#include "reader.hpp" #include #include #include #include "../classes/auto_updater.hpp" #include "../classes/config.hpp" std::map 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(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->AttachProcess("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() { std::lock_guard lock(reader_mutex); if (updater::offsets::dwLocalPlayerController == 0x0) throw std::runtime_error("Offsets have not been correctly set, cannot proceed."); inGame = false; isC4Planted = false; localPlayer = process->read(base_client.base + updater::offsets::dwLocalPlayerController); if (!localPlayer) return; localPlayerPawn = process->read(localPlayer + updater::offsets::m_hPlayerPawn); if (!localPlayerPawn) return; entity_list = process->read(base_client.base + updater::offsets::dwEntityList); localList_entry2 = process->read(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16); 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_vOldOrigin); isC4Planted = process->read(base_client.base + updater::offsets::dwPlantedC4 - 0x8); inGame = true; int playerIndex = 0; std::vector list; CPlayer player; uintptr_t list_entry, list_entry2, playerPawn, playerMoneyServices, clippingWeapon, weaponData, playerNameData; while (true) { playerIndex++; list_entry = process->read(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16); if (!list_entry) break; 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; playerPawn = process->read(player.entity + updater::offsets::m_hPlayerPawn); 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; /* * Unused for now, but for a vis check * * player.spottedState = process->read(player.pCSPlayerPawn + 0x1630); * player.is_spotted = process->read(player.spottedState + 0xC); // bSpottedByMask * player.is_spotted = process->read(player.spottedState + 0x8); // bSpotted */ // Read entity controller from the player pawn uintptr_t handle = process->read(player.pCSPlayerPawn + updater::offsets::m_hController); int index = handle & 0x7FFF; int segment = index >> 9; int entry = index & 0x1FF; uintptr_t controllerListSegment = process->read(entity_list + 0x8 * segment + 0x10); uintptr_t controller = process->read(controllerListSegment + 120 * entry); if (!controller) continue; // Read player name from the controller char buffer[256] = {}; process->read_raw(controller + updater::offsets::m_iszPlayerName, buffer, sizeof(buffer) - 1); buffer[sizeof(buffer) - 1] = '\0'; player.name = buffer; player.gameSceneNode = process->read(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode); player.origin = process->read(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) 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_skeleton_esp) { player.gameSceneNode = process->read(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode); player.boneArray = process->read(player.gameSceneNode + 0x1F0); player.ReadBones(); } if (config::show_head_tracker && !config::show_skeleton_esp) { player.gameSceneNode = process->read(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode); player.boneArray = process->read(player.gameSceneNode + 0x1F0); player.ReadHead(); } if (config::show_extra_flags) { /* * Reading values for extra flags is now separated 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); 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); clippingWeapon = process->read(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon); std::uint64_t firstLevel = process->read(clippingWeapon + 0x10); // First offset weaponData = process->read(firstLevel + 0x20); // Final offset /*weaponData = process->read(clippingWeapon + 0x10); weaponData = process->read(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 player.weapon = "Invalid Weapon Name"; } list.push_back(player); } players.clear(); players.assign(list.begin(), list.end()); } uintptr_t boneAddress; Vector3 bonePosition; int boneIndex; void CPlayer::ReadHead() { boneAddress = boneArray + 6 * 32; bonePosition = g_game.process->read(boneAddress); bones.bonePositions["head"] = g_game.world_to_screen(&bonePosition); } void CPlayer::ReadBones() { for (const auto& entry : boneMap) { const std::string& boneName = entry.first; boneIndex = entry.second; boneAddress = boneArray + boneIndex * 32; bonePosition = g_game.process->read(boneAddress); bones.bonePositions[boneName] = g_game.world_to_screen(&bonePosition); } } 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 }; }