Arkadaşlar Çalışan Bir Valorant Python Kod Cevrilebilir !

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Losser

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Katılım
30 Tem 2021
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Elimde CSS ESP kod var bunu pythona çevirmek istiyorum yardımcı olabilecek var mı?

Kod:
// MADE BY Losser



#include <wrl/client.h>

#include <windows.h>

#include <iostream>

#include <dxgi.h>

#include <dxgi1_2.h>

#include <d3d11.h>

#include <stdlib.h>

#include <fstream>

#include <chrono> // for high_resolution_clock



#pragma comment(lib,"d3d11.lib")

using namespace std;



#define PROCESS_NAME L"VALORANT  "



using Microsoft::WRL::ComPtr;



ComPtr<ID3D11Device> lDevice;

ComPtr<ID3D11DeviceContext> lImmediateContext;

D3D11_TEXTURE2D_DESC desc;



D3D_DRIVER_TYPE gDriverTypes[] = {

    D3D_DRIVER_TYPE_HARDWARE

};

UINT gNumDriverTypes = ARRAYSIZE(gDriverTypes);



// Feature levels supported

D3D_FEATURE_LEVEL gFeatureLevels[] = {

    D3D_FEATURE_LEVEL_11_0,

    D3D_FEATURE_LEVEL_10_1,

    D3D_FEATURE_LEVEL_10_0,

    D3D_FEATURE_LEVEL_9_1

};

UINT gNumFeatureLevels = ARRAYSIZE(gFeatureLevels);



void ScreenGrab() {

    // ==== FIND WINDOW ====

    HDC hdc_target;

    RECT rect;

    HWND window = FindWindowW(NULL, PROCESS_NAME);

    GetClientRect(window, &rect);



    // ==== SCALING FACTOR ====

    HDC monitor = GetDC(window); // GetDC(NULL);



    int current = GetDeviceCaps(monitor, VERTRES);

    int total = GetDeviceCaps(monitor, DESKTOPVERTRES);



    uint32_t width = (rect.right - rect.left) * total / current;

    uint32_t height = (rect.bottom - rect.top) * total / current;



    // ==== CREATE DEVICE ====

    ComPtr<IDXGISurface1> gdiSurface;

    ComPtr<ID3D11Texture2D> texture;



    HRESULT hr(E_FAIL);

    D3D_FEATURE_LEVEL lFeatureLevel;



    for(UINT DriverTypeIndex = 0; DriverTypeIndex < gNumDriverTypes; ++DriverTypeIndex)

    {

        hr = D3D11CreateDevice(

            nullptr,

            gDriverTypes[DriverTypeIndex],

            nullptr,

            0,

            gFeatureLevels,

            gNumFeatureLevels,

            D3D11_SDK_VERSION,

            &lDevice,

            &lFeatureLevel,

            &lImmediateContext);



        if(SUCCEEDED(hr))

        {

            // Device creation success, no need to loop anymore

            break;

        }



        lDevice.Reset();



        lImmediateContext.Reset();

    }



    // ==== CREATE TEXTURE ====



    desc.Width = width;

    desc.Height = height;

    desc.ArraySize = 1;

    desc.MipLevels = 1;



    desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;

    desc.SampleDesc.Count = 1;

    desc.SampleDesc.Quality = 0;



    desc.Usage = D3D11_USAGE_DEFAULT;



    desc.BindFlags = 40;

    desc.MiscFlags = D3D11_RESOURCE_MISC_GDI_COMPATIBLE;

    desc.CPUAccessFlags = 0;



    hr = lDevice->CreateTexture2D(&desc, NULL, &texture);



    if(FAILED(hr)) {

        cout << "Failed to create texture" << endl;

        return;

    }



    hr = texture->QueryInterface(__uuidof(IDXGISurface1), (void**)&gdiSurface);



    if(FAILED(hr)) {

        cout << "Failed to create GDI surface" << endl;

        return;

    }



    // ==== SCEENGRAB ====



    // REUSE desc FOR FRAMECOPY

    desc.BindFlags = 0;

    desc.MiscFlags &= D3D11_RESOURCE_MISC_TEXTURECUBE;

    desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;

    desc.Usage = D3D11_USAGE_STAGING;



    unsigned short last_r = 0;

    unsigned short last_g = 0;

    unsigned short last_b = 0;

    auto start = std::chrono::high_resolution_clock::now();



    cout << "Starting at " << width << "x" << height << endl;

    while(true)

    {

        //Sleep(1);

        HDC hDC = nullptr;



        gdiSurface->GetDC(true, &hDC);

        hdc_target = GetDC(window);



        // === THE COPY TEXTURE ===

        while(!BitBlt(hDC, 0, 0, width, height, hdc_target, 0, 0, SRCCOPY)) {

            cout << "FAILED" << endl;

            Sleep(1000);

        }



        // VERY IMPORTANT TO RELEASE BEFORE COPY

        ReleaseDC(NULL, hdc_target);

        gdiSurface->ReleaseDC(nullptr);



        // === COPY TO CPU ===

        D3D11_MAPPED_SUBRESOURCE tempsubsource;

        ID3D11Texture2D* pFrameCopy = nullptr;

        hr = lDevice->CreateTexture2D(&desc, nullptr, &pFrameCopy);

        if(FAILED(hr)) {

            continue;

        }



        lImmediateContext->CopyResource(pFrameCopy, texture.Get());



        hr = lImmediateContext->Map(pFrameCopy, 0, D3D11_MAP_READ, 0, &tempsubsource);

        void* d = tempsubsource.pData;

        char* data = reinterpret_cast<char*>(d);



        if(FAILED(hr)) {

            continue;

        }



      

        for(int y = 0; y < desc.Height; y++) {

            for(int x = 0; x < desc.Width; x++) {

                int base = (x + y * desc.Width) * 4;

                unsigned short red = data[base + 2] & 255;

                unsigned short green = data[base + 1] & 255;

                unsigned short blue = data[base] & 255;

                // INSERT MOVE CODE HERE

            }

        }



        // DEBUGGING

        /*

        ofstream img("debugpic.ppm"); //#include <fstream>



        img << "P3" << endl;

        img << desc.Width << endl;

        img << desc.Height << endl;

        img << "255" << endl;



        for(int y = 0; y < desc.Height; y++) {

            std::cout << y << "/" << desc.Height << endl;

            for(int x = 0; x < desc.Width; x++) {

                int base = (x + y * desc.Width) * 4;

                unsigned short red = data[base + 2] & 255;

                unsigned short green = data[base + 1] & 255;

                unsigned short blue = data[base] & 255;

                img << red << " " << green << " " << blue << "\n";

            }

        }

        return;*/





        if(pFrameCopy != nullptr) {

            lImmediateContext->Unmap(pFrameCopy, 0);



            pFrameCopy->Release();

            lImmediateContext->Flush();

        }



        // TESTING FRAME UPDATE, REMOVE THIS

        int base = (100 + 100 * desc.Width) * 4;

        unsigned short red = data[base + 2];

        unsigned short green = data[base + 1];

        unsigned short blue = data[base];

        if((last_b != blue || last_g != green || last_r != red) && (red > 0 && blue > 0 && green > 0)) {

            auto finish = std::chrono::high_resolution_clock::now();

            std::chrono::duration<double> elapsed = finish - start;

            cout << "Time: " << (elapsed.count()*1000) << "ms" << endl;

            start = std::chrono::high_resolution_clock::now();

            last_b = blue;

            last_g = green;

            last_r = red;

        }

    }

}





int main(void)

{

    ScreenGrab();

}
[/CODE]
Kod:
#define M_PI 3.14159265358979323846
#define RADTODEG 180 / M_PI
#define DEGTORAD M_PI / 180

bool flickAim = true;
int flickAimTime = 30;
bool isZommed = false;

void SetIsZoomed() { // CALL THIS EVERY FRAME
    isZommed = GetAsyncKeyState(VK_RBUTTON);
}

int Full360() {
    return isZommed ? full360 : (full360 * 8 / 10);
}

int GetCoordsX(int delta, int total) {

    double lookAt = delta * 2.0 / total;
    double degrees = atan(lookAt * tan((isZommed ? 41.5 : 52.0) * DEGTORAD)) * RADTODEG;
    return (Full360() * degrees) / 360;
}

int GetCoordsY(int delta, int total) {

    double lookAt = delta * 2.0 / total;
    double degrees = atan(lookAt * tan((isZommed ? 26.5 : 36) * DEGTORAD)) * RADTODEG;
    return (Full360() * degrees) / 360;
}
Kod:
void MoveMouseFromScreenPosition(Vector2 front, int height, int width) {
    SetIsZoomed();
    int moveX = GetCoordsX(front.x, width);
    int moveY = GetCoordsY(front.y, height);
    if(flickAim) {
        MoveMouse(moveX, moveY);
        Sleep(flickAimTime);
    }
    else {
        MoveMouse(moveX * speed, moveY * speed);
    }
}
 
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Zaten Düzenlenmesini Rica Etmiştim Düzenleye Bilirsen Eğer Rahat Edersin :)
Anlık kaymalarındamı sıkıntı gösteriyor poligonda=?
 
Css mi ? Pythona çevirmek mi ? Kopyalamişsin uc den daha ne olduğunu bile bilmiyosun
 
Lan bide made by losser yazmış yukarıya yeni farkettim tam maymun
Öncelikle Konuşmalarına Dikkat Etmeni Öneririm Bu Bir Kod ve cevrilip kullanılabilir sözlerine dikkat et saygısızlık etme !
Oynaman için getirilmiş birşey cok bilmişlik taslama !
Css mi ? Pythona çevirmek mi ? Kopyalamişsin uc den daha ne olduğunu bile bilmiyosun
Bunada cevap veriyim UC den derken zaten burası bir paylaşım sayfası olduğunu hatırlatırım (FORUM) ! Anlamını Bilmeden Lütfen Yorum Yapma ...
Teşekkür !
 

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