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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Norecoil-
Fly hack indicator-
radar-
Bullet tracer -
Прицел свастика крутится -
Чамсы -
void spiderClimb() {
Write<float>(this->playerMovement + O::groundAngle, 0.f);
Write<float>(this->playerMovement + O::groundAngleNew, 0.f);
}
C++:
void NoRecoil() {
if (Weapons::NoRecoil) {
DWORD64 Held = read((const uintptr_t)this + O::Item::heldEntity, DWORD64);
DWORD64 recoil = read(Held + O::BaseProjectile::recoil, DWORD64);
float RecoilMinYaw = read(recoil + O::RecoilProperties::recoilYawMin, float);
float RecoilMaxYaw = read(recoil + O::RecoilProperties::recoilYawMax, float);
float RecoilMinPitch = read(recoil + O::RecoilProperties::recoilPitchMin, float);
float RecoilMaxPitch = read(recoil + O::RecoilProperties::recoilPitchMax, float);
while (GetAsyncKeyState(VK_RBUTTON) & 0x8000)
{
write(recoil + O::RecoilProperties::recoilYawMin, -0.3, float);
write(recoil + O::RecoilProperties::recoilYawMax, -0.5, float);
write(recoil + O::RecoilProperties::recoilPitchMin, -0.4, float);
write(recoil + O::RecoilProperties::recoilPitchMax, -0.6, float);
}
write(recoil + O::RecoilProperties::recoilYawMin, RecoilMinYaw, float);
write(recoil + O::RecoilProperties::recoilYawMax, RecoilMaxYaw, float);
write(recoil + O::RecoilProperties::recoilPitchMin, RecoilMinPitch, float);
write(recoil + O::RecoilProperties::recoilPitchMax, RecoilMaxPitch, float);
}
}
C++:
void Flyy() {
float fly;
if (!GetAsyncKeyState(0x58)) {
Vector3 localposition = GetBoneByID(head);
Misc::max = localposition.y;
}
if (GetAsyncKeyState(0x58)) {
//Fly сюда
Vector3 localposition = GetBoneByID(head);
if (localposition.y >= Misc::max + 4.f) {
Beep(100, 100);
}
}
}
radar-
C++:
inline void RadarPlayer(BasePlayer* player)
{
if (PlayerEsp::skeleton && !player->IsNpc());
if (!player->IsDead() && player->GetHealth() >= 0.2f)
{
if (LocalPlayer.BasePlayer && Vars1::Radar::Enable && (Vars1::Radar::ShowRadarPlayer || Vars1::Radar::ShowRadarSleeper))
{
if (!player->IsDead() && player->GetHealth() >= 0.2f)
{
float Pos_x;
float Pos_Y;
float Rad;
ImGui::SetNextWindowSize(ImVec2(Vars1::Radar::Radar_Size, Vars1::Radar::Radar_Size));
ImGui::Begin("dasdas", NULL, ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration);
ImVec2 pos = ImGui::GetWindowPos();
bool PlayerWounded = player->HasFlags(64);
const Vector3 LocalPos = LocalPlayer.BasePlayer->GetPosition();
bool IgnoreTeam11 = LocalPlayer.BasePlayer->IsTeamMate(player->GetSteamID());
const Vector3 PlayerPos = player->GetPosition();
const float Distance = Math::Calc3D_Dist(LocalPos, PlayerPos);
const float y = LocalPos.x - PlayerPos.x;
const float x = LocalPos.z - PlayerPos.z;
Vector3 LocalEulerAngles;
if (Vars1::Radar::EnableDinamicRadar)
{
LocalEulerAngles = LocalPlayer.BasePlayer->GetBoneByID(l_eye);
}
else
{
LocalEulerAngles = LocalPlayer.BasePlayer->GetPosition();
}
const float num = atan2(y, x) * 57.29578f - 270.f - LocalEulerAngles.x;
float PointPos_X = Distance * cos(num * 0.0174532924f);
float PointPos_Y = Distance * sin(num * 0.0174532924f);
PointPos_X = PointPos_X * (Vars1::Radar::Radar_Size / Vars1::Radar::Radar_Range) / 2.f;
PointPos_Y = PointPos_Y * (Vars1::Radar::Radar_Size / Vars1::Radar::Radar_Range) / 2.f;
wchar_t healtht[64];
wchar_t Npc[64];
wchar_t Sleep[64];
_swprintf(healtht, L"[%d HP][%d M]", (int)player->GetHealth(), (int)Math::Calc3D_Dist(LocalPlayer.BasePlayer->GetBoneByID(head), player->GetBoneByID(head)));
_swprintf(Sleep, L"Sleep");
_swprintf(Npc, L"Npc");
if (Vars1::Radar::ShowRadarBackground) {
Render::Object.Сircle({ pos.x + Vars1::Radar::Radar_Size / 2, pos.y + Vars1::Radar::Radar_Size / 2 }, D2D1::ColorF::White, Vars1::Radar::Radar_Size / 2, 1.f);
//Render::Object.FillCircle({ pos.x + Vars1::Radar::Radar_Size / 2, pos.y + Vars1::Radar::Radar_Size / 2 }, D2D1::ColorF(0, 0, 0, 0.1), Vars1::Radar::Radar_Size / 2);
}
if (!player->HasFlags(16) && Vars1::Radar::ShowRadarPlayer && !player->IsNpc())
{
if (Distance <= Vars1::Radar::Radar_Range)
{
Render::Object.FillCircle({ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, D2D1::ColorF::Red, 3.f);
Render::Object.String(Vector2{ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, healtht, D2D1::ColorF::Red, true);
}
}
else if (Distance <= Vars1::Radar::Radar_Range) {
Render::Object.FillCircle({ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, D2D1::ColorF::Red, 3.f);
Render::Object.String(Vector2{ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, healtht, D2D1::ColorF::Red, true);
}
else if (player->HasFlags(16) && Vars1::Radar::ShowRadarSleeper && !player->IsNpc())
{
if (Distance <= Vars1::Radar::Radar_Range)
{
Render::Object.FillCircle({ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, D2D1::ColorF::White, 3.f);
Render::Object.String(Vector2{ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, Sleep, D2D1::ColorF::White, true);
}
}
if (Vars1::Radar::ShowRadarNpc && player->IsNpc()) {
if ( Distance <= Vars1::Radar::Radar_Range)
{
Render::Object.FillCircle({ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, D2D1::ColorF::Blue, 3.f);
//if (Vars1::Radar::ShowRadarNpcname) {
Render::Object.String(Vector2{ pos.x + Vars1::Radar::Radar_Size / 2.f + PointPos_X - 3.f, pos.y + Vars1::Radar::Radar_Size / 2.f + PointPos_Y - 3.f }, Npc, D2D1::ColorF::Blue, true);
//}
}
}
ImGui::End();
}
}
}
}
C++:
namespace vis_attack {
struct bullet_tracer {
Vector3 m_start;
Vector3 m_end;
bullet_tracer(Vector3 st, Vector3 en) {
this->m_start = st;
this->m_end = en;
}
};
std::vector<bullet_tracer> activetrace = std::vector<bullet_tracer>();
void log_trace(Vector3 start, Vector3 end) {
activetrace.push_back(bullet_tracer(start, end));
if (activetrace.size() > 3)
activetrace.erase(activetrace.begin());
}
void Trace_bullet() {
for (int i = 0; i < activetrace.size(); i++) {
auto trace = activetrace[i];
static float screenX = GetSystemMetrics(SM_CXSCREEN);
static float screenY = GetSystemMetrics(SM_CYSCREEN);
Vector2 m_start = Vector2(screenX / 2.f, screenY - 200.f);
Vector2 m_end;
if (LocalPlayer.WorldToScreen(trace.m_end, m_end), LocalPlayer.WorldToScreen(trace.m_start, m_start)) {
Render::Object.Line(m_start, m_end, D2D1::ColorF(0, 0, 255), 0.7f);
}
}
}
}
Код:
double deg2rad(double degrees) {
return degrees * 4.0 * atan(1.0) / 180.0;
}
void swasrika(){
// This is special, requires some calculations!
static float rotation_degree = 0.f;
if (rotation_degree > 89.f)
rotation_degree = 0.f;
rotation_degree += 0.5f;
int length = (int)(viewport.Width / 2 / 60);
float gamma = atan(length / length);
int i = 0;
while (i < 4)
{
std::vector <int> p
{
int(length * sin(deg2rad(rotation_degree + (i * 90)))),
int(length * cos(deg2rad(rotation_degree + (i * 90)))),
int((length / cos(gamma)) * sin(deg2rad(rotation_degree + (i * 90) + RAD2DEG(gamma)))),
int((length / cos(gamma)) * cos(deg2rad(rotation_degree + (i * 90) + RAD2DEG(gamma))))
};
Renderer::Line({ ScreenCenterX, ScreenCenterY }, { ScreenCenterX + p[0], ScreenCenterY - p[1] }, D2D1::ColorF::Red);
Renderer::Line({ ScreenCenterX + p[0], ScreenCenterY - p[1] }, { ScreenCenterX + p[2], ScreenCenterY - p[3] }, D2D1::ColorF::Red);
i++;
}
}
C++:
BasePlayer* Player = (BasePlayer*)read(Object + 0x28, DWORD64);
BasePlayer* Local = (BasePlayer*)read(Object + 0x28, DWORD64);
if (!read(Player + O::BasePlayer::playerModel, DWORD64)) continue;
if (Misc::chams) {
auto _multiMesh = read(Player + 0x2B0, uintptr_t);
auto render_list = get_Renderers(_multiMesh);
if (render_list) {
for (int i = 0; i < render_list->get_size(); i++) {
auto renderer = render_list->get_value(i);
if (!renderer)
return;
auto material = get_material(renderer);
if (!material)
return;
auto shader = Find(L"Hidden/TextCore/Distance Field SSD");
unity::set_shader(material, shader);
SetInt(material, L"_ZTest", 0);
}
}
}
Write<float>(this->playerMovement + O::groundAngle, 0.f);
Write<float>(this->playerMovement + O::groundAngleNew, 0.f);
}
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