Исходник Rust Full Chams

  • Автор темы Автор темы deadpk3r
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2 Сен 2020
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I'm releasing full chums that work with everything, including hand and weapon chums, using the GetComponentsInChildren function. Enjoy this unique feature.

I have updated my github repo to include a full tutorial on how to do this you can view it below.

Пожалуйста, авторизуйтесь для просмотра ссылки.


Here is dumped materials with ids for latest update next update these will change and you'll need to re-dump them.

Пожалуйста, авторизуйтесь для просмотра ссылки.



SOURCE

Full Chams

struct dynamic_array { std::uint64_t base; std::uint64_t mem_id; std::uint64_t sz; std::uint64_t cap; };

C++:
Expand Collapse Copy
if (config. Includes.esp.chams.select == 0)
                        continue;

                    const auto player_model = entity->playerModel();
                    if (!player_model)
                        continue;

                    const auto multi_mesh = player_model->_multiMesh();
                    if (!multi_mesh)
                        continue;

                    const auto renderers = multi_mesh->Renderersk__BackingField();

                    if (!renderers)
                        continue;

                    for (std::uint32_t idx{ 0 }; idx < renderers->size(); idx++)
                    {
                        const auto renderer = renderers->get(idx);
                        if (!renderer)
                            continue;

                        const auto untity_object = driver.read<std::uintptr_t>(renderer + 0x10);
                        if (!untity_object)
                            continue;

                        const auto material_list = driver.read<systems::dynamic_array>(untity_object + 0x148);

if (No material_list < 1 || No material_list > 5)
                            continue;

                        for (std::uint32_t idx{ 0 }; idx < material_list.sz; idx++)
                            driver.write<unsigned int>(material_list.base + (idx * 0x4), chams);
                    }

GetComponentsInChildren
Use full chams code with this to get hand / weapon chams.

C++:
Expand Collapse Copy
void GetComponentsInChildren(uintptr_t GameObject, std::vector<uintptr_t>& renderers) {
if (GameObject == 0) return; Rebuilt by Cjweb.

    auto componentList = threads::Read<uint64_t>(GameObject + 0x30);
    int componentSize = threads::Read<int>(GameObject + 0x40);

    for (int j = 0; j < componentSize; ++j) {
        uintptr_t component = threads::Read<uint64_t>(componentList + (0x10 * j + 0x8));
        if (component == 0) continue;

        auto componentInst = threads::Read<uint64_t>(component + 0x28);
        if (componentInst == 0) continue;
        auto componentObject = threads::Read<uint64_t>(componentInst + 0x0);
        if (componentObject == 0) continue;
        auto componentName = threads::Read<uint64_t>(componentObject + 0x10);
        if (componentName == 0) continue;
        std::string Name = threads::ReadASCII(componentName);

        log_to_file("[Component]: " + Name);// + " [" + std::to_string(componentSize) + "]");

        if (Name == "SkinnedMeshRenderer") {
            renderers.push_back(component);
        }
        if (Name == "Transform") {
            uintptr_t childList = threads::Read<uint64_t>(component + 0x70);
            int childSize = threads::Read<int>(component + 0x80);

            for (int i = 0; i < childSize; ++i) {
                uint64_t childTransform = threads::Read<uint64_t>(childList + (0x8 * i));
                if (childTransform == 0) continue;

                auto childGameObject = threads::Read<uint64_t>(childTransform + 0x30);
                if (childGameObject == 0) continue;
                auto childGameObjectName = threads::Read<uint64_t>(childGameObject + 0x60);
                if (childGameObject == 0) continue;
                std::string childName = threads::ReadASCII(childGameObjectName);

                log_to_file("[Child]: " + childName + " [" + std::to_string(childSize) + "]");

                GetComponentsInChildren(childGameObject, renderers);
            }
        }
    }
}

xample of hand/weapon chams
C++:
Expand Collapse Copy
auto get_view_model() -> uint64_t {
    auto held = threads::Read<uint64_t>(reinterpret_cast<uint64_t>(this) + offsets::item::held_entity);
auto viewModel = threads::Read<uint64_t>(held + 0x1A0); private ViewModel <viewModel>k__BackingField
    auto viewModelInstance = threads::Read<uint64_t>(viewModel + 0x30);

threads::Write<bool>(viewModelInstance + 0x40, false); useViewModelCamera
    return threads::Read<uint64_t>(baseViewModel + 0x30);
}



PREVIEW

68747470733a2f2f692e6779617a6f2e636f6d2f30393135633937383135313965333932393237383765303666613838396134352e6a7067

68747470733a2f2f692e6779617a6f2e636f6d2f36633233323166636265326438383236623031363936343935376330616363382e6a7067

68747470733a2f2f692e6779617a6f2e636f6d2f38363865616661396336386237353766643963343936633764343635663930612e6a7067
 
Последнее редактирование:
Woow if u can help me yo add it to any cheat it will be good
 
Updated main post included more images and added my github repo that shows how to properly use this.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Последнее редактирование:
Пожалуйста, авторизуйтесь для просмотра ссылки.
, When I assemble a solution, a bunch of errors come out
 
I'm releasing full chums that work with everything, including hand and weapon chums, using the GetComponentsInChildren function. Enjoy this unique feature.

I have updated my github repo to include a full tutorial on how to do this you can view it below.

Пожалуйста, авторизуйтесь для просмотра ссылки.


Here is dumped materials with ids for latest update next update these will change and you'll need to re-dump them.

Пожалуйста, авторизуйтесь для просмотра ссылки.



SOURCE

Full Chams

struct dynamic_array { std::uint64_t base; std::uint64_t mem_id; std::uint64_t sz; std::uint64_t cap; };

C++:
Expand Collapse Copy
if (config. Includes.esp.chams.select == 0)
                        continue;

                    const auto player_model = entity->playerModel();
                    if (!player_model)
                        continue;

                    const auto multi_mesh = player_model->_multiMesh();
                    if (!multi_mesh)
                        continue;

                    const auto renderers = multi_mesh->Renderersk__BackingField();

                    if (!renderers)
                        continue;

                    for (std::uint32_t idx{ 0 }; idx < renderers->size(); idx++)
                    {
                        const auto renderer = renderers->get(idx);
                        if (!renderer)
                            continue;

                        const auto untity_object = driver.read<std::uintptr_t>(renderer + 0x10);
                        if (!untity_object)
                            continue;

                        const auto material_list = driver.read<systems::dynamic_array>(untity_object + 0x148);

if (No material_list < 1 || No material_list > 5)
                            continue;

                        for (std::uint32_t idx{ 0 }; idx < material_list.sz; idx++)
                            driver.write<unsigned int>(material_list.base + (idx * 0x4), chams);
                    }

GetComponentsInChildren
Use full chams code with this to get hand / weapon chams.

C++:
Expand Collapse Copy
void GetComponentsInChildren(uintptr_t GameObject, std::vector<uintptr_t>& renderers) {
if (GameObject == 0) return; Rebuilt by Cjweb.

    auto componentList = threads::Read<uint64_t>(GameObject + 0x30);
    int componentSize = threads::Read<int>(GameObject + 0x40);

    for (int j = 0; j < componentSize; ++j) {
        uintptr_t component = threads::Read<uint64_t>(componentList + (0x10 * j + 0x8));
        if (component == 0) continue;

        auto componentInst = threads::Read<uint64_t>(component + 0x28);
        if (componentInst == 0) continue;
        auto componentObject = threads::Read<uint64_t>(componentInst + 0x0);
        if (componentObject == 0) continue;
        auto componentName = threads::Read<uint64_t>(componentObject + 0x10);
        if (componentName == 0) continue;
        std::string Name = threads::ReadASCII(componentName);

        log_to_file("[Component]: " + Name);// + " [" + std::to_string(componentSize) + "]");

        if (Name == "SkinnedMeshRenderer") {
            renderers.push_back(component);
        }
        if (Name == "Transform") {
            uintptr_t childList = threads::Read<uint64_t>(component + 0x70);
            int childSize = threads::Read<int>(component + 0x80);

            for (int i = 0; i < childSize; ++i) {
                uint64_t childTransform = threads::Read<uint64_t>(childList + (0x8 * i));
                if (childTransform == 0) continue;

                auto childGameObject = threads::Read<uint64_t>(childTransform + 0x30);
                if (childGameObject == 0) continue;
                auto childGameObjectName = threads::Read<uint64_t>(childGameObject + 0x60);
                if (childGameObject == 0) continue;
                std::string childName = threads::ReadASCII(childGameObjectName);

                log_to_file("[Child]: " + childName + " [" + std::to_string(childSize) + "]");

                GetComponentsInChildren(childGameObject, renderers);
            }
        }
    }
}

xample of hand/weapon chams
C++:
Expand Collapse Copy
auto get_view_model() -> uint64_t {
    auto held = threads::Read<uint64_t>(reinterpret_cast<uint64_t>(this) + offsets::item::held_entity);
auto viewModel = threads::Read<uint64_t>(held + 0x1A0); private ViewModel <viewModel>k__BackingField
    auto viewModelInstance = threads::Read<uint64_t>(viewModel + 0x30);

threads::Write<bool>(viewModelInstance + 0x40, false); useViewModelCamera
    return threads::Read<uint64_t>(baseViewModel + 0x30);
}



PREVIEW

68747470733a2f2f692e6779617a6f2e636f6d2f30393135633937383135313965333932393237383765303666613838396134352e6a7067

68747470733a2f2f692e6779617a6f2e636f6d2f36633233323166636265326438383236623031363936343935376330616363382e6a7067

68747470733a2f2f692e6779617a6f2e636f6d2f38363865616661396336386237353766643963343936633764343635663930612e6a7067
top
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
I'm releasing full chums that work with everything, including hand and weapon chums, using the GetComponentsInChildren function. Enjoy this unique feature.

I have updated my github repo to include a full tutorial on how to do this you can view it below.

Пожалуйста, авторизуйтесь для просмотра ссылки.


Here is dumped materials with ids for latest update next update these will change and you'll need to re-dump them.

Пожалуйста, авторизуйтесь для просмотра ссылки.



SOURCE

Full Chams

struct dynamic_array { std::uint64_t base; std::uint64_t mem_id; std::uint64_t sz; std::uint64_t cap; };

C++:
Expand Collapse Copy
if (config. Includes.esp.chams.select == 0)
                        continue;

                    const auto player_model = entity->playerModel();
                    if (!player_model)
                        continue;

                    const auto multi_mesh = player_model->_multiMesh();
                    if (!multi_mesh)
                        continue;

                    const auto renderers = multi_mesh->Renderersk__BackingField();

                    if (!renderers)
                        continue;

                    for (std::uint32_t idx{ 0 }; idx < renderers->size(); idx++)
                    {
                        const auto renderer = renderers->get(idx);
                        if (!renderer)
                            continue;

                        const auto untity_object = driver.read<std::uintptr_t>(renderer + 0x10);
                        if (!untity_object)
                            continue;

                        const auto material_list = driver.read<systems::dynamic_array>(untity_object + 0x148);

if (No material_list < 1 || No material_list > 5)
                            continue;

                        for (std::uint32_t idx{ 0 }; idx < material_list.sz; idx++)
                            driver.write<unsigned int>(material_list.base + (idx * 0x4), chams);
                    }

GetComponentsInChildren
Use full chams code with this to get hand / weapon chams.

C++:
Expand Collapse Copy
void GetComponentsInChildren(uintptr_t GameObject, std::vector<uintptr_t>& renderers) {
if (GameObject == 0) return; Rebuilt by Cjweb.

    auto componentList = threads::Read<uint64_t>(GameObject + 0x30);
    int componentSize = threads::Read<int>(GameObject + 0x40);

    for (int j = 0; j < componentSize; ++j) {
        uintptr_t component = threads::Read<uint64_t>(componentList + (0x10 * j + 0x8));
        if (component == 0) continue;

        auto componentInst = threads::Read<uint64_t>(component + 0x28);
        if (componentInst == 0) continue;
        auto componentObject = threads::Read<uint64_t>(componentInst + 0x0);
        if (componentObject == 0) continue;
        auto componentName = threads::Read<uint64_t>(componentObject + 0x10);
        if (componentName == 0) continue;
        std::string Name = threads::ReadASCII(componentName);

        log_to_file("[Component]: " + Name);// + " [" + std::to_string(componentSize) + "]");

        if (Name == "SkinnedMeshRenderer") {
            renderers.push_back(component);
        }
        if (Name == "Transform") {
            uintptr_t childList = threads::Read<uint64_t>(component + 0x70);
            int childSize = threads::Read<int>(component + 0x80);

            for (int i = 0; i < childSize; ++i) {
                uint64_t childTransform = threads::Read<uint64_t>(childList + (0x8 * i));
                if (childTransform == 0) continue;

                auto childGameObject = threads::Read<uint64_t>(childTransform + 0x30);
                if (childGameObject == 0) continue;
                auto childGameObjectName = threads::Read<uint64_t>(childGameObject + 0x60);
                if (childGameObject == 0) continue;
                std::string childName = threads::ReadASCII(childGameObjectName);

                log_to_file("[Child]: " + childName + " [" + std::to_string(childSize) + "]");

                GetComponentsInChildren(childGameObject, renderers);
            }
        }
    }
}

xample of hand/weapon chams
C++:
Expand Collapse Copy
auto get_view_model() -> uint64_t {
    auto held = threads::Read<uint64_t>(reinterpret_cast<uint64_t>(this) + offsets::item::held_entity);
auto viewModel = threads::Read<uint64_t>(held + 0x1A0); private ViewModel <viewModel>k__BackingField
    auto viewModelInstance = threads::Read<uint64_t>(viewModel + 0x30);

threads::Write<bool>(viewModelInstance + 0x40, false); useViewModelCamera
    return threads::Read<uint64_t>(baseViewModel + 0x30);
}



PREVIEW

68747470733a2f2f692e6779617a6f2e636f6d2f30393135633937383135313965333932393237383765303666613838396134352e6a7067

68747470733a2f2f692e6779617a6f2e636f6d2f36633233323166636265326438383236623031363936343935376330616363382e6a7067

68747470733a2f2f692e6779617a6f2e636f6d2f38363865616661396336386237353766643963343936633764343635663930612e6a7067
как можно описать данное чудо "Оставь надежду всех сюда входящих" (да это вырвано из фильма а вам какое дело и что вы мне сделаете фиксики?)
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
йоу мэн я камера мэн помогите вставить эту штучку в мою пастулю можно же? ds: 7777_andrey_7777
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
гоу бесплатно брад я помню как те попку подтерали в садике я с тобой с садика знаком
ты ебанутый,я тебя даже не знаю
гоу бесплатно брад я помню как те попку подтерали в садике я с тобой с садика знаком
чамсы из ехстернела в интернел...
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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