Herkese merhaba, benim CS:GO hilesi yapıp satma planım var. Bu ana özelliği bir türlü ekleyemedim. Herkes farklı yapmış. Bana glow esp nasıl yapılır detaylı bir şekilde anlatırmısınız? Bütün kaynaklar ingilizce olduğu için buraya sığındım.
#include <Windows.h>
#include <iostream>
#include "MemMan.h"
#include "csgo.hpp"
MemMan MemClass;
using namespace hazedumper::netvars;
using namespace hazedumper::signatures;
struct variables
{
uintptr_t localPlayer;
uintptr_t gameModule;
uintptr_t engineModule;
uintptr_t glowObject;
} val;
struct ClrRender
{
BYTE red, green, blue;
};
ClrRender clrEnemy;
ClrRender clrTeam;
struct GlowStruct
{
BYTE base[4];
float red;
float green;
float blue;
float alpha;
BYTE buffer[16];
bool renderWhenOccluded;
bool renderWhenUnOccluded;
bool fullBloom;
BYTE buffer1[5];
int glowStyle;
};
GlowStruct SetGlowColor(GlowStruct Glow, uintptr_t entity)
{
bool defusing = MemClass.readMem<bool>(entity + m_bIsDefusing);
if (defusing)
{
Glow.red = 1.0f;
Glow.green = 1.0f;
Glow.blue = 1.0f;
}
else
{
int health = MemClass.readMem<int>(entity + m_iHealth);
Glow.red = health * -0.01 + 1;
Glow.green = health * 0.01;
}
Glow.alpha = 1.0f;
Glow.renderWhenOccluded = true;
Glow.renderWhenUnOccluded = false;
return Glow;
}
void SetTeamGlow(uintptr_t entity, int glowIndex)
{
GlowStruct TGlow;
TGlow = MemClass.readMem<GlowStruct>(val.glowObject + (glowIndex * 0x38));
TGlow.blue = 1.0f;
TGlow.alpha = 1.0f;
TGlow.renderWhenOccluded = true;
TGlow.renderWhenUnOccluded = false;
MemClass.writeMem<GlowStruct>(val.glowObject + (glowIndex * 0x38), TGlow);
}
void SetEnemyGlow(uintptr_t entity, int glowIndex)
{
GlowStruct EGlow;
EGlow = MemClass.readMem<GlowStruct>(val.glowObject + (glowIndex * 0x38));
EGlow = SetGlowColor(EGlow, entity);
MemClass.writeMem<GlowStruct>(val.glowObject + (glowIndex * 0x38), EGlow);
}
void HandleGlow()
{
val.glowObject = MemClass.readMem<uintptr_t>(val.gameModule + dwGlowObjectManager);
int myTeam = MemClass.readMem<int>(val.localPlayer + m_iTeamNum);
for (short int i = 0; i < 64; i++)
{
uintptr_t entity = MemClass.readMem<uintptr_t>(val.gameModule + dwEntityList + i * 0x10);
if (entity != NULL)
{
int glowIndx = MemClass.readMem<int>(entity + m_iGlowIndex);
int entityTeam = MemClass.readMem<int>(entity + m_iTeamNum);
if (myTeam == entityTeam)
{
MemClass.writeMem<ClrRender>(entity + m_clrRender, clrTeam);
SetTeamGlow(entity, glowIndx);
}
else
{
MemClass.writeMem<ClrRender>(entity + m_clrRender, clrEnemy);
SetEnemyGlow(entity, glowIndx);
}
}
}
}
void SetBrightness()
{
clrTeam.red = 0;
clrTeam.blue = 255;
clrTeam.green = 0;
clrEnemy.red = 255;
clrEnemy.blue = 0;
clrEnemy.green = 0;
float brightness = 5.0f;
int ptr = MemClass.readMem<int>(val.engineModule + model_ambient_min);
int xorptr = *(int*)&brightness ^ ptr;
MemClass.writeMem<int>(val.engineModule + model_ambient_min, xorptr);
}
int main()
{
int procID = MemClass.getProcess(L"csgo.exe");
val.gameModule = MemClass.getModule(procID, L"client.dll");
val.engineModule = MemClass.getModule(procID, L"engine.dll");
val.localPlayer = MemClass.readMem<uintptr_t>(val.gameModule + dwLocalPlayer);
if (val.localPlayer == NULL)
while (val.localPlayer == NULL)
val.localPlayer = MemClass.readMem<uintptr_t>(val.gameModule + dwLocalPlayer);
SetBrightness();
while (true)
{
if (GetKeyState(VK_NUMPAD0) & 1)
HandleGlow();
Sleep(1);
}
return 0;
}
Dostum bu c++. Ben form ile yapmak istiyorum. C# source arıyorum.C++:#include <Windows.h> #include <iostream> #include "MemMan.h" #include "csgo.hpp" MemMan MemClass; using namespace hazedumper::netvars; using namespace hazedumper::signatures; struct variables { uintptr_t localPlayer; uintptr_t gameModule; uintptr_t engineModule; uintptr_t glowObject; } val; struct ClrRender { BYTE red, green, blue; }; ClrRender clrEnemy; ClrRender clrTeam; struct GlowStruct { BYTE base[4]; float red; float green; float blue; float alpha; BYTE buffer[16]; bool renderWhenOccluded; bool renderWhenUnOccluded; bool fullBloom; BYTE buffer1[5]; int glowStyle; }; GlowStruct SetGlowColor(GlowStruct Glow, uintptr_t entity) { bool defusing = MemClass.readMem<bool>(entity + m_bIsDefusing); if (defusing) { Glow.red = 1.0f; Glow.green = 1.0f; Glow.blue = 1.0f; } else { int health = MemClass.readMem<int>(entity + m_iHealth); Glow.red = health * -0.01 + 1; Glow.green = health * 0.01; } Glow.alpha = 1.0f; Glow.renderWhenOccluded = true; Glow.renderWhenUnOccluded = false; return Glow; } void SetTeamGlow(uintptr_t entity, int glowIndex) { GlowStruct TGlow; TGlow = MemClass.readMem<GlowStruct>(val.glowObject + (glowIndex * 0x38)); TGlow.blue = 1.0f; TGlow.alpha = 1.0f; TGlow.renderWhenOccluded = true; TGlow.renderWhenUnOccluded = false; MemClass.writeMem<GlowStruct>(val.glowObject + (glowIndex * 0x38), TGlow); } void SetEnemyGlow(uintptr_t entity, int glowIndex) { GlowStruct EGlow; EGlow = MemClass.readMem<GlowStruct>(val.glowObject + (glowIndex * 0x38)); EGlow = SetGlowColor(EGlow, entity); MemClass.writeMem<GlowStruct>(val.glowObject + (glowIndex * 0x38), EGlow); } void HandleGlow() { val.glowObject = MemClass.readMem<uintptr_t>(val.gameModule + dwGlowObjectManager); int myTeam = MemClass.readMem<int>(val.localPlayer + m_iTeamNum); for (short int i = 0; i < 64; i++) { uintptr_t entity = MemClass.readMem<uintptr_t>(val.gameModule + dwEntityList + i * 0x10); if (entity != NULL) { int glowIndx = MemClass.readMem<int>(entity + m_iGlowIndex); int entityTeam = MemClass.readMem<int>(entity + m_iTeamNum); if (myTeam == entityTeam) { MemClass.writeMem<ClrRender>(entity + m_clrRender, clrTeam); SetTeamGlow(entity, glowIndx); } else { MemClass.writeMem<ClrRender>(entity + m_clrRender, clrEnemy); SetEnemyGlow(entity, glowIndx); } } } } void SetBrightness() { clrTeam.red = 0; clrTeam.blue = 255; clrTeam.green = 0; clrEnemy.red = 255; clrEnemy.blue = 0; clrEnemy.green = 0; float brightness = 5.0f; int ptr = MemClass.readMem<int>(val.engineModule + model_ambient_min); int xorptr = *(int*)&brightness ^ ptr; MemClass.writeMem<int>(val.engineModule + model_ambient_min, xorptr); } int main() { int procID = MemClass.getProcess(L"csgo.exe"); val.gameModule = MemClass.getModule(procID, L"client.dll"); val.engineModule = MemClass.getModule(procID, L"engine.dll"); val.localPlayer = MemClass.readMem<uintptr_t>(val.gameModule + dwLocalPlayer); if (val.localPlayer == NULL) while (val.localPlayer == NULL) val.localPlayer = MemClass.readMem<uintptr_t>(val.gameModule + dwLocalPlayer); SetBrightness(); while (true) { if (GetKeyState(VK_NUMPAD0) & 1) HandleGlow(); Sleep(1); } return 0; }
Glow zaten esp demekbence uğraşma derim bi cok oyuncu glowu zaten kullanmıyor bence ana segment esp wall hack aimbot ve sekmeme hilesi olması gerek