C++ CS:GO Aimbot

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Efsane Üye
Katılım
22 May 2021
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Beğeniler
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C++ Boş Proje Açın
Verdiğim Ayarları Yapın
3 Adet Dosya Oluşturun vector.h memory.h ve main.cpp isimli dosyalar oluşturun
İşte Bu Kadar İyi Oyunlar...

ayarlar:

C++:
multicode karakter
20 level
Release x86

main.cpp:
C++:
#include "memory.h"
#include "vector.h"

#include <thread>

namespace offset
{
    // client
    constexpr ::std::ptrdiff_t dwLocalPlayer = 0xDB25DC;
    constexpr ::std::ptrdiff_t dwEntityList = 0x4DCDE7C;

    // engine
    constexpr ::std::ptrdiff_t dwClientState = 0x58CFC4;
    constexpr ::std::ptrdiff_t dwClientState_ViewAngles = 0x4D90;
    constexpr ::std::ptrdiff_t dwClientState_GetLocalPlayer = 0x180;

    // entity
    constexpr ::std::ptrdiff_t m_dwBoneMatrix = 0x26A8;
    constexpr ::std::ptrdiff_t m_bDormant = 0xED;
    constexpr ::std::ptrdiff_t m_iTeamNum = 0xF4;
    constexpr ::std::ptrdiff_t m_lifeState = 0x25F;
    constexpr ::std::ptrdiff_t m_vecOrigin = 0x138;
    constexpr ::std::ptrdiff_t m_vecViewOffset = 0x108;
    constexpr ::std::ptrdiff_t m_aimPunchAngle = 0x303C;
    constexpr ::std::ptrdiff_t m_bSpottedByMask = 0x980;
}

constexpr Vector3 CalculateAngle(
    const Vector3& localPosition,
    const Vector3& enemyPosition,
    const Vector3& viewAngles) noexcept
{
    return ((enemyPosition - localPosition).ToAngle() - viewAngles);
}

int main()
{
    // initialize memory class
    const auto memory = Memory{ "csgo.exe" };

    // module addresses
    const auto client = memory.GetModuleAddress("client.dll");
    const auto engine = memory.GetModuleAddress("engine.dll");

    // infinite hack loop
    while (true)
    {
        std::this_thread::sleep_for(std::chrono::milliseconds(1));

        // aimbot key
        if (!GetAsyncKeyState(VK_RBUTTON))
            continue;

        // get local player
        const auto localPlayer = memory.Read<std::uintptr_t>(client + offset::dwLocalPlayer);
        const auto localTeam = memory.Read<std::int32_t>(localPlayer + offset::m_iTeamNum);

        // eye position = origin + viewOffset
        const auto localEyePosition = memory.Read<Vector3>(localPlayer + offset::m_vecOrigin) +
            memory.Read<Vector3>(localPlayer + offset::m_vecViewOffset);

        const auto clientState = memory.Read<std::uintptr_t>(engine + offset::dwClientState);

        const auto localPlayerId =
            memory.Read<std::int32_t>(clientState + offset::dwClientState_GetLocalPlayer);

        const auto viewAngles = memory.Read<Vector3>(clientState + offset::dwClientState_ViewAngles);
        const auto aimPunch = memory.Read<Vector3>(localPlayer + offset::m_aimPunchAngle) * 2;

        // aimbot fov
        auto bestFov = 5.f;
        auto bestAngle = Vector3{ };

        for (auto i = 1; i <= 32; ++i)
        {
            const auto player = memory.Read<std::uintptr_t>(client + offset::dwEntityList + i * 0x10);

            if (memory.Read<std::int32_t>(player + offset::m_iTeamNum) == localTeam)
                continue;

            if (memory.Read<bool>(player + offset::m_bDormant))
                continue;

            if (memory.Read<std::int32_t>(player + offset::m_lifeState))
                continue;

            if (memory.Read<std::int32_t>(player + offset::m_bSpottedByMask) & (1 << localPlayerId))
            {
                const auto boneMatrix = memory.Read<std::uintptr_t>(player + offset::m_dwBoneMatrix);

                // pos of player head in 3d space
                // 8 is the head bone index :)
                const auto playerHeadPosition = Vector3{
                    memory.Read<float>(boneMatrix + 0x30 * 8 + 0x0C),
                    memory.Read<float>(boneMatrix + 0x30 * 8 + 0x1C),
                    memory.Read<float>(boneMatrix + 0x30 * 8 + 0x2C)
                };

                const auto angle = CalculateAngle(
                    localEyePosition,
                    playerHeadPosition,
                    viewAngles + aimPunch
                );

                const auto fov = std::hypot(angle.x, angle.y);

                if (fov < bestFov)
                {
                    bestFov = fov;
                    bestAngle = angle;
                }
            }
        }

        // if we have a best angle, do aimbot
        if (!bestAngle.IsZero())
            memory.Write<Vector3>(clientState + offset::dwClientState_ViewAngles, viewAngles + bestAngle / 3.f); // smoothing
    }

    return 0;
}

vector.h:

C:
#pragma once
#include <numbers>
#include <cmath>

struct Vector3
{
    // constructor
    constexpr Vector3(
        const float x = 0.f,
        const float y = 0.f,
        const float z = 0.f) noexcept :
        x(x), y(y), z(z) { }

    // operator overloads
    constexpr const Vector3& operator-(const Vector3& other) const noexcept
    {
        return Vector3{ x - other.x, y - other.y, z - other.z };
    }

    constexpr const Vector3& operator+(const Vector3& other) const noexcept
    {
        return Vector3{ x + other.x, y + other.y, z + other.z };
    }

    constexpr const Vector3& operator/(const float factor) const noexcept
    {
        return Vector3{ x / factor, y / factor, z / factor };
    }

    constexpr const Vector3& operator*(const float factor) const noexcept
    {
        return Vector3{ x * factor, y * factor, z * factor };
    }

    // utils
    constexpr const Vector3& ToAngle() const noexcept
    {
        return Vector3{
            std::atan2(-z, std::hypot(x, y)) * (180.0f / std::numbers::pi_v<float>),
            std::atan2(y, x) * (180.0f / std::numbers::pi_v<float>),
            0.0f };
    }

    constexpr const bool IsZero() const noexcept
    {
        return x == 0.f && y == 0.f && z == 0.f;
    }

    // struct data
    float x, y, z;
};

memory.h:

C:
#pragma once
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <TlHelp32.h>

#include <cstdint>
#include <string_view>

class Memory
{
private:
    std::uintptr_t processId = 0;
    void* processHandle = nullptr;

public:
    // Constructor that finds the process id
    // and opens a handle
    Memory(const std::string_view processName) noexcept
    {
        ::PROCESSENTRY32 entry = { };
        entry.dwSize = sizeof(::PROCESSENTRY32);

        const auto snapShot = ::CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);

        while (::Process32Next(snapShot, &entry))
        {
            if (!processName.compare(entry.szExeFile))
            {
                processId = entry.th32ProcessID;
                processHandle = ::OpenProcess(PROCESS_ALL_ACCESS, FALSE, processId);
                break;
            }
        }

        // Free handle
        if (snapShot)
            ::CloseHandle(snapShot);
    }

    // Destructor that frees the opened handle
    ~Memory()
    {
        if (processHandle)
            ::CloseHandle(processHandle);
    }

    // Returns the base address of a module by name
    const std::uintptr_t GetModuleAddress(const std::string_view moduleName) const noexcept
    {
        ::MODULEENTRY32 entry = { };
        entry.dwSize = sizeof(::MODULEENTRY32);

        const auto snapShot = ::CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, processId);

        std::uintptr_t result = 0;

        while (::Module32Next(snapShot, &entry))
        {
            if (!moduleName.compare(entry.szModule))
            {
                result = reinterpret_cast<std::uintptr_t>(entry.modBaseAddr);
                break;
            }
        }

        if (snapShot)
            ::CloseHandle(snapShot);

        return result;
    }

    // Read process memory
    template <typename T>
    constexpr const T Read(const std::uintptr_t& address) const noexcept
    {
        T value = { };
        ::ReadProcessMemory(processHandle, reinterpret_cast<const void*>(address), &value, sizeof(T), NULL);
        return value;
    }

    // Write process memory
    template <typename T>
    constexpr void Write(const std::uintptr_t& address, const T& value) const noexcept
    {
        ::WriteProcessMemory(processHandle, reinterpret_cast<void*>(address), &value, sizeof(T), NULL);
    }
};
 
Benim kullandığım parlı bir hilede hesabı prime olarak gösterme vardı. Onun kodu gelirmi acaba?
 
teşekkürler paylaşım için
 
ayarları nereye yazıyoruz?
vector.h de 39 ve 40 satırlarda #include <numbers> ekleyin diyor. Zaten var nasıl çözerim?
 
Son düzenleme:
C++ Boş Proje Açın
Verdiğim Ayarları Yapın
3 Adet Dosya Oluşturun vector.h memory.h ve main.cpp isimli dosyalar oluşturun
İşte Bu Kadar İyi Oyunlar...

ayarlar:

C++:
multicode karakter
20 level
Release x86

main.cpp:
C++:
#include "memory.h"
#include "vector.h"

#include <thread>

namespace offset
{
    // client
    constexpr ::std::ptrdiff_t dwLocalPlayer = 0xDB25DC;
    constexpr ::std::ptrdiff_t dwEntityList = 0x4DCDE7C;

    // engine
    constexpr ::std::ptrdiff_t dwClientState = 0x58CFC4;
    constexpr ::std::ptrdiff_t dwClientState_ViewAngles = 0x4D90;
    constexpr ::std::ptrdiff_t dwClientState_GetLocalPlayer = 0x180;

    // entity
    constexpr ::std::ptrdiff_t m_dwBoneMatrix = 0x26A8;
    constexpr ::std::ptrdiff_t m_bDormant = 0xED;
    constexpr ::std::ptrdiff_t m_iTeamNum = 0xF4;
    constexpr ::std::ptrdiff_t m_lifeState = 0x25F;
    constexpr ::std::ptrdiff_t m_vecOrigin = 0x138;
    constexpr ::std::ptrdiff_t m_vecViewOffset = 0x108;
    constexpr ::std::ptrdiff_t m_aimPunchAngle = 0x303C;
    constexpr ::std::ptrdiff_t m_bSpottedByMask = 0x980;
}

constexpr Vector3 CalculateAngle(
    const Vector3& localPosition,
    const Vector3& enemyPosition,
    const Vector3& viewAngles) noexcept
{
    return ((enemyPosition - localPosition).ToAngle() - viewAngles);
}

int main()
{
    // initialize memory class
    const auto memory = Memory{ "csgo.exe" };

    // module addresses
    const auto client = memory.GetModuleAddress("client.dll");
    const auto engine = memory.GetModuleAddress("engine.dll");

    // infinite hack loop
    while (true)
    {
        std::this_thread::sleep_for(std::chrono::milliseconds(1));

        // aimbot key
        if (!GetAsyncKeyState(VK_RBUTTON))
            continue;

        // get local player
        const auto localPlayer = memory.Read<std::uintptr_t>(client + offset::dwLocalPlayer);
        const auto localTeam = memory.Read<std::int32_t>(localPlayer + offset::m_iTeamNum);

        // eye position = origin + viewOffset
        const auto localEyePosition = memory.Read<Vector3>(localPlayer + offset::m_vecOrigin) +
            memory.Read<Vector3>(localPlayer + offset::m_vecViewOffset);

        const auto clientState = memory.Read<std::uintptr_t>(engine + offset::dwClientState);

        const auto localPlayerId =
            memory.Read<std::int32_t>(clientState + offset::dwClientState_GetLocalPlayer);

        const auto viewAngles = memory.Read<Vector3>(clientState + offset::dwClientState_ViewAngles);
        const auto aimPunch = memory.Read<Vector3>(localPlayer + offset::m_aimPunchAngle) * 2;

        // aimbot fov
        auto bestFov = 5.f;
        auto bestAngle = Vector3{ };

        for (auto i = 1; i <= 32; ++i)
        {
            const auto player = memory.Read<std::uintptr_t>(client + offset::dwEntityList + i * 0x10);

            if (memory.Read<std::int32_t>(player + offset::m_iTeamNum) == localTeam)
                continue;

            if (memory.Read<bool>(player + offset::m_bDormant))
                continue;

            if (memory.Read<std::int32_t>(player + offset::m_lifeState))
                continue;

            if (memory.Read<std::int32_t>(player + offset::m_bSpottedByMask) & (1 << localPlayerId))
            {
                const auto boneMatrix = memory.Read<std::uintptr_t>(player + offset::m_dwBoneMatrix);

                // pos of player head in 3d space
                // 8 is the head bone index :)
                const auto playerHeadPosition = Vector3{
                    memory.Read<float>(boneMatrix + 0x30 * 8 + 0x0C),
                    memory.Read<float>(boneMatrix + 0x30 * 8 + 0x1C),
                    memory.Read<float>(boneMatrix + 0x30 * 8 + 0x2C)
                };

                const auto angle = CalculateAngle(
                    localEyePosition,
                    playerHeadPosition,
                    viewAngles + aimPunch
                );

                const auto fov = std::hypot(angle.x, angle.y);

                if (fov < bestFov)
                {
                    bestFov = fov;
                    bestAngle = angle;
                }
            }
        }

        // if we have a best angle, do aimbot
        if (!bestAngle.IsZero())
            memory.Write<Vector3>(clientState + offset::dwClientState_ViewAngles, viewAngles + bestAngle / 3.f); // smoothing
    }

    return 0;
}

vector.h:
C:
#pragma once
#include <numbers>
#include <cmath>

struct Vector3
{
    // constructor
    constexpr Vector3(
        const float x = 0.f,
        const float y = 0.f,
        const float z = 0.f) noexcept :
        x(x), y(y), z(z) { }

    // operator overloads
    constexpr const Vector3& operator-(const Vector3& other) const noexcept
    {
        return Vector3{ x - other.x, y - other.y, z - other.z };
    }

    constexpr const Vector3& operator+(const Vector3& other) const noexcept
    {
        return Vector3{ x + other.x, y + other.y, z + other.z };
    }

    constexpr const Vector3& operator/(const float factor) const noexcept
    {
        return Vector3{ x / factor, y / factor, z / factor };
    }

    constexpr const Vector3& operator*(const float factor) const noexcept
    {
        return Vector3{ x * factor, y * factor, z * factor };
    }

    // utils
    constexpr const Vector3& ToAngle() const noexcept
    {
        return Vector3{
            std::atan2(-z, std::hypot(x, y)) * (180.0f / std::numbers::pi_v<float>),
            std::atan2(y, x) * (180.0f / std::numbers::pi_v<float>),
            0.0f };
    }

    constexpr const bool IsZero() const noexcept
    {
        return x == 0.f && y == 0.f && z == 0.f;
    }

    // struct data
    float x, y, z;
};

memory.h:
C:
#pragma once
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <TlHelp32.h>

#include <cstdint>
#include <string_view>

class Memory
{
private:
    std::uintptr_t processId = 0;
    void* processHandle = nullptr;

public:
    // Constructor that finds the process id
    // and opens a handle
    Memory(const std::string_view processName) noexcept
    {
        ::PROCESSENTRY32 entry = { };
        entry.dwSize = sizeof(::PROCESSENTRY32);

        const auto snapShot = ::CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);

        while (::Process32Next(snapShot, &entry))
        {
            if (!processName.compare(entry.szExeFile))
            {
                processId = entry.th32ProcessID;
                processHandle = ::OpenProcess(PROCESS_ALL_ACCESS, FALSE, processId);
                break;
            }
        }

        // Free handle
        if (snapShot)
            ::CloseHandle(snapShot);
    }

    // Destructor that frees the opened handle
    ~Memory()
    {
        if (processHandle)
            ::CloseHandle(processHandle);
    }

    // Returns the base address of a module by name
    const std::uintptr_t GetModuleAddress(const std::string_view moduleName) const noexcept
    {
        ::MODULEENTRY32 entry = { };
        entry.dwSize = sizeof(::MODULEENTRY32);

        const auto snapShot = ::CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, processId);

        std::uintptr_t result = 0;

        while (::Module32Next(snapShot, &entry))
        {
            if (!moduleName.compare(entry.szModule))
            {
                result = reinterpret_cast<std::uintptr_t>(entry.modBaseAddr);
                break;
            }
        }

        if (snapShot)
            ::CloseHandle(snapShot);

        return result;
    }

    // Read process memory
    template <typename T>
    constexpr const T Read(const std::uintptr_t& address) const noexcept
    {
        T value = { };
        ::ReadProcessMemory(processHandle, reinterpret_cast<const void*>(address), &value, sizeof(T), NULL);
        return value;
    }

    // Write process memory
    template <typename T>
    constexpr void Write(const std::uintptr_t& address, const T& value) const noexcept
    {
        ::WriteProcessMemory(processHandle, reinterpret_cast<void*>(address), &value, sizeof(T), NULL);
    }
};



Değişen önemli offset var mı? en son 30 mart'ta update almış oyun.

Hazedumper dan güncel offset alirsak bu yine çalışır değil mi?
 

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