Как добавить autostrafe в source

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Как добавить autostrafe в этот source? 5-ая кнопка должна быть autostrafe
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// dllmain.cpp : Defines the entry point for the DLL application.

#include <Windows.h>

#include "framework.h"

#include <iostream>

#include "vector.h"

#include <string>



struct offsets

{

    uintptr_t glowIndex = 0xA438;

    uintptr_t glowObject = 0x529C3D0;

    uintptr_t localPlayer = 0xD3FC5C;

    uintptr_t entityList = 0x4D5450C;

    uintptr_t team = 0xF4;

    uintptr_t flags = 0x104;

    uintptr_t fjump = 0x51FE22C;

    uintptr_t vecVel = 0x114;

    uintptr_t shotsFired = 0xA390;

    uintptr_t clientState = 0x589DD4;

    uintptr_t viewAngles = 0x4D88;

    uintptr_t aimPunchAngles = 0x302C;

    uintptr_t flashDur = 0xA420;

}offset;







struct addresses

{

    uintptr_t localPlayer;

    uintptr_t clientModule;

    uintptr_t engineModule;

    BYTE flag;

    uintptr_t vel;

    Vec3* viewAngles;

    int* IshotsFired;

    Vec3* aimPunchAngle;

    Vec3 oPunch = { 0, 0, 0 };

 

}addr;











void glowHack()

{

    //std::cout << "Glowing!" << std::endl;

    uintptr_t glowObj = *(uintptr_t*)(addr.clientModule + offset.glowObject);

    int myTeam = *(int*)(addr.localPlayer + offset.team);

    //loop through entitys

    for (int i = 0; i < 64; i++)

    {

        uintptr_t ent = *(uintptr_t*)(addr.clientModule + offset.entityList + i * 0x10);

        if (ent != NULL)

        {

            int entTeam = *(int*)(ent + offset.team);

            int glowInd = *(int*)(ent + offset.glowIndex);



            if (myTeam == entTeam)

            {

                //MemClass.writeMem<float>(glowObject + ((glowIndex * 0x38) + 0x4), 0);// r

                *(float*)(glowObj + ((glowInd * 0x38) + 0x4)) = 0; // red

                *(float*)(glowObj + ((glowInd * 0x38) + 0x8)) = 2; // green

                *(float*)(glowObj + ((glowInd * 0x38) + 0xC)) = 0; // blue

                *(float*)(glowObj + ((glowInd * 0x38) + 0x10)) = 1; // alpha

            }

            else

            {

                *(float*)(glowObj + ((glowInd * 0x38) + 0x4)) = 2; // red

                *(float*)(glowObj + ((glowInd * 0x38) + 0x8)) = 0; // green

                *(float*)(glowObj + ((glowInd * 0x38) + 0xC)) = 0; // blue

                *(float*)(glowObj + ((glowInd * 0x38) + 0x10)) = 1; // alpha

            }

            *(bool*)(glowObj + ((glowInd * 0x38) + 0x24)) = true;

            *(bool*)(glowObj + ((glowInd * 0x38) + 0x25)) = false;



        }

     



    }

}



void bHop()

{

    //std::cout << "Hopping!" << std::endl;

    addr.flag = *(BYTE*)(addr.localPlayer + offset.flags);





    if (GetAsyncKeyState(VK_SPACE) && addr.flag & (1 << 0))

    {

        //checks to see if gamer is moving

        addr.vel = *(BYTE*)(addr.localPlayer + offset.vecVel);



        if (addr.vel != 0)

        {

            *(uintptr_t*)(addr.clientModule + offset.fjump) = 5;

            Sleep(10);

            *(uintptr_t*)(addr.clientModule + offset.fjump) = 4;



        }

    }

}



void rcs()

{



    Vec3 punchAngle = *addr.aimPunchAngle * 2;



    if (*addr.IshotsFired > 1 && GetAsyncKeyState(VK_LBUTTON))

    {

        Vec3 newAngle = *addr.viewAngles + addr.oPunch - punchAngle;

        newAngle.Normalize();

        *addr.viewAngles = newAngle;

    }

    addr.oPunch = punchAngle;



}



void noFlash()

{

    float* flashDur = (float*)(addr.localPlayer + offset.flashDur);

    if (*flashDur > 0)

    {

        *flashDur = 0;

    }

}



int main()

{

    bool bHoping = false, glowing = false, recoilControling = false, antiFlash = false;

    Vec3 oPunch{ 0,0,0 };



    AllocConsole();

    FILE* f;

    freopen_s(&f, "CONOUT$", "w", stdout);

    std::cout << "oafjsad are now running!" << std::endl;



    addr.clientModule = (uintptr_t)GetModuleHandle(L"client.dll");



    while (true) //hack loop

    {

        addr.localPlayer = *(uintptr_t*)(addr.clientModule + offset.localPlayer);

        if (addr.localPlayer != NULL) //(if you're in a game)

        {

            addr.engineModule = (uintptr_t)GetModuleHandle(L"engine.dll");



            addr.viewAngles = (Vec3*)(*(uintptr_t*)(addr.engineModule + offset.clientState) + offset.viewAngles);

            addr.IshotsFired = (int*)(addr.localPlayer + offset.shotsFired);

            addr.aimPunchAngle = (Vec3*)(addr.localPlayer + offset.aimPunchAngles);

 

         



            if (glowing)

                glowHack();

            if (bHoping)

                bHop();

            if (recoilControling)

                rcs();

            if (antiFlash)

                noFlash();

         

        }



        if (GetAsyncKeyState(VK_NUMPAD1) & 1) //toggle glowing

        {

            glowing = !glowing;

            if (glowing == true)

            {

                std::cout << "Glow: enabled" << std::endl;

            }

            else

            {

                std::cout << "Glow: disabled" << std::endl;

            }

        }

        if (GetAsyncKeyState(VK_NUMPAD2) & 1) //toggle bhop

        {

            bHoping = !bHoping;

            if (bHoping == true)

            {

                std::cout << "BHOP: enabled" << std::endl;

            }

            else

            {

                std::cout << "BHOP: disabled" << std::endl;

            }

        }

        if (GetAsyncKeyState(VK_NUMPAD3) & 1) //toggle rcs

        {

            recoilControling = !recoilControling;

            if (recoilControling == true)

            {

                std::cout << "RCS: enabled" << std::endl;

            }

            else

            {

                std::cout << "RCS: disabled" << std::endl;

            }

        }

        if (GetAsyncKeyState(VK_NUMPAD4) & 1) //toggle flash

        {

            antiFlash = !antiFlash;

            if (antiFlash == true)

            {

                std::cout << "Anti-Flash: enabled" << std::endl;

            }

            else

            {

                std::cout << "Anti-Flash: disabled" << std::endl;

            }

        }



        if (GetAsyncKeyState(VK_END))

        {

            fclose(f);

            FreeConsole();

            FreeLibraryAndExitThread(NULL, NULL);

            return 0;

            return 0;

        }



    }







}



BOOL APIENTRY DllMain(HMODULE hModule,

    DWORD  ul_reason_for_call,

    LPVOID lpReserved

)

{

    switch (ul_reason_for_call)

    {

    case DLL_PROCESS_ATTACH:

    {

        DisableThreadLibraryCalls(hModule);

        CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)main, NULL, NULL, NULL);

    }

    case DLL_PROCESS_DETACH:

        break;

    }

    return TRUE;

}
 
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