104 lines
4.3 KiB
C++
104 lines
4.3 KiB
C++
#include <thread>
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#include "../memory/memory.hpp"
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#include "classes/globals.hpp"
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#include "../classes/render.hpp"
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#include "../classes/config.hpp"
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namespace hack {
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std::shared_ptr<pProcess> process;
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ProcessModule base_module;
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void loop() {
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const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + config::dwLocalPlayer);
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if (!localPlayer)
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return;
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const int localTeam = process->read<int>(localPlayer + config::m_iTeamNum);
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const view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + config::dwViewMatrix);
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const Vector3 localOrigin = process->read<Vector3>(localPlayer + config::m_vecOrigin);
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const uintptr_t entity_list = process->read<uintptr_t>(base_module.base + config::dwEntityList);
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int playerIndex = 1;
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uintptr_t list_entry;
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/**
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* Loop through all the players in the entity list
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*
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* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
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**/
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while (true) {
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list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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if (!list_entry)
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break;
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const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player) {
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playerIndex++;
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continue;
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}
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const int playerHealth = process->read<int>(player + config::dwPawnHealth);
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if (playerHealth <= 0 || playerHealth > 100) {
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playerIndex++;
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continue;
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}
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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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const int playerTeam = process->read<int>(player + config::m_iTeamNum);
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if (playerTeam == localTeam) {
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playerIndex++;
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continue;
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}
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const std::uint32_t playerPawn = process->read<std::uint32_t>(player + config::dwPlayerPawn);
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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) {
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playerIndex++;
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continue;
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}
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const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!pCSPlayerPawn) {
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playerIndex++;
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continue;
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}
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std::string playerName = "Invalid Name";
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const DWORD64 playerNameAddress = process->read<DWORD64>(player + config::dwSanitizedName);
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if (playerNameAddress) {
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char buf[256];
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process->read_raw(playerNameAddress, buf, sizeof(buf));
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playerName = std::string(buf);
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}
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const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + config::m_vecOrigin);
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const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
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const Vector3 screenPos = origin.world_to_screen(view_matrix);
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const Vector3 screenHead = head.world_to_screen(view_matrix);
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const float height = screenPos.y - screenHead.y;
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const float width = height / 2.4f;
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if (screenPos.z >= 0.01f) {
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const COLORREF boxColor = RGB(175, 75, 75);
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const COLORREF healthBarColor = RGB(255 - playerHealth, 55 + playerHealth * 2, 75);
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render::DrawBorderBox(g::hdcBuffer, screenHead.x - width / 2, screenHead.y, width, height, boxColor);
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render::DrawBorderBox(g::hdcBuffer, screenHead.x - (width / 2 + 5), screenHead.y + (height * (100 - playerHealth) / 100), 2, height - (height * (100 - playerHealth) / 100), healthBarColor);
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render::RenderText(g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y, playerName.c_str(), RGB(75, 75, 175), 10);
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render::RenderText(g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 10, (std::to_string(playerHealth) + "hp").c_str(), healthBarColor, 10);
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}
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playerIndex++;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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