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Автор темы
- #1
C++:
client = get_interface<i_base_client_dll, interface_type::index>("client.dll", "VClient018");
entity_list = get_interface<i_client_entity_list, interface_type::index>("client.dll", "VClientEntityList003");
engine = get_interface<iv_engine_client, interface_type::index>("engine.dll", "VEngineClient014");
panel = get_interface<i_panel, interface_type::index>("vgui2.dll", "VGUI_Panel009");
surface = get_interface<i_surface, interface_type::index>("vguimatsurface.dll", "VGUI_Surface031");
material_system = get_interface<i_material_system, interface_type::index>("materialsystem.dll", "VMaterialSystem080");
model_info = get_interface<iv_model_info, interface_type::index>("engine.dll", "VModelInfoClient004");
model_render = get_interface<iv_model_render, interface_type::index>("engine.dll", "VEngineModel016");
render_view = get_interface<i_render_view, interface_type::index>("engine.dll", "VEngineRenderView014");
console = get_interface<i_console, interface_type::index>("vstdlib.dll", "VEngineCvar007");
localize = get_interface<i_localize, interface_type::index>("localize.dll", "Localize_001");
event_manager = get_interface<i_game_event_manager2, interface_type::index>("engine.dll", "GAMEEVENTSMANAGER002");
debug_overlay = get_interface<iv_debug_overlay, interface_type::index>("engine.dll", "VDebugOverlay004");
inputsystem = get_interface<i_inputsytem, interface_type::index>("inputsystem.dll", "InputSystemVersion001");
trace_ray = get_interface<trace, interface_type::index>("engine.dll", "EngineTraceClient004");
game_movement = get_interface<player_game_movement, interface_type::index>("client.dll", "GameMovement001");
prediction = get_interface<player_prediction, interface_type::index>("client.dll", "VClientPrediction001");
/*custom interfaces*/
clientmode = **reinterpret_cast<i_client_mode * **>((*reinterpret_cast<uintptr_t * *>(client))[10] + 5);
chat_element = *reinterpret_cast<hud_chat**>(reinterpret_cast<uintptr_t>(clientmode) + *reinterpret_cast<uint8_t*>(utilities::pattern_scan(GetModuleHandleA("client.dll"), "E8 ? ? ? ? 8B 4F ? 85 C9 74 06 51") + 7));
globals = **reinterpret_cast<c_global_vars_base * **>((*reinterpret_cast<uintptr_t * *>(client)[0] + 27));
game_rules = **reinterpret_cast<c_csgamerulesproxy***>(utilities::pattern_scan(GetModuleHandleA("client.dll"), "A1 ? ? ? ? 8B 0D ? ? ? ? 6A 00 68 ? ? ? ? C6") + 0x1);
clientstate = **(i_client_state ***)(utilities::pattern_scan(GetModuleHandleA("engine.dll"), sig_client_state) + 1);
directx = **(IDirect3DDevice9***)(utilities::pattern_scan(GetModuleHandleA("shaderapidx9.dll"), sig_directx) + 1);
input = *(i_input**)(utilities::pattern_scan(GetModuleHandleA("client.dll"), sig_input) + 1);
glow_manager = (glow_manager_t*)(*(uintptr_t*)(utilities::pattern_scan(GetModuleHandleA("client.dll"), sig_glow_manager) + 3));
move_helper = **(player_move_helper***)(utilities::pattern_scan(GetModuleHandleA("client.dll"), sig_player_move_helper) + 2);
weapon_system = *(i_weapon_system**)(utilities::pattern_scan(GetModuleHandleA("client.dll"), sig_weapon_data) + 2);
globals = **reinterpret_cast<c_global_vars_base * **>((*reinterpret_cast<uintptr_t * *>(client)[0] + 27));
вот дебагУже не знаю что делать.В читах не нашёл как правильно определять глобалс