Files
cs2-external-esp/memory-external/hacks/hack.hpp
T
IMXNOOBX 889cee1aa0 Reviewed #30 pull request
- Added customizable colors in the configuration
- Cleaned code just a bit
- Updated offsets to the latest game version

Thnaks @ifBars for great ideas in with his pull request
2023-10-12 12:50:49 +02:00

222 lines
6.2 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_module;
//const float pi = 3.14159265358979323846f;
void loop() {
const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + updater::offsets::dwLocalPlayer);
if (!localPlayer)
return;
const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
const view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + updater::offsets::dwViewMatrix);
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
const uintptr_t entity_list = process->read<uintptr_t>(base_module.base + updater::offsets::dwEntityList);
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;
const int playerHealth = process->read<int>(player + updater::offsets::dwPawnHealth);
const int playerArmor = process->read<int>(player + updater::offsets::m_iPawnArmor);
if (playerHealth <= 0 || playerHealth > 100)
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::dwPlayerPawn);
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;
if (config::team_esp && (pCSPlayerPawn == localPlayer))
continue;
std::string playerName = "Invalid Name";
const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::dwSanitizedName);
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 };
const Vector3 head2 = { origin.x + 10, origin.y + 10, origin.z + 75.f };
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance)
continue;
if ((localOrigin - origin).length2d() < 5)
continue;
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;
const float head_height = (screenPos.y - screenHead.y) / 8;
const float head_width = (height / 2.4f) / 4;
if (screenPos.z >= 0.01f) {
float distance = localOrigin.calculate_distance(origin);
int roundedDistance = std::round(distance / 10);
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 + 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
);
if (config::show_extra_flags)
{
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 21,
(std::to_string(playerArmor) + "armor").c_str(),
RGB(
(255 - playerArmor),
(55 + playerArmor * 2),
75
),
10
);
render::RenderText(
g::hdcBuffer,
screenHead.x + (width / 2 + 5),
screenHead.y + 32,
(std::to_string(roundedDistance) + "m away").c_str(),
config::esp_distance_color,
10
);
}
/**
* Great idea by @ifBars that will be implemented later on
*/
/*
if (config::head_tracker)
{
if (roundedDistance > 35)
{
render::DrawFilledBox(
g::hdcBuffer,
screenHead.x - (head_width / 2),
(screenHead.y + 10 - (roundedDistance / 80)) - (head_height / 2),
head_width,
head_height,
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
);
}
else if (roundedDistance > 5)
{
render::DrawFilledBox(
g::hdcBuffer,
screenHead.x - (head_width / 2),
screenHead.y + 25 - (head_height / 2),
head_width,
head_height,
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
);
}
}
*/
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}