#include #include #include "../memory/memory.hpp" #include "../classes/globals.hpp" #include "../classes/render.hpp" #include "../classes/config.hpp" namespace hack { std::shared_ptr process; ProcessModule base_client; ProcessModule base_engine; void loop() { const view_matrix_t view_matrix = process->read(base_client.base + updater::offsets::dwViewMatrix); const uintptr_t entity_list = process->read(base_client.base + updater::offsets::dwEntityList); const uintptr_t localPlayer = process->read(base_client.base + updater::offsets::dwLocalPlayer); if (!localPlayer) return; const int localTeam = process->read(localPlayer + updater::offsets::m_iTeamNum); const std::uint32_t localPlayerPawn = process->read(localPlayer + updater::offsets::m_hPlayerPawn); if (!localPlayerPawn) return; const uintptr_t localList_entry2 = process->read(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16); const uintptr_t localpCSPlayerPawn = process->read(localList_entry2 + 120 * (localPlayerPawn & 0x1FF)); if (!localpCSPlayerPawn) return; const Vector3 localOrigin = process->read(localpCSPlayerPawn + updater::offsets::m_vecOrigin); bool c4IsPlanted = process->read(base_client.base + updater::offsets::dwPlantedC4 - 0x8); if (c4IsPlanted) { const uintptr_t planted_c4 = process->read(process->read(base_client.base + updater::offsets::dwPlantedC4)); const uintptr_t c4Node = process->read(planted_c4 + updater::offsets::m_pGameSceneNode); const Vector3 c4Origin = process->read(c4Node + updater::offsets::m_vecAbsOrigin); const Vector3 c4ScreenPos = c4Origin.world_to_screen(view_matrix); if (c4ScreenPos.z >= 0.01f) { float c4Distance = localOrigin.calculate_distance(c4Origin); float c4RoundedDistance = std::round(c4Distance / 500.f); float height = 10 - c4RoundedDistance; float width = height * 1.4f; render::DrawFilledBox( g::hdcBuffer, c4ScreenPos.x - (width / 2), c4ScreenPos.y - (height / 2), width, height, config::esp_box_color_enemy ); render::RenderText( g::hdcBuffer, c4ScreenPos.x + (width / 2 + 5), c4ScreenPos.y, "C4", config::esp_name_color, 10 ); } } int playerIndex = 0; 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(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16); if (!list_entry) break; const uintptr_t player = process->read(list_entry + 120 * (playerIndex & 0x1FF)); if (!player) 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(player + updater::offsets::m_iTeamNum); if (config::team_esp && (playerTeam == localTeam)) continue; const std::uint32_t playerPawn = process->read(player + updater::offsets::m_hPlayerPawn); const uintptr_t list_entry2 = process->read(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16); if (!list_entry2) continue; const uintptr_t pCSPlayerPawn = process->read(list_entry2 + 120 * (playerPawn & 0x1FF)); if (!pCSPlayerPawn) continue; const int playerHealth = process->read(pCSPlayerPawn + updater::offsets::m_iHealth); const int playerArmor = process->read(pCSPlayerPawn + updater::offsets::m_ArmorValue); if (playerHealth <= 0 || playerHealth > 100) continue; if (config::team_esp && (pCSPlayerPawn == localPlayer)) continue; std::string playerName = "Invalid Name"; const DWORD64 playerNameAddress = process->read(player + updater::offsets::m_sSanitizedPlayerName); if (playerNameAddress) { char buf[256]; process->read_raw(playerNameAddress, buf, sizeof(buf)); playerName = std::string(buf); } const Vector3 origin = process->read(pCSPlayerPawn + updater::offsets::m_vecOrigin); const Vector3 head = { origin.x, origin.y, origin.z + 75.f }; if (origin.x == localOrigin.x && origin.y == localOrigin.y && origin.z == localOrigin.z) continue; if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance) continue; if (origin.x == 0 && origin.y == 0) continue; const Vector3 screenPos = origin.world_to_screen(view_matrix); const Vector3 screenHead = head.world_to_screen(view_matrix); if (screenPos.z >= 0.01f) { const float height = screenPos.y - screenHead.y; const float width = height / 2.4f; float distance = localOrigin.calculate_distance(origin); int roundedDistance = std::round(distance / 10.f); if (config::show_head_tracker) { const uintptr_t gamescene = process->read(pCSPlayerPawn + 0x310); const uintptr_t bonearray = process->read(gamescene + 0x160 + 0x80); const Vector3 headPos = process->read(bonearray + 6 * 32); const Vector3 screenHeadPos = headPos.world_to_screen(view_matrix); render::DrawCircle( g::hdcBuffer, screenHeadPos.x, screenHeadPos.y, width / 5, config::esp_box_color_enemy ); } render::DrawBorderBox( g::hdcBuffer, screenHead.x - width / 2, screenHead.y, width, height, (localTeam == playerTeam ? config::esp_box_color_team : config::esp_box_color_enemy) ); render::DrawBorderBox( g::hdcBuffer, screenHead.x - (width / 2 + 10), screenHead.y + (height * (100 - playerArmor) / 100), 2, height - (height * (100 - playerArmor) / 100), RGB(0, 185, 255) ); 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(), config::esp_name_color, 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; 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 + 20, (std::to_string(playerArmor) + "armor").c_str(), RGB( (255 - playerArmor), (55 + playerArmor * 2), 75 ), 10 ); 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 */ const bool isDefusing = process->read(pCSPlayerPawn + updater::offsets::m_bIsDefusing); const uintptr_t playerMoneyServices = process->read(player + updater::offsets::m_pInGameMoneyServices); const int32_t money = process->read(playerMoneyServices + updater::offsets::m_iAccount); const float flashAlpha = process->read(pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha); const auto clippingWeapon = process->read(pCSPlayerPawn + updater::offsets::m_pClippingWeapon); const auto weaponData = process->read(clippingWeapon + 0x360); const auto weaponNameAddress = process->read(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(), config::esp_distance_color, 10 ); render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 40, (std::to_string(roundedDistance) + "m away").c_str(), config::esp_distance_color, 10 ); render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 50, ("$" + std::to_string(money)).c_str(), RGB(0, 125, 0), 10 ); if (flashAlpha > 100) { render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 60, "Player is flashed", config::esp_distance_color, 10 ); } if (isDefusing) { const std::string defuText = "Player is defusing"; render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 60, defuText.c_str(), config::esp_distance_color, 10 ); } } } } // std::this_thread::sleep_for(std::chrono::milliseconds(1)); } }