This repository has been archived on 2023-09-02. You can view files and clone it, but cannot push or open issues or pull requests.
csh/main.py
2023-03-30 15:55:36 +02:00

367 lines
11 KiB
Python

from json import loads
from time import sleep
from pymem import Pymem
from requests import get
from win32api import GetAsyncKeyState
from win32con import EM_LINEINDEX, VK_SPACE
class Hack():
def __init__(self) -> None:
# Loading offsets
self.offsets = self._find_offsets()
self.pm = self._find_process(True)
self.wait_time = 0.01
self.timeout = self.wait_time * 50
def _find_offsets(self) -> dict[str, int]:
hazedumper_data = get(
"https://raw.githubusercontent.com/frk1/hazedumper/master/csgo.min.json")
serial_data = loads(hazedumper_data.text)
return serial_data["signatures"] | serial_data["netvars"] | {
"entity_size": 0x10,
"glow_obj_size": 0x38,
"glow_R": 0x8,
"glow_G": 0xC,
"glow_B": 0x10,
"glow_A": 0x14
}
def _find_process(self, verbose: bool = False) -> Pymem:
"""Find game process"""
process_found = False
print("Looking for process...") if verbose else None
pm = None
while not process_found:
try:
pm = Pymem("csgo.exe")
except:
# Timeout
sleep(.5)
else:
print("Process found!") if verbose else None
process_found = True
if pm:
return pm
exit(1)
def find_module(self, module: str):
"""Find module address"""
found = None
for internal_module in list(self.pm.list_modules()):
if internal_module.name == module + ".dll":
found = internal_module.lpBaseOfDll
if found:
return found
else:
raise MemoryError
def find_uint(self, base, offset: int) -> int:
"""Find integer in memory for sure"""
local_element = None
while not local_element:
local_element = self.pm.read_uint(base + offset)
sleep(self.timeout)
return local_element
def hack_loop(self, method):
"""Run the hack loop"""
while True:
# Reduce CPU usage
sleep(self.wait_time)
# Cheat
method()
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, 64): # 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
# Check if ennemy is alive
if not mem.read_uint(entity + offset["m_iHealth"]):
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, 64): # 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
# Check if ennemy is alive
if not mem.read_uint(entity + offset["m_iHealth"]):
continue
# Space between values
i = mem.read_int(
entity + offset["m_iGlowIndex"]) * offset["glow_obj_size"]
# TODO: Reduce write call
# 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 + 0x27, True)
# Render when visible
mem.write_bool(glow_obj_manager + i + 0x28, 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 not mem.read_int(ennemy + offset["m_iHealth"]):
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"])
old_punch_x = 0.
old_punch_y = 0.
def cheat():
# TODO: Reduce read/write call
# Check if player is shooting
if mem.read_int(local_player + offset["m_iShotsFired"]):
client_state = mem.read_uint(engine + offset["dwClientState"])
# 4 = offset of integer
# view angle
view_angles_x = mem.read_float(
client_state + offset["dwClientState_ViewAngles"])
view_angles_y = mem.read_float(
client_state + offset["dwClientState_ViewAngles"] + 4)
server_mult = 2.
# recoil
aim_punch_x = mem.read_float(
client_state + offset["m_aimPunchAngle"]) * server_mult
aim_punch_y = mem.read_float(
client_state + offset["m_aimPunchAngle"] + 4) * server_mult
# New angles
new_angle_x = view_angles_x + old_punch_x - aim_punch_x
new_angle_y = view_angles_y + old_punch_y - aim_punch_y
# Sanity check
if new_angle_x > 89.:
new_angle_x = 89.
if new_angle_x < -89.:
new_angle_x = -89
while (new_angle_y > 180.):
new_angle_y -= 360.
while (new_angle_y < -180.):
new_angle_y += 360.
# Cancel recoil
mem.write_float(
client_state + offset["dwClientState_ViewAngles"], new_angle_x)
mem.write_float(
client_state + offset["dwClientState_ViewAngles"] + 4, new_angle_y)
old_punch_x = aim_punch_x
old_punch_y = aim_punch_y
else:
# Not spraying
old_punch_x = 0.
old_punch_y = 0.
self.hack_loop(cheat)
if __name__ == "__main__":
# Cheat
c = Cheat()
# Cheat list
print("Enter 0 to exit.")
print("Available cheats:")
for idx, cheat in enumerate(c.cheats_list):
print(f"#{idx + 1} - {cheat}")
# Select cheat
c_id = None
while c_id == None:
try:
match int(input("Enter ID: #")):
case 0:
exit(0)
case i if i > len(c.cheats_list):
raise IndexError
case _ as i:
c_id = i - 1
except KeyboardInterrupt:
print("??\nBye.")
exit(1)
except:
print("Invalid ID.")
# Run cheat
getattr(c, c.cheats_list[c_id])()