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Author SHA1 Message Date
Oscar
5717c7999c kal 2025-07-29 20:23:06 +03:00
Oscar
860be9ac4c shjit 2025-07-25 22:49:56 +03:00
Oscar
03af6d458c test 2025-07-24 20:48:02 +03:00
Oscar
f892794557 good 2025-07-22 22:06:34 +03:00
1497 changed files with 1618469 additions and 383 deletions

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@ -171,6 +171,7 @@
<ClCompile Include="source\cs2\entity\C_CSWeaponBase\C_CSWeaponBase.cpp" /> <ClCompile Include="source\cs2\entity\C_CSWeaponBase\C_CSWeaponBase.cpp" />
<ClCompile Include="source\templeware\features\aim\aim.cpp" /> <ClCompile Include="source\templeware\features\aim\aim.cpp" />
<ClCompile Include="source\templeware\features\chams\chams.cpp" /> <ClCompile Include="source\templeware\features\chams\chams.cpp" />
<ClCompile Include="source\templeware\features\spectators\spectators.cpp" />
<ClCompile Include="source\templeware\features\triggerbot\triggerbot.cpp" /> <ClCompile Include="source\templeware\features\triggerbot\triggerbot.cpp" />
<ClCompile Include="source\templeware\features\visuals\antiflash\antiflash.cpp" /> <ClCompile Include="source\templeware\features\visuals\antiflash\antiflash.cpp" />
<ClCompile Include="source\templeware\features\visuals\fov\fov.cpp" /> <ClCompile Include="source\templeware\features\visuals\fov\fov.cpp" />
@ -228,6 +229,7 @@
<ClInclude Include="source\cs2\entity\handle.h" /> <ClInclude Include="source\cs2\entity\handle.h" />
<ClInclude Include="source\templeware\features\aim\aim.h" /> <ClInclude Include="source\templeware\features\aim\aim.h" />
<ClInclude Include="source\templeware\features\chams\chams.h" /> <ClInclude Include="source\templeware\features\chams\chams.h" />
<ClInclude Include="source\templeware\features\spectators\spectators.h" />
<ClInclude Include="source\templeware\features\triggerbot\triggerbot.h" /> <ClInclude Include="source\templeware\features\triggerbot\triggerbot.h" />
<ClInclude Include="source\templeware\interfaces\CGameEntitySystem\CGameEntitySystem.h" /> <ClInclude Include="source\templeware\interfaces\CGameEntitySystem\CGameEntitySystem.h" />
<ClInclude Include="source\templeware\interfaces\IEngineClient\IEngineClient.h" /> <ClInclude Include="source\templeware\interfaces\IEngineClient\IEngineClient.h" />

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@ -34,7 +34,6 @@ CKeyValues3* CKeyValues3::create_material_from_resource()
using fnSetTypeKV3 = CKeyValues3 * (__fastcall*)(CKeyValues3*, unsigned int, unsigned int); using fnSetTypeKV3 = CKeyValues3 * (__fastcall*)(CKeyValues3*, unsigned int, unsigned int);
static const fnSetTypeKV3 oSetTypeKV3 = reinterpret_cast<fnSetTypeKV3>(M::FindPattern("tier0.dll", ("40 53 48 83 EC 30 48 8B D9 49"))); static const fnSetTypeKV3 oSetTypeKV3 = reinterpret_cast<fnSetTypeKV3>(M::FindPattern("tier0.dll", ("40 53 48 83 EC 30 48 8B D9 49")));
CKeyValues3* pKeyValue = new CKeyValues3;
CKeyValues3* pKeyValue = new CKeyValues3[0x10];
return oSetTypeKV3(pKeyValue, 1U, 6U); return oSetTypeKV3(pKeyValue, 1U, 6U);
} }

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include <cstdint> #include <cstdint>
#pragma once #include "../handle.h"
#include "../../../templeware/utils/memory/memorycommon.h" #include "../../../templeware/utils/memory/memorycommon.h"
#include "../../../templeware/utils/math/vector/vector.h" #include "../../../templeware/utils/math/vector/vector.h"
#include "../../../templeware/utils/schema/schema.h" #include "../../../templeware/utils/schema/schema.h"
@ -14,6 +14,7 @@ public:
SCHEMA_ADD_OFFSET(bool, IsLocalPlayer, 0x6F0); SCHEMA_ADD_OFFSET(bool, IsLocalPlayer, 0x6F0);
SCHEMA_ADD_OFFSET(CBaseHandle, m_hPawn, 0x62C); SCHEMA_ADD_OFFSET(CBaseHandle, m_hPawn, 0x62C);
SCHEMA_ADD_OFFSET(CBaseHandle, m_hObserverPawn, 0x48);
SCHEMA_ADD_OFFSET(const char*, m_sSanitizedPlayerName, 0x778); SCHEMA_ADD_OFFSET(const char*, m_sSanitizedPlayerName, 0x778);
private: private:

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@ -12,6 +12,7 @@ public:
SCHEMA_ADD_OFFSET(Vector_t, m_vOldOrigin, 0x1324); SCHEMA_ADD_OFFSET(Vector_t, m_vOldOrigin, 0x1324);
SCHEMA_ADD_OFFSET(Vector_t, m_vecViewOffset, 0xCB0); SCHEMA_ADD_OFFSET(Vector_t, m_vecViewOffset, 0xCB0);
SCHEMA_ADD_OFFSET(CCSPlayer_WeaponServices*, m_pWeaponServices, 0x11A8); SCHEMA_ADD_OFFSET(CCSPlayer_WeaponServices*, m_pWeaponServices, 0x11A8);
SCHEMA_ADD_OFFSET(CBaseHandle, m_hController, 0x133C);
C_CSPlayerPawn(uintptr_t address); C_CSPlayerPawn(uintptr_t address);
C_CSWeaponBase* GetActiveWeapon()const; C_CSWeaponBase* GetActiveWeapon()const;

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@ -6,6 +6,7 @@
#include "../external/imgui/imgui.h" #include "../external/imgui/imgui.h"
#include "../external/imgui/imgui_impl_win32.h" #include "../external/imgui/imgui_impl_win32.h"
#include "../external/imgui/imgui_impl_dx11.h" #include "../external/imgui/imgui_impl_dx11.h"
#include "cs2/entity/handle.h"
typedef HRESULT(__stdcall* Present) (IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags); typedef HRESULT(__stdcall* Present) (IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags);
typedef LRESULT(CALLBACK* WNDPROC)(HWND, UINT, WPARAM, LPARAM); typedef LRESULT(CALLBACK* WNDPROC)(HWND, UINT, WPARAM, LPARAM);

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@ -63,5 +63,23 @@ namespace Config {
bool triggerbot = false; bool triggerbot = false;
bool always_on_triggerbot = false; bool always_on_triggerbot = false;
int triggerbot_key = 0x05; // Например, VK_X или другой int triggerbot_key = 0x05; // Например, VK_X или другой
int triggerbot_alt_key = 0x06; // Альтернативная кнопка по умолчанию (например, VK_Y)
float triggerbot_delay = 0.0f; float triggerbot_delay = 0.0f;
int rcsActivationShots = 1;
// --- Для отображения наблюдателей ---
bool showSpectators = true;
ImVec4 spectatorListColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 spectatorListBgColor = ImVec4(0.0f, 0.0f, 0.0f, 0.7f);
float spectatorListOpacity = 0.8f;
bool silent_aim = true;
float silent_aim_fov = 90.0f;
float silent_aim_smooth = 0.0f;
int silent_aim_bone = Config::BONE_HEAD;
int silent_aim_key = 0x12; // VK_DELETE по умолчанию
bool always_on_silent_aim = false;
float silent_aim_smooth_slider = 0.0f; // Новый параметр для ползунка смуза
bool silent_shooterAfterAim = false; // Аналог shooterAfterAim для сайлент аимбота
bool silent_rage = false; // По умолчанию выключен
} }

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@ -70,5 +70,23 @@ namespace Config {
extern bool triggerbot; extern bool triggerbot;
extern bool always_on_triggerbot; extern bool always_on_triggerbot;
extern int triggerbot_key; extern int triggerbot_key;
extern int triggerbot_alt_key; // Альтернативная кнопка для триггербота
extern float triggerbot_delay; extern float triggerbot_delay;
extern int rcsActivationShots;
// --- Для отображения наблюдателей ---
extern bool showSpectators;
extern ImVec4 spectatorListColor;
extern ImVec4 spectatorListBgColor;
extern float spectatorListOpacity;
extern bool silent_aim;
extern float silent_aim_fov;
extern float silent_aim_smooth;
extern int silent_aim_bone;
extern int silent_aim_key;
extern bool always_on_silent_aim;
extern float silent_aim_smooth_slider; // Новый параметр для ползунка смуза
extern bool silent_shooterAfterAim; // Аналог shooterAfterAim для сайлент аимбота
extern bool silent_rage; // Включает постоянный поиск цели (rage-режим)
} }

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@ -130,10 +130,13 @@ namespace internal_config
j["showNameTags"] = Config::showNameTags; j["showNameTags"] = Config::showNameTags;
j["triggerbot_hold_lmb"] = Config::triggerbot_hold_lmb; j["triggerbot_hold_lmb"] = Config::triggerbot_hold_lmb;
j["shooterAfterAim"] = Config::shooterAfterAim; j["shooterAfterAim"] = Config::shooterAfterAim;
j["silent_shooterAfterAim"] = Config::silent_shooterAfterAim;
j["always_on_triggerbot"] = Config::always_on_triggerbot; j["always_on_triggerbot"] = Config::always_on_triggerbot;
j["triggerbot"] = Config::triggerbot; j["triggerbot"] = Config::triggerbot;
j["triggerbot_key"] = Config::triggerbot_key; j["triggerbot_key"] = Config::triggerbot_key;
j["triggerbot_alt_key"] = Config::triggerbot_alt_key;
j["triggerbot_delay"] = Config::triggerbot_delay; j["triggerbot_delay"] = Config::triggerbot_delay;
j["silent_rage"] = Config::silent_rage;
j["enemyChamsInvisible"] = Config::enemyChamsInvisible; j["enemyChamsInvisible"] = Config::enemyChamsInvisible;
j["enemyChams"] = Config::enemyChams; j["enemyChams"] = Config::enemyChams;
@ -170,6 +173,7 @@ namespace internal_config
Config::fovCircleColor.z, Config::fovCircleColor.z,
Config::fovCircleColor.w Config::fovCircleColor.w
}; };
j["rcsActivationShots"] = Config::rcsActivationShots;
auto filePath = GetConfigPath(configName); auto filePath = GetConfigPath(configName);
std::ofstream ofs(filePath); std::ofstream ofs(filePath);
@ -243,10 +247,13 @@ namespace internal_config
Config::showNameTags = j.value("showNameTags", false); Config::showNameTags = j.value("showNameTags", false);
Config::triggerbot_hold_lmb = j.value("triggerbot_hold_lmb", false); Config::triggerbot_hold_lmb = j.value("triggerbot_hold_lmb", false);
Config::shooterAfterAim = j.value("shooterAfterAim", false); Config::shooterAfterAim = j.value("shooterAfterAim", false);
Config::silent_shooterAfterAim = j.value("silent_shooterAfterAim", false);
Config::always_on_triggerbot = j.value("always_on_triggerbot", false); Config::always_on_triggerbot = j.value("always_on_triggerbot", false);
Config::triggerbot = j.value("triggerbot", false); Config::triggerbot = j.value("triggerbot", false);
Config::triggerbot_key = j.value("triggerbot_key", 0x05); Config::triggerbot_key = j.value("triggerbot_key", 0x05);
Config::triggerbot_alt_key = j.value("triggerbot_alt_key", 0x06);
Config::triggerbot_delay = j.value("triggerbot_delay", 0.0f); Config::triggerbot_delay = j.value("triggerbot_delay", 0.0f);
Config::silent_rage = j.value("silent_rage", false);
Config::antiflash = j.value("antiflash", false); Config::antiflash = j.value("antiflash", false);
@ -315,6 +322,8 @@ namespace internal_config
Config::fovCircleColor.w = arr[3].get<float>(); Config::fovCircleColor.w = arr[3].get<float>();
} }
Config::rcsActivationShots = j.value("rcsActivationShots", 1);
ifs.close(); ifs.close();
} }

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@ -0,0 +1,139 @@
#pragma once
#include <cstdint>
#include "../../../templeware/utils/math/vector/vector.h"
#define MEM_PAD(size) char _pad##__LINE__[size]
template <typename T>
struct RepeatedPtrField_t {
struct Rep_t {
int nAllocatedSize;
T* tElements[(std::numeric_limits<int>::max() - 2 * sizeof(int)) / sizeof(void*)];
};
void* pArena;
int nCurrentSize;
int nTotalSize;
Rep_t* pRep;
};
class CBasePB {
public:
MEM_PAD(0x8); // 0x0 VTABLE
std::uint32_t nHasBits; // 0x8
std::uint64_t nCachedBits; // 0xC
void SetBits(std::uint64_t nBits) { nCachedBits |= nBits; }
};
static_assert(sizeof(CBasePB) == 0x18);
class CMsgQAngle : public CBasePB {
public:
QAngle_t angValue; // 0x18
};
static_assert(sizeof(CMsgQAngle) == 0x28);
class CMsgVector : public CBasePB {
public:
Vector_t vecValue; // 0x18
};
static_assert(sizeof(CMsgVector) == 0x28);
class CCSGOInterpolationInfoPB : public CBasePB {
public:
float flFraction; // 0x18
int nSrcTick; // 0x1C
int nDstTick; // 0x20
};
static_assert(sizeof(CCSGOInterpolationInfoPB) == 0x28);
class CCSGOInputHistoryEntryPB : public CBasePB {
public:
CMsgQAngle* pViewAngles; // 0x18
CMsgVector* pShootPosition; // 0x20
CMsgVector* pTargetHeadPositionCheck; // 0x28
CMsgVector* pTargetAbsPositionCheck; // 0x30
CMsgQAngle* pTargetAngPositionCheck; // 0x38
CCSGOInterpolationInfoPB* cl_interp; // 0x40
CCSGOInterpolationInfoPB* sv_interp0; // 0x48
CCSGOInterpolationInfoPB* sv_interp1; // 0x50
CCSGOInterpolationInfoPB* player_interp; // 0x58
int nRenderTickCount; // 0x60
float flRenderTickFraction; // 0x64
int nPlayerTickCount; // 0x68
float flPlayerTickFraction; // 0x6C
int nFrameNumber; // 0x70
int nTargetEntIndex; // 0x74
};
static_assert(sizeof(CCSGOInputHistoryEntryPB) == 0x78);
struct CInButtonState {
MEM_PAD(0x8); // 0x0 VTABLE
std::uint64_t nValue; // 0x8
std::uint64_t nValueChanged; // 0x10
std::uint64_t nValueScroll; // 0x18
};
static_assert(sizeof(CInButtonState) == 0x20);
class CBaseUserCmdPB : public CBasePB {
public:
RepeatedPtrField_t<void*> subtickMovesField;
std::string* strMoveCrc;
CInButtonState* pInButtonState; // 0x20
CMsgQAngle* pViewAngles; // 0x28
std::int32_t nLegacyCommandNumber;
std::int32_t nClientTick;
float flForwardMove;
float flSideMove;
float flUpMove;
std::int32_t nImpulse;
std::int32_t nWeaponSelect;
std::int32_t nRandomSeed;
std::int32_t nMousedX;
std::int32_t nMousedY;
std::uint32_t nConsumedServerAngleChanges;
std::int32_t nCmdFlags;
std::uint32_t nPawnEntityHandle;
};
static_assert(sizeof(CBaseUserCmdPB) == 0x80);
class CCSGOUserCmdPB {
public:
std::uint32_t nHasBits;
std::uint64_t nCachedSize;
RepeatedPtrField_t<CCSGOInputHistoryEntryPB> inputHistoryField;
CBaseUserCmdPB* pBaseCmd;
bool bLeftHandDesired;
std::int32_t nAttack3StartHistoryIndex;
std::int32_t nAttack1StartHistoryIndex;
std::int32_t nAttack2StartHistoryIndex;
void CheckAndSetBits(std::uint32_t nBits) {
if (!(nHasBits & nBits))
nHasBits |= nBits;
}
};
static_assert(sizeof(CCSGOUserCmdPB) == 0x40);
class CUserCmd {
public:
MEM_PAD(0x8); // 0x0 VTABLE
MEM_PAD(0x10); // 0x8
CCSGOUserCmdPB csgoUserCmd; // 0x18
CInButtonState nButtons; // 0x58
MEM_PAD(0x20); // 0x78
CCSGOInputHistoryEntryPB* GetInputHistoryEntry(int nIndex) {
if (nIndex >= csgoUserCmd.inputHistoryField.pRep->nAllocatedSize || nIndex >= csgoUserCmd.inputHistoryField.nCurrentSize)
return nullptr;
return csgoUserCmd.inputHistoryField.pRep->tElements[nIndex];
}
void SetSubTickAngle(const QAngle_t& angView) {
for (int i = 0; i < this->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; i++) {
CCSGOInputHistoryEntryPB* pInputEntry = this->GetInputHistoryEntry(i);
if (!pInputEntry || !pInputEntry->pViewAngles)
continue;
pInputEntry->pViewAngles->angValue = angView;
pInputEntry->SetBits(0x1U); // INPUT_HISTORY_BITS_VIEWANGLES
}
}
};
static_assert(sizeof(CUserCmd) == 0x98);

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@ -4,13 +4,34 @@
#include "../../../templeware/hooks/hooks.h" #include "../../../templeware/hooks/hooks.h"
#include "../../../templeware/config/config.h" #include "../../../templeware/config/config.h"
#include "../../utils/memory/patternscan/patternscan.h" #include "../../utils/memory/patternscan/patternscan.h"
#include "../visuals/visuals.h"
#include "CUserCmd.h"
#include "../../../templeware/utils/schema/schema.h"
#include <chrono> #include <chrono>
#include <Windows.h> #include <Windows.h>
#include "../../menu/hud.h"
#include "../../menu/menu.h"
#include <array> #include <array>
#include <cmath> #include <cmath>
#include <Psapi.h>
#include "../../menu/hud.h"
#include "../../menu/menu.h"
#include <iostream>
// Адреса из дампа (актуально для 2024-07-18)
#define DW_SENSITIVITY 0x1A6A9D8
#define DW_SENSITIVITY_SENS 0x40
float GetGameSensitivity() {
static float fallback = 2.0f;
HMODULE hClient = GetModuleHandleA("client.dll");
if (!hClient) return fallback;
uintptr_t sensBase = reinterpret_cast<uintptr_t>(hClient) + DW_SENSITIVITY;
uintptr_t sensPtr = *reinterpret_cast<uintptr_t*>(sensBase);
if (!sensPtr) return fallback;
float sens = *reinterpret_cast<float*>(sensPtr + DW_SENSITIVITY_SENS);
if (sens < 0.01f || sens > 20.0f) return fallback;
return sens;
}
// Индексы костей (актуально для CS2) // Индексы костей (актуально для CS2)
constexpr int BONE_INDEX_HEAD = 6; // Head constexpr int BONE_INDEX_HEAD = 6; // Head
@ -22,21 +43,21 @@ static int lastBoneIdx = -1;
inline QAngle_t CalcAngles(Vector_t viewPos, Vector_t aimPos) inline QAngle_t CalcAngles(Vector_t viewPos, Vector_t aimPos)
{ {
QAngle_t angle = { 0, 0, 0 }; QAngle_t angle = { 0, 0, 0 };
Vector_t delta = aimPos - viewPos; Vector_t delta = aimPos - viewPos;
angle.x = -asin(delta.z / delta.Length()) * (180.0f / 3.141592654f); angle.x = -asin(delta.z / delta.Length()) * (180.0f / 3.141592654f);
angle.y = atan2(delta.y, delta.x) * (180.0f / 3.141592654f); angle.y = atan2(delta.y, delta.x) * (180.0f / 3.141592654f);
return angle; return angle;
} }
inline float GetFov(const QAngle_t& viewAngle, const QAngle_t& aimAngle) inline float GetFov(const QAngle_t& viewAngle, const QAngle_t& aimAngle)
{ {
QAngle_t delta = (aimAngle - viewAngle).Normalize(); QAngle_t delta = (aimAngle - viewAngle).Normalize();
return sqrtf(powf(delta.x, 2.0f) + powf(delta.y, 2.0f)); return sqrtf(powf(delta.x, 2.0f) + powf(delta.y, 2.0f));
} }
// // Сигнатура функции GetBonePosition (актуально для client.dll): // // Сигнатура функции GetBonePosition (актуально для client.dll):
@ -52,42 +73,42 @@ inline float GetFov(const QAngle_t& viewAngle, const QAngle_t& aimAngle)
// } // }
Vector_t GetBonePosition(const C_CSPlayerPawn* Entity, int boneIdx) { Vector_t GetBonePosition(const C_CSPlayerPawn* Entity, int boneIdx) {
if (!Entity) return {}; if (!Entity) return {};
// Внешний способ: читаем Vector3 по адресу boneMatrix + boneIdx * 0x20 // Внешний способ: читаем Vector3 по адресу boneMatrix + boneIdx * 0x20
uintptr_t pGameSceneNode = *reinterpret_cast<uintptr_t*>((uintptr_t)Entity + 0x328); uintptr_t pGameSceneNode = *reinterpret_cast<uintptr_t*>((uintptr_t)Entity + 0x328);
if (!pGameSceneNode) return {}; if (!pGameSceneNode) return {};
uintptr_t pBoneMatrix = *reinterpret_cast<uintptr_t*>(pGameSceneNode + 0x1F0); uintptr_t pBoneMatrix = *reinterpret_cast<uintptr_t*>(pGameSceneNode + 0x1F0);
if (!pBoneMatrix) return {}; if (!pBoneMatrix) return {};
return *reinterpret_cast<Vector_t*>(pBoneMatrix + boneIdx * 0x20); return *reinterpret_cast<Vector_t*>(pBoneMatrix + boneIdx * 0x20);
} }
// Получить позицию для аимбота в зависимости от выбора пользователя // Получить позицию для аимбота в зависимости от выбора пользователя
Vector_t GetAimbotTargetPos(const C_CSPlayerPawn* Entity, const Vector_t& from, const QAngle_t& viewAngles) { Vector_t GetAimbotTargetPos(const C_CSPlayerPawn* Entity, const Vector_t& from, const QAngle_t& viewAngles) {
switch (Config::aimbot_bone) { switch (Config::aimbot_bone) {
case Config::BONE_HEAD: case Config::BONE_HEAD:
return GetBonePosition(Entity, BONE_INDEX_HEAD); return GetBonePosition(Entity, BONE_INDEX_HEAD);
case Config::BONE_NECK: case Config::BONE_NECK:
return GetBonePosition(Entity, BONE_INDEX_NECK); return GetBonePosition(Entity, BONE_INDEX_NECK);
case Config::BONE_BODY: case Config::BONE_BODY:
return GetBonePosition(Entity, BONE_INDEX_BODY); return GetBonePosition(Entity, BONE_INDEX_BODY);
case Config::BONE_NEAREST: case Config::BONE_NEAREST:
default: { default: {
// Каждый раз ищем ближайшую кость по FOV // Каждый раз ищем ближайшую кость по FOV
std::array<int, 2> bones = {BONE_INDEX_HEAD, BONE_INDEX_BODY}; std::array<int, 2> bones = { BONE_INDEX_HEAD, BONE_INDEX_BODY };
float bestFov = FLT_MAX; float bestFov = FLT_MAX;
int bestIdx = BONE_INDEX_HEAD; int bestIdx = BONE_INDEX_HEAD;
for (int idx : bones) { for (int idx : bones) {
Vector_t pos = GetBonePosition(Entity, idx); Vector_t pos = GetBonePosition(Entity, idx);
QAngle_t ang = CalcAngles(from, pos); // <-- Исправлено! QAngle_t ang = CalcAngles(from, pos); // <-- Исправлено!
float fov = GetFov(viewAngles, ang); float fov = GetFov(viewAngles, ang);
if (fov < bestFov && std::isfinite(fov)) { if (fov < bestFov && std::isfinite(fov)) {
bestFov = fov; bestFov = fov;
bestIdx = idx; bestIdx = idx;
} }
} }
return GetBonePosition(Entity, bestIdx); return GetBonePosition(Entity, bestIdx);
} }
} }
} }
@ -107,306 +128,480 @@ Vector_t GetEntityEyePos(const C_CSPlayerPawn* Entity) {
return Result; return Result;
} }
// Удаляем все вспомогательные функции инкапсуляции
void Aimbot() { void Aimbot() {
static C_CSPlayerPawn* lockedTarget = nullptr; static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevAimbotState = false; static bool prevAimbotState = false;
static bool targetWasLost = false; static bool targetWasLost = false;
static QAngle_t last_punch_angle = {0,0,0}; static QAngle_t last_punch_angle = { 0,0,0 };
static int shotCount = 0; static int shotCount = 0;
bool aimbotActive = Config::always_on_aimbot ? true : Config::aimbot; float sensitivity = GetGameSensitivity();
// --- shooterAfterAim + triggerbot_key --- bool aimbotActive = Config::always_on_aimbot ? true : Config::aimbot;
if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) { // --- shooterAfterAim + triggerbot_key ---
aimbotActive = true; if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
} aimbotActive = true;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0); }
Vector_t lep = GetEntityEyePos(lp); C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
QAngle_t* viewangles = (QAngle_t*)(modules.getModule("client") + 0x1A78650); if (cached_players.empty() || !lp || !lp->handle().valid() || lp->getHealth() <= 0)
return;
Vector_t lep = GetEntityEyePos(lp);
QAngle_t* viewangles = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
bool isShooting = (GetAsyncKeyState(Config::triggerbot_key) & 0x8000) || (GetAsyncKeyState(VK_LBUTTON) & 0x8000); bool isShooting = (GetAsyncKeyState(Config::triggerbot_key) & 0x8000) || (GetAsyncKeyState(VK_LBUTTON) & 0x8000);
int shotsFired = lp ? lp->getShotsFired() : 0; int shotsFired = lp ? lp->getShotsFired() : 0;
shotCount = shotsFired; shotCount = shotsFired;
g_DebugString = "debug: " + std::to_string(shotsFired); //g_DebugString = "debug: " + std::to_string(shotsFired) + "Sens: " + std::to_string(sensitivity);
if (Config::aimbot_on_lmb && !Config::always_on_aimbot) {
aimbotActive = isShooting;
}
// Получаем локального игрока и viewangles всегда, чтобы не дублировать код if (Config::aimbot_on_lmb && !Config::always_on_aimbot) {
// C_CSPlayerPawn* lp = H::oGetLocalPlayer(0); aimbotActive = isShooting;
// Vector_t lep = GetEntityEyePos(lp); }
// QAngle_t* viewangles = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
// Проверка: стреляет ли игрок (LMB) // Получаем локального игрока и viewangles всегда, чтобы не дублировать код
// bool isShooting = (GetAsyncKeyState(VK_LBUTTON) & 0x8000); // C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
// Vector_t lep = GetEntityEyePos(lp);
// QAngle_t* viewangles = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
// --- Новый режим: always_on_aimbot --- // Проверка: стреляет ли игрок (LMB)
if (Config::always_on_aimbot) { // bool isShooting = (GetAsyncKeyState(VK_LBUTTON) & 0x8000);
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++) { // --- Новый режим: always_on_aimbot ---
auto Entity = I::GameEntity->Instance->Get(i); if (Config::always_on_aimbot) {
if (!Entity) float bestFov = Config::aimbot_fov;
continue; PlayerCache* bestTarget = nullptr;
if (!Entity->handle().valid()) QAngle_t bestAngle = { 0, 0, 0 };
continue; for (auto& Player : cached_players) {
SchemaClassInfoData_t* _class = nullptr; if (!Player.handle.valid() || Player.health <= 0 || Player.handle.index() == INVALID_EHANDLE_INDEX)
Entity->dump_class_info(&_class); continue;
if (!_class) if (Config::teamCheck && (Player.team_num == cached_local.team))
continue; continue;
const uint32_t hash = HASH(_class->szName); Vector_t target_pos = Player.position + Player.viewOffset;
if (hash == HASH("C_CSPlayerPawn")) { QAngle_t angle = CalcAngles(target_pos, lep);
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity; angle.x *= -1.f;
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) angle.y += 180.f;
continue; const float fov = GetFov(*viewangles, angle);
if (pawn->getHealth() <= 0) if (!std::isfinite(fov) || fov > bestFov)
continue; continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam()) bestFov = fov;
continue; bestTarget = &Player;
Vector_t target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep); bestAngle = angle;
QAngle_t angle = CalcAngles(target_pos, lep); }
angle.x *= -1.f; if (bestTarget) {
angle.y += 180.f; Vector_t target_pos = bestTarget->position + bestTarget->viewOffset;
const float fov = GetFov(*viewangles, angle); QAngle_t angle = CalcAngles(target_pos, lep);
if (!std::isfinite(fov) || fov > bestFov) angle.x *= -1.f;
continue; angle.y += 180.f;
bestFov = fov; QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
bestTarget = pawn; // --- RCS ---
bestAngle = angle; bool rcsActive = false;
} if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
} rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
if (bestTarget) { }
Vector_t target_pos = GetAimbotTargetPos(bestTarget, lep, *viewangles); else {
//Vector_t target_pos = GetEntityEyePos(bestTarget); rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
QAngle_t angle = CalcAngles(target_pos, lep); }
angle.x *= -1.f; if (rcsActive && shotsFired > 1) {
angle.y += 180.f; // Для прямого изменения viewangles: делить НЕ нужно
QAngle_t ang_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle"))); //QAngle_t punchDelta = cur_punch_angle - last_punch_angle;
if (isShooting) { //g_DebugString = "debug: " + std::to_string(punchDelta.x);
last_punch_angle = ang_punch_angle; angle -= cur_punch_angle * 2.f;
} else { last_punch_angle = cur_punch_angle;
last_punch_angle = {0,0,0}; }
} else {
// --- RCS --- last_punch_angle = { 0,0,0 };
bool rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > 1); }
if (rcsActive) angle.z = 0.f;
angle -= last_punch_angle * 2.f; angle = angle.Normalize();
angle.z = 0.f;
angle = angle.Normalize();
// --- RCS ---
QAngle_t delta = (angle - *viewangles).Normalize();
if (rcsActive) {
float smooth_rcs = Config::aimbot_smooth;
if (Config::aimbot_dynamic_smooth) {
float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
float maxFov = Config::aimbot_fov;
float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
smooth_rcs = Config::aimbot_smooth + (Config::aimbot_smooth * factor * Config::aimbot_dynamic_smooth_factor);
}
smooth_rcs = std::fmax(smooth_rcs / 10.f, 1.0f);
angle -= last_punch_angle * 2.f * smooth_rcs;
}
// --- Smooth ---
if (Config::aimbot_smooth > 0.f) {
QAngle_t cur = *viewangles;
QAngle_t delta = (angle - cur).Normalize();
float smooth = Config::aimbot_smooth;
if (Config::aimbot_dynamic_smooth) {
float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
float maxFov = Config::aimbot_fov;
float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
smooth = smooth + (smooth * factor * Config::aimbot_dynamic_smooth_factor);
}
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
*viewangles = angle;
} else {
*viewangles = angle;
}
}
// В этом режиме не используем lockedTarget и не трогаем targetWasLost/prevAimbotState
return;
}
// Если кнопка только что нажата (переход с false на true) — ищем новую цель // --- Smooth ---
if (aimbotActive && !prevAimbotState) { QAngle_t delta = (angle - *viewangles).Normalize();
lastBoneIdx = -1; // Сброс при новой активации if (Config::aimbot_smooth > 0.f) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex(); QAngle_t cur = *viewangles;
float bestFov = Config::aimbot_fov; float smooth = Config::aimbot_smooth;
C_CSPlayerPawn* bestTarget = nullptr; if (Config::aimbot_dynamic_smooth) {
QAngle_t bestAngle = { 0, 0, 0 }; float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
float maxFov = Config::aimbot_fov;
float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
smooth = smooth + (smooth * factor * Config::aimbot_dynamic_smooth_factor);
}
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
*viewangles = angle;
}
else {
*viewangles = angle;
}
}
// В этом режиме не используем lockedTarget и не трогаем targetWasLost/prevAimbotState
return;
}
for (int i = 1; i <= nMaxHighestEntity; i++) { // Если кнопка только что нажата (переход с false на true) — ищем новую цель
auto Entity = I::GameEntity->Instance->Get(i); if (aimbotActive && !prevAimbotState) {
if (!Entity) lastBoneIdx = -1; // Сброс при новой активации
continue; int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
if (!Entity->handle().valid()) float bestFov = Config::aimbot_fov;
continue; C_CSPlayerPawn* bestTarget = nullptr;
SchemaClassInfoData_t* _class = nullptr; QAngle_t bestAngle = { 0, 0, 0 };
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 target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
QAngle_t angle = CalcAngles(target_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;
targetWasLost = false;
// Сброс punch_angle при смене цели
last_punch_angle = {0,0,0};
}
// Если кнопка отпущена — сбрасываем захват for (int i = 1; i <= nMaxHighestEntity; i++) {
if (!aimbotActive) { auto Entity = I::GameEntity->Instance->Get(i);
lockedTarget = nullptr; if (!Entity)
targetWasLost = false; continue;
last_punch_angle = {0,0,0}; // сброс rcs if (!Entity->handle().valid())
// Сброс lastBoneIdx при отпускании кнопки аимбота (например, в Aimbot()): continue;
// if (!aimbotActive) lastBoneIdx = -1; 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) continue;
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 target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
QAngle_t angle = CalcAngles(target_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;
targetWasLost = false;
// Сброс punch_angle при смене цели
last_punch_angle = { 0,0,0 };
}
// Если есть захваченная цель и кнопка удерживается // Если кнопка отпущена — сбрасываем захват
if (aimbotActive && lockedTarget) { if (!aimbotActive) {
// Проверяем, что цель всё ещё валидна lockedTarget = nullptr;
if (!lockedTarget->handle().valid() || lockedTarget->getHealth() <= 0) { targetWasLost = false;
lockedTarget = nullptr; last_punch_angle = { 0,0,0 }; // сброс rcs
targetWasLost = true; // Сброс lastBoneIdx при отпускании кнопки аимбота (например, в Aimbot()):
// Не ищем новую цель до повторного нажатия! // if (!aimbotActive) lastBoneIdx = -1;
last_punch_angle = {0,0,0}; // сброс rcs }
}
else {
Vector_t target_pos = GetAimbotTargetPos(lockedTarget, lep, *viewangles);
QAngle_t angle = CalcAngles(target_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 (isShooting) {
last_punch_angle = ang_punch_angle;
} else {
last_punch_angle = {0,0,0};
}
// --- RCS ---
bool rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > 1);
if (rcsActive)
angle -= last_punch_angle * 2.f;
angle.z = 0.f;
angle = angle.Normalize();
// --- RCS ---
QAngle_t delta = (angle - *viewangles).Normalize();
if (rcsActive) {
float smooth_rcs = Config::aimbot_smooth;
if (Config::aimbot_dynamic_smooth) {
float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
float maxFov = Config::aimbot_fov;
float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
smooth_rcs = Config::aimbot_smooth + (Config::aimbot_smooth * factor * Config::aimbot_dynamic_smooth_factor);
}
smooth_rcs = std::fmax(smooth_rcs / 10.f, 1.0f);
angle -= last_punch_angle * 2.f * smooth_rcs;
}
// --- Smooth ---
if (Config::aimbot_smooth > 0.f) {
QAngle_t cur = *viewangles;
QAngle_t delta = (angle - cur).Normalize();
float smooth = Config::aimbot_smooth;
if (Config::aimbot_dynamic_smooth) {
float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
float maxFov = Config::aimbot_fov;
float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
smooth = smooth + (smooth * factor * Config::aimbot_dynamic_smooth_factor);
}
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
*viewangles = angle;
} else {
*viewangles = angle;
}
}
}
//Если кнопка зажата, цели нет, и мы не теряли цель (т.е. только в начале или если цели не было вообще) // Если есть захваченная цель и кнопка удерживается
if (aimbotActive && !lockedTarget && !targetWasLost) { if (aimbotActive && lockedTarget) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex(); // Проверяем, что цель всё ещё валидна
float bestFov = Config::aimbot_fov; if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) {
C_CSPlayerPawn* bestTarget = nullptr; lockedTarget = nullptr;
QAngle_t bestAngle = { 0, 0, 0 }; targetWasLost = false;
last_punch_angle = { 0,0,0 };
return;
}
if (
lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
lockedTarget->getHealth() <= 0 ||
!lockedTarget->handle().valid()
) {
lockedTarget = nullptr;
targetWasLost = true;
last_punch_angle = { 0,0,0 }; // сброс rcs
}
else {
Vector_t target_pos = GetAimbotTargetPos(lockedTarget, lep, *viewangles);
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
// --- RCS ---
bool rcsActive = false;
if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
}
else {
rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
}
if (rcsActive && shotCount > 1) {
// Для прямого изменения viewangles: делить НЕ нужно
//QAngle_t punchDelta = cur_punch_angle - last_punch_angle;
//g_DebugString = "debug: " + std::to_string(punchDelta.x);
angle -= cur_punch_angle * 2.f;
last_punch_angle = cur_punch_angle;
}
else {
last_punch_angle = { 0,0,0 };
}
angle.z = 0.f;
angle = angle.Normalize();
// --- Smooth ---
if (Config::aimbot_smooth > 0.f) {
QAngle_t cur = *viewangles;
QAngle_t delta = (angle - cur).Normalize();
float smooth = Config::aimbot_smooth;
if (Config::aimbot_dynamic_smooth) {
float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
float maxFov = Config::aimbot_fov;
float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
smooth = smooth + (smooth * factor * Config::aimbot_dynamic_smooth_factor);
}
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
*viewangles = angle;
}
else {
*viewangles = angle;
}
}
}
for (int i = 1; i <= nMaxHighestEntity; i++) { //Если кнопка зажата, цели нет, и мы не теряли цель (т.е. только в начале или если цели не было вообще)
auto Entity = I::GameEntity->Instance->Get(i); if (aimbotActive && !lockedTarget && !targetWasLost) {
if (!Entity) int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
continue; float bestFov = Config::aimbot_fov;
if (!Entity->handle().valid()) C_CSPlayerPawn* bestTarget = nullptr;
continue; QAngle_t bestAngle = { 0, 0, 0 };
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 target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
QAngle_t angle = CalcAngles(target_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;
// Сброс punch_angle при смене цели
last_punch_angle = {0,0,0};
}
prevAimbotState = aimbotActive; 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) continue;
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 target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
QAngle_t angle = CalcAngles(target_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;
// Сброс punch_angle при смене цели
last_punch_angle = { 0,0,0 };
}
//if (Config::shooterAfterAim) { prevAimbotState = aimbotActive;
// if (g_ShowMenu) return; }
// C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
// bool onEnemy = false; void Ver2Aimbot(CUserCmd* pCmd) {
// if (lp) { //// --- Silent Aim: чистая и безопасная реализация ---
// int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex //if (!Config::silent_aim || !pCmd) return;
// if (crosshairIdx > 0) { //static C_CSPlayerPawn* lockedTarget = nullptr;
// auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx); //static bool prevSilentState = false;
// if (target && target->getHealth() > 0 && (!Config::team_check || target->getTeam() != lp->getTeam())) //static QAngle_t last_punch_angle = { 0,0,0 };
// onEnemy = true; //static int shotCount = 0;
// } //static bool targetWasLost = false;
// } //static bool targetWasLockedThisPress = false;
// // Если врага нет под прицелом — всегда блокируем ЛКМ //C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
// if (!onEnemy && (GetAsyncKeyState(VK_LBUTTON) & 0x8000)) { //if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
// INPUT input = { 0 }; //Vector_t lep = GetEntityEyePos(lp);
// input.type = INPUT_MOUSE; //// Получаем viewangles только из CUserCmd!
// input.mi.dwFlags = MOUSEEVENTF_LEFTUP; //QAngle_t* cur = nullptr;
// SendInput(1, &input, sizeof(INPUT)); //if (pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles) {
// } // cur = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
// // return; // Не делаем return, чтобы аимбот работал всегда //}
//} //if (!cur) return;
//// --- Кнопка активации ---
//bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
//if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
// silentActive = true;
//}
//int shotsFired = lp ? lp->getShotsFired() : 0;
//shotCount = shotsFired;
//// --- Сброс флагов при новом нажатии ---
//if (silentActive && !prevSilentState) {
// targetWasLost = false;
// targetWasLockedThisPress = false;
//}
//// --- Поиск цели ---
//if (silentActive && !lockedTarget) {
// if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
// int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
// float bestFov = Config::silent_aim_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) continue;
// 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;
// // --- Выбор кости для silent aim ---
// Vector_t target_pos;
// switch (Config::silent_aim_bone) {
// case Config::BONE_HEAD:
// target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
// case Config::BONE_NECK:
// target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
// case Config::BONE_BODY:
// target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
// case Config::BONE_NEAREST:
// default:
// target_pos = GetAimbotTargetPos(pawn, lep, *cur); break;
// }
// QAngle_t angle = CalcAngles(target_pos, lep);
// angle.x *= -1.f;
// angle.y += 180.f;
// float fov = GetFov(*cur, angle);
// if (!std::isfinite(fov) || fov > bestFov) continue;
// bestFov = fov;
// bestTarget = pawn;
// bestAngle = angle;
// }
// }
// lockedTarget = bestTarget;
// last_punch_angle = { 0,0,0 };
// if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
// if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
// }
//}
//// --- Сброс при отпускании кнопки ---
//if (!silentActive) {
// lockedTarget = nullptr;
// last_punch_angle = { 0,0,0 };
// targetWasLost = false;
// targetWasLockedThisPress = false;
//}
//// --- Наведение на цель ---
//if (silentActive && lockedTarget) {
// // Проверка валидности цели
// if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
// lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
// lockedTarget->getHealth() <= 0 ||
// !lockedTarget->handle().valid() ||
// (Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
// lockedTarget = nullptr;
// last_punch_angle = { 0,0,0 };
// targetWasLost = true;
// prevSilentState = silentActive;
// return;
// }
// // --- Выбор кости для silent aim ---
// Vector_t target_pos;
// switch (Config::silent_aim_bone) {
// case Config::BONE_HEAD:
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
// case Config::BONE_NECK:
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
// case Config::BONE_BODY:
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
// case Config::BONE_NEAREST:
// default:
// target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur); break;
// }
// QAngle_t angle = CalcAngles(target_pos, lep);
// angle.x *= -1.f;
// angle.y += 180.f;
// // --- Smooth ---
// if (Config::silent_aim_smooth > 0.f) {
// QAngle_t delta = (angle - *cur).Normalize();
// float smooth = Config::silent_aim_smooth;
// angle = *cur + delta * (1.f / smooth);
// angle = angle.Normalize();
// }
// *cur = angle;
//}
//prevSilentState = silentActive;
}
// --- Функция для вывода отладочной информации через ImGui ---
void ShowSilentAimDebugInfo(const CUserCmd* pCmd) {
char debugBuf[256];
_snprintf_s(debugBuf, sizeof(debugBuf),
"CUserCmd: size=%zu, m_csgoUserCmd@%zu, m_nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p",
sizeof(CUserCmd),
offsetof(CUserCmd, m_csgoUserCmd),
offsetof(CUserCmd, m_nButtons),
pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep ? pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep->m_nAllocatedSize : 0,
(void*)pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep,
(void*)pCmd->m_csgoUserCmd.m_pBaseCmd);
g_DebugString = debugBuf;
}
void SilentAimbot(CUserCmd* pCmd) {
if (!Config::silent_aim || !pCmd)
return;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0)
return;
// Кнопка активации
bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
silentActive = true;
}
if (!silentActive)
return;
Vector_t localEye = GetEntityEyePos(lp);
// --- Исправленный доступ к углам ---
QAngle_t* curAngles = nullptr;
if (pCmd && pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles)
curAngles = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
if (!curAngles)
return;
// Поиск цели
float bestFov = Config::silent_aim_fov;
C_CSPlayerPawn* bestTarget = nullptr;
Vector_t bestTargetPos{};
for (int i = 1; i <= I::GameEntity->Instance->GetHighestEntityIndex(); ++i) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity || !Entity->handle().valid())
continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class || HASH(_class->szName) != HASH("C_CSPlayerPawn"))
continue;
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (!pawn || pawn->get_entity_by_handle() == lp->get_entity_by_handle() || pawn->getHealth() <= 0)
continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam())
continue;
Vector_t targetPos = GetBonePosition(pawn, Config::silent_aim_bone == Config::BONE_HEAD ? BONE_INDEX_HEAD :
Config::silent_aim_bone == Config::BONE_NECK ? BONE_INDEX_NECK :
Config::silent_aim_bone == Config::BONE_BODY ? BONE_INDEX_BODY :
BONE_INDEX_HEAD);
QAngle_t angle = CalcAngles(targetPos, localEye);
angle.x *= -1.f;
angle.y += 180.f;
float fov = GetFov(*curAngles, angle);
if (!std::isfinite(fov) || fov > bestFov)
continue;
bestFov = fov;
bestTarget = pawn;
bestTargetPos = targetPos;
}
if (!bestTarget)
return;
QAngle_t aimAngle = CalcAngles(bestTargetPos, localEye);
aimAngle.x *= -1.f;
aimAngle.y += 180.f;
// Установить угол для всех сабтиков
pCmd->SetSubTickAngle(aimAngle);
} }

View File

@ -1,3 +1,7 @@
#pragma once #pragma once
#include "CUserCmd.h"
void Aimbot(); void Aimbot();
void SilentAimbot(CUserCmd* pCmd);
void Ver2Aimbot(CUserCmd* pCmd);

View File

@ -0,0 +1,120 @@
#include "spectators.h"
#include "../../interfaces/interfaces.h"
#include "../../hooks/hooks.h"
#include "../../../../external/imgui/imgui.h"
#include "../../../cs2/entity/CCSPlayerController/CCSPlayerController.h"
#include "../visuals/visuals.h"
#include "../../menu/hud.h"
#include <vector>
#include <string>
#include "../../players/players.h"
#include "../../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
namespace Spectators {
bool IsPlayerSpectatingYou(CCSPlayerController* controller, C_CSPlayerPawn* localPlayer) {
if (!controller || !localPlayer) return false;
if (controller->IsLocalPlayer()) return false;
uintptr_t pObserverServices = *reinterpret_cast<uintptr_t*>(
reinterpret_cast<uintptr_t>(controller) +
SchemaFinder::Get(hash_32_fnv1a_const("CCSPlayerController->m_pObserverServices"))
);
if (!pObserverServices) return false;
CBaseHandle hObserverTarget = *reinterpret_cast<CBaseHandle*>(
pObserverServices +
SchemaFinder::Get(hash_32_fnv1a_const("CPlayer_ObserverServices->m_hObserverTarget"))
);
if (!hObserverTarget.valid()) return false;
g_DebugString = "pObserverServices";
// Получаем указатель на pawn, за которым наблюдают
auto* observerPawn = reinterpret_cast<C_CSPlayerPawn*>(
I::GameEntity->Instance->Get(hObserverTarget.index())
);
if (!observerPawn) return false;
g_DebugString = "pObserverServices";
g_DebugString = observerPawn->handle().index() + " " + localPlayer->handle().index();
// Сравниваем указатели
return observerPawn->handle().index() == localPlayer->handle().index();
}
std::vector<SpectatorInfo> GetSpectators() {
std::vector<SpectatorInfo> spectators;
if (!H::oGetLocalPlayer || !I::GameEntity || !I::GameEntity->Instance) {
g_DebugString = "[Spectators] Не инициализированы (GetSpectators): "
+ std::string(!H::oGetLocalPlayer ? "oGetLocalPlayer " : "")
+ std::string(!I::GameEntity ? "GameEntity " : "")
+ std::string((I::GameEntity && !I::GameEntity->Instance) ? "GameEntity->Instance " : "");
return spectators;
}
C_CSPlayerPawn* localPlayer = H::oGetLocalPlayer(0);
if (!localPlayer) {
g_DebugString = "[Spectators] localPlayer nullptr (GetSpectators)";
return spectators;
}
int maxIdx = I::GameEntity->Instance->GetHighestEntityIndex();
for (int i = 1; i <= maxIdx; ++i) {
auto* entity = I::GameEntity->Instance->Get(i);
if (!entity) continue;
SchemaClassInfoData_t* classInfo = nullptr;
entity->dump_class_info(&classInfo);
if (!classInfo || strcmp(classInfo->szName, "CCSPlayerController") != 0)
continue;
auto* controller = reinterpret_cast<CCSPlayerController*>(entity);
if (!controller) continue;
if (!controller->m_hPawn().valid()) continue;
if (!IsPlayerSpectatingYou(controller, localPlayer))
continue;
const char* nameStr = controller->m_sSanitizedPlayerName();
std::string name = (nameStr && strlen(nameStr) > 0) ? nameStr : "Unknown";
spectators.emplace_back(name, false, 0, 0);
}
return spectators;
}
void RenderPlayersDebugList() {
ImGui::Begin("Players Debug List", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
if (!H::oGetLocalPlayer) {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "[Spectators] oGetLocalPlayer не инициализирован");
ImGui::End();
return;
}
if (!I::GameEntity) {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "[Spectators] GameEntity не инициализирован");
ImGui::End();
return;
}
if (!I::GameEntity->Instance) {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "[Spectators] GameEntity->Instance не инициализирован");
ImGui::End();
return;
}
//if (!g_DebugString.empty()) {
// ImGui::TextColored(ImVec4(1, 0, 0, 1), "%s", g_DebugString.c_str());
// ImGui::End();
// return;
//}
ImGui::Text("Name | Team | Alive | Spectating You");
ImGui::Separator();
auto spectators = GetSpectators();
for (const auto& spectator : spectators) {
ImGui::Text("%-20s | %4d | %5s | %s",
spectator.name.c_str(),
spectator.team,
spectator.isAlive ? "yes" : "no",
"yes"); // Все из GetSpectators наблюдают за вами
}
ImGui::End();
}
} // namespace Spectators

View File

@ -0,0 +1,23 @@
#pragma once
#include "../../../../external/imgui/imgui.h"
#include "../../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
#include "../../../cs2/entity/C_BaseEntity/C_BaseEntity.h"
#include "../../config/config.h"
#include "../../../cs2/entity/CCSPlayerController/CCSPlayerController.h"
struct SpectatorInfo {
std::string name;
bool isLocalPlayer;
int team;
bool isAlive;
SpectatorInfo(const std::string& n, bool local, int t, bool alive)
: name(n), isLocalPlayer(local), team(t), isAlive(alive) {}
};
namespace Spectators {
void RenderSpectatorList();
std::vector<SpectatorInfo> GetSpectators();
bool IsPlayerSpectatingYou(CCSPlayerController* controller, C_CSPlayerPawn* localPlayer);
void RenderPlayersDebugList();
}

View File

@ -32,67 +32,137 @@ void SimulateLMBUp() {
SendInput(1, &input, sizeof(INPUT)); SendInput(1, &input, sizeof(INPUT));
} }
// Управление удержанием ЛКМ
void SetLMBHeld(bool held) {
static bool lmbHeld = false;
if (held && !lmbHeld) {
SimulateLMBDown();
lmbHeld = true;
} else if (!held && lmbHeld) {
SimulateLMBUp();
lmbHeld = false;
}
}
static DWORD lastShotTime = 0; static DWORD lastShotTime = 0;
void Triggerbot() { void Triggerbot() {
static DWORD lastShotTime = 0; static DWORD lastShotTime = 0;
static bool lmbHeld = false;
static bool firstShot = true; static bool firstShot = true;
// --- Альтернативная кнопка: триггербот по наведению на врага с задержкой ---
if (Config::triggerbot_alt_key && (GetAsyncKeyState(Config::triggerbot_alt_key) & 0x8000)) {
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || lp->getHealth() <= 0) { SetLMBHeld(false); return; }
int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex
if (crosshairIdx <= 0) { SetLMBHeld(false); return; }
auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
if (!target) { SetLMBHeld(false); return; }
if (target->getHealth() <= 0) { SetLMBHeld(false); return; }
if (Config::team_check && target->getTeam() == lp->getTeam()) { SetLMBHeld(false); return; }
DWORD64 now = GetTickCount64();
static DWORD64 lastAltShotTime = 0;
if (now - lastAltShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) {
SetLMBHeld(false);
return;
}
SimulateLMBClick();
lastAltShotTime = now;
return;
}
if (!Config::triggerbot) if (!Config::triggerbot)
return; return;
if (!Config::always_on_triggerbot && Config::triggerbot_key && !(GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) if (!Config::always_on_triggerbot && Config::triggerbot_key && !(GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
SetLMBHeld(false);
firstShot = true;
return; return;
}
if (GetAsyncKeyState(VK_LBUTTON) & 0x8000) { if (GetAsyncKeyState(VK_LBUTTON) & 0x8000) {
if (lmbHeld) { SetLMBHeld(false);
SimulateLMBUp();
lmbHeld = false;
}
firstShot = true; firstShot = true;
return; return;
} }
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0); C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || lp->getHealth() <= 0) { firstShot = true; return; } if (!lp || lp->getHealth() <= 0) { firstShot = true; SetLMBHeld(false); return; }
int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex
//g_DebugString = "debug: " + std::to_string(crosshairIdx); int shotsFired = lp ? lp->getShotsFired() : 0;
if (crosshairIdx <= 0) { DWORD64 now = GetTickCount64();
if (lmbHeld) { if (Config::shooterAfterAim) {
SimulateLMBUp(); if (shotsFired > 0) {
lmbHeld = false; // После первого выстрела просто удерживаем ЛКМ, игнорируя все условия
SetLMBHeld(true);
return;
} else {
// До первого выстрела — обычная логика триггербота
if (crosshairIdx <= 0) {
SetLMBHeld(false);
firstShot = true;
return;
}
auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
if (!target) {
SetLMBHeld(false);
firstShot = true;
return;
}
if (target->getHealth() <= 0) {
SetLMBHeld(false);
firstShot = true;
return;
}
if (Config::team_check && target->getTeam() == lp->getTeam()) {
SetLMBHeld(false);
firstShot = true;
return;
}
if (!Config::triggerbot_hold_lmb) {
if (now - lastShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) {
SetLMBHeld(false);
firstShot = true;
return;
}
}
if (Config::triggerbot_hold_lmb) {
if (firstShot) {
SimulateLMBClick();
firstShot = false;
lastShotTime = now;
return;
} else {
SetLMBHeld(true);
}
lastShotTime = now;
return;
}
SimulateLMBClick();
lastShotTime = now;
firstShot = true;
return;
} }
}
// --- Обычная логика триггербота, если shooterAfterAim выключен ---
if (crosshairIdx <= 0) {
SetLMBHeld(false);
firstShot = true; firstShot = true;
return; return;
} }
auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx); auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
if (!target) { if (!target) {
if (lmbHeld) { SetLMBHeld(false);
SimulateLMBUp();
lmbHeld = false;
}
firstShot = true; firstShot = true;
return; return;
} }
if (target->getHealth() <= 0) { if (target->getHealth() <= 0) {
if (lmbHeld) { SetLMBHeld(false);
SimulateLMBUp();
lmbHeld = false;
}
firstShot = true; firstShot = true;
return; return;
} }
if (Config::team_check && target->getTeam() == lp->getTeam()) { if (Config::team_check && target->getTeam() == lp->getTeam()) {
if (lmbHeld) { SetLMBHeld(false);
SimulateLMBUp();
lmbHeld = false;
}
firstShot = true; firstShot = true;
return; return;
} }
DWORD64 now = GetTickCount64();
if (!Config::triggerbot_hold_lmb) { if (!Config::triggerbot_hold_lmb) {
if (now - lastShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) { if (now - lastShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) {
if (lmbHeld) { SetLMBHeld(false);
SimulateLMBUp();
lmbHeld = false;
}
firstShot = true; firstShot = true;
return; return;
} }
@ -103,9 +173,8 @@ void Triggerbot() {
firstShot = false; firstShot = false;
lastShotTime = now; lastShotTime = now;
return; return;
} else if (!lmbHeld) { } else {
SimulateLMBDown(); SetLMBHeld(true);
lmbHeld = true;
} }
lastShotTime = now; lastShotTime = now;
return; return;

View File

@ -40,20 +40,16 @@ void Esp::cache()
if (!entityInfo) continue; if (!entityInfo) continue;
if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) { if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) {
bool exists = std::any_of(Players::pawns.begin(), Players::pawns.end(), if (!Players::pawns.contains(entityPointer)) {
[&](const C_CSPlayerPawn& pawn) { return pawn.getAddress() == entityPointer; }); Players::pawns.insert(entityPointer);
if (!exists) {
Players::pawns.emplace_back(entityPointer);
std::cout << "Added pawn " << Players::pawns.size() << "\n"; std::cout << "Added pawn " << Players::pawns.size() << "\n";
} }
continue; continue;
} }
if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) { if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) {
bool exists = std::any_of(Players::controllers.begin(), Players::controllers.end(), if (!Players::controllers.contains(entityPointer)) {
[&](const CCSPlayerController& controller) { return controller.getAddress() == entityPointer; }); Players::controllers.insert(entityPointer);
if (!exists) {
Players::controllers.emplace_back(entityPointer);
} }
continue; continue;
} }

View File

@ -27,9 +27,6 @@ void __fastcall H::hkFrameStageNotify(void* a1, int stage)
// frame_render_stage | 9 // frame_render_stage | 9
if (stage == 9 && oGetLocalPlayer(0)) { if (stage == 9 && oGetLocalPlayer(0)) {
Esp::cache(); Esp::cache();
Aimbot();
Triggerbot(); // <--- вызов триггербота
} }
} }
@ -41,6 +38,15 @@ void* __fastcall H::hkLevelInit(void* pClientModeShared, const char* szNewMap) {
return LevelInit.GetOriginal()(pClientModeShared, szNewMap); return LevelInit.GetOriginal()(pClientModeShared, szNewMap);
} }
bool __fastcall H::hkCreateMove(void* pInput, int nSlot, CUserCmd* pCmd) {
SilentAimbot(pCmd);
//Ver2Aimbot(pCmd);
Triggerbot();
return CreateMove.GetOriginal()(pInput, nSlot, pCmd);
// return CreateMove.GetOriginal()(pInput, edx, nSlot, pCmd);
}
void H::Hooks::init() { 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); 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);
@ -53,6 +59,7 @@ void H::Hooks::init() {
GetRenderFov.Add((void*)M::getAbsoluteAddress(M::patternScan("client", "E8 ? ? ? ? F3 0F 11 45 00 48 8B 5C 24 40"), 1), &hkGetRenderFov); 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); 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); RenderFlashBangOverlay.Add((void*)M::patternScan("client", ("85 D2 0F 88 ? ? ? ? 55 56 41 55")), &hkRenderFlashbangOverlay);
CreateMove.Add((void*)M::patternScan("client", ("48 8B C4 4C 89 40 18 48 89 48 08 55 53 57 41 54 48 8D A8")), &hkCreateMove);
MH_EnableHook(MH_ALL_HOOKS); MH_EnableHook(MH_ALL_HOOKS);
} }

View File

@ -1,4 +1,5 @@
#pragma once #pragma once
#include "../features/aim/CUserCmd.h"
#include "includeHooks.h" #include "includeHooks.h"
#include "../../cs2/entity/C_AggregateSceneObject/C_AggregateSceneObject.h" #include "../../cs2/entity/C_AggregateSceneObject/C_AggregateSceneObject.h"
#include "../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h" #include "../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
@ -16,6 +17,8 @@ namespace H {
void* __fastcall hkLevelInit(void* pClientModeShared, const char* szNewMap); 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 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); void __fastcall hkRenderFlashbangOverlay(void* a1, void* a2, void* a3, void* a4, void* a5);
// bool __fastcall hkCreateMove(void* pInput, void* edx, int nSlot, CUserCmd* pCmd);
bool __fastcall hkCreateMove(void* pInput, int nSlot, CUserCmd* pCmd);
inline float g_flActiveFov; inline float g_flActiveFov;
float hkGetRenderFov(void* rcx); float hkGetRenderFov(void* rcx);
@ -25,6 +28,7 @@ namespace H {
inline CInlineHookObj<decltype(&hkGetRenderFov)> GetRenderFov = { }; inline CInlineHookObj<decltype(&hkGetRenderFov)> GetRenderFov = { };
inline CInlineHookObj<decltype(&hkLevelInit)> LevelInit = { }; inline CInlineHookObj<decltype(&hkLevelInit)> LevelInit = { };
inline CInlineHookObj<decltype(&hkRenderFlashbangOverlay)> RenderFlashBangOverlay = { }; inline CInlineHookObj<decltype(&hkRenderFlashbangOverlay)> RenderFlashBangOverlay = { };
inline CInlineHookObj<decltype(&hkCreateMove)> CreateMove = { };
// inline hooks // inline hooks
inline int oGetWeaponData; inline int oGetWeaponData;

View File

@ -6,6 +6,7 @@
#include <string> #include <string>
#include <sstream> #include <sstream>
#include <DirectXMath.h> #include <DirectXMath.h>
#include "../features/spectators/spectators.h"
std::string g_DebugString; std::string g_DebugString;
@ -79,4 +80,16 @@ void Hud::render() {
ImU32 debugColor = IM_COL32(255, 255, 0, 255); // жёлтый ImU32 debugColor = IM_COL32(255, 255, 0, 255); // жёлтый
ImGui::GetBackgroundDrawList()->AddText(debugPos, debugColor, g_DebugString.c_str()); ImGui::GetBackgroundDrawList()->AddText(debugPos, debugColor, g_DebugString.c_str());
} }
// Отображение списка наблюдателей
//Spectators::RenderSpectatorList();
//Spectators::RenderPlayersDebugList();
// Тестовая информация для отладки
//static int testCounter = 0;
//testCounter++;
//if (testCounter % 60 == 0) { // Каждую секунду (при 60 FPS)
// g_DebugString = "Spectator test: " + std::to_string(Spectators::GetSpectators().size()) + " players found";
//}
} }

View File

@ -1,5 +1,6 @@
#pragma once #pragma once
#include <string> #include <string>
#include "../features/spectators/spectators.h"
extern std::string g_DebugString; extern std::string g_DebugString;
class Hud { class Hud {

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