448 lines
15 KiB
Python
448 lines
15 KiB
Python
from win32api import GetAsyncKeyState
|
|
from win32con import EM_LINEINDEX, LOCKF_PHYSICAL_LOCK, VK_SPACE
|
|
|
|
from hack import Hack, sleep
|
|
from utils import Vec, angle_fixer, calculate_angle, hypot
|
|
|
|
|
|
class Cheat(Hack):
|
|
def __init__(self) -> None:
|
|
super().__init__()
|
|
|
|
self.cheats_list = [func for func in dir(self)
|
|
# Function
|
|
if callable(getattr(self, func))
|
|
# User defined
|
|
if not func.startswith("_")
|
|
# Hack loop
|
|
if not func == "hack_loop"
|
|
# Utils
|
|
if not func.startswith("find_")]
|
|
|
|
def bhop(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get client
|
|
client = self.find_module("client")
|
|
|
|
# Get player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
def cheat():
|
|
# Pressing space bar
|
|
if not GetAsyncKeyState(VK_SPACE):
|
|
return
|
|
|
|
# Check if player is alive
|
|
if not mem.read_uint(local_player + offset["m_iHealth"]):
|
|
return
|
|
|
|
# Check if player on ground
|
|
if mem.read_uint(local_player + offset["m_fFlags"]) & (1 << 0):
|
|
mem.write_uint(client + offset["dwForceJump"], 5)
|
|
sleep(0.01)
|
|
mem.write_uint(client + offset["dwForceJump"], 4)
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def radar_hack(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module address
|
|
client = self.find_module("client")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
# Get local team
|
|
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
|
|
|
|
def cheat():
|
|
# Loop all entities
|
|
for i in range(1, 32): # 0 is world
|
|
entity = mem.read_uint(
|
|
client + offset["dwEntityList"] + i * offset["entity_size"])
|
|
|
|
# Ignore if entity doesn't exist
|
|
if not entity:
|
|
continue
|
|
|
|
# Ignore allies
|
|
if mem.read_uint(entity + offset["m_iTeamNum"]) == local_team:
|
|
continue
|
|
|
|
# Ignore dormant
|
|
if mem.read_bool(entity + offset["m_bDormant"]):
|
|
continue
|
|
|
|
# Check if ennemy is alive
|
|
if mem.read_int(entity + offset["m_lifeState"]):
|
|
continue
|
|
|
|
mem.write_bool(entity + offset["m_bSpotted"], True)
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def glow(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module address
|
|
client = self.find_module("client")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
# Get local team
|
|
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
|
|
|
|
# Get glow object manager
|
|
glow_obj_manager = self.find_uint(
|
|
client, offset["dwGlowObjectManager"])
|
|
|
|
def cheat():
|
|
# Loop all entities
|
|
for i in range(1, 32): # 0 is world
|
|
entity = mem.read_uint(
|
|
client + offset["dwEntityList"] + i * offset["entity_size"])
|
|
|
|
# Ignore if entity doesn't exist
|
|
if not entity:
|
|
continue
|
|
|
|
# Ignore allies
|
|
if mem.read_uint(entity + offset["m_iTeamNum"]) == local_team:
|
|
continue
|
|
|
|
# Ignore dormant
|
|
if mem.read_bool(entity + offset["m_bDormant"]):
|
|
continue
|
|
|
|
# Check if ennemy is alive
|
|
if mem.read_int(entity + offset["m_lifeState"]):
|
|
continue
|
|
|
|
# Space between values
|
|
i = mem.read_int(
|
|
entity + offset["m_iGlowIndex"]) * offset["glow_obj_size"]
|
|
|
|
# Change color glow
|
|
mem.write_float(glow_obj_manager + i + offset["glow_R"], 1.)
|
|
# mem.write_float(glow_obj_manager + i + offset["glow_G"], 0.)
|
|
# mem.write_float(glow_obj_manager + i + offset["glow_B"], 0.)
|
|
mem.write_float(glow_obj_manager + i + offset["glow_A"], 1.)
|
|
|
|
# Render when not visible
|
|
mem.write_bool(glow_obj_manager + i + offset["GOM_wall"], True)
|
|
|
|
# Render when visible
|
|
mem.write_bool(glow_obj_manager + i +
|
|
offset["GOM_visible"], True)
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def trigger(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module address
|
|
client = self.find_module("client")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
# Get local team
|
|
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
|
|
|
|
def cheat():
|
|
# Pressing trigger key
|
|
if not GetAsyncKeyState(EM_LINEINDEX):
|
|
return
|
|
|
|
# Check if player is alive
|
|
if not mem.read_int(local_player + offset["m_iHealth"]):
|
|
return
|
|
|
|
# Get crosshair info about what we aiming at
|
|
crosshair_id = mem.read_int(
|
|
local_player + offset["m_iCrosshairId"])
|
|
|
|
# 0 is wall, +64 isn't a player
|
|
if (crosshair_id == 0) or (crosshair_id > 64):
|
|
return
|
|
|
|
# Get ennemy under crosshair
|
|
ennemy = mem.read_uint(
|
|
client + offset["dwEntityList"] + (crosshair_id - 1) * offset["entity_size"])
|
|
|
|
# Check if ennemy is alive
|
|
if mem.read_int(ennemy + offset["m_lifeState"]):
|
|
return
|
|
|
|
# Ignore allies
|
|
if mem.read_int(ennemy + offset["m_iTeamNum"]) == local_team:
|
|
return
|
|
|
|
# Shoot
|
|
mem.write_uint(client + offset["dwForceAttack"], 6)
|
|
sleep(0.2)
|
|
mem.write_uint(client + offset["dwForceAttack"], 4)
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def no_recoil(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module addresses
|
|
client = self.find_module("client")
|
|
engine = self.find_module("engine")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
# Get client state
|
|
client_state = mem.read_uint(engine + offset["dwClientState"])
|
|
|
|
# Control variable
|
|
self.nr__old_punch = Vec()
|
|
|
|
def cheat():
|
|
# Check if player is shooting
|
|
if mem.read_int(local_player + offset["m_iShotsFired"]):
|
|
|
|
# Where player is looking
|
|
view_angles = Vec(
|
|
mem.read_float(
|
|
client_state + offset["dwClientState_ViewAngles"]),
|
|
mem.read_float(
|
|
client_state + offset["dwClientState_ViewAngles"] + offset["float"])
|
|
)
|
|
|
|
aim_punch = Vec(
|
|
mem.read_float(
|
|
local_player + offset["m_aimPunchAngle"]),
|
|
mem.read_float(
|
|
local_player + offset["m_aimPunchAngle"] + offset["float"])
|
|
).times(2.) # server multiple punch by 2
|
|
|
|
# New angles
|
|
new_angle = angle_fixer(view_angles.plus(
|
|
self.nr__old_punch).minus(aim_punch))
|
|
|
|
# Cancel recoil
|
|
mem.write_float(
|
|
client_state + offset["dwClientState_ViewAngles"], new_angle.x)
|
|
mem.write_float(
|
|
client_state + offset["dwClientState_ViewAngles"] + offset["float"], new_angle.y)
|
|
|
|
self.nr__old_punch = aim_punch
|
|
|
|
else:
|
|
# Not spraying
|
|
self.nr__old_punch = Vec()
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def aimbot(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module addresses
|
|
client = self.find_module("client")
|
|
engine = self.find_module("engine")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
# Get local team
|
|
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
|
|
|
|
# Get client state
|
|
client_state = self.find_uint(engine, offset["dwClientState"])
|
|
|
|
def cheat():
|
|
# Pressing left click
|
|
if not GetAsyncKeyState(LOCKF_PHYSICAL_LOCK):
|
|
return
|
|
|
|
# Where are the eyes
|
|
local_eye_pos = Vec(
|
|
mem.read_float(
|
|
local_player + offset["m_vecOrigin"]),
|
|
mem.read_float(
|
|
local_player + offset["m_vecOrigin"] + offset["float"]),
|
|
mem.read_float(
|
|
local_player + offset["m_vecOrigin"] + offset["float"] * 2)
|
|
).plus(Vec(
|
|
mem.read_float(
|
|
local_player + offset["m_vecViewOffset"]),
|
|
mem.read_float(
|
|
local_player + offset["m_vecViewOffset"] + offset["float"]),
|
|
mem.read_float(
|
|
local_player + offset["m_vecViewOffset"] + offset["float"] * 2)
|
|
))
|
|
|
|
# Where player is looking
|
|
view_angles = Vec(
|
|
mem.read_float(
|
|
client_state + offset["dwClientState_ViewAngles"]),
|
|
mem.read_float(
|
|
client_state + offset["dwClientState_ViewAngles"] + offset["float"])
|
|
)
|
|
|
|
# How much the view is modified
|
|
aim_punch = Vec(
|
|
mem.read_float(
|
|
local_player + offset["m_aimPunchAngle"]),
|
|
mem.read_float(
|
|
local_player + offset["m_aimPunchAngle"] + offset["float"])
|
|
).times(2.) # server multiple punch by 2
|
|
|
|
# AimBot FOV
|
|
best_fov = 5.
|
|
best_angle = Vec()
|
|
|
|
# Loop all entities
|
|
for i in range(1, 32): # 0 is world
|
|
entity = mem.read_uint(
|
|
client + offset["dwEntityList"] + i * offset["entity_size"])
|
|
|
|
# Ignore if entity doesn't exist
|
|
if not entity:
|
|
continue
|
|
|
|
# Ignore allies
|
|
if mem.read_int(entity + offset["m_iTeamNum"]) == local_team:
|
|
continue
|
|
|
|
# Ignore dormant
|
|
if mem.read_bool(entity + offset["m_bDormant"]):
|
|
continue
|
|
|
|
# Check if ennemy is alive
|
|
if mem.read_int(entity + offset["m_lifeState"]):
|
|
continue
|
|
|
|
# TODO: Ignore ennemies behind wall
|
|
|
|
# Find head
|
|
boneMatrix = mem.read_uint(entity + offset["m_dwBoneMatrix"])
|
|
|
|
ennemy_head = Vec(
|
|
mem.read_float(
|
|
boneMatrix + offset["head_idx"] + offset["head_x"]),
|
|
mem.read_float(
|
|
boneMatrix + offset["head_idx"] + offset["head_y"]),
|
|
mem.read_float(
|
|
boneMatrix + offset["head_idx"] + offset["head_z"])
|
|
)
|
|
|
|
angle = calculate_angle(
|
|
local_eye_pos, ennemy_head, view_angles.plus(aim_punch))
|
|
|
|
# Current FOV
|
|
fov = hypot(angle.x, angle.y)
|
|
|
|
if (fov < best_fov):
|
|
best_fov = fov
|
|
best_angle = angle
|
|
|
|
# We found an ennemy to aim at
|
|
if not best_angle.is_zero():
|
|
# Smoothing
|
|
best_angle = best_angle.div(3.)
|
|
|
|
final_angle = view_angles.plus(best_angle)
|
|
|
|
# Fix angle if needed
|
|
final_angle = angle_fixer(final_angle)
|
|
|
|
# Some sub to adujst the final position
|
|
mem.write_float(
|
|
client_state + offset["dwClientState_ViewAngles"], final_angle.x - .2)
|
|
mem.write_float(
|
|
client_state + offset["dwClientState_ViewAngles"] + offset["float"], final_angle.y - .1)
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def chams(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module addresses
|
|
client = self.find_module("client")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
# Get local team
|
|
local_team = self.find_uint(local_player, offset["m_iTeamNum"])
|
|
|
|
def cheat():
|
|
# Loop all entities
|
|
for i in range(1, 32): # 0 is world
|
|
entity = mem.read_uint(
|
|
client + offset["dwEntityList"] + i * offset["entity_size"])
|
|
|
|
# Ignore if entity doesn't exist
|
|
if not entity:
|
|
continue
|
|
|
|
# Ignore allies
|
|
if mem.read_uint(entity + offset["m_iTeamNum"]) == local_team:
|
|
continue
|
|
|
|
# Ignore dormant
|
|
if mem.read_bool(entity + offset["m_bDormant"]):
|
|
continue
|
|
|
|
# Check if ennemy is alive
|
|
if mem.read_int(entity + offset["m_lifeState"]):
|
|
continue
|
|
|
|
# Space between values
|
|
i = mem.read_int(
|
|
entity + offset["m_iGlowIndex"]) * offset["glow_obj_size"]
|
|
|
|
# Change color
|
|
mem.write_uint(
|
|
entity + offset["m_clrRender"] + offset["render_R"], 255)
|
|
mem.write_uint(
|
|
entity + offset["m_clrRender"] + offset["render_G"], 255)
|
|
# mem.write_uint(
|
|
# entity + offset["m_clrRender"] + offset["render_B"], 0)
|
|
|
|
# Once this is set, no need to recycle again
|
|
sleep(100)
|
|
|
|
self.hack_loop(cheat)
|
|
|
|
def noflash(self) -> None:
|
|
# Aliases
|
|
mem = self.pm
|
|
offset = self.offsets
|
|
|
|
# Get module address
|
|
client = self.find_module("client")
|
|
|
|
# Get local player
|
|
local_player = self.find_uint(client, offset["dwLocalPlayer"])
|
|
|
|
def cheat():
|
|
if (mem.read_int(local_player + offset["m_flFlashDuration"])):
|
|
mem.write_int(local_player + offset["m_flFlashDuration"], 0)
|
|
|
|
# Less chance to get flashed again
|
|
sleep(1)
|
|
|
|
self.hack_loop(cheat)
|