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CSS ESP


icon CSS ESP #1

Anmeldungsdatum: Mai 2008

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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)

Spoiler



#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
Spoiler


#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)
icon #2

Anmeldungsdatum: Dez 2014

Beiträge: 4

haste bock was zusammen zu machen