OldSchoolHack

Registrieren / Anmelden Deutsch

Benutzersuche: Mononoke123

Such-Informationen
Mononoke123
Themen im Forum
Thema Forum Letzter Beitrag Beiträge Zugriffe
icon

Go to first new post Wunschtutorial (Multi-page thread 1 2 3 4 5 ... Letzte Seite) Erstellt am: Mi 13. Feb 2008, 17:46

KN4CK3R

preview Vorschau

Go To Post

Wie wers mit Wie mache ich ein Wireframe hack mit Vb 8 für Css Das brauche ich jetze
Tutorials

Di 22. Mai 2012, 17:55

von xst Go to last post
126 14206
icon

Go to first new post Wunschtutorial (Multi-page thread 1 2 3 4 5 ... Letzte Seite) Erstellt am: Mi 13. Feb 2008, 17:46

KN4CK3R

preview Vorschau

Go To Post

Ok, Ich downloade mal C++
Tutorials

Di 22. Mai 2012, 17:55

von xst Go to last post
126 14206
icon

Go to first new post [Release] Infinium CS:S Public V1 Erstellt am: Di 22. Dez 2009, 10:43

KN4CK3R

preview Vorschau

Go To Post

Der hack Workt noch Fine!
Counter-Strike: Source

So 23. Mai 2010, 20:50

von Empor Go to last post
10 4009
icon

Go to first new post [Release] Infinium CS:S Public V1 Erstellt am: Di 22. Dez 2009, 10:43

KN4CK3R

preview Vorschau

Go To Post

Nice Hack!

Die Models sehr Gut!
Counter-Strike: Source

So 23. Mai 2010, 20:50

von Empor Go to last post
10 4009
icon

Go to first new post Tic Tac Toe :) Erstellt am: Mo 21. Dez 2009, 16:58

Mononoke123

preview Vorschau

Go To Post

lol,
Projekte

Do 8. Apr 2010, 16:00

von KN4CK3R Go to last post
5 909
icon

Go to first new post Tic Tac Toe :) Erstellt am: Mo 21. Dez 2009, 16:58

Mononoke123

preview Vorschau

Go To Post

Hallo,

ich habe gestern ein Tic Tac Toe spiel Geschrieben und dachte ich werde das mal Uppen

Wer Code will einfach PM!

Da steht Powerd by laser122 ja das bin ich anderer name in anderen Foren!

Link: http://rapidshare.com/files/323969632/3._Tic_Tac_Toe.rar.html

VirusTotal: http://www.virustotal.com/de/analisis/7150b1adb90b4eb340955a1a9ebcd8ef16e34df631668c6ea144c7b8717681a5-1261410923
Projekte

Do 8. Apr 2010, 16:00

von KN4CK3R Go to last post
5 909
icon

Go to first new post GameHacking Tutorial Part 07 (Multi-page thread 1 2) Erstellt am: So 14. Okt 2007, 04:28

KN4CK3R

preview Vorschau

Go To Post

Danke,Sehr Hilfreich
Tutorials

Do 25. Feb 2010, 15:34

von XoThek Go to last post
31 8879
icon

Go to first new post xInstanthook Erstellt am: Di 13. Okt 2009, 17:22

E D E L H u R E

preview Vorschau

Go To Post

Nicht sehr Gut Bearbeitet und die Musik ist net sehr passent
Counter-Strike 1.6

So 24. Jan 2010, 16:56

von riaN. Go to last post
3 668
icon

Go to first new post Benötige Eure Hilfe : Graka Erstellt am: Sa 26. Dez 2009, 11:01

E D E L H u R E

preview Vorschau

Go To Post

Naja ich musste dein geschriebenes 3 Mal lesen bis ich es gecheckt habe was du willst aber Hier:

http://www.pixmania.com/de/de/4129647/art/pixmania/radeon-hd-5770-1-gb-gddr5.html?srcid=147&mctag=gu_goog_785&gclid=CKemydqx9J4CFQWIzAodw1WCMg

Billiger

oder:

http://www.arlt.com/hardware+oxid/pc+komponenten/grafikkarten/pciexpress+grafikkarten/sapphire+radeon+hd5750+1021714.html

oder:

http://www.arlt.com/hardware+oxid/pc+komponenten/grafikkarten/pciexpress+grafikkarten/asus+radeon+hd5750+light+retail.html

Stell sicher das dein Pc genug watt Für die Grafikkarte hat und das dein Pc gut gelüftet ist Die grafikkarte hat zwar ein Extra lüfter aber wen du mehr Lüftest des so besser wen du nicht weisst ob dein Pc gut gelüftet ist downloade bitte Everest :

http://www.chip.de/downloads/Everest-Ultimate-Edition_15036759.html

Unter 60*C wen kein Spiel Laüft ist mangelhaft wen Spiel läuft und es ist unter 60*C oder 60*C ist es gut gelüftet! dan Brauchste eigentlich kein extra lüfter.
Laberecke

Mo 28. Dez 2009, 18:09

von xst Go to last post
7 413
icon

Go to first new post Benötige Eure Hilfe : Graka Erstellt am: Sa 26. Dez 2009, 11:01

E D E L H u R E

preview Vorschau

Go To Post

Bitte
Laberecke

Mo 28. Dez 2009, 18:09

von xst Go to last post
7 413
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

@ trt11 Ja habs dich schon will mal wissen wie HD geht
@ xst Jo ich weiss
@Keila ich wette du würdest nicht mal ein Video schaffen zu Recorden
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Hallo,

Erstmal Frohe Weinachten!

hier mein Erstes Css Movie mit mein Kumpel gemacht.
Have Fun !

http://www.youtube.com/watch?v=Oi5C_X7NH48
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Bítte Keila, wir fragen hier keine Kinder also mach dich raus und ab zum Spielplatz und spiel doch im Sandkasten.
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Jo danke NBS

xD Ja das mit den Pro ist nur weil ich mehr klicks will und Css Pro ist ja richtig viel gesucht xD

Ich werde es in zukunft Besser machen und die Musik ändern weiss net was Ihr gegen Rap habt

@trt11 Brauche deine Hilfe eig net nur wie man HD Qualität hin Kriegt
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Hört ihr mal auf euch Post's zu löffeln XD
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Naja, man kann das Netter sagen aber ich sehe das du Noch im kindheits Stadium bist

PS: 0,51-0,54 Nennt man schnelle Reflexe
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Ich finde das Video geil fürs erste mal !
20 metern daneben Schiessen wen ich dirs nicht in Zeitlupe abspiele Geht es ganz schnell aber das Merkste noch net bist ja noch in der Pubertät.

Exxon Sry ich stehe nicht auf Rock oder andere Scheisse.
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Bei dir sicher
Naja also jeder hat seinen eigenen Geschmack
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css by VegasPictures (Multi-page thread 1 2) Erstellt am: Do 24. Dez 2009, 12:45

Mononoke123

preview Vorschau

Go To Post

Ihr müsst ja net so Tun als könnten die meisten Von euch es Besser
Counter-Strike: Source

Sa 26. Dez 2009, 16:02

von Mononoke123 Go to last post
29 1655
icon

Go to first new post Css Hack Code Falsch? Erstellt am: Fr 25. Dez 2009, 00:47

Mononoke123

preview Vorschau

Go To Post

Hallo,

Was ist den an diesen code Falsch

TEXT Code:
  1. #include <iostream.h>
  2.  
  3. using namespace std;
  4.  
  5. cLocalPlayer gLocalPlayer;
  6.  
  7. char szpath[1024];
  8. char szlogfile[1024];
  9. bool bGotPath = false;
  10. void __cdecl add_log(const char * fmt, ...)
  11. {
  12. va_list va_alist;
  13. char logbuf[256];
  14. FILE *fp;
  15. char szLogFile[256];
  16. struct tm *current_tm;
  17. time_t current_time;
  18.  
  19. time (¤t_time);
  20. current_tm = localtime (¤t_time);
  21.  
  22. sprintf (logbuf, \"[%02d:%02d:%02d] \", current_tm->tm_hour, current_tm->tm_min, current_tm->tm_sec);
  23.  
  24. va_start (va_alist, fmt);
  25. _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
  26. va_end (va_alist);
  27.  
  28. if( !bGotPath )
  29. {
  30. bGotPath = true;
  31. GetModuleFileName( 0, szpath, 1024 );
  32. }
  33. strcpy(szlogfile, szpath);
  34. strcpy(&szlogfile[strlen(szlogfile) - 3], \"log\");
  35. if ( (fp = fopen ( szlogfile , \"a\")) != NULL )
  36. {
  37. fprintf ( fp, \"%sn\", logbuf );
  38. fclose (fp);
  39. }
  40. }
  41.  
  42. // Global Variables:
  43. DWORD dwPID = 0;
  44. HANDLE hProcess;
  45.  
  46. DWORD m_EntPtrArray;
  47. DWORD dwClient_DLL;
  48. DWORD dwEngine_DLL;
  49. DWORD dwVGUIMatSurface_DLL;
  50.  
  51. DWORD dwLocalViewangles;
  52. DWORD dwCmdViewangles;
  53. DWORD dwScreenSize;
  54.  
  55. // Pre-Declarations:
  56. DWORD GetModuleBaseExtern( DWORD dwPID, char* szModuleName );
  57. int GetLocalPlayer( void );
  58. bool InGame( void );
  59. void ESP( void );
  60. void DrawBox(HDC context, int x, int y, int r, int g, int b, int size, int thickness);
  61. void DrawString( HDC context, int x, int y, int r, int g, int b, char* text, bool center );
  62.  
  63. struct sPlayer
  64. {
  65. DWORD m_dwAddress;
  66. float m_vecOrigin[3];
  67. float m_f2DCoordinates[2];
  68. float m_fViewangles[3];
  69. unsigned int m_iTeamNum;
  70. unsigned int m_iHealth;
  71. unsigned int m_lifeState;
  72. unsigned int m_bIsPlayer;
  73. unsigned int m_fFlags;
  74. unsigned int m_iFOV;
  75. unsigned int m_bDormant;
  76. COLORREF m_clrTeamColor;
  77. };
  78. sPlayer Players[32];
  79.  
  80. struct sGame
  81. {
  82. unsigned int m_bInGame;
  83. };
  84. sGame Game;
  85.  
  86. struct sGameWindow
  87. {
  88. HWND hWindow;
  89. HDC hDC;
  90. unsigned int m_iCaptionHeight;
  91. RECT m_Rect;
  92. unsigned int m_iSize[2];
  93. unsigned int m_iResolution[2];
  94. unsigned int m_iDisplayCenter[2];
  95. };
  96. sGameWindow GameWindow;
  97.  
  98. unsigned int g_iCaptionHeight;
  99. unsigned int g_iBorderWidth;
  100. unsigned int g_iDisplayCenter[2];
  101. unsigned int m_iMin[2];
  102. unsigned int m_iMax[2];
  103.  
  104. int APIENTRY _tWinMain(HINSTANCE hInstance,
  105. HINSTANCE hPrevInstance,
  106. LPTSTR lpCmdLine,
  107. int nCmdShow)
  108. {
  109. char szMutex[256];
  110. GetModuleFileName( 0, szMutex, 256 );
  111. for( int i = 0; i < ( int )strlen( szMutex ); i++ )
  112. {
  113. if( szMutex[ strlen( szMutex ) - i ] == \'\' )
  114. {
  115. //szMutex[ ( strlen( szMutex ) - i ) + 1 ] = \'\';
  116. sprintf( szMutex, szMutex + ( strlen( szMutex ) - i + 1 ) );
  117. break;
  118. }
  119. }
  120. CreateMutex( 0, FALSE, \"extern0r\" );
  121. if( GetLastError() )
  122. {
  123. char szMessage[256];
  124. sprintf( szMessage, \"%s is already running!\", szMutex );
  125. MessageBox( 0, szMessage, \"Error\", MB_ICONERROR );
  126. return true;
  127. }
  128. add_log( \"[*] ---------- Session started ---------- \" );
  129. add_log( \"[*] ReadProcessMemory only ESP by laser122\" );
  130. add_log( \"[*] waiting for Couter-Strike Source\" );
  131. while( !( GameWindow.hWindow = FindWindow( NULL, \"Counter-Strike Source\" ) ) )
  132. Sleep(10);
  133.  
  134. SetForegroundWindow( GameWindow.hWindow );
  135.  
  136. while( !( GetForegroundWindow() == GameWindow.hWindow ) )
  137. Sleep(10);
  138.  
  139. while( !( GameWindow.hDC = /*GetDC(0)*/GetWindowDC( GameWindow.hWindow ) ) )
  140. Sleep(10);
  141.  
  142. add_log( \"[*] Counter-Strike Source has been found\" );
  143.  
  144. GetWindowThreadProcessId( GameWindow.hWindow, &dwPID );
  145.  
  146. add_log( \"[*] PID: %u\", dwPID );
  147.  
  148. while( !( hProcess = OpenProcess( PROCESS_ALL_ACCESS, false, dwPID ) ) )
  149. Sleep(10);
  150.  
  151. add_log( \"[*] Opened process\" );
  152.  
  153. while( !( dwEngine_DLL = GetModuleBaseExtern( dwPID, \"engine\" ) ) )
  154. Sleep(10);
  155. add_log( \"[*] engine.dll [0x%.8X]\", dwEngine_DLL );
  156.  
  157. while( ! ( dwClient_DLL = GetModuleBaseExtern( dwPID, \"client\" ) ) )
  158. Sleep(10);
  159. add_log( \"[*] client.dll [0x%.8X]\", dwClient_DLL );
  160.  
  161. //m_EntPtrArray = 0x243CD17C
  162. m_EntPtrArray = ( dwClient_DLL + 0x3CD17C );
  163.  
  164. //not needed yet
  165. while( !( dwVGUIMatSurface_DLL = GetModuleBaseExtern( dwPID, \"vguimatsurface\" ) ) )
  166. Sleep(10);
  167. add_log( \"[*] vguimatsurface.dll [0x%.8X]\", dwVGUIMatSurface_DLL );
  168.  
  169. dwLocalViewangles = ( dwEngine_DLL + 0x3943D0 );
  170. add_log( \"[*] Local viewangles [0x%.8X]\", dwLocalViewangles );
  171.  
  172. //client.dll+3FB344
  173. //same here
  174. dwCmdViewangles = ( dwEngine_DLL+ 0x3FB344 );
  175. add_log( \"[*] cmd->viewangles [0x%.8X]\", dwCmdViewangles );
  176.  
  177. dwScreenSize = ( dwEngine_DLL+ 0x5357C8 );
  178. ReadProcessMemory( hProcess, (PVOID)( dwEngine_DLL + 0x5357C8 ), &GameWindow.m_iSize, 8, NULL );
  179. add_log( \"[*] Windowwidth: %u Windowheight: %u\", GameWindow.m_iSize[0], GameWindow.m_iSize[1] );
  180.  
  181. CreateThread( 0, 0, (LPTHREAD_START_ROUTINE)ESP, 0, 0, 0 );
  182.  
  183. while( FindWindow( NULL, \"Counter-Strike Source\" ) )
  184. Sleep(10);
  185.  
  186. add_log( \"[*] Counter-Strike Source closed...\" );
  187. add_log( \"[*] ---------- Session ended ---------- \" );
  188.  
  189. return true;
  190. }
  191.  
  192. // Global Functions:
  193. //credits to ~burN
  194. DWORD GetModuleBaseExtern( DWORD dwPID, char* szModuleName )
  195. {
  196. HANDLE hModuleSnap = INVALID_HANDLE_VALUE;
  197. MODULEENTRY32 me32;
  198.  
  199. hModuleSnap = CreateToolhelp32Snapshot( TH32CS_SNAPMODULE, dwPID );
  200. if ( hModuleSnap == INVALID_HANDLE_VALUE )
  201. return 0x0;
  202.  
  203. me32.dwSize = sizeof( MODULEENTRY32 );
  204.  
  205. if ( !Module32First( hModuleSnap, &me32 ) )
  206. {
  207. CloseHandle( hModuleSnap );
  208. return 0x0;
  209. }
  210. do
  211. {
  212. if ( strstr( me32.szModule, szModuleName ) )
  213. {
  214. CloseHandle( hModuleSnap );
  215. return (DWORD)me32.modBaseAddr;
  216. }
  217. }
  218. while( Module32Next( hModuleSnap, &me32 ) );
  219.  
  220. CloseHandle( hModuleSnap );
  221. return 0x0;
  222. }
  223.  
  224. /*int GetLocalPlayer( void )
  225. {
  226. ReadProcessMemory( hProcess, (PVOID)( dwEngine_DLL + 0x38FAF0 ), &LocalPlayer.m_iIndex, 4, NULL );
  227. //FIX
  228. LocalPlayer.m_iIndex += 2;
  229. return LocalPlayer.m_iIndex;
  230. }*/
  231.  
  232. bool InGame( void )
  233. {
  234. ReadProcessMemory( hProcess, (PVOID)( dwEngine_DLL + 0x38FA80 ), &Game.m_bInGame, 4, NULL );
  235.  
  236. if( Game.m_bInGame == 6 )
  237. {
  238. Game.m_bInGame = 1;
  239. return true;
  240. }
  241.  
  242. Game.m_bInGame = 0;
  243. return false;
  244. }
  245.  
  246. DWORD GetClientEntity( int index )
  247. {
  248. DWORD dwClientEntity = 0x0;
  249. ReadProcessMemory( hProcess, (PVOID)( m_EntPtrArray + ( index * 0x8 ) ), &dwClientEntity, 4, NULL );
  250. //FIX
  251. dwClientEntity -=0x8;
  252. return dwClientEntity;
  253. }
  254.  
  255. float GetDistance( float *origin )
  256. {
  257. float diff[3] = { gLocalPlayer.GetAbsOrigin()[0] - origin[0], gLocalPlayer.GetAbsOrigin()[1] - origin[1], gLocalPlayer.GetAbsOrigin()[2] - origin[2] };
  258. return (float)( sqrt( ( diff[0] * diff[0] ) + ( diff[1] * diff[1] ) + ( diff[2] * diff[2] ) ) );
  259. }
  260.  
  261. void AngleVectors( const vec3_t angles, vec3_t forward,
  262. vec3_t right, vec3_t up ) {
  263. float angle;
  264. static float sp, sy, cp, cy;
  265.  
  266. angle = angles[0] * ( M_PI / 180 );
  267. sp = sin( angle );
  268. cp = cos( angle );
  269.  
  270. angle = angles[1] * ( M_PI / 180 );
  271. sy = sin( angle );
  272. cy = cos( angle );
  273.  
  274. if( forward ) {
  275. forward[0] = cp*cy;
  276. forward[1] = cp*sy;
  277. forward[2] = -sp;
  278. }
  279. if( right || up ) {
  280. static float sr, cr;
  281.  
  282. angle = angles[2] * ( M_PI / 180 );
  283. sr = sin( angle );
  284. cr = cos( angle );
  285.  
  286. if( right ) {
  287. right[0] = -1*sr*sp*cy+-1*cr*-sy;
  288. right[1] = -1*sr*sp*sy+-1*cr*cy;
  289. right[2] = -1*sr*cp;
  290. }
  291. if( up ) {
  292. up[0] = cr*sp*cy+-sr*-sy;
  293. up[1] = cr*sp*sy+-sr*cy;
  294. up[2] = cr*cp;
  295. }
  296. }
  297. }
  298.  
  299. int iWindowSizeDifference[2];
  300. void UpdateWindowInfo( void )
  301. {
  302. ReadProcessMemory( hProcess, (PVOID)dwScreenSize, &GameWindow.m_iResolution, 8, NULL );
  303. GameWindow.m_iDisplayCenter[0] = GameWindow.m_iResolution[0]/2;
  304. GameWindow.m_iDisplayCenter[1] = GameWindow.m_iResolution[1]/2;
  305. g_iDisplayCenter[0] = GameWindow.m_iDisplayCenter[0];
  306. g_iDisplayCenter[1] = GameWindow.m_iDisplayCenter[1];
  307. GetWindowRect( GameWindow.hWindow, &GameWindow.m_Rect );
  308. GameWindow.m_iSize[0] = GameWindow.m_Rect.right - GameWindow.m_Rect.left;
  309. GameWindow.m_iSize[1] = GameWindow.m_Rect.bottom - GameWindow.m_Rect.top;
  310.  
  311. iWindowSizeDifference[0] = GameWindow.m_iSize[0] - GameWindow.m_iResolution[0];
  312. iWindowSizeDifference[1] = GameWindow.m_iSize[1] - GameWindow.m_iResolution[1];
  313.  
  314. g_iBorderWidth = ( iWindowSizeDifference[0] / 2 );
  315.  
  316. g_iCaptionHeight = GameWindow.m_iCaptionHeight = ( GameWindow.m_iSize[1] - ( iWindowSizeDifference[0] / 2 ) - GameWindow.m_iResolution[1] );
  317. }
  318.  
  319. void ResetPlayers( void )
  320. {
  321. for( int i = 0; i < 33; i++ )
  322. {
  323. Players[i].m_vecOrigin[0] = 0;
  324. Players[i].m_vecOrigin[1] = 0;
  325. Players[i].m_vecOrigin[2] = 0;
  326. }
  327. }
  328.  
  329. char szHealthEsp[12];
  330. wchar_t wc_tBuffer[50];//not needed
  331.  
  332. float fForward[3];
  333. float fRight[3];
  334. float fUp[3];
  335.  
  336. bool bPanic = false;
  337. void ESP( void )
  338. {
  339. while(true)
  340. {
  341. Sleep(1);
  342. UpdateWindowInfo();
  343.  
  344. if( GetAsyncKeyState( VK_F12 )&1 )
  345. bPanic = !bPanic;
  346.  
  347. if( !bPanic && InGame() )
  348. {
  349. ResetPlayers();
  350. for( int iIndex = 0; iIndex < 33; iIndex++ )
  351. {
  352. if( iIndex == gLocalPlayer.GetIndex() )
  353. continue;
  354.  
  355. Players[iIndex].m_dwAddress = GetClientEntity( iIndex );
  356.  
  357. if( Players[iIndex].m_dwAddress == NULL )
  358. continue;
  359.  
  360. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x140 ) , &Players[iIndex].m_bDormant, 4, NULL );
  361. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x42A ) , &Players[iIndex].m_bIsPlayer, 4, NULL );
  362.  
  363. if( Players[iIndex].m_bDormant || !Players[iIndex].m_bIsPlayer )
  364. continue;
  365.  
  366. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x101C ), &Players[iIndex].m_fViewangles, 12, NULL );
  367. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x29C ) , &Players[iIndex].m_vecOrigin, 12, NULL );
  368. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x2B4 ) , &Players[iIndex].m_fFlags, 4, NULL );
  369. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x90 ) , &Players[iIndex].m_iTeamNum, 4, NULL );
  370. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x0DA4 ) , &Players[iIndex].m_iHealth, 4, NULL );
  371. ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x87 ) , &Players[iIndex].m_lifeState, 4, NULL );
  372.  
  373. if( !Players[iIndex].m_iTeamNum || /*Players[iIndex].m_iHealth < 0 || Players[iIndex].m_iHealth > 100 ||*/ Players[iIndex].m_lifeState || !Players[iIndex].m_vecOrigin[0] && !Players[iIndex].m_vecOrigin[1] && !Players[iIndex].m_vecOrigin[2] )
  374. continue;
  375.  
  376. if( Players[iIndex].m_iTeamNum == 2 )
  377. Players[iIndex].m_clrTeamColor = RGB( 255, 0, 0 );
  378. else if( Players[iIndex].m_iTeamNum == 3 )
  379. Players[iIndex].m_clrTeamColor = RGB( 0, 0, 255 );
  380. else
  381. Players[iIndex].m_clrTeamColor = RGB( 255, 255, 255 );
  382.  
  383. if( Players[iIndex].m_fFlags &FL_DUCKING )
  384. Players[iIndex].m_vecOrigin[2] -= 35;
  385. else
  386. Players[iIndex].m_vecOrigin[2] -= 25;
  387. if( CalculateScreen( Players[iIndex].m_vecOrigin, gLocalPlayer.GetAbsOrigin(), gLocalPlayer.GetViewAngles(), gLocalPlayer.GetFOV(), 25, Players[iIndex].m_f2DCoordinates ) )
  388. {
  389. sprintf( szHealthEsp, \"- %u -\", Players[iIndex].m_iHealth );
  390. DrawString( GameWindow.hDC, Players[iIndex].m_f2DCoordinates[0], Players[iIndex].m_f2DCoordinates[1] + 12, GetRValue(Players[iIndex].m_clrTeamColor), GetGValue(Players[iIndex].m_clrTeamColor), GetBValue(Players[iIndex].m_clrTeamColor), szHealthEsp, true );
  391. DrawBox( GameWindow.hDC, Players[iIndex].m_f2DCoordinates[0], Players[iIndex].m_f2DCoordinates[1], GetRValue(Players[iIndex].m_clrTeamColor), GetGValue(Players[iIndex].m_clrTeamColor), GetBValue(Players[iIndex].m_clrTeamColor), 24, 2 );
  392. }
  393. if( Players[iIndex].m_fFlags &FL_DUCKING )
  394. Players[iIndex].m_vecOrigin[2] += 35;
  395. else
  396. Players[iIndex].m_vecOrigin[2] += 25;
  397.  
  398. AngleVectors( Players[iIndex].m_fViewangles, fForward, fRight, fUp );
  399. Players[iIndex].m_vecOrigin[0] += fForward[0] * 8;
  400. Players[iIndex].m_vecOrigin[1] += fForward[1] * 8;
  401. Players[iIndex].m_vecOrigin[2] += fForward[2] * 8;
  402. Players[iIndex].m_vecOrigin[0] += fRight[0] * 2;
  403. Players[iIndex].m_vecOrigin[1] += fRight[1] * 2;
  404. Players[iIndex].m_vecOrigin[2] += fRight[2] * 2;
  405. if( CalculateScreen( Players[iIndex].m_vecOrigin, gLocalPlayer.GetAbsOrigin(), gLocalPlayer.GetViewAngles(), gLocalPlayer.GetFOV(), 4, Players[iIndex].m_f2DCoordinates ) )
  406. {
  407. DrawBox( GameWindow.hDC, Players[iIndex].m_f2DCoordinates[0], Players[iIndex].m_f2DCoordinates[1], 0, 255, 0, 2, 2 );
  408. }
  409. }
  410. }
  411. }
  412. }
  413.  
  414. //credits to xgx
  415. void DrawBox(HDC context, int x, int y, int r, int g, int b, int size, int thickness)
  416. {
  417. HBRUSH handle_brush;
  418. LOGBRUSH log_brush;
  419.  
  420. log_brush.lbStyle = BS_NULL;
  421.  
  422. handle_brush = CreateBrushIndirect( &log_brush );
  423. SelectObject( context, handle_brush );
  424.  
  425. HPEN pen;
  426. pen = CreatePen( PS_SOLID, thickness, RGB( r, g, b ) );
  427. SelectObject( context, pen );
  428.  
  429. Rectangle( context, x - size/2, y - size/2, x + size/2, y + size/2 );
  430.  
  431. DeleteObject( pen );
  432. }
  433.  
  434. void DrawString(HDC context, int x, int y, int r, int g, int b, char* text, bool center)
  435. {
  436. HFONT font;
  437. font = CreateFont(
  438. 14, // height of font
  439. 0, // average character width
  440. 0, // angle of escapement
  441. 0, // base-line orientation angle
  442. /*FW_MEDIUM*/800, // font weight
  443. 0, // italic attribute option
  444. 0, // underline attribute option
  445. 0, // strikeout attribute option
  446. ANSI_CHARSET, // character set identifier
  447. OUT_OUTLINE_PRECIS, // output precision
  448. CLIP_STROKE_PRECIS, // clipping precision
  449. ANTIALIASED_QUALITY, // output quality
  450. VARIABLE_PITCH|FF_SWISS, // pitch and family
  451. \"Arial\" // typeface name
  452. );
  453.  
  454.  
  455. if(center)
  456. {
  457. SetTextAlign(context,TA_CENTER|TA_NOUPDATECP);
  458. }
  459.  
  460. SetBkColor(context,RGB(0,0,0));
  461. SetBkMode(context,TRANSPARENT);
  462.  
  463. SetTextColor(context,RGB(r,g,b));
  464.  
  465. SelectObject(context,font);
  466.  
  467. TextOutA(context,x,y,text,strlen(text));
  468.  
  469. DeleteObject(font);
  470. }
  471.  
  472.  
  473. return 0;
  474. }
  475.  
Counter-Strike: Source

Fr 25. Dez 2009, 19:19

von xst Go to last post
13 1600