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 glowg;
extern float glowb;
//glowtype not used, but dont delete its still used.
extern int glowtype;
extern int glowtype2;
//setting up vars, dont edit
float smooth = 100.0f;
bool aim_no_recoil = true;
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);
}
//patched out but left in for reasons
void charge_rifle_hack(uint64_t entity_ptr)
{
extern uint64_t g_Base;
@ -74,7 +75,7 @@ int Entity::getHealth()
{
return *(int*)(buffer + OFFSET_HEALTH);
}
//seer health and shield i added
#define OFFSET_ARMOR_TYPE 0x4604
int Entity::getArmortype()
{
@ -107,7 +108,7 @@ bool Entity::isPlayer()
{
return *(uint64_t*)(buffer + OFFSET_NAME) == 125780153691248;
}
//firing range dummys
bool Entity::isDummy()
{
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/3499185-post1334.html
//hitboxes
Vector Entity::getBonePositionByHitbox(int id)
{
Vector origin = getPosition();
@ -206,7 +207,7 @@ bool Entity::isZooming()
{
return *(int*)(buffer + OFFSET_ZOOMING) == 1;
}
//custom glow color RGB
void Entity::enableGlow()
{
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.ReadArray<char>(name_ptr, name, 32);
}
//Items
bool Item::isItem()
{
char class_name[33] = {};
@ -261,7 +262,7 @@ bool Item::isItem()
return strncmp(class_name, "CPropSurvival", 13) == 0;
}
//Deathboxes
bool Item::isBox()
{
char class_name[33] = {};
@ -269,7 +270,7 @@ bool Item::isBox()
return strncmp(class_name, "CDeathBoxProp", 13) == 0;
}
//Traps
bool Item::isTrap()
{
char class_name[33] = {};

@ -12,6 +12,7 @@
Memory apex_mem;
Memory client_mem;
//Just setting things up, dont edit.
bool firing_range = false;
bool active = true;
uintptr_t aimentity = 0;
@ -33,44 +34,54 @@ extern int bone;
bool thirdperson = false;
//chargerifle hack
//chargerifle hack, removed but not all the way, dont edit.
bool chargerifle = false;
bool shooting = false;
//Player Glow Color and Brightness
float glowr = 0.0f;
float glowg = 120.0f;
float glowb = 120.0f;
//Player Glow Color and Brightness. Just setting things up, dont edit.
float glowr = 0.0f; //Red 0-255, higher is brighter color.
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 glowtype2 = 2;
//Ha think i was done ?
//Backpacks
bool lightbackpack = false;
bool medbackpack = false;
bool heavybackpack = false;
//Shield upgrades
bool shieldupgrade = false;
bool shieldupgradehead = false;
bool shielddown = false;
//heaing and Misc
bool accelerant = false;
bool phoenix = false;
bool healthlarge = false;
bool healthsmall = false;
bool shieldbattsmall = false;
bool shieldbattlarge = false;
//Ammo
bool ammosniper = false;
bool ammohc = false;
bool optic = false;
bool ammosc = false;
bool ammonrg = false;
bool ammoshotgun = false;
bool lasersight = false;
bool magsniper = false;
bool magenergy = false;
bool stocksniper = false;
bool stockregular = false;
bool shielddown = false;
bool lightammomag = false;
bool heavyammomag = false;
//Optics
bool optic = false;
bool optic2x = false;
bool opticholo1x = false;
bool opticholo1x2x = false;
@ -80,50 +91,85 @@ bool optic2x4x = false;
bool opticsniper6x = false;
bool opticsniper4x8x = 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 weaponmod = false;
bool shotgunbolt = false;
//Nades
bool grenade_frag = false;
bool grenade_arc_star = false;
bool grenade_thermite = false;
bool shotgunbolt = false;
//Kraber
bool weapon_kraber = false;
//Shotguns
bool weapon_mastiff = false;
bool weapon_eva8 = false;
bool weapon_peacekeeper = false;
bool weapon_mozambique = false;
//Energy weapons
bool weapon_lstar = false;
bool weapon_havoc = false;
bool weapon_devotion = false;
bool weapon_triple_take = false;
bool weapon_prowler = false;
bool weapon_volt = false;
//Heavy Weapons
bool weapon_flatline = 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_alternator = 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_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_p2020 = false;
bool weapon_re45 = false;
bool weapon_longbow = false;
bool weapon_charge_rifle = false;
bool weapon_sentinel = false;
bool weapon_bow = false;
bool weapon_3030_repeater = false;
bool weapon_rampage = false;
bool weapon_car_smg = false;
//aim dist check
//aim dist check. Just setting things up, dont edit.
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 esp_t = false;
bool aim_t = false;
@ -135,6 +181,8 @@ bool next2 = false;
bool valid = false;
bool lock = false;
//Player Definitions, dont edit unless you know what you are doing.
typedef struct player
{
float dist = 0;
@ -158,20 +206,26 @@ typedef struct player
}player;
//Your in the matrix neo.
struct Matrix
{
float matrix[16];
};
//Visual check and aim check.?
float lastvis_esp[toRead];
float lastvis_aim[toRead];
//Specator stuff. Just setting things up, dont edit.
int tmp_spec = 0, spectators = 0;
int tmp_all_spec = 0, allied_spectators = 0;
//////////////////////////////////////////////////////////////////////////////////////////////////
void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int index)
{
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 LocalPlayerPosition = LPlayer.getPosition();
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.
if (dist > aimdist) return;
//Firing range stuff
if(!firing_range)
if (entity_team < 0 || entity_team>50 || entity_team == team_player) return;
//Vis check aiming? dunno
if(aim==2)
{
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();
}
//Main stuff, dont edit.
void DoActions()
{
actions_t = true;
@ -285,6 +346,8 @@ void DoActions()
continue;
}
//Dont edit.
max = 999.0f;
tmp_aimentity = 0;
tmp_spec = 0;
@ -292,6 +355,7 @@ void DoActions()
if(firing_range)
{
int c=0;
//Ammount of ents to loop, dont edit.
for (int i = 0; i < 10000; i++)
{
uint64_t centity = 0;
@ -396,7 +460,7 @@ void DoActions()
player players[toRead];
//ESP loop.. this helps right?
static void EspLoop()
{
esp_t = true;
@ -448,6 +512,7 @@ static void EspLoop()
if(firing_range)
{
int c=0;
//Ammount of ents to loop, dont edit.
for (int i = 0; i < 10000; i++)
{
uint64_t centity = 0;
@ -484,11 +549,13 @@ static void EspLoop()
}
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
if (esp)
{
Vector hs = Vector();
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
float height = abs(abs(hs.y) - abs(bs.y));
float width = height / 2.0f;
@ -564,11 +631,13 @@ static void EspLoop()
}
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
if (esp)
{
Vector hs = Vector();
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
float height = abs(abs(hs.y) - abs(bs.y));
float width = height / 2.0f;
@ -617,7 +686,7 @@ static void EspLoop()
}
esp_t = false;
}
//Aimbot Loop stuff
static void AimbotLoop()
{
aim_t = true;
@ -654,7 +723,7 @@ static void AimbotLoop()
}
aim_t = false;
}
//Client memory vars/reads. HAVE to match windows client numbers.
static void set_vars(uint64_t add_addr)
{
printf("Reading the client vars...\n");
@ -845,7 +914,7 @@ static void set_vars(uint64_t add_addr)
uint64_t itemglowbrightness_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*91, itemglowbrightness_addr);
//good god 91 of em.. why
uint32_t check = 0;
@ -853,6 +922,7 @@ static void set_vars(uint64_t add_addr)
if(check != 0xABCD)
{
//Add offset msg
printf("Incorrect values read. Check if the add_off is correct. Quitting.\n");
active = false;
return;
@ -869,6 +939,7 @@ static void set_vars(uint64_t add_addr)
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));
client_mem.Write<uint64_t>(g_Base_addr, g_Base);
client_mem.Write<int>(spectators_addr, spectators);
@ -960,10 +1031,6 @@ static void set_vars(uint64_t add_addr)
client_mem.Read<int>(itemglowbrightness_addr, itemglowbrightness);
if(esp && next2)
{
if(valid)
@ -1003,7 +1070,8 @@ static void item_glow_t()
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
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;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
@ -1017,14 +1085,17 @@ static void item_glow_t()
{
//item.enableGlow();
}
//Item filter glow name setup and search.
char glowName[200] = { 0 };
uint64_t name_ptr;
apex_mem.Read<uint64_t>(centity + OFFSET_MODELNAME, name_ptr);
apex_mem.ReadArray<char>(name_ptr, glowName, 200);
//Prints stuff you want to console
//if (strstr(glowName, "mdl/weapons/"))
//{
//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"))
{
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
}
//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"))
{
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"))
{
apex_mem.Write<int>(centity + OFFSET_GLOW_ENABLE, 1);
@ -1736,13 +1808,15 @@ static void item_glow_t()
}
k=1;
//Change the 60 ms to lower to make the death boxes filker less.
std::this_thread::sleep_for(std::chrono::milliseconds(60));
}
else
{
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;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
@ -1768,6 +1842,7 @@ int main(int argc, char *argv[])
{
if(geteuid() != 0)
{
//run as root..
printf("Error: %s is not running as root\n", argv[0]);
return 0;
}
@ -1777,7 +1852,7 @@ int main(int argc, char *argv[])
//const char* ap_proc = "EasyAntiCheat_launcher.exe";
//Client "add" offset
uint64_t add_off = 0x140990;
uint64_t add_off = 0x1409a0; //todo make this auto update..
std::thread aimbot_thr;
std::thread esp_thr;

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

@ -227,10 +227,10 @@ typedef struct
DWORD B;
DWORD A;
}RGBA;
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);
}
//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);
//}
//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)
@ -817,8 +817,6 @@ int main(int argc, char** argv)
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));
Overlay ov1 = Overlay();

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