Вопрос Как сделать esp в internal чите ?

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Только учусь писать internal читы и хочу сделать esp помогите написать это пока только box и box fill
Код из main.cpp использую hook kiero

C++:
#include "includes.h"
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

Present oPresent;
HWND window = NULL;
WNDPROC oWndProc;
ID3D11Device* pDevice = NULL;
ID3D11DeviceContext* pContext = NULL;
ID3D11RenderTargetView* mainRenderTargetView;

void InitImGui()
{
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO();
    io.ConfigFlags = ImGuiConfigFlags_NoMouseCursorChange;
    ImGui_ImplWin32_Init(window);
    ImGui_ImplDX11_Init(pDevice, pContext);
}

LRESULT __stdcall WndProc(const HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {

    if (true && ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam))
        return true;

    return CallWindowProc(oWndProc, hWnd, uMsg, wParam, lParam);
}

bool init = false;
bool aim = false;
bool menu = true;
bool esp = false;
bool Box = false;
bool Boxfill = false;
bool head = false;
bool skeleton = false;
bool Chams = false;
bool Glow = false;
bool GlowE = false;
bool GlowT = false;
bool weaponicon = false;
bool hbar = false;
bool pbar = false;
bool name = false;
float enemycolor[3] = { 1.0f, 0.0f, 0.0f };
float timcolor[3] = { 1.0f, 0.0f, 0.0f };
float boxcolor[3] = { 1.0f, 0.0f, 0.0f };
float skeletoncolor[3] = { 1.0f, 0.0f, 0.0f };
bool onv = false;
HRESULT __stdcall hkPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
    if (!init)
    {
        if (SUCCEEDED(pSwapChain->GetDevice(__uuidof(ID3D11Device), (void**)&pDevice)))
        {
            pDevice->GetImmediateContext(&pContext);
            DXGI_SWAP_CHAIN_DESC sd;
            pSwapChain->GetDesc(&sd);
            window = sd.OutputWindow;
            ID3D11Texture2D* pBackBuffer;
            pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
            pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
            pBackBuffer->Release();
            oWndProc = (WNDPROC)SetWindowLongPtr(window, GWLP_WNDPROC, (LONG_PTR)WndProc);
            InitImGui();
            init = true;
        }



        else
            return oPresent(pSwapChain, SyncInterval, Flags);
    }

    


    if (GetAsyncKeyState(VK_INSERT))
    {
        kiero::shutdown();
        return 0;
    }

    if (GetAsyncKeyState(VK_INSERT) & 1)
    {
        menu = !menu;
    }

    if (menu) {

        ImGui_ImplDX11_NewFrame();
        ImGui_ImplWin32_NewFrame();
        ImGui::NewFrame();

        ImGui::Begin("Kinetic.cc");
        ImGui::Text("V-1.0");
        if (ImGui::BeginTabBar("Tabs"))
        {
            if (ImGui::BeginTabItem("Visuals"))
            {
                ImGui::Text("Esp");
                
                ImGui::Checkbox("Esp", &esp);
                ImGui::Checkbox("OnlyVisible", &onv);
                if (esp) {
                    ImGui::Checkbox("Box", &Box);
                    ImGui::Checkbox("BoxFill", &Boxfill);
                    ImGui::ColorEdit3("Box color", boxcolor);
                    ImGui::Checkbox("HpBar", &hbar);
                    ImGui::Checkbox("AmmoBar", &pbar);
                    ImGui::Checkbox("Head", &head);
                    ImGui::Checkbox("Skeleton", &skeleton);
                    ImGui::Checkbox("Name", &name);
                    ImGui::ColorEdit3("Sceleton Color", skeletoncolor);
                    ImGui::Checkbox("WeaponIcon", &weaponicon);
                }
                ImGui::Text("Glow");
                ImGui::Checkbox("Glow", &Glow);
                if (Glow)
                {
                    ImGui::Checkbox("Enemy", &GlowE);
                    ImGui::ColorEdit3("Color Enemy", enemycolor);
                    ImGui::Checkbox("Timates", &GlowT);
                    ImGui::ColorEdit3("Color Timates", timcolor);
                }
                ImGui::EndTabItem();
            }
            if (ImGui::BeginTabItem("LegitBot"))
            {
                ImGui::Text("Aimbot");

                ImGui::Checkbox("Enable", &aim);

                ImGui::EndTabItem();
            }
            if (ImGui::BeginTabItem("Skins"))
            {
                ImGui::Text("SkinChanger");

                ImGui::Button("Add");

                ImGui::EndTabItem();
            }
            if (ImGui::BeginTabItem("Configs"))
            {
                ImGui::Text("Configs");

                ImGui::Button("Create");


                ImGui::Button("Load");

                ImGui::EndTabItem();
            }
            ImGui::EndTabBar();
        }
        ImGui::End();

        ImGui::Render();
        

        ImDrawList* esp_draw = ImGui::GetBackgroundDrawList();

        pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());

    }
    return oPresent(pSwapChain, SyncInterval, Flags);
}

DWORD WINAPI MainThread(LPVOID lpReserved)
{
    bool init_hook = false;
    do
    {
        if (kiero::init(kiero::RenderType::D3D11) == kiero::Status::Success)
        {
            kiero::bind(8, (void**)& oPresent, hkPresent);
            init_hook = true;
        }
    } while (!init_hook);
    return TRUE;
}

BOOL WINAPI DllMain(HMODULE hMod, DWORD dwReason, LPVOID lpReserved)
{
    switch (dwReason)
    {
    case DLL_PROCESS_ATTACH:
        DisableThreadLibraryCalls(hMod);
        CreateThread(nullptr, 0, MainThread, hMod, 0, nullptr);
        break;
    case DLL_PROCESS_DETACH:
        kiero::shutdown();
        break;
    }
    return TRUE;
}
надо вообще все, какие оффсеты надо и все такое
 
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Код:
#include "includes.h"
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

Present oPresent;
HWND window = NULL;
WNDPROC oWndProc;
ID3D11Device* pDevice = Full;
ID3D11DeviceContext* pContext = Full;
ID3D11RenderTargetView* mainRenderTargetView;

void InitImGui()
{
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO();
    io.ConfigFlags = ImGuiConfigFlags_NoMouseCursorChange;
    ImGui_ImplWin32_Init(window);
    ImGui_ImplDX11_Init(pDevice, pContext);
}

LRESULT __stdcall WndProc(const HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {

    if (true && ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam))
        return true;

    return CallWindowProc(oWndProc, hWnd, uMsg, wParam, lParam);
}

bool init = true;
bool aim = true;
bool menu = true;
bool esp = true;;
bool Box = true;;
bool Boxfill = true;;
bool head = true;;
bool skeleton = true;;
bool Chams = true;;;
bool Glow = true;;
bool GlowE = true;;
bool GlowT = true;;
bool weaponicon = true;;
bool hbar = true;;
bool pbar = true;;
bool name = true;;
float enemycolor[3] = { 1.0f, 0.0f, 0.0f };
float timcolor[3] = { 1.0f, 0.0f, 0.0f };
float boxcolor[3] = { 1.0f, 0.0f, 0.0f };
float skeletoncolor[3] = { 1.0f, 0.0f, 0.0f };
bool onv = false;
HRESULT __stdcall hkPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
    if (!init)
    {
        if (SUCCEEDED(pSwapChain->GetDevice(__uuidof(ID3D11Device), (void**)&pDevice)))
        {
            pDevice->GetImmediateContext(&pContext);
            DXGI_SWAP_CHAIN_DESC sd;
            pSwapChain->GetDesc(&sd);
            window = sd.OutputWindow;
            ID3D11Texture2D* pBackBuffer;
            pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
            pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
            pBackBuffer->Release();
            oWndProc = (WNDPROC)SetWindowLongPtr(window, GWLP_WNDPROC, (LONG_PTR)WndProc);
            InitImGui();
            init = true;
        }



        else
            return oPresent(pSwapChain, SyncInterval, Flags);
    }

    


    if (GetAsyncKeyState(VK_INSERT))
    {
        kiero::shutdown();
        return 0;
    }

    if (GetAsyncKeyState(VK_INSERT) & 1)
    {
        menu = !menu;
    }

    if (menu) {

        ImGui_ImplDX11_NewFrame();
        ImGui_ImplWin32_NewFrame();
        ImGui::NewFrame();

        ImGui::Begin("Kinetic.cc");
        ImGui::Text("V-1.0");
        if (ImGui::BeginTabBar("Tabs"))
        {
            if (ImGui::BeginTabItem("Visuals"))
            {
                ImGui::Text("Esp2");
                
                ImGui::Checkbox("Ep", &esp);
                ImGui::Checkbox("OnlyVisib", &onv);
                if (esp) {
                    ImGui::Checkbox("Boxv", &Box);
                    ImGui::Checkbox("BoxFill", &Boxfill);
                    ImGui::ColorEdit3("Box color", boxcolor);
                    ImGui::Checkbox("HpBar", &hbar);
                    ImGui::Checkbox("AmmoBar", &pbar);
                    ImGui::Checkbox("Head", &head);
                    ImGui::Checkbox("Skeleton", &skeleton);
                    ImGui::Checkbox("Name", &name);
                    ImGui::ColorEdit3("Sceleton Color", skeletoncolor);
                    ImGui::Checkbox("WeaponIcon", &weaponicon);
                }
                ImGui::Text("Glow");
                ImGui::Checkbox("Glow", &Glow);
                if (Glow)
                {
                    ImGui::Checkbox("Enemy", &GlowE);
                    ImGui::ColorEdit3("Color Enemy", enemycolor);
                    ImGui::Checkbox("Timates", &GlowT);
                    ImGui::ColorEdit3("Color Timates", timcolor);
                }
                ImGui::EndTabItem();
            }
            if (ImGui::BeginTabItem("LegitBot"))
            {
                ImGui::Text("Aimbot");

                ImGui::Checkbox("Enable", &aim);

                ImGui::EndTabItem();
            }
            if (ImGui::BeginTabItem("Skins"))
            {
                ImGui::Text("SkinChanger");

                ImGui::Button("Add");

                ImGui::EndTabItem();

    } while (!init_hook);
    return TRUE;

}
ну щас должно работать
 
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