06-12-2022, 14:56
Après quelques petites recherches, j'ai trouvé un code qui s'en rapproche même si je pense que ce n'est pas exactement le même principe, ça utilise le curseur du scoreboard pour wallhack (le curseur se fixe sur le joueur ennemi) :
https://www.youtube.com/watch?v=mpsYYIrDhvA&t=9s
Et voici le code (c++ external) :
Il utilise le code de hazedumper pour les offsets (https://github.com/frk1/hazedumper)Je pourrais tester, voir si j'arrive à le faire fonctionner in-game quand j'ai un peu de temps libre.
https://www.youtube.com/watch?v=mpsYYIrDhvA&t=9s
Et voici le code (c++ external) :
Il utilise le code de hazedumper pour les offsets (https://github.com/frk1/hazedumper)
Code :
#include <iostream>
#include <Windows.h>
#include "ProcMan.h"
#include "csgo.hpp"
using namespace hazedumper::netvars;
using namespace hazedumper::signatures;
uintptr_t procID;
uintptr_t moduleBase;
HANDLE hProcess = 0;
RECT m_Rect;
uintptr_t ClocalPlayer;
int myTeam;
float EnemyXY[3];
float entityPosition[3];
float myPosition[3];
float closestEntity[3];
typedef struct
{
float flMatrix[4][4];
}WorldToScreenMatrix_t;
WorldToScreenMatrix_t WorldToScreenMatrix;
float Get3dDistance(float* myCoords, float* enemyCoords)
{
return sqrt(
pow((enemyCoords[0] - myCoords[0]), 2) +
pow((enemyCoords[1] - myCoords[1]), 2) +
pow((enemyCoords[2] - myCoords[2]), 2));
}
bool WorldToScreen(float* from, float* to)
{
float w = 0.0f;
to[0] = WorldToScreenMatrix.flMatrix[0][0] * from[0] + WorldToScreenMatrix.flMatrix[0][1] * from[1] + WorldToScreenMatrix.flMatrix[0][2] * from[2] + WorldToScreenMatrix.flMatrix[0][3];
to[1] = WorldToScreenMatrix.flMatrix[1][0] * from[0] + WorldToScreenMatrix.flMatrix[1][1] * from[1] + WorldToScreenMatrix.flMatrix[1][2] * from[2] + WorldToScreenMatrix.flMatrix[1][3];
w = WorldToScreenMatrix.flMatrix[3][0] * from[0] + WorldToScreenMatrix.flMatrix[3][1] * from[1] + WorldToScreenMatrix.flMatrix[3][2] * from[2] + WorldToScreenMatrix.flMatrix[3][3];
if (w < 0.01f)
return false;
float invw = 1.0f / w;
to[0] *= invw;
to[1] *= invw;
int width = (int)(m_Rect.right - m_Rect.left);
int height = (int)(m_Rect.bottom - m_Rect.top);
float x = width / 2;
float y = height / 2;
x += 0.5 * to[0] * width + 0.5;
y -= 0.5 * to[1] * height + 0.5;
to[0] = x + m_Rect.left;
to[1] = y + m_Rect.top;
return true;
}
int main()
{
procID = getProcID(L"csgo.exe");
moduleBase = getModuleBaseAddress(procID, L"client.dll");
hProcess = OpenProcess(PROCESS_ALL_ACCESS, NULL, procID);
GetWindowRect(FindWindow(NULL, L"Counter-Strike: Global Offensive"), &m_Rect);
while (!GetAsyncKeyState(VK_INSERT))
{
ClocalPlayer = readMem<uintptr_t>;(hProcess, moduleBase + dwLocalPlayer);
if (ClocalPlayer != NULL)
{
myTeam = readMem<int>;(hProcess, ClocalPlayer + m_iTeamNum);
if (GetAsyncKeyState(VK_TAB))
{
int closestEntityDistance = 10000000000;
for (short int i = 0; i < 20; i++)
{
int entity = readMem<int>;(hProcess, moduleBase + dwEntityList + i * 0x10);
bool dormant = readMem<bool>;(hProcess, entity + m_bDormant);
if (entity != NULL && dormant == false)
{
int entityTeam = readMem<int>;(hProcess, entity + m_iTeamNum);
if (entityTeam != myTeam)
{
ReadProcessMemory(hProcess, (PBYTE*)(entity + m_vecOrigin), &entityPosition, sizeof(float[3]), 0);
ReadProcessMemory(hProcess, (PBYTE*)(ClocalPlayer + m_vecOrigin), &myPosition, sizeof(float[3]), 0);
ReadProcessMemory(hProcess, (PBYTE*)(moduleBase + dwViewMatrix), &WorldToScreenMatrix, sizeof(WorldToScreenMatrix), 0);
if (WorldToScreen(entityPosition, EnemyXY))
{
float distance = Get3dDistance(myPosition, entityPosition);
if (distance < closestEntityDistance)
{
closestEntityDistance = distance;
for (int i = 0; i < 3; i++)
{
closestEntity[i] = entityPosition[i];
}
}
}
}
}
}
if (WorldToScreen(closestEntity, EnemyXY))
{
SetCursorPos(EnemyXY[0], EnemyXY[1] - 50);
}
}
}
Sleep(10);
}
return 0;
}