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