External Overlay Interface Downloads › Sourcecode Category: Sourcecode Developer: reactiioN' Uploaded by: System Uploaded at: Fri 7. Aug 2015, 15:31 System: Windows Download (11.56 KB) VirusTotal Result: 0/56 Download (11.56 KB) Description Problems or Questions regarding the hack?Take a look at our FAQ To use this overlay you need Visual Studio 2013 or higher or another IDE which supports C++ 11/15.Supported overlay functions:interface baseddirectX 9 overlayrender function callbackSupported surface functions:bordered boxoutlined bordered boxrect angleoutlined rect anglelinestringAll you need is in your thread/main one pointer to the overlay. With that pointer we will prepare our fonts, register callback functions, calling the render thread and release everything at the end.CPP Code:auto &pOverlay = Overlay::IOverlay::GetInstance( );pOverlay = std::make_shared< Overlay::CD3D9Overlay >( ); // Since we have a pointer to the overlay we can now prepare some fonts which// we wanna use later in our projectpOverlay->GetSurface( )->PrepareFont( "Default", "Arial", 14, FW_BOLD, 0, 0, FALSE ); // After we prepared our fonts, we're going to create the overlay. All we need here is// the target window title. The overlay window title/class gets randomizedif( pOverlay->Create( "Counter-Strike: Global Offensive" ) ){ // before we start our render procedure we register our needed callback function(s) // which the overlay draws only when the game is the current foreground window}Now we have to options to add some functions in our callback. The first one is create a new function and pass it. The function need the following parameters:CPP Code:void TestCallbackFunction( Overlay::IOverlay *thisptr, std::shared_ptr< Overlay::ISurface > pSurface ){ g_pGui->Render( ); pSurface->String( 5, 5, "Default", 0xFFFFFFFF, "Hello from test callback" );}Last but not least: call the render function while the function returns true. After that, shutdown the overlay and exit your application.CPP Code:auto &pOverlay = Overlay::IOverlay::GetInstance( );pOverlay = std::make_shared< Overlay::CD3D9Overlay >( ); // Since we have a pointer to the overlay we can now prepare some fonts which// we wanna use later in our projectpOverlay->GetSurface( )->PrepareFont( "Default", "Arial", 14, FW_BOLD, 0, 0, FALSE ); // After we prepared our fonts, we're going to create the overlay. All we need here is// the target window title. The overlay window title/class gets randomizedif( pOverlay->Create( "Counter-Strike: Global Offensive" ) ){ // before we start our render procedure we register our needed callback function(s) // which the overlay draws only when the game is the current foreground window pOverlay->AddToCallback( TestCallbackFunction ); // Lambda method auto LambdaCallbackFunction = []( Overlay::IOverlay *thisptr, std::shared_ptr< Overlay::ISurface > pSurface ) { pSurface->String( 5, 20, Overlay::Color( 255, 255, 255 ), "Hello from lambda callback" ); }; pOverlay->AddToCallback( LambdaCallbackFunction ); while( pOverlay->Render( ) ) std::this_thread::sleep_for( std::chrono::milliseconds( 1 ) ); pOverlay->Shutdown( );}In your gui/esp you can draw via the IOverlay::GetInstance( )->GetSurface( ) function if you setuped the overlay as I wrote it in the tutorial above this sentence. Download External Overlay Interface