject(g::hbmBuffer);
std::cout << "[cs2] Deataching from process" << std::endl;
process->Close();
hack::process->Close();
#ifdef NDEBUG
std::cout << "[cs2] Press any key to close" << std::endl;
std::cin.get();
#endif
return 1;
}
}
+9 -3
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@@ -79,8 +79,9 @@
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>gdiplus.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@@ -94,10 +95,11 @@
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>gdiplus.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@@ -111,6 +113,7 @@
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>gdiplus.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -128,6 +131,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>gdiplus.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
@@ -135,8 +139,10 @@
<ClCompile Include="memory\memory.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="classes\OverlayCord.h" />
<ClInclude Include="classes\globals.hpp" />
<ClInclude Include="classes\render.hpp" />
<ClInclude Include="classes\vector.hpp" />
<ClInclude Include="hacks\hack.hpp" />
<ClInclude Include="memory\memory.hpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
@@ -26,10 +26,16 @@
<ClInclude Include="memory\memory.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="classes\OverlayCord.h">
<ClInclude Include="classes\vector.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="classes\vector.hpp">
<ClInclude Include="hacks\hack.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="classes\globals.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="classes\render.hpp">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>