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Вопрос Esp

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15 Янв 2026
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Нашел еСП код помогите сделать так чтобы я смог с ним поиграть любым образом без бана

Код:
Expand Collapse Copy
#pragma once
#include "../../common.hpp"
#include <string>

typedef unsigned int list_size;

#define PLAYER_TAG 6

struct list_info_t
{
    std::vector<uintptr_t> address{};
    int size = NULL;
    uintptr_t list = NULL;
    uintptr_t base = NULL;
};

class entity_list_t
{
private:
    list_info_t get_list()
    {
        list_info_t list_info{};
        
        list_info.list = memory.read_chain<uintptr_t>(globals.base_networkable, { 0xb8, 0x00, 0x10, 0x28 });
        list_info.base = memory.read<uintptr_t>(list_info.list + 0x18);
        list_info.size = memory.read<int>(list_info.list + 0x10);
        
        /* create our buffer */
        std::unique_ptr<uintptr_t> entities_buffer(new uintptr_t[list_info.size * sizeof(uintptr_t)]);

        /* read into the buffer */
        memory.read(list_info.base + 0x20, entities_buffer.get(), list_info.size * sizeof(uintptr_t));
        
        /* set address in struct */
        list_info.address = { entities_buffer.get(), entities_buffer.get() + (uintptr_t)list_info.size };
        
        return list_info;
    }
public:
    std::vector<uintptr_t> object_list{};

    std::vector<uintptr_t> player_list{};
    std::vector<prefab_t> prefab_list{};

    void cache()
    {
        std::vector<uintptr_t> temp_player_list{};
        std::vector<prefab_t> temp_prefab_list{};

        object_list = get_list().address;

        for (const auto& object : object_list)
        {
            uintptr_t gameobject = memory.read_chain<uintptr_t>(object, { 0x10, 0x30 });
            unsigned short tag = memory.read<unsigned short>(gameobject + 0x54);

            if (tag == PLAYER_TAG)
            {
                temp_player_list.push_back(memory.read<uintptr_t>(object + 0x10));
            }
            else
            {
                uintptr_t object_class = memory.read<uintptr_t>(gameobject + 0x30);
                uintptr_t entity = memory.read<uintptr_t>(object_class + 0x18);
                uintptr_t transform = memory.read<uintptr_t>(object_class + 0x08);
                prefab_t prefab_entity = prefab_t(entity, transform, gameobject);
                temp_prefab_list.push_back(prefab_entity);
            }
        }
        
        player_list = temp_player_list;
        temp_player_list.clear();

        prefab_list = temp_prefab_list;
        temp_prefab_list.clear();
    }

    bool setup()
    {
        /* set game camera position */
        camera.set_position(memory.read<Vector3>(camera.get_object() + 0x42c));

        /* set game view matrix */
        camera.set_vmatrix(memory.read<vmatrix_t>(camera.get_object() + 0x2e4));

        return camera.get_position().is_valid();
    }

    void prefab_loop()
    {
        for (const auto& prefab : prefab_list)
        {
            Vector2 screen{};
            if (world_to_screen(prefab.position, screen))
            {
                /*
                *    heres where i render stuff for it
                */
            }
        }
    }

    void player_loop()
    {
        for (const auto& entity : player_list)
        {
            BasePlayer* player = memory.read<BasePlayer*>(entity + 0x28);

            if (!player)
                continue;

            if (player->getDistance(camera.get_position()) > 300)
                continue;

            if (player->isDead())
                continue;

            if (player->isLocalPlayer())
            {
                players.local = player;
                globals.weapon_name = players.local->getHeldItem()->itemDefinition()->getDisplayName();

                /*
                *    administrator flags
                */
                if (!player->hasFlag(BasePlayer::Flags::IsAdmin))
                    player->setFlag(BasePlayer::Flags::IsAdmin);

                /*
                *    makes us able to shoot in a minicopter
                *    make sure you alt look to shoot someone
                *    as you cannot change your viewangles
                */
                if (players.local->modelState()->hasFlag(ModelState::Flags::Mounted))
                    players.local->mounted()->setCanHoldItems(true);


                if (players.local->getHeldItem()->isValid())
                {
                    players.local->getHeldItem()->baseProjectile()->noSpread();
                    
                    players.local->getHeldItem()->baseProjectile()->pushToMap();

                    /*
                    *    readd the commented stuff
                    */
                    //if (no_recoil)
                    {
                        players.local->getHeldItem()->baseProjectile()->unsetRecoil();
                        players.local->getHeldItem()->baseProjectile()->noRecoil();
                    }
                    //else
                    //{
                    //    players.local->getHeldItem()->baseProjectile()->restoreRecoil();
                    //}
                }

                continue;
            }
            else
            {
                bounding_box_t box = player->getBoundingBox();

                if (!box.foot_screen.x || !box.foot_screen.y || !box.head_screen.x || !box.head_screen.y)
                    continue;

                /*
                *    this is all you need for esp, just add it here
                */
            }
        }
    }
} entity_list;
 
ахахаха даже хайд скрыть не может
 
Нашел еСП код помогите сделать так чтобы я смог с ним поиграть любым образом без бана

Код:
Expand Collapse Copy
#pragma once
#include "../../common.hpp"
#include <string>

typedef unsigned int list_size;

#define PLAYER_TAG 6

struct list_info_t
{
    std::vector<uintptr_t> address{};
    int size = NULL;
    uintptr_t list = NULL;
    uintptr_t base = NULL;
};

class entity_list_t
{
private:
    list_info_t get_list()
    {
        list_info_t list_info{};
       
        list_info.list = memory.read_chain<uintptr_t>(globals.base_networkable, { 0xb8, 0x00, 0x10, 0x28 });
        list_info.base = memory.read<uintptr_t>(list_info.list + 0x18);
        list_info.size = memory.read<int>(list_info.list + 0x10);
       
        /* create our buffer */
        std::unique_ptr<uintptr_t> entities_buffer(new uintptr_t[list_info.size * sizeof(uintptr_t)]);

        /* read into the buffer */
        memory.read(list_info.base + 0x20, entities_buffer.get(), list_info.size * sizeof(uintptr_t));
       
        /* set address in struct */
        list_info.address = { entities_buffer.get(), entities_buffer.get() + (uintptr_t)list_info.size };
       
        return list_info;
    }
public:
    std::vector<uintptr_t> object_list{};

    std::vector<uintptr_t> player_list{};
    std::vector<prefab_t> prefab_list{};

    void cache()
    {
        std::vector<uintptr_t> temp_player_list{};
        std::vector<prefab_t> temp_prefab_list{};

        object_list = get_list().address;

        for (const auto& object : object_list)
        {
            uintptr_t gameobject = memory.read_chain<uintptr_t>(object, { 0x10, 0x30 });
            unsigned short tag = memory.read<unsigned short>(gameobject + 0x54);

            if (tag == PLAYER_TAG)
            {
                temp_player_list.push_back(memory.read<uintptr_t>(object + 0x10));
            }
            else
            {
                uintptr_t object_class = memory.read<uintptr_t>(gameobject + 0x30);
                uintptr_t entity = memory.read<uintptr_t>(object_class + 0x18);
                uintptr_t transform = memory.read<uintptr_t>(object_class + 0x08);
                prefab_t prefab_entity = prefab_t(entity, transform, gameobject);
                temp_prefab_list.push_back(prefab_entity);
            }
        }
       
        player_list = temp_player_list;
        temp_player_list.clear();

        prefab_list = temp_prefab_list;
        temp_prefab_list.clear();
    }

    bool setup()
    {
        /* set game camera position */
        camera.set_position(memory.read<Vector3>(camera.get_object() + 0x42c));

        /* set game view matrix */
        camera.set_vmatrix(memory.read<vmatrix_t>(camera.get_object() + 0x2e4));

        return camera.get_position().is_valid();
    }

    void prefab_loop()
    {
        for (const auto& prefab : prefab_list)
        {
            Vector2 screen{};
            if (world_to_screen(prefab.position, screen))
            {
                /*
                *    heres where i render stuff for it
                */
            }
        }
    }

    void player_loop()
    {
        for (const auto& entity : player_list)
        {
            BasePlayer* player = memory.read<BasePlayer*>(entity + 0x28);

            if (!player)
                continue;

            if (player->getDistance(camera.get_position()) > 300)
                continue;

            if (player->isDead())
                continue;

            if (player->isLocalPlayer())
            {
                players.local = player;
                globals.weapon_name = players.local->getHeldItem()->itemDefinition()->getDisplayName();

                /*
                *    administrator flags
                */
                if (!player->hasFlag(BasePlayer::Flags::IsAdmin))
                    player->setFlag(BasePlayer::Flags::IsAdmin);

                /*
                *    makes us able to shoot in a minicopter
                *    make sure you alt look to shoot someone
                *    as you cannot change your viewangles
                */
                if (players.local->modelState()->hasFlag(ModelState::Flags::Mounted))
                    players.local->mounted()->setCanHoldItems(true);


                if (players.local->getHeldItem()->isValid())
                {
                    players.local->getHeldItem()->baseProjectile()->noSpread();
                   
                    players.local->getHeldItem()->baseProjectile()->pushToMap();

                    /*
                    *    readd the commented stuff
                    */
                    //if (no_recoil)
                    {
                        players.local->getHeldItem()->baseProjectile()->unsetRecoil();
                        players.local->getHeldItem()->baseProjectile()->noRecoil();
                    }
                    //else
                    //{
                    //    players.local->getHeldItem()->baseProjectile()->restoreRecoil();
                    //}
                }

                continue;
            }
            else
            {
                bounding_box_t box = player->getBoundingBox();

                if (!box.foot_screen.x || !box.foot_screen.y || !box.head_screen.x || !box.head_screen.y)
                    continue;

                /*
                *    this is all you need for esp, just add it here
                */
            }
        }
    }
} entity_list;
да купи уже софт просто, любую хуйню онли с визуалами, тебе уже и в прошлой теме говорили, что не стоит лезть в разработку без знаний
 
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