dontasktoask
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- Katılım
- 15 Kas 2024
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- İletişim
Merhaba Arkadaşlar Sizlere Güzel Bir Simple Esp Kodu bırakıyorum geliştirmek istiyen geliştirebilir satabilir kendine kalmış
pencereli ekranda dll injectliyip tam ekrana alabilirsiniz
Esp
ChestEsp Vardir Kod yazma Bilginiz Varsa Başka şeylerde Ekliyebilirsiniz
pid injectorunuz yoksa:
hazirsource:
password:cg
pencereli ekranda dll injectliyip tam ekrana alabilirsiniz
Esp
ChestEsp Vardir Kod yazma Bilginiz Varsa Başka şeylerde Ekliyebilirsiniz
pid injectorunuz yoksa:
hazirsource:
Linkleri görebilmek için kayıt olmanız gerekmektedir
password:cg
/*
* Open Source License:
*
* This code is shared under the terms of an open-source license.
* You are free to modify, enhance, and redistribute this code, provided that:
*
* - You retain this notice in any distributed versions.
* - The original authorship is acknowledged.
*
* This code is provided "as is" without any warranties, express or implied.
* You may sell and distribute this code as you see fit, under the name "DontAskToAsk."
*/
#include <Windows.h>
#include <list>
#include <gl/GL.h>
#pragma comment(lib, "OpenGL32.lib")
#include "minhook/include/MinHook.h"
#include "glm/glm.hpp"
#include "glm/gtc/type_ptr.hpp"
struct Object
{
enum Type
{
Entity,
Chest,
};
Type m_type;
glm::mat4 m_projection;
glm::mat4 m_modelview;
Object(Type type) : m_type{ type }
{
glGetFloatv(GL_PROJECTION_MATRIX, glm::value_ptr(m_projection));
glGetFloatv(GL_MODELVIEW_MATRIX, glm::value_ptr(m_modelview));
}
};
std::list<Object> objects;
decltype(&glOrtho) fn_glOrtho = glOrtho;
decltype(&glScalef) fn_glScalef = glScalef;
decltype(&glTranslatef) fn_glTranslatef = glTranslatef;
void drawBox(glm::vec4 color)
{
glColor4f(color.r, color.g, color.b, color.a);
glBegin(GL_LINES);
{
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
}
glEnd();
}
void WINAPI hk_glOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
{
if (zNear == 1000.0 and zFar == 3000.0)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glDisable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glEnable(GL_LINE_SMOOTH);
glLineWidth(2.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (auto& object : objects)
{
glm::mat4& modelview = object.m_modelview;
glm::mat4& projection = object.m_projection;
glm::vec4 color = glm::vec4(1.0f);
glm::vec3 translate = glm::vec3(1.0f);
glm::vec3 scale = glm::vec3(1.0f);
switch (object.m_type)
{
case Object::Entity:
color = glm::vec4(1.0f, 0.75f, 0.0f, 1.0f); //istediğiniz renk kodu ile değiştirebilirsiniz
translate = glm::vec3(0.0f, -1.0f, 0.0f);
scale = glm::vec3(0.5f, 1.0f, 0.5f);
break;
case Object::Chest:
color = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
translate = glm::vec3(0.5f, 0.5f, 0.5f);
scale = glm::vec3(0.5f, 0.5f, 0.5f);
break;
}
modelview = glm::translate(modelview, translate);
modelview = glm::scale(modelview, scale);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(projection));
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(glm::value_ptr(modelview));
drawBox(color);
}
objects.clear();
glPopAttrib();
glPopMatrix();
}
fn_glOrtho(left, right, bottom, top, zNear, zFar);
}
void WINAPI hk_glScalef(float x, float y, float z)
{
if (x == 0.9375f and y == 0.9375f and z == 0.9375f)
objects.push_back(Object::Entity);
fn_glScalef(x, y, z);
}
void WINAPI hk_glTranslatef(float x, float y, float z)
{
if (x == 0.5f and y == 0.4375f and z == 0.9375f)
objects.push_back(Object::Chest);
fn_glTranslatef(x, y, z);
}
// Cheat Global Ailesi <3
BOOL APIENTRY DllMain(HINSTANCE hInstance, DWORD reason, LPVOID lpReserved)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
MH_Initialize();
MH_CreateHook(glOrtho, hk_glOrtho, reinterpret_cast<void**>(&fn_glOrtho));
MH_CreateHook(glScalef, hk_glScalef, reinterpret_cast<void**>(&fn_glScalef));
MH_CreateHook(glTranslatef, hk_glTranslatef, reinterpret_cast<void**>(&fn_glTranslatef));
return MH_EnableHook(MH_ALL_HOOKS) == MH_OK;
case DLL_PROCESS_DETACH:
MH_Uninitialize();
}
return TRUE;
}