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apex_dma_kvm_pub/apex_dma/apex_dma.cpp

817 lines
18 KiB
C++

#include <stdio.h>
#include <unistd.h>
#include <sys/types.h>
#include <string.h>
#include <random>
#include <chrono>
#include <iostream>
#include <cfloat>
#include "Game.h"
#include <thread>
Memory apex_mem;
Memory client_mem;
bool firing_range = false;
bool active = true;
uintptr_t aimentity = 0;
uintptr_t tmp_aimentity = 0;
uintptr_t lastaimentity = 0;
float max = 999.0f;
float max_dist = 200.0f*40.0f;
int team_player = 0;
int tmp_spec = 0, spectators = 0;
int tmp_all_spec = 0, allied_spectators = 0;
float max_fov = 15;
const int toRead = 100;
int aim = false;
bool esp = false;
bool item_glow = false;
bool player_glow = false;
extern bool aim_no_recoil;
int safe_level = 0;
bool aiming = false;
extern float smooth;
extern int bone;
bool thirdperson = false;
bool actions_t = false;
bool esp_t = false;
bool aim_t = false;
bool vars_t = false;
bool item_t = false;
uint64_t g_Base;
uint64_t c_Base;
bool next = false;
bool valid = false;
bool lock = false;
typedef struct player
{
float dist = 0;
int entity_team = 0;
float boxMiddle = 0;
float h_y = 0;
float width = 0;
float height = 0;
float b_x = 0;
float b_y = 0;
bool knocked = false;
bool visible = false;
int health = 0;
int shield = 0;
char name[33] = { 0 };
}player;
struct Matrix
{
float matrix[16];
};
float lastvis_esp[toRead];
float lastvis_aim[toRead];
//////////////////////////////////////////////////////////////////////////////////////////////////
void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int index)
{
int entity_team = target.getTeamId();
bool obs = target.Observing(entitylist);
if (obs)
{
/*if(obs == LPlayer.ptr)
{
if (entity_team == team_player)
{
tmp_all_spec++;
}
else
{
tmp_spec++;
}
}*/
tmp_spec++;
return;
}
Vector EntityPosition = target.getPosition();
Vector LocalPlayerPosition = LPlayer.getPosition();
float dist = LocalPlayerPosition.DistTo(EntityPosition);
if (dist > max_dist) return;
if (!target.isAlive())
return;
if(!firing_range)
if (entity_team < 0 || entity_team>50 || entity_team == team_player) return;
if(aim==2)
{
if((target.lastVisTime() > lastvis_aim[index]))
{
float fov = CalculateFov(LPlayer, target);
if (fov < max)
{
max = fov;
tmp_aimentity = target.ptr;
}
}
else
{
if(aimentity==target.ptr)
{
aimentity=tmp_aimentity=lastaimentity=0;
}
}
}
else
{
float fov = CalculateFov(LPlayer, target);
if (fov < max)
{
max = fov;
tmp_aimentity = target.ptr;
}
}
lastvis_aim[index] = target.lastVisTime();
}
void DoActions()
{
actions_t = true;
while (actions_t)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
bool tmp_thirdperson = false;
while (g_Base!=0 && c_Base!=0)
{
std::this_thread::sleep_for(std::chrono::milliseconds(30));
if(thirdperson && !tmp_thirdperson)
{
apex_mem.Write<int>(g_Base + OFFSET_THIRDPERSON, 1);
tmp_thirdperson = true;
}
else if(!thirdperson && tmp_thirdperson)
{
apex_mem.Write<int>(g_Base + OFFSET_THIRDPERSON, -1);
tmp_thirdperson = false;
}
uint64_t LocalPlayer = 0;
apex_mem.Read<uint64_t>(g_Base + OFFSET_LOCAL_ENT, LocalPlayer);
if (LocalPlayer == 0) continue;
Entity LPlayer = getEntity(LocalPlayer);
team_player = LPlayer.getTeamId();
if (team_player < 0 || team_player>50)
{
continue;
}
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
uint64_t baseent = 0;
apex_mem.Read<uint64_t>(entitylist, baseent);
if (baseent == 0)
{
continue;
}
max = 999.0f;
tmp_spec = 0;
tmp_all_spec = 0;
tmp_aimentity = 0;
if(firing_range)
{
int c=0;
for (int i = 0; i < 10000; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
if (centity == 0) continue;
if (LocalPlayer == centity) continue;
Entity Target = getEntity(centity);
if (!Target.isDummy())
{
continue;
}
if(player_glow && !Target.isGlowing())
{
Target.enableGlow();
}
else if(!player_glow && Target.isGlowing())
{
Target.disableGlow();
}
ProcessPlayer(LPlayer, Target, entitylist, c);
c++;
}
}
else
{
for (int i = 0; i < toRead; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
if (centity == 0) continue;
if (LocalPlayer == centity) continue;
Entity Target = getEntity(centity);
if (!Target.isPlayer())
{
continue;
}
ProcessPlayer(LPlayer, Target, entitylist, i);
int entity_team = Target.getTeamId();
if (entity_team == team_player)
{
continue;
}
switch (safe_level)
{
case 1:
if (spectators > 0)
{
if(Target.isGlowing())
{
Target.disableGlow();
}
continue;
}
break;
case 2:
if (spectators+allied_spectators > 0)
{
if(Target.isGlowing())
{
Target.disableGlow();
}
continue;
}
break;
default:
break;
}
if(player_glow && !Target.isGlowing())
{
Target.enableGlow();
}
else if(!player_glow && Target.isGlowing())
{
Target.disableGlow();
}
}
}
spectators = tmp_spec;
allied_spectators = tmp_all_spec;
if(!lock)
aimentity = tmp_aimentity;
else
aimentity = lastaimentity;
}
}
actions_t = false;
}
// /////////////////////////////////////////////////////////////////////////////////////////////////////
player players[toRead];
static void EspLoop()
{
esp_t = true;
while(esp_t)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
while(g_Base!=0 && c_Base!=0)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
if (esp)
{
valid = false;
switch (safe_level)
{
case 1:
if (spectators > 0)
{
next = true;
while(next && g_Base!=0 && c_Base!=0 && esp)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
continue;
}
break;
case 2:
if (spectators+allied_spectators > 0)
{
next = true;
while(next && g_Base!=0 && c_Base!=0 && esp)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
continue;
}
break;
default:
break;
}
uint64_t LocalPlayer = 0;
apex_mem.Read<uint64_t>(g_Base + OFFSET_LOCAL_ENT, LocalPlayer);
if (LocalPlayer == 0)
{
next = true;
while(next && g_Base!=0 && c_Base!=0 && esp)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
continue;
}
Entity LPlayer = getEntity(LocalPlayer);
int team_player = LPlayer.getTeamId();
if (team_player < 0 || team_player>50)
{
next = true;
while(next && g_Base!=0 && c_Base!=0 && esp)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
continue;
}
Vector LocalPlayerPosition = LPlayer.getPosition();
uint64_t viewRenderer = 0;
apex_mem.Read<uint64_t>(g_Base + OFFSET_RENDER, viewRenderer);
uint64_t viewMatrix = 0;
apex_mem.Read<uint64_t>(viewRenderer + OFFSET_MATRIX, viewMatrix);
Matrix m = {};
apex_mem.Read<Matrix>(viewMatrix, m);
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
memset(players,0,sizeof(players));
if(firing_range)
{
int c=0;
for (int i = 0; i < 10000; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>( entitylist + ((uint64_t)i << 5), centity);
if (centity == 0)
{
continue;
}
if (LocalPlayer == centity)
{
continue;
}
Entity Target = getEntity(centity);
if (!Target.isDummy())
{
continue;
}
if (!Target.isAlive())
{
continue;
}
int entity_team = Target.getTeamId();
Vector EntityPosition = Target.getPosition();
float dist = LocalPlayerPosition.DistTo(EntityPosition);
if (dist > max_dist || dist < 50.0f)
{
continue;
}
Vector bs = Vector();
WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs);
if (bs.x > 0 && bs.y > 0)
{
Vector hs = Vector();
Vector HeadPosition = Target.getBonePosition(8);
WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs);
float height = abs(abs(hs.y) - abs(bs.y));
float width = height / 2.0f;
float boxMiddle = bs.x - (width / 2.0f);
int health = Target.getHealth();
int shield = Target.getShield();
players[c] =
{
dist,
entity_team,
boxMiddle,
hs.y,
width,
height,
bs.x,
bs.y,
0,
(Target.lastVisTime() > lastvis_esp[c]),
health,
shield
};
Target.get_name(g_Base, i-1, &players[c].name[0]);
lastvis_esp[c] = Target.lastVisTime();
valid = true;
c++;
}
}
}
else
{
for (int i = 0; i < toRead; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>( entitylist + ((uint64_t)i << 5), centity);
if (centity == 0)
{
continue;
}
if (LocalPlayer == centity)
{
continue;
}
Entity Target = getEntity(centity);
if (!Target.isPlayer())
{
continue;
}
if (!Target.isAlive())
{
continue;
}
int entity_team = Target.getTeamId();
if (entity_team < 0 || entity_team>50 || entity_team == team_player)
{
continue;
}
Vector EntityPosition = Target.getPosition();
float dist = LocalPlayerPosition.DistTo(EntityPosition);
if (dist > max_dist || dist < 50.0f)
{
continue;
}
Vector bs = Vector();
WorldToScreen(EntityPosition, m.matrix, 1920, 1080, bs);
if (bs.x > 0 && bs.y > 0)
{
Vector hs = Vector();
Vector HeadPosition = Target.getBonePosition(8);
WorldToScreen(HeadPosition, m.matrix, 1920, 1080, hs);
float height = abs(abs(hs.y) - abs(bs.y));
float width = height / 2.0f;
float boxMiddle = bs.x - (width / 2.0f);
int health = Target.getHealth();
int shield = Target.getShield();
players[i] =
{
dist,
entity_team,
boxMiddle,
hs.y,
width,
height,
bs.x,
bs.y,
Target.isKnocked(),
(Target.lastVisTime() > lastvis_esp[i]),
health,
shield
};
Target.get_name(g_Base, i-1, &players[i].name[0]);
lastvis_esp[i] = Target.lastVisTime();
valid = true;
}
}
}
next = true;
while(next && g_Base!=0 && c_Base!=0 && esp)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}
}
}
esp_t = false;
}
static void AimbotLoop()
{
aim_t = true;
while (aim_t)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
while (g_Base!=0 && c_Base!=0)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
if (aim>0)
{
switch (safe_level)
{
case 1:
if (spectators > 0)
{
continue;
}
break;
case 2:
if (spectators+allied_spectators > 0)
{
continue;
}
break;
default:
break;
}
if (aimentity == 0 || !aiming)
{
lock=false;
lastaimentity=0;
continue;
}
lock=true;
lastaimentity = aimentity;
uint64_t LocalPlayer = 0;
apex_mem.Read<uint64_t>(g_Base + OFFSET_LOCAL_ENT, LocalPlayer);
if (LocalPlayer == 0) continue;
Entity LPlayer = getEntity(LocalPlayer);
QAngle Angles = CalculateBestBoneAim(LPlayer, aimentity, max_fov);
if (Angles.x == 0 && Angles.y == 0)
{
lock=false;
lastaimentity=0;
continue;
}
LPlayer.SetViewAngles(Angles);
}
}
}
aim_t = false;
}
static void set_vars(uint64_t add_addr)
{
printf("Reading client vars...\n");
std::this_thread::sleep_for(std::chrono::milliseconds(50));
//Get addresses of client vars
uint64_t spec_addr = 0;
client_mem.Read<uint64_t>(add_addr, spec_addr);
uint64_t all_spec_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t), all_spec_addr);
uint64_t aim_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*2, aim_addr);
uint64_t esp_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*3, esp_addr);
uint64_t safe_lev_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*4, safe_lev_addr);
uint64_t aiming_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*5, aiming_addr);
uint64_t g_Base_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*6, g_Base_addr);
uint64_t next_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*7, next_addr);
uint64_t player_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*8, player_addr);
uint64_t valid_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*9, valid_addr);
uint64_t max_dist_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*10, max_dist_addr);
uint64_t item_glow_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*11, item_glow_addr);
uint64_t player_glow_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*12, player_glow_addr);
uint64_t aim_no_recoil_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*13, aim_no_recoil_addr);
uint64_t smooth_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*14, smooth_addr);
uint64_t max_fov_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*15, max_fov_addr);
uint64_t bone_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*16, bone_addr);
uint64_t thirdperson_addr = 0;
client_mem.Read<uint64_t>(add_addr + sizeof(uint64_t)*17, thirdperson_addr);
int tmp = 0;
client_mem.Read<int>(spec_addr, tmp);
if(tmp != 1)
{
printf("Incorrect values read. Check if the add_off is correct. Quitting.\n");
active = false;
return;
}
vars_t = true;
while(vars_t)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
if(c_Base!=0 && g_Base!=0)
printf("\nReady\n");
while(c_Base!=0 && g_Base!=0)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
client_mem.Write<int>(all_spec_addr, allied_spectators);
client_mem.Write<int>(spec_addr, spectators);
client_mem.Write<uint64_t>(g_Base_addr, g_Base);
client_mem.Read<int>(aim_addr, aim);
client_mem.Read<bool>(esp_addr, esp);
client_mem.Read<int>(safe_lev_addr, safe_level);
client_mem.Read<bool>(aiming_addr, aiming);
client_mem.Read<float>(max_dist_addr, max_dist);
client_mem.Read<bool>(item_glow_addr, item_glow);
client_mem.Read<bool>(player_glow_addr, player_glow);
client_mem.Read<bool>(aim_no_recoil_addr, aim_no_recoil);
client_mem.Read<float>(smooth_addr, smooth);
client_mem.Read<float>(max_fov_addr, max_fov);
client_mem.Read<int>(bone_addr, bone);
client_mem.Read<bool>(thirdperson_addr, thirdperson);
if(esp && next)
{
if(valid)
client_mem.WriteArray<player>(player_addr, players, toRead);
client_mem.Write<bool>(valid_addr, valid);
client_mem.Write<bool>(next_addr, true); //next
bool next_val = false;
do
{
client_mem.Read<bool>(next_addr, next_val);
std::this_thread::sleep_for(std::chrono::milliseconds(1));
} while (next_val && g_Base!=0 && c_Base!=0);
next = false;
}
}
}
vars_t = false;
}
static void item_glow_t()
{
item_t = true;
while(item_t)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
int k = 0;
while(g_Base!=0 && c_Base!=0)
{
std::this_thread::sleep_for(std::chrono::milliseconds(1));
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
if (item_glow)
{
for (int i = 0; i < 10000; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
if (centity == 0) continue;
Item item = getItem(centity);
if(item.isItem() && !item.isGlowing())
{
item.enableGlow();
}
}
k=1;
std::this_thread::sleep_for(std::chrono::milliseconds(600));
}
else
{
if(k==1)
{
for (int i = 0; i < 10000; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
if (centity == 0) continue;
Item item = getItem(centity);
if(item.isItem() && item.isGlowing())
{
item.disableGlow();
}
}
k=0;
}
}
}
}
item_t = false;
}
int main()
{
const char* cl_proc = "client_ap.exe";
const char* ap_proc = "R5Apex.exe";
//const char* ap_proc = "EasyAntiCheat_launcher.exe";
//Client "add" offset
uint64_t add_off = 0x3e890;
std::thread aimbot_thr;
std::thread esp_thr;
std::thread actions_thr;
std::thread itemglow_thr;
std::thread vars_thr;
while(active)
{
if(apex_mem.get_proc_status() != process_status::FOUND_READY)
{
if(aim_t)
{
aim_t = false;
esp_t = false;
actions_t = false;
item_t = false;
g_Base = 0;
aimbot_thr.~thread();
esp_thr.~thread();
actions_thr.~thread();
itemglow_thr.~thread();
}
std::this_thread::sleep_for(std::chrono::seconds(1));
printf("Searching for apex process...\n");
apex_mem.open_proc(ap_proc);
if(apex_mem.get_proc_status() == process_status::FOUND_READY)
{
g_Base = apex_mem.get_proc_baseaddr();
printf("\nApex process found\n");
printf("Base: %lx\n", g_Base);
aimbot_thr = std::thread(AimbotLoop);
esp_thr = std::thread(EspLoop);
actions_thr = std::thread(DoActions);
itemglow_thr = std::thread(item_glow_t);
aimbot_thr.detach();
esp_thr.detach();
actions_thr.detach();
itemglow_thr.detach();
}
}
else
{
apex_mem.check_proc();
}
if(client_mem.get_proc_status() != process_status::FOUND_READY)
{
if(vars_t)
{
vars_t = false;
c_Base = 0;
vars_thr.~thread();
}
std::this_thread::sleep_for(std::chrono::seconds(1));
printf("Searching for client process...\n");
client_mem.open_proc(cl_proc);
if(client_mem.get_proc_status() == process_status::FOUND_READY)
{
c_Base = client_mem.get_proc_baseaddr();
printf("\nClient process found\n");
printf("Base: %lx\n", c_Base);
vars_thr = std::thread(set_vars, c_Base + add_off);
vars_thr.detach();
}
}
else
{
client_mem.check_proc();
}
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
return 0;
}