Files
cs2-external-esp/memory-external/hacks/reader.cpp
T
2023-11-05 21:25:51 +01:00

178 lines
6.7 KiB
C++

#include "reader.hpp"
#include <thread>
#include "../classes/auto_updater.hpp"
#include "../classes/config.hpp"
// CC4
uintptr_t CC4::get_planted() {
return g_game.process->read<uintptr_t>(g_game.process->read<uintptr_t>(g_game.base_client.base + updater::offsets::dwPlantedC4));
}
uintptr_t CC4::get_node() {
return g_game.process->read<uintptr_t>(get_planted() + updater::offsets::m_pGameSceneNode);
}
Vector3 CC4::get_origin() {
return g_game.process->read<Vector3>(get_node() + updater::offsets::m_vecAbsOrigin);
}
// CGame
void CGame::init() {
std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
process = std::make_shared<pProcess>();
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<uintptr_t>(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<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayer);
if (!localPlayer) return;
localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
if (!localPlayerPawn) return;
entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
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;
view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
isC4Planted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
inGame = true;
int playerIndex = 0;
std::vector<CPlayer> list;
while (true) {
playerIndex++;
uintptr_t list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
if (!list_entry) break;
CPlayer player;
player.entity = process->read<uintptr_t>(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<int>(player.entity + updater::offsets::m_iTeamNum);
if (config::team_esp && (player.team == localTeam)) continue;
const std::uint32_t playerPawn = process->read<std::uint32_t>(player.entity + updater::offsets::m_hPlayerPawn);
const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
if (!list_entry2) continue;
player.pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
if (!player.pCSPlayerPawn) continue;
player.health = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_iHealth);
player.armor = process->read<int>(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<Vector3>(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;
const uintptr_t gamescene = process->read<uint64_t>(player.pCSPlayerPawn + 0x310);
const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
player.skull = process->read<Vector3>(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<bool>(player.pCSPlayerPawn + updater::offsets::m_bIsDefusing);
const uintptr_t playerMoneyServices = process->read<uintptr_t>(player.entity + updater::offsets::m_pInGameMoneyServices);
player.money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
player.flashAlpha = process->read<float>(player.pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
const auto clippingWeapon = process->read<std::uint64_t>(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
const auto weaponData = process->read<std::uint64_t>(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<DWORD64>(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 };
}