SKELETON ESP
- Adds in skeleton esp - Head tracker is now just a part of skeleton esp, and has been improved to fit head even better - Made box esp toggleable - Small tweaks to possibly increase performance - Small tweaks to enhance readability
This commit is contained in:
@@ -59,28 +59,45 @@ namespace hack {
|
||||
float distance = g_game.localOrigin.calculate_distance(player->origin);
|
||||
int roundedDistance = std::round(distance / 10.f);
|
||||
|
||||
if (config::show_head_tracker) {
|
||||
const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull);
|
||||
const float head_height = (screenHeadPos.y - screenHeadPos.y) / 8;
|
||||
const float head_width = (head_height / 2.4f) / 4;
|
||||
|
||||
if (config::show_skeleton_esp) {
|
||||
render::DrawCircle(
|
||||
g::hdcBuffer,
|
||||
screenHeadPos.x,
|
||||
screenHeadPos.y,
|
||||
player->bones.bonePositions["head"].x,
|
||||
player->bones.bonePositions["head"].y - width / 12,
|
||||
width / 5,
|
||||
config::esp_box_color_enemy
|
||||
);
|
||||
|
||||
// render::DrawLine(g::hdcBuffer, player->bones.bonePositions["head"].x, player->bones.bonePositions["head"].y, player->bones.bonePositions["neck_0"].x, player->bones.bonePositions["neck_0"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["neck_0"].x, player->bones.bonePositions["neck_0"].y, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, player->bones.bonePositions["spine_2"].x, player->bones.bonePositions["spine_2"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_2"].x, player->bones.bonePositions["spine_2"].y, player->bones.bonePositions["pelvis"].x, player->bones.bonePositions["pelvis"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, player->bones.bonePositions["arm_upper_L"].x, player->bones.bonePositions["arm_upper_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_upper_L"].x, player->bones.bonePositions["arm_upper_L"].y, player->bones.bonePositions["arm_lower_L"].x, player->bones.bonePositions["arm_lower_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_lower_L"].x, player->bones.bonePositions["arm_lower_L"].y, player->bones.bonePositions["hand_L"].x, player->bones.bonePositions["hand_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, player->bones.bonePositions["arm_upper_R"].x, player->bones.bonePositions["arm_upper_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_upper_R"].x, player->bones.bonePositions["arm_upper_R"].y, player->bones.bonePositions["arm_lower_R"].x, player->bones.bonePositions["arm_lower_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_lower_R"].x, player->bones.bonePositions["arm_lower_R"].y, player->bones.bonePositions["hand_R"].x, player->bones.bonePositions["hand_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["pelvis"].x, player->bones.bonePositions["pelvis"].y, player->bones.bonePositions["leg_upper_L"].x, player->bones.bonePositions["leg_upper_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_upper_L"].x, player->bones.bonePositions["leg_upper_L"].y, player->bones.bonePositions["leg_lower_L"].x, player->bones.bonePositions["leg_lower_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_lower_L"].x, player->bones.bonePositions["leg_lower_L"].y, player->bones.bonePositions["ankle_L"].x, player->bones.bonePositions["ankle_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["pelvis"].x, player->bones.bonePositions["pelvis"].y, player->bones.bonePositions["leg_upper_R"].x, player->bones.bonePositions["leg_upper_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_upper_R"].x, player->bones.bonePositions["leg_upper_R"].y, player->bones.bonePositions["leg_lower_R"].x, player->bones.bonePositions["leg_lower_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_lower_R"].x, player->bones.bonePositions["leg_lower_R"].y, player->bones.bonePositions["ankle_R"].x, player->bones.bonePositions["ankle_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
|
||||
}
|
||||
|
||||
render::DrawBorderBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - width / 2,
|
||||
screenHead.y,
|
||||
width,
|
||||
height,
|
||||
(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
|
||||
);
|
||||
if (config::show_box_esp)
|
||||
{
|
||||
render::DrawBorderBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - width / 2,
|
||||
screenHead.y,
|
||||
width,
|
||||
height,
|
||||
(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
|
||||
);
|
||||
}
|
||||
|
||||
render::DrawBorderBox(
|
||||
g::hdcBuffer,
|
||||
|
||||
@@ -1,8 +1,34 @@
|
||||
#include "reader.hpp"
|
||||
#include <thread>
|
||||
#include <map>
|
||||
#include <cmath>
|
||||
#include "../classes/auto_updater.hpp"
|
||||
#include "../classes/config.hpp"
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI (3.14159265358979323846264338327950288)
|
||||
#endif
|
||||
|
||||
std::map<std::string, int> boneMap = {
|
||||
{"head", 6},
|
||||
{"neck_0", 5},
|
||||
{"spine_1", 4},
|
||||
{"spine_2", 2},
|
||||
{"pelvis", 0},
|
||||
{"arm_upper_L", 8},
|
||||
{"arm_lower_L", 9},
|
||||
{"hand_L", 10},
|
||||
{"arm_upper_R", 13},
|
||||
{"arm_lower_R", 14},
|
||||
{"hand_R", 15},
|
||||
{"leg_upper_L", 22},
|
||||
{"leg_lower_L", 23},
|
||||
{"ankle_L", 24},
|
||||
{"leg_upper_R", 25},
|
||||
{"leg_lower_R", 26},
|
||||
{"ankle_R", 27}
|
||||
};
|
||||
|
||||
// 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));
|
||||
@@ -57,27 +83,27 @@ void CGame::loop() {
|
||||
|
||||
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));
|
||||
localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
|
||||
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);
|
||||
localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vOldOrigin);
|
||||
isC4Planted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
|
||||
|
||||
inGame = true;
|
||||
int playerIndex = 0;
|
||||
std::vector<CPlayer> list;
|
||||
CPlayer player;
|
||||
uintptr_t list_entry, list_entry2, playerPawn, playerMoneyServices, clippingWeapon, weaponData, playerNameData;
|
||||
|
||||
while (true) {
|
||||
playerIndex++;
|
||||
uintptr_t list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
|
||||
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;
|
||||
|
||||
@@ -90,9 +116,9 @@ void CGame::loop() {
|
||||
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);
|
||||
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);
|
||||
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));
|
||||
@@ -103,10 +129,23 @@ void CGame::loop() {
|
||||
if (player.health <= 0 || player.health > 100) continue;
|
||||
|
||||
if (config::team_esp && (player.pCSPlayerPawn == localPlayer)) continue;
|
||||
|
||||
/*
|
||||
* Unused for now, but for a vis check
|
||||
*
|
||||
* player.spottedState = process->read<uintptr_t>(player.pCSPlayerPawn + 0x1630);
|
||||
* player.is_spotted = process->read<DWORD_PTR>(player.spottedState + 0xC); // bSpottedByMask
|
||||
* player.is_spotted = process->read<bool>(player.spottedState + 0x8); // bSpotted
|
||||
*/
|
||||
|
||||
player.name = read_string(player.entity + updater::offsets::m_sSanitizedPlayerName);
|
||||
playerNameData = process->read<uintptr_t>(player.entity + updater::offsets::m_sSanitizedPlayerName);
|
||||
char buffer[256];
|
||||
process->read_raw(playerNameData, buffer, sizeof(buffer));
|
||||
std::string name = std::string(buffer);
|
||||
player.name = name;
|
||||
|
||||
player.origin = process->read<Vector3>(player.pCSPlayerPawn + updater::offsets::m_vecOrigin);
|
||||
player.gameSceneNode = process->read<uintptr_t>(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode);
|
||||
player.origin = process->read<Vector3>(player.pCSPlayerPawn + updater::offsets::m_vOldOrigin);
|
||||
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)
|
||||
@@ -115,13 +154,12 @@ void CGame::loop() {
|
||||
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_skeleton_esp) {
|
||||
player.gameSceneNode = process->read<uint64_t>(player.pCSPlayerPawn + 0x310);
|
||||
player.boneArray = process->read<uint64_t>(player.gameSceneNode + 0x160 + 0x80);
|
||||
player.ReadBones();
|
||||
}
|
||||
|
||||
|
||||
if (config::show_extra_flags) {
|
||||
/*
|
||||
* Reading values for extra flags is now seperated from the other reads
|
||||
@@ -129,14 +167,17 @@ void CGame::loop() {
|
||||
*/
|
||||
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);
|
||||
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);
|
||||
clippingWeapon = process->read<std::uint64_t>(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
|
||||
weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
|
||||
weaponData = process->read<std::uint64_t>(weaponData + updater::offsets::m_szName);
|
||||
char buffer[MAX_PATH];
|
||||
process->read_raw(weaponData, buffer, sizeof(buffer));
|
||||
std::string weaponName = std::string(buffer);
|
||||
if (weaponName.compare(0, 7, "weapon_") == 0)
|
||||
player.weapon = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix
|
||||
else
|
||||
@@ -150,14 +191,14 @@ void CGame::loop() {
|
||||
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);
|
||||
void CPlayer::ReadBones() {
|
||||
for (const auto& entry : boneMap) {
|
||||
const std::string& boneName = entry.first;
|
||||
int boneIndex = entry.second;
|
||||
uintptr_t boneAddress = boneArray + boneIndex * 32;
|
||||
Vector3 bonePosition = g_game.process->read<Vector3>(boneAddress);
|
||||
bones.bonePositions[boneName] = g_game.world_to_screen(&bonePosition);
|
||||
}
|
||||
return "invalid";
|
||||
}
|
||||
|
||||
Vector3 CGame::world_to_screen(Vector3* v) {
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#pragma once
|
||||
#include "../memory/memory.hpp"
|
||||
#include "../classes/vector.hpp"
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
struct view_matrix_t {
|
||||
float* operator[ ](int index) {
|
||||
@@ -10,6 +12,11 @@ struct view_matrix_t {
|
||||
float matrix[4][4];
|
||||
};
|
||||
|
||||
class PBones {
|
||||
public:
|
||||
std::map<std::string, Vector3> bonePositions;
|
||||
};
|
||||
|
||||
class CC4 {
|
||||
public:
|
||||
uintptr_t get_planted();
|
||||
@@ -22,16 +29,21 @@ public:
|
||||
uintptr_t entity;
|
||||
int team;
|
||||
uintptr_t pCSPlayerPawn;
|
||||
uintptr_t gameSceneNode;
|
||||
uintptr_t boneArray;
|
||||
uintptr_t spottedState;
|
||||
int health;
|
||||
int armor;
|
||||
std::string name;
|
||||
Vector3 origin;
|
||||
Vector3 head;
|
||||
Vector3 skull;
|
||||
PBones bones;
|
||||
bool is_defusing;
|
||||
bool is_spotted;
|
||||
int32_t money;
|
||||
float flashAlpha;
|
||||
std::string weapon;
|
||||
void ReadBones();
|
||||
};
|
||||
|
||||
class CGame
|
||||
@@ -56,10 +68,9 @@ private:
|
||||
view_matrix_t view_matrix;
|
||||
uintptr_t entity_list;
|
||||
uintptr_t localPlayer;
|
||||
uintptr_t localpCSPlayerPawn;
|
||||
std::uint32_t localPlayerPawn;
|
||||
uintptr_t localList_entry2;
|
||||
uintptr_t localpCSPlayerPawn;
|
||||
std::string read_string(uintptr_t addr);
|
||||
};
|
||||
|
||||
inline CGame g_game;
|
||||
Reference in New Issue
Block a user