C++ Team Fortress 2 BunnyHop

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Katılım
22 May 2021
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C++ Team Fortress 2 BunnyHop Yapımı
1-C++ boş proje oluşturun ve
main.cpp memory.h isminde iki adet dosya oluşturun
2-Size verdiğim kodu yapıştırın
İşte bu kadar derleyip kullanabilirsiniz iyi oyunlar...


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);
    }
};

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

#include <thread>
#include <iostream>

namespace offsets
{
    constexpr auto localPlayer = 0xC3F6C0;
    constexpr auto flags = 0x37C;
    constexpr auto forceJump = 0xC6E460;
    constexpr auto entityList = 0xC4D1EC;
    constexpr auto teamNum = 0xB0;
}

__declspec(align(16)) struct Color
{
    constexpr Color(const float r, const float g, const float b, const float a = 1.f) noexcept :
        r(r), g(g), b(b), a(a) { }

    float r, g, b, a;
};

int main()
{
    const auto mem = Memory("hl2.exe");

    std::cout << "Team Fortess 2 found!" << std::endl;

    const auto client = mem.GetModuleAddress("client.dll");
    std::cout << "client.dll -> " << "0x" << std::hex << client << std::dec << std::endl;

    constexpr const auto color = Color{ 1.f, 0.f, 1.f };

    while (true)
    {
        // we don't need this running a billion times per second :)
        std::this_thread::sleep_for(std::chrono::milliseconds(1));

        const auto localPlayer = mem.Read<std::uintptr_t>(client + offsets::localPlayer);

        if (!localPlayer)
            continue;

        const auto localPlayerTeam = mem.Read<std::uintptr_t>(localPlayer + offsets::teamNum);
        const auto localPlayerFlags = mem.Read<std::uintptr_t>(localPlayer + offsets::flags);

        // bhop
        if (GetAsyncKeyState(VK_SPACE))
            (localPlayerFlags & (1 << 0)) ?
            mem.Write<std::uintptr_t>(client + offsets::forceJump, 6) :
            mem.Write<std::uintptr_t>(client + offsets::forceJump, 4);
    }
}
 

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