Join Date: Jun 2011
Posts: 490
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Hallo Leute, hab meinen Externen Aimbot nochmal komplett recoded und er läuft auch an sich nicht schlecht(auch wenn ich noch nciht viele Features iengebaut hab, aber das kommt wenn er mal läuft ), nur das Problem ist, dass er die For-Schleife in der main einmal bis Index 32 durchgeht, bis dahin auch aimt, danach die Schleife zwar von neu durchgeht, aber nicht mehr aimt, obwohl WriteProcessMemory noch gecalled wird... Hier mal ein Teil Code, der komplette kommt zum Schluss als DL : CPP Code: #include "StdAfx.h" #include <Windows.h> #include "PlayerStructs.h" #include "GlobaleVariablen.h" #include <tlhelp32.h> #include <iostream> DWORD GetModuleBase(const DWORD dwProcessId, const char *szModuleName) { #ifdef _GMBE_CHECK_PARAMS_ if (!dwProcessID) || (!szModuleName) return 0; #endif HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, dwProcessId); if (!hSnap) return 0; MODULEENTRY32 me; me.dwSize = sizeof(MODULEENTRY32); DWORD dwReturn = 0; if (Module32First(hSnap, &me)) { while (Module32Next(hSnap, &me)) { if (lstrcmpi(me.szModule, szModuleName) == 0) { dwReturn = (DWORD)me.modBaseAddr; break; } } } CloseHandle(hSnap); return dwReturn; } void InitializeModulesAndSetup() { hProcess = OpenProcess(PROCESS_ALL_ACCESS, false, dwProcessId); while(dwClientDLL == 0x0) { dwClientDLL = GetModuleBase(dwProcessId, "client.dll"); } while(dwEngineDLL == 0x0); { dwEngineDLL = GetModuleBase(dwProcessId, "engine.dll"); } while(dwOverlayDLL == 0x0) { dwOverlayDLL = GetModuleBase(dwProcessId, "GameOverlayRenderer.dll"); } while(dwVGuiDLL == 0x0) { dwVGuiDLL = GetModuleBase(dwProcessId, "vguimatsurface.dll"); } } void World2Screen(void) { if( TargetChanged == TRUE ) { Players[iTargetID].Vectors.fAbsOrigin[2] = Players[iTargetID].Vectors.fAbsOrigin[2] + 0.5; Players[iTargetID].Vectors.fAbsOrigin[1] = Players[iTargetID].Vectors.fAbsOrigin[1] - 0.5; } fDelta[0] = LocalPlayer.Vectors.fAbsOrigin[0] - Players[iTargetID].Vectors.fAbsOrigin[0]; fDelta[1] = LocalPlayer.Vectors.fAbsOrigin[1] - Players[iTargetID].Vectors.fAbsOrigin[1]; fDelta[2] = LocalPlayer.Vectors.fAbsOrigin[2] - Players[iTargetID].Vectors.fAbsOrigin[2]; fHyp = sqrt(fDelta[0]*fDelta[0] + fDelta[1]*fDelta[1] + fDelta[2]*fDelta[2]); fAimbotAngles[0] = (float) (atanf(fDelta[2]/fHyp) * 57.295779513082f); fAimbotAngles[1] = (float) (atanf(fDelta[1]/fDelta[0]) * 57.295779513082f); fAimbotAngles[2] = 0.0f; if(fDelta[0] >= 0.0f) { fAimbotAngles[1] += 180.0f; } } float GetDistance( int iLoop ) { float fDeltaX = Players[iLoop].Vectors.fAbsOrigin[0] - LocalPlayer.Vectors.fAbsOrigin[0]; float fDeltaY = Players[iLoop].Vectors.fAbsOrigin[1] - LocalPlayer.Vectors.fAbsOrigin[1]; float fDeltaZ = Players[iLoop].Vectors.fAbsOrigin[2] - LocalPlayer.Vectors.fAbsOrigin[2]; return (float)( sqrt( ( fDeltaX * fDeltaX ) + ( fDeltaY * fDeltaY ) + ( fDeltaZ * fDeltaZ ) ) ); } void GetBestTarget(void) { for(int iLoop = 1; iLoop <= 32; iLoop++) { if(iLoop == 1) { iTargetID = iLoop; } if ( Players[iLoop].Integers.iHealth > 0 && Players[iLoop].Integers.iHealth <= 100 ) { if ( LocalPlayer.Integers.iTeam != Players[iLoop].Integers.iTeam) { if(GetDistance(iLoop) < GetDistance(iTargetID)) { iTargetID = iLoop; TargetChanged = TRUE; } if (GetDistance(iLoop) > GetDistance(iTargetID)) { TargetChanged = FALSE; } } } } } int main() { hwnd = FindWindow (NULL, "Counter-Strike Source"); Sleep(300); GetWindowThreadProcessId (hwnd, &dwProcessId); Sleep(300); hProcess = OpenProcess (PROCESS_ALL_ACCESS, 0, dwProcessId); Sleep(300); dwClientDLL = GetModuleBase(dwProcessId, "client.dll"); Sleep(200); dwEngineDLL = GetModuleBase(dwProcessId, "engine.dll"); Sleep(200); std::cout << dwEngineDLL << " : " << dwClientDLL << std::endl; for(iIndex = 0; iIndex <= 32; iIndex++) { ReadProcessMemory(hProcess, (LPCVOID)(dwClientDLL + 0x733C78 ), &Players[iIndex].RadarBase, 4, 0); } ReadProcessMemory(hProcess, (LPCVOID) ( dwEngineDLL + 0x3C9074), &LocalPlayer.NameBase, 4 ,0); while(HackAktiv == TRUE) { for(iIndex = 0; iIndex <= 32; iIndex++) { fAimbotAngles[0] = 0.0f; fAimbotAngles[1] = 0.0f; fAimbotAngles[2] = 0.0f; LocalPlayer.Vectors.fAbsOrigin[0] = 0.0f; LocalPlayer.Vectors.fAbsOrigin[1] = 0.0f; LocalPlayer.Vectors.fAbsOrigin[2] = 0.0f; LocalPlayer.Integers.iTeam = 0; LocalPlayer.Vectors.fEyeAngles[0] = 0.0f; LocalPlayer.Vectors.fEyeAngles[1] = 0.0f; LocalPlayer.Vectors.fEyeAngles[2] = 0.0f; Players[iIndex].Vectors.fAbsOrigin[0] = 0.0f; Players[iIndex].Vectors.fAbsOrigin[1] = 0.0f; Players[iIndex].Vectors.fAbsOrigin[2] = 0.0f; ReadProcessMemory(hProcess, (LPCVOID)(dwEngineDLL + 0x3C09B8 ), &LocalPlayer.Vectors.fAbsOrigin, 12, 0); ReadProcessMemory(hProcess, (LPCVOID)(dwEngineDLL + 0x3EA964 ), &LocalPlayer.Vectors.fEyeAngles, 12, 0); ReadProcessMemory(hProcess, (LPCVOID)(LocalPlayer.NameBase ), LocalPlayer.Strings.cName, 31 ,0); ReadProcessMemory(hProcess, (LPCVOID)( dwClientDLL + 0x71212C), &dwTemp, 4, 0); dwTemp += 0xC; ReadProcessMemory(hProcess, (LPCVOID)( dwTemp), &dwTemp, 4, 0); dwTemp += 0x10; ReadProcessMemory(hProcess, (LPCVOID)( dwTemp), &dwTemp, 4, 0); dwTemp += 0x6E8; ReadProcessMemory(hProcess, (LPCVOID)( dwTemp), &LocalPlayer.Integers.iTeam, 4, 0); ReadProcessMemory(hProcess, (LPVOID)( Players[iIndex].RadarBase + (iIndex * 0x140 + 0x60 ) ), &Players[iIndex].Vectors.fAbsOrigin, 12, 0); ReadProcessMemory(hProcess, (LPVOID)( Players[iIndex].RadarBase + (iIndex * 0x140 + 0x5C ) ), &Players[iIndex].Integers.iHealth, 4, 0); ReadProcessMemory(hProcess, (LPVOID)( Players[iIndex].RadarBase + (iIndex * 0x140 + 0x38 ) ), &Players[iIndex].Strings.cName, 31, 0); ReadProcessMemory(hProcess, (LPVOID)( Players[iIndex].RadarBase + (iIndex * 0x140 + 0x58 ) ), &Players[iIndex].Integers.iTeam, 4, 0); Sleep(200); std::cout << " Gegner : " << Players[iTargetID].Strings.cName << std::endl; std::cout << " iIndex : " << iIndex << std::endl; GetBestTarget(); World2Screen(); if (GetAsyncKeyState (VK_SPACE)) { WriteProcessMemory(hProcess, (LPVOID)(dwEngineDLL + 0x3EA964), &fAimbotAngles, 12, 0); Sleep(1); } iTargetID = 0; Sleep(20); } } }
Wenn mir jemand helfen kann, wäre das sehr nett Danke im Vorraus Manta PS: Hier der Link für den Kompletten Quellcode : Only registered and activated users can see links.
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