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Обновил оффсеты и хуки, но софт отказывается работать
Alkad Rust
Вот оффсеты -
Подставлял туда RVA вместо оффсета, но оно отказывалось работать
так же подставлял RVA и оффсеты в конец hook.h
так же обновил все где были коменты и куски классов
но оно все так же жрало говна
щас хочу попробовать не переводить значения из script.json в Hexadecimical
Alkad Rust
Вот оффсеты -
Offsets.h:
#pragma once
#define oGameObjectManager 0x17C1F18 //0x17D69F8 новый //0x17C1F18 старый
#pragma region BasePlayer
#define oPlayerInput 0x4E0// public PlayerInput input;
#define oPlayerModel 0x4C0// public PlayerModel playerModel;
#define oPlayerFlags 0x678// public BasePlayer.PlayerFlags playerFlags; ????
#define oUserID 0x6C0// public ulong userID;
#define oDisplayName 0x6D8// protected string _displayName
#define oClientTickInterval 0x648// public float clientTickInterval;
#define oClActiveItem 0x5C8// private uint clActiveItem;
#define oInventory 0x688// public PlayerInventory inventory;
#define oMovement 0x4E8// public BaseMovement movement;
#pragma endregion
//*** Projectile ***//
#define oThickness 0x2C// public float thickness;
//*** TOD_Sky ***//
#define oInstances 0x0// private static List<TOD_Sky> instances;
#define oCycle 0x38// public TOD_CycleParameters Cycle;
//*** TOD_CycleParameters ***//
#define OHour 0x10// public float Hour;
#pragma region PlayerWalkMovement
#define oGroundAngle 0xC4// private float groundAngle;
#define oGroundAngleNew 0xC8// private float groundAngleNew;
#define oGravityMultiplier 0x84// public float gravityMultiplier;
#define oFlying 0x149// private bool flying;
#define oGravityMultiplierSwimming 0x88 // public float gravityMultiplierSwimming;
#pragma endregion
#pragma region ItemDefinition
#define oShortname 0x20// public string shortname;
#define odisplayname 0x28// public Translate.Phrase displayName;
#define oID 0x18// public int itemid;
#pragma endregion
//*** Item ***//
#define oUID 0x28// public uint uid;
#define ItemDefinition 0x20// public ItemDefinition info;
#define oHeldEntity 0x98// private EntityRef heldEntity;
//*** Player Model ***//
#define oSmoothVelocity 0x23C// private Vector3 newVelocity
#define oVisible 0x288// internal bool visible;
//*** BaseProjectile ***//
#define oPrimaryMagazine 0x2B8// public BaseProjectile.Magazine primaryMagazine;
//*** BaseNetworkable ***//
#define oNetworkable 0x50// public Networkable net;
//*** HeldEntity ***//
#define oPunches 0x160// protected List<HeldEntity.PunchEntry> _punches;
//*** Networkable ***//
#define oNetworkId 0x10//public uint ID;
//*** PlayerAttack ***//
#define oAttack 0x18// public Attack attack;
//*** Attack ***//
#define oHitID 0x2C// public uint hitID;
#define oHitPartID 0x64// public uint hitPartID;
#define oHitBone 0x48// public uint hitBone; ? //HitInfo
#define oHitMaterialID 0x68 // public uint hitMaterialID;
#define oPlayerAttack 0x18 // public PlayerAttack playerAttack;
#define oAttack 0x18 // public Attack attack;
#define oHitNormalWorld 0x4C // public Vector3 hitNormalWorld;
//*** BaseCombatEntity ***//
#define oLifeState 0x21C// public BaseCombatEntity.LifeState lifestate;
#define oHealth 0x224// protected float _health; // 0x224
//*** PlayerInput ***//
#define oKeyFocus 0x98// private bool hasKeyFocus;
#define oBodyAngles 0x3C// private Vector3 bodyAngles;
//*** ***//
#define oStancePenalty 0x31C //private float stancePenalty;
#define oAimconePenalty 0x320 //private float aimconePenalty;
#define oAimCone 0x2E8 //public float aimCone; public class BaseProjectile : AttackEntity
#define oHipAimCone 0x2EC //public float hipAimCone;
#define oAimconePenaltyPerShot 0x2F0 //public float aimconePenaltyPerShot;
#define oCorpsePlayerName 0x2A8// public string _playerName;
#define oRecoil 0x2D8 // public RecoilProperties recoil;
#define oRecoilYawMin 0x18 // public float recoilYawMin;
#define oRecoilYawMax 0x1C // public float recoilYawMax;
#define oRecoilPitchMin 0x20 // public float recoilPitchMin;
#define oRecoilPitchMax 0x24 // public float recoilPitchMax;
#define oADSScale 0x30 // public float ADSScale;
#define oMovementPenalty 0x34 // public float movementPenalty;
#define oAutomatic 0x288 // public bool automatic;
#define oSuccessFraction 0x360 // public float successFraction;
#define oAttackReady 0x360 // protected bool attackReady;
#define oArrowBack 0x364 // private float arrowBack;
#define oHornOrigin 0x200 // public GameObject hornOrigin;
#define oAttackRadius 0x294 //public float attackRadius;
#define oBlockSprintOnAttack 0x299 //public bool blockSprintOnAttack;
#define oNewVelocity 0x23C // private Vector3 newVelocity;
#define oLastSentTickTime 0x64C // private float lastSentTickTime;
#define oClientTeam 0x598 // public PlayerTeam clientTeam
#define oRecoilAngles 0x64 // public Vector3 recoilAngles;
#define oInventory 0x688// public PlayerInventory inventory;
#define oFrozen 0x4C8 // public bool Frozen;
#define oClothingWaterSpeedBonus 0x750 // public float clothingWaterSpeedBonus;
#define oClothingAccuracyBonus 0x754 // public float clothingAccuracyBonus;
#define oClothingBlocksAiming 0x748 // public bool clothingBlocksAiming;
#define oClothingMoveSpeedReduction 0x74C // public float clothingMoveSpeedReduction;
// hooks
#define oisslepre 0x314FD0 // public bool IsSleeping() { } //class Rigidbody : Component
#define osleeper 0x1DFA790 //public bool get_sleeping() { } //public class ModelState : IDisposable, Pool.IPooled, IProto
//#define oGetSleeping 0x1C26670 //
#define oUIAdminn 0x857C70 //public bool IsVisible() { } //class AdminUI
#define oGetFlying 0x1DFA700 // public bool get_flying() { }
#define oSetFlying 0x1DFA810 //public void set_flying(bool value) { }
#define oSendProjectileAttack 0x323D90 // public void SendProjectileAttack(PlayerProjectileAttack attack) { }
#define oCanAttack 0x306660 // public bool CanAttack() { }
#define oCreateProjectile 0x2F5580// private Projectile CreateProjectile(string prefabPath, Vector3 pos, Vector3 forward, Vector3 velocity) { } (2)
#define oBlockSprint 0x305380 // public virtual void BlockSprint(float duration = 0,2) { }
#define oGetSpeed 0x311FE0 // public float GetSpeed(float running, float ducking) { }
#define oGetIndexedSpreadScalar 0x6ADEB0 // public float GetIndexedSpreadScalar(int shotIndex, int maxShots) { }
#define oAntiAim 0x3236D0 //internal void SendClientTick() { }#define oAntiAim 0x474E50 //internal void SendClientTick() { }
#define oFakeCard 0x6BA890 //public int get_accessLevel() { }
#define oAimConeUtil 0x85A9E0 //public static Vector3 GetModifiedAimConeDirection(float aimCone, Vector3 inputVec, bool anywhereInside = True) { }
#define oClientInput 0x2F37D0 //public virtual void ClientInput(InputState state, ModelState modelState) { }
#define oTodSky 0x1110470 // public T GetComponent<T>() { }
#define oClosestPoint 0x885FD0 //public Vector3 ClosestPoint(Vector3 position) { } //class BaseEntity : BaseNetworkable, IProvider, ILerpTarget, IPrefabPreProcess
#define oKnockDoor 0xB5A480 //public void Menu_KnockDoor(BasePlayer player) { }
#define oServerRPC 0x88FC80 //public void ServerRPC(string funcName) { }
#define oSetSkinColor 0x8ED7E0 //private void SetSkinColor(Color skinColor) { }
#define oGetSkinColor 0x5947A0 // internal Color GetSkinColor(float skinNumber) { } класс SkinSet
#define oAmbientMode 0x18DC030//// public static void set_ambientMode(AmbientMode value) { }
#define oambientIntensit 0x18DBF70 //public static void set_ambientIntensity(float value) { }
#define oambientLight 0x18DBFF0 //public static void set_ambientLight(Color value) { }
//scripts.json
#define oBaseNetworkable 0x31B46E8 // //BaseNetworkable_c*
#define oSlideWalk 0x94B700 // private void HandleRunDuckCrawl(ModelState state, bool sRun, bool wantsDuck, bool wantsCrawl) { }
#define oConVar 0x31B2358 //ConVar_Graphics_c* Class$ConVar.Graphics
#define oEulerAngles 0x21027A0 // "Name": "UnityEngine.Transform$$get_eulerAngles"
#define oPosition 0x2102DD0 // //UnityEngine.Transform$$get_position
#define oRun 0x2222190 //ConsoleSystem$$Run
так же подставлял RVA и оффсеты в конец hook.h
Код:
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + 0x881EA0)), reinterpret_cast<void**>(&original_sound), HitSound);//public void DoHitNotify(HitInfo info) { }
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + osleeper)), reinterpret_cast<void**>(&orig_sleeper), sleeper);
/*CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oisslepre)), reinterpret_cast<void**>(&orig_issleeper), issleeper);*/
//CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oGetSleeping)), reinterpret_cast<void**>(&original_sleeping), getsleeping);
//Hook((void*)(uintptr_t)(GetModBase(L"GameAssembly.dll") + 0x2855A0), (void**)&original_canholditems, CanHoldItems);
//CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + 0x93DD30)), reinterpret_cast<void**>(&o_TraceAll), TraceAll);//public static void TraceAll(HitTest test, List<TraceInfo> traces, int layerMask = -5) { }
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + 0x2FA7B0)), reinterpret_cast<void**>(&original_canholditems), CanHoldItems); //public virtual bool CanHoldItems() { }
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oRun)), reinterpret_cast<void**>(&original_consolerun), Run);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oCreateProjectile)), reinterpret_cast<void**>(&original_create_projectile), CreateProjectile);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oGetSkinColor)), reinterpret_cast<void**>(&original_playerChams), ChamsESP2);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oTodSky)), reinterpret_cast<void**>(&original_mode), NightMode);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oUIAdminn)), reinterpret_cast<void**>(&original_UI), UIAdmin);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oClientInput)), reinterpret_cast<void**>(&original_clientinput), ClientInput);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oAimConeUtil)), reinterpret_cast<void**>(&original_aimconedirection), pSilent);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oSetFlying)), reinterpret_cast<void**>(&original_setflying), SetFlying);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oGetFlying)), reinterpret_cast<void**>(orig_getFly), getFly);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oSendProjectileAttack)), reinterpret_cast<void**>(&Orig_SendProjectileAttack), Fake_SendProjectileAttack);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oCanAttack)), reinterpret_cast<void**>(&Orig_CanAttack), Fake_Can_Attack);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oBlockSprint)), reinterpret_cast<void**>(&Orig_BlockSprint), Fake_BlockSprint);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oGetSpeed)), reinterpret_cast<void**>(&Orig_GetSpeed), Fake_GetSpeed);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oGetIndexedSpreadScalar)), reinterpret_cast<void**>(&Orig_GetIndexedSpreadScalar), Fake_GetIndexedSpreadScalar);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oSlideWalk)), reinterpret_cast<void**>(&orig_handleRunning), Fake_handleRunning);
//CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oAntiAim)), reinterpret_cast<void**>(&original_sendclienttick), hook_sendclienttick);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oSetSkinColor)), reinterpret_cast<void**>(&Orig_CHAMSESP), CHAMSESP);
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + 0x55CA50)), reinterpret_cast<void**>(&orig_TraceAll), TraceAll); //public static void TraceAll(HitTest test, List<TraceInfo> traces, int layerMask = -5) { }
CreateHook(reinterpret_cast<void*>(static_cast<uintptr_t>(GetModBase(L"GameAssembly.dll") + oAntiAim)), reinterpret_cast<void**>(&original_sendclienttick), hook_sendclienttick);
}
но оно все так же жрало говна
щас хочу попробовать не переводить значения из script.json в Hexadecimical
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