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:
ifBars
2023-11-10 19:34:26 -07:00
parent 3e48c06cc0
commit f00531c0cd
11 changed files with 169 additions and 56 deletions
+33 -16
View File
@@ -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,
+67 -26
View File
@@ -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) {
+14 -3
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@@ -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;