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Offsets in CSS finden (Help)


icon Offsets in CSS finden (Help) #1

Anmeldungsdatum: Apr 2009

Beiträge: 3

Hallo ich würde gerne einen CSS Hack in C# schreiben hab auch schon ein Source Code von einem (Only ProcessMemoryRead) gefunden in C++ kann ja umsetzen . Ich weiß ja wie man offsets findet aber sachen wie
LocalViewangles;
CmdViewangles;
ScreenSize;
LocalPlayer.m_iIndex

so was halt der Source Code ist von extern0r (ESP Only).


hier ist ein teil vom source.. viele offsets aber ich wieß nicht wie ich sie finden kann..

Spoiler

// extern0r.cpp : Defines the entry point for the application.
//

#include "extern0r.h"

cLocalPlayer gLocalPlayer;

char szpath[1024];
char szlogfile[1024];
bool bGotPath = false;
void __cdecl add_log(const char * fmt, ...)
{
va_list va_alist;
char logbuf[256];
FILE *fp;
char szLogFile[256];
struct tm *current_tm;
time_t current_time;

time (&current_time);
current_tm = localtime (&current_time);

sprintf (logbuf, "[%02d:%02d:%02d] ", current_tm->tm_hour, current_tm->tm_min, current_tm->tm_sec);

va_start (va_alist, fmt);
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
va_end (va_alist);

if( !bGotPath )
{
bGotPath = true;
GetModuleFileName( 0, szpath, 1024 );
}
strcpy(szlogfile, szpath);
strcpy(&szlogfile[strlen(szlogfile) - 3], "log");
if ( (fp = fopen ( szlogfile , "a")) != NULL )
{
fprintf ( fp, "%s\n", logbuf );
fclose (fp);
}
}

// Global Variables:
DWORD dwPID = 0;
HANDLE hProcess;

DWORD m_EntPtrArray;
DWORD dwClient_DLL;
DWORD dwEngine_DLL;
DWORD dwVGUIMatSurface_DLL;

DWORD dwLocalViewangles;
DWORD dwCmdViewangles;
DWORD dwScreenSize;

// Pre-Declarations:
DWORD GetModuleBaseExtern( DWORD dwPID, char* szModuleName );
int GetLocalPlayer( void );
bool InGame( void );
void ESP( void );
void DrawBox(HDC context, int x, int y, int r, int g, int b, int size, int thickness);
void DrawString( HDC context, int x, int y, int r, int g, int b, char* text, bool center );

struct sPlayer
{
DWORD m_dwAddress;
float m_vecOrigin[3];
float m_f2DCoordinates[2];
float m_fViewangles[3];
unsigned int m_iTeamNum;
unsigned int m_iHealth;
unsigned int m_lifeState;
unsigned int m_bIsPlayer;
unsigned int m_fFlags;
unsigned int m_iFOV;
unsigned int m_bDormant;
COLORREF m_clrTeamColor;
};
sPlayer Players[32];

struct sGame
{
unsigned int m_bInGame;
};
sGame Game;

struct sGameWindow
{
HWND hWindow;
HDC hDC;
unsigned int m_iCaptionHeight;
RECT m_Rect;
unsigned int m_iSize[2];
unsigned int m_iResolution[2];
unsigned int m_iDisplayCenter[2];
};
sGameWindow GameWindow;

unsigned int g_iCaptionHeight;
unsigned int g_iBorderWidth;
unsigned int g_iDisplayCenter[2];
unsigned int m_iMin[2];
unsigned int m_iMax[2];

int APIENTRY _tWinMain(HINSTANCE hInstance,
                    HINSTANCE hPrevInstance,
                    LPTSTR    lpCmdLine,
                    int       nCmdShow)
{
char szMutex[256];
GetModuleFileName( 0, szMutex, 256 );
for( int i = 0; i < ( int )strlen( szMutex ); i++ )
{
if( szMutex[ strlen( szMutex ) - i ] == '\\' )
{
//szMutex[ ( strlen( szMutex ) -  i ) + 1 ] = '\0';
sprintf( szMutex, szMutex + ( strlen( szMutex ) - i + 1 ) );
break;
}
}
CreateMutex( 0, FALSE, "extern0r" );
if( GetLastError() )
{
char szMessage[256];
sprintf( szMessage, "%s  is already running!", szMutex );
MessageBox( 0, szMessage, "Error", MB_ICONERROR );
return true;
}
add_log( "
  • ---------- Session started ---------- " );
    add_log( "
  • ReadProcessMemory only ESP by aVitamin" );
    add_log( "
  • waiting for Couter-Strike Source" );
    while( !( GameWindow.hWindow = FindWindow( NULL, "Counter-Strike Source" ) ) )
    Sleep(10);

    SetForegroundWindow( GameWindow.hWindow );

    while( !( GetForegroundWindow() == GameWindow.hWindow ) )
    Sleep(10);

    while( !( GameWindow.hDC = /*GetDC(0)*/GetWindowDC( GameWindow.hWindow ) ) )
    Sleep(10);

    add_log( "
  • Counter-Strike Source has been found" );

    GetWindowThreadProcessId( GameWindow.hWindow, &dwPID );

    add_log( "
  • PID: %u", dwPID );

    while( !( hProcess = OpenProcess( PROCESS_ALL_ACCESS, false, dwPID ) ) )
    Sleep(10);

    add_log( "
  • Opened process" );

    while( !( dwEngine_DLL = GetModuleBaseExtern( dwPID, "engine" ) ) )
    Sleep(10);
    add_log( "
  • engine.dll [0x%.8X]", dwEngine_DLL );

    while( ! ( dwClient_DLL = GetModuleBaseExtern( dwPID, "client" ) ) )
    Sleep(10);
    add_log( "
  • client.dll [0x%.8X]", dwClient_DLL );

    //m_EntPtrArray = 0x243CD17C
    m_EntPtrArray = ( dwClient_DLL + 0x3CD17C );

    //not needed yet
    while( !( dwVGUIMatSurface_DLL = GetModuleBaseExtern( dwPID, "vguimatsurface" ) ) )
    Sleep(10);
    add_log( "
  • vguimatsurface.dll [0x%.8X]", dwVGUIMatSurface_DLL );

    dwLocalViewangles = ( dwEngine_DLL + 0x3943D0 );
    add_log( "
  • Local viewangles [0x%.8X]", dwLocalViewangles );

    //client.dll+3FB344
    //same here
    dwCmdViewangles = ( dwEngine_DLL+ 0x3FB344 );
    add_log( "
  • cmd->viewangles [0x%.8X]", dwCmdViewangles );

    dwScreenSize = ( dwEngine_DLL+ 0x5357C8 );
    ReadProcessMemory( hProcess, (PVOID)( dwEngine_DLL + 0x5357C8 ), &GameWindow.m_iSize, 8, NULL );
    add_log( "
  • Windowwidth: %u Windowheight: %u", GameWindow.m_iSize[0], GameWindow.m_iSize[1] );

    CreateThread( 0, 0, (LPTHREAD_START_ROUTINE)ESP, 0, 0, 0 );

    while( FindWindow( NULL, "Counter-Strike Source" ) )
    Sleep(10);

    add_log( "
  • Counter-Strike Source closed..." );
    add_log( "
  • ---------- Session ended ---------- " );

    return true;
    }

    // Global Functions:
    //credits to ~burN
    DWORD GetModuleBaseExtern( DWORD dwPID, char* szModuleName )
    {
    HANDLE hModuleSnap = INVALID_HANDLE_VALUE;
    MODULEENTRY32 me32;

    hModuleSnap = CreateToolhelp32Snapshot( TH32CS_SNAPMODULE, dwPID );
    if ( hModuleSnap == INVALID_HANDLE_VALUE )
    return 0x0;

    me32.dwSize = sizeof( MODULEENTRY32 );

    if ( !Module32First( hModuleSnap, &me32 ) )
    {
    CloseHandle( hModuleSnap );
    return 0x0;
    }
    do
    {
    if ( strstr( me32.szModule, szModuleName ) )
    {
    CloseHandle( hModuleSnap );
    return (DWORD)me32.modBaseAddr;
    }
    }
    while( Module32Next( hModuleSnap, &me32 ) );

    CloseHandle( hModuleSnap );
    return 0x0;
    }

    /*int GetLocalPlayer( void )
    {
    ReadProcessMemory( hProcess, (PVOID)( dwEngine_DLL + 0x38FAF0 ), &LocalPlayer.m_iIndex, 4, NULL );
    //FIX
    LocalPlayer.m_iIndex += 2;
    return LocalPlayer.m_iIndex;
    }*/

    bool InGame( void )
    {
    ReadProcessMemory( hProcess, (PVOID)( dwEngine_DLL + 0x38FA80 ), &Game.m_bInGame, 4, NULL );

    if( Game.m_bInGame == 6 )
    {
    Game.m_bInGame = 1;
    return true;
    }

    Game.m_bInGame = 0;
    return false;
    }

    DWORD GetClientEntity( int index )
    {
    DWORD dwClientEntity = 0x0;
    ReadProcessMemory( hProcess, (PVOID)( m_EntPtrArray + ( index * 0x8 ) ), &dwClientEntity, 4, NULL );
    //FIX
    dwClientEntity -=0x8;
    return dwClientEntity;
    }

    float GetDistance( float *origin )
    {
    float diff[3] = { gLocalPlayer.GetAbsOrigin()[0] - origin[0], gLocalPlayer.GetAbsOrigin()[1] - origin[1], gLocalPlayer.GetAbsOrigin()[2] - origin[2] };
    return (float)( sqrt( ( diff[0] * diff[0] ) + ( diff[1] * diff[1] ) + ( diff[2] * diff[2] ) ) );
    }

    void AngleVectors( const vec3_t angles, vec3_t forward,
                            vec3_t right,  vec3_t up ) {
    float angle;
    static float sp, sy, cp, cy;

    angle = angles[0] * ( M_PI / 180 );
    sp = sin( angle );
    cp = cos( angle );

    angle = angles[1] * ( M_PI / 180 );
    sy = sin( angle );
    cy = cos( angle );

    if( forward ) {
    forward[0] = cp*cy;
    forward[1] = cp*sy;
    forward[2] = -sp;
    }
    if( right || up ) {
    static float sr, cr;

    angle = angles[2] * ( M_PI / 180 );
    sr = sin( angle );
    cr = cos( angle );

    if( right ) {
    right[0] = -1*sr*sp*cy+-1*cr*-sy;
    right[1] = -1*sr*sp*sy+-1*cr*cy;
    right[2] = -1*sr*cp;
    }
    if( up ) {
    up[0] = cr*sp*cy+-sr*-sy;
    up[1] = cr*sp*sy+-sr*cy;
    up[2] = cr*cp;
    }
    }
    }

    int iWindowSizeDifference[2];
    void UpdateWindowInfo( void )
    {
    ReadProcessMemory( hProcess, (PVOID)dwScreenSize, &GameWindow.m_iResolution, 8, NULL );
    GameWindow.m_iDisplayCenter[0] = GameWindow.m_iResolution[0]/2;
    GameWindow.m_iDisplayCenter[1] = GameWindow.m_iResolution[1]/2;
    g_iDisplayCenter[0] = GameWindow.m_iDisplayCenter[0];
    g_iDisplayCenter[1] = GameWindow.m_iDisplayCenter[1];
    GetWindowRect( GameWindow.hWindow, &GameWindow.m_Rect );
    GameWindow.m_iSize[0] = GameWindow.m_Rect.right - GameWindow.m_Rect.left;
    GameWindow.m_iSize[1] = GameWindow.m_Rect.bottom - GameWindow.m_Rect.top;

    iWindowSizeDifference[0] = GameWindow.m_iSize[0] - GameWindow.m_iResolution[0];
    iWindowSizeDifference[1] = GameWindow.m_iSize[1] - GameWindow.m_iResolution[1];

    g_iBorderWidth = ( iWindowSizeDifference[0] / 2 );

    g_iCaptionHeight = GameWindow.m_iCaptionHeight = ( GameWindow.m_iSize[1] - ( iWindowSizeDifference[0] / 2 ) - GameWindow.m_iResolution[1] );
    }

    void ResetPlayers( void )
    {
    for( int i = 0; i < 33; i++ )
    {
    Players.m_vecOrigin[0] = 0;
    Players.m_vecOrigin[1] = 0;
    Players.m_vecOrigin[2] = 0;
    }
    }

    char szHealthEsp[12];
    wchar_t wc_tBuffer[50];//not needed

    float fForward[3];
    float fRight[3];
    float fUp[3];

    bool bPanic = false;
    void ESP( void )
    {
    while(true)
    {
    Sleep(1);
    UpdateWindowInfo();

    if( GetAsyncKeyState( VK_F12 )&1 )
    bPanic = !bPanic;

    if( !bPanic && InGame() )
    {
    ResetPlayers();
    for( int iIndex = 0; iIndex < 33; iIndex++ )
    {
    if( iIndex == gLocalPlayer.GetIndex() )
    continue;

    Players[iIndex].m_dwAddress = GetClientEntity( iIndex );

    if( Players[iIndex].m_dwAddress == NULL )
    continue;

    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x140 ) , &Players[iIndex].m_bDormant, 4, NULL );
    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x42A ) , &Players[iIndex].m_bIsPlayer, 4, NULL );

    if( Players[iIndex].m_bDormant || !Players[iIndex].m_bIsPlayer )
    continue;

    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x101C ), &Players[iIndex].m_fViewangles, 12, NULL );
    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x29C ) , &Players[iIndex].m_vecOrigin, 12, NULL );
    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x2B4 ) , &Players[iIndex].m_fFlags, 4, NULL );
    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x90 ) , &Players[iIndex].m_iTeamNum, 4, NULL );
    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x0DA4 ) , &Players[iIndex].m_iHealth, 4, NULL );
    ReadProcessMemory( hProcess, (PVOID)( Players[iIndex].m_dwAddress + 0x87 ) , &Players[iIndex].m_lifeState, 4, NULL );

    if( !Players[iIndex].m_iTeamNum || /*Players[iIndex].m_iHealth < 0 || Players[iIndex].m_iHealth > 100 ||*/ Players[iIndex].m_lifeState || !Players[iIndex].m_vecOrigin[0] && !Players[iIndex].m_vecOrigin[1] && !Players[iIndex].m_vecOrigin[2] )
    continue;

    if( Players[iIndex].m_iTeamNum == 2 )
    Players[iIndex].m_clrTeamColor = RGB( 255, 0, 0 );
    else if( Players[iIndex].m_iTeamNum == 3 )
    Players[iIndex].m_clrTeamColor = RGB( 0, 0, 255 );
    else
    Players[iIndex].m_clrTeamColor = RGB( 255, 255, 255 );

    if( Players[iIndex].m_fFlags &FL_DUCKING )
    Players[iIndex].m_vecOrigin[2] -= 35;
    else
    Players[iIndex].m_vecOrigin[2] -= 25;
    if( CalculateScreen( Players[iIndex].m_vecOrigin, gLocalPlayer.GetAbsOrigin(), gLocalPlayer.GetViewAngles(), gLocalPlayer.GetFOV(), 25, Players[iIndex].m_f2DCoordinates ) )
    {
    sprintf( szHealthEsp, "- %u -", Players[iIndex].m_iHealth );
    DrawString( GameWindow.hDC, Players[iIndex].m_f2DCoordinates[0], Players[iIndex].m_f2DCoordinates[1] + 12, GetRValue(Players[iIndex].m_clrTeamColor), GetGValue(Players[iIndex].m_clrTeamColor), GetBValue(Players[iIndex].m_clrTeamColor), szHealthEsp, true );
    DrawBox( GameWindow.hDC, Players[iIndex].m_f2DCoordinates[0], Players[iIndex].m_f2DCoordinates[1], GetRValue(Players[iIndex].m_clrTeamColor), GetGValue(Players[iIndex].m_clrTeamColor), GetBValue(Players[iIndex].m_clrTeamColor), 24, 2 );
    }
    if( Players[iIndex].m_fFlags &FL_DUCKING )
    Players[iIndex].m_vecOrigin[2] += 35;
    else
    Players[iIndex].m_vecOrigin[2] += 25;

    AngleVectors( Players[iIndex].m_fViewangles, fForward, fRight, fUp );
    Players[iIndex].m_vecOrigin[0] += fForward[0] * 8;
    Players[iIndex].m_vecOrigin[1] += fForward[1] * 8;
    Players[iIndex].m_vecOrigin[2] += fForward[2] * 8;
    Players[iIndex].m_vecOrigin[0] += fRight[0] * 2;
    Players[iIndex].m_vecOrigin[1] += fRight[1] * 2;
    Players[iIndex].m_vecOrigin[2] += fRight[2] * 2;
    if( CalculateScreen( Players[iIndex].m_vecOrigin, gLocalPlayer.GetAbsOrigin(), gLocalPlayer.GetViewAngles(), gLocalPlayer.GetFOV(), 4, Players[iIndex].m_f2DCoordinates ) )
    {
    DrawBox( GameWindow.hDC, Players[iIndex].m_f2DCoordinates[0], Players[iIndex].m_f2DCoordinates[1], 0, 255, 0, 2, 2 );
    }
    }
    }
    }
    }

    //credits to xgx
    void DrawBox(HDC context, int x, int y, int r, int g, int b, int size, int thickness)
    {
    HBRUSH handle_brush;
    LOGBRUSH log_brush;

    log_brush.lbStyle = BS_NULL;

    handle_brush = CreateBrushIndirect( &log_brush );
    SelectObject( context, handle_brush );

    HPEN pen;
    pen = CreatePen( PS_SOLID, thickness, RGB( r, g, b ) );
    SelectObject( context, pen );

    Rectangle( context, x - size/2, y - size/2, x + size/2, y + size/2 );

    DeleteObject( pen );
    }

    void DrawString(HDC context, int x, int y, int r, int g, int b, char* text, bool center)
    {
    HFONT font;
    font = CreateFont(
    14,               // height of font
    0,                // average character width
    0,           // angle of escapement
    0,          // base-line orientation angle
    /*FW_MEDIUM*/800,              // font weight
    0,           // italic attribute option
    0,        // underline attribute option
    0,        // strikeout attribute option
    ANSI_CHARSET,          // character set identifier
    OUT_OUTLINE_PRECIS,  // output precision
    CLIP_STROKE_PRECIS,    // clipping precision
    ANTIALIASED_QUALITY,          // output quality
    VARIABLE_PITCH|FF_SWISS,   // pitch and family
    "Arial"           // typeface name
    );


    if(center)
    {
    SetTextAlign(context,TA_CENTER|TA_NOUPDATECP);
    }

    SetBkColor(context,RGB(0,0,0));
    SetBkMode(context,TRANSPARENT);

    SetTextColor(context,RGB(r,g,b));

    SelectObject(context,font);

    TextOutA(context,x,y,text,strlen(text));

    DeleteObject(font);
    }