#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_module; void loop() { const uintptr_t localPlayer = process->read(base_module.base + config::dwLocalPlayer); if (!localPlayer) return; const int localTeam = process->read(localPlayer + config::m_iTeamNum); const view_matrix_t view_matrix = process->read(base_module.base + config::dwViewMatrix); const Vector3 localOrigin = process->read(localPlayer + config::m_vecOrigin); const uintptr_t entity_list = process->read(base_module.base + config::dwEntityList); int playerIndex = 1; 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) { 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) { playerIndex++; continue; } const int playerHealth = process->read(player + config::dwPawnHealth); if (playerHealth <= 0 || playerHealth > 100) { playerIndex++; 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 + config::m_iTeamNum); if (playerTeam == localTeam) { playerIndex++; continue; } const std::uint32_t playerPawn = process->read(player + config::dwPlayerPawn); const uintptr_t list_entry2 = process->read(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16); if (!list_entry2) { playerIndex++; continue; } const uintptr_t pCSPlayerPawn = process->read(list_entry2 + 120 * (playerPawn & 0x1FF)); if (!pCSPlayerPawn) { playerIndex++; continue; } std::string playerName = "Invalid Name"; const DWORD64 playerNameAddress = process->read(player + config::dwSanitizedName); if (playerNameAddress) { char buf[256]; process->read_raw(playerNameAddress, buf, sizeof(buf)); playerName = std::string(buf); } const Vector3 origin = process->read(pCSPlayerPawn + config::m_vecOrigin); const Vector3 head = { origin.x, origin.y, origin.z + 75.f }; const Vector3 screenPos = origin.world_to_screen(view_matrix); const Vector3 screenHead = head.world_to_screen(view_matrix); const float height = screenPos.y - screenHead.y; const float width = height / 2.4f; if (screenPos.z >= 0.01f) { const COLORREF boxColor = RGB(175, 75, 75); const COLORREF healthBarColor = RGB(255 - playerHealth, 55 + playerHealth * 2, 75); render::DrawBorderBox(g::hdcBuffer, screenHead.x - width / 2, screenHead.y, width, height, boxColor); render::DrawBorderBox(g::hdcBuffer, screenHead.x - (width / 2 + 5), screenHead.y + (height * (100 - playerHealth) / 100), 2, height - (height * (100 - playerHealth) / 100), healthBarColor); render::RenderText(g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y, playerName.c_str(), RGB(75, 75, 175), 10); render::RenderText(g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 10, (std::to_string(playerHealth) + "hp").c_str(), healthBarColor, 10); } playerIndex++; } std::this_thread::sleep_for(std::chrono::milliseconds(1)); } }