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Как сделать автообновление оффсетов в чите?

  • Автор темы Автор темы azlagor
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28 Сен 2016
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Как сделать автообновление оффсетов в чите хочу добавить в исходник и играть
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
если ты про aayware там и так автообновление есть
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Не я вообще
 
вообще - вместо байтов искать по тексту.
Пример:
автообнова:
Код:
Expand Collapse Copy
        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

Просто оффсеты:
Код:
Expand Collapse Copy
static auto pSetClanTag = reinterpret_cast<void(__fastcall*)(const char*, const char*)>(Pattern::FindPattern("engine.dll", "53 56 57 8B DA 8B F9 FF 15"));

с тебя сяпка
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Teamplate :gov4:
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
вообще - вместо байтов искать по тексту.
Пример:
автообнова:
Код:
Expand Collapse Copy
        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

Просто оффсеты:
Код:
Expand Collapse Copy
static auto pSetClanTag = reinterpret_cast<void(__fastcall*)(const char*, const char*)>(Pattern::FindPattern("engine.dll", "53 56 57 8B DA 8B F9 FF 15"));

с тебя сяпка
куда их вставлять?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Поучи c++ разберерись а дальше сам поймешь
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
скажи куда вставить
их
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
через нетвары делается
 
пример нетваров тгф
 
Код:
Expand Collapse Copy
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");
}
 
вообще - вместо байтов искать по тексту.
Пример:
автообнова:
Код:
Expand Collapse Copy
        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

Просто оффсеты:
Код:
Expand Collapse Copy
static auto pSetClanTag = reinterpret_cast<void(__fastcall*)(const char*, const char*)>(Pattern::FindPattern("engine.dll", "53 56 57 8B DA 8B F9 FF 15"));

с тебя сяпка
Если не сложно скажи и куда это вставлять (на индиго)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Так может кто-нибудь скажет нормально, как обновлять чит?
У меня есть чит на c++, он .dll, при входе на сервер у меня крашит КС, как я понял, дело в обновлении чита. Так может кто-нибудь уже нормально напишет, что делать в таких случаях?? =)
 
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