Ошибка в visual studio

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30 Янв 2019
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Хай всем, пиплы. Ошибка: аргумент типа "const char *" несовместим с параметром типа "char *"
Код:
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#include <windows.h>
#include <iostream>
#include <TlHelp32.h>
#include <sstream>
#include "constant.cpp"
typedef const char* PSTR, *LPSTR;

//Memory vars
DWORD ClientMemoryAddress;
DWORD ServerMemoryAddress;
DWORD EngineMemoryAddress;
//Global vars
DWORD LocalPlayer;
DWORD client;
int LocalTeam;
int CrossHairID;
int NthNearest = 0;    //0 means nearest enemy
int ycorr = 0;
int enemyID[32];
float enemyDistance[32];
//Function Definations
void Trigger();
int getAllData();
void getMyData();
void AimtoNearest(int);
void changeAngle(float, float);
//externs
extern const DWORD PlayerBase;
extern const DWORD EntityBase;
extern const DWORD ClientState;
extern const DWORD CrossHairOffset;
extern const DWORD PositionOffset;
extern const DWORD TeamOffset;
extern const DWORD HealthOffset;
extern const DWORD MemoryIncrement;
extern const DWORD AngleXOffset;
extern const DWORD AngleYOffset;
extern const DWORD ClientStateViewAngleOffset;

struct EntityInfo
{
    float x, y, z, distance;
    int health, teamID;
}entity[32], player;

class mProcess
{
protected:

    HANDLE hProcess;
    DWORD dwPID, dwProtection, dwCaveAddress;
    BOOL bPOn, bIOn, bProt;

public:
    ~mProcess()
    {
        CloseHandle(hProcess);
    }


    template <class cData>
    cData Read(DWORD dwAddress)
    {
        cData cRead;
        ReadProcessMemory(hProcess, (LPVOID)dwAddress, &cRead, sizeof(cData), NULL);
        return cRead;
    }

    template<class c>
    BOOL Write(DWORD dwAddress, c ValueToWrite)
    {
        return WriteProcessMemory(hProcess, (LPVOID)dwAddress, &ValueToWrite, sizeof(c), NULL);
    }

    virtual bool Process(char* ProcessName)
    {
        HANDLE hPID = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, NULL);
        PROCESSENTRY32 ProcEntry;
        ProcEntry.dwSize = sizeof(ProcEntry);
        do
        {
            if (!strcmp(ProcEntry.szExeFile, ProcessName))
            {
                dwPID = ProcEntry.th32ProcessID;
                CloseHandle(hPID);


                hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, dwPID);
                return false;
            }
        } while (Process32Next(hPID, &ProcEntry));

        std::cout << "\nPROCESS ERROR: Is csgo.exe running?\n";
        system("pause");
        return true;
    }

    virtual DWORD Module(LPSTR ModuleName)
    {
        HANDLE hModule = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, dwPID);
        MODULEENTRY32 mEntry;
        mEntry.dwSize = sizeof(mEntry);
        do
        {
            if (!strcmp(mEntry.szModule, ModuleName))
            {
                CloseHandle(hModule);
                return (DWORD)mEntry.modBaseAddr;
            }
        } while (Module32Next(hModule, &mEntry));
        std::cout << "\nACCESS DENIDED: Please run this as an administrator!!\n";
        system("pause");
        exit(0);
        return 0;
    }

}Memory;

void Trigger()
{
    DWORD LocalPlayer = Memory.Read<DWORD>(ClientMemoryAddress + PlayerBase);
    CrossHairID = Memory.Read<int>(LocalPlayer + CrossHairOffset);
    DWORD EnemyInCrossHair = Memory.Read<DWORD>(ClientMemoryAddress + EntityBase + ((CrossHairID - 1) * MemoryIncrement));
    int EnemyHealth = Memory.Read<int>(EnemyInCrossHair + HealthOffset);
    int EnemyTeam = Memory.Read<int>(EnemyInCrossHair + TeamOffset);
    LocalTeam = Memory.Read<int>(LocalPlayer + TeamOffset);
    if (CrossHairID > 0 && EnemyTeam != LocalTeam && EnemyTeam)
    {
        Sleep(10);
        mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);
        mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
    }
}

int getAllData()
{
    int c = 0;
    bool flag = false;
    for (int i = 1; i < 32; i++)
    {
        DWORD CurrentBaseAddress = Memory.Read<DWORD>(ClientMemoryAddress + EntityBase + (i * MemoryIncrement));
        entity[i].x = Memory.Read<float>(CurrentBaseAddress + PositionOffset);
        entity[i].y = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 4);
        entity[i].z = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 8);
        entity[i].health = Memory.Read<int>(CurrentBaseAddress + HealthOffset);
        entity[i].teamID = Memory.Read<int>(CurrentBaseAddress + TeamOffset);
        entity[i].distance = sqrt(pow((player.x - entity[i].x), 2) + pow((player.y - entity[i].y), 2) + pow((player.z - entity[i].z), 2));
        if (entity[i].health > 0 && player.teamID != entity[i].teamID)
        {
            enemyDistance[c] = entity[i].distance;
            enemyID[c++] = i;
        }
    }
    for (int i = 0; i < c - 1; i++)
    {
        for (int j = i + 1; j < c; j++)
        {
            if (enemyDistance[j] < enemyDistance[i])
            {
                enemyDistance[i] = enemyDistance[i] + enemyDistance[j];
                enemyDistance[j] = enemyDistance[i] - enemyDistance[j];
                enemyDistance[i] = enemyDistance[i] - enemyDistance[j];
                enemyID[i] = enemyID[i] + enemyID[j];
                enemyID[j] = enemyID[i] - enemyID[j];
                enemyID[i] = enemyID[i] - enemyID[j];
            }
        }
    }
    return c;
}

void getMyData()
{
    DWORD CurrentBaseAddress = Memory.Read<DWORD>(ClientMemoryAddress + PlayerBase);
    player.x = Memory.Read<float>(CurrentBaseAddress + PositionOffset);
    player.y = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 4);
    player.z = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 8);
    player.health = Memory.Read<int>(CurrentBaseAddress + HealthOffset);
    player.teamID = Memory.Read<int>(CurrentBaseAddress + TeamOffset);
    player.distance = -1;
}

void AimtoNearest(int i)
{
    float distance_X = entity[i].x - player.x;
    float distance_Y = entity[i].y - player.y;
    float distance_Z = entity[i].z - player.z - ycorr;
    float distance_XY_Plane = sqrt(pow(distance_X, 2) + pow(distance_Y, 2));
    if ((distance_X / distance_XY_Plane) > 1 || (distance_X / distance_XY_Plane) < -1)
        return;
    float x_r = acos(distance_X / distance_XY_Plane) * 180 / 3.141592;
    x_r *= (entity[i].y < player.y) ? -1 : 1;
    float y_r = -1 * atan(distance_Z / distance_XY_Plane) * 180 / 3.141592;
    changeAngle((float)x_r, (float)y_r);
}

void changeAngle(float xAngle, float yAngle)
{
    Memory.Write(client + ClientStateViewAngleOffset + 4, xAngle);
    Memory.Write(client + ClientStateViewAngleOffset, yAngle);
}

int main()
{
    int aimto = 0;
    std::cout << "Counter Strike Global Offensive Aimbot\n";
    std::cout << "Finding csgo.exe\n";
    while (Memory.Process("csgo.exe"));
    std::cout << "Found csgo.exe\n";
    ClientMemoryAddress = Memory.Module("client_panorama.dll");
    ServerMemoryAddress = Memory.Module("server.dll");
    EngineMemoryAddress = Memory.Module("engine.dll");
    client = Memory.Read<DWORD>(EngineMemoryAddress + ClientState);
    DWORD LocalPlayer = Memory.Read<DWORD>(ClientMemoryAddress + PlayerBase);
    LocalTeam = Memory.Read<int>(LocalPlayer + TeamOffset);
    CrossHairID = Memory.Read<int>(LocalPlayer + CrossHairOffset);
    int choice = 0;
    bool autofire = false, autoaim = false;
    system("pause");
    while (true)
    {
        if (GetAsyncKeyState(VK_NUMPAD6) & 1)
            aimto++;
        if (GetAsyncKeyState(VK_NUMPAD4) & 1)
            aimto--;
        if (GetAsyncKeyState(VK_NUMPAD5) & 1)
            autoaim = !autoaim;
        if (GetAsyncKeyState(VK_NUMPAD0) & 1)
            autofire = !autofire;
        if (GetAsyncKeyState(VK_NUMPAD8) & 1)
            ycorr--;
        if (GetAsyncKeyState(VK_NUMPAD2) & 1)
            ycorr++;
        if (ycorr < -20)
            ycorr = -20;
        if (ycorr > 50)
            ycorr = 50;
        system("cls");
        autoaim ? std::cout << "AutoAim: on\t\t[NUMPAD5 to toggle]\n" : std::cout << "AutoAim: off\t\t[NUMPAD5 to toggle]\n";
        autofire ? std::cout << "AutoFire: on\t\t[NUMPAD0 to toggle]\n" : std::cout << "AutoFire: off\t\t[NUMPAD0 to toggle]\n";
        if (autoaim)
            std::cout << "Aimed to " << aimto + 1 << " nearest\t[NUMPAD4 to nearer | NUMPAD6 to farther player]\n";
        std::cout << "Aim correction " << ycorr << "\t[NUMPAD8,2 to adjust autoaim]\n" << std::endl;
        getMyData();
        int noofActivePlayers = getAllData();
        if (aimto < 0)
            aimto = 0;
        if (aimto > noofActivePlayers - 1)
            aimto = noofActivePlayers - 1;
        if (autoaim && noofActivePlayers)
        {
            AimtoNearest(enemyID[aimto]);
        }
        if (autofire)
            Trigger();
    }
    return 0;
}
dKad8_ykTr0.jpg
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
нахуя ты открыл визуалку если настолько тупой что не можешь гугл открыть? на дворе 21 век а интернет появился в 20, почему ты до сих пор не умеешь гуглить?
 
нахуя ты открыл визуалку если настолько тупой что не можешь гугл открыть? на дворе 21 век а интернет появился в 20, почему ты до сих пор не умеешь гуглить?
да я тупой, не получилось загуглить. Может ты загуглишь мне?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
я не знаю никакие основны программирования, так что да мне трудно что-либо понять.
тогда вопрос актуален: нахуя тебе визуалка если ты ньюкамер? учи основы на сололёрне, потом делай калькулятор а вот уже потом нужно учить основы геймхакинга и писать экстерналы.
 
тогда вопрос актуален: нахуя тебе визуалка если ты ньюкамер? учи основы на сололёрне, потом делай калькулятор а вот уже потом нужно учить основы геймхакинга и писать экстерналы.
у меня нет на это времени, я просто хотел для себя сделать вечный андетект чит
 
Вечный андетект чит при нулевых знаниях программирования, да ты жжёшь:roflanBuldiga:
Ну глоу есп получилось же спастить. Я знаю, то что детектят из-за того, что читы паблик. Я же хотел онли для себя.
 
Хай всем, пиплы. Ошибка: аргумент типа "const char *" несовместим с параметром типа "char *"
Код:
Expand Collapse Copy
#include <windows.h>
#include <iostream>
#include <TlHelp32.h>
#include <sstream>
#include "constant.cpp"
typedef const char* PSTR, *LPSTR;

//Memory vars
DWORD ClientMemoryAddress;
DWORD ServerMemoryAddress;
DWORD EngineMemoryAddress;
//Global vars
DWORD LocalPlayer;
DWORD client;
int LocalTeam;
int CrossHairID;
int NthNearest = 0;    //0 means nearest enemy
int ycorr = 0;
int enemyID[32];
float enemyDistance[32];
//Function Definations
void Trigger();
int getAllData();
void getMyData();
void AimtoNearest(int);
void changeAngle(float, float);
//externs
extern const DWORD PlayerBase;
extern const DWORD EntityBase;
extern const DWORD ClientState;
extern const DWORD CrossHairOffset;
extern const DWORD PositionOffset;
extern const DWORD TeamOffset;
extern const DWORD HealthOffset;
extern const DWORD MemoryIncrement;
extern const DWORD AngleXOffset;
extern const DWORD AngleYOffset;
extern const DWORD ClientStateViewAngleOffset;

struct EntityInfo
{
    float x, y, z, distance;
    int health, teamID;
}entity[32], player;

class mProcess
{
protected:

    HANDLE hProcess;
    DWORD dwPID, dwProtection, dwCaveAddress;
    BOOL bPOn, bIOn, bProt;

public:
    ~mProcess()
    {
        CloseHandle(hProcess);
    }


    template <class cData>
    cData Read(DWORD dwAddress)
    {
        cData cRead;
        ReadProcessMemory(hProcess, (LPVOID)dwAddress, &cRead, sizeof(cData), NULL);
        return cRead;
    }

    template<class c>
    BOOL Write(DWORD dwAddress, c ValueToWrite)
    {
        return WriteProcessMemory(hProcess, (LPVOID)dwAddress, &ValueToWrite, sizeof(c), NULL);
    }

    virtual bool Process(char* ProcessName)
    {
        HANDLE hPID = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, NULL);
        PROCESSENTRY32 ProcEntry;
        ProcEntry.dwSize = sizeof(ProcEntry);
        do
        {
            if (!strcmp(ProcEntry.szExeFile, ProcessName))
            {
                dwPID = ProcEntry.th32ProcessID;
                CloseHandle(hPID);


                hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, dwPID);
                return false;
            }
        } while (Process32Next(hPID, &ProcEntry));

        std::cout << "\nPROCESS ERROR: Is csgo.exe running?\n";
        system("pause");
        return true;
    }

    virtual DWORD Module(LPSTR ModuleName)
    {
        HANDLE hModule = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, dwPID);
        MODULEENTRY32 mEntry;
        mEntry.dwSize = sizeof(mEntry);
        do
        {
            if (!strcmp(mEntry.szModule, ModuleName))
            {
                CloseHandle(hModule);
                return (DWORD)mEntry.modBaseAddr;
            }
        } while (Module32Next(hModule, &mEntry));
        std::cout << "\nACCESS DENIDED: Please run this as an administrator!!\n";
        system("pause");
        exit(0);
        return 0;
    }

}Memory;

void Trigger()
{
    DWORD LocalPlayer = Memory.Read<DWORD>(ClientMemoryAddress + PlayerBase);
    CrossHairID = Memory.Read<int>(LocalPlayer + CrossHairOffset);
    DWORD EnemyInCrossHair = Memory.Read<DWORD>(ClientMemoryAddress + EntityBase + ((CrossHairID - 1) * MemoryIncrement));
    int EnemyHealth = Memory.Read<int>(EnemyInCrossHair + HealthOffset);
    int EnemyTeam = Memory.Read<int>(EnemyInCrossHair + TeamOffset);
    LocalTeam = Memory.Read<int>(LocalPlayer + TeamOffset);
    if (CrossHairID > 0 && EnemyTeam != LocalTeam && EnemyTeam)
    {
        Sleep(10);
        mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);
        mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
    }
}

int getAllData()
{
    int c = 0;
    bool flag = false;
    for (int i = 1; i < 32; i++)
    {
        DWORD CurrentBaseAddress = Memory.Read<DWORD>(ClientMemoryAddress + EntityBase + (i * MemoryIncrement));
        entity[i].x = Memory.Read<float>(CurrentBaseAddress + PositionOffset);
        entity[i].y = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 4);
        entity[i].z = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 8);
        entity[i].health = Memory.Read<int>(CurrentBaseAddress + HealthOffset);
        entity[i].teamID = Memory.Read<int>(CurrentBaseAddress + TeamOffset);
        entity[i].distance = sqrt(pow((player.x - entity[i].x), 2) + pow((player.y - entity[i].y), 2) + pow((player.z - entity[i].z), 2));
        if (entity[i].health > 0 && player.teamID != entity[i].teamID)
        {
            enemyDistance[c] = entity[i].distance;
            enemyID[c++] = i;
        }
    }
    for (int i = 0; i < c - 1; i++)
    {
        for (int j = i + 1; j < c; j++)
        {
            if (enemyDistance[j] < enemyDistance[i])
            {
                enemyDistance[i] = enemyDistance[i] + enemyDistance[j];
                enemyDistance[j] = enemyDistance[i] - enemyDistance[j];
                enemyDistance[i] = enemyDistance[i] - enemyDistance[j];
                enemyID[i] = enemyID[i] + enemyID[j];
                enemyID[j] = enemyID[i] - enemyID[j];
                enemyID[i] = enemyID[i] - enemyID[j];
            }
        }
    }
    return c;
}

void getMyData()
{
    DWORD CurrentBaseAddress = Memory.Read<DWORD>(ClientMemoryAddress + PlayerBase);
    player.x = Memory.Read<float>(CurrentBaseAddress + PositionOffset);
    player.y = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 4);
    player.z = Memory.Read<float>(CurrentBaseAddress + PositionOffset + 8);
    player.health = Memory.Read<int>(CurrentBaseAddress + HealthOffset);
    player.teamID = Memory.Read<int>(CurrentBaseAddress + TeamOffset);
    player.distance = -1;
}

void AimtoNearest(int i)
{
    float distance_X = entity[i].x - player.x;
    float distance_Y = entity[i].y - player.y;
    float distance_Z = entity[i].z - player.z - ycorr;
    float distance_XY_Plane = sqrt(pow(distance_X, 2) + pow(distance_Y, 2));
    if ((distance_X / distance_XY_Plane) > 1 || (distance_X / distance_XY_Plane) < -1)
        return;
    float x_r = acos(distance_X / distance_XY_Plane) * 180 / 3.141592;
    x_r *= (entity[i].y < player.y) ? -1 : 1;
    float y_r = -1 * atan(distance_Z / distance_XY_Plane) * 180 / 3.141592;
    changeAngle((float)x_r, (float)y_r);
}

void changeAngle(float xAngle, float yAngle)
{
    Memory.Write(client + ClientStateViewAngleOffset + 4, xAngle);
    Memory.Write(client + ClientStateViewAngleOffset, yAngle);
}

int main()
{
    int aimto = 0;
    std::cout << "Counter Strike Global Offensive Aimbot\n";
    std::cout << "Finding csgo.exe\n";
    while (Memory.Process("csgo.exe"));
    std::cout << "Found csgo.exe\n";
    ClientMemoryAddress = Memory.Module("client_panorama.dll");
    ServerMemoryAddress = Memory.Module("server.dll");
    EngineMemoryAddress = Memory.Module("engine.dll");
    client = Memory.Read<DWORD>(EngineMemoryAddress + ClientState);
    DWORD LocalPlayer = Memory.Read<DWORD>(ClientMemoryAddress + PlayerBase);
    LocalTeam = Memory.Read<int>(LocalPlayer + TeamOffset);
    CrossHairID = Memory.Read<int>(LocalPlayer + CrossHairOffset);
    int choice = 0;
    bool autofire = false, autoaim = false;
    system("pause");
    while (true)
    {
        if (GetAsyncKeyState(VK_NUMPAD6) & 1)
            aimto++;
        if (GetAsyncKeyState(VK_NUMPAD4) & 1)
            aimto--;
        if (GetAsyncKeyState(VK_NUMPAD5) & 1)
            autoaim = !autoaim;
        if (GetAsyncKeyState(VK_NUMPAD0) & 1)
            autofire = !autofire;
        if (GetAsyncKeyState(VK_NUMPAD8) & 1)
            ycorr--;
        if (GetAsyncKeyState(VK_NUMPAD2) & 1)
            ycorr++;
        if (ycorr < -20)
            ycorr = -20;
        if (ycorr > 50)
            ycorr = 50;
        system("cls");
        autoaim ? std::cout << "AutoAim: on\t\t[NUMPAD5 to toggle]\n" : std::cout << "AutoAim: off\t\t[NUMPAD5 to toggle]\n";
        autofire ? std::cout << "AutoFire: on\t\t[NUMPAD0 to toggle]\n" : std::cout << "AutoFire: off\t\t[NUMPAD0 to toggle]\n";
        if (autoaim)
            std::cout << "Aimed to " << aimto + 1 << " nearest\t[NUMPAD4 to nearer | NUMPAD6 to farther player]\n";
        std::cout << "Aim correction " << ycorr << "\t[NUMPAD8,2 to adjust autoaim]\n" << std::endl;
        getMyData();
        int noofActivePlayers = getAllData();
        if (aimto < 0)
            aimto = 0;
        if (aimto > noofActivePlayers - 1)
            aimto = noofActivePlayers - 1;
        if (autoaim && noofActivePlayers)
        {
            AimtoNearest(enemyID[aimto]);
        }
        if (autofire)
            Trigger();
    }
    return 0;
}
const_cast тебе в помощь. Либо функцию Process переделай.
 
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