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я новичёк, сделал (спастил, будет правильнее сказать) интернал менюшку на имгуи (kierahook), как мне теперь вх там сделать?
написать в visual studioя новичёк, сделал (спастил, будет правильнее сказать) интернал менюшку на имгуи (kierahook), как мне теперь вх там сделать?
сдк напиши (или спасть)я новичёк, сделал (спастил, будет правильнее сказать) интернал менюшку на имгуи (kierahook), как мне теперь вх там сделать?
#include "globals.h"
#include "offsets.h"
#include "config.h"
#include "includes.h"
#include "math.h"
#include "imgui/imgui_internal.h"
ImColor GetBarColor(float percent) {
ImVec4 red(1, 0, 0, 1);
ImVec4 yellow(1, 1, 0, 1);
ImVec4 green(0, 1, 0, 1);
ImColor color;
if (percent <= 0.5)
{
color = ImLerp(red, yellow, percent * 2);
}
else
{
color = ImLerp(yellow, green, (percent - 0.5f) * 2);
}
return color;
}
void RenderESP() {
if (config.box2d || config.espLines) {
ImDrawList* drawList = ImGui::GetBackgroundDrawList();
uintptr_t localPlayerPawn = [I](uintptr_t[/I])(ClientBase + dwLocalPlayerPawn);
if (localPlayerPawn) {
uintptr_t entityList = [I](uintptr_t[/I])(ClientBase + dwEntityList);
ViewMatrix vm = [I](ViewMatrix[/I])(ClientBase + dwViewMatrix);
int localTeam = [I](int[/I])(localPlayerPawn + m_iTeamNum);
std::cout << localTeam << std::endl;
for (int playerIndex = 1; playerIndex < 64; playerIndex++) {
uintptr_t listEntry = [I](uintptr_t[/I])(entityList + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
if (!listEntry)
{
continue;
}
uintptr_t player = [I](uintptr_t[/I])(listEntry + 120 * (playerIndex & 0x1FF));
if (!player)
{
continue;
}
int playerTeam = [I](int[/I])(player + m_iTeamNum);
if (!config.showTeamate) {
if (playerTeam == localTeam) {
continue;
}
}
uint32_t playerPawn = [I](uint32_t[/I])(player + m_hPawn);
char playerName = [I](char[/I])(player + 0x640); //m_iszPlayerName = 0x640;
uintptr_t listEntry2 = [I](uintptr_t[/I])(entityList + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
if (!listEntry2) {
continue;
}
uintptr_t pCSPlayerPawn = [I](uintptr_t[/I])(listEntry2 + 120 * (playerPawn & 0x1FF));
if (!pCSPlayerPawn) {
continue;
}
int health = [I](int[/I])(pCSPlayerPawn + m_iHealth);
std::cout << health << std::endl;
if (health <= 0 || health > 100) {
continue;
}
if (pCSPlayerPawn == localPlayerPawn)
continue;
Vector3 origin = [I](Vector3[/I])(pCSPlayerPawn + m_vOldOrigin);
Vector3 eyePos = origin + [I](Vector3[/I])(pCSPlayerPawn + m_vecViewOffset);
eyePos.z += 12;
Vector2 head, feet;
/*if (worldToScreenPoint(origin, vm, head)) {
drawList->AddCircle(ImVec2(head.x, head.y), 20.0f, IM_COL32(255, 0, 0, 255));
//feet.x += width;
//feet.y -= width;
}*/
if (world_to_screen(vm.vm, origin, feet) && world_to_screen(vm.vm, eyePos, head)) {
if (config.textinfo) {
drawList->AddText(ImVec2(head.x, head.y), IM_COL32(255, 0, 0, 255), std::to_string(health).c_str());
}
if (config.espLines && playerTeam != localTeam) {
drawList->AddLine(ImVec2(960, 540), ImVec2(feet.x, feet.y), IM_COL32(255, 0, 0, 180));
}
if (config.box2d) {
float width = (head.y - feet.y) / 4;
feet.x -= width;
head.x += width;
ImU32 fillColor;
if (playerTeam == localTeam) {
fillColor = IM_COL32(0, 0, 255, config.fillAlpha);
}
else {
fillColor = IM_COL32(255, 0, 0, config.fillAlpha);
}
if (config.boxfiled) {
drawList->AddRectFilled(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), fillColor, 7.0f);
}
drawList->AddRect(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), IM_COL32(255, 255, 255, 255), 7.0f);
std::cout << "head.x" << " " << head.x << " head.y" << " " << head.y << std::endl;
}
if (config.healthbar) {
float maxHealth = 100;
float percent = health / maxHealth;
float horizontalOffset = 10;
Vector2 bottomPoint = Vector2(feet.x + (head.y - feet.y) / 4, feet.y);
Vector2 topPoint = Vector2(head.x - (head.y - feet.y) / 4, head.y);
float boxWidth = (bottomPoint.y - topPoint.y) / 5;
float lineHeight = (bottomPoint.y - topPoint.y) * percent;
float lineWidth = (bottomPoint.x - topPoint.x) * percent;
//drawList->AddCircle(bottomPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3);
//drawList->AddCircle(topPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3);
//drawList->AddCircle(bottomPoint + Vector3(-boxWidth - lineWidth, -lineHeight, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3);
drawList->AddLine(
bottomPoint + Vector3(-boxWidth - horizontalOffset, 1, 0),
topPoint + Vector3(-boxWidth - horizontalOffset, -1, 0),
IM_COL32(0, 0, 0, 255), 6);
drawList->AddLine(
bottomPoint + Vector3(-boxWidth - horizontalOffset, 0, 0),
bottomPoint + Vector3(-boxWidth - lineWidth - horizontalOffset, -lineHeight, 0),
GetBarColor(percent), 4);
}
}
}
}
}
}
он писал ИНТЕРНАЛоффсеты сам думаю найдешьesp.cpp:#include "globals.h" #include "offsets.h" #include "config.h" #include "includes.h" #include "math.h" #include "imgui/imgui_internal.h" ImColor GetBarColor(float percent) { ImVec4 red(1, 0, 0, 1); ImVec4 yellow(1, 1, 0, 1); ImVec4 green(0, 1, 0, 1); ImColor color; if (percent <= 0.5) { color = ImLerp(red, yellow, percent * 2); } else { color = ImLerp(yellow, green, (percent - 0.5f) * 2); } return color; } void RenderESP() { if (config.box2d || config.espLines) { ImDrawList* drawList = ImGui::GetBackgroundDrawList(); uintptr_t localPlayerPawn = [I](uintptr_t[/I])(ClientBase + dwLocalPlayerPawn); if (localPlayerPawn) { uintptr_t entityList = [I](uintptr_t[/I])(ClientBase + dwEntityList); ViewMatrix vm = [I](ViewMatrix[/I])(ClientBase + dwViewMatrix); int localTeam = [I](int[/I])(localPlayerPawn + m_iTeamNum); std::cout << localTeam << std::endl; for (int playerIndex = 1; playerIndex < 64; playerIndex++) { uintptr_t listEntry = [I](uintptr_t[/I])(entityList + (8 * (playerIndex & 0x7FFF) >> 9) + 16); if (!listEntry) { continue; } uintptr_t player = [I](uintptr_t[/I])(listEntry + 120 * (playerIndex & 0x1FF)); if (!player) { continue; } int playerTeam = [I](int[/I])(player + m_iTeamNum); if (!config.showTeamate) { if (playerTeam == localTeam) { continue; } } uint32_t playerPawn = [I](uint32_t[/I])(player + m_hPawn); char playerName = [I](char[/I])(player + 0x640); //m_iszPlayerName = 0x640; uintptr_t listEntry2 = [I](uintptr_t[/I])(entityList + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16); if (!listEntry2) { continue; } uintptr_t pCSPlayerPawn = [I](uintptr_t[/I])(listEntry2 + 120 * (playerPawn & 0x1FF)); if (!pCSPlayerPawn) { continue; } int health = [I](int[/I])(pCSPlayerPawn + m_iHealth); std::cout << health << std::endl; if (health <= 0 || health > 100) { continue; } if (pCSPlayerPawn == localPlayerPawn) continue; Vector3 origin = [I](Vector3[/I])(pCSPlayerPawn + m_vOldOrigin); Vector3 eyePos = origin + [I](Vector3[/I])(pCSPlayerPawn + m_vecViewOffset); eyePos.z += 12; Vector2 head, feet; /*if (worldToScreenPoint(origin, vm, head)) { drawList->AddCircle(ImVec2(head.x, head.y), 20.0f, IM_COL32(255, 0, 0, 255)); //feet.x += width; //feet.y -= width; }*/ if (world_to_screen(vm.vm, origin, feet) && world_to_screen(vm.vm, eyePos, head)) { if (config.textinfo) { drawList->AddText(ImVec2(head.x, head.y), IM_COL32(255, 0, 0, 255), std::to_string(health).c_str()); } if (config.espLines && playerTeam != localTeam) { drawList->AddLine(ImVec2(960, 540), ImVec2(feet.x, feet.y), IM_COL32(255, 0, 0, 180)); } if (config.box2d) { float width = (head.y - feet.y) / 4; feet.x -= width; head.x += width; ImU32 fillColor; if (playerTeam == localTeam) { fillColor = IM_COL32(0, 0, 255, config.fillAlpha); } else { fillColor = IM_COL32(255, 0, 0, config.fillAlpha); } if (config.boxfiled) { drawList->AddRectFilled(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), fillColor, 7.0f); } drawList->AddRect(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), IM_COL32(255, 255, 255, 255), 7.0f); std::cout << "head.x" << " " << head.x << " head.y" << " " << head.y << std::endl; } if (config.healthbar) { float maxHealth = 100; float percent = health / maxHealth; float horizontalOffset = 10; Vector2 bottomPoint = Vector2(feet.x + (head.y - feet.y) / 4, feet.y); Vector2 topPoint = Vector2(head.x - (head.y - feet.y) / 4, head.y); float boxWidth = (bottomPoint.y - topPoint.y) / 5; float lineHeight = (bottomPoint.y - topPoint.y) * percent; float lineWidth = (bottomPoint.x - topPoint.x) * percent; //drawList->AddCircle(bottomPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); //drawList->AddCircle(topPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); //drawList->AddCircle(bottomPoint + Vector3(-boxWidth - lineWidth, -lineHeight, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); drawList->AddLine( bottomPoint + Vector3(-boxWidth - horizontalOffset, 1, 0), topPoint + Vector3(-boxWidth - horizontalOffset, -1, 0), IM_COL32(0, 0, 0, 255), 6); drawList->AddLine( bottomPoint + Vector3(-boxWidth - horizontalOffset, 0, 0), bottomPoint + Vector3(-boxWidth - lineWidth - horizontalOffset, -lineHeight, 0), GetBarColor(percent), 4); } } } } } }
SS:
Посмотреть вложение 283826
так это интерналон писал ИНТЕРНАЛ
Прикольно выглядит, не против если возьму несколько приколов себе ?оффсеты сам думаю найдешьesp.cpp:#include "globals.h" #include "offsets.h" #include "config.h" #include "includes.h" #include "math.h" #include "imgui/imgui_internal.h" ImColor GetBarColor(float percent) { ImVec4 red(1, 0, 0, 1); ImVec4 yellow(1, 1, 0, 1); ImVec4 green(0, 1, 0, 1); ImColor color; if (percent <= 0.5) { color = ImLerp(red, yellow, percent * 2); } else { color = ImLerp(yellow, green, (percent - 0.5f) * 2); } return color; } void RenderESP() { if (config.box2d || config.espLines) { ImDrawList* drawList = ImGui::GetBackgroundDrawList(); uintptr_t localPlayerPawn = [I](uintptr_t[/I])(ClientBase + dwLocalPlayerPawn); if (localPlayerPawn) { uintptr_t entityList = [I](uintptr_t[/I])(ClientBase + dwEntityList); ViewMatrix vm = [I](ViewMatrix[/I])(ClientBase + dwViewMatrix); int localTeam = [I](int[/I])(localPlayerPawn + m_iTeamNum); std::cout << localTeam << std::endl; for (int playerIndex = 1; playerIndex < 64; playerIndex++) { uintptr_t listEntry = [I](uintptr_t[/I])(entityList + (8 * (playerIndex & 0x7FFF) >> 9) + 16); if (!listEntry) { continue; } uintptr_t player = [I](uintptr_t[/I])(listEntry + 120 * (playerIndex & 0x1FF)); if (!player) { continue; } int playerTeam = [I](int[/I])(player + m_iTeamNum); if (!config.showTeamate) { if (playerTeam == localTeam) { continue; } } uint32_t playerPawn = [I](uint32_t[/I])(player + m_hPawn); char playerName = [I](char[/I])(player + 0x640); //m_iszPlayerName = 0x640; uintptr_t listEntry2 = [I](uintptr_t[/I])(entityList + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16); if (!listEntry2) { continue; } uintptr_t pCSPlayerPawn = [I](uintptr_t[/I])(listEntry2 + 120 * (playerPawn & 0x1FF)); if (!pCSPlayerPawn) { continue; } int health = [I](int[/I])(pCSPlayerPawn + m_iHealth); std::cout << health << std::endl; if (health <= 0 || health > 100) { continue; } if (pCSPlayerPawn == localPlayerPawn) continue; Vector3 origin = [I](Vector3[/I])(pCSPlayerPawn + m_vOldOrigin); Vector3 eyePos = origin + [I](Vector3[/I])(pCSPlayerPawn + m_vecViewOffset); eyePos.z += 12; Vector2 head, feet; /*if (worldToScreenPoint(origin, vm, head)) { drawList->AddCircle(ImVec2(head.x, head.y), 20.0f, IM_COL32(255, 0, 0, 255)); //feet.x += width; //feet.y -= width; }*/ if (world_to_screen(vm.vm, origin, feet) && world_to_screen(vm.vm, eyePos, head)) { if (config.textinfo) { drawList->AddText(ImVec2(head.x, head.y), IM_COL32(255, 0, 0, 255), std::to_string(health).c_str()); } if (config.espLines && playerTeam != localTeam) { drawList->AddLine(ImVec2(960, 540), ImVec2(feet.x, feet.y), IM_COL32(255, 0, 0, 180)); } if (config.box2d) { float width = (head.y - feet.y) / 4; feet.x -= width; head.x += width; ImU32 fillColor; if (playerTeam == localTeam) { fillColor = IM_COL32(0, 0, 255, config.fillAlpha); } else { fillColor = IM_COL32(255, 0, 0, config.fillAlpha); } if (config.boxfiled) { drawList->AddRectFilled(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), fillColor, 7.0f); } drawList->AddRect(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), IM_COL32(255, 255, 255, 255), 7.0f); std::cout << "head.x" << " " << head.x << " head.y" << " " << head.y << std::endl; } if (config.healthbar) { float maxHealth = 100; float percent = health / maxHealth; float horizontalOffset = 10; Vector2 bottomPoint = Vector2(feet.x + (head.y - feet.y) / 4, feet.y); Vector2 topPoint = Vector2(head.x - (head.y - feet.y) / 4, head.y); float boxWidth = (bottomPoint.y - topPoint.y) / 5; float lineHeight = (bottomPoint.y - topPoint.y) * percent; float lineWidth = (bottomPoint.x - topPoint.x) * percent; //drawList->AddCircle(bottomPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); //drawList->AddCircle(topPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); //drawList->AddCircle(bottomPoint + Vector3(-boxWidth - lineWidth, -lineHeight, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); drawList->AddLine( bottomPoint + Vector3(-boxWidth - horizontalOffset, 1, 0), topPoint + Vector3(-boxWidth - horizontalOffset, -1, 0), IM_COL32(0, 0, 0, 255), 6); drawList->AddLine( bottomPoint + Vector3(-boxWidth - horizontalOffset, 0, 0), bottomPoint + Vector3(-boxWidth - lineWidth - horizontalOffset, -lineHeight, 0), GetBarColor(percent), 4); } } } } } }
SS:
Посмотреть вложение 283826
Рекомендую чекнуть аква хак срц, там 8 видов боксов и 6 хелт баровПрикольно выглядит, не против если возьму несколько приколов себе ?
я ебал твой ротРекомендую чекнуть аква хак срц, там 8 видов боксов и 6 хелт баров
конечно, ток учти, что там хп бар, в некоторых случаях поворота, может криво отображаться, я еще не пофиксилПрикольно выглядит, не против если возьму несколько приколов себе ?
визуалы на аимстар похожитак это интернал
не шарю к сожалениювизуалы на аимстар похожи
Хорошоконечно, ток учти, что там хп бар, в некоторых случаях поворота, может криво отображаться, я еще не пофиксил
где где ?Рекомендую чекнуть аква хак срц, там 8 видов боксов и 6 хелт баров
В инете щас миллион пасты лежит во фри доступе,просто оттуда возьмия новичёк, сделал (спастил, будет правильнее сказать) интернал менюшку на имгуи (kierahook), как мне теперь вх там сделать?
esp.cpp:#include "globals.h" #include "offsets.h" #include "config.h" #include "includes.h" #include "math.h" #include "imgui/imgui_internal.h" ImColor GetBarColor(float percent) { ImVec4 red(1, 0, 0, 1); ImVec4 yellow(1, 1, 0, 1); ImVec4 green(0, 1, 0, 1); ImColor color; if (percent <= 0.5) { color = ImLerp(red, yellow, percent * 2); } else { color = ImLerp(yellow, green, (percent - 0.5f) * 2); } return color; } void RenderESP() { if (config.box2d || config.espLines) { ImDrawList* drawList = ImGui::GetBackgroundDrawList(); uintptr_t localPlayerPawn = [I](uintptr_t[/I])(ClientBase + dwLocalPlayerPawn); if (localPlayerPawn) { uintptr_t entityList = [I](uintptr_t[/I])(ClientBase + dwEntityList); ViewMatrix vm = [I](ViewMatrix[/I])(ClientBase + dwViewMatrix); int localTeam = [I](int[/I])(localPlayerPawn + m_iTeamNum); std::cout << localTeam << std::endl; for (int playerIndex = 1; playerIndex < 64; playerIndex++) { uintptr_t listEntry = [I](uintptr_t[/I])(entityList + (8 * (playerIndex & 0x7FFF) >> 9) + 16); if (!listEntry) { continue; } uintptr_t player = [I](uintptr_t[/I])(listEntry + 120 * (playerIndex & 0x1FF)); if (!player) { continue; } int playerTeam = [I](int[/I])(player + m_iTeamNum); if (!config.showTeamate) { if (playerTeam == localTeam) { continue; } } uint32_t playerPawn = [I](uint32_t[/I])(player + m_hPawn); char playerName = [I](char[/I])(player + 0x640); //m_iszPlayerName = 0x640; uintptr_t listEntry2 = [I](uintptr_t[/I])(entityList + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16); if (!listEntry2) { continue; } uintptr_t pCSPlayerPawn = [I](uintptr_t[/I])(listEntry2 + 120 * (playerPawn & 0x1FF)); if (!pCSPlayerPawn) { continue; } int health = [I](int[/I])(pCSPlayerPawn + m_iHealth); std::cout << health << std::endl; if (health <= 0 || health > 100) { continue; } if (pCSPlayerPawn == localPlayerPawn) continue; Vector3 origin = [I](Vector3[/I])(pCSPlayerPawn + m_vOldOrigin); Vector3 eyePos = origin + [I](Vector3[/I])(pCSPlayerPawn + m_vecViewOffset); eyePos.z += 12; Vector2 head, feet; /*if (worldToScreenPoint(origin, vm, head)) { drawList->AddCircle(ImVec2(head.x, head.y), 20.0f, IM_COL32(255, 0, 0, 255)); //feet.x += width; //feet.y -= width; }*/ if (world_to_screen(vm.vm, origin, feet) && world_to_screen(vm.vm, eyePos, head)) { if (config.textinfo) { drawList->AddText(ImVec2(head.x, head.y), IM_COL32(255, 0, 0, 255), std::to_string(health).c_str()); } if (config.espLines && playerTeam != localTeam) { drawList->AddLine(ImVec2(960, 540), ImVec2(feet.x, feet.y), IM_COL32(255, 0, 0, 180)); } if (config.box2d) { float width = (head.y - feet.y) / 4; feet.x -= width; head.x += width; ImU32 fillColor; if (playerTeam == localTeam) { fillColor = IM_COL32(0, 0, 255, config.fillAlpha); } else { fillColor = IM_COL32(255, 0, 0, config.fillAlpha); } if (config.boxfiled) { drawList->AddRectFilled(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), fillColor, 7.0f); } drawList->AddRect(ImVec2(head.x, head.y), ImVec2(feet.x, feet.y), IM_COL32(255, 255, 255, 255), 7.0f); std::cout << "head.x" << " " << head.x << " head.y" << " " << head.y << std::endl; } if (config.healthbar) { float maxHealth = 100; float percent = health / maxHealth; float horizontalOffset = 10; Vector2 bottomPoint = Vector2(feet.x + (head.y - feet.y) / 4, feet.y); Vector2 topPoint = Vector2(head.x - (head.y - feet.y) / 4, head.y); float boxWidth = (bottomPoint.y - topPoint.y) / 5; float lineHeight = (bottomPoint.y - topPoint.y) * percent; float lineWidth = (bottomPoint.x - topPoint.x) * percent; //drawList->AddCircle(bottomPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); //drawList->AddCircle(topPoint + Vector3(-boxWidth, 0, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); //drawList->AddCircle(bottomPoint + Vector3(-boxWidth - lineWidth, -lineHeight, 0), 5, IM_COL32(255, 0, 0, 255), 10, 3); drawList->AddLine( bottomPoint + Vector3(-boxWidth - horizontalOffset, 1, 0), topPoint + Vector3(-boxWidth - horizontalOffset, -1, 0), IM_COL32(0, 0, 0, 255), 6); drawList->AddLine( bottomPoint + Vector3(-boxWidth - horizontalOffset, 0, 0), bottomPoint + Vector3(-boxWidth - lineWidth - horizontalOffset, -lineHeight, 0), GetBarColor(percent), 4); } } } } } }
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