Files
cs2-external-esp/memory-external/hacks/hack.hpp
T

304 lines
9.1 KiB
C++

#include <thread>
#include <cmath>
#include "../memory/memory.hpp"
#include "../classes/globals.hpp"
#include "../classes/render.hpp"
#include "../classes/config.hpp"
namespace hack {
std::shared_ptr<pProcess> process;
ProcessModule base_client;
ProcessModule base_engine;
void loop() {
const view_matrix_t view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
const uintptr_t entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
const uintptr_t localPlayer = process->read<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayer);
if (!localPlayer)
return;
const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
const std::uint32_t localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
if (!localPlayerPawn)
return;
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));
if (!localpCSPlayerPawn)
return;
const Vector3 localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
bool c4IsPlanted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
if (c4IsPlanted)
{
const uintptr_t planted_c4 = process->read<uintptr_t>(process->read<uintptr_t>(base_client.base + updater::offsets::dwPlantedC4));
const uintptr_t c4Node = process->read<uintptr_t>(planted_c4 + updater::offsets::m_pGameSceneNode);
const Vector3 c4Origin = process->read<Vector3>(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<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
if (!list_entry)
break;
const uintptr_t player = process->read<uintptr_t>(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<int>(player + updater::offsets::m_iTeamNum);
if (config::team_esp && (playerTeam == localTeam))
continue;
const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::m_hPlayerPawn);
const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
if (!list_entry2)
continue;
const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
if (!pCSPlayerPawn)
continue;
const int playerHealth = process->read<int>(pCSPlayerPawn + updater::offsets::m_iHealth);
const int playerArmor = process->read<int>(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<DWORD64>(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<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance)
continue;
if (origin.x == 0 && origin.y == 0 && origin.z == 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;
const float head_height = (screenPos.y - screenHead.y) / 8;
const float head_width = (height / 2.4f) / 4;
float distance = localOrigin.calculate_distance(origin);
int roundedDistance = std::round(distance / 10.f);
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<bool>(pCSPlayerPawn + updater::offsets::m_bIsDefusing);
const uintptr_t playerMoneyServices = process->read<uintptr_t>(player + updater::offsets::m_pInGameMoneyServices);
const int32_t money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
const float flashAlpha = process->read<float>(pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
const auto clippingWeapon = process->read<std::uint64_t>(pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
const auto weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
const auto weaponNameAddress = process->read<std::uint64_t>(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));
}
}