EngineFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Engine, "CreateInterface");
ClientFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Client, "CreateInterface");
VGUI2Factory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUI2, "CreateInterface");
VGUISurfaceFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUISurface, "CreateInterface");
MatFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Material, "CreateInterface");
PhysFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VPhysics, "CreateInterface");
StdFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Stdlib, "CreateInterface");
//Get the interface names regardless of their version number by scanning for each string
//DLL //Text
char* CHLClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClient0");
//DLL //Text
char* VGUI2PanelsInterfaceName = (char*)Utilities::Memory::FindTextPattern("vgui2.dll", "VGUI_Panel0");
//DLL //Text
char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0");
char* EntityListInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientEntityList0");
char* EngineDebugThingInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VDebugOverlay0");
char* EngineClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll","VEngineClient0");
char* ClientPredictionInterface = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientPrediction0");
char* MatSystemInterfaceName = (char*)Utilities::Memory::FindTextPattern("materialsystem.dll", "VMaterialSystem0");
char* EngineRenderViewInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineRenderView0");
char* EngineModelRenderInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineModel0");
char* EngineModelInfoInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VModelInfoClient0");
char* EngineTraceInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "EngineTraceClient0");
char* PhysPropsInterfaces = (char*)Utilities::Memory::FindTextPattern("client.dll", "VPhysicsSurfaceProps0");
char* VEngineCvarName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineCvar00");
p.s AYYWARE
static auto pSetClanTag = reinterpret_cast<void(__fastcall*)(const char*, const char*)>(Pattern::FindPattern("engine.dll", "53 56 57 8B DA 8B F9 FF 15"));
куда их вставлять?вообще - вместо байтов искать по тексту.
Пример:
автообнова:
Просто оффсеты:Код:EngineFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Engine, "CreateInterface"); ClientFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Client, "CreateInterface"); VGUI2Factory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUI2, "CreateInterface"); VGUISurfaceFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUISurface, "CreateInterface"); MatFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Material, "CreateInterface"); PhysFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VPhysics, "CreateInterface"); StdFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Stdlib, "CreateInterface"); //Get the interface names regardless of their version number by scanning for each string //DLL //Text char* CHLClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClient0"); //DLL //Text char* VGUI2PanelsInterfaceName = (char*)Utilities::Memory::FindTextPattern("vgui2.dll", "VGUI_Panel0"); //DLL //Text char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0"); char* EntityListInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientEntityList0"); char* EngineDebugThingInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VDebugOverlay0"); char* EngineClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll","VEngineClient0"); char* ClientPredictionInterface = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientPrediction0"); char* MatSystemInterfaceName = (char*)Utilities::Memory::FindTextPattern("materialsystem.dll", "VMaterialSystem0"); char* EngineRenderViewInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineRenderView0"); char* EngineModelRenderInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineModel0"); char* EngineModelInfoInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VModelInfoClient0"); char* EngineTraceInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "EngineTraceClient0"); char* PhysPropsInterfaces = (char*)Utilities::Memory::FindTextPattern("client.dll", "VPhysicsSurfaceProps0"); char* VEngineCvarName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineCvar00"); p.s AYYWARE
с тебя сяпкаКод:static auto pSetClanTag = reinterpret_cast<void(__fastcall*)(const char*, const char*)>(Pattern::FindPattern("engine.dll", "53 56 57 8B DA 8B F9 FF 15"));
ты сам бы для начала подучилПоучи c++ разберерись а дальше сам поймешь
void InitOffsets(void)
{
Offsets::m_bIsDefusing = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsDefusing");
Offsets::m_bIsBroken = g_pNetVars->GetOffset("DT_BreakableSurface", "m_bIsBroken");
Offsets::m_bIsScoped = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsScoped");
Offsets::m_bGunGameImmunity = g_pNetVars->GetOffset("DT_CSPlayer", "m_bGunGameImmunity");
Offsets::m_bHasHelmet = g_pNetVars->GetOffset("DT_CSPlayer", "m_bHasHelmet");
Offsets::m_moveType = g_pNetVars->GetOffset("DT_CSPlayer", "m_nRenderMode") + 0x1;
Offsets::m_fFlags = g_pNetVars->GetOffset("DT_CSPlayer", "m_fFlags");
Offsets::m_lifeState = g_pNetVars->GetOffset("DT_CSPlayer", "m_lifeState");
Offsets::m_hActiveWeapon = g_pNetVars->GetOffset("DT_BaseCombatCharacter", "m_hActiveWeapon");
Offsets::m_hMyWeapons = g_pNetVars->GetOffset("DT_BasePlayer", "m_hMyWeapons");
Offsets::m_hViewModel = g_pNetVars->GetOffset("DT_BasePlayer", "m_hViewModel");
Offsets::m_iViewModelIndex = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iViewModelIndex");
Offsets::m_hOwnerEntity = g_pNetVars->GetOffset("DT_CSPlayer", "m_hOwnerEntity");
Offsets::m_ArmorValue = g_pNetVars->GetOffset("DT_CSPlayer", "m_ArmorValue");
Offsets::m_CollisionGroup = g_pNetVars->GetOffset("DT_PlantedC4", "m_CollisionGroup");
Offsets::m_iShotsFired = g_pNetVars->GetOffset("DT_CSPlayer", "m_iShotsFired");
Offsets::m_iAccount = g_pNetVars->GetOffset("DT_CSPlayer", "m_iAccount");
Offsets::m_iTeamNum = g_pNetVars->GetOffset("DT_CSPlayer", "m_iTeamNum");
Offsets::m_iHealth = g_pNetVars->GetOffset("DT_CSPlayer", "m_iHealth");
Offsets::m_nHitboxSet = g_pNetVars->GetOffset("DT_CSPlayer", "m_nHitboxSet");
Offsets::m_angEyeAnglesX = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[0]");
Offsets::m_angEyeAnglesY = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[1]");
Offsets::m_nTickBase = g_pNetVars->GetOffset("DT_CSPlayer", "m_nTickBase");
Offsets::m_viewPunchAngle = g_pNetVars->GetOffset("DT_CSPlayer", "m_viewPunchAngle");
Offsets::m_aimPunchAngle = g_pNetVars->GetOffset("DT_CSPlayer", "m_aimPunchAngle");
Offsets::m_flLowerBodyYawTarget = g_pNetVars->GetOffset("DT_CSPlayer", "m_flLowerBodyYawTarget");
Offsets::m_hObserverTarget = g_pNetVars->GetOffset("DT_CSPlayer", "m_hObserverTarget");
Offsets::m_iItemDefinitionIndex = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iItemDefinitionIndex");
Offsets::m_nFallbackPaintKit = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackPaintKit");
Offsets::m_nFallbackSeed = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackSeed");
Offsets::m_OriginalOwnerXuidLow = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_OriginalOwnerXuidLow");
Offsets::m_OriginalOwnerXuidHigh = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_OriginalOwnerXuidHigh");
Offsets::m_flFallbackWear = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_flFallbackWear");
Offsets::m_iItemIDHigh = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iItemIDHigh");
Offsets::m_nFallbackStatTrak = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackStatTrak");
Offsets::m_szCustomName = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_szCustomName");
Offsets::m_iEntityQuality = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iEntityQuality");
Offsets::m_iClip1 = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iClip1");
Offsets::m_iClip2 = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iClip2");
Offsets::m_iState = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iState");
Offsets::m_flNextPrimaryAttack = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_flNextPrimaryAttack");
Offsets::m_flNextSecondaryAttack = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_flNextSecondaryAttack");
Offsets::m_hWeapon = g_pNetVars->GetOffset("DT_BaseViewModel", "m_hWeapon");
Offsets::m_nModelIndex = g_pNetVars->GetOffset("DT_BaseViewModel", "m_nModelIndex");
Offsets::m_hOwner = g_pNetVars->GetOffset("DT_BaseViewModel", "m_hOwner");
Offsets::m_hWorldModel = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iWorldModelIndex");
Offsets::m_nWriteableBones = g_pNetVars->GetOffset("DT_CSPlayer", "m_nForceBone") + 0x20;
Offsets::m_dOcclusionArray = *(uintptr_t*)(FindPatternIDA("client.dll", "A1 ? ? ? ? 83 EC 30 56 57 8B F9") + 0x1);
Offsets::m_iDidCheckForOcclusion = *(uintptr_t*)(FindPatternIDA("client.dll", "A1 ? ? ? ? 83 EC 30 56 57 8B F9") + 0xE);
Offsets::InvalidateBoneCache = FindPatternIDA("client.dll", "80 3D ? ? ? ? 00 74 16 A1");
Offsets::dwSpreadOffset = FindPattern("client.dll", (PBYTE)"\x8B\x80\x00\x00\x00\x00\xFF\xD0\x51\xD9\x1C\x24\x0F\xB6\xC3\x8B\x5D\xF8", "xx????xxxxxxxxxxxx", NULL, NULL);
Offsets::g_InterpolationList = *(uintptr_t*)(FindPattern("client.dll", (PBYTE)"\xB9\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x0F\xB7\xD8", "x????x????xxx", NULL, NULL) + 0x1);
Offsets::m_vecOrigin = g_pNetVars->GetOffset("DT_BaseEntity", "m_vecOrigin");
Offsets::m_vecViewOffset = 0x104;
Offsets::m_vecVelocity = 0x110;
Offsets::ClantagOffset = FindPatternIDA("engine.dll", "53 56 57 8B DA 8B F9 FF 15");
}
Если не сложно скажи и куда это вставлять (на индиго)вообще - вместо байтов искать по тексту.
Пример:
автообнова:
Просто оффсеты:Код:EngineFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Engine, "CreateInterface"); ClientFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Client, "CreateInterface"); VGUI2Factory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUI2, "CreateInterface"); VGUISurfaceFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUISurface, "CreateInterface"); MatFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Material, "CreateInterface"); PhysFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VPhysics, "CreateInterface"); StdFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Stdlib, "CreateInterface"); //Get the interface names regardless of their version number by scanning for each string //DLL //Text char* CHLClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClient0"); //DLL //Text char* VGUI2PanelsInterfaceName = (char*)Utilities::Memory::FindTextPattern("vgui2.dll", "VGUI_Panel0"); //DLL //Text char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0"); char* EntityListInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientEntityList0"); char* EngineDebugThingInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VDebugOverlay0"); char* EngineClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll","VEngineClient0"); char* ClientPredictionInterface = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientPrediction0"); char* MatSystemInterfaceName = (char*)Utilities::Memory::FindTextPattern("materialsystem.dll", "VMaterialSystem0"); char* EngineRenderViewInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineRenderView0"); char* EngineModelRenderInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineModel0"); char* EngineModelInfoInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VModelInfoClient0"); char* EngineTraceInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "EngineTraceClient0"); char* PhysPropsInterfaces = (char*)Utilities::Memory::FindTextPattern("client.dll", "VPhysicsSurfaceProps0"); char* VEngineCvarName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineCvar00"); p.s AYYWARE
с тебя сяпкаКод:static auto pSetClanTag = reinterpret_cast<void(__fastcall*)(const char*, const char*)>(Pattern::FindPattern("engine.dll", "53 56 57 8B DA 8B F9 FF 15"));
в индиго есть автообновление !Если не сложно скажи и куда это вставлять (на индиго)
Поучи c++ разберерись а дальше сам поймешь
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz