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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Такс,знаю была тема,но все же,кто еще не знает об этом вх,вот..
Сделаем Glow esp.
Скачиваем Visual Studio 2k17
Оффсеты которые можно новичкам взять с этого форума :
Создаем проект -
Жмем Создать проект > Консольное приложение > Пустой проект > Готово
Нажимаем CNTL + SHIFT + A и создаем файл (.cpp) и называем его Main.cpp и вставляем в него этот код :
using namespace std;
Hackprocess hEngine;
struct GlowObjectDefinition
{
DWORD pEntity;
float r;
float g;
float b;
float a;
uint8_t unk1[16];
bool m_bRenderWhenOccluded;
bool m_bRenderWhenUnoccluded;
bool m_bFullBloom;
uint8_t unk2[14];
};
struct Player {
DWORD PlayerBase;
DWORD GlowBase;
DWORD WeaponEntityIndex;
DWORD WeaponBase;
int GlowCount;
int Clip;
int wn;
int Team;
int CrosshairID;
byte Flags;
bool ReadInformation() {
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_LocalPlayer), &PlayerBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + GlowObject), &GlowBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + GlowObject + 0x4), &GlowCount, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(PlayerBase + i_TeamNumber), &Team, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_EntityList + (WeaponEntityIndex * 0x10) - 0x10), &WeaponBase, sizeof(DWORD), NULL);
if (Clip == 4 && wn == 16) {
wn = 60;
}
if (Clip == 11 && wn == 32) {
wn = 61;
}
return true;
}
}Player;
struct Entity {
DWORD EntityBase;
DWORD BoneMatrix;
bool Dormant;
int Team;
int HP;
bool IsDead;
void ReadInformation(int nPlayer) {
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_EntityList + nPlayer * 0x10), &EntityBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + dw_BoneMatrix), &BoneMatrix, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + i_TeamNumber), &Team, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + i_HP), &HP, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + b_LifeState), &IsDead, sizeof(bool), NULL);
return;
}
}Entity[32];
void esp() {
{
if (Player.GlowBase != NULL) {
for (int i = 0; i < Player.GlowCount; i++) {
DWORD mObj = Player.GlowBase + i * sizeof(GlowObjectDefinition);
GlowObjectDefinition glowObj;
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj), &glowObj, sizeof(GlowObjectDefinition), NULL);
if (glowObj.pEntity != NULL) {
for (int j = 1; j < 32; j++) {
float red = 0, green = 0, blue = 0;
if (glowObj.pEntity == Entity[j].EntityBase) {
float a = 1.0f;
if (!Entity[j].Dormant && Entity[j].HP > 0) {
if (Entity[j].Team == 3) {
blue = 1;
}
else {
red = 1;
}
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x4), &red, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x8), &green, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0xC), &blue, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x10), &a, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x24), &b_True, sizeof(bool), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x25), &b_False, sizeof(bool), NULL);
}
}
}
}
}
}
}
return;
}
void asd() {
system("title HACK");
cout << "Здесь вы можете написать свой текст ЛАТИНСКИМИ СИМВОЛАМИ" << endl;
return;
}
int main() {
asd();
hEngine.memoryType();
while (true) {
for (int i = 0; i < 32; i++) {
Entity.ReadInformation(i);
}
Player.ReadInformation();
esp();
Sleep(1);
}
return 0;
}
Создаем еще файл (.h) и называем его ofs.h где и будут лежать оффсеты
Вставляем туда это :
И последний файл создаем (.h) и называем его (hprocess.h)
Вставляем туда это :
Далее ставим в свойствах сборки на Relеase
Далее в свойствах проекта стави "Многобайтовую кодировку" и жмем "ОК"
Запускаем чит и Кс.
Сделаем Glow esp.
Скачиваем Visual Studio 2k17
Оффсеты которые можно новичкам взять с этого форума :
Пожалуйста, авторизуйтесь для просмотра ссылки.
Создаем проект -
Жмем Создать проект > Консольное приложение > Пустой проект > Готово
Нажимаем CNTL + SHIFT + A и создаем файл (.cpp) и называем его Main.cpp и вставляем в него этот код :
Код:
#include <iostream>
#include <fstream>
#include <vector>
#include <string>
#include <conio.h>
#include <Windows.h>
#include "hprocess.h"
#include "ofs.h"
using namespace std;
Hackprocess hEngine;
struct GlowObjectDefinition
{
DWORD pEntity;
float r;
float g;
float b;
float a;
uint8_t unk1[16];
bool m_bRenderWhenOccluded;
bool m_bRenderWhenUnoccluded;
bool m_bFullBloom;
uint8_t unk2[14];
};
struct Player {
DWORD PlayerBase;
DWORD GlowBase;
DWORD WeaponEntityIndex;
DWORD WeaponBase;
int GlowCount;
int Clip;
int wn;
int Team;
int CrosshairID;
byte Flags;
bool ReadInformation() {
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_LocalPlayer), &PlayerBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + GlowObject), &GlowBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + GlowObject + 0x4), &GlowCount, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(PlayerBase + i_TeamNumber), &Team, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_EntityList + (WeaponEntityIndex * 0x10) - 0x10), &WeaponBase, sizeof(DWORD), NULL);
if (Clip == 4 && wn == 16) {
wn = 60;
}
if (Clip == 11 && wn == 32) {
wn = 61;
}
return true;
}
}Player;
struct Entity {
DWORD EntityBase;
DWORD BoneMatrix;
bool Dormant;
int Team;
int HP;
bool IsDead;
void ReadInformation(int nPlayer) {
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_EntityList + nPlayer * 0x10), &EntityBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + dw_BoneMatrix), &BoneMatrix, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + i_TeamNumber), &Team, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + i_HP), &HP, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + b_LifeState), &IsDead, sizeof(bool), NULL);
return;
}
}Entity[32];
void esp() {
{
if (Player.GlowBase != NULL) {
for (int i = 0; i < Player.GlowCount; i++) {
DWORD mObj = Player.GlowBase + i * sizeof(GlowObjectDefinition);
GlowObjectDefinition glowObj;
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj), &glowObj, sizeof(GlowObjectDefinition), NULL);
if (glowObj.pEntity != NULL) {
for (int j = 1; j < 32; j++) {
float red = 0, green = 0, blue = 0;
if (glowObj.pEntity == Entity[j].EntityBase) {
float a = 1.0f;
if (!Entity[j].Dormant && Entity[j].HP > 0) {
if (Entity[j].Team == 3) {
blue = 1;
}
else {
red = 1;
}
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x4), &red, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x8), &green, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0xC), &blue, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x10), &a, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x24), &b_True, sizeof(bool), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x25), &b_False, sizeof(bool), NULL);
}
}
}
}
}
}
}
return;
}
void asd() {
system("title HACK");
cout << "Здесь вы можете написать свой текст ЛАТИНСКИМИ СИМВОЛАМИ" << endl;
return;
}
int main() {
asd();
hEngine.memoryType();
while (true) {
for (int i = 0; i < 32; i++) {
Entity[i].ReadInformation(i);
}
Player.ReadInformation();
esp();
Sleep(1);
}
return 0;
}
Hackprocess hEngine;
struct GlowObjectDefinition
{
DWORD pEntity;
float r;
float g;
float b;
float a;
uint8_t unk1[16];
bool m_bRenderWhenOccluded;
bool m_bRenderWhenUnoccluded;
bool m_bFullBloom;
uint8_t unk2[14];
};
struct Player {
DWORD PlayerBase;
DWORD GlowBase;
DWORD WeaponEntityIndex;
DWORD WeaponBase;
int GlowCount;
int Clip;
int wn;
int Team;
int CrosshairID;
byte Flags;
bool ReadInformation() {
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_LocalPlayer), &PlayerBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + GlowObject), &GlowBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + GlowObject + 0x4), &GlowCount, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(PlayerBase + i_TeamNumber), &Team, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_EntityList + (WeaponEntityIndex * 0x10) - 0x10), &WeaponBase, sizeof(DWORD), NULL);
if (Clip == 4 && wn == 16) {
wn = 60;
}
if (Clip == 11 && wn == 32) {
wn = 61;
}
return true;
}
}Player;
struct Entity {
DWORD EntityBase;
DWORD BoneMatrix;
bool Dormant;
int Team;
int HP;
bool IsDead;
void ReadInformation(int nPlayer) {
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(hEngine.dwordClient + dw_EntityList + nPlayer * 0x10), &EntityBase, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + dw_BoneMatrix), &BoneMatrix, sizeof(DWORD), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + i_TeamNumber), &Team, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + i_HP), &HP, sizeof(int), NULL);
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(EntityBase + b_LifeState), &IsDead, sizeof(bool), NULL);
return;
}
}Entity[32];
void esp() {
{
if (Player.GlowBase != NULL) {
for (int i = 0; i < Player.GlowCount; i++) {
DWORD mObj = Player.GlowBase + i * sizeof(GlowObjectDefinition);
GlowObjectDefinition glowObj;
ReadProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj), &glowObj, sizeof(GlowObjectDefinition), NULL);
if (glowObj.pEntity != NULL) {
for (int j = 1; j < 32; j++) {
float red = 0, green = 0, blue = 0;
if (glowObj.pEntity == Entity[j].EntityBase) {
float a = 1.0f;
if (!Entity[j].Dormant && Entity[j].HP > 0) {
if (Entity[j].Team == 3) {
blue = 1;
}
else {
red = 1;
}
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x4), &red, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x8), &green, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0xC), &blue, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x10), &a, sizeof(float), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x24), &b_True, sizeof(bool), NULL);
WriteProcessMemory(hEngine.HandleProcess, (PBYTE*)(mObj + 0x25), &b_False, sizeof(bool), NULL);
}
}
}
}
}
}
}
return;
}
void asd() {
system("title HACK");
cout << "Здесь вы можете написать свой текст ЛАТИНСКИМИ СИМВОЛАМИ" << endl;
return;
}
int main() {
asd();
hEngine.memoryType();
while (true) {
for (int i = 0; i < 32; i++) {
Entity.ReadInformation(i);
}
Player.ReadInformation();
esp();
Sleep(1);
}
return 0;
}
Создаем еще файл (.h) и называем его ofs.h где и будут лежать оффсеты
Вставляем туда это :
Код:
bool b_True = true;
bool b_False = false;
DWORD dw_EntityList = 0x04AC9154; //надо обновлять
DWORD dw_LocalPlayer = 0x00AA66B8; //надо обновлять
DWORD dw_EnginePointer = 0x006062B4;
DWORD GlowObject = 0x04FE39FC; //надо обновлять
const DWORD i_TeamNumber = 0x000000F0;
const DWORD dw_BoneMatrix = 0x00002698;
const DWORD b_LifeState = 0x0000025B;
const DWORD i_HP = 0x000000FC;
И последний файл создаем (.h) и называем его (hprocess.h)
Вставляем туда это :
Код:
#include <Windows.h>
#include <TlHelp32.h>
class Hackprocess
{
public:
PROCESSENTRY32 gameProcess;
HANDLE HandleProcess;
HWND HWNDCsgo;
DWORD dwordClient;
DWORD dwordEngine;
DWORD dwordOverlay;
DWORD dwordVGui;
DWORD dwordServer;
DWORD dwordLibCef;
DWORD dwordSteam;
DWORD FindProcessName(const char *ProcessName, PROCESSENTRY32 *pEntry)
{
PROCESSENTRY32 ProcessEntry;
ProcessEntry.dwSize = sizeof(PROCESSENTRY32);
HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
if (hSnapshot == INVALID_HANDLE_VALUE) return 0; if (!Process32First(hSnapshot, &ProcessEntry))
{
CloseHandle(hSnapshot);
return 0;
}
do {
if (!_strcmpi(ProcessEntry.szExeFile, ProcessName))
{
memcpy((void *)pEntry, (void *)&ProcessEntry, sizeof(PROCESSENTRY32));
CloseHandle(hSnapshot);
return ProcessEntry.th32ProcessID;
}
} while (Process32Next(hSnapshot, &ProcessEntry));
CloseHandle(hSnapshot);
return 0;
}
DWORD getThreadByProcess(DWORD DwordProcess)
{
THREADENTRY32 ThreadEntry;
ThreadEntry.dwSize = sizeof(THREADENTRY32);
HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPTHREAD, 0);
if (hSnapshot == INVALID_HANDLE_VALUE) return 0;
if (!Thread32First(hSnapshot, &ThreadEntry)) { CloseHandle(hSnapshot); return 0; }
do {
if (ThreadEntry.th32OwnerProcessID == DwordProcess)
{
CloseHandle(hSnapshot);
return ThreadEntry.th32ThreadID;
}
} while (Thread32Next(hSnapshot, &ThreadEntry));
CloseHandle(hSnapshot);
return 0;
}
DWORD GetModuleNamePointer(LPSTR LPSTRModuleName, DWORD DwordProcessId)
{
MODULEENTRY32 lpModuleEntry = { 0 };
HANDLE hSnapShot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, DwordProcessId);
if (!hSnapShot)
return NULL;
lpModuleEntry.dwSize = sizeof(lpModuleEntry);
BOOL RunModule = Module32First(hSnapShot, &lpModuleEntry);
while (RunModule)
{
if (!strcmp(lpModuleEntry.szModule, LPSTRModuleName))
{
CloseHandle(hSnapShot);
return (DWORD)lpModuleEntry.modBaseAddr;
}
RunModule = Module32Next(hSnapShot, &lpModuleEntry);
}
CloseHandle(hSnapShot);
return NULL;
}
void runSetDebugPrivs()
{
HANDLE HandleProcess = GetCurrentProcess(), HandleToken;
TOKEN_PRIVILEGES priv;
LUID LUID;
OpenProcessToken(HandleProcess, TOKEN_ADJUST_PRIVILEGES, &HandleToken);
LookupPrivilegeValue(0, "seDebugPrivilege", &LUID);
priv.PrivilegeCount = 1;
priv.Privileges[0].Luid = LUID;
priv.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED;
AdjustTokenPrivileges(HandleToken, false, &priv, 0, 0, 0);
CloseHandle(HandleToken);
CloseHandle(HandleProcess);
return;
}
void memoryType()
{
runSetDebugPrivs();
while (!FindProcessName("csgo.exe", &gameProcess)) Sleep(12);
while (!(getThreadByProcess(gameProcess.th32ProcessID))) Sleep(12);
HandleProcess = OpenProcess(PROCESS_ALL_ACCESS, false, gameProcess.th32ProcessID);
while (dwordClient == 0x0) dwordClient = GetModuleNamePointer("client.dll", gameProcess.th32ProcessID);
while (dwordEngine == 0x0) dwordEngine = GetModuleNamePointer("engine.dll", gameProcess.th32ProcessID);
while (dwordVGui == 0x0) dwordVGui = GetModuleNamePointer("vguimatsurface.dll", gameProcess.th32ProcessID);
while (dwordServer == 0x0)dwordServer = GetModuleNamePointer("server.dll", gameProcess.th32ProcessID);
HWNDCsgo = FindWindow(NULL, "Counter-Strike: Global Offensive");
return;
}
};
extern Hackprocess CSSource;
Далее ставим в свойствах сборки на Relеase
Далее в свойствах проекта стави "Многобайтовую кодировку" и жмем "ОК"
Запускаем чит и Кс.
Не забудьте обновить Оффсеты,в ofs.h написано какие оффсеты нужно обновлять под каждую обнову кс!