This commit is contained in:
Oscar
2025-07-17 13:52:06 +03:00
commit 2f50c8a911
206 changed files with 246874 additions and 0 deletions

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#include "config.h"
// CBA to make proper atm, it's 03:42 right now.
// For now just stores config values don't mind it too much
//
// (FYI THIS IS A HORRID SOLUTION BUT FUNCTIONS)
namespace Config {
bool esp = false;
bool glow = false;
bool showHealth = false;
bool teamCheck = false;
bool espFill = false;
bool showNameTags = false;
bool Night = false;
bool enemyChamsInvisible = false;
bool enemyChams = false;
bool teamChams = false;
bool teamChamsInvisible = false;
int chamsMaterial = 0;
bool armChams = false;
bool viewmodelChams = false;
ImVec4 colViewmodelChams = ImVec4(1, 0, 0, 1);
ImVec4 colArmChams = ImVec4(1, 0, 0, 1);
ImVec4 colVisualChams = ImVec4(1, 0, 0, 1);
ImVec4 colVisualChamsIgnoreZ = ImVec4(1, 0, 0, 1);
ImVec4 teamcolVisualChamsIgnoreZ = ImVec4(1, 0, 0, 1);
ImVec4 teamcolVisualChams = ImVec4(1, 0, 0, 1);
float espThickness = 1.0f;
float espFillOpacity = 0.5f;
ImVec4 espColor = ImVec4(1, 0, 0, 1);
bool fovEnabled = false;
float fov = 90.0f;
bool antiflash = false;
ImVec4 NightColor = ImVec4(0.1, 0.1, 0.1, 1);
bool aimbot = true;
float aimbot_fov = 90;
bool team_check = false;
bool rcs = 0;
bool fov_circle = 0;
ImVec4 fovCircleColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
}

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#pragma once
#include "../../../external/imgui/imgui.h"
// CBA to make proper atm, it's 03:42 right now.
// For now just stores config values don't mind it too much
//
// (FYI THIS IS A HORRID SOLUTION BUT FUNCTIONS)
namespace Config {
extern bool esp;
extern bool showHealth;
extern bool teamCheck;
extern bool espFill;
extern float espThickness;
extern float espFillOpacity;
extern ImVec4 espColor;
extern bool showNameTags;
extern bool Night;
extern ImVec4 NightColor;
extern bool enemyChamsInvisible;
extern bool enemyChams;
extern bool teamChams;
extern bool teamChamsInvisible;
extern int chamsMaterial;
extern ImVec4 colVisualChams;
extern ImVec4 colVisualChamsIgnoreZ;
extern ImVec4 teamcolVisualChamsIgnoreZ;
extern ImVec4 teamcolVisualChams;
extern bool armChams;
extern bool viewmodelChams;
extern ImVec4 colViewmodelChams;
extern ImVec4 colArmChams;
extern bool fovEnabled;
extern float fov;
extern bool antiflash;
extern bool Night;
extern bool aimbot;
extern float aimbot_fov;
extern bool team_check;
extern bool rcs;
extern bool fov_circle;
extern ImVec4 fovCircleColor;
}

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#pragma once
#include <string>
#include <vector>
#include <filesystem>
#include <fstream>
#include <cstdlib>
#include "config.h"
#include "../../../external/json/json.hpp"
namespace internal_config
{
class ConfigManager
{
private:
static std::filesystem::path GetConfigFolder()
{
char* userProfile = nullptr;
size_t len = 0;
errno_t err = _dupenv_s(&userProfile, &len, "USERPROFILE");
std::filesystem::path folder;
if (err != 0 || userProfile == nullptr || len == 0)
{
folder = ".templeware";
}
else
{
folder = userProfile;
free(userProfile);
folder /= ".templeware";
}
folder /= "internal";
std::error_code ec;
std::filesystem::create_directories(folder, ec);
return folder;
}
static std::filesystem::path GetConfigPath(const std::string& configName)
{
auto folder = GetConfigFolder();
return folder / (configName + ".json");
}
public:
static std::vector<std::string> ListConfigs()
{
std::vector<std::string> list;
auto folder = GetConfigFolder();
if (!std::filesystem::exists(folder))
return list;
for (const auto& entry : std::filesystem::directory_iterator(folder))
{
if (entry.is_regular_file())
{
auto path = entry.path();
if (path.extension() == ".json")
{
list.push_back(path.stem().string());
}
}
}
return list;
}
static void Save(const std::string& configName)
{
nlohmann::json j;
j["esp"] = Config::esp;
j["showHealth"] = Config::showHealth;
j["teamCheck"] = Config::teamCheck;
j["espFill"] = Config::espFill;
j["espThickness"] = Config::espThickness;
j["espFillOpacity"] = Config::espFillOpacity;
j["fovEnabled"] = Config::fovEnabled;
j["fov"] = Config::fov;
j["espColor"] = {
Config::espColor.x,
Config::espColor.y,
Config::espColor.z,
Config::espColor.w
};
j["Night"] = Config::Night;
j["NightColor"] = {
Config::NightColor.x,
Config::NightColor.y,
Config::NightColor.z,
Config::NightColor.w
};
j["armChams"] = Config::armChams;
j["viewmodelChams"] = Config::viewmodelChams;
j["armChams_color"] = {
Config::colArmChams.x,
Config::colArmChams.y,
Config::colArmChams.z,
Config::colArmChams.w
};
j["viewmodelChams_color"] = {
Config::colViewmodelChams.x,
Config::colViewmodelChams.y,
Config::colViewmodelChams.z,
Config::colViewmodelChams.w
};
j["aimbot"] = Config::aimbot;
j["aimbot_fov"] = Config::aimbot_fov;
j["antiflash"] = Config::antiflash;
j["rcs"] = Config::rcs;
j["fov_circle"] = Config::fov_circle;
j["enemyChamsInvisible"] = Config::enemyChamsInvisible;
j["enemyChams"] = Config::enemyChams;
j["teamChams"] = Config::teamChams;
j["teamChamsInvisible"] = Config::teamChamsInvisible;
j["chamsMaterial"] = Config::chamsMaterial;
j["colVisualChams"] = {
Config::colVisualChams.x,
Config::colVisualChams.y,
Config::colVisualChams.z,
Config::colVisualChams.w
};
j["colVisualChamsIgnoreZ"] = {
Config::colVisualChamsIgnoreZ.x,
Config::colVisualChamsIgnoreZ.y,
Config::colVisualChamsIgnoreZ.z,
Config::colVisualChamsIgnoreZ.w
};
j["teamcolVisualChamsIgnoreZ"] = {
Config::teamcolVisualChamsIgnoreZ.x,
Config::teamcolVisualChamsIgnoreZ.y,
Config::teamcolVisualChamsIgnoreZ.z,
Config::teamcolVisualChamsIgnoreZ.w
};
j["teamcolVisualChams"] = {
Config::teamcolVisualChams.x,
Config::teamcolVisualChams.y,
Config::teamcolVisualChams.z,
Config::teamcolVisualChams.w
};
j["fovCircleColor"] = {
Config::fovCircleColor.x,
Config::fovCircleColor.y,
Config::fovCircleColor.z,
Config::fovCircleColor.w
};
auto filePath = GetConfigPath(configName);
std::ofstream ofs(filePath);
if (ofs.is_open())
{
ofs << j.dump(4);
ofs.close();
}
}
static void Load(const std::string& configName)
{
auto filePath = GetConfigPath(configName);
if (!std::filesystem::exists(filePath))
return;
std::ifstream ifs(filePath);
if (!ifs.is_open())
return;
nlohmann::json j;
ifs >> j;
Config::esp = j.value("esp", false);
Config::showHealth = j.value("showHealth", false);
Config::teamCheck = j.value("teamCheck", false);
Config::espFill = j.value("espFill", false);
Config::espThickness = j.value("espThickness", 1.0f);
Config::espFillOpacity = j.value("espFillOpacity", 0.5f);
Config::fovEnabled = j.value("fovEnabled", false);
Config::fov = j.value("fov", 90.0f);
if (j.contains("espColor") && j["espColor"].is_array() && j["espColor"].size() == 4)
{
auto arr = j["espColor"];
Config::espColor.x = arr[0].get<float>();
Config::espColor.y = arr[1].get<float>();
Config::espColor.z = arr[2].get<float>();
Config::espColor.w = arr[3].get<float>();
}
Config::Night = j.value("Night", false);
if (j.contains("NightColor") && j["NightColor"].is_array() && j["NightColor"].size() == 4)
{
auto arr = j["NightColor"];
Config::NightColor.x = arr[0].get<float>();
Config::NightColor.y = arr[1].get<float>();
Config::NightColor.z = arr[2].get<float>();
Config::NightColor.w = arr[3].get<float>();
}
Config::enemyChamsInvisible = j.value("enemyChamsInvisible", false);
Config::enemyChams = j.value("enemyChams", false);
Config::teamChams = j.value("teamChams", false);
Config::teamChamsInvisible = j.value("teamChamsInvisible", false);
Config::chamsMaterial = j.value("chamsMaterial", 0);
Config::fov_circle = j.value("fov_circle", false);
Config::aimbot = j.value("aimbot", false);
Config::rcs = j.value("rcs", false);
Config::aimbot_fov = j.value("aimbot_fov", 0.f);
Config::antiflash = j.value("antiflash", false);
Config::armChams = j.value("armChams", false);
Config::viewmodelChams = j.value("viewmodelChams", false);
if (j.contains("colArmChams") && j["colArmChams"].is_array() && j["colArmChams"].size() == 4)
{
auto arr = j["colArmChams"];
Config::colArmChams.x = arr[0].get<float>();
Config::colArmChams.y = arr[1].get<float>();
Config::colArmChams.z = arr[2].get<float>();
Config::colArmChams.w = arr[3].get<float>();
}
if (j.contains("colViewmodelChams") && j["colViewmodelChams"].is_array() && j["colViewmodelChams"].size() == 4)
{
auto arr = j["colViewmodelChams"];
Config::colViewmodelChams.x = arr[0].get<float>();
Config::colViewmodelChams.y = arr[1].get<float>();
Config::colViewmodelChams.z = arr[2].get<float>();
Config::colViewmodelChams.w = arr[3].get<float>();
}
if (j.contains("colVisualChams") && j["colVisualChams"].is_array() && j["colVisualChams"].size() == 4)
{
auto arr = j["colVisualChams"];
Config::colVisualChams.x = arr[0].get<float>();
Config::colVisualChams.y = arr[1].get<float>();
Config::colVisualChams.z = arr[2].get<float>();
Config::colVisualChams.w = arr[3].get<float>();
}
if (j.contains("colVisualChamsIgnoreZ") && j["colVisualChamsIgnoreZ"].is_array() && j["colVisualChamsIgnoreZ"].size() == 4)
{
auto arr = j["colVisualChamsIgnoreZ"];
Config::colVisualChamsIgnoreZ.x = arr[0].get<float>();
Config::colVisualChamsIgnoreZ.y = arr[1].get<float>();
Config::colVisualChamsIgnoreZ.z = arr[2].get<float>();
Config::colVisualChamsIgnoreZ.w = arr[3].get<float>();
}
if (j.contains("teamcolVisualChamsIgnoreZ") && j["teamcolVisualChamsIgnoreZ"].is_array() && j["teamcolVisualChamsIgnoreZ"].size() == 4)
{
auto arr = j["teamcolVisualChamsIgnoreZ"];
Config::teamcolVisualChamsIgnoreZ.x = arr[0].get<float>();
Config::teamcolVisualChamsIgnoreZ.y = arr[1].get<float>();
Config::teamcolVisualChamsIgnoreZ.z = arr[2].get<float>();
Config::teamcolVisualChamsIgnoreZ.w = arr[3].get<float>();
}
if (j.contains("teamcolVisualChams") && j["teamcolVisualChams"].is_array() && j["teamcolVisualChams"].size() == 4)
{
auto arr = j["teamcolVisualChams"];
Config::teamcolVisualChams.x = arr[0].get<float>();
Config::teamcolVisualChams.y = arr[1].get<float>();
Config::teamcolVisualChams.z = arr[2].get<float>();
Config::teamcolVisualChams.w = arr[3].get<float>();
}
if (j.contains("fovCircleColor") && j["fovCircleColor"].is_array() && j["fovCircleColor"].size() == 4) {
auto arr = j["fovCircleColor"];
Config::fovCircleColor.x = arr[0].get<float>();
Config::fovCircleColor.y = arr[1].get<float>();
Config::fovCircleColor.z = arr[2].get<float>();
Config::fovCircleColor.w = arr[3].get<float>();
}
ifs.close();
}
static void Remove(const std::string& configName)
{
auto filePath = GetConfigPath(configName);
if (std::filesystem::exists(filePath))
{
std::error_code ec;
std::filesystem::remove(filePath, ec);
}
}
};
}

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#include "../../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
#include "../../../templeware/interfaces/CGameEntitySystem/CGameEntitySystem.h"
#include "../../../templeware/interfaces/interfaces.h"
#include "../../../templeware/hooks/hooks.h"
#include "../../../templeware/config/config.h"
#include <chrono>
#include <Windows.h>
#include "../../menu/hud.h"
// Literally the most autistic code ive ever written in my life
// Please dont ever make me do this again
Vector_t GetEntityEyePos(const C_CSPlayerPawn* Entity) {
if (!Entity)
return {};
uintptr_t game_scene_node = *reinterpret_cast<uintptr_t*>((uintptr_t)Entity + SchemaFinder::Get(hash_32_fnv1a_const("C_BaseEntity->m_pGameSceneNode")));
auto Origin = *reinterpret_cast<Vector_t*>(game_scene_node + SchemaFinder::Get(hash_32_fnv1a_const("CGameSceneNode->m_vecAbsOrigin")));
auto ViewOffset = *reinterpret_cast<Vector_t*>((uintptr_t)Entity + SchemaFinder::Get(hash_32_fnv1a_const("C_BaseModelEntity->m_vecViewOffset")));
Vector_t Result = Origin + ViewOffset;
if (!std::isfinite(Result.x) || !std::isfinite(Result.y) || !std::isfinite(Result.z))
return {};
return Result;
}
inline QAngle_t CalcAngles(Vector_t viewPos, Vector_t aimPos)
{
QAngle_t angle = { 0, 0, 0 };
Vector_t delta = aimPos - viewPos;
angle.x = -asin(delta.z / delta.Length()) * (180.0f / 3.141592654f);
angle.y = atan2(delta.y, delta.x) * (180.0f / 3.141592654f);
return angle;
}
inline float GetFov(const QAngle_t& viewAngle, const QAngle_t& aimAngle)
{
QAngle_t delta = (aimAngle - viewAngle).Normalize();
return sqrtf(powf(delta.x, 2.0f) + powf(delta.y, 2.0f));
}
void Aimbot() {
static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevAimbotState = false;
bool aimbotActive = Config::aimbot;
// Получаем локального игрока и viewangles всегда, чтобы не дублировать код
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
Vector_t lep = GetEntityEyePos(lp);
QAngle_t* viewangles = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
// Если кнопка только что нажата (переход с false на true) — ищем новую цель
if (aimbotActive && !prevAimbotState) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
float bestFov = Config::aimbot_fov;
C_CSPlayerPawn* bestTarget = nullptr;
QAngle_t bestAngle = {0, 0, 0};
for (int i = 1; i <= nMaxHighestEntity; i++) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity)
continue;
if (!Entity->handle().valid())
continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class)
continue;
const uint32_t hash = HASH(_class->szName);
if (hash == HASH("C_CSPlayerPawn")) {
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle())
continue;
if (pawn->getHealth() <= 0)
continue;
/* if (!Config::team_check && pawn->getTeam() == lp->getTeam())
continue;*/
Vector_t eye_pos = GetEntityEyePos(pawn);
QAngle_t angle = CalcAngles(eye_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
const float fov = GetFov(*viewangles, angle);
if (!std::isfinite(fov) || fov > bestFov)
continue;
bestFov = fov;
bestTarget = pawn;
bestAngle = angle;
}
}
lockedTarget = bestTarget;
}
// Если кнопка отпущена — сбрасываем захват
if (!aimbotActive)
lockedTarget = nullptr;
// Если есть захваченная цель и кнопка удерживается
if (aimbotActive && lockedTarget) {
// Проверяем, что цель всё ещё валидна
if (!lockedTarget->handle().valid() || lockedTarget->getHealth() <= 0) {
lockedTarget = nullptr;
} else {
Vector_t eye_pos = GetEntityEyePos(lockedTarget);
QAngle_t angle = CalcAngles(eye_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
QAngle_t ang_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
if (Config::rcs)
angle -= ang_punch_angle * 2.f;
angle.z = 0.f;
angle = angle.Normalize();
*viewangles = angle;
}
}
prevAimbotState = aimbotActive;
}

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#pragma once
void Aimbot();

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#include <algorithm>
#include <iostream>
#include "chams.h"
#include "../../hooks/hooks.h"
#include "../../config/config.h"
#include "../../../../external/imgui/imgui.h"
#include "../../utils/math/utlstronghandle/utlstronghandle.h"
#include "../../../cs2/entity/C_Material/C_Material.h"
#include "../../interfaces/interfaces.h"
#include "../../interfaces/CGameEntitySystem/CGameEntitySystem.h"
#include "../../../cs2/datatypes/keyvalues/keyvalues.h"
#include "../../../cs2/datatypes/cutlbuffer/cutlbuffer.h"
CStrongHandle<CMaterial2> chams::create(const char* name, const char szVmatBuffer[])
{
CKeyValues3* pKeyValues3 = nullptr;
pKeyValues3 = pKeyValues3->create_material_from_resource();
pKeyValues3->LoadFromBuffer(szVmatBuffer);
CStrongHandle<CMaterial2> pCustomMaterial = {};
I::CreateMaterial(nullptr, &pCustomMaterial, name, pKeyValues3, 0, 1);
return pCustomMaterial;
}
struct resource_material_t
{
CStrongHandle<CMaterial2> mat;
CStrongHandle<CMaterial2> mat_invs;
};
static resource_material_t resourceMaterials[ChamsType::MAXCOUNT];
bool loaded_materials = false;
bool chams::Materials::init()
{
// flat
resourceMaterials[FLAT] = resource_material_t{
.mat = create("materials/dev/flat.vmat", R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
Shader = "csgo_unlitgeneric.vfx"
F_IGNOREZ = 0
F_DISABLE_Z_WRITE = 0
F_DISABLE_Z_BUFFERING = 0
F_BLEND_MODE = 1
F_TRANSLUCENT = 1
F_RENDER_BACKFACES = 0
g_vColorTint = [1.000000, 1.000000, 1.000000, 1.000000]
g_vGlossinessRange = [0.000000, 1.000000, 0.000000, 0.000000]
g_vNormalTexCoordScale = [1.000000, 1.000000, 0.000000, 0.000000]
g_vTexCoordOffset = [0.000000, 0.000000, 0.000000, 0.000000]
g_vTexCoordScale = [1.000000, 1.000000, 0.000000, 0.000000]
g_tColor = resource:"materials/dev/primary_white_color_tga_f7b257f6.vtex"
g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
})"),
.mat_invs = create("materials/dev/flat_i.vmat", R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
Shader = "csgo_unlitgeneric.vfx"
F_IGNOREZ = 1
F_DISABLE_Z_WRITE = 1
F_DISABLE_Z_BUFFERING = 1
F_BLEND_MODE = 1
F_TRANSLUCENT = 1
g_vColorTint = [1.000000, 1.000000, 1.000000, 0.000000]
g_vGlossinessRange = [0.000000, 1.000000, 0.000000, 0.000000]
g_vNormalTexCoordScale = [1.000000, 1.000000, 0.000000, 0.000000]
g_vTexCoordOffset = [0.000000, 0.000000, 0.000000, 0.000000]
g_vTexCoordScale = [1.000000, 1.000000, 0.000000, 0.000000]
g_tColor = resource:"materials/dev/primary_white_color_tga_f7b257f6.vtex"
g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
})")
};
resourceMaterials[ILLUMINATE] = resource_material_t{
.mat = create("materials/dev/primary_white.vmat", R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_complex.vfx"
F_SELF_ILLUM = 1
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
g_vColorTint = [ 1.000000, 1.000000, 1.000000, 1.000000 ]
g_flSelfIllumScale = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
g_flSelfIllumBrightness = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
})"),
.mat_invs = create("materials/dev/primary_white.vmat", R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_complex.vfx"
F_SELF_ILLUM = 1
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_DISABLE_Z_BUFFERING = 1
g_vColorTint = [ 1.000000, 1.000000, 1.000000, 1.000000 ]
g_flSelfIllumScale = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
g_flSelfIllumBrightness = [ 3.000000, 3.000000, 3.000000, 3.000000 ]
g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
})")
};
resourceMaterials[GLOW] = resource_material_t{
.mat = create("materials/dev/primary_white.vmat", R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_effects.vfx"
g_flFresnelExponent = 7.0
g_flFresnelFalloff = 10.0
g_flFresnelMax = 0.1
g_flFresnelMin = 1.0
g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
g_tMask1 = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tMask2 = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tMask3 = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tSceneDepth = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_flToolsVisCubemapReflectionRoughness = 1.0
g_flBeginMixingRoughness = 1.0
g_vColorTint = [ 1.000000, 1.000000, 1.000000, 0 ]
F_IGNOREZ = 0
F_TRANSLUCENT = 1
F_DISABLE_Z_WRITE = 0
F_DISABLE_Z_BUFFERING = 1
F_RENDER_BACKFACES = 0
})"),
.mat_invs = create("materials/dev/primary_white.vmat", R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_effects.vfx"
g_flFresnelExponent = 7.0
g_flFresnelFalloff = 10.0
g_flFresnelMax = 0.1
g_flFresnelMin = 1.0
g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
g_tMask1 = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tMask2 = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tMask3 = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tSceneDepth = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_flToolsVisCubemapReflectionRoughness = 1.0
g_flBeginMixingRoughness = 1.0
g_vColorTint = [ 1.000000, 1.000000, 1.000000, 0 ]
F_IGNOREZ = 1
F_TRANSLUCENT = 1
F_DISABLE_Z_WRITE = 1
F_DISABLE_Z_BUFFERING = 1
F_RENDER_BACKFACES = 0
})")
};
return true;
}
ChamsEntity chams::GetTargetType(C_BaseEntity* render_ent) noexcept {
auto local = H::oGetLocalPlayer(0);
if (!local)
return ChamsEntity::INVALID;
if (render_ent->IsViewmodelAttachment())
return ChamsEntity::HANDS;
if (render_ent->IsViewmodel())
return ChamsEntity::VIEWMODEL;
if (!render_ent->IsBasePlayer() && !render_ent->IsPlayerController())
return ChamsEntity::INVALID;
auto player = (C_CSPlayerPawn*)render_ent;
if (!player)
return ChamsEntity::INVALID;
auto alive = player->m_iHealth() > 0;
if (!alive)
return ChamsEntity::INVALID;
if (player->m_iTeamNum() == local->m_iTeamNum())
return ChamsEntity::INVALID;
return ChamsEntity::ENEMY;
}
CMaterial2* GetMaterial(int type, bool invisible) { return invisible ? resourceMaterials[type].mat_invs : resourceMaterials[type].mat; }
void __fastcall chams::hook(void* a1, void* a2, CMeshData* pMeshScene, int nMeshCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2)
{
static auto original = H::DrawArray.GetOriginal();
if (!I::EngineClient->valid())
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
auto local_player = H::oGetLocalPlayer(0);
if (!local_player)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
if (!pMeshScene)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
if (!pMeshScene->pSceneAnimatableObject)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
if (nMeshCount < 1)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
CMeshData* render_data = pMeshScene;
if (!render_data)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
if (!render_data->pSceneAnimatableObject)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
auto render_ent = render_data->pSceneAnimatableObject->Owner();
if (!render_ent.valid())
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
auto entity = I::GameEntity->Instance->Get(render_ent);
if (!entity)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
const auto target = GetTargetType(entity);
if (target == ChamsEntity::VIEWMODEL && Config::viewmodelChams) {
pMeshScene->pMaterial = GetMaterial(Config::chamsMaterial, false);
pMeshScene->color.r = static_cast<uint8_t>(Config::colViewmodelChams.x * 255.0f);
pMeshScene->color.g = static_cast<uint8_t>(Config::colViewmodelChams.y * 255.0f);
pMeshScene->color.b = static_cast<uint8_t>(Config::colViewmodelChams.z * 255.0f);
pMeshScene->color.a = static_cast<uint8_t>(Config::colViewmodelChams.w * 255.0f);
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
}
if (target == ChamsEntity::HANDS && Config::armChams) {
pMeshScene->pMaterial = GetMaterial(Config::chamsMaterial, false);
pMeshScene->color.r = static_cast<uint8_t>(Config::colArmChams.x * 255.0f);
pMeshScene->color.g = static_cast<uint8_t>(Config::colArmChams.y * 255.0f);
pMeshScene->color.b = static_cast<uint8_t>(Config::colArmChams.z * 255.0f);
pMeshScene->color.a = static_cast<uint8_t>(Config::colArmChams.w * 255.0f);
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
}
if (target != ENEMY)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
bool og = !Config::enemyChams && !Config::enemyChamsInvisible;
if (og)
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
if (Config::enemyChamsInvisible) {
pMeshScene->pMaterial = GetMaterial(Config::chamsMaterial, true);
pMeshScene->color.r = static_cast<uint8_t>(Config::colVisualChamsIgnoreZ.x * 255.0f);
pMeshScene->color.g = static_cast<uint8_t>(Config::colVisualChamsIgnoreZ.y * 255.0f);
pMeshScene->color.b = static_cast<uint8_t>(Config::colVisualChamsIgnoreZ.z * 255.0f);
pMeshScene->color.a = static_cast<uint8_t>(Config::colVisualChamsIgnoreZ.w * 255.0f);
original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
}
if (Config::enemyChams) {
pMeshScene->pMaterial = GetMaterial(Config::chamsMaterial, false);
pMeshScene->color.r = static_cast<uint8_t>(Config::colVisualChams.x * 255.0f);
pMeshScene->color.g = static_cast<uint8_t>(Config::colVisualChams.y * 255.0f);
pMeshScene->color.b = static_cast<uint8_t>(Config::colVisualChams.z * 255.0f);
pMeshScene->color.a = static_cast<uint8_t>(Config::colVisualChams.w * 255.0f);
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
}
// If we get here, neither chams type is enabled, so just render normally
return original(a1, a2, pMeshScene, nMeshCount, pSceneView, pSceneLayer, pUnk, pUnk2);
}

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#pragma once
#include <cstdint>
#include "../../../cs2/entity/C_BaseEntity/C_BaseEntity.h"
#include "../../../cs2/entity/C_Material/C_Material.h"
#include "../../utils/math/utlstronghandle/utlstronghandle.h"
// forward declarations
class CMeshData;
enum ChamsType {
FLAT,
ILLUMINATE,
GLOW,
MAXCOUNT
};
enum ChamsEntity : std::int32_t {
INVALID = 0,
ENEMY,
TEAM,
VIEWMODEL,
HANDS
};
enum MaterialType {
e_visible,
e_invisible,
e_max_material
};
namespace chams
{
class Materials {
public:
bool init();
};
static ChamsEntity GetTargetType(C_BaseEntity* entity) noexcept;
CStrongHandle<CMaterial2> create(const char* name, const char szVmatBuffer[]);
void __fastcall hook(void* pAnimatableSceneObjectDesc, void* pDx11, CMeshData* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
}

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#include "../../../hooks/hooks.h"
#include "../../../config/config.h"
void __fastcall H::hkRenderFlashbangOverlay(void* a1, void* a2, void* a3, void* a4, void* a5) {
if (Config::antiflash) return;
return RenderFlashBangOverlay.GetOriginal()(a1, a2, a3, a4, a5);
}

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#include "../../../hooks/hooks.h"
#include "../../../config/config.h"
float H::hkGetRenderFov(void* rcx) {
if (Config::fovEnabled) {
float flTargetFov = Config::fov;
g_flActiveFov = flTargetFov;
}else
g_flActiveFov = H::GetRenderFov.GetOriginal()(rcx);
return g_flActiveFov;
}

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#include "visuals.h"
#include <algorithm>
#include <iostream>
#include "../../hooks/hooks.h"
#include "../../players/players.h"
#include "../../utils/memory/patternscan/patternscan.h"
#include "../../utils/memory/gaa/gaa.h"
#include "../../../../external/imgui/imgui.h"
#include "../../interfaces/interfaces.h"
#include "../../config/config.h"
#include "../../menu/menu.h"
using namespace Esp;
LocalPlayerCached cached_local;
std::vector<PlayerCache> cached_players;
void Visuals::init() {
viewMatrix.viewMatrix = (viewmatrix_t*)M::getAbsoluteAddress(M::patternScan("client", "48 8D 0D ? ? ? ? 48 C1 E0 06"), 3, 0);
}
void Esp::cache()
{
if (!I::EngineClient->valid())
return;
/* Old method READ ME
* @ // @here: manually cache once all existing entitys
// to avoid issues when injecting mid game and hkAddEnt not called by game on existing Entity's
int highest_index = I::GameEntity->Instance->GetHighestEntityIndex();
for (int i = 1; i <= highest_index; i++) {
auto entity = I::GameEntity->Instance->Get(i);
if (!entity)
continue;
uintptr_t entityPointer = reinterpret_cast<uintptr_t>(entity);
SchemaClassInfoData_t* entityInfo = nullptr;
GetSchemaClassInfo(entityPointer, &entityInfo);
if (!entityInfo) continue;
if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) {
bool exists = std::any_of(Players::pawns.begin(), Players::pawns.end(),
[&](const C_CSPlayerPawn& pawn) { return pawn.getAddress() == entityPointer; });
if (!exists) {
Players::pawns.emplace_back(entityPointer);
std::cout << "Added pawn " << Players::pawns.size() << "\n";
}
continue;
}
if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) {
bool exists = std::any_of(Players::controllers.begin(), Players::controllers.end(),
[&](const CCSPlayerController& controller) { return controller.getAddress() == entityPointer; });
if (!exists) {
Players::controllers.emplace_back(entityPointer);
}
continue;
}
}*/
cached_players.clear();
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
for (int i = 1; i <= nMaxHighestEntity; i++)
{
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity)
continue;
if (!Entity->handle().valid())
continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class)
continue;
const uint32_t hash = HASH(_class->szName);
PlayerType_t type = none;
if (hash == HASH("CCSPlayerController"))
{
type = none; int health = 0;
Vector_t position; Vector_t viewOffset;
const char* name = "none"; const char* weapon_name = "none";
CCSPlayerController* Controller = reinterpret_cast<CCSPlayerController*>(Entity);
if (!Controller)
continue;
if (!Controller->m_hPawn().valid())
continue;
//@handle caching local player
if (Controller->IsLocalPlayer()) {
auto LocalPlayer = I::GameEntity->Instance->Get<C_CSPlayerPawn>(Controller->m_hPawn().index());
if (!LocalPlayer) {
cached_local.reset();
continue;
}
cached_local.alive = LocalPlayer->m_iHealth() > 0;
if (LocalPlayer->m_iHealth() > 0) {
cached_local.poisition = LocalPlayer->m_vOldOrigin();
cached_local.health = LocalPlayer->m_iHealth();
cached_local.handle = LocalPlayer->handle().index();
cached_local.team = LocalPlayer->m_iTeamNum();
}
else {
cached_local.reset();
}
}
else // @handle only players
{
auto Player = I::GameEntity->Instance->Get<C_CSPlayerPawn>(Controller->m_hPawn().index());
if (!Player)
continue;
if (Player->m_iHealth() <= 0)
continue;
health = Player->m_iHealth();
name = Controller->m_sSanitizedPlayerName();
position = Player->m_vOldOrigin(); viewOffset = Player->m_vecViewOffset();
cached_players.emplace_back(Entity, Player, Player->handle(),
type, health, name,
weapon_name, position, viewOffset, Player->m_iTeamNum());
}
}
}
}
void Visuals::esp() {
// Only proceed if at least one ESP component is enabled
if (!Config::esp && !Config::showHealth && !Config::espFill && !Config::showNameTags) {
return; // Exit early if no component is enabled
}
//@better example of getting local pawn
C_CSPlayerPawn* localPawn = H::oGetLocalPlayer(0);
if (!localPawn) {
return;
}
if (cached_players.empty())
return;
for (const auto& Player : cached_players)
{
if (!Player.handle.valid() || Player.health <= 0 || Player.handle.index() == INVALID_EHANDLE_INDEX)
continue;
if (Config::teamCheck && (Player.team_num == cached_local.team))
continue;
ImDrawList* drawList = ImGui::GetBackgroundDrawList();
Vector_t feetPos = Player.position;
Vector_t headPos = Player.position + Player.viewOffset;
Vector_t feetScreen, headScreen;
if (!viewMatrix.WorldToScreen(feetPos, feetScreen) ||
!viewMatrix.WorldToScreen(headPos, headScreen))
continue;
float boxHeight = (feetScreen.y - headScreen.y) * 1.3f;
float boxWidth = boxHeight / 2.0f;
float centerX = (feetScreen.x + headScreen.x) / 2.0f;
float boxX = centerX - (boxWidth / 2.0f);
float boxY = headScreen.y - (boxHeight - (feetScreen.y - headScreen.y)) / 2.0f;
ImVec4 espColorWithAlpha = Config::espColor;
espColorWithAlpha.w = Config::espFillOpacity;
ImU32 boxColor = ImGui::ColorConvertFloat4ToU32(Config::espColor);
ImU32 fillColor = ImGui::ColorConvertFloat4ToU32(espColorWithAlpha);
// ESP Fill
if (Config::espFill) {
drawList->AddRectFilled(
ImVec2(boxX, boxY),
ImVec2(boxX + boxWidth, boxY + boxHeight),
fillColor
);
}
// ESP Box - only render if Config::esp is enabled
if (Config::esp) {
drawList->AddRect(
ImVec2(boxX, boxY),
ImVec2(boxX + boxWidth, boxY + boxHeight),
boxColor,
0.0f,
0,
Config::espThickness
);
}
// Health Bar
if (Config::showHealth) {
int health = Player.health;
float healthHeight = boxHeight * (static_cast<float>(health) / 100.0f);
float barWidth = 4.0f;
float barX = boxX - (barWidth + 2);
float barY = boxY + (boxHeight - healthHeight);
drawList->AddRectFilled(
ImVec2(barX, boxY),
ImVec2(barX + barWidth, boxY + boxHeight),
IM_COL32(70, 70, 70, 255)
);
ImU32 healthColor = IM_COL32(
static_cast<int>((100 - health) * 2.55f),
static_cast<int>(health * 2.55f),
0,
255
);
drawList->AddRectFilled(
ImVec2(barX, barY),
ImVec2(barX + barWidth, barY + healthHeight),
healthColor
);
std::string displayText = "[" + std::to_string(health) + "HP]";
ImVec2 textSize = ImGui::CalcTextSize(displayText.c_str());
float textX = boxX + (boxWidth - textSize.x) / 2;
float textY = boxY + boxHeight + 2;
drawList->AddText(
ImVec2(textX + 1, textY + 1),
IM_COL32(0, 0, 0, 255),
displayText.c_str()
);
drawList->AddText(
ImVec2(textX, textY),
IM_COL32(255, 255, 255, 255),
displayText.c_str()
);
}
if (Config::showNameTags) {
std::string playerName = Player.name;
ImVec2 nameSize = ImGui::CalcTextSize(playerName.c_str());
float nameX = boxX + (boxWidth - nameSize.x) / 2;
float nameY = boxY - nameSize.y - 2;
//@FIXME: shit method to do outline
drawList->AddText(
ImVec2(nameX + 1, nameY + 1),
IM_COL32(0, 0, 0, 255),
playerName.c_str()
);
drawList->AddText(
ImVec2(nameX, nameY),
IM_COL32(255, 255, 255, 255),
playerName.c_str()
);
}
}
}

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#pragma once
#include "../../utils/math/viewmatrix/viewmatrix.h"
#include "..\..\..\cs2\entity\C_CSPlayerPawn\C_CSPlayerPawn.h"
#include "..\..\..\cs2\entity\C_BaseEntity\C_BaseEntity.h"
class LocalPlayerCached {
public:
int handle;
int health;
int team;
bool alive;
Vector_t poisition;
void reset() {
poisition = Vector_t();
team = 0;
health = 0;
handle = 0;
alive = false;
}
};
enum PlayerType_t : int
{
none = -1,
enemy = 0,
team = 1,
};
struct PlayerCache
{
PlayerCache(C_BaseEntity* a1, C_CSPlayerPawn* plyr, CBaseHandle hdl, PlayerType_t typ, int hp, const char* nm,
const char* wep_name, Vector_t pos, Vector_t viewOff, int teamnm) :
entity(a1), player(plyr), handle(hdl), type(typ), health(hp), name(nm),
weapon_name(wep_name), position(pos), viewOffset(viewOff), team_num(teamnm) { }
C_BaseEntity* entity;
C_CSPlayerPawn* player;
CBaseHandle handle;
PlayerType_t type;
int health;
const char* name;
const char* weapon_name;
Vector_t position;
Vector_t viewOffset;
int team_num;
};
namespace Esp {
class Visuals {
public:
void init();
void esp();
private:
ViewMatrix viewMatrix;
};
void cache();
}
extern LocalPlayerCached cached_local;
extern std::vector<PlayerCache> cached_players;

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#include <algorithm>
#include <iostream>
#include "../../hooks/hooks.h"
#include "../../players/players.h"
#include "../../config/config.h"
#include "../../../../external/imgui/imgui.h"
void reset_walls(C_AggregateSceneObject* object) {
for (int i = 0; i < object->m_nCount; i++) {
object->m_pData[i].r = 255;
object->m_pData[i].g = 255;
object->m_pData[i].b = 255;
}
}
void apply_walls(C_AggregateSceneObject* object, ImVec4 colors) {
for (int i = 0; i < object->m_nCount; i++) {
object->m_pData[i].r = static_cast<uint8_t>(colors.x * 255.0f);
object->m_pData[i].g = static_cast<uint8_t>(colors.y * 255.0f);
object->m_pData[i].b = static_cast<uint8_t>(colors.z * 255.0f);
}
}
void* __fastcall H::hkUpdateSceneObject(C_AggregateSceneObject* object, void* unk)
{
static auto update_walls_object = UpdateWallsObject.GetOriginal();
auto result = update_walls_object(object, unk);
auto colors = Config::NightColor;
if (object) {
if (Config::Night) {
apply_walls(object, colors);
}
else {
reset_walls(object);
}
}
return result;
}

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#include "hooks.h"
#include <iostream>
#include "../../../external/kiero/minhook/include/MinHook.h"
#include "../../templeware/utils/memory/Interface/Interface.h"
#include "../utils/memory/patternscan/patternscan.h"
#include "../utils/memory/gaa/gaa.h"
#include "../players/hook/playerHook.h"
#include "../features/visuals/visuals.h"
#include "../features/chams/chams.h"
#include "../../cs2/datatypes/cutlbuffer/cutlbuffer.h"
#include "../../cs2/datatypes/keyvalues/keyvalues.h"
#include "../../cs2/entity/C_Material/C_Material.h"
#include "../config/config.h"
#include "../interfaces/interfaces.h"
#include "../features/aim/aim.h"
void __fastcall H::hkFrameStageNotify(void* a1, int stage)
{
FrameStageNotify.GetOriginal()(a1, stage);
// frame_render_stage | 9
if (stage == 9 && oGetLocalPlayer(0)) {
Esp::cache();
Aimbot();
}
}
void* __fastcall H::hkLevelInit(void* pClientModeShared, const char* szNewMap) {
static void* g_pPVS = (void*)M::getAbsoluteAddress(M::patternScan("engine2", "48 8D 0D ? ? ? ? 33 D2 FF 50"), 0x3);
M::vfunc<void*, 6U, void>(g_pPVS, false);
return LevelInit.GetOriginal()(pClientModeShared, szNewMap);
}
void H::Hooks::init() {
oGetWeaponData = *reinterpret_cast<int*>(M::patternScan("client", ("48 8B 81 ? ? ? ? 85 D2 78 ? 48 83 FA ? 73 ? F3 0F 10 84 90 ? ? ? ? C3 F3 0F 10 80 ? ? ? ? C3 CC CC CC CC")) + 0x3);
ogGetBaseEntity = reinterpret_cast<decltype(ogGetBaseEntity)>(M::patternScan("client", ("81 FA ? ? ? ? 77 ? 8B C2 C1 F8 ? 83 F8 ? 77 ? 48 98 48 8B 4C C1 ? 48 85 C9 74 ? 8B C2 25 ? ? ? ? 48 6B C0 ? 48 03 C8 74 ? 8B 41 ? 25 ? ? ? ? 3B C2 75 ? 48 8B 01")));
oGetLocalPlayer = reinterpret_cast<decltype(oGetLocalPlayer)>(M::patternScan("client", ("48 83 EC 28 83 F9 FF 75 17 48 8B 0D ?? ?? ?? ?? 48 8D 54 24 30 48 8B 01 FF 90 ?? ?? ?? ?? 8B 08 48 63 C1 48 8D 0D ?? ?? ?? ?? 48 8B 0C")));
UpdateWallsObject.Add((void*)M::patternScan("scenesystem", ("48 89 5C 24 10 48 89 6C 24 18 56 57 41 54 41 56 41 57 48 83 EC 40")), &hkUpdateSceneObject);
FrameStageNotify.Add((void*)M::patternScan("client", ("48 89 5C 24 ? 56 48 83 EC 30 8B 05 ? ? ? ?")), &hkFrameStageNotify);
DrawArray.Add((void*)M::patternScan("scenesystem", ("48 8B C4 48 89 50 10 53 41 55 41 56 48 81 EC ? ? ? ? 4D 63 F1")), &chams::hook);
GetRenderFov.Add((void*)M::getAbsoluteAddress(M::patternScan("client", "E8 ? ? ? ? F3 0F 11 45 00 48 8B 5C 24 40"), 1), &hkGetRenderFov);
LevelInit.Add((void*)M::getAbsoluteAddress(M::patternScan("client", "E8 ? ? ? ? C6 83 ? ? ? ? ? C6 83"), 1), &hkLevelInit);
RenderFlashBangOverlay.Add((void*)M::patternScan("client", ("85 D2 0F 88 ? ? ? ? 55 56 41 55")), &hkRenderFlashbangOverlay);
MH_EnableHook(MH_ALL_HOOKS);
}

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#pragma once
#include "includeHooks.h"
#include "../../cs2/entity/C_AggregateSceneObject/C_AggregateSceneObject.h"
#include "../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
#include "../../cs2/datatypes/cutlbuffer/cutlbuffer.h"
#include "../../cs2/datatypes/keyvalues/keyvalues.h"
#include "../../cs2/entity/C_Material/C_Material.h"
// Forward declaration
class CMeshData;
class CEntityIdentity;
namespace H {
void* __fastcall hkUpdateSceneObject(C_AggregateSceneObject* object, void* unk);
void __fastcall hkFrameStageNotify(void* a1, int stage);
void* __fastcall hkLevelInit(void* pClientModeShared, const char* szNewMap);
void __fastcall hkChamsObject(void* pAnimatableSceneObjectDesc, void* pDx11, CMeshData* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
void __fastcall hkRenderFlashbangOverlay(void* a1, void* a2, void* a3, void* a4, void* a5);
inline float g_flActiveFov;
float hkGetRenderFov(void* rcx);
inline CInlineHookObj<decltype(&hkChamsObject)> DrawArray = { };
inline CInlineHookObj<decltype(&hkFrameStageNotify)> FrameStageNotify = { };
inline CInlineHookObj<decltype(&hkUpdateSceneObject)> UpdateWallsObject = { };
inline CInlineHookObj<decltype(&hkGetRenderFov)> GetRenderFov = { };
inline CInlineHookObj<decltype(&hkLevelInit)> LevelInit = { };
inline CInlineHookObj<decltype(&hkRenderFlashbangOverlay)> RenderFlashBangOverlay = { };
// inline hooks
inline int oGetWeaponData;
inline void* (__fastcall* ogGetBaseEntity)(void*, int);
inline C_CSPlayerPawn* (__fastcall* oGetLocalPlayer)(int);
class Hooks {
public:
void init();
};
}

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#pragma once
#include "../../../external/kiero/minhook/include/MinHook.h"
#include <cstdint>
// @source: popular github minhook instance
template <typename T>
class CInlineHookObj
{
public:
/// setup hook and replace function
/// @returns: true if hook has been successfully created, false otherwise
bool Add(void* pFunction, void* pDetour)
{
if (pFunction == nullptr || pDetour == nullptr)
return false;
pBaseFn = pFunction;
pReplaceFn = pDetour;
if (const MH_STATUS status = MH_CreateHook(pBaseFn, pReplaceFn, &pOriginalFn); status != MH_OK)
{
return false;
}
if (!Replace())
return false;
return true;
}
/// patch memory to jump to our function instead of original
/// @returns: true if hook has been successfully applied, false otherwise
bool Replace()
{
// check is hook has been created
if (pBaseFn == nullptr)
return false;
// check that function isn't already hooked
if (bIsHooked)
return false;
if (const MH_STATUS status = MH_EnableHook(pBaseFn); status != MH_OK)
{
return false;
}
// switch hook state
bIsHooked = true;
return true;
}
/// restore original function call and cleanup hook data
/// @returns: true if hook has been successfully removed, false otherwise
bool Remove()
{
// restore it at first
if (!Restore())
return false;
if (const MH_STATUS status = MH_RemoveHook(pBaseFn); status != MH_OK)
{
return false;
}
return true;
}
/// restore patched memory to original function call
/// @returns: true if hook has been successfully restored, false otherwise
bool Restore()
{
// check that function is hooked
if (!bIsHooked)
return false;
if (const MH_STATUS status = MH_DisableHook(pBaseFn); status != MH_OK)
{
return false;
}
// switch hook state
bIsHooked = false;
return true;
}
/// @returns: original, unwrapped function that would be called without the hook
inline T GetOriginal()
{
return reinterpret_cast<T>(pOriginalFn);
}
/// @returns: true if hook is applied at the time, false otherwise
inline bool IsHooked() const
{
return bIsHooked;
}
private:
// current hook state
bool bIsHooked = false;
// function base handle
void* pBaseFn = nullptr;
// function that being replace the original call
void* pReplaceFn = nullptr;
// original function
void* pOriginalFn = nullptr;
};

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#include "CGameEntitySystem.h"
#include "..\..\hooks\hooks.h"
void* CGameEntitySystem::GetEntityByIndex(int nIndex) {
return H::ogGetBaseEntity(this, nIndex);
}

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#pragma once
#include <cstdint>
#include "../../../cs2/entity/handle.h"
#include "../../../templeware/utils/memory/memorycommon.h"
#include "../../../templeware/utils/math/vector/vector.h"
#include "..\..\..\..\source\templeware\utils\schema\schema.h"
#include "..\..\..\..\source\templeware\utils\memory\vfunc\vfunc.h"
#include "..\..\..\cs2\entity\C_BaseEntity\C_BaseEntity.h"
#include "..\..\..\cs2\entity\C_CSPlayerPawn\C_CSPlayerPawn.h"
#include "..\..\..\cs2\entity\CCSPlayerController\CCSPlayerController.h"
class CGameEntitySystem
{
public:
template <typename T = C_BaseEntity>
T* Get(int nIndex)
{
return reinterpret_cast<T*>(this->GetEntityByIndex(nIndex));
}
/// GetClientEntityFromHandle
template <typename T = C_BaseEntity>
T* Get(const CBaseHandle hHandle)
{
if (!hHandle.valid())
return nullptr;
return reinterpret_cast<T*>(this->GetEntityByIndex(hHandle.index()));
}
int GetHighestEntityIndex()
{
return *reinterpret_cast<int*>(reinterpret_cast<std::uintptr_t>(this) + 0x20F0);
}
C_CSPlayerPawn* get_entity(int index)
{
__int64 v2; // rcx
__int64 v3; // r8
__int64 result{}; // rax
if ((unsigned int)index <= 0x7FFE
&& (unsigned int)(index >> 9) <= 0x3F
&& (v2 = *(std::uintptr_t*)(std::uintptr_t(this) + 8 * (index >> 9) + 16)) != 0
&& (v3 = 120 * (index & 0x1FF), v3 + v2)
&& (*(std::uintptr_t*)(v3 + v2 + 16) & 0x7FFF) == index)
{
result = *(std::uintptr_t*)(v3 + v2);
}
return reinterpret_cast<C_CSPlayerPawn*>(result);
}
private:
void* GetEntityByIndex(int nIndex);
};
class IGameResourceService
{
public:
MEM_PAD(0x58);
CGameEntitySystem* Instance;
};

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#pragma once
// used: callvfunc
#include "..\..\utils\memory\vfunc\vfunc.h"
#include <type_traits>
class IEngineClient
{
public:
int maxClients()
{
return M::vfunc<int, 34U>(this);
}
bool in_game()
{
return M::vfunc<bool, 35U>(this);
}
bool connected()
{
return M::vfunc<bool, 36U>(this);
}
int get_local_player() {
int nIndex = -1;
M::vfunc<void, 49U>(this, std::ref(nIndex), 0);
return nIndex + 1;
}
public:
inline bool valid() {
return connected() && in_game();
}
};

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#include "interfaces.h"
#include "CGameEntitySystem/CGameEntitySystem.h"
// @used: I::Get<template>
#include "..\..\templeware\utils\memory\Interface\Interface.h"
bool I::Interfaces::init()
{
const HMODULE tier0_base = GetModuleHandleA("tier0.dll");
if (!tier0_base)
return false;
bool success = true;
// interfaces
EngineClient = I::Get<IEngineClient>(("engine2.dll"), "Source2EngineToClient00");
success &= (EngineClient != nullptr);
GameEntity = I::Get<IGameResourceService>(("engine2.dll"), "GameResourceServiceClientV00");
success &= (GameEntity != nullptr);
// exports
ConstructUtlBuffer = reinterpret_cast<decltype(ConstructUtlBuffer)>(GetProcAddress(tier0_base, "??0CUtlBuffer@@QEAA@HHH@Z"));
EnsureCapacityBuffer = reinterpret_cast<decltype(EnsureCapacityBuffer)>(GetProcAddress(tier0_base, "?EnsureCapacity@CUtlBuffer@@QEAAXH@Z"));
PutUtlString = reinterpret_cast<decltype(PutUtlString)>(GetProcAddress(tier0_base, "?PutString@CUtlBuffer@@QEAAXPEBD@Z"));
CreateMaterial = reinterpret_cast<decltype(CreateMaterial)>(M::FindPattern("materialsystem2.dll", "48 89 5C 24 ? 48 89 6C 24 ? 56 57 41 56 48 81 EC ? ? ? ? 48 8B 05"));
LoadKeyValues = reinterpret_cast<decltype(LoadKeyValues)>(GetProcAddress(tier0_base, "?LoadKV3@@YA_NPEAVKeyValues3@@PEAVCUtlString@@PEBDAEBUKV3ID_t@@2@Z"));
ConMsg = reinterpret_cast<decltype(ConMsg)>(GetProcAddress(tier0_base, "?ConMsg@@YAXPEBDZZ"));
ConColorMsg = reinterpret_cast<decltype(ConColorMsg)>(GetProcAddress(tier0_base, "?ConColorMsg@@YAXAEBVColor@@PEBDZZ"));
printf("Source2EngineToClient00: 0x%p\n", reinterpret_cast<void*>(EngineClient));
printf("GameResourceServiceClientV00: 0x%p\n", reinterpret_cast<void*>(GameEntity));
printf("CreateMaterial: 0x%p\n", reinterpret_cast<void*>(CreateMaterial));
// return status
return success;
}

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#pragma once
#include "IEngineClient/IEngineClient.h"
#include "CGameEntitySystem/CGameEntitySystem.h"
#include "..\..\cs2\entity\C_CSPlayerPawn\C_CSPlayerPawn.h"
#include "..\..\cs2\datatypes\cutlbuffer\cutlbuffer.h"
#include "..\..\cs2\datatypes\keyvalues\keyvalues.h"
#include "..\..\cs2\entity\C_Material\C_Material.h"
namespace I
{
inline void(__fastcall* EnsureCapacityBuffer)(CUtlBuffer*, int) = nullptr;
inline CUtlBuffer* (__fastcall* ConstructUtlBuffer)(CUtlBuffer*, int, int, int) = nullptr;
inline void(__fastcall* PutUtlString)(CUtlBuffer*, const char*);
inline std::int64_t(__fastcall* CreateMaterial)(void*, void*, const char*, void*, unsigned int, unsigned int);
inline bool(__fastcall* LoadKeyValues)(CKeyValues3*, void*, const char*, const KV3ID_t*, const char*);
// Logging functions
inline void(__fastcall* ConMsg)(const char*, ...);
inline void(__fastcall* ConColorMsg)(const Color&, const char*, ...);
inline IEngineClient* EngineClient = nullptr;
inline IGameResourceService* GameEntity = nullptr;
class Interfaces {
public:
bool init();
};
}

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#include "keybinds.h"
#include <Windows.h>
#include <cstring> // For strcpy_s and sprintf_s
#include <cstdio> // For sprintf_s
#include "../../../external/imgui/imgui.h"
#include "../config/config.h"
Keybind::Keybind(bool& v, int k)
: var(v), key(k), isListening(false), skipFrame(false) {}
Keybinds::Keybinds() {
keybinds.emplace_back(Keybind(Config::aimbot, 0x12));
}
void Keybinds::pollInputs() {
for (Keybind& k : keybinds) {
if (k.key != 0) {
// Если кнопка удерживается
if (GetAsyncKeyState(k.key) & 0x8000) {
k.var = true;
} else {
k.var = false;
}
}
}
}
void Keybinds::menuButton(bool& var) {
for (auto& kb : keybinds) {
if (&kb.var != &var) continue;
char keyName[32] = "None";
if (kb.key != 0) {
switch (kb.key) {
case VK_INSERT: strcpy_s(keyName, "INSERT"); break;
case VK_DELETE: strcpy_s(keyName, "DELETE"); break;
case VK_HOME: strcpy_s(keyName, "HOME"); break;
case VK_END: strcpy_s(keyName, "END"); break;
case VK_PRIOR: strcpy_s(keyName, "PAGE UP"); break;
case VK_NEXT: strcpy_s(keyName, "PAGE DOWN"); break;
case VK_LBUTTON: strcpy_s(keyName, "MOUSE1"); break;
case VK_RBUTTON: strcpy_s(keyName, "MOUSE2"); break;
case VK_MBUTTON: strcpy_s(keyName, "MOUSE3"); break;
case VK_XBUTTON1: strcpy_s(keyName, "MOUSE4"); break;
case VK_XBUTTON2: strcpy_s(keyName, "MOUSE5"); break;
default:
if (kb.key >= 'A' && kb.key <= 'Z') {
sprintf_s(keyName, "%c", kb.key);
}
else if (kb.key >= '0' && kb.key <= '9') {
sprintf_s(keyName, "%c", kb.key);
}
else {
sprintf_s(keyName, "0x%X", kb.key);
}
break;
}
}
if (!kb.isListening) {
ImGui::PushID(&kb);
ImGui::Text("[%s]", keyName);
ImGui::SameLine();
bool clicked = ImGui::Button("Change##Bind");
ImGui::PopID();
if (clicked) {
kb.isListening = true;
kb.skipFrame = true;
}
}
else {
ImGui::Text("Press any key...");
ImGui::SameLine();
if (ImGui::Button("Cancel") || (GetAsyncKeyState(VK_ESCAPE) & 0x8000)) {
kb.isListening = false;
return;
}
if (!kb.skipFrame) {
for (int keyCode = 7; keyCode < 256; ++keyCode) {
if (GetAsyncKeyState(keyCode) & 0x8000) {
kb.key = keyCode;
kb.isListening = false;
return;
}
}
}
else {
kb.skipFrame = false;
}
}
}
}
Keybinds keybind;

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#pragma once
#include <vector>
struct Keybind {
bool& var;
int key;
bool isListening;
bool skipFrame;
Keybind(bool& v, int k = 0);
};
class Keybinds {
public:
Keybinds();
void pollInputs();
void menuButton(bool& var);
private:
std::vector<Keybind> keybinds;
};
extern Keybinds keybind;

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#include "hud.h"
#include "../../../external/imgui/imgui.h"
#include "../config/config.h"
#include "../hooks/hooks.h"
#include <ctime>
#include <string>
#include <sstream>
#include <DirectXMath.h>
std::string g_DebugString;
Hud::Hud() {
}
float CalculateFovRadius(float fovDegrees, float screenWidth, float screenHeight, float gameVerticalFOV) {
float aspectRatio = screenWidth / screenHeight;
float fovRadians = fovDegrees * (DirectX::XM_PI / 180.0f);
float screenRadius = std::tan(fovRadians / 2.0f) * (screenHeight / 2.0f) / std::tan(gameVerticalFOV * (DirectX::XM_PI / 180.0f) / 2.0f);
static float flScalingMultiplier = 2.5f;
return screenRadius * flScalingMultiplier;
}
void RenderFovCircle(ImDrawList* drawList, float fov, ImVec2 screenCenter, float screenWidth, float screenHeight, float thickness) {
float radius = CalculateFovRadius(fov, screenWidth, screenHeight, H::g_flActiveFov);
uint32_t color = ImGui::ColorConvertFloat4ToU32(Config::fovCircleColor);
drawList->AddCircle(screenCenter, radius, color, 100, thickness);
}
void Hud::render() {
// Time
std::time_t now = std::time(nullptr);
std::tm localTime;
localtime_s(&localTime, &now);
char timeBuffer[9];
std::strftime(timeBuffer, sizeof(timeBuffer), "%H:%M:%S", &localTime);
// FPS
float fps = ImGui::GetIO().Framerate;
std::ostringstream fpsStream;
fpsStream << static_cast<int>(fps) << " FPS";
// WaterMark
std::string watermarkText = "TempleWare | " + fpsStream.str() + " | " + timeBuffer;
ImVec2 textSize = ImGui::CalcTextSize(watermarkText.c_str());
float padding = 5.0f;
ImVec2 pos = ImVec2(10, 10);
ImVec2 rectSize = ImVec2(textSize.x + padding * 2, textSize.y + padding * 2);
ImU32 bgColor = IM_COL32(50, 50, 50, 200);
ImU32 borderColor = IM_COL32(153, 76, 204, 255);
ImU32 textColor = IM_COL32(255, 255, 255, 255);
ImDrawList* drawList = ImGui::GetBackgroundDrawList();
drawList->AddRectFilled(pos, ImVec2(pos.x + rectSize.x, pos.y + rectSize.y), bgColor);
float lineThickness = 2.0f;
drawList->AddLine(pos, ImVec2(pos.x, pos.y + rectSize.y), borderColor, lineThickness);
drawList->AddLine(ImVec2(pos.x + rectSize.x, pos.y), ImVec2(pos.x + rectSize.x, pos.y + rectSize.y), borderColor, lineThickness);
ImVec2 textPos = ImVec2(pos.x + padding, pos.y + padding);
drawList->AddText(textPos, textColor, watermarkText.c_str());
if (Config::fov_circle) {
ImVec2 Center = ImVec2(ImGui::GetIO().DisplaySize.x / 2.f, ImGui::GetIO().DisplaySize.y / 2.f);
RenderFovCircle(drawList, Config::aimbot_fov, Center, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 1.f);
}
// Debug overlay
if (!g_DebugString.empty()) {
ImVec2 debugPos = ImVec2(10, 40); // чуть ниже watermark
ImU32 debugColor = IM_COL32(255, 255, 0, 255); // жёлтый
ImGui::GetBackgroundDrawList()->AddText(debugPos, debugColor, g_DebugString.c_str());
}
}

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#pragma once
#include <string>
extern std::string g_DebugString;
class Hud {
public:
Hud();
void render();
};

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#include "menu.h"
#include "../config/config.h"
#include <iostream>
#include <vector>
#include "../config/configmanager.h"
#include "../keybinds/keybinds.h"
#include "../utils/logging/log.h"
void ApplyImGuiTheme() {
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
ImVec4* colors = style.Colors;
ImVec4 primaryColor = ImVec4(0.44f, 0.23f, 0.78f, 1.0f);
ImVec4 outlineColor = ImVec4(0.54f, 0.33f, 0.88f, 0.7f);
colors[ImGuiCol_WindowBg] = ImVec4(0.11f, 0.11f, 0.13f, 1.0f);
colors[ImGuiCol_Border] = ImVec4(0.30f, 0.30f, 0.30f, 1.0f);
colors[ImGuiCol_FrameBg] = ImVec4(0.11f, 0.11f, 0.13f, 1.0f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.15f, 0.15f, 0.18f, 1.0f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.15f, 0.15f, 0.18f, 1.0f);
colors[ImGuiCol_TitleBg] = ImVec4(0.11f, 0.11f, 0.13f, 1.0f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.11f, 0.11f, 0.13f, 1.0f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.13f, 1.0f);
colors[ImGuiCol_Button] = primaryColor;
colors[ImGuiCol_ButtonHovered] = ImVec4(0.54f, 0.33f, 0.88f, 1.0f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.34f, 0.13f, 0.68f, 1.0f);
colors[ImGuiCol_CheckMark] = ImVec4(0.80f, 0.50f, 1.00f, 1.0f);
colors[ImGuiCol_SliderGrab] = primaryColor;
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.54f, 0.33f, 0.88f, 1.0f);
colors[ImGuiCol_Header] = primaryColor;
colors[ImGuiCol_HeaderHovered] = ImVec4(0.54f, 0.33f, 0.88f, 1.0f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.34f, 0.13f, 0.68f, 1.0f);
colors[ImGuiCol_Separator] = ImVec4(0.34f, 0.13f, 0.68f, 1.0f);
colors[ImGuiCol_SeparatorHovered] = primaryColor;
colors[ImGuiCol_SeparatorActive] = ImVec4(0.54f, 0.33f, 0.88f, 1.0f);
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_Tab] = ImVec4(0.17f, 0.17f, 0.21f, 1.0f);
colors[ImGuiCol_TabHovered] = ImVec4(0.44f, 0.23f, 0.78f, 0.8f);
colors[ImGuiCol_TabActive] = primaryColor;
colors[ImGuiCol_TabUnfocused] = ImVec4(0.17f, 0.17f, 0.21f, 1.0f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.34f, 0.13f, 0.68f, 1.0f);
colors[ImGuiCol_Border] = outlineColor;
colors[ImGuiCol_BorderShadow] = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
style.WindowRounding = 0.0f;
style.FrameRounding = 0.0f;
style.ScrollbarRounding = 0.0f;
style.GrabRounding = 0.0f;
style.TabRounding = 0.0f;
style.ChildRounding = 0.0f;
style.PopupRounding = 0.0f;
style.ItemSpacing = ImVec2(8, 4);
style.FramePadding = ImVec2(4, 3);
style.WindowPadding = ImVec2(8, 8);
style.FrameBorderSize = 1.0f;
style.TabBorderSize = 1.0f;
style.WindowBorderSize = 1.0f;
style.PopupBorderSize = 1.0f;
style.ChildBorderSize = 1.0f;
style.GrabMinSize = 7.0f;
}
Menu::Menu() {
activeTab = 0;
showMenu = true;
}
void Menu::init(HWND& window, ID3D11Device* pDevice, ID3D11DeviceContext* pContext, ID3D11RenderTargetView* mainRenderTargetView) {
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags = ImGuiConfigFlags_NoMouseCursorChange;
ImGui_ImplWin32_Init(window);
ImGui_ImplDX11_Init(pDevice, pContext);
ApplyImGuiTheme();
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\arial.ttf", 16.0f);
std::cout << "initialized menu\n";
}
void Menu::render() {
keybind.pollInputs();
if (showMenu) {
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoTitleBar;
ImGui::SetNextWindowSize(ImVec2(600, 400), ImGuiCond_Once);
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_Once);
ImGui::Begin("TempleWare | Internal", nullptr, window_flags);
{
float windowWidth = ImGui::GetWindowWidth();
float rightTextWidth = ImGui::CalcTextSize("templecheats.xyz").x;
ImGui::Text("TempleWare - Internal");
ImGui::SameLine(windowWidth - rightTextWidth - 10);
ImGui::Text("templecheats.xyz");
}
ImGui::Separator();
const char* tabNames[] = { "Aim", "Visuals", "Misc", "Config" };
if (ImGui::BeginTabBar("MainTabBar", ImGuiTabBarFlags_NoTooltip)) {
for (int i = 0; i < 4; i++) {
if (ImGui::BeginTabItem(tabNames[i])) {
activeTab = i;
ImGui::EndTabItem();
}
}
ImGui::EndTabBar();
}
ImGui::BeginChild("ContentRegion", ImVec2(0, 0), false);
switch (activeTab) {
case 0:
{
ImGui::BeginChild("AimLeft", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f - 5, 0), true);
ImGui::Text("General");
ImGui::Separator();
ImGui::Checkbox("Enable##AimBot", &Config::aimbot);
ImGui::SameLine();
ImGui::Text("Key:");
ImGui::SameLine();
keybind.menuButton(Config::aimbot);
ImGui::Checkbox("Team Check", &Config::team_check);
ImGui::SliderFloat("FOV", &Config::aimbot_fov, 0.f, 90.f);
ImGui::Checkbox("Draw FOV Circle", &Config::fov_circle);
if (Config::fov_circle) {
ImGui::ColorEdit4("Circle Color##FovColor", (float*)&Config::fovCircleColor);
}
ImGui::Checkbox("Recoil Control", &Config::rcs);
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("AimRight", ImVec2(0, 0), true);
ImGui::Text("TriggerBot");
ImGui::Separator();
ImGui::Text("No additional settings");
ImGui::EndChild();
}
break;
case 1:
{
ImGui::BeginChild("VisualsLeft", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f - 5, 0), true);
ImGui::Text("Player ESP");
ImGui::Separator();
ImGui::Checkbox("Box", &Config::esp);
ImGui::SliderFloat("Thickness", &Config::espThickness, 1.0f, 5.0f);
ImGui::Checkbox("Box Fill", &Config::espFill);
if (Config::espFill) {
ImGui::SliderFloat("Fill Opacity", &Config::espFillOpacity, 0.0f, 1.0f);
}
ImGui::ColorEdit4("ESP Color##BoxColor", (float*)&Config::espColor);
ImGui::Checkbox("Team Check", &Config::teamCheck);
ImGui::Checkbox("Health Bar", &Config::showHealth);
ImGui::Checkbox("Name Tags", &Config::showNameTags);
ImGui::Spacing();
ImGui::Text("World");
ImGui::Separator();
ImGui::Checkbox("Night Mode", &Config::Night);
if (Config::Night) {
ImGui::ColorEdit4("Night Color", (float*)&Config::NightColor);
}
ImGui::Checkbox("Custom FOV", &Config::fovEnabled);
if (Config::fovEnabled) {
ImGui::SliderFloat("FOV Value##FovSlider", &Config::fov, 20.0f, 160.0f, "%1.0f");
}
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("VisualsRight", ImVec2(0, 0), true);
ImGui::Text("Chams");
ImGui::Separator();
ImGui::Checkbox("Chams##ChamsCheckbox", &Config::enemyChams);
const char* chamsMaterials[] = { "Flat", "Illuminate", "Glow" };
ImGui::Combo("Material", &Config::chamsMaterial, chamsMaterials, IM_ARRAYSIZE(chamsMaterials));
if (Config::enemyChams) {
ImGui::ColorEdit4("Chams Color##ChamsColor", (float*)&Config::colVisualChams);
}
ImGui::Checkbox("Chams-XQZ", &Config::enemyChamsInvisible);
if (Config::enemyChamsInvisible) {
ImGui::ColorEdit4("XQZ Color##ChamsXQZColor", (float*)&Config::colVisualChamsIgnoreZ);
}
ImGui::Spacing();
ImGui::Text("Hand Chams");
ImGui::Separator();
ImGui::Checkbox("Hand Chams", &Config::armChams);
if (Config::armChams) {
ImGui::ColorEdit4("Hand Color##HandChamsColor", (float*)&Config::colArmChams);
}
ImGui::Checkbox("Viewmodel Chams", &Config::viewmodelChams);
if (Config::viewmodelChams) {
ImGui::ColorEdit4("Viewmodel Color##ViewModelChamsColor", (float*)&Config::colViewmodelChams);
}
ImGui::Spacing();
ImGui::Text("Removals");
ImGui::Separator();
ImGui::Checkbox("Anti Flash", &Config::antiflash);
ImGui::EndChild();
}
break;
case 2:
{
ImGui::BeginChild("MiscLeft", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f - 5, 0), true);
ImGui::Text("Movement");
ImGui::Separator();
ImGui::Text("No additional settings");
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("MiscRight", ImVec2(0, 0), true);
ImGui::Text("Other");
ImGui::Separator();
ImGui::Text("No additional settings");
ImGui::EndChild();
}
break;
case 3:
{
ImGui::BeginChild("ConfigLeft", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f - 5, 0), true);
ImGui::Text("General");
ImGui::Separator();
static char configName[128] = "";
static std::vector<std::string> configList = internal_config::ConfigManager::ListConfigs();
static int selectedConfigIndex = -1;
ImGui::InputText("Config Name", configName, IM_ARRAYSIZE(configName));
if (ImGui::Button("Refresh")) {
configList = internal_config::ConfigManager::ListConfigs();
}
ImGui::SameLine();
if (ImGui::Button("Load")) {
internal_config::ConfigManager::Load(configName);
}
ImGui::SameLine();
if (ImGui::Button("Save")) {
internal_config::ConfigManager::Save(configName);
configList = internal_config::ConfigManager::ListConfigs();
}
ImGui::SameLine();
if (ImGui::Button("Delete")) {
internal_config::ConfigManager::Remove(configName);
configList = internal_config::ConfigManager::ListConfigs();
}
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("ConfigRight", ImVec2(0, 0), true);
ImGui::Text("Saved Configs");
ImGui::Separator();
for (int i = 0; i < static_cast<int>(configList.size()); i++) {
if (ImGui::Selectable(configList[i].c_str(), selectedConfigIndex == i)) {
selectedConfigIndex = i;
strncpy_s(configName, sizeof(configName), configList[i].c_str(), _TRUNCATE);
}
}
ImGui::EndChild();
}
break;
}
ImGui::EndChild();
ImGui::End();
}
}
void Menu::toggleMenu() {
showMenu = !showMenu;
}

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#pragma once
#include <Windows.h>
#include <d3d11.h>
#include "../../../external/imgui/imgui.h"
#include "../../../external/imgui/imgui_impl_dx11.h"
#include "../../../external/imgui/imgui_impl_win32.h"
class Menu {
public:
Menu();
void init(HWND& window, ID3D11Device* pDevice, ID3D11DeviceContext* pContext, ID3D11RenderTargetView* mainRenderTargetView);
void render();
void toggleMenu();
private:
bool showMenu;
int activeTab;
};

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#pragma once
#include <cstddef>
namespace Offset {
constexpr std::ptrdiff_t dwLocalPlayerPawn = 0x188BF30;
namespace C_BasePlayerPawn {
constexpr std::ptrdiff_t m_vOldOrigin = 0x1324;
constexpr std::ptrdiff_t m_iHealth = 0x344;
constexpr std::ptrdiff_t m_iTeamNum = 0x3E3;
constexpr std::ptrdiff_t m_vecViewOffset = 0xCB0;
}
}

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#include "../../../cs2/datatypes/schema/ISchemaClass/ISchemaClass.h"
#include "../players.h"
#include "playerHook.h"
#include <iostream>
/*
// @READ ME: This should be storing Handles and not address pointers
// it s hould store C_BaseEntity Handle
// which can later globally be used to grab its right instance
void onAddEntityHook(__int64 CGameEntitySystem, void* entityPointer, int entityHandle) {
if (!entityPointer || !CGameEntitySystem || !entityHandle) {
oOnAddEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
uintptr_t uEntityPointer = reinterpret_cast<uintptr_t>(entityPointer);
SchemaClassInfoData_t* entityInfo = nullptr;
GetSchemaClassInfo(uEntityPointer, &entityInfo);
if (entityInfo == nullptr) {
oOnAddEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) {
Players::pawns.emplace_back(uEntityPointer);
std::cout << "Added pawn " << Players::pawns.size() << "\n";
oOnAddEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) {
Players::controllers.emplace_back(uEntityPointer);
oOnAddEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
oOnAddEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
void onRemoveEntityHook(__int64 CGameEntitySystem, void* entityPointer, int entityHandle) {
if (!entityPointer || !CGameEntitySystem || !entityHandle) {
oOnRemoveEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
uintptr_t uEntityPointer = reinterpret_cast<uintptr_t>(entityPointer);
SchemaClassInfoData_t* entityInfo = nullptr;
GetSchemaClassInfo(uEntityPointer, &entityInfo);
if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) {
for (auto it = Players::pawns.begin(); it != Players::pawns.end(); ++it) {
if (it->getAddress() == uEntityPointer) {
Players::pawns.erase(it);
std::cout << "Removed pawn " << Players::pawns.size();
break;
}
}
}
if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) {
for (auto it = Players::controllers.begin(); it != Players::controllers.end(); ++it) {
if (it->getAddress() == uEntityPointer) {
Players::controllers.erase(it);
break;
}
}
}
oOnRemoveEntity(CGameEntitySystem, entityPointer, entityHandle);
return;
}
onAddEntity oOnAddEntity = nullptr;
onRemoveEntity oOnRemoveEntity = nullptr;*/

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#pragma once
#include "../../hooks/includeHooks.h"
typedef void(__fastcall* onAddEntity)(__int64 CGameEntitySystem, void* entityPointer, int entityHandle);
extern onAddEntity oOnAddEntity;
// @Author: basmannetjeeee
// @IDA:
// Signature: 48 89 74 24 ? 57 48 83 EC ? 48 8B F9 41 8B C0 B9
// __int64 __fastcall sub_651290(__int64 a1, __int64 a2, int a3)
void onAddEntityHook(__int64 CGameEntitySystem, void* entityPointer, int entityHandle);
typedef void(__fastcall* onRemoveEntity)(__int64 CGameEntitySystem, void* entityPointer, int entityHandle);
extern onRemoveEntity oOnRemoveEntity;
// @Author: basmannetjeeee
// @IDA:
// Signature: 48 89 74 24 ? 57 48 83 EC ? 48 8B F9 41 8B C0 25
// __int64 __fastcall sub_651890(__int64 a1, _QWORD *a2, int a3)
void onRemoveEntityHook(__int64 CGameEntitySystem, void* entityPointer, int entityHandle);

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@@ -0,0 +1,5 @@
#include "players.h"
#include "../offsets/offsets.h"
//@not used anymore
//std::vector<CCSPlayerController> Players::controllers;
//std::vector<C_CSPlayerPawn> Players::pawns;

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#pragma once
#include "../../cs2/entity/CCSPlayerController/CCSPlayerController.h"
#include "../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
#include <cstdint>
#include <vector>
//@not used anymore

File diff suppressed because it is too large Load Diff

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#pragma once
#include "../menu/menu.h"
#include "../features/visuals/visuals.h"
#include "../menu/hud.h"
class Renderer {
public:
Menu menu;
Esp::Visuals visuals;
Hud hud;
};

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#include "templeware.h"
#include "utils/module/module.h"
#include <iostream>
#include <fstream>
#include <filesystem>
#include "config/configmanager.h"
void TempleWare::init(HWND& window, ID3D11Device* pDevice, ID3D11DeviceContext* pContext, ID3D11RenderTargetView* mainRenderTargetView) {
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
auto printWithPrefix = [&](const char* message) {
std::cout << "[";
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
std::cout << "+";
SetConsoleTextAttribute(hConsole, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
std::cout << "] " << message << std::endl;
};
printWithPrefix("Initializing modules...");
modules.init();
printWithPrefix("Initializing menu...");
renderer.menu.init(window, pDevice, pContext, mainRenderTargetView);
printWithPrefix("Initializing schema...");
schema.init("client.dll", 0);
printWithPrefix("Initializing Interfaces...");
interfaces.init();
printWithPrefix("Initializing visuals...");
renderer.visuals.init();
printWithPrefix("Initializing materials...");
materials.init();
printWithPrefix("Initializing hooks...");
hooks.init();
printWithPrefix("Success...");
// --- Автозагрузка конфига 1.json ---
internal_config::ConfigManager::Load("1");
printWithPrefix("Loaded config: 1.json");
// --- конец автозагрузки ---
}

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#pragma once
#include "config/config.h"
#include "hooks/hooks.h"
#include "renderer/renderer.h"
#include "utils/schema/schema.h"
#include "interfaces/interfaces.h"
#include "features/chams/chams.h"
class TempleWare {
public:
void init(HWND& window, ID3D11Device* pDevice, ID3D11DeviceContext* pContext, ID3D11RenderTargetView* mainRenderTargetView);
Schema schema;
Renderer renderer;
H::Hooks hooks;
chams::Materials materials;
I::Interfaces interfaces;
};

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#pragma once
#include <stdint.h>
// FNV1a c++11 constexpr compile time hash functions, 32 and 64 bit
// str should be a null terminated string literal, value should be left out
// e.g hash_32_fnv1a_const("example")
// code license: public domain or equivalent
// post: https://notes.underscorediscovery.com/constexpr-fnv1a/
constexpr uint32_t val_32_const = 0x811c9dc5;
constexpr uint32_t prime_32_const = 0x1000193;
inline constexpr uint32_t hash_32_fnv1a_const(const char* const str, const uint32_t value = val_32_const) noexcept
{
return (str[0] == '\0') ? value : hash_32_fnv1a_const(&str[1], (value ^ uint32_t(str[0])) * prime_32_const);
}
// life do be like that
#define HASH hash_32_fnv1a_const

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#include "log.h"
#include "../../interfaces/interfaces.h"
// Temporary, will implement much more beautiful logging code wise (also I'm not really sorry for the watermark formatting :3)
void Logger::Log(const char* text, LogType logType) {
std::string message;
Color color(255, 255, 255, 255);
switch (logType) {
case LogType::Info:
message = "\n[*] ";
break;
case LogType::Warning:
message = "\n[?] ";
color = Color(255, 222, 105, 255);
break;
case LogType::Error:
message = "\n[!] ";
color = Color(255, 92, 87, 255);
break;
case LogType::None:
message = "\n";
}
message += text;
I::ConColorMsg(color, message.c_str());
}
void Logger::Watermark() {
const char* watermark = "\n /$$$$$$$$ /$$ /$$ /$$ \n|__ $$__/ | $$ | $$ /$ | $$ \n | $$ /$$$$$$ /$$$$$$/$$$$ /$$$$$$ | $$ /$$$$$$ | $$ /$$$| $$ /$$$$$$ /$$$$$$ /$$$$$$ \n | $$ /$$__ $$| $$_ $$_ $$ /$$__ $$| $$ /$$__ $$| $$/$$ $$ $$ |____ $$ /$$__ $$ /$$__ $$\n | $$| $$$$$$$$| $$ \\ $$ \\ $$| $$ \\ $$| $$| $$$$$$$$| $$$$_ $$$$ /$$$$$$$| $$ \\__/| $$$$$$$$\n | $$| $$_____/| $$ | $$ | $$| $$ | $$| $$| $$_____/| $$$/ \\ $$$ /$$__ $$| $$ | $$_____/\n | $$| $$$$$$$| $$ | $$ | $$| $$$$$$$/| $$| $$$$$$$| $$/ \\ $$| $$$$$$$| $$ | $$$$$$$\n |__/ \\_______/|__/ |__/ |__/| $$____/ |__/ \\_______/|__/ \\__/ \\_______/|__/ \\_______/\n | $$ \n | $$ \n |__/ \n";
I::ConColorMsg(Color(152, 52, 224, 255), watermark);
}

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@@ -0,0 +1,16 @@
#pragma once
#include <string>
enum LogType {
Info,
Warning,
Error,
None
};
class Logger {
public:
// Using std::string for ease of use, overhead is practically non-existent
static void Log(const char* text, LogType = LogType::Info);
static void Watermark();
};

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#pragma once
#include <algorithm>
namespace Math {
template <typename T>
T clamp(T value, T min, T max) {
return std::min(std::max(value, min), max);
}
}

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#pragma once
#include <cstddef>
#define debug(EXPRESSION) static_cast<void>(0)
#pragma warning (disable:4100)
#pragma warning (disable:4514)
template <class T>
inline void V_swap(T& x, T& y)
{
T temp = x;
x = y;
y = temp;
}
template <class T, class N = size_t>
class CUtlMemory
{
enum
{
EXTERNAL_BUFFER_MARKER = -1,
EXTERNAL_CONST_BUFFER_MARKER = -2,
};
public:
class Iterator_t
{
public:
Iterator_t(const N nIndex) :
nIndex(nIndex) { }
bool operator==(const Iterator_t it) const
{
return nIndex == it.nIndex;
}
bool operator!=(const Iterator_t it) const
{
return nIndex != it.nIndex;
}
N nIndex;
};
CUtlMemory() :
pMemory(nullptr), nAllocationCount(0), nGrowSize(0) { }
CUtlMemory& operator=(const CUtlMemory& rhs)
{
if (this != &rhs)
{
pMemory = rhs.pMemory;
}
return *this;
}
CUtlMemory(const int nInitialGrowSize, const int nAllocationCount) :
pMemory(nullptr), nAllocationCount(nAllocationCount), nGrowSize(nInitialGrowSize)
{
if (nAllocationCount > 0)
pMemory = static_cast<T*>(alloca(nAllocationCount * sizeof(T)));
}
CUtlMemory(T* pMemory, const int nElements) :
pMemory(pMemory), nAllocationCount(nElements), nGrowSize(EXTERNAL_BUFFER_MARKER) { }
CUtlMemory(T* pMemory, const void* pElements, size_t size) :
pMemory(pMemory), nAllocationCount(static_cast<N>(pElements / sizeof(T))), nGrowSize(size)
{
if (pElements != nullptr)
{
memcpy(pMemory, pElements, size);
}
}
~CUtlMemory()
{
Purge();
}
template<class T, class N>
inline CUtlMemory(CUtlMemory&& moveFrom)
{
moveFrom.pMemory = nullptr;
moveFrom.nAllocationCount = 0;
moveFrom.nGrowSize = 0;
}
template<class T, class N>
inline CUtlMemory& operator=(CUtlMemory&& moveFrom)
{
T* pMemoryTemp = moveFrom.pMemory;
const int nAllocationCountTemp = moveFrom.nAllocationCount;
const int nGrowSizeTemp = moveFrom.nGrowSize;
moveFrom.pMemory = nullptr;
moveFrom.nAllocationCount = 0;
moveFrom.nGrowSize = 0;
Purge();
pMemory = pMemoryTemp;
nAllocationCount = nAllocationCountTemp;
nGrowSize = nGrowSizeTemp;
return *this;
}
[[nodiscard]] T& operator[](const N nIndex)
{
return pMemory[nIndex];
}
[[nodiscard]] const T& operator[](const N nIndex) const
{
return pMemory[nIndex];
}
[[nodiscard]] T& Element(const N nIndex)
{
return pMemory[nIndex];
}
[[nodiscard]] const T& Element(const N nIndex) const
{
return pMemory[nIndex];
}
[[nodiscard]] T* Base()
{
return pMemory;
}
[[nodiscard]] const T* Base() const
{
return pMemory;
}
[[nodiscard]] int AllocationCount() const
{
return nAllocationCount;
}
int AllocationNum() const
{
return nAllocationCount;
}
[[nodiscard]] bool IsExternallyAllocated() const
{
return nGrowSize <= EXTERNAL_BUFFER_MARKER;
}
[[nodiscard]] static N InvalidIndex()
{
return static_cast<N>(-1);
}
[[nodiscard]] bool IsValidIndex(N nIndex) const
{
return (nIndex >= 0) && (nIndex < nAllocationCount);
}
[[nodiscard]] Iterator_t First() const
{
return Iterator_t(IsValidIndex(0) ? 0 : InvalidIndex());
}
[[nodiscard]] Iterator_t Next(const Iterator_t& it) const
{
return Iterator_t(IsValidIndex(it.nIndex + 1) ? it.nIndex + 1 : InvalidIndex());
}
[[nodiscard]] N GetIndex(const Iterator_t& it) const
{
return it.nIndex;
}
[[nodiscard]] bool IsIndexAfter(N nIndex, const Iterator_t& it) const
{
return nIndex > it.nIndex;
}
[[nodiscard]] bool IsValidIterator(const Iterator_t& it) const
{
return IsValidIndex(it.index);
}
[[nodiscard]] Iterator_t InvalidIterator() const
{
return Iterator_t(InvalidIndex());
}
void Grow(const int nCount = 1)
{
if (IsExternallyAllocated())
return;
int nAllocationRequested = nAllocationCount + nCount;
int nNewAllocationCount = 0;
if (nGrowSize)
nAllocationCount = ((1 + ((nAllocationRequested - 1) / nGrowSize)) * nGrowSize);
else
{
if (nAllocationCount == 0)
nAllocationCount = (31 + sizeof(T)) / sizeof(T);
while (nAllocationCount < nAllocationRequested)
nAllocationCount <<= 1;
}
if (static_cast<int>(static_cast<N>(nNewAllocationCount)) < nAllocationRequested)
{
if (static_cast<int>(static_cast<N>(nNewAllocationCount)) == 0 && static_cast<int>(static_cast<N>(nNewAllocationCount - 1)) >= nAllocationRequested)
--nNewAllocationCount;
else
{
if (static_cast<int>(static_cast<N>(nAllocationRequested)) != nAllocationRequested)
return;
while (static_cast<int>(static_cast<N>(nNewAllocationCount)) < nAllocationRequested)
nNewAllocationCount = (nNewAllocationCount + nAllocationRequested) / 2;
}
}
nAllocationCount = nNewAllocationCount;
// @test: we can always call realloc, since it must allocate instead when passed null ptr
if (pMemory != nullptr)
pMemory = static_cast<T*>(realloc(pMemory, nAllocationCount * sizeof(T)));
else
pMemory = static_cast<T*>(alloca(nAllocationCount * sizeof(T)));
}
void EnsureCapacity(const int nCapacity)
{
if (nAllocationCount >= nCapacity)
return;
if (IsExternallyAllocated())
{
// can't grow a buffer whose memory was externally allocated
debug(false);
return;
}
nAllocationCount = nCapacity;
// @test: we can always call realloc, since it must allocate instead when passed null ptr
if (pMemory != nullptr)
pMemory = static_cast<T*>(realloc(pMemory, nAllocationCount * sizeof(T)));
else
pMemory = static_cast<T*>(alloca(nAllocationCount * sizeof(T)));
}
void ConvertToGrowableMemory(int nInitialGrowSize)
{
if (!IsExternallyAllocated())
return;
nGrowSize = nInitialGrowSize;
if (nAllocationCount > 0)
{
const int nByteCount = nAllocationCount * sizeof(T);
T* pGrowableMemory = static_cast<T*>(alloca(nByteCount));
memcpy(pGrowableMemory, pMemory, nByteCount);
pMemory = pGrowableMemory;
}
else
pMemory = nullptr;
}
void Purge()
{
if (IsExternallyAllocated())
return;
if (pMemory != nullptr)
{
free(static_cast<void*>(pMemory));
pMemory = nullptr;
}
nAllocationCount = 0;
}
void Init(size_t nGrowSize, size_t nInitSize);
void SetExternalBuffer(T* pMemory, size_t numElements);
void AssumeMemory(T* pMemory, size_t numElements);
void* DetachMemory();
T* Detach();
CUtlMemory(const T* pMemory, size_t numElements);
void Swap(CUtlMemory< T, N >& mem);
void Purge(const int nElements)
{
debug(nElements >= 0);
if (nElements > nAllocationCount)
{
// ensure this isn't a grow request in disguise
debug(nElements <= nAllocationCount);
return;
}
if (nElements == 0)
{
Purge();
return;
}
if (IsExternallyAllocated() || nElements == nAllocationCount)
return;
if (pMemory == nullptr)
{
// allocation count is non zero, but memory is null
debug(false);
return;
}
nAllocationCount = nElements;
pMemory = static_cast<T*>(realloc(pMemory, nAllocationCount * sizeof(T)));
}
public:
T* pMemory; // 0x00
int nAllocationCount; // 0x04
int nGrowSize;
// 0x08
};
//-----------------------------------------------------------------------------
// Attaches the buffer to external memory....
//-----------------------------------------------------------------------------
template< class T, class N >
void CUtlMemory<T, N>::SetExternalBuffer(T* pMemory, size_t numElements)
{
// Blow away any existing allocated memory
Purge();
pMemory = pMemory;
nAllocationCount = numElements;
// Indicate that we don't own the memory
nGrowSize = EXTERNAL_BUFFER_MARKER;
}
template< class T, class N >
void CUtlMemory<T, N>::AssumeMemory(T* pMemory, size_t numElements)
{
// Blow away any existing allocated memory
Purge();
// Simply take the pointer but don't mark us as external
pMemory = pMemory;
nAllocationCount = numElements;
}
template< class T, class N >
void* CUtlMemory<T, N>::DetachMemory()
{
if (IsExternallyAllocated())
return NULL;
void* pMemory = pMemory;
pMemory = 0;
nAllocationCount = 0;
return pMemory;
}
template< class T, class N >
inline T* CUtlMemory<T, N>::Detach()
{
return (T*)DetachMemory();
}
template<class T, class N>
inline CUtlMemory<T, N>::CUtlMemory(const T* pMemory, size_t numElements) : nAllocationCount(static_cast<N>(numElements))
{
// Special marker indicating externally supplied modifiable memory
this->pMemory = (T*)pMemory;
nGrowSize = -2;
}
template< class T, class I >
void CUtlMemory<T, I>::Init(size_t nGrowSize /*= 0*/, size_t nInitSize /*= 0*/)
{
Purge();
nGrowSize = nGrowSize;
nAllocationCount = nInitSize;
ConvertToGrowableMemory(nGrowSize);
if (nAllocationCount)
{
pMemory = (T*)malloc(nAllocationCount * sizeof(T));
}
}
template< class T, class N >
void CUtlMemory<T, N>::Swap(CUtlMemory<T, N>& mem)
{
V_swap(nGrowSize, mem.nGrowSize);
V_swap(pMemory, mem.pMemory);
V_swap(nAllocationCount, mem.nAllocationCount);
}
template <class T, int nAlignment>
class CUtlMemoryAligned : public CUtlMemory<T>
{
public:
// @note: not implemented
};
template <class T, std::size_t SIZE, class I = int>
class CUtlMemoryFixedGrowable : public CUtlMemory<T, I>
{
typedef CUtlMemory<T, I> BaseClass;
public:
CUtlMemoryFixedGrowable(int nInitialGrowSize = 0, int nInitialSize = SIZE) :
BaseClass(arrFixedMemory, SIZE)
{
debug(nInitialSize == 0 || nInitialSize == SIZE);
nMallocGrowSize = nInitialGrowSize;
}
void Grow(int nCount = 1)
{
if (this->IsExternallyAllocated())
this->ConvertToGrowableMemory(nMallocGrowSize);
BaseClass::Grow(nCount);
}
void EnsureCapacity(int nCapacity)
{
if (CUtlMemory<T>::nAllocationCount >= nCapacity)
return;
if (this->IsExternallyAllocated())
// can't grow a buffer whose memory was externally allocated
this->ConvertToGrowableMemory(nMallocGrowSize);
BaseClass::EnsureCapacity(nCapacity);
}
private:
int nMallocGrowSize;
T arrFixedMemory[SIZE];
};
template <typename T, std::size_t SIZE, int nAlignment = 0>
class CUtlMemoryFixed
{
public:
CUtlMemoryFixed(const int nGrowSize = 0, const int nInitialCapacity = 0)
{
debug(nInitialCapacity == 0 || nInitialCapacity == SIZE);
}
CUtlMemoryFixed(const T* pMemory, const int nElements)
{
debug(false);
}
[[nodiscard]] static constexpr bool IsValidIndex(const int nIndex)
{
return (nIndex >= 0) && (nIndex < SIZE);
}
// specify the invalid ('null') index that we'll only return on failure
static constexpr int INVALID_INDEX = -1;
[[nodiscard]] static constexpr int InvalidIndex()
{
return INVALID_INDEX;
}
[[nodiscard]] T* Base()
{
if (nAlignment == 0)
return reinterpret_cast<T*>(&pMemory[0]);
return reinterpret_cast<T*>((reinterpret_cast<std::uintptr_t>(&pMemory[0]) + nAlignment - 1) & ~(nAlignment - 1));
}
[[nodiscard]] const T* Base() const
{
if (nAlignment == 0)
return reinterpret_cast<T*>(&pMemory[0]);
return reinterpret_cast<T*>((reinterpret_cast<std::uintptr_t>(&pMemory[0]) + nAlignment - 1) & ~(nAlignment - 1));
}
[[nodiscard]] T& operator[](int nIndex)
{
debug(IsValidIndex(nIndex));
return Base()[nIndex];
}
[[nodiscard]] const T& operator[](int nIndex) const
{
debug(IsValidIndex(nIndex));
return Base()[nIndex];
}
[[nodiscard]] T& Element(int nIndex)
{
debug(IsValidIndex(nIndex));
return Base()[nIndex];
}
[[nodiscard]] const T& Element(int nIndex) const
{
debug(IsValidIndex(nIndex));
return Base()[nIndex];
}
[[nodiscard]] int AllocationCount() const
{
return SIZE;
}
[[nodiscard]] int Count() const
{
return SIZE;
}
void Grow(int nCount = 1)
{
debug(false);
}
void EnsureCapacity(const int nCapacity)
{
debug(nCapacity <= SIZE);
}
void Purge() { }
void Purge(const int nElements)
{
debug(false);
}
[[nodiscard]] bool IsExternallyAllocated() const
{
return false;
}
class Iterator_t
{
public:
Iterator_t(const int nIndex) :
nIndex(nIndex) { }
bool operator==(const Iterator_t it) const
{
return nIndex == it.nIndex;
}
bool operator!=(const Iterator_t it) const
{
return nIndex != it.nIndex;
}
int nIndex;
};
[[nodiscard]] Iterator_t First() const
{
return Iterator_t(IsValidIndex(0) ? 0 : InvalidIndex());
}
[[nodiscard]] Iterator_t Next(const Iterator_t& it) const
{
return Iterator_t(IsValidIndex(it.nIndex + 1) ? it.nIndex + 1 : InvalidIndex());
}
[[nodiscard]] int GetIndex(const Iterator_t& it) const
{
return it.nIndex;
}
[[nodiscard]] bool IsIndexAfter(int i, const Iterator_t& it) const
{
return i > it.nIndex;
}
[[nodiscard]] bool IsValidIterator(const Iterator_t& it) const
{
return IsValidIndex(it.nIndex);
}
[[nodiscard]] Iterator_t InvalidIterator() const
{
return Iterator_t(InvalidIndex());
}
private:
char pMemory[SIZE * sizeof(T) + nAlignment];
};

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#pragma once
template <size_t SIZE = 256>
struct String_t
{
char szBuffer[SIZE];
// Constructor for formatting a string
String_t(const char* szFormat, const char* arg1, const char* arg2)
{
CustomFormat(szFormat, arg1, arg2);
}
// Custom format function (simplified for two arguments)
void CustomFormat(const char* szFormat, const char* arg1, const char* arg2)
{
size_t idx = 0;
const char* ptr = szFormat;
// Loop through the format string
while (*ptr != '\0' && idx < SIZE - 1)
{
if (*ptr == '%' && *(ptr + 1) == 's') // Handle first "%s"
{
ptr += 2; // Skip "%s"
const char* strArg = arg1;
while (*strArg != '\0' && idx < SIZE - 1)
{
szBuffer[idx++] = *strArg++;
}
}
else if (*ptr == '%' && *(ptr + 1) == 's') // Handle second "%s"
{
ptr += 2; // Skip "%s"
const char* strArg = arg2;
while (*strArg != '\0' && idx < SIZE - 1)
{
szBuffer[idx++] = *strArg++;
}
}
else
{
szBuffer[idx++] = *ptr++; // Copy the current character
}
}
szBuffer[idx] = '\0'; // Null terminate the string
}
// Getter for the formatted data
const char* Data() const
{
return this->szBuffer;
}
// Clear the buffer
void Clear()
{
szBuffer[0] = '\0';
}
};

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#pragma once
struct ResourceBinding_t
{
void* pData;
};
template <typename T>
class CStrongHandle
{
public:
operator T* () const
{
if (pBinding == nullptr)
return nullptr;
return static_cast<T*>(pBinding->pData);
}
T* operator->() const
{
if (pBinding == nullptr)
return nullptr;
return static_cast<T*>(pBinding->pData);
}
const ResourceBinding_t* pBinding;
};

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#pragma once
#include <cstddef>
#include "..\utlmemory\utlmemory.h"
template <class T, class A = CUtlMemory<T>>
class CUtlVector
{
using CAllocator = A;
public:
explicit CUtlVector(const int nGrowSize = 0, const int nInitialCapacity = 0) :
memory(nGrowSize, nInitialCapacity), nSize(0), pElements(memory.Base()) { }
CUtlVector(T* pMemory, const int nInitialCapacity, const int nInitialCount = 0) :
memory(pMemory, nInitialCapacity), nSize(nInitialCount), pElements(memory.Base()) { }
CUtlVector(const CUtlVector&) = delete;
~CUtlVector()
{
Purge();
}
CUtlVector& operator=(const CUtlVector& vecOther)
{
debug(&vecOther != this);
const int nSourceCount = vecOther.Count();
SetCount(nSourceCount);
for (int i = 0; i < nSourceCount; i++)
(*this)[i] = vecOther[i];
return *this;
}
[[nodiscard]] T& operator[](const int nIndex)
{
debug(IsValidIndex(nIndex));
return memory[nIndex];
}
[[nodiscard]] const T& operator[](const int nIndex) const
{
debug(IsValidIndex(nIndex));
return memory[nIndex];
}
[[nodiscard]] T& Element2(int nIndex) const
{
debug(IsValidIndex(nIndex));
return memory[nIndex];
}
[[nodiscard]] T& Element(const int nIndex)
{
debug(IsValidIndex(nIndex));
return memory[nIndex];
}
[[nodiscard]] const T& Element(const int nIndex) const
{
debug(IsValidIndex(nIndex));
return memory[nIndex];
}
[[nodiscard]] T* Base()
{
return memory.Base();
}
[[nodiscard]] const T* Base() const
{
return memory.Base();
}
[[nodiscard]] int Count() const
{
return nSize;
}
[[nodiscard]] int& Size()
{
return nSize;
}
[[nodiscard]] bool IsValidIndex(const int nIndex) const
{
return (nIndex >= 0) && (nIndex < nSize);
}
void CopyFromArray(const T* pArraySource, int nArraySize)
{
debug(memory.Base() == nullptr || pArraySource == nullptr || begin() >= (pArraySource + nArraySize) || pArraySource >= end());
SetCount(nArraySize);
for (int i = 0; i < nArraySize; i++)
(*this)[i] = pArraySource[i];
}
void GrowVector(const int nCount = 1)
{
if (nSize + nCount > memory.AllocationCount())
memory.Grow(nSize + nCount - memory.AllocationCount());
nSize += nCount;
pElements = memory.Base();
}
void EnsureCapacity(int nCapacity)
{
memory.EnsureCapacity(nCapacity);
pElements = memory.Base();
}
void Purge()
{
RemoveAll();
memory.Purge();
pElements = memory.Base();
}
void ShiftElementsRight(const int nElement, const int nShift = 1)
{
debug(IsValidIndex(nElement) || nSize == 0 || nShift == 0);
if (const int nToMove = nSize - nElement - nShift; nToMove > 0 && nShift > 0)
memmove(&Element(nElement + nShift), &Element(nElement), nToMove * sizeof(T));
}
void ShiftElementsLeft(const int nElement, const int nShift = 1)
{
debug(IsValidIndex(nElement) || nSize == 0 || nShift == 0);
if (const int nToMove = nSize - nElement - nShift; nToMove > 0 && nShift > 0)
memmove(&Element(nElement), &Element(nElement + nShift), nToMove * sizeof(T));
}
int AddToHead()
{
return InsertBefore(0);
}
int AddToHead(const T& source)
{
// can't insert something that's in the list. reallocation may hose us
debug(memory.Base() == nullptr || &source < begin() || &source >= end());
return InsertBefore(0, source);
}
int AddMultipleToHead(const int nCount)
{
return InsertMultipleBefore(0, nCount);
}
int AddToTail()
{
return InsertBefore(nSize);
}
int AddToTail(const T& source)
{
// can't insert something that's in the list. reallocation may hose us
debug(memory.Base() == nullptr || &source < begin() || &source >= end());
return InsertBefore(nSize, source);
}
int AddMultipleToTail(const int nCount)
{
return InsertMultipleBefore(nSize, nCount);
}
void SetCount(const int nCount)
{
RemoveAll();
AddMultipleToTail(nCount);
}
int InsertBefore(const int nElement)
{
// can insert at the end
debug(nElement == nSize || IsValidIndex(nElement));
GrowVector();
ShiftElementsRight(nElement);
new (&Element(nElement)) T;
return nElement;
}
int InsertMultipleBefore(const int nElement, const int nCount)
{
if (nCount == 0)
return nElement;
debug(nElement == nSize || IsValidIndex(nElement));
GrowVector(nCount);
ShiftElementsRight(nElement, nCount);
for (int i = 0; i < nElement; ++i)
new (&Element(nElement + i)) T;
return nElement;
}
int InsertBefore(const int nElement, const T& source)
{
debug(memory.Base() == nullptr || &source < begin() || &source >= end());
debug(nElement == nSize || IsValidIndex(nElement));
GrowVector();
ShiftElementsRight(nElement);
new (&Element(nElement)) T(source);
return nElement;
}
int InsertMultipleBefore(const int nElement, const int nCount, const T* pSource)
{
if (nCount == 0)
return nElement;
debug(nElement == nSize || IsValidIndex(nElement));
GrowVector(nCount);
ShiftElementsRight(nElement, nCount);
if (pSource == nullptr)
{
for (int i = 0; i < nCount; ++i)
new (&Element(nElement + i)) T;
}
else
{
for (int i = 0; i < nCount; i++)
new (&Element(nElement)) T(pSource[i]);
}
return nElement;
}
[[nodiscard]] int Find(const T& source) const
{
for (int i = 0; i < nSize; ++i)
{
if (Element(i) == source)
return i;
}
return -1;
}
bool FindAndRemove(const T& source)
{
if (const int nElement = Find(source); nElement != -1)
{
Remove(nElement);
return true;
}
return false;
}
void Remove(const int nElement)
{
(&Element(nElement))->~T();
ShiftElementsLeft(nElement);
--nSize;
}
void RemoveAll()
{
for (int i = nSize; --i >= 0;)
(&Element(i))->~T();
nSize = 0;
}
[[nodiscard]] auto begin() noexcept
{
return memory.Base();
}
[[nodiscard]] auto end() noexcept
{
return memory.Base() + nSize;
}
[[nodiscard]] auto begin() const noexcept
{
return memory.Base();
}
[[nodiscard]] auto end() const noexcept
{
return memory.Base() + nSize;
}
protected:
int nSize;
CAllocator memory;
T* pElements;
};
template <class T>
class CUtlVectorAligned : public CUtlVector<T, CUtlMemoryAligned<T, alignof(T)>>
{
};
template <class T, std::size_t MAX_SIZE>
class CUtlVectorFixed : public CUtlVector<T, CUtlMemoryFixed<T, MAX_SIZE>>
{
using CBaseClass = CUtlVector<T, CUtlMemoryFixed<T, MAX_SIZE>>;
public:
explicit CUtlVectorFixed(int nGrowSize = 0, int nInitialCapacity = 0) :
CBaseClass(nGrowSize, nInitialCapacity) { }
CUtlVectorFixed(T* pMemory, int nElements) :
CBaseClass(pMemory, nElements) { }
};
template <typename T>
class C_NetworkUtlVectorBase
{
public:
std::uint32_t nSize;
T* pElements;
};

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#include "vector.h"

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#pragma once
#include "../../module/module.h"
#include <limits>
#include <cmath>
struct QAngle_t;
struct Matrix3x4_t;
struct Vector2D_t {
constexpr Vector2D_t(const float x = 0.0f, const float y = 0.0f) :
x(x), y(y) {
}
[[nodiscard]] bool IsZero() const {
return (this->x == 0.0f && this->y == 0.0f);
}
float x = 0.0f, y = 0.0f;
};
struct Vector_t {
public:
constexpr Vector_t(const float x = 0.0f, const float y = 0.0f, const float z = 0.0f) :
x(x), y(y), z(z) {
}
constexpr Vector_t(const float* arrVector) :
x(arrVector[0]), y(arrVector[1]), z(arrVector[2]) {
}
constexpr Vector_t(const Vector2D_t& vecBase2D) :
x(vecBase2D.x), y(vecBase2D.y) {
}
[[nodiscard]] float& operator[](const int nIndex) {
return reinterpret_cast<float*>(this)[nIndex];
}
[[nodiscard]] const float& operator[](const int nIndex) const {
return reinterpret_cast<const float*>(this)[nIndex];
}
constexpr Vector_t& operator=(const Vector_t& vecBase) {
this->x = vecBase.x;
this->y = vecBase.y;
this->z = vecBase.z;
return *this;
}
constexpr Vector_t& operator=(const Vector2D_t& vecBase2D) {
this->x = vecBase2D.x;
this->y = vecBase2D.y;
this->z = 0.0f;
return *this;
}
constexpr Vector_t& operator+=(const Vector_t& vecBase) {
this->x += vecBase.x;
this->y += vecBase.y;
this->z += vecBase.z;
return *this;
}
constexpr Vector_t& operator-=(const Vector_t& vecBase) {
this->x -= vecBase.x;
this->y -= vecBase.y;
this->z -= vecBase.z;
return *this;
}
constexpr Vector_t& operator*=(const Vector_t& vecBase) {
this->x *= vecBase.x;
this->y *= vecBase.y;
this->z *= vecBase.z;
return *this;
}
constexpr Vector_t& operator/=(const Vector_t& vecBase) {
this->x /= vecBase.x;
this->y /= vecBase.y;
this->z /= vecBase.z;
return *this;
}
constexpr Vector_t& operator+=(const float flAdd) {
this->x += flAdd;
this->y += flAdd;
this->z += flAdd;
return *this;
}
constexpr Vector_t& operator-=(const float flSubtract) {
this->x -= flSubtract;
this->y -= flSubtract;
this->z -= flSubtract;
return *this;
}
constexpr Vector_t& operator*=(const float flMultiply) {
this->x *= flMultiply;
this->y *= flMultiply;
this->z *= flMultiply;
return *this;
}
constexpr Vector_t& operator/=(const float flDivide) {
this->x /= flDivide;
this->y /= flDivide;
this->z /= flDivide;
return *this;
}
constexpr Vector_t& operator-() {
this->x = -this->x;
this->y = -this->y;
this->z = -this->z;
return *this;
}
constexpr Vector_t operator-() const {
return { -this->x, -this->y, -this->z };
}
Vector_t operator+(const Vector_t& vecAdd) const {
return { this->x + vecAdd.x, this->y + vecAdd.y, this->z + vecAdd.z };
}
Vector_t operator-(const Vector_t& vecSubtract) const {
return { this->x - vecSubtract.x, this->y - vecSubtract.y, this->z - vecSubtract.z };
}
Vector_t operator*(const Vector_t& vecMultiply) const {
return { this->x * vecMultiply.x, this->y * vecMultiply.y, this->z * vecMultiply.z };
}
Vector_t operator/(const Vector_t& vecDivide) const {
return { this->x / vecDivide.x, this->y / vecDivide.y, this->z / vecDivide.z };
}
Vector_t operator+(const float flAdd) const {
return { this->x + flAdd, this->y + flAdd, this->z + flAdd };
}
Vector_t operator-(const float flSubtract) const {
return { this->x - flSubtract, this->y - flSubtract, this->z - flSubtract };
}
Vector_t operator*(const float flMultiply) const {
return { this->x * flMultiply, this->y * flMultiply, this->z * flMultiply };
}
Vector_t operator/(const float flDivide) const {
return { this->x / flDivide, this->y / flDivide, this->z / flDivide };
}
Vector_t Normalize() const {
float len = Length();
if (len != 0)
return { x / len, y / len, z / len };
return { 0, 0, 0 };
}
float Length() const {
return std::sqrt(x * x + y * y + z * z);
}
float Distance(const Vector_t& other) const {
return std::sqrt((x - other.x) * (x - other.x) +
(y - other.y) * (y - other.y) +
(z - other.z) * (z - other.z));
}
float x = 0.0f, y = 0.0f, z = 0.0f;
};
struct Vector4D_t {
constexpr Vector4D_t(const float x = 0.0f, const float y = 0.0f, const float z = 0.0f, const float w = 0.0f) :
x(x), y(y), z(z), w(w) {
}
float x = 0.0f, y = 0.0f, z = 0.0f, w = 0.0f;
};
struct alignas(16) VectorAligned_t : Vector_t {
VectorAligned_t() = default;
explicit VectorAligned_t(const Vector_t& vecBase) {
this->x = vecBase.x;
this->y = vecBase.y;
this->z = vecBase.z;
this->w = 0.0f;
}
constexpr VectorAligned_t& operator=(const Vector_t& vecBase) {
this->x = vecBase.x;
this->y = vecBase.y;
this->z = vecBase.z;
this->w = 0.0f;
return *this;
}
float w = 0.0f;
};
struct Matrix3x4_t;
struct QAngle_t {
constexpr QAngle_t(float x = 0.f, float y = 0.f, float z = 0.f) :
x(x), y(y), z(z) {
}
constexpr QAngle_t(const float* arrAngles) :
x(arrAngles[0]), y(arrAngles[1]), z(arrAngles[2]) {
}
#pragma region qangle_array_operators
[[nodiscard]] float& operator[](const int nIndex) {
return reinterpret_cast<float*>(this)[nIndex];
}
[[nodiscard]] const float& operator[](const int nIndex) const {
return reinterpret_cast<const float*>(this)[nIndex];
}
#pragma endregion
#pragma region qangle_relational_operators
bool operator==(const QAngle_t& angBase) const {
return this->IsEqual(angBase);
}
bool operator!=(const QAngle_t& angBase) const {
return !this->IsEqual(angBase);
}
#pragma endregion
#pragma region qangle_assignment_operators
constexpr QAngle_t& operator=(const QAngle_t& angBase) {
this->x = angBase.x;
this->y = angBase.y;
this->z = angBase.z;
return *this;
}
#pragma endregion
#pragma region qangle_arithmetic_assignment_operators
constexpr QAngle_t& operator+=(const QAngle_t& angBase) {
this->x += angBase.x;
this->y += angBase.y;
this->z += angBase.z;
return *this;
}
constexpr QAngle_t& operator-=(const QAngle_t& angBase) {
this->x -= angBase.x;
this->y -= angBase.y;
this->z -= angBase.z;
return *this;
}
constexpr QAngle_t& operator*=(const QAngle_t& angBase) {
this->x *= angBase.x;
this->y *= angBase.y;
this->z *= angBase.z;
return *this;
}
constexpr QAngle_t& operator/=(const QAngle_t& angBase) {
this->x /= angBase.x;
this->y /= angBase.y;
this->z /= angBase.z;
return *this;
}
constexpr QAngle_t& operator+=(const float flAdd) {
this->x += flAdd;
this->y += flAdd;
this->z += flAdd;
return *this;
}
constexpr QAngle_t& operator-=(const float flSubtract) {
this->x -= flSubtract;
this->y -= flSubtract;
this->z -= flSubtract;
return *this;
}
constexpr QAngle_t& operator*=(const float flMultiply) {
this->x *= flMultiply;
this->y *= flMultiply;
this->z *= flMultiply;
return *this;
}
constexpr QAngle_t& operator/=(const float flDivide) {
this->x /= flDivide;
this->y /= flDivide;
this->z /= flDivide;
return *this;
}
#pragma endregion
#pragma region qangle_arithmetic_unary_operators
constexpr QAngle_t& operator-() {
this->x = -this->x;
this->y = -this->y;
this->z = -this->z;
return *this;
}
constexpr QAngle_t operator-() const {
return { -this->x, -this->y, -this->z };
}
#pragma endregion
#pragma region qangle_arithmetic_ternary_operators
constexpr QAngle_t operator+(const QAngle_t& angAdd) const {
return { this->x + angAdd.x, this->y + angAdd.y, this->z + angAdd.z };
}
constexpr QAngle_t operator-(const QAngle_t& angSubtract) const {
return { this->x - angSubtract.x, this->y - angSubtract.y, this->z - angSubtract.z };
}
constexpr QAngle_t operator*(const QAngle_t& angMultiply) const {
return { this->x * angMultiply.x, this->y * angMultiply.y, this->z * angMultiply.z };
}
constexpr QAngle_t operator/(const QAngle_t& angDivide) const {
return { this->x / angDivide.x, this->y / angDivide.y, this->z / angDivide.z };
}
constexpr QAngle_t operator+(const float flAdd) const {
return { this->x + flAdd, this->y + flAdd, this->z + flAdd };
}
constexpr QAngle_t operator-(const float flSubtract) const {
return { this->x - flSubtract, this->y - flSubtract, this->z - flSubtract };
}
constexpr QAngle_t operator*(const float flMultiply) const {
return { this->x * flMultiply, this->y * flMultiply, this->z * flMultiply };
}
constexpr QAngle_t operator/(const float flDivide) const {
return { this->x / flDivide, this->y / flDivide, this->z / flDivide };
}
#pragma endregion
[[nodiscard]] bool IsValid() const {
return (std::isfinite(this->x) && std::isfinite(this->y) && std::isfinite(this->z));
}
[[nodiscard]] bool IsEqual(const QAngle_t& angEqual, const float flErrorMargin = std::numeric_limits<float>::epsilon()) const {
return (std::fabsf(this->x - angEqual.x) < flErrorMargin && std::fabsf(this->y - angEqual.y) < flErrorMargin && std::fabsf(this->z - angEqual.z) < flErrorMargin);
}
[[nodiscard]] bool IsZero() const {
return (this->x == 0.0f && this->y == 0.0f && this->z == 0.0f);
}
/// @returns: length of hypotenuse
[[nodiscard]] float Length2D() const {
return std::sqrtf(x * x + y * y);
}
QAngle_t& Normalize() {
this->x = std::remainderf(this->x, 360.f);
this->y = std::remainderf(this->y, 360.f);
this->z = std::remainderf(this->z, 360.f);
return *this;
}
void ToDirections(Vector_t* pvecForward, Vector_t* pvecRight = nullptr, Vector_t* pvecUp = nullptr) const;
[[nodiscard]] Matrix3x4_t ToMatrix(const Vector_t& vecOrigin = {}) const;
public:
float x = 0.0f, y = 0.0f, z = 0.0f;
};

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#include "viewmatrix.h"
#include "../../../../../external/imgui/imgui.h"
#include <iostream>
bool ViewMatrix::WorldToScreen(const Vector_t& position, Vector_t& out) const {
const float w = viewMatrix->matrix[3][0] * position.x + viewMatrix->matrix[3][1] * position.y + viewMatrix->matrix[3][2] * position.z + viewMatrix->matrix[3][3];
if (w <= 0.001f)
return false;
const float invW = 1.0f / w;
ImVec2 wS = ImGui::GetIO().DisplaySize;
const float centerX = static_cast<float>(wS.x) / 2;
const float centerY = static_cast<float>(wS.y) / 2;
out.x = centerX + ((viewMatrix->matrix[0][0] * position.x + viewMatrix->matrix[0][1] * position.y + viewMatrix->matrix[0][2] * position.z + viewMatrix->matrix[0][3]) * invW * centerX);
out.y = centerY - ((viewMatrix->matrix[1][0] * position.x + viewMatrix->matrix[1][1] * position.y + viewMatrix->matrix[1][2] * position.z + viewMatrix->matrix[1][3]) * invW * centerY);
return true;
}

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#pragma once
#include "../../../../cs2/datatypes/viewmatrix/viewmatrix.h"
#include "../vector/vector.h"
class ViewMatrix {
public:
//Vector_t WorldToScreen(const Vector_t& position) const;
bool WorldToScreen(const Vector_t& position, Vector_t& out) const;
viewmatrix_t* viewMatrix;
};

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#pragma once
#include <windows.h>
#include <cstddef>
#include <cstdint>
#include <string_view>
namespace I {
using InstantiateInterfaceFn = void* (*)();
class CInterfaceReg
{
public:
InstantiateInterfaceFn m_create_fn;
const char* m_name;
CInterfaceReg* m_next;
};
inline const CInterfaceReg* Find(const char* module_name)
{
const HMODULE module_base = GetModuleHandleA(module_name);
if (module_base == nullptr)
return nullptr;
const auto symbol = reinterpret_cast<std::uintptr_t>(GetProcAddress(module_base, "CreateInterface"));
const std::uintptr_t list = symbol + *reinterpret_cast<std::int32_t*>(symbol + 3) + 7;
return *reinterpret_cast<CInterfaceReg**>(list);
}
template <typename T = void*>
T* Get(const char* module_name, const char* interface_partial_version)
{
for (const CInterfaceReg* current = Find(module_name); current; current = current->m_next)
{
if (std::string_view(current->m_name).find(interface_partial_version) != std::string_view::npos)
{
return reinterpret_cast<T*>(current->m_create_fn());
}
}
return nullptr;
}
}

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#include "gaa.h"
uintptr_t M::getAbsoluteAddress(uintptr_t addr, const int nPreOffset, const int nPostOffset) {
addr += nPreOffset;
int32_t nRva = *reinterpret_cast<int32_t*>(addr);
addr += nPostOffset + sizeof(uint32_t) + nRva;
return addr;
}

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#pragma once
#include <cstdint>
namespace M {
uintptr_t getAbsoluteAddress(uintptr_t addr, const int nPreOffset, const int nPostOffset = 0);
}

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#pragma once
#define CS_CONCATENATE_DETAIL(x, y) x##y
#define CS_CONCATENATE(x, y) CS_CONCATENATE_DETAIL(x, y)
#define MEM_PAD(SIZE) \
private: \
char CS_CONCATENATE(pad_, __COUNTER__)[SIZE]; \
public:

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#include "patternscan.h"
#include "../../module/module.h"
#include <Windows.h>
#include <vector>
#include <string>
#include <iostream>
#include <span>
#include <sstream>
#include <Psapi.h>
#include <algorithm>
#include <string_view>
#include <cstdint>
#include <functional>
#include <string>
std::vector<std::pair<uint8_t, bool>> PatternToBytes(const std::string& pattern) {
std::vector<std::pair<uint8_t, bool>> patternBytes;
const char* start = pattern.c_str();
const char* end = start + pattern.size();
for (const char* current = start; current < end; ++current) {
if (*current == ' ') continue;
if (*current == '?') {
patternBytes.emplace_back(0, false);
if (*(current + 1) == '?') ++current;
}
else {
patternBytes.emplace_back(strtoul(current, nullptr, 16), true);
if (*(current + 1) != ' ') ++current;
}
}
return patternBytes;
}
uintptr_t M::patternScan(const std::string& module, const std::string& pattern) {
uintptr_t baseAddress = modules.getModule(module);
HMODULE hModule = reinterpret_cast<HMODULE>(baseAddress);
if (!hModule) return 0;
MODULEINFO moduleInfo;
GetModuleInformation(GetCurrentProcess(), hModule, &moduleInfo, sizeof(MODULEINFO));
size_t moduleSize = moduleInfo.SizeOfImage;
std::vector<std::pair<uint8_t, bool>> patternBytes = PatternToBytes(pattern);
size_t patternLength = patternBytes.size();
for (size_t i = 0; i < moduleSize - patternLength; ++i) {
bool found = true;
for (size_t j = 0; j < patternLength; ++j) {
if (patternBytes[j].second && patternBytes[j].first != *reinterpret_cast<uint8_t*>(baseAddress + i + j)) {
found = false;
break;
}
}
if (found) {
return baseAddress + i;
}
}
return 0;
}
std::uint8_t* M::FindPattern(const char* module_name, const std::string& byte_sequence)
{
// retrieve the handle to the specified module
const HMODULE module = GetModuleHandleA(module_name);
if (module == nullptr)
return nullptr;
// retrieve the DOS header of the module
const auto dos_header = reinterpret_cast<PIMAGE_DOS_HEADER>(module);
if (dos_header->e_magic != IMAGE_DOS_SIGNATURE)
return nullptr;
// retrieve the NT headers of the module
const auto nt_headers = reinterpret_cast<PIMAGE_NT_HEADERS>(reinterpret_cast<std::uint8_t*>(module) + dos_header->e_lfanew);
if (nt_headers->Signature != IMAGE_NT_SIGNATURE)
return nullptr;
// get the size and base address of the code section
DWORD m_size = nt_headers->OptionalHeader.SizeOfCode;
std::uint8_t* m_base = reinterpret_cast<std::uint8_t*>(module) + nt_headers->OptionalHeader.BaseOfCode;
using SeqByte_t = std::pair< std::uint8_t, bool >;
std::string str{ };
std::vector< std::pair< std::uint8_t, bool > > byte_sequence_vec{ };
std::stringstream stream(byte_sequence);
// parse the byte sequence string into a vector of byte sequence elements
while (stream >> str)
{
// wildcard byte
if (str[0u] == '?')
{
byte_sequence_vec.emplace_back(0u, true);
continue;
}
// invalid hex digit, skip this byte
if (!std::isxdigit(str[0u]) || !std::isxdigit(str[1u]))
continue;
byte_sequence_vec.emplace_back(static_cast<std::uint8_t>(std::strtoul(str.data(), nullptr, 16)), false);
}
// end pointer of the code section
const auto end = reinterpret_cast<std::uint8_t*>(m_base + m_size);
// search for the byte sequence within the code section
const auto ret = std::search(reinterpret_cast<std::uint8_t*>(m_base), end, byte_sequence_vec.begin(), byte_sequence_vec.end(),
[](const std::uint8_t byte, const std::pair< std::uint8_t, bool >& seq_byte)
{
return std::get< bool >(seq_byte) || byte == std::get< std::uint8_t >(seq_byte);
});
// byte sequence found, return the pointer
if (ret)
return ret;
#ifdef _DEBUG
// failed to find byte sequence, log error and return
std::cout<< "failed to find pattern:" << byte_sequence.c_str() << " | inside: " << module_name << std::endl;
#endif
return nullptr;
}

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#pragma once
#include <cstdint>
#include <vector>
#include <string>
namespace M {
template <typename T = std::uint8_t>
T* abs(T* relative_address, int pre_offset = 0x0, int post_offset = 0x0)
{
relative_address += pre_offset;
relative_address += sizeof(std::int32_t) + *reinterpret_cast<std::int32_t*>(relative_address);
relative_address += post_offset;
return relative_address;
}
std::uint8_t* FindPattern(const char* module_name, const std::string& byte_sequence);
uintptr_t patternScan(const std::string& module, const std::string& pattern);
}

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#pragma once
#include <cstddef>
#include <cstdint>
namespace M {
template <typename T, std::size_t nIndex, class CBaseClass, typename... Args_t>
static inline T vfunc(CBaseClass* thisptr, Args_t... argList) {
using VirtualFn_t = T(__thiscall*)(const void*, decltype(argList)...);
return (*reinterpret_cast<VirtualFn_t* const*>(reinterpret_cast<std::uintptr_t>(thisptr)))[nIndex](thisptr, argList...);
}
}

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#include "module.h"
#include <Windows.h>
Module::Module(uintptr_t moduleAddress, const std::string &moduleName) : address(moduleAddress), name(moduleName) {}
void Modules::init() {
registerModule("client.dll", "client");
registerModule("scenesystem.dll", "scenesystem");
registerModule("particles.dll", "particles");
registerModule("materialsystem2.dll", "materialsystem2");
registerModule("tier0.dll", "tier0");
registerModule("engine2.dll", "engine2");
}
// Completely acceptable solution because there simply just aren't that many modules :)
uintptr_t Modules::getModule(const std::string &moduleName) {
for (const Module &m : modules) {
if (m.name == moduleName) {
return m.address;
}
}
// No module found
return 0;
}
bool Modules::registerModule(const std::string &aModuleName, const std::string &moduleName) {
uintptr_t moduleHandle = reinterpret_cast<uintptr_t>(GetModuleHandle(aModuleName.c_str()));
if (!moduleHandle)
return false;
Module module(moduleHandle, moduleName);
modules.emplace_back(module);
return true;
}
Modules modules;

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#pragma once
#include <cstdint>
#include <string>
#include <vector>
// Class names might be too broad ngl -- just namespace them if someones ever really cares
class Module {
public:
Module(uintptr_t moduleAddress, const std::string &moduleName);
uintptr_t address;
std::string name;
};
class Modules {
public:
void init();
uintptr_t getModule(const std::string &moduleName);
private:
// example usage: registerModule("client.dll", "client")
bool registerModule(const std::string &aModuleName, const std::string &moduleName);
std::vector<Module> modules;
};
// We luv global state
extern Modules modules;

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#include "schema.h"
#include <vector>
#include <algorithm>
#include <Shlobj.h>
#include <shlobj_core.h>
#include "../fnv1a/fnv1a.h"
#include "../math/utlstring/utlstring.h"
#include "../memory/Interface/Interface.h"
struct SchemaDumpedData_t
{
uint32_t hashedName = 0x0ULL;
std::uint32_t uOffset = 0x0U;
};
static std::vector<SchemaDumpedData_t> dumped_data;
bool Schema::init(const char* ModuleName, int module_type)
{
schema_system = I::Get<ISchemaSystem>("schemasystem.dll", "SchemaSystem_00");
if (!schema_system)
return false;
CSchemaSystemTypeScope* pTypeScope = schema_system->FindTypeScopeForModule(ModuleName);
if (pTypeScope == nullptr)
return false;
const int nTableSize = pTypeScope->hashClasses.Count();
UtlTSHashHandle_t* pElements = new UtlTSHashHandle_t[nTableSize + 1U];
const auto nElements = pTypeScope->hashClasses.GetElements(0, nTableSize, pElements);
for (int i = 0; i < nElements; i++)
{
const UtlTSHashHandle_t hElement = pElements[i];
if (hElement == 0)
continue;
CSchemaClassBinding* pClassBinding = pTypeScope->hashClasses[hElement];
if (pClassBinding == nullptr)
continue;
SchemaClassInfoData_t* pDeclaredClassInfo;
pTypeScope->FindDeclaredClass(&pDeclaredClassInfo, pClassBinding->szBinaryName);
if (pDeclaredClassInfo == nullptr)
continue;
if (pDeclaredClassInfo->nFieldSize == 0)
continue;
for (auto j = 0; j < pDeclaredClassInfo->nFieldSize; j++)
{
SchemaClassFieldData_t* pFields = pDeclaredClassInfo->pFields;
std::string szFieldClassBuffer = std::string(pDeclaredClassInfo->szName) + "->" + std::string(pFields[j].szName);
dumped_data.emplace_back(hash_32_fnv1a_const(szFieldClassBuffer.c_str()), pFields[j].nSingleInheritanceOffset);
}
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(hConsole, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
printf("[Schema] ");
SetConsoleTextAttribute(hConsole, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
printf("Dumped Class: %s fields: %i \n", pDeclaredClassInfo->szName, pDeclaredClassInfo->nFieldSize);
}
delete[] pElements;
return true;
}
std::uint32_t SchemaFinder::Get(const uint32_t hashedName)
{
if (const auto it = std::ranges::find_if(dumped_data, [hashedName](const SchemaDumpedData_t& data)
{ return data.hashedName == hashedName; });
it != dumped_data.end())
return it->uOffset;
return 0U;
}

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#pragma once
#include <memory>
#include "..\fnv1a\fnv1a.h"
#include "..\memory\vfunc\vfunc.h"
#include "..\math\utlmemory\utlmemory.h"
#include "..\math\utlvector\utlvector.h"
#include "..\..\..\cs2\datatypes\schema\ISchemaClass\ISchemaClass.h"
#define SCHEMA_ADD_OFFSET(TYPE, NAME, OFFSET) \
[[nodiscard]] inline std::add_lvalue_reference_t<TYPE> NAME() \
{ \
static const std::uint32_t uOffset = OFFSET; \
return *reinterpret_cast<std::add_pointer_t<TYPE>>(reinterpret_cast<std::uint8_t*>(this) + (uOffset)); \
}
#define SCHEMA_ADD_POFFSET(TYPE, NAME, OFFSET) \
[[nodiscard]] inline std::add_pointer_t<TYPE> NAME() \
{ \
const static std::uint32_t uOffset = OFFSET; \
return reinterpret_cast<std::add_pointer_t<TYPE>>(reinterpret_cast<std::uint8_t*>(this) + (uOffset)); \
}
#define schema(TYPE, NAME, FIELD) SCHEMA_ADD_OFFSET(TYPE, NAME, SchemaFinder::Get(hash_32_fnv1a_const(FIELD)) + 0u)
#define schema_pfield(TYPE, NAME, FIELD, ADDITIONAL) SCHEMA_ADD_POFFSET(TYPE, NAME, SchemaFinder::Get(hash_32_fnv1a_const(FIELD)) + ADDITIONAL)
class Schema {
public:
bool init( const char* module_name, int module_type);
ISchemaSystem* schema_system = nullptr;
};
namespace SchemaFinder {
[[nodiscard]] std::uint32_t Get(const uint32_t hashed);
[[nodiscard]] std::uint32_t GetExternal(const char* moduleName, const uint32_t HashedClass, const uint32_t HashedFieldName);
}