CSS ESP | #1 | |
Anmeldungsdatum: Mai 2008 Beiträge: 1662 Benutzer-Bewertung: 2 positiv
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Hallo, war ja nun länger nicht mehr aktiv, möchte dies aber nun wieder ändern Deswegen fang ich mal da an wo ich vor fast 4 Jahren aufgehört habe (Der eine oder andere kennt mich hoffentlich noch) #include <Windows.h> #include <sstream> #include <iostream> #include <math.h> #include "hackproc.h" #include <vector> #include <algorithm> CHackProcess fProcess; using namespace std; #define F6_Key 0x75 #define RIGHT_MOUSE 0x02 int NumOfPlayers = 32; const DWORD dw_PlayerCountOffs = 0x5D351C; const DWORD Player_Base = 0x539984; const DWORD dw_mTeamOffset = 0x98; const DWORD dw_Health = 0x90; const DWORD dw_Pos = 0x25C; const DWORD EntityPlayer_Base = 0x546204; const DWORD EntityLoopDistance = 0x10; const DWORD dw_m_angRotation = 0x466E8C; RECT m_Rect; HDC HDC_Desktop; HBRUSH EnemyBrush; HFONT Font; const DWORD dw_vMatrix = 0x59185C; const DWORD dw_antiFlick = 0x5916B8; HWND TargetWnd; HWND Handle; DWORD DwProcId; COLORREF SnapLineCOLOR; COLORREF TextCOLOR; typedef struct { float flMatrix [4][4]; }WorldToScreenMatrix_t; float Get3dDistance(float * myCoords, float * enemyCoords) { return sqrt( pow(double(enemyCoords[0] - myCoords[0]), 2.0) + pow(double(enemyCoords[1] - myCoords[1]), 2.0) + pow(double(enemyCoords[2] - myCoords[2]), 2.0)); } void SetupDrawing(HDC hDesktop, HWND handle) { HDC_Desktop =hDesktop; Handle = handle; EnemyBrush = CreateSolidBrush(RGB(255, 0, 0)); SnapLineCOLOR = RGB(0, 255, 0); TextCOLOR = RGB(255, 255, 0); } struct MyPlayer_t { DWORD CLocalPlayer; int Team; int Health; WorldToScreenMatrix_t WorldToScreenMatrix; float Position[3]; int flickerCheck; void ReadInformation() { ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + Player_Base), &CLocalPlayer, sizeof(DWORD), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_mTeamOffset), &Team, sizeof(int), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_Health), &Health, sizeof(int), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_Pos), &Position, sizeof(float[3]), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_PlayerCountOffs), &NumOfPlayers, sizeof(int), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_antiFlick), &flickerCheck, sizeof(int), 0); if(flickerCheck == 0) { ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_vMatrix), &WorldToScreenMatrix, sizeof(WorldToScreenMatrix), 0); } } }MyPlayer; struct PlayerList_t { DWORD CBaseEntity; int Team; int Health; float Position[3]; float AimbotAngle[3]; char Name[39]; void ReadInformation(int Player) { ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + EntityPlayer_Base + (Player * EntityLoopDistance)),&CBaseEntity, sizeof(DWORD), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CBaseEntity + dw_mTeamOffset), &Team, sizeof(int), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CBaseEntity + dw_Health), &Health, sizeof(int), 0); ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CBaseEntity + dw_Pos), &Position, sizeof(float[3]), 0); } }PlayerList[32]; bool WorldToScreen(float * from, float * to) { float w = 0.0f; to[0] = MyPlayer.WorldToScreenMatrix.flMatrix[0][0] * from[0] + MyPlayer.WorldToScreenMatrix.flMatrix[0][1] * from[1] + MyPlayer.WorldToScreenMatrix.flMatrix[0][2] * from[2] + MyPlayer.WorldToScreenMatrix.flMatrix[0][3]; to[1] = MyPlayer.WorldToScreenMatrix.flMatrix[1][0] * from[0] + MyPlayer.WorldToScreenMatrix.flMatrix[1][1] * from[1] + MyPlayer.WorldToScreenMatrix.flMatrix[1][2] * from[2] + MyPlayer.WorldToScreenMatrix.flMatrix[1][3]; w = MyPlayer.WorldToScreenMatrix.flMatrix[3][0] * from[0] + MyPlayer.WorldToScreenMatrix.flMatrix[3][1] * from[1] + MyPlayer.WorldToScreenMatrix.flMatrix[3][2] * from[2] + MyPlayer.WorldToScreenMatrix.flMatrix[3][3]; if(w < 0.01f) return false; float invw = 1.0f / w; to[0] *= invw; to[1] *= invw; int width = (int)(m_Rect.right - m_Rect.left); int height = (int)(m_Rect.bottom - m_Rect.top); float x = width/2; float y = height/2; x += 0.5 * to[0] * width + 0.5; y -= 0.5 * to[1] * height + 0.5; to[0] = x+ m_Rect.left; to[1] = y+ m_Rect.top ; return true; } void DrawFilledRect(int x, int y, int w, int h) { RECT rect = { x, y, x + w, y + h }; FillRect(HDC_Desktop, &rect, EnemyBrush); } void DrawBorderBox(int x, int y, int w, int h, int thickness) { DrawFilledRect(x, y, w, thickness); DrawFilledRect( x, y, thickness, h); DrawFilledRect((x + w), y, thickness, h); DrawFilledRect(x, y + h, w+thickness, thickness); } void DrawLine(float StartX, float StartY, float EndX, float EndY, COLORREF Pen) { int a,b=0; HPEN hOPen; HPEN hNPen = CreatePen(PS_SOLID, 1, Pen); hOPen = (HPEN)SelectObject(HDC_Desktop, hNPen); MoveToEx(HDC_Desktop, StartX, StartY, NULL); a = LineTo(HDC_Desktop, EndX, EndY); DeleteObject(SelectObject(HDC_Desktop, hOPen)); } void DrawString(int x, int y, COLORREF color, const char* text) { SetTextAlign(HDC_Desktop,TA_CENTER|TA_NOUPDATECP); SetBkColor(HDC_Desktop,RGB(0,0,0)); SetBkMode(HDC_Desktop,TRANSPARENT); SetTextColor(HDC_Desktop,color); SelectObject(HDC_Desktop,Font); TextOutA(HDC_Desktop,x,y,text,strlen(text)); DeleteObject(Font); } void DrawESP(int x, int y, float distance) { int width = 18100/distance; int height = 36000/distance; DrawBorderBox(x-(width/2), y-height, width, height, 1); DrawLine((m_Rect.right - m_Rect.left)/2,m_Rect.bottom - m_Rect.top, x, y, SnapLineCOLOR); std::stringstream ss; ss << (int)distance; char * distanceInfo = new char[ss.str().size()+1]; strcpy(distanceInfo, ss.str().c_str()); DrawString(x, y, TextCOLOR, distanceInfo); delete [] distanceInfo; } void ESP() { GetWindowRect(FindWindow(NULL, "Counter-Strike Source"), &m_Rect); for(int i = 0; i < NumOfPlayers; i ++) { PlayerList.ReadInformation(i); if(PlayerList.Health < 2) continue; if(PlayerList.Team == MyPlayer.Team) continue; float EnemyXY[3]; if(WorldToScreen(PlayerList.Position, EnemyXY)) { DrawESP(EnemyXY[0] - m_Rect.left, EnemyXY[1] - m_Rect.top, Get3dDistance(MyPlayer.Position, PlayerList.Position)); } } } int main() { fProcess.RunProcess(); ShowWindow(FindWindowA("ConsoleWindowClass", NULL), false); TargetWnd = FindWindow(0, "Counter-Strike Source"); HDC HDC_Desktop = GetDC(TargetWnd); SetupDrawing(HDC_Desktop, TargetWnd); for(; { MyPlayer.ReadInformation(); ESP(); } return 0; } hackproc.h #pragma once #include <Windows.h> #include <TlHelp32.h> class CHackProcess { public: PROCESSENTRY32 __gameProcess; HANDLE __HandleProcess; HWND __HWNDCss; DWORD __dwordClient; DWORD __dwordEngine; DWORD __dwordOverlay; DWORD __dwordVGui; DWORD __dwordLibCef; DWORD __dwordSteam; DWORD FindProcessName(const char *__ProcessName, PROCESSENTRY32 *pEntry) { PROCESSENTRY32 __ProcessEntry; __ProcessEntry.dwSize = sizeof(PROCESSENTRY32); HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); if (hSnapshot == INVALID_HANDLE_VALUE) return 0; if (!Process32First(hSnapshot, &__ProcessEntry)) { CloseHandle(hSnapshot); return 0; } do{if (!_strcmpi(__ProcessEntry.szExeFile, __ProcessName)) { memcpy((void *)pEntry, (void *)&__ProcessEntry, sizeof(PROCESSENTRY32)); CloseHandle(hSnapshot); return __ProcessEntry.th32ProcessID; }} while (Process32Next(hSnapshot, &__ProcessEntry)); CloseHandle(hSnapshot); return 0; } DWORD getThreadByProcess(DWORD __DwordProcess) { THREADENTRY32 __ThreadEntry; __ThreadEntry.dwSize = sizeof(THREADENTRY32); HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, 0); if (hSnapshot == INVALID_HANDLE_VALUE) return 0; if (!Thread32First(hSnapshot, &__ThreadEntry)) {CloseHandle(hSnapshot); return 0; } do {if (__ThreadEntry.th32OwnerProcessID == __DwordProcess) { CloseHandle(hSnapshot); return __ThreadEntry.th32ThreadID; }} while (Thread32Next(hSnapshot, &__ThreadEntry)); CloseHandle(hSnapshot); return 0; } DWORD GetModuleNamePointer(LPSTR LPSTRModuleName, DWORD __DwordProcessId) { MODULEENTRY32 lpModuleEntry = {0}; HANDLE hSnapShot = CreateToolhelp32Snapshot( TH32CS_SNAPMODULE, __DwordProcessId); if(!hSnapShot) return NULL; lpModuleEntry.dwSize = sizeof(lpModuleEntry); BOOL __RunModule = Module32First( hSnapShot, &lpModuleEntry ); while(__RunModule) { if(!strcmp(lpModuleEntry.szModule, LPSTRModuleName ) ) {CloseHandle( hSnapShot ); return (DWORD)lpModuleEntry.modBaseAddr; } __RunModule = Module32Next( hSnapShot, &lpModuleEntry ); } CloseHandle( hSnapShot ); return NULL; } void runSetDebugPrivs() { HANDLE __HandleProcess=GetCurrentProcess(), __HandleToken; TOKEN_PRIVILEGES priv; LUID __LUID; OpenProcessToken(__HandleProcess, TOKEN_ADJUST_PRIVILEGES, &__HandleToken); LookupPrivilegeValue(0, "seDebugPrivilege", &__LUID); priv.PrivilegeCount = 1; priv.Privileges[0].Luid = __LUID; priv.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED; AdjustTokenPrivileges(__HandleToken, false, &priv, 0, 0, 0); CloseHandle(__HandleToken); CloseHandle(__HandleProcess); } void RunProcess() { runSetDebugPrivs(); while (!FindProcessName("hl2.exe", &__gameProcess)) Sleep(12); while (!(getThreadByProcess(__gameProcess.th32ProcessID))) Sleep(12); __HandleProcess = OpenProcess(PROCESS_ALL_ACCESS, false, __gameProcess.th32ProcessID); while(__dwordClient == 0x0) __dwordClient = GetModuleNamePointer("client.dll", __gameProcess.th32ProcessID); while(__dwordEngine == 0x0) __dwordEngine = GetModuleNamePointer("engine.dll", __gameProcess.th32ProcessID); while(__dwordVGui == 0x0) __dwordVGui = GetModuleNamePointer("vguimatsurface.dll", __gameProcess.th32ProcessID); __HWNDCss = FindWindow(NULL, "Counter-Strike Source"); } }; extern CHackProcess fProcess; Ich weiß gerade nicht inwieweit die Offsets noch aktuell sind, fang die Tage aber damit an selber wieder was zu basteln, so lange viel spaß mit C+P Gruß |
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Dieser Beitrag wurde bewertet von:
Dr_Pepper
(Mo 15. Dez 2014, 15:04)
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