173 lines
6.6 KiB
C++
173 lines
6.6 KiB
C++
#include "reader.hpp"
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#include <thread>
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#include "../classes/auto_updater.hpp"
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#include "../classes/config.hpp"
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// CC4
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uintptr_t CC4::get_planted() {
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return g_game.process->read<uintptr_t>(g_game.process->read<uintptr_t>(g_game.base_client.base + updater::offsets::dwPlantedC4));
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}
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uintptr_t CC4::get_node() {
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return g_game.process->read<uintptr_t>(get_planted() + updater::offsets::m_pGameSceneNode);
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}
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Vector3 CC4::get_origin() {
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return g_game.process->read<Vector3>(get_node() + updater::offsets::m_vecAbsOrigin);
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}
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// CGame
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void CGame::init() {
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std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
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process = std::make_shared<pProcess>();
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while (!process->AttachProcessHj("cs2.exe"))
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std::this_thread::sleep_for(std::chrono::seconds(1));
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std::cout << "[cs2] Attached to cs2.exe\n" << std::endl;
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do {
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base_client = process->GetModule("client.dll");
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base_engine = process->GetModule("engine2.dll");
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if (base_client.base == 0 || base_engine.base == 0) {
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std::this_thread::sleep_for(std::chrono::seconds(1));
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std::cout << "[cs2] Failed to find module client.dll/engine2.dll, waiting for the game to load it..." << std::endl;
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}
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} while (base_client.base == 0 || base_engine.base == 0);
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GetClientRect(g_game.process->hwnd_, &game_bounds);
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buildNumber = process->read<uintptr_t>(base_engine.base + updater::offsets::dwBuildNumber);
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}
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void CGame::loop() {
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inGame = false;
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isC4Planted = false;
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localPlayer = process->read<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayer);
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if (!localPlayer) return;
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localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
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if (!localPlayerPawn) return;
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entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
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const uintptr_t localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
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const uintptr_t localpCSPlayerPawn = process->read<uintptr_t>(localList_entry2 + 120 * (localPlayerPawn & 0x1FF));
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if (!localpCSPlayerPawn) return;
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view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
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localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
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localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
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isC4Planted = process->read<bool>(g_game.base_client.base + updater::offsets::dwPlantedC4 - 0x8);
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inGame = true;
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int playerIndex = 0;
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std::vector<CPlayer> list;
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while (true) {
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playerIndex++;
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uintptr_t list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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if (!list_entry) break;
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CPlayer player;
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player.entity = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player.entity) continue;
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/**
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* Skip rendering your own character and teammates
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*
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* If you really want you can exclude your own character from the check but
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* since you are in the same team as yourself it will be excluded anyway
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**/
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player.team = process->read<int>(player.entity + updater::offsets::m_iTeamNum);
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if (config::team_esp && (player.team == localTeam)) continue;
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const std::uint32_t playerPawn = process->read<std::uint32_t>(player.entity + updater::offsets::m_hPlayerPawn);
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const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
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if (!list_entry2) continue;
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player.pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!player.pCSPlayerPawn) continue;
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player.health = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_iHealth);
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player.armor = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_ArmorValue);
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if (player.health <= 0 || player.health > 100) continue;
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if (config::team_esp && (player.pCSPlayerPawn == localPlayer)) continue;
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player.name = read_string(player.entity + updater::offsets::m_sSanitizedPlayerName);
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player.origin = process->read<Vector3>(player.pCSPlayerPawn + updater::offsets::m_vecOrigin);
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player.head = { player.origin.x, player.origin.y, player.origin.z + 75.f };
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if (player.origin.x == localOrigin.x && player.origin.y == localOrigin.y && player.origin.z == localOrigin.z)
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continue;
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if (config::render_distance != -1 && (localOrigin - player.origin).length2d() > config::render_distance) continue;
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if (player.origin.x == 0 && player.origin.y == 0) continue;
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const uintptr_t gamescene = process->read<uint64_t>(player.pCSPlayerPawn + 0x310);
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const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
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player.skull = process->read<Vector3>(bonearray + 6 * 32);
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if (config::show_extra_flags) {
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/*
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* Reading values for extra flags is now seperated from the other reads
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* This removes unnecessary memory reads, improving performance when not showing extra flags
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*/
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player.is_defusing = process->read<bool>(player.pCSPlayerPawn + updater::offsets::m_bIsDefusing);
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const uintptr_t playerMoneyServices = process->read<uintptr_t>(player.entity + updater::offsets::m_pInGameMoneyServices);
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player.money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
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player.flashAlpha = process->read<float>(player.pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
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const auto clippingWeapon = process->read<std::uint64_t>(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
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const auto weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
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std::string weaponName = read_string(weaponData + updater::offsets::m_szName);
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if (weaponName.compare(0, 7, "weapon_") == 0)
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player.weapon = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix
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else
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player.weapon = "Invalid Weapon Name";
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}
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list.push_back(player);
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}
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players.clear();
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players.assign(list.begin(), list.end());
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}
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std::string CGame::read_string(uintptr_t addr) {
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const DWORD64 address = g_game.process->read<DWORD64>(addr);
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if (address) {
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char buffer[256];
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process->read_raw(address, buffer, sizeof(buffer));
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return std::string(buffer);
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}
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return "invalid";
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}
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Vector3 CGame::world_to_screen(Vector3* v) {
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float _x = view_matrix[0][0] * v->x + view_matrix[0][1] * v->y + view_matrix[0][2] * v->z + view_matrix[0][3];
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float _y = view_matrix[1][0] * v->x + view_matrix[1][1] * v->y + view_matrix[1][2] * v->z + view_matrix[1][3];
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float w = view_matrix[3][0] * v->x + view_matrix[3][1] * v->y + view_matrix[3][2] * v->z + view_matrix[3][3];
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float inv_w = 1.f / w;
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_x *= inv_w;
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_y *= inv_w;
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float x = game_bounds.right * .5f;
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float y = game_bounds.bottom * .5f;
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x += 0.5f * _x * game_bounds.right + 0.5f;
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y -= 0.5f * _y * game_bounds.bottom + 0.5f;
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return { x, y, w };
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}
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