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BasePlayerOffsets.h
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419 lines (366 loc) · 11.6 KB
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#pragma once
enum BoneList : int
{
l_hip = 1,
l_knee,
l_foot,
l_toe,
l_ankle_scale,
pelvis,
penis,
GenitalCensor,
GenitalCensor_LOD0,
Inner_LOD0,
GenitalCensor_LOD1,
GenitalCensor_LOD2,
r_hip,
r_knee,
r_foot,
r_toe,
r_ankle_scale,
spine1,
spine1_scale,
spine2,
spine3,
spine4,
l_clavicle,
l_upperarm,
l_forearm,
l_hand,
l_index1,
l_index2,
l_index3,
l_little1,
l_little2,
l_little3,
l_middle1,
l_middle2,
l_middle3,
l_prop,
l_ring1,
l_ring2,
l_ring3,
l_thumb1,
l_thumb2,
l_thumb3,
IKtarget_righthand_min,
IKtarget_righthand_max,
l_ulna,
neck,
head,
jaw,
eyeTranform,
l_eye,
l_Eyelid,
r_eye,
r_Eyelid,
r_clavicle,
r_upperarm,
r_forearm,
r_hand,
r_index1,
r_index2,
r_index3,
r_little1,
r_little2,
r_little3,
r_middle1,
r_middle2,
r_middle3,
r_prop,
r_ring1,
r_ring2,
r_ring3,
r_thumb1,
r_thumb2,
r_thumb3,
IKtarget_lefthand_min,
IKtarget_lefthand_max,
r_ulna,
l_breast,
r_breast,
BoobCensor,
BreastCensor_LOD0,
BreastCensor_LOD1,
BreastCensor_LOD2,
collision,
displacement
};
typedef struct Str
{
char stub[0x10];
int len;
wchar_t str[1];
} *str;
class BasePlayer
{
public:
//Player Steam Info
UINT_PTR GetName() {
auto player_name = safe_read((uintptr_t)this + oPlayerName, UINT_PTR);
return player_name;
}
UINT64 GetSteamID()
{
return safe_read((const uintptr_t)(const uintptr_t)this + oSteamID, UINT64);
}
float GetHealth()
{
return safe_read((const uintptr_t)(const uintptr_t)this + oPlayerHealth, float);
}
bool HasFlags(int Flg)
{
return safe_read((const uintptr_t)(const uintptr_t)this + oPlayerFlags, int) & Flg;
}
bool IsDead()
{
if (!(const uintptr_t)this) return true;
return safe_read((const uintptr_t)(const uintptr_t)this + oLifestate, bool);
}
bool IsValid(bool LPlayer = false)
{
//std::cout << "ISvalid " <<HasFlags(16) << " " << IsDead() << " " << GetHealth() << std::endl;
if (!this) return false;
float health = GetHealth();
UINT64 steam = GetSteamID();
//std::cout << health << " " << steam;
if (health > 150.f || health < 0.8f) return false;
int nums = 0;
do {
nums++;
steam /= 10;
} while (steam > 0);
//std::cout << " " << nums << std::endl;
if (nums != 7 /*bot*/ && nums != 17 /*player*/) return false;
return (((LPlayer || Value::bools::Visuals::ESP::IgnoreSleeper) ? !HasFlags(16) : true) && !IsDead());
}
/*Vector*/
Vector2 GetVA()
{
UINT64 Input = safe_read((const uintptr_t)this + oPlayerInput, UINT64);
return safe_read(Input + oBodyAngles, Vector2);
}
Vector3 GetVelocity()
{
UINT64 PlayerModel = safe_read((const uintptr_t)(const uintptr_t)this + oPlayerModel, UINT64);
return safe_read(PlayerModel + 0x1FC, Vector3); // private Vector3 newVelocity;
//�������
}
Vector3 GetBoneByID2(BoneList BoneID) {
return GetBone(GetTransform(BoneID));
}
Vector3 GetBoneByID()
{
return GetBone(GetTransform(BoneList(neck))); //////////////////////////////////////////////////////////////////
}
bool IsVisible() {
if (Value::bools::Aim::VisibleCheck) {
UINT64 PlayerModel = safe_read((const uintptr_t)(const uintptr_t)this + oPlayerModel, UINT64);
return safe_read(PlayerModel + 0x248, bool); // internal bool visible; WORK
}
else return true;
}
//Functions
void SetVA(const Vector2& VA)
{
UINT64 Input = safe_read((const uintptr_t)this + oPlayerInput, UINT64);
safe_write(Input + oBodyAngles, VA, Vector2);
}
void FakeAdmin()
{
int Flags = safe_read((const uintptr_t)this + oPlayerFlags, int);
safe_write((const uintptr_t)this + oPlayerFlags, (Flags |= 4), int);
}
void InfinityJump()
{
auto PlayerWalkMovement = safe_read((const uintptr_t)this + oPlayerMovement, uintptr_t);
safe_write(PlayerWalkMovement + 0xC0, 0, float); //private float jumpTime;
safe_write(PlayerWalkMovement + 0xC4, 0, float); //private float landTime;
safe_write(PlayerWalkMovement + 0xBC, 10000, float); //private float groundTime;
}
void GravituMod()
{
UINT64 Movement = safe_read((const uintptr_t)this + oPlayerMovement, UINT64);
float Gravity = 2.5f;
if (GetKeyState(VK_MBUTTON))
{
safe_write(Movement + oGravityMultiplier, Gravity / Value::floats::Player::Gravity, float);
}
else
{
safe_write(Movement + oGravityMultiplier, Gravity, float);
}
}
void SetFov()
{
auto Class = safe_read(gBase + oConVar, DWORD64);
auto Field = safe_read(Class + 0xB8, DWORD64);
safe_write(Field + 0x18, Value::floats::Player::CustomFov, float);
}
void AntiAim() {
auto PlayerInput = safe_read((uintptr_t)this + 0x4D0, DWORD64); //public PlayerInput input;
auto State = safe_read(PlayerInput + 0x20, DWORD64); //public InputState state;
auto Current = safe_read(State + 0x10, DWORD64); //public InputMessage current;
safe_write(Current + 0x18, Vector3(rand() % 999 + -999, rand() % 999 + -999, rand() % 999 + -999), Vector3); //Body->PlayerInput
safe_write(Current + 0x58, Vector3(rand() % 999 + -999, rand() % 999 + -999, rand() % 999 + -999), Vector3); //head->PlayerInput
safe_write(Current + 0x70, Vector3(rand() % 999 + -999, rand() % 999 + -999, rand() % 999 + -999), Vector3); //public Vector3 aimAngles;
}
void SpiderMan()
{
UINT64 Movement = safe_read((const uintptr_t)this + oPlayerMovement, UINT64);
safe_write(Movement + 0xA4, 0.f, float);
safe_write(Movement + oGroundAngleNew, 0.f, float);
safe_write(Movement + 0x124, 1, bool);
}
/*Weapon Info*/
BaseProjectile* GetWeaponInfo(int Id)
{
UINT64 Inventory = safe_read((const uintptr_t)this + oPlayerInventory, UINT64);
UINT64 Belt = safe_read(Inventory + 0x28, UINT64);
UINT64 ItemList = safe_read(Belt + 0x38, UINT64);
UINT64 Items = safe_read(ItemList + 0x10, UINT64);
// std::cout << "item " << safe_read(Items + 0x20 + (Id * 0x8), UINT64) << std::endl;
return (BaseProjectile*)safe_read(Items + 0x20 + (Id * 0x8), UINT64);
}
BaseProjectile* GetActiveWeapon()
{
int ActUID = safe_read((const uintptr_t)this + oActiveUID, int);
if (!ActUID) return nullptr;
BaseProjectile* ActiveWeapon;
for (int i = 0; i < 6; i++)
if (ActUID == (ActiveWeapon = GetWeaponInfo(i))->GetUID()) {
//std::cout << "uid " << ActUID << std::endl;
return ActiveWeapon;
}
return nullptr;
}
/*Local-Player*/
bool IsMenu()
{
if (!(const uintptr_t)this) return true;
UINT64 Input = safe_read((const uintptr_t)(const uintptr_t)this + oPlayerInput, UINT64);
return !(safe_read(Input + 0x94, bool));// private bool hasKeyFocus;
}
int GetTeamSize()
{
UINT64 ClientTeam = safe_read((const uintptr_t)(const uintptr_t)this + oClientTeam, UINT64); // valid
UINT64 members = safe_read(ClientTeam + 0x30, UINT64);
return safe_read(members + 0x18, UINT64);
}
UINT64 IsTeamMate(int Id)
{
UINT64 ClientTeam = safe_read((const uintptr_t)(const uintptr_t)this + oClientTeam, UINT64);
UINT64 members = safe_read(ClientTeam + 0x30, UINT64);
UINT64 List = safe_read(members + 0x10, UINT64);
UINT64 player = safe_read(List + 0x20 + (Id * 0x8), UINT64);
return safe_read(player + 0x20, UINT64);
}
std::string GetNamecChars() {
return readstring(this->GetName());
}
std::string GetActiveWeaponcChars() {
BaseProjectile* ActWeapon = this->GetActiveWeapon();
string ActiveWeaponName;
if (!ActWeapon)
{
ActiveWeaponName = "Empty";
}
else
{
ActiveWeaponName = readstring(ActWeapon->GetName());
}
return ActiveWeaponName;
}
private:
struct TransformAccessReadOnly
{
uint64_t pTransformData;
};
struct TransformData
{
uint64_t pTransformArray;
uint64_t pTransformIndices;
};
struct Matrix34
{
Vector4 vec0;
Vector4 vec1;
Vector4 vec2;
};
Vector3 GetBone(ULONG_PTR pTransform)
{
__m128 result;
const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };
TransformAccessReadOnly pTransformAccessReadOnly = safe_read(pTransform + 0x38, TransformAccessReadOnly);
unsigned int index = safe_read(pTransform + 0x40, unsigned int);
TransformData transformData = safe_read(pTransformAccessReadOnly.pTransformData + 0x18, TransformData);
if (transformData.pTransformArray && transformData.pTransformIndices)
{
result = safe_read(transformData.pTransformArray + 0x30 * index, __m128);
int transformIndex = safe_read(transformData.pTransformIndices + 0x4 * index, int);
int pSafe = 0;
while (transformIndex >= 0 && pSafe++ < 200)
{
Matrix34 matrix34 = safe_read(transformData.pTransformArray + 0x30 * transformIndex, Matrix34);
__m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00)); // xxxx
__m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55)); // yyyy
__m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E)); // zwxy
__m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB)); // wzyw
__m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA)); // zzzz
__m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71)); // yxwy
__m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);
result = _mm_add_ps(
_mm_add_ps(
_mm_add_ps(
_mm_mul_ps(
_mm_sub_ps(
_mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
_mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
_mm_mul_ps(
_mm_sub_ps(
_mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
_mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
_mm_add_ps(
_mm_mul_ps(
_mm_sub_ps(
_mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
_mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
tmp7)), *(__m128*)(&matrix34.vec0));
transformIndex = safe_read(transformData.pTransformIndices + 0x4 * transformIndex, int);
}
}
return Vector3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
}
DWORD64 GetTransform(int bone)
{
DWORD64 model = safe_read((const uintptr_t)this + 0x120, DWORD64);// public Model model;_public class BaseEntity : BaseNetworkable, IProvider, ILerpTarget, IPrefabPreProcess // TypeDefIndex: 8714
DWORD64 boneTransforms = safe_read(model + 0x48, DWORD64);//public Transform[] boneTransforms;
DWORD64 BoneValue = safe_read((boneTransforms + (0x20 + (bone * 0x8))), DWORD64);
return safe_read(BoneValue + 0x10, DWORD64);
}
};
class LPlayerBase
{
public:
BasePlayer* BasePlayer = nullptr;
Matrix4x4* pViewMatrix = nullptr;
bool WorldToScreen(const Vector3& EntityPos, Vector2& ScreenPos)
{
if (!pViewMatrix) return false;
Vector3 TransVec = Vector3(safe_read((ULONG64)&pViewMatrix->_14, float), safe_read((ULONG64)&pViewMatrix->_24, float), safe_read((ULONG64)&pViewMatrix->_34, float));
Vector3 RightVec = Vector3(safe_read((ULONG64)&pViewMatrix->_11, float), safe_read((ULONG64)&pViewMatrix->_21, float), safe_read((ULONG64)&pViewMatrix->_31, float));
Vector3 UpVec = Vector3(safe_read((ULONG64)&pViewMatrix->_12, float), safe_read((ULONG64)&pViewMatrix->_22, float), safe_read((ULONG64)&pViewMatrix->_32, float));
float w = Math::Dot(TransVec, EntityPos) + safe_read((ULONG64)&pViewMatrix->_44, float);
if (w < 0.098f) return false;
float y = Math::Dot(UpVec, EntityPos) + safe_read((ULONG64)&pViewMatrix->_42, float);
float x = Math::Dot(RightVec, EntityPos) + safe_read((ULONG64)&pViewMatrix->_41, float);
ScreenPos = Vector2((Value::floats::Screen::W / 2) * (1.f + x / w), (Value::floats::Screen::H / 2) * (1.f - y / w));
return true;
}
};
LPlayerBase LocalPlayer;