#include "reader.hpp" #include #include "../classes/auto_updater.hpp" #include "../classes/config.hpp" // CC4 uintptr_t CC4::get_planted() { return g_game.process->read(g_game.process->read(g_game.base_client.base + updater::offsets::dwPlantedC4)); } uintptr_t CC4::get_node() { return g_game.process->read(get_planted() + updater::offsets::m_pGameSceneNode); } Vector3 CC4::get_origin() { return g_game.process->read(get_node() + updater::offsets::m_vecAbsOrigin); } // CGame void CGame::init() { std::cout << "[cs2] Waiting for cs2.exe..." << std::endl; process = std::make_shared(); while (!process->AttachProcessHj("cs2.exe")) std::this_thread::sleep_for(std::chrono::seconds(1)); std::cout << "[cs2] Attached to cs2.exe\n" << std::endl; do { base_client = process->GetModule("client.dll"); base_engine = process->GetModule("engine2.dll"); if (base_client.base == 0 || base_engine.base == 0) { std::this_thread::sleep_for(std::chrono::seconds(1)); std::cout << "[cs2] Failed to find module client.dll/engine2.dll, waiting for the game to load it..." << std::endl; } } while (base_client.base == 0 || base_engine.base == 0); GetClientRect(process->hwnd_, &game_bounds); buildNumber = process->read(base_engine.base + updater::offsets::dwBuildNumber); } void CGame::close() { std::cout << "[cs2] Deatachig from process" << std::endl; process->Close(); } void CGame::loop() { inGame = false; isC4Planted = false; localPlayer = process->read(base_client.base + updater::offsets::dwLocalPlayer); if (!localPlayer) return; localPlayerPawn = process->read(localPlayer + updater::offsets::m_hPlayerPawn); if (!localPlayerPawn) return; entity_list = process->read(base_client.base + updater::offsets::dwEntityList); 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; view_matrix = process->read(base_client.base + updater::offsets::dwViewMatrix); localTeam = process->read(localPlayer + updater::offsets::m_iTeamNum); localOrigin = process->read(localpCSPlayerPawn + updater::offsets::m_vecOrigin); isC4Planted = process->read(base_client.base + updater::offsets::dwPlantedC4 - 0x8); inGame = true; int playerIndex = 0; std::vector list; while (true) { playerIndex++; uintptr_t list_entry = process->read(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16); if (!list_entry) break; CPlayer player; player.entity = process->read(list_entry + 120 * (playerIndex & 0x1FF)); if (!player.entity) 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 **/ player.team = process->read(player.entity + updater::offsets::m_iTeamNum); if (config::team_esp && (player.team == localTeam)) continue; const std::uint32_t playerPawn = process->read(player.entity + updater::offsets::m_hPlayerPawn); const uintptr_t list_entry2 = process->read(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16); if (!list_entry2) continue; player.pCSPlayerPawn = process->read(list_entry2 + 120 * (playerPawn & 0x1FF)); if (!player.pCSPlayerPawn) continue; player.health = process->read(player.pCSPlayerPawn + updater::offsets::m_iHealth); player.armor = process->read(player.pCSPlayerPawn + updater::offsets::m_ArmorValue); if (player.health <= 0 || player.health > 100) continue; if (config::team_esp && (player.pCSPlayerPawn == localPlayer)) continue; player.name = read_string(player.entity + updater::offsets::m_sSanitizedPlayerName); player.origin = process->read(player.pCSPlayerPawn + updater::offsets::m_vecOrigin); 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) continue; 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(player.pCSPlayerPawn + 0x310); const uintptr_t bonearray = process->read(gamescene + 0x160 + 0x80); player.skull = process->read(bonearray + 6 * 32); } 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 */ player.is_defusing = process->read(player.pCSPlayerPawn + updater::offsets::m_bIsDefusing); const uintptr_t playerMoneyServices = process->read(player.entity + updater::offsets::m_pInGameMoneyServices); player.money = process->read(playerMoneyServices + updater::offsets::m_iAccount); player.flashAlpha = process->read(player.pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha); const auto clippingWeapon = process->read(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon); const auto weaponData = process->read(clippingWeapon + 0x360); std::string weaponName = read_string(weaponData + updater::offsets::m_szName); if (weaponName.compare(0, 7, "weapon_") == 0) player.weapon = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix else player.weapon = "Invalid Weapon Name"; } list.push_back(player); } players.clear(); players.assign(list.begin(), list.end()); } std::string CGame::read_string(uintptr_t addr) { const DWORD64 address = process->read(addr); if (address) { char buffer[256]; process->read_raw(address, buffer, sizeof(buffer)); return std::string(buffer); } return "invalid"; } Vector3 CGame::world_to_screen(Vector3* v) { float _x = view_matrix[0][0] * v->x + view_matrix[0][1] * v->y + view_matrix[0][2] * v->z + view_matrix[0][3]; float _y = view_matrix[1][0] * v->x + view_matrix[1][1] * v->y + view_matrix[1][2] * v->z + view_matrix[1][3]; float w = view_matrix[3][0] * v->x + view_matrix[3][1] * v->y + view_matrix[3][2] * v->z + view_matrix[3][3]; float inv_w = 1.f / w; _x *= inv_w; _y *= inv_w; float x = game_bounds.right * .5f; float y = game_bounds.bottom * .5f; x += 0.5f * _x * game_bounds.right + 0.5f; y -= 0.5f * _y * game_bounds.bottom + 0.5f; return { x, y, w }; }