RUST Не работает чит после обновы

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обновил оффсеты и хуки, но софт отказывается работать
Alkad Rust
Вот оффсеты -
Offsets.h:
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#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
Подставлял туда RVA вместо оффсета, но оно отказывалось работать
так же подставлял RVA и оффсеты в конец hook.h
Код:
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    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);
}
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
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
чувак, там еак.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Проверил скрипт тоже не вышло почему то не пашит
 
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