спастиПожалуйста помогите создать Вх
Я говорю можете дать кодА что такое ВХ в твоем понимании?
Я говорю можете дать код
void cGame::ESP()
{
Vec3 vOut;
IEntitySystem *pEntitySystem = SSystemGlobalEnvironment::Singleton()->pEntitySystem();
if (!pEntitySystem)return;
IGameFramework *pIGameFramework = SSystemGlobalEnvironment::Singleton()->GetIGame()->m_pFramework();
if (!pIGameFramework)return;
IActorSystem * pActorSystem = pIGameFramework->GetIActorSystem();
if (!pActorSystem)return;
IEntityIt* pEntityIt = SSystemGlobalEnvironment::Singleton()->pEntitySystem()->GetEntityIterator();
if (!pEntityIt)return;
Vec3 MyCamPos = SSystemGlobalEnvironment::Singleton()->pSystem()->CamPos;//Для растояния
IActor* MePlayer;
if (pIGameFramework->GetClientActor(&MePlayer))
{
IEntity* mEntity = MePlayer->m_pEntity();
for (; IEntity* pEntity = pEntityIt->Next();)
{
if (IActor* LocPlayer = pActorSystem->GetActor(pEntity->m_pEntityId()))
{
if (!EliminationTeam(LocPlayer, MePlayer))
continue;
if (LocPlayer->IsDead())
continue;
IEntityRenderProxy* pRenderProxy = static_cast<IEntityRenderProxy*>(pEntity->GetProxy(ENTITY_PROXY_RENDER));
Vec3 HeadPos = GetBoneByName(pEntity, XorStr("Bip01 Head"));
DWORD SetColor = !isVisible(MyCamPos, HeadPos) ? pMenu.isGetColor : pMenu.isGetColor2;
Vec3 pPos = GetPlayerPos(pEntity);
auto Distancion = CalcDistance(MyCamPos, pPos);
const char* NamePlayer = pEntity->GetName();
if (GetAsyncKeyState(VK_F5))
{
Vec3 TargetPos;
TargetPos.x = pPos.x + 0.7f;
TargetPos.y = pPos.y;
TargetPos.z = pPos.z;
mEntity->SetLocalPos(TargetPos);
}
if (GetAsyncKeyState(VK_F7) && _strstr(NamePlayer, XorStr("Helicopter")))
{
Vec3 TargetPos;
TargetPos.x = pPos.x + 1.0f;
TargetPos.y = pPos.y;
TargetPos.z = pPos.z;
mEntity->SetLocalPos(TargetPos);
}
//esp_2dRadar(MePlayer->m_pEntity()->GetProjectedWorldBBox(), pPos, 4, SetColor, GOLD(255), flPosX, flPosY, flSizeX, flSizeY, 50);
if (pMenu.view_distance_min > Distancion)continue;
if (Distancion > pMenu.view_distance_max)continue;
HealthArmBox(LocPlayer, pEntity, LocPlayer->GetHealth(), LocPlayer->GetArmor(), GREEN(150));
if (pMenu.chams)pRenderProxy->SetHUDSilhouettesParams(255, 192, 64, 0);//REDWOOD
if (pMenu.resurs && (_strstr(NamePlayer, XorStr("Turret"))))pRenderProxy->SetHUDSilhouettesParams(255, 124, 252, 0);
if (_strstr(NamePlayer, XorStr("Turret")))continue;
if(pMenu.shield && (_strstr(NamePlayer, XorStr("Shield"))))Box3D(pEntity, GOLD(255));
if (pMenu.names)postext(HeadPos, D3DCOLOR_ARGB(255, 230, 230, 230), unicode_to_1251(utf8_to_unicode(GetNicName(pEntity))));
if (pMenu.playerclass) GetClassPlayer(LocPlayer);
if (pMenu.boxi) Box2D(pPos, Distancion, SetColor);
if (pMenu.d3box) Box3D(pEntity, SetColor);
if (pMenu.skeleton) Skeleton(pEntity, SetColor);
}
}
}
}
Его в GameFunctions да?C++:void cGame::ESP() { Vec3 vOut; IEntitySystem *pEntitySystem = SSystemGlobalEnvironment::Singleton()->pEntitySystem(); if (!pEntitySystem)return; IGameFramework *pIGameFramework = SSystemGlobalEnvironment::Singleton()->GetIGame()->m_pFramework(); if (!pIGameFramework)return; IActorSystem * pActorSystem = pIGameFramework->GetIActorSystem(); if (!pActorSystem)return; IEntityIt* pEntityIt = SSystemGlobalEnvironment::Singleton()->pEntitySystem()->GetEntityIterator(); if (!pEntityIt)return; Vec3 MyCamPos = SSystemGlobalEnvironment::Singleton()->pSystem()->CamPos;//Для растояния IActor* MePlayer; if (pIGameFramework->GetClientActor(&MePlayer)) { IEntity* mEntity = MePlayer->m_pEntity(); for (; IEntity* pEntity = pEntityIt->Next();) { if (IActor* LocPlayer = pActorSystem->GetActor(pEntity->m_pEntityId())) { if (!EliminationTeam(LocPlayer, MePlayer)) continue; if (LocPlayer->IsDead()) continue; IEntityRenderProxy* pRenderProxy = static_cast<IEntityRenderProxy*>(pEntity->GetProxy(ENTITY_PROXY_RENDER)); Vec3 HeadPos = GetBoneByName(pEntity, XorStr("Bip01 Head")); DWORD SetColor = !isVisible(MyCamPos, HeadPos) ? pMenu.isGetColor : pMenu.isGetColor2; Vec3 pPos = GetPlayerPos(pEntity); auto Distancion = CalcDistance(MyCamPos, pPos); const char* NamePlayer = pEntity->GetName(); if (GetAsyncKeyState(VK_F5)) { Vec3 TargetPos; TargetPos.x = pPos.x + 0.7f; TargetPos.y = pPos.y; TargetPos.z = pPos.z; mEntity->SetLocalPos(TargetPos); } if (GetAsyncKeyState(VK_F7) && _strstr(NamePlayer, XorStr("Helicopter"))) { Vec3 TargetPos; TargetPos.x = pPos.x + 1.0f; TargetPos.y = pPos.y; TargetPos.z = pPos.z; mEntity->SetLocalPos(TargetPos); } //esp_2dRadar(MePlayer->m_pEntity()->GetProjectedWorldBBox(), pPos, 4, SetColor, GOLD(255), flPosX, flPosY, flSizeX, flSizeY, 50); if (pMenu.view_distance_min > Distancion)continue; if (Distancion > pMenu.view_distance_max)continue; HealthArmBox(LocPlayer, pEntity, LocPlayer->GetHealth(), LocPlayer->GetArmor(), GREEN(150)); if (pMenu.chams)pRenderProxy->SetHUDSilhouettesParams(255, 192, 64, 0);//REDWOOD if (pMenu.resurs && (_strstr(NamePlayer, XorStr("Turret"))))pRenderProxy->SetHUDSilhouettesParams(255, 124, 252, 0); if (_strstr(NamePlayer, XorStr("Turret")))continue; if(pMenu.shield && (_strstr(NamePlayer, XorStr("Shield"))))Box3D(pEntity, GOLD(255)); if (pMenu.names)postext(HeadPos, D3DCOLOR_ARGB(255, 230, 230, 230), unicode_to_1251(utf8_to_unicode(GetNicName(pEntity)))); if (pMenu.playerclass) GetClassPlayer(LocPlayer); if (pMenu.boxi) Box2D(pPos, Distancion, SetColor); if (pMenu.d3box) Box3D(pEntity, SetColor); if (pMenu.skeleton) Skeleton(pEntity, SetColor); } } } }
Или куда?C++:void cGame::ESP() { Vec3 vOut; IEntitySystem *pEntitySystem = SSystemGlobalEnvironment::Singleton()->pEntitySystem(); if (!pEntitySystem)return; IGameFramework *pIGameFramework = SSystemGlobalEnvironment::Singleton()->GetIGame()->m_pFramework(); if (!pIGameFramework)return; IActorSystem * pActorSystem = pIGameFramework->GetIActorSystem(); if (!pActorSystem)return; IEntityIt* pEntityIt = SSystemGlobalEnvironment::Singleton()->pEntitySystem()->GetEntityIterator(); if (!pEntityIt)return; Vec3 MyCamPos = SSystemGlobalEnvironment::Singleton()->pSystem()->CamPos;//Для растояния IActor* MePlayer; if (pIGameFramework->GetClientActor(&MePlayer)) { IEntity* mEntity = MePlayer->m_pEntity(); for (; IEntity* pEntity = pEntityIt->Next();) { if (IActor* LocPlayer = pActorSystem->GetActor(pEntity->m_pEntityId())) { if (!EliminationTeam(LocPlayer, MePlayer)) continue; if (LocPlayer->IsDead()) continue; IEntityRenderProxy* pRenderProxy = static_cast<IEntityRenderProxy*>(pEntity->GetProxy(ENTITY_PROXY_RENDER)); Vec3 HeadPos = GetBoneByName(pEntity, XorStr("Bip01 Head")); DWORD SetColor = !isVisible(MyCamPos, HeadPos) ? pMenu.isGetColor : pMenu.isGetColor2; Vec3 pPos = GetPlayerPos(pEntity); auto Distancion = CalcDistance(MyCamPos, pPos); const char* NamePlayer = pEntity->GetName(); if (GetAsyncKeyState(VK_F5)) { Vec3 TargetPos; TargetPos.x = pPos.x + 0.7f; TargetPos.y = pPos.y; TargetPos.z = pPos.z; mEntity->SetLocalPos(TargetPos); } if (GetAsyncKeyState(VK_F7) && _strstr(NamePlayer, XorStr("Helicopter"))) { Vec3 TargetPos; TargetPos.x = pPos.x + 1.0f; TargetPos.y = pPos.y; TargetPos.z = pPos.z; mEntity->SetLocalPos(TargetPos); } //esp_2dRadar(MePlayer->m_pEntity()->GetProjectedWorldBBox(), pPos, 4, SetColor, GOLD(255), flPosX, flPosY, flSizeX, flSizeY, 50); if (pMenu.view_distance_min > Distancion)continue; if (Distancion > pMenu.view_distance_max)continue; HealthArmBox(LocPlayer, pEntity, LocPlayer->GetHealth(), LocPlayer->GetArmor(), GREEN(150)); if (pMenu.chams)pRenderProxy->SetHUDSilhouettesParams(255, 192, 64, 0);//REDWOOD if (pMenu.resurs && (_strstr(NamePlayer, XorStr("Turret"))))pRenderProxy->SetHUDSilhouettesParams(255, 124, 252, 0); if (_strstr(NamePlayer, XorStr("Turret")))continue; if(pMenu.shield && (_strstr(NamePlayer, XorStr("Shield"))))Box3D(pEntity, GOLD(255)); if (pMenu.names)postext(HeadPos, D3DCOLOR_ARGB(255, 230, 230, 230), unicode_to_1251(utf8_to_unicode(GetNicName(pEntity)))); if (pMenu.playerclass) GetClassPlayer(LocPlayer); if (pMenu.boxi) Box2D(pPos, Distancion, SetColor); if (pMenu.d3box) Box3D(pEntity, SetColor); if (pMenu.skeleton) Skeleton(pEntity, SetColor); } } } }
Я в курсе что руками ) Но куда его вписать ?руками
Да.Его в GameFunctions да?
а чё так можно было чтоли?C++:void cGame::ESP() { Vec3 vOut; IEntitySystem *pEntitySystem = SSystemGlobalEnvironment::Singleton()->pEntitySystem(); if (!pEntitySystem)return; IGameFramework *pIGameFramework = SSystemGlobalEnvironment::Singleton()->GetIGame()->m_pFramework(); if (!pIGameFramework)return; IActorSystem * pActorSystem = pIGameFramework->GetIActorSystem(); if (!pActorSystem)return; IEntityIt* pEntityIt = SSystemGlobalEnvironment::Singleton()->pEntitySystem()->GetEntityIterator(); if (!pEntityIt)return; Vec3 MyCamPos = SSystemGlobalEnvironment::Singleton()->pSystem()->CamPos;//Для растояния IActor* MePlayer; if (pIGameFramework->GetClientActor(&MePlayer)) { IEntity* mEntity = MePlayer->m_pEntity(); for (; IEntity* pEntity = pEntityIt->Next();) { if (IActor* LocPlayer = pActorSystem->GetActor(pEntity->m_pEntityId())) { if (!EliminationTeam(LocPlayer, MePlayer)) continue; if (LocPlayer->IsDead()) continue; IEntityRenderProxy* pRenderProxy = static_cast<IEntityRenderProxy*>(pEntity->GetProxy(ENTITY_PROXY_RENDER)); Vec3 HeadPos = GetBoneByName(pEntity, XorStr("Bip01 Head")); DWORD SetColor = !isVisible(MyCamPos, HeadPos) ? pMenu.isGetColor : pMenu.isGetColor2; Vec3 pPos = GetPlayerPos(pEntity); auto Distancion = CalcDistance(MyCamPos, pPos); const char* NamePlayer = pEntity->GetName(); if (GetAsyncKeyState(VK_F5)) { Vec3 TargetPos; TargetPos.x = pPos.x + 0.7f; TargetPos.y = pPos.y; TargetPos.z = pPos.z; mEntity->SetLocalPos(TargetPos); } if (GetAsyncKeyState(VK_F7) && _strstr(NamePlayer, XorStr("Helicopter"))) { Vec3 TargetPos; TargetPos.x = pPos.x + 1.0f; TargetPos.y = pPos.y; TargetPos.z = pPos.z; mEntity->SetLocalPos(TargetPos); } //esp_2dRadar(MePlayer->m_pEntity()->GetProjectedWorldBBox(), pPos, 4, SetColor, GOLD(255), flPosX, flPosY, flSizeX, flSizeY, 50); if (pMenu.view_distance_min > Distancion)continue; if (Distancion > pMenu.view_distance_max)continue; HealthArmBox(LocPlayer, pEntity, LocPlayer->GetHealth(), LocPlayer->GetArmor(), GREEN(150)); if (pMenu.chams)pRenderProxy->SetHUDSilhouettesParams(255, 192, 64, 0);//REDWOOD if (pMenu.resurs && (_strstr(NamePlayer, XorStr("Turret"))))pRenderProxy->SetHUDSilhouettesParams(255, 124, 252, 0); if (_strstr(NamePlayer, XorStr("Turret")))continue; if(pMenu.shield && (_strstr(NamePlayer, XorStr("Shield"))))Box3D(pEntity, GOLD(255)); if (pMenu.names)postext(HeadPos, D3DCOLOR_ARGB(255, 230, 230, 230), unicode_to_1251(utf8_to_unicode(GetNicName(pEntity)))); if (pMenu.playerclass) GetClassPlayer(LocPlayer); if (pMenu.boxi) Box2D(pPos, Distancion, SetColor); if (pMenu.d3box) Box3D(pEntity, SetColor); if (pMenu.skeleton) Skeleton(pEntity, SetColor); } } } }
хватит над ним издеваться))
А драйвер для него нужен?
using System.Diagnostics;
namespace test
{
class test
{
private static Memory mem;
private static int client_dll;
static void Main()
{
try
{
Process csgo = Process.GetProcessesByName("csgo")[0];
mem = new Memory("csgo");
foreach (ProcessModule Module in csgo.Modules)
{
if (Module.ModuleName == "client_panorama.dll")
client_dll = (int)Module.BaseAddress;
}
Console.WriteLine("Active");
}
catch
{
Console.WriteLine("Error");
}
while (true)
{
int LocalPlayer = mem.Read<int>(client_dll + Offsets.dwLocalPlayer);
int PlayerTeam = mem.Read<int>(LocalPlayer + Offsets.m_iTeamNum);
for (int i = 0; i < 64; i++)
{
int EntityList = mem.Read<int>(client_dll + Offsets.dwEntityList + i * 0x10);
int EntityTeam = mem.Read<int>(EntityList + Offsets.m_iTeamNum);
if (EntityTeam != 0 && EntityTeam != PlayerTeam)
{
int GlowIndex = mem.Read<int>(EntityList + Offsets.m_iGlowIndex);
DrawEntity(GlowIndex, 128, 0, 128);
}
else if (EntityTeam != 0 && EntityTeam == PlayerTeam)
{
int GlowIndex = mem.Read<int>(EntityList + Offsets.m_iGlowIndex);
DrawEntity(GlowIndex, 49, 158, 172);
}
}
}
}
static void DrawEntity(int ClowIndex, int red, int green, int blue)
{
int GlowObhect = mem.Read<int>(client_dll + Offsets.dwGlowObjectManager);
mem.Write(GlowObhect + (ClowIndex * 0x38) + 4, red / 100f);
mem.Write(GlowObhect + (ClowIndex * 0x38) + 8, green / 100f);
mem.Write(GlowObhect + (ClowIndex * 0x38) + 12, blue / 100f);
mem.Write(GlowObhect + (ClowIndex * 0x38) + 0x10, 255 / 100f);
mem.Write(GlowObhect + (ClowIndex * 0x38) + 0x24, true);
mem.Write(GlowObhect + (ClowIndex * 0x38) + 0x25, false);
}
}
class Offsets
{
//сюда оффсеты
}
}
Это варфейсну на, вроде работает, только оффсеты вставь
C#:using System.Diagnostics; namespace test { class test { private static Memory mem; private static int client_dll; static void Main() { try { Process csgo = Process.GetProcessesByName("csgo")[0]; mem = new Memory("csgo"); foreach (ProcessModule Module in csgo.Modules) { if (Module.ModuleName == "client_panorama.dll") client_dll = (int)Module.BaseAddress; } Console.WriteLine("Active"); } catch { Console.WriteLine("Error"); } while (true) { int LocalPlayer = mem.Read<int>(client_dll + Offsets.dwLocalPlayer); int PlayerTeam = mem.Read<int>(LocalPlayer + Offsets.m_iTeamNum); for (int i = 0; i < 64; i++) { int EntityList = mem.Read<int>(client_dll + Offsets.dwEntityList + i * 0x10); int EntityTeam = mem.Read<int>(EntityList + Offsets.m_iTeamNum); if (EntityTeam != 0 && EntityTeam != PlayerTeam) { int GlowIndex = mem.Read<int>(EntityList + Offsets.m_iGlowIndex); DrawEntity(GlowIndex, 128, 0, 128); } else if (EntityTeam != 0 && EntityTeam == PlayerTeam) { int GlowIndex = mem.Read<int>(EntityList + Offsets.m_iGlowIndex); DrawEntity(GlowIndex, 49, 158, 172); } } } } static void DrawEntity(int ClowIndex, int red, int green, int blue) { int GlowObhect = mem.Read<int>(client_dll + Offsets.dwGlowObjectManager); mem.Write(GlowObhect + (ClowIndex * 0x38) + 4, red / 100f); mem.Write(GlowObhect + (ClowIndex * 0x38) + 8, green / 100f); mem.Write(GlowObhect + (ClowIndex * 0x38) + 12, blue / 100f); mem.Write(GlowObhect + (ClowIndex * 0x38) + 0x10, 255 / 100f); mem.Write(GlowObhect + (ClowIndex * 0x38) + 0x24, true); mem.Write(GlowObhect + (ClowIndex * 0x38) + 0x25, false); } } class Offsets { //сюда оффсеты } }
нет, это интернал. драйвер только для инжектора нужннА драйвер для него нужен?
void c_visuals::BoxESP(C_BaseEntity* Entity) {
Vector min, max;
Entity->GetRenderBounds(min, max);
Vector pos, pos3D, top, top3D;
pos3D = Entity->GetAbsOrigin() - Vector(0, 0, 10);
top3D = pos3D + Vector(0, 0, max.z + 11);
Color ESP = Entity->IsDormant() ? Color(150, 150, 150, flPlayerAlpha[Entity->EntIndex()]) : Color(c_config::get().box_esp_color_r, c_config::get().box_esp_color_g, c_config::get().box_esp_color_b, flPlayerAlpha[Entity->EntIndex()]);
Color ESP2 = Entity->IsDormant() ? Color(0, 0, 0, flPlayerAlpha[Entity->EntIndex()]) : Color(0, 0, 0, flPlayerAlpha[Entity->EntIndex()]);
if (WorldToScreen(pos3D, pos) && WorldToScreen(top3D, top))
{
int height = (pos.y - top.y);
int y = top.y;
int width = height / 2;
int x = pos.x - ((width / 2) / 2);
int x2 = pos.x - (width / 2);
int h = height;
int w = width / 2;
int iw = w / 3.5;
int ih = (h / 3.5) - 1;
bool IsTeammate = Entity->GetTeam() == Globals::LocalPlayer->GetTeam();
bool IsEnemy = Entity->GetTeam() != Globals::LocalPlayer->GetTeam();
bool IsLocal = Entity == Globals::LocalPlayer;
if (IsEnemy) {
g_pSurface->OutlinedRect(x2, y, width, height, ESP);
g_pSurface->OutlinedRect(x2 - 1, y - 1, width + 2, height + 2, ESP2);
g_pSurface->OutlinedRect(x2 + 1, y + 1, width - 2, height - 2, ESP2);
}
}
}
Обязательно.А драйвер для него нужен?
неаЭто варфейс
А какой драйвер можешь скачать?Обязательно.
Это не вопрос. Это раздел варфейса
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