Sorted and named a few things

pull/30/head
NerfBatInc 3 years ago
parent de89f3155e
commit 1d6263e0fb

@ -7,9 +7,10 @@ extern bool firing_range;
extern float glowr; extern float glowr;
extern float glowg; extern float glowg;
extern float glowb; extern float glowb;
//glowtype not used, but dont delete its still used.
extern int glowtype; extern int glowtype;
extern int glowtype2; extern int glowtype2;
//setting up vars, dont edit
float smooth = 100.0f; float smooth = 100.0f;
bool aim_no_recoil = true; bool aim_no_recoil = true;
int bone = 2; int bone = 2;
@ -45,7 +46,7 @@ void get_class_name(uint64_t entity_ptr, char* out_str)
apex_mem.ReadArray<char>(client_class.pNetworkName, out_str, 32); apex_mem.ReadArray<char>(client_class.pNetworkName, out_str, 32);
} }
//patched out but left in for reasons
void charge_rifle_hack(uint64_t entity_ptr) void charge_rifle_hack(uint64_t entity_ptr)
{ {
extern uint64_t g_Base; extern uint64_t g_Base;
@ -74,7 +75,7 @@ int Entity::getHealth()
{ {
return *(int*)(buffer + OFFSET_HEALTH); return *(int*)(buffer + OFFSET_HEALTH);
} }
//seer health and shield i added
#define OFFSET_ARMOR_TYPE 0x4604 #define OFFSET_ARMOR_TYPE 0x4604
int Entity::getArmortype() int Entity::getArmortype()
{ {
@ -107,7 +108,7 @@ bool Entity::isPlayer()
{ {
return *(uint64_t*)(buffer + OFFSET_NAME) == 125780153691248; return *(uint64_t*)(buffer + OFFSET_NAME) == 125780153691248;
} }
//firing range dummys
bool Entity::isDummy() bool Entity::isDummy()
{ {
char class_name[33] = {}; char class_name[33] = {};
@ -133,7 +134,7 @@ float Entity::lastVisTime()
//https://www.unknowncheats.me/forum/apex-legends/496984-getting-hitbox-positions-cstudiohdr-externally.html //https://www.unknowncheats.me/forum/apex-legends/496984-getting-hitbox-positions-cstudiohdr-externally.html
//https://www.unknowncheats.me/forum/3499185-post1334.html //https://www.unknowncheats.me/forum/3499185-post1334.html
//hitboxes
Vector Entity::getBonePositionByHitbox(int id) Vector Entity::getBonePositionByHitbox(int id)
{ {
Vector origin = getPosition(); Vector origin = getPosition();
@ -206,7 +207,7 @@ bool Entity::isZooming()
{ {
return *(int*)(buffer + OFFSET_ZOOMING) == 1; return *(int*)(buffer + OFFSET_ZOOMING) == 1;
} }
//custom glow color RGB
void Entity::enableGlow() void Entity::enableGlow()
{ {
apex_mem.Write<int>(ptr + OFFSET_GLOW_ENABLE, glowtype); apex_mem.Write<int>(ptr + OFFSET_GLOW_ENABLE, glowtype);
@ -253,7 +254,7 @@ void Entity::get_name(uint64_t g_Base, uint64_t index, char* name)
apex_mem.Read<uint64_t>(g_Base + OFFSET_NAME_LIST + index, name_ptr); apex_mem.Read<uint64_t>(g_Base + OFFSET_NAME_LIST + index, name_ptr);
apex_mem.ReadArray<char>(name_ptr, name, 32); apex_mem.ReadArray<char>(name_ptr, name, 32);
} }
//Items
bool Item::isItem() bool Item::isItem()
{ {
char class_name[33] = {}; char class_name[33] = {};
@ -261,7 +262,7 @@ bool Item::isItem()
return strncmp(class_name, "CPropSurvival", 13) == 0; return strncmp(class_name, "CPropSurvival", 13) == 0;
} }
//Deathboxes
bool Item::isBox() bool Item::isBox()
{ {
char class_name[33] = {}; char class_name[33] = {};
@ -269,7 +270,7 @@ bool Item::isBox()
return strncmp(class_name, "CDeathBoxProp", 13) == 0; return strncmp(class_name, "CDeathBoxProp", 13) == 0;
} }
//Traps
bool Item::isTrap() bool Item::isTrap()
{ {
char class_name[33] = {}; char class_name[33] = {};

@ -12,6 +12,7 @@
Memory apex_mem; Memory apex_mem;
Memory client_mem; Memory client_mem;
//Just setting things up, dont edit.
bool firing_range = false; bool firing_range = false;
bool active = true; bool active = true;
uintptr_t aimentity = 0; uintptr_t aimentity = 0;
@ -33,44 +34,54 @@ extern int bone;
bool thirdperson = false; bool thirdperson = false;
//chargerifle hack, removed but not all the way, dont edit.
//chargerifle hack
bool chargerifle = false; bool chargerifle = false;
bool shooting = false; bool shooting = false;
//Player Glow Color and Brightness
float glowr = 0.0f; //Player Glow Color and Brightness. Just setting things up, dont edit.
float glowg = 120.0f; float glowr = 0.0f; //Red 0-255, higher is brighter color.
float glowb = 120.0f; float glowg = 120.0f; //Green 0-255, higher is brighter color.
float glowb = 120.0f; //Blue 0-255, higher is brighter color.
//Removed but not all the way, dont edit.
int glowtype = 1; int glowtype = 1;
int glowtype2 = 2; int glowtype2 = 2;
//Ha think i was done ? //Ha think i was done ?
//Backpacks
bool lightbackpack = false; bool lightbackpack = false;
bool medbackpack = false; bool medbackpack = false;
bool heavybackpack = false; bool heavybackpack = false;
//Shield upgrades
bool shieldupgrade = false; bool shieldupgrade = false;
bool shieldupgradehead = false; bool shieldupgradehead = false;
bool shielddown = false;
//heaing and Misc
bool accelerant = false; bool accelerant = false;
bool phoenix = false; bool phoenix = false;
bool healthlarge = false; bool healthlarge = false;
bool healthsmall = false; bool healthsmall = false;
bool shieldbattsmall = false; bool shieldbattsmall = false;
bool shieldbattlarge = false; bool shieldbattlarge = false;
//Ammo
bool ammosniper = false; bool ammosniper = false;
bool ammohc = false; bool ammohc = false;
bool optic = false;
bool ammosc = false; bool ammosc = false;
bool ammonrg = false; bool ammonrg = false;
bool ammoshotgun = false; bool ammoshotgun = false;
bool lasersight = false;
bool magsniper = false;
bool magenergy = false; //Optics
bool stocksniper = false; bool optic = false;
bool stockregular = false;
bool shielddown = false;
bool lightammomag = false;
bool heavyammomag = false;
bool optic2x = false; bool optic2x = false;
bool opticholo1x = false; bool opticholo1x = false;
bool opticholo1x2x = false; bool opticholo1x2x = false;
@ -80,50 +91,85 @@ bool optic2x4x = false;
bool opticsniper6x = false; bool opticsniper6x = false;
bool opticsniper4x8x = false; bool opticsniper4x8x = false;
bool opticsniperthreat = false; bool opticsniperthreat = false;
//Magazines
bool magsniper = false;
bool magenergy = false;
bool lightammomag = false;
bool heavyammomag = false;
//Attachments
bool lasersight = false;
bool stocksniper = false;
bool stockregular = false;
bool suppressor = false; bool suppressor = false;
bool weaponmod = false; bool weaponmod = false;
bool shotgunbolt = false;
//Nades
bool grenade_frag = false; bool grenade_frag = false;
bool grenade_arc_star = false; bool grenade_arc_star = false;
bool grenade_thermite = false; bool grenade_thermite = false;
bool shotgunbolt = false;
//Kraber
bool weapon_kraber = false; bool weapon_kraber = false;
//Shotguns
bool weapon_mastiff = false; bool weapon_mastiff = false;
bool weapon_eva8 = false;
bool weapon_peacekeeper = false;
bool weapon_mozambique = false;
//Energy weapons
bool weapon_lstar = false; bool weapon_lstar = false;
bool weapon_havoc = false; bool weapon_havoc = false;
bool weapon_devotion = false; bool weapon_devotion = false;
bool weapon_triple_take = false; bool weapon_triple_take = false;
bool weapon_prowler = false;
bool weapon_volt = false;
//Heavy Weapons
bool weapon_flatline = false; bool weapon_flatline = false;
bool weapon_hemlock = false; bool weapon_hemlock = false;
bool weapon_3030_repeater = false;
bool weapon_rampage = false;
bool weapon_car_smg = false;
//Light weapons
bool weapon_p2020 = false;
bool weapon_re45 = false;
bool weapon_g7_scout = false; bool weapon_g7_scout = false;
bool weapon_alternator = false; bool weapon_alternator = false;
bool weapon_r99 = false; bool weapon_r99 = false;
bool weapon_prowler = false;
bool weapon_volt = false;
bool weapon_longbow = false;
bool weapon_charge_rifle = false;
bool weapon_spitfire = false; bool weapon_spitfire = false;
bool weapon_r301 = false; bool weapon_r301 = false;
bool weapon_eva8 = false;
bool weapon_peacekeeper = false;
bool weapon_mozambique = false; //Snipers.. wingman is the odd one...and the bow..
bool weapon_wingman = false; bool weapon_wingman = false;
bool weapon_p2020 = false; bool weapon_longbow = false;
bool weapon_re45 = false; bool weapon_charge_rifle = false;
bool weapon_sentinel = false; bool weapon_sentinel = false;
bool weapon_bow = false; bool weapon_bow = false;
bool weapon_3030_repeater = false;
bool weapon_rampage = false;
bool weapon_car_smg = false; //aim dist check. Just setting things up, dont edit.
//aim dist check
float aimdist = 200.0f * 40.0f; float aimdist = 200.0f * 40.0f;
//item glow brightness
int itemglowbrightness = 10;
//item glow brightness. Just setting things up, dont edit.
int itemglowbrightness = 10;
//Just setting things up, dont edit.
bool actions_t = false; bool actions_t = false;
bool esp_t = false; bool esp_t = false;
bool aim_t = false; bool aim_t = false;
@ -135,6 +181,8 @@ bool next2 = false;
bool valid = false; bool valid = false;
bool lock = false; bool lock = false;
//Player Definitions, dont edit unless you know what you are doing.
typedef struct player typedef struct player
{ {
float dist = 0; float dist = 0;
@ -158,20 +206,26 @@ typedef struct player
}player; }player;
//Your in the matrix neo.
struct Matrix struct Matrix
{ {
float matrix[16]; float matrix[16];
}; };
//Visual check and aim check.?
float lastvis_esp[toRead]; float lastvis_esp[toRead];
float lastvis_aim[toRead]; float lastvis_aim[toRead];
//Specator stuff. Just setting things up, dont edit.
int tmp_spec = 0, spectators = 0; int tmp_spec = 0, spectators = 0;
int tmp_all_spec = 0, allied_spectators = 0; int tmp_all_spec = 0, allied_spectators = 0;
////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////
void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int index) void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int index)
{ {
int entity_team = target.getTeamId(); int entity_team = target.getTeamId();
@ -194,12 +248,17 @@ void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int ind
Vector EntityPosition = target.getPosition(); Vector EntityPosition = target.getPosition();
Vector LocalPlayerPosition = LPlayer.getPosition(); Vector LocalPlayerPosition = LPlayer.getPosition();
float dist = LocalPlayerPosition.DistTo(EntityPosition); float dist = LocalPlayerPosition.DistTo(EntityPosition);
//Prints POS of localplayer for map cords for full map radar. only enable when adding a new map or fixing a old one, will output to console.
//std::printf(" X: %.6f || Y:%.6f",LocalPlayerPosition.x, LocalPlayerPosition.y); //Prints x and y cords of localplayer to get mainmap radar stuff. //std::printf(" X: %.6f || Y:%.6f",LocalPlayerPosition.x, LocalPlayerPosition.y); //Prints x and y cords of localplayer to get mainmap radar stuff.
if (dist > aimdist) return; if (dist > aimdist) return;
//Firing range stuff
if(!firing_range) if(!firing_range)
if (entity_team < 0 || entity_team>50 || entity_team == team_player) return; if (entity_team < 0 || entity_team>50 || entity_team == team_player) return;
//Vis check aiming? dunno
if(aim==2) if(aim==2)
{ {
if((target.lastVisTime() > lastvis_aim[index])) if((target.lastVisTime() > lastvis_aim[index]))
@ -231,6 +290,8 @@ void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int ind
lastvis_aim[index] = target.lastVisTime(); lastvis_aim[index] = target.lastVisTime();
} }
//Main stuff, dont edit.
void DoActions() void DoActions()
{ {
actions_t = true; actions_t = true;
@ -284,7 +345,9 @@ void DoActions()
{ {
continue; continue;
} }
//Dont edit.
max = 999.0f; max = 999.0f;
tmp_aimentity = 0; tmp_aimentity = 0;
tmp_spec = 0; tmp_spec = 0;
@ -292,6 +355,7 @@ void DoActions()
if(firing_range) if(firing_range)
{ {
int c=0; int c=0;
//Ammount of ents to loop, dont edit.
for (int i = 0; i < 10000; i++) for (int i = 0; i < 10000; i++)
{ {
uint64_t centity = 0; uint64_t centity = 0;
@ -396,7 +460,7 @@ void DoActions()
player players[toRead]; player players[toRead];
//ESP loop.. this helps right?
static void EspLoop() static void EspLoop()
{ {
esp_t = true; esp_t = true;
@ -448,6 +512,7 @@ static void EspLoop()
if(firing_range) if(firing_range)
{ {
int c=0; int c=0;
//Ammount of ents to loop, dont edit.
for (int i = 0; i < 10000; i++) for (int i = 0; i < 10000; i++)
{ {
uint64_t centity = 0; uint64_t centity = 0;
@ -484,11 +549,13 @@ static void EspLoop()
} }
Vector bs = Vector(); Vector bs = Vector();
//Change res to your res here, default is 1080p but can copy paste 1440p here
WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); //2560, 1440 WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); //2560, 1440
if (esp) if (esp)
{ {
Vector hs = Vector(); Vector hs = Vector();
Vector HeadPosition = Target.getBonePositionByHitbox(0); Vector HeadPosition = Target.getBonePositionByHitbox(0);
//Change res to your res here, default is 1080p but can copy paste 1440p here
WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); //2560, 1440 WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); //2560, 1440
float height = abs(abs(hs.y) - abs(bs.y)); float height = abs(abs(hs.y) - abs(bs.y));
float width = height / 2.0f; float width = height / 2.0f;
@ -564,11 +631,13 @@ static void EspLoop()
} }
Vector bs = Vector(); Vector bs = Vector();
//Change res to your res here, default is 1080p but can copy paste 1440p here
WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); //2560, 1440 WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs); //2560, 1440
if (esp) if (esp)
{ {
Vector hs = Vector(); Vector hs = Vector();
Vector HeadPosition = Target.getBonePositionByHitbox(0); Vector HeadPosition = Target.getBonePositionByHitbox(0);
//Change res to your res here, default is 1080p but can copy paste 1440p here
WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); //2560, 1440 WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs); //2560, 1440
float height = abs(abs(hs.y) - abs(bs.y)); float height = abs(abs(hs.y) - abs(bs.y));
float width = height / 2.0f; float width = height / 2.0f;
@ -617,7 +686,7 @@ static void EspLoop()
} }
esp_t = false; esp_t = false;
} }
//Aimbot Loop stuff
static void AimbotLoop() static void AimbotLoop()
{ {
aim_t = true; aim_t = true;
@ -654,7 +723,7 @@ static void AimbotLoop()
} }
aim_t = false; aim_t = false;
} }
//Client memory vars/reads. HAVE to match windows client numbers.
static void set_vars(uint64_t add_addr) static void set_vars(uint64_t add_addr)
{ {
printf("Reading the client vars...\n"); printf("Reading the client vars...\n");
@ -845,7 +914,7 @@ static void set_vars(uint64_t add_addr)
uint64_t itemglowbrightness_addr = 0; uint64_t itemglowbrightness_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*91, itemglowbrightness_addr); client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*91, itemglowbrightness_addr);
//good god 91 of em.. why
uint32_t check = 0; uint32_t check = 0;
@ -853,6 +922,7 @@ static void set_vars(uint64_t add_addr)
if(check != 0xABCD) if(check != 0xABCD)
{ {
//Add offset msg
printf("Incorrect values read. Check if the add_off is correct. Quitting.\n"); printf("Incorrect values read. Check if the add_off is correct. Quitting.\n");
active = false; active = false;
return; return;
@ -869,6 +939,7 @@ static void set_vars(uint64_t add_addr)
while(c_Base!=0 && g_Base!=0) while(c_Base!=0 && g_Base!=0)
{ {
//same as above, has to match with eveything else
std::this_thread::sleep_for(std::chrono::milliseconds(1)); std::this_thread::sleep_for(std::chrono::milliseconds(1));
client_mem.Write<uint64_t>(g_Base_addr, g_Base); client_mem.Write<uint64_t>(g_Base_addr, g_Base);
client_mem.Write<int>(spectators_addr, spectators); client_mem.Write<int>(spectators_addr, spectators);
@ -959,10 +1030,6 @@ static void set_vars(uint64_t add_addr)
client_mem.Read<float>(aimdist_addr, aimdist); client_mem.Read<float>(aimdist_addr, aimdist);
client_mem.Read<int>(itemglowbrightness_addr, itemglowbrightness); client_mem.Read<int>(itemglowbrightness_addr, itemglowbrightness);
if(esp && next2) if(esp && next2)
{ {
@ -1003,7 +1070,8 @@ static void item_glow_t()
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST; uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
if (item_glow) if (item_glow)
{ {
for (int i = 0; i < 10000; i++) //item ENTs to loop, 10k-15k is normal. 10k might be better but will not show all the death boxes i think.
for (int i = 0; i < 15000; i++)
{ {
uint64_t centity = 0; uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity); apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
@ -1017,14 +1085,17 @@ static void item_glow_t()
{ {
//item.enableGlow(); //item.enableGlow();
} }
//Item filter glow name setup and search.
char glowName[200] = { 0 }; char glowName[200] = { 0 };
uint64_t name_ptr; uint64_t name_ptr;
apex_mem.Read<uint64_t>(centity + OFFSET_MODELNAME, name_ptr); apex_mem.Read<uint64_t>(centity + OFFSET_MODELNAME, name_ptr);
apex_mem.ReadArray<char>(name_ptr, glowName, 200); apex_mem.ReadArray<char>(name_ptr, glowName, 200);
//Prints stuff you want to console
//if (strstr(glowName, "mdl/weapons/")) //if (strstr(glowName, "mdl/weapons/"))
//{ //{
//printf("%s\n", glowName); //printf("%s\n", glowName);
//} //}
//Search model name and if true sets glow, must be a better way to do this.. if only i got the item id to work..
if (lightbackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_light.rmdl")) if (lightbackpack && strstr(glowName, "mdl/humans_r5/loot/w_loot_char_backpack_light.rmdl"))
{ {
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
@ -1065,6 +1136,7 @@ static void item_glow_t()
apex_mem.Write<float>(centity + GLOW_COLOR_B, 128 / itemglowbrightness); // b apex_mem.Write<float>(centity + GLOW_COLOR_B, 128 / itemglowbrightness); // b
} }
//item id would help so much here, cant make them all the same color so went with loba glow for body shield and helmet
if (shieldupgrade && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_cha_shield_upgrade_body.rmdl")) if (shieldupgrade && strstr(glowName, "mdl/weapons_r5/loot/_master/w_loot_cha_shield_upgrade_body.rmdl"))
{ {
item.enableGlow(); item.enableGlow();
@ -1111,7 +1183,7 @@ static void item_glow_t()
} }
//Gas Trap
if (strstr(glowName, "mdl/props/caustic_gas_tank/caustic_gas_tank.rmdl")) if (strstr(glowName, "mdl/props/caustic_gas_tank/caustic_gas_tank.rmdl"))
{ {
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1); apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
@ -1736,13 +1808,15 @@ static void item_glow_t()
} }
k=1; k=1;
//Change the 60 ms to lower to make the death boxes filker less.
std::this_thread::sleep_for(std::chrono::milliseconds(60)); std::this_thread::sleep_for(std::chrono::milliseconds(60));
} }
else else
{ {
if(k==1) if(k==1)
{ {
for (int i = 0; i < 10000; i++) //same and the ents above to turn the glow off
for (int i = 0; i < 15000; i++)
{ {
uint64_t centity = 0; uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity); apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
@ -1768,6 +1842,7 @@ int main(int argc, char *argv[])
{ {
if(geteuid() != 0) if(geteuid() != 0)
{ {
//run as root..
printf("Error: %s is not running as root\n", argv[0]); printf("Error: %s is not running as root\n", argv[0]);
return 0; return 0;
} }
@ -1777,7 +1852,7 @@ int main(int argc, char *argv[])
//const char* ap_proc = "EasyAntiCheat_launcher.exe"; //const char* ap_proc = "EasyAntiCheat_launcher.exe";
//Client "add" offset //Client "add" offset
uint64_t add_off = 0x140990; uint64_t add_off = 0x1409a0; //todo make this auto update..
std::thread aimbot_thr; std::thread aimbot_thr;
std::thread esp_thr; std::thread esp_thr;

@ -17,6 +17,7 @@
<RootNamespace>Client</RootNamespace> <RootNamespace>Client</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>Client</ProjectName> <ProjectName>Client</ProjectName>
<TargetFramework>net6.0</TargetFramework>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
@ -25,6 +26,7 @@
<PlatformToolset>v143</PlatformToolset> <PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
<SpectreMitigation>false</SpectreMitigation> <SpectreMitigation>false</SpectreMitigation>
<CLRSupport>false</CLRSupport>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
@ -52,6 +54,7 @@
<LibraryPath>$(DXSDK_DIR)Lib\x64;$(LibraryPath)</LibraryPath> <LibraryPath>$(DXSDK_DIR)Lib\x64;$(LibraryPath)</LibraryPath>
<IncludePath>$(DXSDK_DIR)Include;$(IncludePath)</IncludePath> <IncludePath>$(DXSDK_DIR)Include;$(IncludePath)</IncludePath>
<TargetName>MonkeyCure</TargetName> <TargetName>MonkeyCure</TargetName>
<ManagedAssembly>true</ManagedAssembly>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>

@ -227,10 +227,10 @@ typedef struct
DWORD B; DWORD B;
DWORD A; DWORD A;
}RGBA; }RGBA;
static void FilledRectangle(int x, int y, int w, int h, RGBA color) //static void FilledRectangle(int x, int y, int w, int h, RGBA color)
{ //{
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); // ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0);
} //}
//Color Team Radar Test. oh god why... This is stupid.. dont do this.. it works tho //Color Team Radar Test. oh god why... This is stupid.. dont do this.. it works tho
static void Team1(int x, int y, int w, int h, RGBA color) static void Team1(int x, int y, int w, int h, RGBA color)
@ -816,8 +816,6 @@ int main(int argc, char** argv)
add[90] = (uintptr_t)&aimdist; add[90] = (uintptr_t)&aimdist;
add[91] = (uintptr_t)&itemglowbrightness; add[91] = (uintptr_t)&itemglowbrightness;
printf(XorStr("Game Version v3.0.12.19 |-| Main Map Radar Test |-| Add me offset: 0x%I64x\n"), (uint64_t)&add[0] - (uint64_t)GetModuleHandle(NULL)); printf(XorStr("Game Version v3.0.12.19 |-| Main Map Radar Test |-| Add me offset: 0x%I64x\n"), (uint64_t)&add[0] - (uint64_t)GetModuleHandle(NULL));

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