int aimheight = 0;
bool bESP = true;
struct ModelInfo_t {
D3DXVECTOR3 Position2D;
D3DXVECTOR3 Position3D;
int Offset;
int TEAM;
int Index;
float CrosshairDistance;
};
std::vector<ModelInfo_t*>ModelInfo;
void PrintText(LPD3DXFONT Font, long x, long y, D3DCOLOR fontColor, char *text, ...)
{
RECT rct;
rct.left = x - 1;
rct.right = x + 1;
rct.top = y - 1;
rct.bottom = y + 1;
if (!text) { return; }
va_list va_alist;
char logbuf[256] = { 0 };
va_start(va_alist, text);
_vsnprintf(logbuf + strlen(logbuf), sizeof(logbuf) - strlen(logbuf), text, va_alist);
va_end(va_alist);
RECT FontRect = { x, y, x, y };
g_pFont->DrawText(NULL, logbuf, -1, &rct, DT_NOCLIP, fontColor);
}
float GetDistance(float Xx, float Yy, float xX, float yY)
{
return sqrt((yY - Yy) * (yY - Yy) + (xX - Xx) * (xX - Xx));
}
void DrawPoint(LPDIRECT3DDEVICE9 pDevice, int baseX, int baseY, int baseW, int baseH, D3DCOLOR Cor)
{
D3DRECT BarRect = { baseX, baseY, baseX + baseW, baseY + baseH };
pDevice->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Cor, 0, 0);
}
void AddModel(IDirect3DDevice9* Device, int Team, float AimH) {
ModelInfo_t* pModel = new ModelInfo_t;
pModel->TEAM = Team;
Device->GetViewport(&viewport);
D3DXMATRIX projection, view, world;
D3DXVECTOR3 vScreenCoord(0, AimH, 0), vWorldLocation(0, AimH, 0);
Device->GetTransform(D3DTS_VIEW, &view);
Device->GetTransform(D3DTS_PROJECTION, &projection);
Device->GetTransform(D3DTS_WORLD, &world);
D3DXVec3Project(&vScreenCoord, &vWorldLocation, &viewport, &projection, &view, &world);
if (vScreenCoord.z < 1) {
pModel->Position2D.x = vScreenCoord.x;
pModel->Position2D.y = vScreenCoord.y;
}
ModelInfo.push_back(pModel);
}
ImDrawList* LunaUI = ImGui::GetBackgroundDrawList();
if (ModelInfo.size() != NULL && bESP)
{
for (size_t i = 0; i < ModelInfo.size(); i++)
{
if (espname == true) {
LunaUI->AddText(ImGui::GetFont(), ImGui::GetFontSize(), ImVec2(ModelInfo[i]->Position2D.x, ModelInfo[i]->Position2D.y), FLOAT4TOD3DCOLOR(Colors::DrawDistance), VariableText("[Wild Dog]", ModelInfo[i]->CrosshairDistance), 0, 0.0f, 0); //draw variable
}
}
ModelInfo.clear();
}
// Stride ile beraber yapıstırılcak yer
AddModel(pDevice, 1, 27.5f);
half life 2 - hazır rmp
// karakterlerin mainleri
#define dwLocalPlayer 0x633AFC // localpayer
#define dwEntityList 0x633AFC
// netwars
#define m_iHealth 0xE0
static DWORD HL2; // Half-Life 2
static DWORD ServerDLL; // server.dll
bool init = false;
bool m_Health = false;
int m_iHealthValue = 100;
static void MEM()
{
// modül
HL2 = (DWORD)GetModuleHandleA("hl2.exe");
ServerDLL = (DWORD)GetModuleHandleA("server.dll");
// localpayer
uintptr_t LocalPlayer = (uintptr_t)(ServerDLL + dwLocalPlayer);
if (!LocalPlayer)
return;
// entitylist arama
for (int i = 0; i < 32; i++) {
// entitylist
uintptr_t Entity = (uintptr_t)(HL2 + dwEntityList + (i * 0x8));
if (!Entity)
continue;
// Enemy Y
int EnemyY = (int)(Entity + 0x6C);
if (!EnemyY)
continue;
// Enemy X
int EnemyX = (int)(Entity + 0x5C);
if (!EnemyX)
continue;
if (m_Health) {
(long)(LocalPlayer + m_iHealth) = m_iHealthValue;
}
}
}
sonunda karanlıkta geçirdiğim onca yıldan sonra aydınlandım konu için teşşekürlerMerhaba sizlere metin 2 de esp ile imgui paylasıcagım
Ekli dosyayı görüntüle 85759
GitHub > DirectX 8 Dönüstürülmüs dx9 indirme :Bağlantıları görmek için lütfen Giriş Yap
d3d8to9 bu sourceyi indirin derleyin sonra metin2 nizin oldugu klasöre adını degistirmeden atınız dll oyun acılırken loadlanacaktır
//==============================================================================================//
Simdi Sizlere imgui verecegim bunu da indirin derleyin : Realese - x84 olarak derleyin
Github > imgui link 1 :Bağlantıları görmek için lütfen Giriş Yap
Github > imgui link 2 :Bağlantıları görmek için lütfen Giriş Yap
istediginiz imgui yi indirin benim tavsiyem 2 inci link dir simdi esp yapımına gecelim
//===============================================================================================//
//======================================================================//C++:int aimheight = 0; bool bESP = true; struct ModelInfo_t { D3DXVECTOR3 Position2D; D3DXVECTOR3 Position3D; int Offset; int TEAM; int Index; float CrosshairDistance; }; std::vector<ModelInfo_t*>ModelInfo; void PrintText(LPD3DXFONT Font, long x, long y, D3DCOLOR fontColor, char *text, ...) { RECT rct; rct.left = x - 1; rct.right = x + 1; rct.top = y - 1; rct.bottom = y + 1; if (!text) { return; } va_list va_alist; char logbuf[256] = { 0 }; va_start(va_alist, text); _vsnprintf(logbuf + strlen(logbuf), sizeof(logbuf) - strlen(logbuf), text, va_alist); va_end(va_alist); RECT FontRect = { x, y, x, y }; g_pFont->DrawText(NULL, logbuf, -1, &rct, DT_NOCLIP, fontColor); } float GetDistance(float Xx, float Yy, float xX, float yY) { return sqrt((yY - Yy) * (yY - Yy) + (xX - Xx) * (xX - Xx)); } void DrawPoint(LPDIRECT3DDEVICE9 pDevice, int baseX, int baseY, int baseW, int baseH, D3DCOLOR Cor) { D3DRECT BarRect = { baseX, baseY, baseX + baseW, baseY + baseH }; pDevice->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Cor, 0, 0); } void AddModel(IDirect3DDevice9* Device, int Team, float AimH) { ModelInfo_t* pModel = new ModelInfo_t; pModel->TEAM = Team; Device->GetViewport(&viewport); D3DXMATRIX projection, view, world; D3DXVECTOR3 vScreenCoord(0, AimH, 0), vWorldLocation(0, AimH, 0); Device->GetTransform(D3DTS_VIEW, &view); Device->GetTransform(D3DTS_PROJECTION, &projection); Device->GetTransform(D3DTS_WORLD, &world); D3DXVec3Project(&vScreenCoord, &vWorldLocation, &viewport, &projection, &view, &world); if (vScreenCoord.z < 1) { pModel->Position2D.x = vScreenCoord.x; pModel->Position2D.y = vScreenCoord.y; } ModelInfo.push_back(pModel); } ImDrawList* LunaUI = ImGui::GetBackgroundDrawList(); if (ModelInfo.size() != NULL && bESP) { for (size_t i = 0; i < ModelInfo.size(); i++) { if (espname == true) { LunaUI->AddText(ImGui::GetFont(), ImGui::GetFontSize(), ImVec2(ModelInfo[i]->Position2D.x, ModelInfo[i]->Position2D.y), FLOAT4TOD3DCOLOR(Colors::DrawDistance), VariableText("[Wild Dog]", ModelInfo[i]->CrosshairDistance), 0, 0.0f, 0); //draw variable } } ModelInfo.clear(); } // Stride ile beraber yapıstırılcak yer AddModel(pDevice, 1, 27.5f);
r/w icinse bunu kullanın
C++:half life 2 - hazır rmp // karakterlerin mainleri #define dwLocalPlayer 0x633AFC // localpayer #define dwEntityList 0x633AFC // netwars #define m_iHealth 0xE0 static DWORD HL2; // Half-Life 2 static DWORD ServerDLL; // server.dll bool init = false; bool m_Health = false; int m_iHealthValue = 100; static void MEM() { // modül HL2 = (DWORD)GetModuleHandleA("hl2.exe"); ServerDLL = (DWORD)GetModuleHandleA("server.dll"); // localpayer uintptr_t LocalPlayer = (uintptr_t)(ServerDLL + dwLocalPlayer); if (!LocalPlayer) return; // entitylist arama for (int i = 0; i < 32; i++) { // entitylist uintptr_t Entity = (uintptr_t)(HL2 + dwEntityList + (i * 0x8)); if (!Entity) continue; // Enemy Y int EnemyY = (int)(Entity + 0x6C); if (!EnemyY) continue; // Enemy X int EnemyX = (int)(Entity + 0x5C); if (!EnemyX) continue; if (m_Health) { (long)(LocalPlayer + m_iHealth) = m_iHealthValue; } } }
its just learning process and then applying itI am happy that they worked hard for this game and made it cheat, thank you
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