Исходник [ESP] Skeleton External

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Basic Skeleton using CS2 Offsets.
Just render it on your overlay if External.
I will release more functions later perhaps.

C++:
if (skeleton)
        {
            uint64_t pawn = (uint64_t)pPlayerController->m_hPlayerPawn();
            uint64_t gamescene = read<uint64_t>(pawn + gamescenemode);
            uint64_t bonearray = read<uint64_t>(gamescene + modelstate + bonearray_offset);

            Vector3 head = read<Vector3>(bonearray + 6 * 32);
            Vector3 cou = read<Vector3>(bonearray + 5 * 32);
            Vector3 shoulderR = read<Vector3>(bonearray + 8 * 32);
            Vector3 shoulderL = read<Vector3>(bonearray + 13 * 32);
            Vector3 brasR = read<Vector3>(bonearray + 9 * 32);
            Vector3 brasL = read<Vector3>(bonearray + 14 * 32);
            Vector3 handR = read<Vector3>(bonearray + 11 * 32);
            Vector3 handL = read<Vector3>(bonearray + 16 * 32);
            Vector3 cock = read<Vector3>(bonearray + 0 * 32);
            Vector3 kneesR = read<Vector3>(bonearray + 23 * 32);
            Vector3 kneesL = read<Vector3>(bonearray + 26 * 32);
            Vector3 feetR = read<Vector3>(bonearray + 24 * 32);
            Vector3 feetL = read<Vector3>(bonearray + 27 * 32);

            Vector3 Ahead, Acou, AshoulderR, AshoulderL, AbrasR, AbrasL, AhandR, AhandL, Acock, AkneesR, AkneesL, AfeetR, AfeetL;

            if (!world_to_screen(head, Ahead, viewmatrix))
                continue;
            if (!world_to_screen(cou, Acou, viewmatrix))
                continue;
            if (!world_to_screen(shoulderR, AshoulderR, viewmatrix))
                continue;
            if (!world_to_screen(shoulderL, AshoulderL, viewmatrix))
                continue;
            if (!world_to_screen(brasR, AbrasR, viewmatrix))
                continue;
            if (!world_to_screen(brasL, AbrasL, viewmatrix))
                continue;
            if (!world_to_screen(handL, AhandL, viewmatrix))
                continue;
            if (!world_to_screen(handR, AhandR, viewmatrix))
                continue;
            if (!world_to_screen(cock, Acock, viewmatrix))
                continue;
            if (!world_to_screen(kneesR, AkneesR, viewmatrix))
                continue;
            if (!world_to_screen( kneesL, AkneesL, viewmatrix))
                continue;
            if (!world_to_screen(feetR, AfeetR, viewmatrix))
                continue;
            if (!world_to_screen(feetL, AfeetL, viewmatrix))
                continue;

            ImDrawList* drawList = ImGui::GetOverlayDrawList();

            drawList->AddLine(ImVec2(Ahead.x, Ahead.y), ImVec2(Acou.x, Acou.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acou.x, Acou.y), ImVec2(AshoulderR.x, AshoulderR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acou.x, Acou.y), ImVec2(AshoulderL.x, AshoulderL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AshoulderR.x, AshoulderR.y), ImVec2(AbrasR.x, AbrasR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AshoulderL.x, AshoulderL.y), ImVec2(AbrasL.x, AbrasL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AbrasR.x, AbrasR.y), ImVec2(AhandR.x, AhandR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AbrasL.x, AbrasL.y), ImVec2(AhandL.x, AhandL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acou.x, Acou.y), ImVec2(Acock.x, Acock.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acock.x, Acock.y), ImVec2(AkneesR.x, AkneesR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acock.x, Acock.y), ImVec2(AkneesL.x, AkneesL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AkneesR.x, AkneesR.y), ImVec2(AfeetR.x, AfeetR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AkneesL.x, AkneesL.y), ImVec2(AfeetL.x, AfeetL.y), IM_COL32(255, 255, 255, 255));
        }
 
privates militärunternehmen "Überlegenheit"
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пиздец ты наговнокодил :roflanPominki:
рофл в том что он просто запостил кусок паблик сурса, даже не оставив линк на гитхаб
про кредиты молчим, и так понятно что тут всем похуй на них

Пожалуйста, авторизуйтесь для просмотра ссылки.


I will release more functions later perhaps.
релизнишь, когда их релизнут другие и ты сможешь вырвать очередной кусок и запостить его в попытке набить реакции....
 
get good get legendware
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her you go i fixed it for you:
C++:
if (esp::skeleton)
{
    struct BodyPart {
        vec3 position;
        vec3 screenPos;
    };

    // Create an array of BodyPart using a loop
    BodyPart bodyParts[13];
    for (int i = 0; i < 13; i++) {
         bodyParts[i].position = driver::read<vec3>(bonearray + BoneIndices(i) * 32);  
      } 
   
    //draw skeletons using a loop
    for (int i = 0; i < sizeof(bodyParts) / sizeof(bodyParts[0]); i++) {
        if (world_to_screen(screensize, bodyParts[i].position, bodyParts[i].screenPos, viewmatrix)) {
            for (int j = i + 1; j < sizeof(bodyParts) / sizeof(bodyParts[0]); j++) {
                if (world_to_screen(screensize, bodyParts[j].position, bodyParts[j].screenPos, viewmatrix)) {
                    g_overlay->draw_line(bodyParts[i].screenPos.x, bodyParts[i].screenPos.y, bodyParts[j].screenPos.x, bodyParts[j].screenPos.y, D2D1::ColorF(255, 255, 255, 255));
                }
            }
        }
    }
}
indices enums
C++:
enum BoneIndices {
        HEAD = 6,
        COU = 5,
        RIGHT_SHOULDER = 8,
        LEFT_SHOULDER = 13,
        RIGHT_BRAS = 9,
        LEFT_BRAS = 14,
        RIGHT_HAND = 11,
        LEFT_HAND = 16,
        COCK = 0,
        RIGHT_KNEES = 23,
        LEFT_KNEES = 26,
        RIGHT_FEET = 24,
        LEFT_FEET = 27
    };
 
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her you go i fixed it for you:
C++:
if (esp::skeleton)
{
    struct BodyPart {
        vec3 position;
        vec3 screenPos;
    };

    // Create an array of BodyPart using a loop
    BodyPart bodyParts[13];
    for (int i = 0; i < 13; i++) {
         bodyParts[i].position = driver::read<vec3>(bonearray + BoneIndices(i) * 32); 
      }
  
    //draw skeletons using a loop
    for (int i = 0; i < sizeof(bodyParts) / sizeof(bodyParts[0]); i++) {
        if (world_to_screen(screensize, bodyParts[i].position, bodyParts[i].screenPos, viewmatrix)) {
            for (int j = i + 1; j < sizeof(bodyParts) / sizeof(bodyParts[0]); j++) {
                if (world_to_screen(screensize, bodyParts[j].position, bodyParts[j].screenPos, viewmatrix)) {
                    g_overlay->draw_line(bodyParts[i].screenPos.x, bodyParts[i].screenPos.y, bodyParts[j].screenPos.x, bodyParts[j].screenPos.y, D2D1::ColorF(255, 255, 255, 255));
                }
            }
        }
    }
}
indices enums
C++:
enum BoneIndices {
        HEAD = 6,
        COU = 5,
        RIGHT_SHOULDER = 8,
        LEFT_SHOULDER = 13,
        RIGHT_BRAS = 9,
        LEFT_BRAS = 14,
        RIGHT_HAND = 11,
        LEFT_HAND = 16,
        COCK = 0,
        RIGHT_KNEES = 23,
        LEFT_KNEES = 26,
        RIGHT_FEET = 24,
        LEFT_FEET = 27
    };
fill bodyParts with ONE read
 
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Basic Skeleton using CS2 Offsets.
Just render it on your overlay if External.
I will release more functions later perhaps.

C++:
if (skeleton)
        {
            uint64_t pawn = (uint64_t)pPlayerController->m_hPlayerPawn();
            uint64_t gamescene = read<uint64_t>(pawn + gamescenemode);
            uint64_t bonearray = read<uint64_t>(gamescene + modelstate + bonearray_offset);

            Vector3 head = read<Vector3>(bonearray + 6 * 32);
            Vector3 cou = read<Vector3>(bonearray + 5 * 32);
            Vector3 shoulderR = read<Vector3>(bonearray + 8 * 32);
            Vector3 shoulderL = read<Vector3>(bonearray + 13 * 32);
            Vector3 brasR = read<Vector3>(bonearray + 9 * 32);
            Vector3 brasL = read<Vector3>(bonearray + 14 * 32);
            Vector3 handR = read<Vector3>(bonearray + 11 * 32);
            Vector3 handL = read<Vector3>(bonearray + 16 * 32);
            Vector3 cock = read<Vector3>(bonearray + 0 * 32);
            Vector3 kneesR = read<Vector3>(bonearray + 23 * 32);
            Vector3 kneesL = read<Vector3>(bonearray + 26 * 32);
            Vector3 feetR = read<Vector3>(bonearray + 24 * 32);
            Vector3 feetL = read<Vector3>(bonearray + 27 * 32);

            Vector3 Ahead, Acou, AshoulderR, AshoulderL, AbrasR, AbrasL, AhandR, AhandL, Acock, AkneesR, AkneesL, AfeetR, AfeetL;

            if (!world_to_screen(head, Ahead, viewmatrix))
                continue;
            if (!world_to_screen(cou, Acou, viewmatrix))
                continue;
            if (!world_to_screen(shoulderR, AshoulderR, viewmatrix))
                continue;
            if (!world_to_screen(shoulderL, AshoulderL, viewmatrix))
                continue;
            if (!world_to_screen(brasR, AbrasR, viewmatrix))
                continue;
            if (!world_to_screen(brasL, AbrasL, viewmatrix))
                continue;
            if (!world_to_screen(handL, AhandL, viewmatrix))
                continue;
            if (!world_to_screen(handR, AhandR, viewmatrix))
                continue;
            if (!world_to_screen(cock, Acock, viewmatrix))
                continue;
            if (!world_to_screen(kneesR, AkneesR, viewmatrix))
                continue;
            if (!world_to_screen( kneesL, AkneesL, viewmatrix))
                continue;
            if (!world_to_screen(feetR, AfeetR, viewmatrix))
                continue;
            if (!world_to_screen(feetL, AfeetL, viewmatrix))
                continue;

            ImDrawList* drawList = ImGui::GetOverlayDrawList();

            drawList->AddLine(ImVec2(Ahead.x, Ahead.y), ImVec2(Acou.x, Acou.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acou.x, Acou.y), ImVec2(AshoulderR.x, AshoulderR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acou.x, Acou.y), ImVec2(AshoulderL.x, AshoulderL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AshoulderR.x, AshoulderR.y), ImVec2(AbrasR.x, AbrasR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AshoulderL.x, AshoulderL.y), ImVec2(AbrasL.x, AbrasL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AbrasR.x, AbrasR.y), ImVec2(AhandR.x, AhandR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AbrasL.x, AbrasL.y), ImVec2(AhandL.x, AhandL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acou.x, Acou.y), ImVec2(Acock.x, Acock.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acock.x, Acock.y), ImVec2(AkneesR.x, AkneesR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(Acock.x, Acock.y), ImVec2(AkneesL.x, AkneesL.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AkneesR.x, AkneesR.y), ImVec2(AfeetR.x, AfeetR.y), IM_COL32(255, 255, 255, 255));
            drawList->AddLine(ImVec2(AkneesL.x, AkneesL.y), ImVec2(AfeetL.x, AfeetL.y), IM_COL32(255, 255, 255, 255));
        }
never post again sir
 
OllyDbg
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Код:
            Vector3 head = read<Vector3>(bonearray + 6 * 32);
            Vector3 cou = read<Vector3>(bonearray + 5 * 32);
            Vector3 shoulderR = read<Vector3>(bonearray + 8 * 32);
            Vector3 shoulderL = read<Vector3>(bonearray + 13 * 32);
            Vector3 brasR = read<Vector3>(bonearray + 9 * 32);
            Vector3 brasL = read<Vector3>(bonearray + 14 * 32);
            Vector3 handR = read<Vector3>(bonearray + 11 * 32);
            Vector3 handL = read<Vector3>(bonearray + 16 * 32);
            Vector3 cock = read<Vector3>(bonearray + 0 * 32);
            Vector3 kneesR = read<Vector3>(bonearray + 23 * 32);
            Vector3 kneesL = read<Vector3>(bonearray + 26 * 32);
            Vector3 feetR = read<Vector3>(bonearray + 24 * 32);
            Vector3 feetL = read<Vector3>(bonearray + 27 * 32);

            Vector3 Ahead, Acou, AshoulderR, AshoulderL, AbrasR, AbrasL, AhandR, AhandL, Acock, AkneesR, AkneesL, AfeetR, AfeetL;

            if (!world_to_screen(head, Ahead, viewmatrix))
                continue;
            if (!world_to_screen(cou, Acou, viewmatrix))
                continue;
            if (!world_to_screen(shoulderR, AshoulderR, viewmatrix))
                continue;
            if (!world_to_screen(shoulderL, AshoulderL, viewmatrix))
                continue;
            if (!world_to_screen(brasR, AbrasR, viewmatrix))
                continue;
            if (!world_to_screen(brasL, AbrasL, viewmatrix))
                continue;
            if (!world_to_screen(handL, AhandL, viewmatrix))
                continue;
            if (!world_to_screen(handR, AhandR, viewmatrix))
                continue;
            if (!world_to_screen(cock, Acock, viewmatrix))
                continue;
            if (!world_to_screen(kneesR, AkneesR, viewmatrix))
                continue;
            if (!world_to_screen( kneesL, AkneesL, viewmatrix))
                continue;
            if (!world_to_screen(feetR, AfeetR, viewmatrix))
                continue;
            if (!world_to_screen(feetL, AfeetL, viewmatrix))
                continue;
Это пиздец
 
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