├── LICENSE
├── README.md
├── test_Cs
├── Debug
│ ├── CodeAnalysisResultManifest.txt
│ ├── main.nativecodeanalysis.sarif
│ ├── main.nativecodeanalysis.xml
│ ├── main.obj
│ ├── test_Cs.Build.CppClean.log
│ ├── test_Cs.exe
│ ├── test_Cs.exe.recipe
│ ├── test_Cs.ilk
│ ├── test_Cs.log
│ ├── test_Cs.pdb
│ ├── test_Cs.tlog
│ │ ├── CL.command.1.tlog
│ │ ├── CL.read.1.tlog
│ │ ├── CL.write.1.tlog
│ │ ├── link.command.1.tlog
│ │ ├── link.read.1.tlog
│ │ ├── link.write.1.tlog
│ │ └── test_Cs.lastbuildstate
│ ├── test_Cs.vcxproj.FileListAbsolute.txt
│ ├── vc.nativecodeanalysis.all.xml
│ ├── vc142.idb
│ └── vc142.pdb
├── Me.hpp
├── Memory.hpp
├── Release
│ ├── CSGO_Cheat.exe
│ ├── csgo_hack.exe
│ ├── csgo_hack.exe.recipe
│ ├── csgo_hack.iobj
│ ├── csgo_hack.ipdb
│ ├── csgo_hack.pdb
│ ├── csgo_hack.tlog
│ │ ├── CL.command.1.tlog
│ │ ├── CL.read.1.tlog
│ │ ├── CL.write.1.tlog
│ │ ├── csgo_hack.lastbuildstate
│ │ ├── csgo_hack.write.1u.tlog
│ │ ├── link.command.1.tlog
│ │ ├── link.read.1.tlog
│ │ └── link.write.1.tlog
│ ├── main.obj
│ ├── test_Cs.exe.recipe
│ ├── test_Cs.iobj
│ ├── test_Cs.ipdb
│ ├── test_Cs.log
│ ├── test_Cs.pdb
│ ├── test_Cs.tlog
│ │ ├── CL.command.1.tlog
│ │ ├── CL.read.1.tlog
│ │ ├── CL.write.1.tlog
│ │ ├── link.command.1.tlog
│ │ ├── link.read.1.tlog
│ │ ├── link.write.1.tlog
│ │ ├── test_Cs.lastbuildstate
│ │ └── test_Cs.write.1u.tlog
│ ├── test_Cs.vcxproj.FileListAbsolute.txt
│ └── vc142.pdb
├── bsp_parser.hpp
├── csgo_cheats.hpp
├── direct3d9.hpp
├── gameStruct.hpp
├── main.cpp
├── obfuscator.hpp
├── offset.h
├── test_1.zip
├── test_2.zip
├── test_Cs.sln
├── test_Cs.vcxproj
├── test_Cs.vcxproj.filters
├── test_Cs.vcxproj.user
├── util.hpp
├── visible.hpp
└── x64
│ └── Debug
│ ├── test_Cs.log
│ └── test_Cs.tlog
│ ├── CL.command.1.tlog
│ └── test_Cs.lastbuildstate
└── test_Cs_中文注释
├── Debug
├── CodeAnalysisResultManifest.txt
├── main.nativecodeanalysis.sarif
├── main.nativecodeanalysis.xml
├── main.obj
├── test_Cs.Build.CppClean.log
├── test_Cs.exe
├── test_Cs.exe.recipe
├── test_Cs.ilk
├── test_Cs.log
├── test_Cs.pdb
├── test_Cs.tlog
│ ├── CL.command.1.tlog
│ ├── CL.read.1.tlog
│ ├── CL.write.1.tlog
│ ├── link.command.1.tlog
│ ├── link.read.1.tlog
│ ├── link.write.1.tlog
│ └── test_Cs.lastbuildstate
├── test_Cs.vcxproj.FileListAbsolute.txt
├── vc.nativecodeanalysis.all.xml
├── vc142.idb
└── vc142.pdb
├── Me.hpp
├── Memory.hpp
├── Release
├── CSGO_Cheat.exe
├── csgo_hack.exe
├── csgo_hack.exe.recipe
├── csgo_hack.iobj
├── csgo_hack.ipdb
├── csgo_hack.pdb
├── csgo_hack.tlog
│ ├── CL.command.1.tlog
│ ├── CL.read.1.tlog
│ ├── CL.write.1.tlog
│ ├── csgo_hack.lastbuildstate
│ ├── csgo_hack.write.1u.tlog
│ ├── link.command.1.tlog
│ ├── link.read.1.tlog
│ └── link.write.1.tlog
├── main.obj
├── test_Cs.exe.recipe
├── test_Cs.iobj
├── test_Cs.ipdb
├── test_Cs.log
├── test_Cs.pdb
├── test_Cs.tlog
│ ├── CL.command.1.tlog
│ ├── CL.read.1.tlog
│ ├── CL.write.1.tlog
│ ├── link.command.1.tlog
│ ├── link.read.1.tlog
│ ├── link.write.1.tlog
│ ├── test_Cs.lastbuildstate
│ └── test_Cs.write.1u.tlog
├── test_Cs.vcxproj.FileListAbsolute.txt
└── vc142.pdb
├── bsp_parser.hpp
├── csgo_cheats.hpp
├── direct3d9.hpp
├── gameStruct.hpp
├── main.cpp
├── obfuscator.hpp
├── offset.h
├── test_1.zip
├── test_2.zip
├── test_Cs.sln
├── test_Cs.vcxproj
├── test_Cs.vcxproj.filters
├── test_Cs.vcxproj.user
├── util.hpp
├── visible.hpp
└── x64
└── Debug
├── test_Cs.log
└── test_Cs.tlog
├── CL.command.1.tlog
└── test_Cs.lastbuildstate
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623 | How to Apply These Terms to Your New Programs
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650 | Also add information on how to contact you by electronic and paper mail.
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669 | The GNU General Public License does not permit incorporating your program
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672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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/README.md:
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1 | # csgo_external-_hack
2 |
3 | 使用更加简单的外部作弊,对于刚开始的人来说,选择这个代码来学习csgo作弊逻辑是明智的,因为写这个代码的时候我也是C++新手,所以没有什么特别深奥的语法糖,且我再代码里面做了非常非常多的注释。
4 |
5 | 功能介绍:
6 |
7 | - ## 外部发光
8 |
9 | - ## 连跳
10 |
11 | - ## 方框透视
12 |
13 | - ## 智能压枪
14 |
15 | - ## 在游戏内绘制菜单&自动开枪
16 |
17 | - ### 锁头&锁胸&随机锁定(降低爆头)
18 |
19 | - ### 拟人瞄准&瞄准范围
20 |
21 | - ### 自瞄、敌人可视化判断
22 |
23 |
24 | Using simpler external cheating, this code is a wise choice for a beginner to learn CSGO cheating logic, because I was also new to C++ when I wrote this code, so there is no particularly esoteric syntax sugar, and I have made very, very many comments in the code.
25 |
26 | - ## Glow ESP( *visualization* check)
27 |
28 | - ## BunnyHop
29 |
30 | - ## TriggerBot
31 |
32 | - ## NoRecoil
33 |
34 | - ## AimBot And Setting( *visualization* check& RCS)
35 |
36 | - ## smooth aimbot
37 |
38 |
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/test_Cs/Debug/main.obj:
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/test_Cs/Debug/test_Cs.Build.CppClean.log:
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1 | c:\users\86151\source\repos\test_cs\debug\vc142.pdb
2 | c:\users\86151\source\repos\test_cs\debug\vc142.idb
3 | c:\users\86151\source\repos\test_cs\debug\main.obj
4 | c:\users\86151\source\repos\test_cs\debug\test_cs.exe
5 | c:\users\86151\source\repos\test_cs\debug\test_cs.ilk
6 | c:\users\86151\source\repos\test_cs\debug\test_cs.pdb
7 | c:\users\86151\source\repos\test_cs\debug\main.nativecodeanalysis.xml
8 | c:\users\86151\source\repos\test_cs\debug\vc.nativecodeanalysis.all.xml
9 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\cl.command.1.tlog
10 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\cl.read.1.tlog
11 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\cl.write.1.tlog
12 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\link.command.1.tlog
13 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\link.read.1.tlog
14 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\link.write.1.tlog
15 |
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/test_Cs/Debug/test_Cs.exe:
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/test_Cs/Debug/test_Cs.exe.recipe:
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1 |
2 |
3 | C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.exe
4 |
5 |
6 |
7 |
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/test_Cs/Debug/test_Cs.ilk:
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/test_Cs/Debug/test_Cs.log:
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1 | main.cpp
2 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,47): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
3 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,44): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
4 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,41): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
5 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,46): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
6 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,27): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
7 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,24): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
8 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,21): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
9 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,34): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
10 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,31): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
11 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,28): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
12 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,25): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
13 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(359,36): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
14 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(375,15): warning C4244: “初始化”: 从“double”转换到“int”,可能丢失数据
15 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(533,8): warning C4101: “angle_base_address”: 未引用的局部变量
16 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(530,7): warning C4101: “shot_state”: 未引用的局部变量
17 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(629,8): warning C4101: “angle_base_address”: 未引用的局部变量
18 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(626,7): warning C4101: “shot_state”: 未引用的局部变量
19 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(690,9): warning C4101: “angle_base_address”: 未引用的局部变量
20 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(811,20): warning C4305: “+=”: 从“double”到“float”截断
21 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(816,20): warning C4305: “-=”: 从“double”到“float”截断
22 | test_Cs.vcxproj -> C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.exe
23 |
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Debug|Win32|C:\Users\86151\source\repos\test_Cs\|
3 |
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1 | C:\Users\86151\source\repos\csgo\Debug\test_Cs.pdb
2 | C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.exe
3 | C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.pdb
4 | C:\Users\86151\source\repos\csgo_huiguan_and_jump\Debug\test_Cs.pdb
5 |
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1 |
2 |
3 | C:\Users\86151\source\repos\test_Cs\Release\csgo_hack.exe
4 |
5 |
6 |
7 |
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2 | Release|Win32|C:\Users\86151\source\repos\test_Cs\|
3 |
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1 |
2 |
3 | C:\Users\86151\source\repos\test_Cs\Release\test_Cs.exe
4 |
5 |
6 |
7 |
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/test_Cs/Release/test_Cs.log:
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1 | C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(491,5): warning MSB8028: 中间目录(Release\)包含从另一个项目(test_Cs.vcxproj)共享的文件。 这会导致错误的清除和重新生成行为。
2 | main.cpp
3 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,47): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
4 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,44): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
5 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,41): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
6 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,46): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
7 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,27): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
8 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,24): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
9 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,21): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
10 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(378,34): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
11 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(378,31): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
12 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(378,28): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
13 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(378,25): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
14 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(379,36): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
15 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(395,15): warning C4244: “初始化”: 从“double”转换到“int”,可能丢失数据
16 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(682,8): warning C4101: “angle_base_address”: 未引用的局部变量
17 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(679,7): warning C4101: “shot_state”: 未引用的局部变量
18 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(774,8): warning C4101: “angle_base_address”: 未引用的局部变量
19 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(771,7): warning C4101: “shot_state”: 未引用的局部变量
20 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(835,9): warning C4101: “angle_base_address”: 未引用的局部变量
21 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(978,20): warning C4305: “+=”: 从“double”到“float”截断
22 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(985,20): warning C4305: “-=”: 从“double”到“float”截断
23 | 正在生成代码
24 | 2 of 1209 functions ( 0.2%) were compiled, the rest were copied from previous compilation.
25 | 0 functions were new in current compilation
26 | 1 functions had inline decision re-evaluated but remain unchanged
27 | 已完成代码的生成
28 | test_Cs.vcxproj -> C:\Users\86151\source\repos\test_Cs\Release\csgo_hack.exe
29 |
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/test_Cs/Release/test_Cs.tlog/test_Cs.lastbuildstate:
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Release|Win32|C:\Users\86151\source\repos\test_Cs\|
3 |
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2 |
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/test_Cs/main.cpp:
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1 | #include "csgo_cheats.hpp"
2 |
3 |
4 | int main(int argc, char* argv[])
5 | {
6 | start_cheats_csgo();
7 | return 0;
8 | }
9 |
10 |
11 |
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/test_Cs/obfuscator.hpp:
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1 | #pragma once
2 | /* --------------------------- ABOUT ---------------------------------
3 | Original Author: Adam Yaxley
4 | Website: https://github.com/adamyaxley
5 | License: See end of file
6 | Obfuscate
7 | Guaranteed compile-time string literal obfuscation library for C++14
8 | Usage:
9 | Pass string literals into the AY_OBFUSCATE macro to obfuscate them at
10 | compile time. AY_OBFUSCATE returns a temporary ay::obfuscated_data
11 | object that is implicitly convertable to a char*.
12 | Example:
13 | auto obfuscated_string = AY_OBFUSCATE("Hello World");
14 | std::cout << obfuscated_string << std::endl;
15 | ------------------------------------------------------------------- */
16 |
17 | #include
18 |
19 | namespace ay
20 | {
21 | // Obfuscates a string at compile time
22 | template
23 | class obfuscator
24 | {
25 | public:
26 | // Obfuscates the string 'data' on construction
27 | constexpr obfuscator(const char* data)
28 | {
29 | static_assert(KEY != '\0', "KEY must not be the null character.");
30 |
31 | // On construction each of the characters in the string is obfuscated with an XOR cipher based on KEY
32 | for (std::size_t i = 0; i < N; i++)
33 | {
34 | m_data[i] = data[i] ^ KEY;
35 | }
36 | }
37 |
38 | constexpr const char* getData() const
39 | {
40 | return &m_data[0]; $$$;
41 | }
42 |
43 | constexpr std::size_t getSize() const
44 | {
45 | return N; $$$;
46 | }
47 |
48 | constexpr char getKey() const
49 | {
50 | return KEY; $$$;
51 | }
52 |
53 | private:
54 |
55 | char m_data[N]{};
56 | };
57 |
58 | // Handles decryption and re-encryption of an encrypted string at runtime
59 | template
60 | class obfuscated_data
61 | {
62 | public:
63 | obfuscated_data(const obfuscator& obfuscator)
64 | {
65 | for (int i = 0; i < N; i++)
66 | {
67 | m_data[i] = obfuscator.getData()[i]; $$$;
68 | }
69 | }
70 |
71 | ~obfuscated_data()
72 | {
73 | // Zero m_data to remove it from memory
74 | for (int i = 0; i < N; i++)
75 | {
76 | m_data[i] = 0; $$$;
77 | }
78 | }
79 |
80 | // Returns a pointer to the plain text string, decrypting it if necessary
81 | operator char*()
82 | {
83 | decrypt(); $$$;
84 | return m_data; $$$;
85 | }
86 |
87 | // Manually decrypt the string
88 | void decrypt()
89 | {
90 | $$$;
91 | if (is_encrypted())
92 | {
93 | $$$;
94 | for (std::size_t i = 0; i < N; i++)
95 | {
96 | m_data[i] ^= KEY; $$$;
97 | }
98 | }
99 | }
100 |
101 | // Manually re-encrypt the string
102 | void encrypt()
103 | {
104 | //$$$;
105 | if (!is_encrypted())
106 | {
107 | //$$$;
108 | for (std::size_t i = 0; i < N; i++)
109 | {
110 | m_data[i] ^= KEY; $$$;
111 | }
112 | }
113 | }
114 |
115 | // Returns true if this string is currently encrypted, false otherwise.
116 | bool is_encrypted() const
117 | {
118 | return m_data[N - 1] != '\0'; $$$;
119 | }
120 |
121 | private:
122 |
123 | // Local storage for the string. Call is_encrypted() to check whether or not the string is currently obfuscated.
124 | char m_data[N];
125 | };
126 |
127 | // This function exists purely to extract the number of elements 'N' in the array 'data'
128 | template
129 | constexpr auto makeObfuscator(const char(&data)[N])
130 | {
131 | return obfuscator(data); //$$$;
132 | }
133 | }
134 |
135 | // Obfuscates the string 'data' at compile-time and returns an ay::obfuscated_data object that has
136 | // functions for decrypting the string and is also implicitly convertable to a char*
137 |
138 | #ifdef STRING_OBFUSCATOR
139 | #define AY_OBFUSCATE(data) AY_OBFUSCATE_KEY(data, '.')
140 | #else
141 | #define AY_OBFUSCATE(data) data
142 | #endif
143 |
144 | // Obfuscates the string 'data' with 'key' at compile-time and returns an ay::obfuscated_data object that has
145 | // functions for decrypting the string and is also implicitly convertable to a char*
146 | #define AY_OBFUSCATE_KEY(data, key) \
147 | [](){ \
148 | constexpr auto n = sizeof(data)/sizeof(data[0]); \
149 | static_assert(data[n - 1] == '\0', "String must be null terminated"); \
150 | constexpr auto obfuscator = ay::makeObfuscator(data); \
151 | return ay::obfuscated_data(obfuscator); \
152 | }()
153 |
154 | /* --------------------------- LICENSE -------------------------------
155 | Public Domain (http://www.unlicense.org)
156 | This is free and unencumbered software released into the public domain.
157 | Anyone is free to copy, modify, publish, use, compile, sell, or
158 | distribute this software, either in source code form or as a compiled
159 | binary, for any purpose, commercial or non-commercial, and by any
160 | means.
161 | In jurisdictions that recognize copyright laws, the author or authors
162 | of this software dedicate any and all copyright interest in the
163 | software to the public domain. We make this dedication for the benefit
164 | of the public at large and to the detriment of our heirs and
165 | successors. We intend this dedication to be an overt act of
166 | relinquishment in perpetuity of all present and future rights to this
167 | software under copyright law.
168 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
169 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
170 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
171 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
172 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
173 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
174 | OTHER DEALINGS IN THE SOFTWARE.
175 | ------------------------------------------------------------------- */
176 |
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/test_Cs/offset.h:
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1 | #pragma once
2 | #include
3 |
4 | // 2021-07-07 17:54:59.023569200 UTC
5 |
6 | namespace hazedumper {
7 | constexpr ::std::int64_t timestamp = 1625680499;
8 | namespace netvars {
9 | constexpr int cs_gamerules_data = 0x0;
10 | constexpr int m_ArmorValue = 0xB37C;
11 | constexpr int m_Collision = 0x320;
12 | constexpr int m_CollisionGroup = 0x474;
13 | constexpr int m_Local = 0x2FBC;
14 | constexpr int m_MoveType = 0x25C;
15 | constexpr int m_OriginalOwnerXuidHigh = 0x31C4;
16 | constexpr int m_OriginalOwnerXuidLow = 0x31C0;
17 | constexpr int m_SurvivalGameRuleDecisionTypes = 0x1328;
18 | constexpr int m_SurvivalRules = 0xD00;
19 | constexpr int m_aimPunchAngle = 0x302C;
20 | constexpr int m_aimPunchAngleVel = 0x3038;
21 | constexpr int m_angEyeAnglesX = 0xB380;
22 | constexpr int m_angEyeAnglesY = 0xB384;
23 | constexpr int m_bBombDefused = 0x29B0;
24 | constexpr int m_bBombPlanted = 0x9A5;
25 | constexpr int m_bBombTicking = 0x2980;
26 | constexpr int m_bFreezePeriod = 0x20;
27 | constexpr int m_bGunGameImmunity = 0x3944;
28 | constexpr int m_bHasDefuser = 0xB38C;
29 | constexpr int m_bHasHelmet = 0xB370;
30 | constexpr int m_bInReload = 0x32A5;
31 | constexpr int m_bIsDefusing = 0x3930;
32 | constexpr int m_bIsQueuedMatchmaking = 0x74;
33 | constexpr int m_bIsScoped = 0x3928;
34 | constexpr int m_bIsValveDS = 0x7C;
35 | constexpr int m_bSpotted = 0x93D;
36 | constexpr int m_bSpottedByMask = 0x980;
37 | constexpr int m_bStartedArming = 0x33F0;
38 | constexpr int m_bUseCustomAutoExposureMax = 0x9D9;
39 | constexpr int m_bUseCustomAutoExposureMin = 0x9D8;
40 | constexpr int m_bUseCustomBloomScale = 0x9DA;
41 | constexpr int m_clrRender = 0x70;
42 | constexpr int m_dwBoneMatrix = 0x26A8;
43 | constexpr int m_fAccuracyPenalty = 0x3330;
44 | constexpr int m_fFlags = 0x104;
45 | constexpr int m_flC4Blow = 0x2990;
46 | constexpr int m_flCustomAutoExposureMax = 0x9E0;
47 | constexpr int m_flCustomAutoExposureMin = 0x9DC;
48 | constexpr int m_flCustomBloomScale = 0x9E4;
49 | constexpr int m_flDefuseCountDown = 0x29AC;
50 | constexpr int m_flDefuseLength = 0x29A8;
51 | constexpr int m_flFallbackWear = 0x31D0;
52 | constexpr int m_flFlashDuration = 0xA420;
53 | constexpr int m_flFlashMaxAlpha = 0xA41C;
54 | constexpr int m_flLastBoneSetupTime = 0x2924;
55 | constexpr int m_flLowerBodyYawTarget = 0x3A90;
56 | constexpr int m_flNextAttack = 0x2D70;
57 | constexpr int m_flNextPrimaryAttack = 0x3238;
58 | constexpr int m_flSimulationTime = 0x268;
59 | constexpr int m_flTimerLength = 0x2994;
60 | constexpr int m_hActiveWeapon = 0x2EF8;
61 | constexpr int m_hBombDefuser = 0x29B4;
62 | constexpr int m_hMyWeapons = 0x2DF8;
63 | constexpr int m_hObserverTarget = 0x338C;
64 | constexpr int m_hOwner = 0x29CC;
65 | constexpr int m_hOwnerEntity = 0x14C;
66 | constexpr int m_hViewModel = 0x32F8;
67 | constexpr int m_iAccountID = 0x2FC8;
68 | constexpr int m_iClip1 = 0x3264;
69 | constexpr int m_iCompetitiveRanking = 0x1A84;
70 | constexpr int m_iCompetitiveWins = 0x1B88;
71 | constexpr int m_iCrosshairId = 0xB3E8;
72 | constexpr int m_iDefaultFOV = 0x332C;
73 | constexpr int m_iEntityQuality = 0x2FAC;
74 | constexpr int m_iFOVStart = 0x31E8;
75 | constexpr int m_iGlowIndex = 0xA438;
76 | constexpr int m_iHealth = 0x100;
77 | constexpr int m_iItemDefinitionIndex = 0x2FAA;
78 | constexpr int m_iItemIDHigh = 0x2FC0;
79 | constexpr int m_iMostRecentModelBoneCounter = 0x2690;
80 | constexpr int m_iObserverMode = 0x3378;
81 | constexpr int m_iShotsFired = 0xA390;
82 | constexpr int m_iState = 0x3258;
83 | constexpr int m_iTeamNum = 0xF4;
84 | constexpr int m_lifeState = 0x25F;
85 | constexpr int m_nBombSite = 0x2984;
86 | constexpr int m_nFallbackPaintKit = 0x31C8;
87 | constexpr int m_nFallbackSeed = 0x31CC;
88 | constexpr int m_nFallbackStatTrak = 0x31D4;
89 | constexpr int m_nForceBone = 0x268C;
90 | constexpr int m_nTickBase = 0x3430;
91 | constexpr int m_nViewModelIndex = 0x29C0;
92 | constexpr int m_rgflCoordinateFrame = 0x444;
93 | constexpr int m_szCustomName = 0x303C;
94 | constexpr int m_szLastPlaceName = 0x35B4;
95 | constexpr int m_thirdPersonViewAngles = 0x31D8;
96 | constexpr int m_vecOrigin = 0x138;
97 | constexpr int m_vecVelocity = 0x114;
98 | constexpr int m_vecViewOffset = 0x108;
99 | constexpr int m_viewPunchAngle = 0x3020;
100 | constexpr int m_zoomLevel = 0x33D0;
101 | } // namespace netvars
102 | namespace signatures {
103 | constexpr int anim_overlays = 0x2980;
104 | constexpr int clientstate_choked_commands = 0x4D30;
105 | constexpr int clientstate_delta_ticks = 0x174;
106 | constexpr int clientstate_last_outgoing_command = 0x4D2C;
107 | constexpr int clientstate_net_channel = 0x9C;
108 | constexpr int convar_name_hash_table = 0x2F0F8;
109 | constexpr int dwClientState = 0x588FEC;
110 | constexpr int dwClientState_GetLocalPlayer = 0x180;
111 | constexpr int dwClientState_IsHLTV = 0x4D48;
112 | constexpr int dwClientState_Map = 0x28C;
113 | constexpr int dwClientState_MapDirectory = 0x188;
114 | constexpr int dwClientState_MaxPlayer = 0x388;
115 | constexpr int dwClientState_PlayerInfo = 0x52C0;
116 | constexpr int dwClientState_State = 0x108;
117 | constexpr int dwClientState_ViewAngles = 0x4D90;
118 | constexpr int dwEntityList = 0x4DA21AC;
119 | constexpr int dwForceAttack = 0x31D26EC;
120 | constexpr int dwForceAttack2 = 0x31D26F8;
121 | constexpr int dwForceBackward = 0x31D2740;
122 | constexpr int dwForceForward = 0x31D274C;
123 | constexpr int dwForceJump = 0x524BF9C;
124 | constexpr int dwForceLeft = 0x31D2764;
125 | constexpr int dwForceRight = 0x31D2758;
126 | constexpr int dwGameDir = 0x627780;
127 | constexpr int dwGameRulesProxy = 0x52BF28C;
128 | constexpr int dwGetAllClasses = 0xDB101C;
129 | constexpr int dwGlobalVars = 0x588CF0;
130 | constexpr int dwGlowObjectManager = 0x52EA640;
131 | constexpr int dwInput = 0x51F3770;
132 | constexpr int dwInterfaceLinkList = 0x944B44;
133 | constexpr int dwLocalPlayer = 0xD892CC;
134 | constexpr int dwMouseEnable = 0xD8EE18;
135 | constexpr int dwMouseEnablePtr = 0xD8EDE8;
136 | constexpr int dwPlayerResource = 0x31D0A60;
137 | constexpr int dwRadarBase = 0x51D6F24;
138 | constexpr int dwSensitivity = 0xD8ECB4;
139 | constexpr int dwSensitivityPtr = 0xD8EC88;
140 | constexpr int dwSetClanTag = 0x8A1B0;
141 | constexpr int dwViewMatrix = 0x4D93AC4;
142 | constexpr int dwWeaponTable = 0x51F4230;
143 | constexpr int dwWeaponTableIndex = 0x325C;
144 | constexpr int dwYawPtr = 0xD8EA78;
145 | constexpr int dwZoomSensitivityRatioPtr = 0xD93D18;
146 | constexpr int dwbSendPackets = 0xD76CA;
147 | constexpr int dwppDirect3DDevice9 = 0xA7050;
148 | constexpr int find_hud_element = 0x5759F720;
149 | constexpr int force_update_spectator_glow = 0x3AF66A;
150 | constexpr int interface_engine_cvar = 0x3E9EC;
151 | constexpr int is_c4_owner = 0x3BC2C0;
152 | constexpr int m_bDormant = 0xED;
153 | constexpr int m_flSpawnTime = 0xA370;
154 | constexpr int m_pStudioHdr = 0x294C;
155 | constexpr int m_pitchClassPtr = 0x51D71C0;
156 | constexpr int m_yawClassPtr = 0xD8EA78;
157 | constexpr int model_ambient_min = 0x58C064;
158 | constexpr int set_abs_angles = 0x1E0AC0;
159 | constexpr int set_abs_origin = 0x1E0900;
160 | } // namespace signatures
161 | } // namespace hazedumper
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/test_Cs/test_1.zip:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs/test_1.zip
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/test_Cs/test_2.zip:
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/test_Cs/test_Cs.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.30611.23
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "test_Cs", "test_Cs.vcxproj", "{81870F30-0435-4EC7-8C87-FDAAF5E11D70}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x64.ActiveCfg = Debug|x64
17 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x64.Build.0 = Debug|x64
18 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x86.ActiveCfg = Debug|Win32
19 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x86.Build.0 = Debug|Win32
20 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x64.ActiveCfg = Release|x64
21 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x64.Build.0 = Release|x64
22 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x86.ActiveCfg = Release|Win32
23 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {910DE7B0-5C4E-4E75-84F7-4EC4C530B8E3}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/test_Cs/test_Cs.vcxproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | Win32
7 |
8 |
9 | Release
10 | Win32
11 |
12 |
13 | Debug
14 | x64
15 |
16 |
17 | Release
18 | x64
19 |
20 |
21 |
22 | 16.0
23 | Win32Proj
24 | {81870f30-0435-4ec7-8c87-fdaaf5e11d70}
25 | testCs
26 | 10.0
27 | csgo_hack
28 |
29 |
30 |
31 | Application
32 | true
33 | v142
34 | MultiByte
35 |
36 |
37 | Application
38 | false
39 | v142
40 | true
41 | MultiByte
42 |
43 |
44 | Application
45 | true
46 | v142
47 | Unicode
48 |
49 |
50 | Application
51 | false
52 | v142
53 | true
54 | Unicode
55 |
56 |
57 |
58 |
59 |
60 |
61 |
62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 | true
76 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Include;$(IncludePath)
77 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Lib\x86;$(LibraryPath)
78 |
79 |
80 | false
81 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Include;$(IncludePath)
82 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Lib\x86;$(LibraryPath)
83 |
84 |
85 | true
86 |
87 |
88 | false
89 |
90 |
91 |
92 | Level3
93 | true
94 | WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
95 | true
96 | stdcpp17
97 |
98 |
99 | Console
100 | true
101 |
102 |
103 |
104 |
105 | Level3
106 | true
107 | true
108 | true
109 | WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
110 | true
111 | stdcpp17
112 |
113 |
114 | Console
115 | true
116 | true
117 | true
118 |
119 |
120 |
121 |
122 | Level3
123 | true
124 | _DEBUG;_CONSOLE;%(PreprocessorDefinitions)
125 | true
126 |
127 |
128 | Console
129 | true
130 |
131 |
132 |
133 |
134 | Level3
135 | true
136 | true
137 | true
138 | NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
139 | true
140 |
141 |
142 | Console
143 | true
144 | true
145 | true
146 |
147 |
148 |
149 |
150 |
151 |
152 |
153 |
154 |
155 |
156 |
157 |
158 |
159 |
160 |
161 |
162 |
163 |
164 |
--------------------------------------------------------------------------------
/test_Cs/test_Cs.vcxproj.filters:
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1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd
11 |
12 |
13 | {67DA6AB6-F800-4c08-8B7A-83BB121AAD01}
14 | rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms
15 |
16 |
17 |
18 |
19 | 头文件
20 |
21 |
22 | 头文件
23 |
24 |
25 | 头文件
26 |
27 |
28 | 头文件
29 |
30 |
31 | 头文件
32 |
33 |
34 | 头文件
35 |
36 |
37 | 头文件
38 |
39 |
40 | 头文件
41 |
42 |
43 |
44 |
45 | 源文件
46 |
47 |
48 |
--------------------------------------------------------------------------------
/test_Cs/test_Cs.vcxproj.user:
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1 |
2 |
3 |
4 |
--------------------------------------------------------------------------------
/test_Cs/util.hpp:
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1 |
2 |
3 | #pragma once
4 |
5 | #include "direct3d9.hpp"
6 | #include
7 | #include "offset.h"
8 |
9 |
10 | //获取鼠标左键按下状态
11 | bool get_mouse_left_down()
12 | {
13 | //获取异步的按键信息
14 | return GetAsyncKeyState(VK_LBUTTON) & 0x8000;
15 | }
16 | //监听键盘0号键按下的状态
17 | int get_key_state() {
18 | if (GetAsyncKeyState(VK_NUMPAD1) & 0x8000) {
19 | return 1;
20 | }
21 | else if (GetAsyncKeyState(VK_NUMPAD2) & 0x8000) {
22 | return 2;
23 | }
24 | else if (GetAsyncKeyState(VK_NUMPAD3) & 0x8000) {
25 | return 3;
26 | }
27 | else if (GetAsyncKeyState(VK_NUMPAD4) & 0x8000) {
28 | return 4;
29 | }
30 | else if (GetAsyncKeyState(VK_NUMPAD5) & 0x8000) {
31 | return 5;
32 | }
33 | else if (GetAsyncKeyState(VK_NUMPAD6) & 0x8000) {
34 | return 6;
35 | }
36 | else if (GetAsyncKeyState(VK_NUMPAD7) & 0x8000) {
37 | return 7;
38 | }
39 | else if (GetAsyncKeyState(VK_NUMPAD8) & 0x8000) {
40 | return 8;
41 | }
42 | else if (GetAsyncKeyState(VK_NUMPAD9) & 0x8000) {
43 | return 9;
44 | }
45 | return 0;
46 | }
47 | //转化为矩阵信息
48 | bool to_rect_info(float matrix[][4], float* location, int window_width, int window_heigt, int& x, int& y, int& w, int& h)
49 | {
50 | float to_target = matrix[2][0] * location[0]
51 | + matrix[2][1] * location[1]
52 | + matrix[2][2] * location[2]
53 | + matrix[2][3];
54 | if (to_target < 0.01f)//如果敌人在后面就不进行转换
55 | {
56 | x = y = w = h = 0;
57 | return false;
58 | }
59 | to_target = 1.0f / to_target;
60 |
61 | //矩阵计算
62 | float to_width = window_width + (matrix[0][0] * location[0]
63 | + matrix[0][1] * location[1]
64 | + matrix[0][2] * location[2]
65 | + matrix[0][3]) * to_target * window_width;
66 |
67 | float to_height_h = window_heigt - (matrix[1][0] * location[0]
68 | + matrix[1][1] * location[1]
69 | + matrix[1][2] * (location[2] + 75.0f)
70 | + matrix[1][3]) * to_target * window_heigt;
71 |
72 | float to_height_w = window_heigt - (matrix[1][0] * location[0]
73 | + matrix[1][1] * location[1]
74 | + matrix[1][2] * (location[2] - 5.0f)
75 | + matrix[1][3]) * to_target * window_heigt;
76 |
77 | x = (int)(to_width - (to_height_w - to_height_h) / 4.0f);
78 | y = (int)(to_height_h);
79 | w = (int)((to_height_w - to_height_h) / 2.0f);
80 | h = (int)(to_height_w - to_height_h);
81 | return true;
82 | }
83 |
84 | //计算自瞄距离
85 | int get_aimbot_len(int window_w, int window_h, int x, int y)
86 | {
87 | //勾股定理
88 | int temp_x = abs(window_w - x);
89 | int temp_y = abs(window_h - y);
90 | return (int)sqrt((temp_x * temp_x) + (temp_y * temp_y));
91 | }
92 |
93 |
94 |
95 | //绘制血量
96 | void render_player_blood(float blood, int x, int y, int h)
97 | {
98 | float value = blood / 100.0f * h;
99 | render_line(D3DCOLOR_XRGB(221, 0, 27), x, y, x, y + value);
100 | }
101 |
102 |
103 | //绘制指示线
104 | void render_underline(D3DCOLOR color, int window_w, int window_h, int x, int y)
105 | {
106 | render_line(color, x, y, window_w, window_h * 2);
107 | }
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/test_Cs/visible.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 |
--------------------------------------------------------------------------------
/test_Cs/x64/Debug/test_Cs.log:
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1 | main.cpp
2 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(26,44): error C2664: “int wsprintfW(LPWSTR,LPCWSTR,...)”: 无法将参数 1 从“char [4000]”转换为“LPWSTR”
3 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(26,11): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
4 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(333,1): message : 参见“wsprintfW”的声明
5 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(32,44): error C2664: “int MessageBoxW(HWND,LPCWSTR,LPCWSTR,UINT)”: 无法将参数 2 从“char [4000]”转换为“LPCWSTR”
6 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(32,22): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
7 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(9153,1): message : 参见“MessageBoxW”的声明
8 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(42,38): error C2664: “int wsprintfW(LPWSTR,LPCWSTR,...)”: 无法将参数 1 从“char [5000]”转换为“LPWSTR”
9 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(42,11): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
10 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(333,1): message : 参见“wsprintfW”的声明
11 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(48,44): error C2664: “int MessageBoxW(HWND,LPCWSTR,LPCWSTR,UINT)”: 无法将参数 2 从“char [5000]”转换为“LPCWSTR”
12 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(48,22): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
13 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(9153,1): message : 参见“MessageBoxW”的声明
14 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(74,45): warning C4312: “类型强制转换”: 从“int”转换到更大的“LPCVOID”
15 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(74,69): error C2664: “BOOL ReadProcessMemory(HANDLE,LPCVOID,LPVOID,SIZE_T,SIZE_T *)”: 无法将参数 5 从“dword *”转换为“SIZE_T *”
16 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(74,59): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
17 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\memoryapi.h(159,1): message : 参见“ReadProcessMemory”的声明
18 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(81,45): warning C4312: “类型强制转换”: 从“int”转换到更大的“LPVOID”
19 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(81,70): error C2664: “BOOL WriteProcessMemory(HANDLE,LPVOID,LPCVOID,SIZE_T,SIZE_T *)”: 无法将参数 5 从“dword *”转换为“SIZE_T *”
20 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(81,59): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
21 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\memoryapi.h(172,1): message : 参见“WriteProcessMemory”的声明
22 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(103,62): warning C4311: “类型强制转换”: 从“handle”到“unsigned int”的指针截断
23 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(103,62): warning C4302: “类型强制转换”: 从“handle”到“unsigned int”截断
24 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(127,6): error C2664: “char *_strupr(char *)”: 无法将参数 1 从“WCHAR [260]”转换为“char *”
25 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(127,35): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
26 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(456,1): message : 参见“_strupr”的声明
27 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): warning C4477: “printf”: 格式字符串“%s”需要类型“char *”的参数,但可变参数 1 拥有了类型“WCHAR *”
28 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%ls”
29 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%lls”
30 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%Ls”
31 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%ws”
32 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(163,6): error C2664: “char *_strupr(char *)”: 无法将参数 1 从“WCHAR [256]”转换为“char *”
33 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(163,34): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
34 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(456,1): message : 参见“_strupr”的声明
35 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(165,54): warning C4311: “类型强制转换”: 从“BYTE *”到“int”的指针截断
36 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(165,54): warning C4302: “类型强制转换”: 从“BYTE *”到“int”截断
37 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(169,79): error C2664: “size_t strlen(const char *)”: 无法将参数 1 从“WCHAR [256]”转换为“const char *”
38 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(169,70): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
39 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(219,16): message : 参见“strlen”的声明
40 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(169,80): error C2660: “strncpy”: 函数不接受 2 个参数
41 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(338,1): message : 参见“strncpy”的声明
42 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): warning C4477: “printf”: 格式字符串“%s”需要类型“char *”的参数,但可变参数 1 拥有了类型“WCHAR *”
43 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%ls”
44 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%lls”
45 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%Ls”
46 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%ws”
47 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(176,72): warning C4311: “类型强制转换”: 从“BYTE *”到“unsigned int”的指针截断
48 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(176,72): warning C4302: “类型强制转换”: 从“BYTE *”到“unsigned int”截断
49 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(195,36): warning C4267: “初始化”: 从“size_t”转换到“int”,可能丢失数据
50 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(195,36): warning C4267: “初始化”: 从“size_t”转换到“const int”,可能丢失数据
51 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(215,36): warning C4267: “初始化”: 从“size_t”转换到“int”,可能丢失数据
52 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(215,36): warning C4267: “初始化”: 从“size_t”转换到“const int”,可能丢失数据
53 | C:\Users\86151\source\repos\test_Cs\direct3d9.hpp(8,10): fatal error C1083: 无法打开包括文件: “d3dx9.h”: No such file or directory
54 |
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/test_Cs/x64/Debug/test_Cs.tlog/CL.command.1.tlog:
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/test_Cs/x64/Debug/test_Cs.tlog/test_Cs.lastbuildstate:
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Debug|x64|C:\Users\86151\Desktop\CSGO-Internal-Hack-519a60c8d169b333d706e387d4467999d8523dae\|
3 |
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/test_Cs_中文注释/Debug/CodeAnalysisResultManifest.txt:
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/test_Cs_中文注释/Debug/test_Cs.Build.CppClean.log:
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1 | c:\users\86151\source\repos\test_cs\debug\vc142.pdb
2 | c:\users\86151\source\repos\test_cs\debug\vc142.idb
3 | c:\users\86151\source\repos\test_cs\debug\main.obj
4 | c:\users\86151\source\repos\test_cs\debug\test_cs.exe
5 | c:\users\86151\source\repos\test_cs\debug\test_cs.ilk
6 | c:\users\86151\source\repos\test_cs\debug\test_cs.pdb
7 | c:\users\86151\source\repos\test_cs\debug\main.nativecodeanalysis.xml
8 | c:\users\86151\source\repos\test_cs\debug\vc.nativecodeanalysis.all.xml
9 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\cl.command.1.tlog
10 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\cl.read.1.tlog
11 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\cl.write.1.tlog
12 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\link.command.1.tlog
13 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\link.read.1.tlog
14 | c:\users\86151\source\repos\test_cs\debug\test_cs.tlog\link.write.1.tlog
15 |
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/test_Cs_中文注释/Debug/test_Cs.exe:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/Debug/test_Cs.exe
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/test_Cs_中文注释/Debug/test_Cs.exe.recipe:
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1 |
2 |
3 | C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.exe
4 |
5 |
6 |
7 |
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/test_Cs_中文注释/Debug/test_Cs.ilk:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/Debug/test_Cs.ilk
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/test_Cs_中文注释/Debug/test_Cs.log:
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1 | main.cpp
2 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,47): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
3 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,44): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
4 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,41): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
5 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,46): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
6 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,27): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
7 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,24): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
8 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,21): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
9 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,34): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
10 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,31): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
11 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,28): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
12 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(358,25): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
13 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(359,36): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
14 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(375,15): warning C4244: “初始化”: 从“double”转换到“int”,可能丢失数据
15 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(533,8): warning C4101: “angle_base_address”: 未引用的局部变量
16 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(530,7): warning C4101: “shot_state”: 未引用的局部变量
17 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(629,8): warning C4101: “angle_base_address”: 未引用的局部变量
18 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(626,7): warning C4101: “shot_state”: 未引用的局部变量
19 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(690,9): warning C4101: “angle_base_address”: 未引用的局部变量
20 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(811,20): warning C4305: “+=”: 从“double”到“float”截断
21 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(816,20): warning C4305: “-=”: 从“double”到“float”截断
22 | test_Cs.vcxproj -> C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.exe
23 |
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/test_Cs_中文注释/Debug/test_Cs.pdb:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/Debug/test_Cs.pdb
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Debug|Win32|C:\Users\86151\source\repos\test_Cs\|
3 |
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/test_Cs_中文注释/Debug/test_Cs.vcxproj.FileListAbsolute.txt:
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1 | C:\Users\86151\source\repos\csgo\Debug\test_Cs.pdb
2 | C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.exe
3 | C:\Users\86151\source\repos\test_Cs\Debug\test_Cs.pdb
4 | C:\Users\86151\source\repos\csgo_huiguan_and_jump\Debug\test_Cs.pdb
5 |
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/test_Cs_中文注释/Release/CSGO_Cheat.exe:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/Release/CSGO_Cheat.exe
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/test_Cs_中文注释/Release/csgo_hack.exe:
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/test_Cs_中文注释/Release/csgo_hack.exe.recipe:
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1 |
2 |
3 | C:\Users\86151\source\repos\test_Cs\Release\csgo_hack.exe
4 |
5 |
6 |
7 |
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/test_Cs_中文注释/Release/csgo_hack.iobj:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/Release/csgo_hack.iobj
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/test_Cs_中文注释/Release/csgo_hack.ipdb:
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/test_Cs_中文注释/Release/csgo_hack.pdb:
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/test_Cs_中文注释/Release/csgo_hack.tlog/csgo_hack.lastbuildstate:
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Release|Win32|C:\Users\86151\source\repos\test_Cs\|
3 |
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/test_Cs_中文注释/Release/csgo_hack.tlog/csgo_hack.write.1u.tlog:
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/test_Cs_中文注释/Release/test_Cs.exe.recipe:
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1 |
2 |
3 | C:\Users\86151\source\repos\test_Cs\Release\test_Cs.exe
4 |
5 |
6 |
7 |
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/test_Cs_中文注释/Release/test_Cs.iobj:
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/test_Cs_中文注释/Release/test_Cs.ipdb:
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/test_Cs_中文注释/Release/test_Cs.log:
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1 | C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(491,5): warning MSB8028: 中间目录(Release\)包含从另一个项目(test_Cs.vcxproj)共享的文件。 这会导致错误的清除和重新生成行为。
2 | main.cpp
3 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,47): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
4 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,44): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
5 | C:\Users\86151\source\repos\test_Cs\util.hpp(99,41): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
6 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,46): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
7 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,27): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
8 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,24): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
9 | C:\Users\86151\source\repos\test_Cs\util.hpp(106,21): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
10 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(383,34): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
11 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(383,31): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
12 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(383,28): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
13 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(383,25): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
14 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(384,36): warning C4244: “参数”: 从“int”转换到“float”,可能丢失数据
15 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(400,15): warning C4244: “初始化”: 从“double”转换到“int”,可能丢失数据
16 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(688,8): warning C4101: “angle_base_address”: 未引用的局部变量
17 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(685,7): warning C4101: “shot_state”: 未引用的局部变量
18 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(784,8): warning C4101: “angle_base_address”: 未引用的局部变量
19 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(781,7): warning C4101: “shot_state”: 未引用的局部变量
20 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(845,9): warning C4101: “angle_base_address”: 未引用的局部变量
21 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(988,20): warning C4305: “+=”: 从“double”到“float”截断
22 | C:\Users\86151\source\repos\test_Cs\csgo_cheats.hpp(995,20): warning C4305: “-=”: 从“double”到“float”截断
23 | 正在生成代码
24 | 2 of 1206 functions ( 0.2%) were compiled, the rest were copied from previous compilation.
25 | 0 functions were new in current compilation
26 | 5 functions had inline decision re-evaluated but remain unchanged
27 | 已完成代码的生成
28 | test_Cs.vcxproj -> C:\Users\86151\source\repos\test_Cs\Release\csgo_hack.exe
29 |
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/test_Cs_中文注释/Release/test_Cs.pdb:
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Release|Win32|C:\Users\86151\source\repos\test_Cs\|
3 |
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/test_Cs_中文注释/Release/test_Cs.vcxproj.FileListAbsolute.txt:
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1 | C:\Users\86151\source\repos\test_Cs\Release\csgo_hack.exe
2 |
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/test_Cs_中文注释/Release/vc142.pdb:
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/test_Cs_中文注释/csgo_cheats.hpp:
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1 | #pragma once
2 |
3 | /*
4 | ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
5 | ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
6 | ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
7 | ■■■■■■■■■■■■■■■■■□■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
8 | ■■■■■■■■■□□■■■■■■□□■■■■■■■■■■■■■■■■■■□□■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
9 | ■■■■■■■■■□□□■■■■■□□□■■■■■■■■■■■■■■■■■■□□■■■■■■■■■■■□■■■■■■■■■■■■■■■■■■■■□□■■■■■□□□□■■■■■■■
10 | ■■■■■■■■■□□□■■■■■□□■■■■■■■■■■■■■■■■■■■□□■■■■■■■■□□□□□■■■■■■■■■■■■■■■■■■■□□□□□□□□□□□■■■■■■■
11 | ■■■■■■■■■■□■■■■■□□□□□□□□□■■■■■■■■■■■■□□■■■□□□□□□□□□□□■■■■■■■■■■■■■■■■■■■■□□□□□□■□□■■■■■■■■
12 | ■■■■■■□□□□□□□□□□□□□□□□□□□■■■■■■■■■■■■□□■■■■□□□□□■□□□■■■■■■■■■■■■□■■■■■■■■□■■■■□□□□■■■■■■■■
13 | ■■■□□□□□□□□□□■■■□□□□■■■■■■■■■■■■■■■■■□□■■□■■■■■■■□□■■■■■■■■■■■■■□□■■■□□■■□□□□□□□□□■■■■■■■■
14 | ■■■■□□■■■■□■■□□■□□■■■■■■■■■■■■■■■■■■■□□■■□□■■■□■□□■■■■■■■■■■■■■■□□□□□□□□■□□□□□■■□□■■■■■■■■
15 | ■■■■■■■■■□□■■□□□□□■■■■■■■■■■■■■■■■■■■□□■■□□■■■□□□□■■■■■■■■■■■■■■□□□□□□□■■□■■■■■□□□■■■■■■■■
16 | ■■■■■■■■■□□■□□□□□□■■■■■■■■■■■■■■□□□□□□□□□□□■■■□□□■■■■■■■■■■■■■■■□□■■■□□■□□□□□□□□□□■■■■■■■■
17 | ■■■■■■■■■■□□□□■□□■■■■■■■■■■■■■■■□□□□□□□□□□■■■■■□□■■■■■■■■■■■■■■■□□■■■□□■□□□□□□■■■■■■■■■■■■
18 | ■■■■■■■■■■□□□□■■□□■■■■■■■■■■■■■■■□□■□□■■□□■■■■■□□■■□□□□■■■■■■■■■■□■■■□■■■□□□■■■■■□□□□■■■■■
19 | ■■■■■■■■■□□□■□□■■□□□■■■■■■■■■■■■■■■■□□■■□□■■□□□□□□□□□□□□■■■■■■■■■□□□□□□■■□□□□□□□□□□□□■■■■■
20 | ■■■■■■■■□□□■■□□□■■□□□■■■■■■■■■■■■■■■□□■■□□□□□□□□□□□■■■■■■■■■■■■■■□□□□□□■□□□□□□□□□■■□□■■■■■
21 | ■■■■■■■□□□■■■■□■■■■□□□■■■■■■■■■■■■■□□■■□□□□□□■■□□■■■■■■■■■■■■■■■□□□■■■■□□□■■□□■■■■■□□■■■■■
22 | ■■■■■□□□□■■■□□□□□□□□□□□□□■■■■■■■■■■□□■■□□■■■■■■■□■■■■■■■■■■■■■■■□□■■■■□□□■■■□□■■■■□□■■■■■■
23 | ■■■■□□□□□□□□□□□□□□□□□□□□□□■■■■■■■■■□□□□□□■■■■■■■□□■■■■■■■■■■■■■■■□■■■□□□□□■□□□□□□■□□■■■■■■
24 | ■■□□□□■■□□□■■■□■■■■■■■■■■■■■■■■■■■■■□□□□□■■■■■■■□□■■■■■■■■■■■■■■■■■■□□□□□□□□□■□□□■□□■■■■■■
25 | ■■□□■■■■■■□□■■□■■□□■■■■■■■■■■■■■■■■■■■□□□□□■■■■■□□■■■■■■■■■■■■■■■■■□□□■□□□□□■■■□□■□□■■■■■■
26 | ■■■■■■■■■□□□■■□■■□□□□■■■■■■■■■■■■■■■■□□□□□□■■■■■□□■■■■■■■■■■■■■■■■■□□■■□□□□■■■■■■■□□■■■■■■
27 | ■■■■■■■□□□□■■■□■■■■□□□□■■■■■■■■■■■■■□□□■■□□■■■■■□□■■■■■■■■■■■■■■■■■■■■■□□□□□□□□□□□□□■■■■■■
28 | ■■■■■■□□□■■■■■□■■■■■□□□■■■■■■■■■■■■□□□■■■■□□□□■□□□■■■■■■■■■■■■■■■■■■■■■□□□□□□□□□□□□■■■■■■■
29 | ■■■■□□□□■■□□□■□■■■■■■□□■■■■■■■■■■■□□□■■■■■■■□□□□□■■■■■■■■■■■■■■■■■■■■■■■□□■■■□□□■□□■■■■■■■
30 | ■■■□□□■■■■■□□□□■■■■■■■□■■■■■■■■■■□□□■■■■■■■■■□□□□■■■■■■■■■■■■■■■■■■■■■■■■■■■■■□□□□□■■■■■■■
31 | ■■■■■■■■■■■■□□□■■■■■■■■■■■■■■■■■□□■■■■■■■■■■■■□□□■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■□□□□■■■■■■■
32 | ■■■■■■■■■■■■■□□■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■□□■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■□□■■■■■■■■
33 | ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
34 |
35 | */
36 |
37 | #include"gameStruct.hpp"
38 |
39 |
40 | #include "bsp_parser.hpp"
41 |
42 |
43 | int g_player_num_count;
44 | int count2 = 64;//用于查找玩家个数
45 | D3DXVECTOR3 get_bone_pos(DWORD base, int index)
46 | {
47 | typedef struct {
48 | float Matrix[3][4];
49 | } Matrix3x4_t;
50 | DWORD addr = read_memory3(base + hazedumper::netvars::m_dwBoneMatrix);
51 | if (addr)
52 | {
53 | Matrix3x4_t result = read_memory3(addr + index * 0x30);
54 |
55 | return{
56 | result.Matrix[0][3],
57 | result.Matrix[1][3],
58 | result.Matrix[2][3]
59 | };
60 | }
61 |
62 | return { };
63 | }
64 | //从内存读取字符串
65 | std::string read_string(DWORD addr, int size)
66 | {
67 | HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, g_process_id);
68 | if (hProcess == NULL) return "";
69 |
70 | SIZE_T bytes = 0;
71 | std::string buffer;
72 | buffer.resize(size);
73 | ReadProcessMemory(hProcess, (LPCVOID)addr, buffer.data(), size, &bytes);
74 |
75 | CloseHandle(hProcess);
76 |
77 | return buffer;
78 | }
79 | rn::bsp_parser m_bsp; //地图管理器
80 | //加载地图管理器
81 | std::string m_path; //保存CSGO的路径
82 | void get_map_path() {
83 | std::string temp = read_string(engine_module.module_address + hazedumper::signatures::dwGameDir, 150);
84 | m_path = temp.substr(0, strlen(temp.c_str())) + "\\maps";
85 | std::cout << "[+] 当前游戏路径 : " << m_path << std::endl;
86 | }
87 | /* 更新地图 */
88 | void update_map()
89 | {
90 | get_map_path();
91 | static std::string last_map = "";
92 | static bool state = false;
93 |
94 | DWORD addr = read_memory3(engine_module.module_address + hazedumper::signatures::dwClientState);
95 | if (addr)
96 | {
97 | std::string temp = read_string(addr + hazedumper::signatures::dwClientState_Map, 64);
98 | std::string current_map = temp.substr(0, strlen(temp.c_str())) + ".bsp";
99 | if (state == false || last_map != current_map)
100 | {
101 | last_map = current_map;
102 | state = m_bsp.load_map(m_path, current_map);
103 | std::cout << "[+] 当前游戏地图 : " << last_map << " - " << (state == true ? "成功" : "失败") << std::endl;
104 | Sleep(300);
105 | }
106 | }
107 | }
108 |
109 |
110 | //获取下蹲状态
111 | bool get_squat_state(player_list* players)
112 | {
113 | for (int i = 0; i < g_players_count; i++)
114 | if (players[i].effective && players[i].self) return players[i].squat < 50.0f;
115 | return false;
116 | }
117 |
118 | //获取跳跃状态
119 | bool get_jump_state(player_list* players)
120 | {
121 | for (int i = 0; i < g_players_count; i++)
122 | if (players[i].effective && players[i].self) return (int)players[i].jump;
123 |
124 | return false;
125 | }
126 |
127 | //获取开镜状态
128 | bool get_open_mirror_state(player_list* players)
129 | {
130 | for (int i = 0; i < g_players_count; i++)
131 | if (players[i].effective && players[i].self) {
132 |
133 | return players[i].mirror;
134 |
135 |
136 | };
137 | return false;
138 | }
139 |
140 |
141 | //获取玩家列表
142 | void get_player_list(struct player_list* players)
143 | {
144 |
145 | handle process = g_process_handle;
146 | //从内存中实时读取玩家信息
147 |
148 | for (int i = 0; i < count2; i++)
149 | {
150 | int player_base_address;
151 | read_memory(process, (g_players_address + i * 0x10), &player_base_address, sizeof(int));//获取本地玩家的基址
152 | if (player_base_address == 0) continue;//如果玩家人数为0的话,不读取玩家信息
153 |
154 | //找出玩家个数
155 | if (g_players_count < i)
156 | {
157 | g_players_count = i+1;
158 | }
159 |
160 | read_memory(process, player_base_address + hazedumper::netvars::m_iHealth, &players[i].blood, sizeof(int));//血量
161 | if (players[i].blood <= 0) continue;
162 |
163 |
164 |
165 | players[i].effective = true;//判定为有效玩家
166 | players[i].aimbot_len = 9999;//自瞄长度
167 |
168 | int bone_base_address;//骨骼的基本地址
169 | if (read_memory(process, (player_base_address + 0x26A8), &bone_base_address, sizeof(int)))
170 | {
171 | read_memory(process, (bone_base_address + 99 * sizeof(float)), &players[i].head_bone[0], sizeof(float));//x
172 | read_memory(process, (bone_base_address + 103 * sizeof(float)), &players[i].head_bone[1], sizeof(float));//y
173 | read_memory(process, (bone_base_address + 107 * sizeof(float)), &players[i].head_bone[2], sizeof(float));//z
174 | }
175 | //读取玩家的各类信息
176 | read_memory(process, player_base_address + hazedumper::netvars::m_vecOrigin, players[i].location, sizeof(players[i].location));
177 | read_memory(process, player_base_address + hazedumper::netvars::m_iTeamNum, &players[i].camp, sizeof(int));
178 |
179 | //read_memory(process, player_base_address + hazedumper::netvars::m_ArmorValue, &players[i].armor, sizeof(int));
180 | //read_memory(process, player_base_address + hazedumper::netvars::m_bHasHelmet, &players[i].helmet, sizeof(bool));
181 | read_memory(process, player_base_address + hazedumper::netvars::m_bIsScoped, &players[i].mirror, sizeof(bool));
182 | read_memory(process, player_base_address + hazedumper::netvars::m_aimPunchAngle, &players[i].recoil, sizeof(float));
183 | read_memory(process, player_base_address + hazedumper::netvars::m_aimPunchAngle + sizeof(float), &players[i].recoil_x, sizeof(float));
184 | //read_memory(process, player_base_address + hazedumper::netvars::m_bGunGameImmunity, &players[i].immunity, sizeof(bool));
185 | read_memory(process, player_base_address + hazedumper::netvars::m_iShotsFired, &players[i].shot, sizeof(int));
186 | //read_memory(process, player_base_address + hazedumper::netvars::m_flFlashMaxAlpha, &players[i].flash, sizeof(float));
187 | read_memory(process, player_base_address + 0x110, &players[i].squat, sizeof(float));
188 | read_memory(process, player_base_address + 0x11C, &players[i].jump, sizeof(float));
189 |
190 | /*std::cout <<"player index is : "<(g_client + hazedumper::signatures::dwLocalPlayer);
322 | if (local_player == 0) return;
323 |
324 | int flag = read_memory(local_player + hazedumper::netvars::m_fFlags);
325 | if (flag == 257 && GetAsyncKeyState(VK_SPACE) & 0x8000)
326 | write_memory(g_client + hazedumper::signatures::dwForceJump, 6);*/
327 |
328 | DWORD local_player;
329 | read_memory(g_process_handle, g_self_address, &local_player, sizeof(int));
330 | if (local_player == 0) return;
331 | int flag;
332 | read_memory(g_process_handle, local_player + hazedumper::netvars::m_fFlags, &flag, sizeof(int));
333 | int a = 6;
334 | if (flag == 257 && GetAsyncKeyState(VK_SPACE) & 0x8000) {
335 | write_memory(g_process_handle, client_panorama_module.module_address + hazedumper::signatures::dwForceJump, &a, sizeof(int));
336 | }
337 |
338 |
339 | }
340 |
341 | //绘制玩家方框
342 | void render_player_box(player_list* players)
343 | {
344 | int window_x, window_y, window_w, window_h;
345 | get_window_size(g_game_hwnd, window_x, window_y, window_w, window_h);
346 | window_w /= 2;
347 | window_h /= 2;
348 |
349 | float matrix[4][4];
350 | read_memory(g_process_handle, g_matrix_address, matrix, sizeof(float) * 4 * 4);
351 |
352 | float self_location[3];
353 | get_self_location(self_location);
354 |
355 | int self_camp = get_self_camp(players);
356 |
357 |
358 |
359 |
360 | for (int i = 1; i < g_players_count; i++)
361 | {
362 | int x, y, w, h;
363 | /* cout <<"========================================="<< endl;
364 | cout << "player index is :" << i << " players[i].effective :" << players[i].effective << endl;
365 | cout<<" to_rect_info:" << to_rect_info(matrix, players[i].location, window_w, window_h, x, y, w, h) << endl;
366 | cout << "players[i].camp " << players[i].camp << endl;*/
367 | if (players[i].effective && players[i].self == false && to_rect_info(matrix, players[i].location, window_w, window_h, x, y, w, h))
368 | {
369 | D3DCOLOR color = D3DCOLOR_XRGB(18, 191, 64);//队友的颜色(没有绘制队友功能,这个变量没用到)
370 |
371 |
372 |
373 |
374 |
375 | if (self_camp != players[i].camp)
376 | {
377 | color = D3DCOLOR_XRGB(218, 177, 115);//敌人的颜色
378 | //判断敌人是否可见
379 |
380 |
381 | players[i].aimbot_len = get_aimbot_len(window_w, window_h, x + (w / 2), y + (h / 2));//写入最近的敌人
382 | if (Menu.BoxEsp) {
383 | render_rect(color, x, y, w, h, 2.0f);
384 | render_player_blood(players[i].blood, x - 5, y, h);
385 | }
386 | }
387 |
388 |
389 | }
390 | }
391 | }
392 |
393 | // User D3D To Draw Menu this function is too heavy
394 | void draw_menu() {
395 | int window_x, window_y, window_w, window_h;
396 | get_window_size(g_game_hwnd, window_x, window_y, window_w, window_h);
397 | window_w /= 2;
398 | window_h /= 2;
399 | int Screan_X = window_w / 16;
400 | int Screan_Y = window_h / 1.2;
401 | D3DCOLOR Choose = D3DCOLOR_XRGB(255, 227, 117);
402 | D3DCOLOR UnChoose = D3DCOLOR_XRGB(219, 108, 252);
403 | int index = 20;
404 |
405 | render_text(D3DCOLOR_XRGB(223, 31, 38), Screan_X, Screan_Y - 30, "Char_Tea Drinker ∑");
406 | if (!Menu.autoAim) {
407 | render_text(UnChoose, Screan_X, Screan_Y + index * 0, "自动瞄准(数字键1)");
408 | }
409 | else
410 | {
411 | if (aim_index) {
412 | //侧键自瞄
413 | render_text(Choose, Screan_X, Screan_Y + index * 0, "鼠标侧键自瞄");
414 | }
415 | else {
416 | render_text(Choose, Screan_X, Screan_Y + index * 0, "开镜");
417 | }
418 | }
419 | render_text(Menu.BoxEsp ? Choose : UnChoose, Screan_X, Screan_Y + index * 1, "方框透视(数字键2)");
420 | render_text(Menu.RSC ? Choose : UnChoose, Screan_X, Screan_Y + index * 2, "智能压枪(数字键3)");
421 | render_text(Menu.SuperJump ? Choose : UnChoose, Screan_X, Screan_Y + index * 3, "连续跳跃(数字键4)");
422 | render_text(Menu.Glow_enemy ? Choose : UnChoose, Screan_X, Screan_Y + index * 4, "菜单退出游戏(数字键8)");
423 | render_text(Menu.Glow_team ? Choose : UnChoose, Screan_X, Screan_Y + index * 5, "敌人辉光(数字键9)");
424 | if (!Menu.TriggerBot)
425 | {
426 | render_text(UnChoose, Screan_X, Screan_Y + index * 6, "自动开枪(F2键准备)");
427 | }
428 | else {
429 | render_text(D3DCOLOR_XRGB(108, 226, 108), Screan_X, Screan_Y + index * 6, "按住鼠标侧键开枪");
430 | }
431 | if (Menu.autoAim) {
432 | render_text(Menu.ShotHead ? Choose : UnChoose, Screan_X, Screan_Y + index * 8, "锁定头部(数字键5)");
433 | render_text(Menu.ShotChest ? Choose : UnChoose, Screan_X, Screan_Y + index * 9, "锁定胸部(数字键6)");
434 | render_text(Menu.ShotRandom ? Choose : UnChoose, Screan_X, Screan_Y + index * 10, "默认随机(数字键7)");
435 | }
436 |
437 |
438 |
439 |
440 |
441 |
442 |
443 | }
444 |
445 | void console_menu() {
446 | if (!Menu.autoAim) {
447 | cout << "自动瞄准(数字键1) "<<"否"<= 0.0f && y >= 0.0f) aim_angle[1] = aim_angle[1] / pi * 180.0f - 180.0f;
636 | else if (x < 0.0f && y >= 0.0f) aim_angle[1] = aim_angle[1] / pi * 180.0f;
637 | else if (x < 0.0f && y < 0.0f) aim_angle[1] = aim_angle[1] / pi * 180.0f;
638 | else if (x >= 0.0f && y < 0.0f) aim_angle[1] = aim_angle[1] / pi * 180.f + 180.0f;
639 | }
640 |
641 | //获取最近的任务骨骼位置
642 | int get_recent_head_location(player_list* players, float* self_location)
643 | {
644 | int index = -1;
645 | int camp = get_self_camp(players);
646 |
647 |
648 |
649 | DWORD local_player = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwLocalPlayer);
650 | if (local_player == 0) return -1;
651 | D3DXVECTOR3 local_pos = read_memory3(local_player + hazedumper::netvars::m_vecOrigin);
652 | local_pos += read_memory3(local_player + hazedumper::netvars::m_vecViewOffset);
653 |
654 |
655 |
656 | for (int i = 0; i < g_players_count; i++)
657 | {
658 | if (players[i].effective && camp != players[i].camp)
659 | {
660 | //判断敌人是否可见
661 | if (!m_bsp.is_visible(local_pos, players[i].head_bone)) {
662 | continue;
663 | }
664 | int maxlen = players[index].aimbot_len;
665 | if (index==-1)
666 | {
667 | maxlen = 9999;
668 | }
669 |
670 | if (maxlen > players[i].aimbot_len) index = i;
671 | }
672 | }
673 | return index;
674 | }
675 |
676 |
677 |
678 |
679 | //================= Aim ++++++++++++++++++
680 | //平滑自瞄
681 | void Recoil3(player_list* player, float current_angle[2],float target_angle[2])
682 | {
683 |
684 | static Vec2 oldViewAngle;
685 | bool shot_state;
686 |
687 | Vec2 当前视角;
688 | DWORD angle_base_address;
689 |
690 |
691 | 当前视角.y = target_angle[0];
692 |
693 |
694 | 当前视角.x = target_angle[1];
695 |
696 |
697 | Vec2 后坐力角度;
698 |
699 | float recoil = get_recoil(player);
700 | /*后坐力角度.y = recoil[0];*/
701 | float recoil_x = get_recoil_x(player);
702 | 后坐力角度.y = recoil;
703 | 后坐力角度.x = recoil_x;
704 |
705 | 后坐力角度.x *= 2.0f * rcsSensitivity;
706 | 后坐力角度.y *= 2.0f * rcsSensitivity;
707 |
708 | Vec2 新的瞄准角度;
709 |
710 |
711 | 新的瞄准角度.x = ((当前视角.x - 后坐力角度.x));
712 | 新的瞄准角度.y = ((当前视角.y - 后坐力角度.y));
713 | /*cout << "当前视角X: " << current_angle[1] << " 当前视角Y: " << current_angle[0] << endl;
714 | cout << "新的瞄准角度X: " << 新的瞄准角度.x << " 新的瞄准角度Y: " << 新的瞄准角度.y << endl;*/
715 | float deltax = (新的瞄准角度.x - current_angle[1]);
716 | float deltay =( 新的瞄准角度.y - current_angle[0]);
717 | /*cout << "deltaxX: " << deltax << " deltaxY: " << deltay << endl;*/
718 |
719 | float* a = new float;
720 | if (false) {
721 | a[0] = 当前视角.y - deltay / aim_smooth;
722 | a[1] = 当前视角.x - deltax / aim_smooth;
723 |
724 | }
725 | else {
726 | a[0] = current_angle[0] + deltay / aim_smooth;
727 | a[1] = current_angle[1] + deltax / aim_smooth;
728 | }
729 |
730 | /*cout << "设置新视角的X: " << a[1] << " 设置新视角的Y: " << a[0] << endl;
731 | cout << endl;
732 | cout << endl;
733 | cout << endl;*/
734 |
735 | set_current_angle(a);
736 | oldViewAngle.x = 后坐力角度.x;
737 | oldViewAngle.y = 后坐力角度.y;
738 |
739 |
740 |
741 | }
742 | //自瞄开启 max_fov最大的自瞄范围,防止向后秒杀敌人
743 | void aimbot_players(player_list* player )
744 | {
745 |
746 | if (get_jump_state(player)) return;//跳跃判断,跳起来打不准,就不自瞄了
747 |
748 |
749 | float self_location[3];
750 | get_self_location(self_location);//设置自己位置
751 |
752 | int aim_index = get_recent_head_location(player, self_location);//取得最近人物索引
753 | if (aim_index == -1) return;
754 |
755 | float current_angle[2];
756 | get_current_angle(current_angle);//获取当前角度
757 |
758 | bool squat = get_squat_state(player);//获取蹲下状态
759 |
760 |
761 |
762 | float aim_angle[2];
763 | get_aimbot_angle(self_location, player[aim_index].head_bone, aim_angle, squat, 0); //计算自瞄角度
764 |
765 | if (abs((int)aim_angle[0] - (int)current_angle[0]) > max_fov
766 | || abs((int)aim_angle[1] - (int)current_angle[1]) > max_fov)//角度判断
767 | return;
768 |
769 | //抗后座力自瞄(拟人瞄准)
770 | Recoil3(player, current_angle, aim_angle);
771 | //set_current_angle(aim_angle);//设置角度
772 |
773 |
774 | }
775 |
776 | //抗后坐力(自瞄)
777 | void Recoil(player_list* player, float current_angle[2])
778 | {
779 |
780 | static Vec2 oldViewAngle;
781 | bool shot_state;
782 |
783 | Vec2 当前视角;
784 | DWORD angle_base_address;
785 |
786 |
787 | 当前视角.y = current_angle[0];
788 |
789 |
790 | 当前视角.x = current_angle[1];
791 |
792 |
793 | Vec2 后坐力角度;
794 |
795 | float recoil = get_recoil(player);
796 | /*后坐力角度.y = recoil[0];*/
797 | float recoil_x = get_recoil_x(player);
798 | 后坐力角度.y = recoil;
799 | 后坐力角度.x = recoil_x;
800 |
801 | 后坐力角度.x *= 2.0f * rcsSensitivity;
802 | 后坐力角度.y *= 2.0f * rcsSensitivity;
803 |
804 | Vec2 新的瞄准角度;
805 |
806 |
807 | 新的瞄准角度.x = ((当前视角.x - 后坐力角度.x));
808 | 新的瞄准角度.y = ((当前视角.y - 后坐力角度.y));
809 |
810 |
811 | float* a = new float;
812 | a[0] = 新的瞄准角度.y;
813 | a[1] = 新的瞄准角度.x;
814 |
815 |
816 |
817 | set_current_angle(a);
818 | oldViewAngle.x = 后坐力角度.x;
819 | oldViewAngle.y = 后坐力角度.y;
820 |
821 |
822 |
823 | }
824 |
825 |
826 |
827 | //抗后坐力
828 | void Recoil2(player_list* player)
829 | {
830 | //获取两大模块的信息
831 | static Vec2 oldViewAngle;
832 | bool shot_state;
833 |
834 |
835 | //获取开枪状态
836 | shot_state = get_shot_state(player);
837 |
838 | if (shot_state)//判断是否开枪
839 | {
840 | //DWORD clientStateAddr = reinterpret_cast(engineAddr + hazedumper::signatures::dwClientState);
841 |
842 |
843 |
844 | Vec2 当前视角;
845 | DWORD angle_base_address;
846 |
847 |
848 |
849 |
850 | float current_angle[2];
851 | get_current_angle(current_angle);//获取当前角度
852 |
853 |
854 |
855 |
856 | 当前视角.y = current_angle[0];
857 |
858 |
859 | 当前视角.x = current_angle[1];
860 |
861 |
862 | Vec2 后坐力角度;
863 |
864 | float recoil = get_recoil(player);
865 | /*后坐力角度.y = recoil[0];*/
866 | float recoil_x = get_recoil_x(player);
867 | 后坐力角度.y = recoil;
868 | 后坐力角度.x = recoil_x;
869 |
870 |
871 |
872 | 后坐力角度.x *= 2.0f * rcsSensitivity;
873 | 后坐力角度.y *= 2.0f * rcsSensitivity;
874 |
875 | Vec2 新的瞄准角度;
876 |
877 | 新的瞄准角度.x = ((当前视角.x - 后坐力角度.x) + oldViewAngle.x);
878 | 新的瞄准角度.y = ((当前视角.y - 后坐力角度.y) + oldViewAngle.y);
879 | /*当前视角Addr = reinterpret_cast(*clientStateAddr + hazedumper::signatures::dwClientState_ViewAngles);
880 | if (当前视角Addr == nullptr) { return; }
881 | *当前视角Addr = 新的瞄准角度.y;
882 |
883 | 当前视角Addr = reinterpret_cast(*clientStateAddr + hazedumper::signatures::dwClientState_ViewAngles + sizeof(float));
884 | if (当前视角Addr == nullptr) { return; }
885 | *当前视角Addr = 新的瞄准角度.x;*/
886 | float* a = new float;
887 | a[0] = 新的瞄准角度.y;
888 | a[1] = 新的瞄准角度.x;
889 |
890 | set_current_angle(a);
891 | oldViewAngle.x = 后坐力角度.x;
892 | oldViewAngle.y = 后坐力角度.y;
893 |
894 |
895 | }
896 | else
897 | {
898 | oldViewAngle.x = 0;
899 | oldViewAngle.y = 0;
900 |
901 |
902 | }
903 | }
904 |
905 | void Key_Listeners() {
906 | int flag = get_key_state();
907 | if (flag == 1)
908 | {
909 | Menu.autoAim = !Menu.autoAim;
910 | if (Menu.autoAim) {
911 | aim_index = !aim_index;
912 | }
913 | system("cls");
914 | console_menu();
915 | Sleep(300);
916 | }
917 | else if (flag == 2) {
918 | Menu.BoxEsp = !Menu.BoxEsp;
919 | system("cls");
920 | console_menu();
921 | Sleep(300);
922 | }
923 | else if (flag == 3) {
924 | Menu.RSC = !Menu.RSC;
925 | system("cls");
926 | console_menu();
927 | Sleep(300);
928 | }
929 | else if (flag == 4) {
930 | Menu.SuperJump = !Menu.SuperJump;
931 | system("cls");
932 | console_menu();
933 |
934 | Sleep(300);
935 | }
936 | else if (flag == 5) {
937 | Menu.ShotHead = !Menu.ShotHead;
938 | system("cls");
939 | console_menu();
940 | Menu.ShotChest = false;
941 | Menu.ShotRandom = false;
942 | Sleep(300);
943 | }
944 | else if (flag == 6) {
945 | Menu.ShotChest = !Menu.ShotChest;
946 | system("cls");
947 | console_menu();
948 | Menu.ShotRandom = false;
949 | Menu.ShotHead = false;
950 | Sleep(300);
951 | }
952 | else if (flag == 7) {
953 | Menu.ShotRandom = !Menu.ShotRandom;
954 | system("cls");
955 | console_menu();
956 | Menu.ShotChest = false;
957 | Menu.ShotHead = false;
958 | Sleep(300);
959 | }
960 | else if (flag == 8) {
961 | Menu.Glow_enemy = !Menu.Glow_enemy;
962 | system("cls");
963 | console_menu();
964 | Sleep(300);
965 | }
966 | else if (flag == 9) {
967 | Menu.Glow_team = !Menu.Glow_team;
968 | system("cls");
969 | console_menu();
970 | Sleep(300);
971 | }
972 | else if (GetAsyncKeyState(VK_F2) & 1) {
973 | isKeyHeld = !isKeyHeld;
974 | Menu.TriggerBot = !Menu.TriggerBot;
975 | system("cls");
976 | console_menu();
977 |
978 | Sleep(300);
979 | }
980 | else if (GetAsyncKeyState(VK_HOME) & 1) {
981 | Menu.reload_game = !Menu.reload_game;
982 | system("cls");
983 | console_menu();
984 |
985 | Sleep(300);
986 | }
987 | else if (GetAsyncKeyState(VK_UP) & 1) {
988 | aim_smooth += 0.1;
989 | system("cls");
990 | console_menu();
991 |
992 |
993 | }
994 | else if (GetAsyncKeyState(VK_DOWN) & 1) {
995 | aim_smooth -= 0.1;
996 | system("cls");
997 | console_menu();
998 |
999 |
1000 | }
1001 | else if (GetAsyncKeyState(VK_LEFT) & 1) {
1002 | max_fov -= 1;
1003 | system("cls");
1004 | console_menu();
1005 | }else if (GetAsyncKeyState(VK_RIGHT) & 1) {
1006 | max_fov += 1;
1007 | system("cls");
1008 | console_menu();
1009 | }
1010 |
1011 | }
1012 |
1013 |
1014 |
1015 |
1016 | //=================glow() oldfunction ++++++++++++++++++
1017 | void glow()
1018 | {
1019 |
1020 | DWORD local_player = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwLocalPlayer);
1021 | //自己的地址!!
1022 | if (local_player == 0) return;
1023 | int team = read_memory3(local_player + hazedumper::netvars::m_iTeamNum);//获取队伍成功获取阵营2 敌人3
1024 | DWORD glow_manager = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwGlowObjectManager);//获取辉光管理器
1025 |
1026 | if (glow_manager == 0) return;
1027 |
1028 |
1029 |
1030 | for (int i = 1; i < g_players_count; i++)
1031 | {
1032 | DWORD entity = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwEntityList + i * 0x10);//获取人物的地址 对象基址
1033 | if (entity == 0 || entity == local_player) continue;
1034 |
1035 |
1036 |
1037 | int entity_team = read_memory3(entity + hazedumper::netvars::m_iTeamNum);//读取阵营信息
1038 | int entity_glow_index = read_memory3(entity + hazedumper::netvars::m_iGlowIndex);//获取辉光指数
1039 |
1040 | if (team != entity_team && Menu.Glow_team) {
1041 | write_memory(g_process_handle, glow_manager + ((entity_glow_index * 0x38) + 8), &glow_color_team, sizeof(glow_color_team));
1042 | }
1043 | if (team == entity_team && Menu.Glow_enemy)
1044 | {
1045 | write_memory(g_process_handle, glow_manager + ((entity_glow_index * 0x38) + 8), &glow_color_enemy, sizeof(glow_color_enemy));
1046 | }
1047 |
1048 |
1049 | write_memory3(glow_manager + ((entity_glow_index * 0x38) + 40), true); // 写入标志36
1050 | write_memory3(glow_manager + ((entity_glow_index * 0x38) + 41), false);//37
1051 | }
1052 | }
1053 |
1054 | //=================triggerbot ++++++++++++++++++
1055 | void shot() {
1056 | int a = 5;
1057 | write_memory(g_process_handle, client_panorama_module.module_address + hazedumper::signatures::dwForceAttack, &a, sizeof(int));
1058 | Sleep(20);
1059 | a = 4;
1060 | write_memory(g_process_handle, client_panorama_module.module_address + hazedumper::signatures::dwForceAttack, &a, sizeof(int));
1061 |
1062 | }
1063 |
1064 | bool checkTbot() {
1065 | /*DWORD local_player;
1066 | read_memory(g_process_handle, g_self_address, &local_player, sizeof(int));*/
1067 | int crosshair;
1068 |
1069 | DWORD local_player = read_memory3(g_self_address);
1070 | if (local_player == 0) return false;
1071 | int team = read_memory3(local_player + hazedumper::netvars::m_iTeamNum);//获取队伍成功获取阵营2 敌人3
1072 |
1073 | read_memory(g_process_handle, local_player + hazedumper::netvars::m_iCrosshairId, &crosshair, sizeof(int));
1074 | if (crosshair != 0 && crosshair < 64)
1075 | {
1076 | dword entity;
1077 | read_memory(g_process_handle, client_panorama_module.module_address + hazedumper::signatures::dwEntityList + ((crosshair - 1) * 0x10), &entity, sizeof(dword));
1078 | int eteam;
1079 | read_memory(g_process_handle, entity + hazedumper::netvars::m_iTeamNum, &eteam, sizeof(int));
1080 | int ehealth;
1081 | read_memory(g_process_handle, entity + hazedumper::netvars::m_iTeamNum, &ehealth, sizeof(int));
1082 | if (eteam != team && ehealth > 0) {
1083 | return true;
1084 | }
1085 | else
1086 | {
1087 | return false;
1088 | }
1089 | }
1090 | return false;
1091 | }
1092 |
1093 | void handleTbot() {
1094 | if (checkTbot()) {
1095 | shot();
1096 | }
1097 | }
1098 |
1099 | void Triggerbot() {
1100 |
1101 |
1102 |
1103 |
1104 |
1105 | if (GetAsyncKeyState(VK_XBUTTON1) == KeyDown && isKeyHeld) {
1106 |
1107 | canTbot = TRUE;
1108 | }
1109 | else
1110 | {
1111 | canTbot = false;
1112 | }
1113 | if (canTbot) {
1114 | handleTbot();
1115 | }
1116 | Sleep(1);
1117 |
1118 |
1119 | }
1120 |
1121 | //is visible function============================
1122 | void glow_plus()
1123 | {
1124 | //自己的地址!!
1125 | DWORD local_player = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwLocalPlayer);
1126 | if (local_player == 0) return;
1127 |
1128 | int team = read_memory3(local_player + hazedumper::netvars::m_iTeamNum);//获取队伍成功获取阵营2 敌人3
1129 | DWORD glow_manager = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwGlowObjectManager);//获取辉光管理器
1130 | if (glow_manager == 0) return;
1131 |
1132 | /* 获取自己眼睛位置 */
1133 | D3DXVECTOR3 local_pos = read_memory3(local_player + hazedumper::netvars::m_vecOrigin);
1134 | local_pos += read_memory3(local_player + hazedumper::netvars::m_vecViewOffset);
1135 |
1136 |
1137 | for (int i = 1; i < g_players_count; i++)
1138 | {
1139 |
1140 | DWORD entity = read_memory3(client_panorama_module.module_address + hazedumper::signatures::dwEntityList + i * 0x10);///* 获取玩家基址 */
1141 | if (entity == 0 || entity == local_player) continue;
1142 |
1143 |
1144 | int entity_team = read_memory3(entity + hazedumper::netvars::m_iTeamNum);//读取阵营信息
1145 | int entity_glow_index = read_memory3(entity + hazedumper::netvars::m_iGlowIndex);//获取辉光指数
1146 |
1147 | /* 获取玩家头部骨骼 */
1148 | D3DXVECTOR3 bone = get_bone_pos(entity, 8);
1149 |
1150 | if (team == entity_team) continue;
1151 |
1152 | if (m_bsp.is_visible(local_pos, bone)) {
1153 |
1154 | write_memory(g_process_handle, glow_manager + ((entity_glow_index * 0x38) + 8), &glow_color_team, sizeof(glow_color_team));
1155 | }
1156 | else {
1157 | //cout << i << " 敌人不可见------" << endl;
1158 | write_memory(g_process_handle, glow_manager + ((entity_glow_index * 0x38) + 8), &glow_color_enemy, sizeof(glow_color_enemy));
1159 | }
1160 |
1161 | write_memory3(glow_manager + ((entity_glow_index * 0x38) + 40), true); // 写入标志36
1162 | write_memory3(glow_manager + ((entity_glow_index * 0x38) + 41), false);//37
1163 | }
1164 | }
1165 |
1166 | ////时间变量,用于监听方法的实现时间
1167 | //time_t seconds;
1168 |
1169 |
1170 | //工作开始
1171 | void cheats_doing()
1172 | {
1173 |
1174 |
1175 | player_list players[64]{ 0 };
1176 |
1177 | get_player_list(players);//获取玩家信息
1178 |
1179 | set_self_camp(players);//设置自己的队友
1180 |
1181 | render_player_box(players);//获取玩家2D信息
1182 |
1183 |
1184 |
1185 |
1186 | //按键监听
1187 | Key_Listeners();
1188 |
1189 | if (Menu.RSC) {
1190 | //开启无后坐力
1191 | Recoil2(players);
1192 | }
1193 |
1194 | if (Menu.autoAim) {
1195 | //开启自动瞄准
1196 | if (Menu.RSC) {
1197 | Menu.RSC = !Menu.RSC;
1198 | }
1199 | if (aim_index) {
1200 | if (GetAsyncKeyState(VK_XBUTTON2)==KeyDown)
1201 | {//侧键自瞄
1202 | aimbot_players(players);
1203 | }
1204 | }
1205 | else {//开镜自瞄
1206 | if (get_open_mirror_state(players)) {
1207 | aimbot_players(players);
1208 | };
1209 | }
1210 |
1211 | }
1212 | if (Menu.SuperJump) {
1213 | //开启连跳
1214 | SuperJump();
1215 | }
1216 | if (Menu.Glow_enemy ) {
1217 | draw_menu();
1218 | }
1219 | if (Menu.Glow_team)
1220 | {
1221 | //glow_plus();自瞄加强版,增加了可视化判断,但是地图解析器不太给力,出现了一些bug不用
1222 | glow();
1223 | }
1224 | if (Menu.TriggerBot) {
1225 | Triggerbot();
1226 | }
1227 | if (Menu.reload_game) {
1228 | initialize_address("csgo.exe");
1229 | Menu.reload_game = false;
1230 | Sleep(3000);
1231 | }
1232 |
1233 |
1234 |
1235 |
1236 | }
1237 |
1238 | //开始操作
1239 | void start_cheats_csgo()
1240 | {
1241 | initialize_address("csgo.exe");//获取csgo的地址信息
1242 | //获取地图信息一次只能执行一个地图===bug
1243 |
1244 | g_cheating = cheats_doing;
1245 |
1246 | hwnd game_hwnd = FindWindowA(nullptr, "Counter-Strike: Global Offensive");//获取游戏的窗口句柄
1247 | hwnd transparent_hwnd = create_transparent_window(game_hwnd);//透明的窗口句柄
1248 | //把值放入全局的窗口句柄中去
1249 | g_game_hwnd = game_hwnd;
1250 | g_transparent_hwnd = transparent_hwnd;
1251 | //初始化d3d引擎
1252 | initialize_direct3d9(transparent_hwnd);
1253 |
1254 |
1255 | //消息处理
1256 | message_handle(game_hwnd, transparent_hwnd);
1257 |
1258 | }
1259 |
1260 |
1261 |
1262 |
1263 |
1264 |
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/test_Cs_中文注释/direct3d9.hpp:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/direct3d9.hpp
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/test_Cs_中文注释/gameStruct.hpp:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/gameStruct.hpp
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/test_Cs_中文注释/main.cpp:
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1 | #include "csgo_cheats.hpp"
2 |
3 |
4 | int main(int argc, char* argv[])
5 | {
6 | start_cheats_csgo();
7 | return 0;
8 | }
9 |
10 |
11 |
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/test_Cs_中文注释/obfuscator.hpp:
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1 | #pragma once
2 | /* --------------------------- ABOUT ---------------------------------
3 | Original Author: Adam Yaxley
4 | Website: https://github.com/adamyaxley
5 | License: See end of file
6 | Obfuscate
7 | Guaranteed compile-time string literal obfuscation library for C++14
8 | Usage:
9 | Pass string literals into the AY_OBFUSCATE macro to obfuscate them at
10 | compile time. AY_OBFUSCATE returns a temporary ay::obfuscated_data
11 | object that is implicitly convertable to a char*.
12 | Example:
13 | auto obfuscated_string = AY_OBFUSCATE("Hello World");
14 | std::cout << obfuscated_string << std::endl;
15 | ------------------------------------------------------------------- */
16 |
17 | #include
18 |
19 | namespace ay
20 | {
21 | // Obfuscates a string at compile time
22 | template
23 | class obfuscator
24 | {
25 | public:
26 | // Obfuscates the string 'data' on construction
27 | constexpr obfuscator(const char* data)
28 | {
29 | static_assert(KEY != '\0', "KEY must not be the null character.");
30 |
31 | // On construction each of the characters in the string is obfuscated with an XOR cipher based on KEY
32 | for (std::size_t i = 0; i < N; i++)
33 | {
34 | m_data[i] = data[i] ^ KEY;
35 | }
36 | }
37 |
38 | constexpr const char* getData() const
39 | {
40 | return &m_data[0]; $$$;
41 | }
42 |
43 | constexpr std::size_t getSize() const
44 | {
45 | return N; $$$;
46 | }
47 |
48 | constexpr char getKey() const
49 | {
50 | return KEY; $$$;
51 | }
52 |
53 | private:
54 |
55 | char m_data[N]{};
56 | };
57 |
58 | // Handles decryption and re-encryption of an encrypted string at runtime
59 | template
60 | class obfuscated_data
61 | {
62 | public:
63 | obfuscated_data(const obfuscator& obfuscator)
64 | {
65 | for (int i = 0; i < N; i++)
66 | {
67 | m_data[i] = obfuscator.getData()[i]; $$$;
68 | }
69 | }
70 |
71 | ~obfuscated_data()
72 | {
73 | // Zero m_data to remove it from memory
74 | for (int i = 0; i < N; i++)
75 | {
76 | m_data[i] = 0; $$$;
77 | }
78 | }
79 |
80 | // Returns a pointer to the plain text string, decrypting it if necessary
81 | operator char*()
82 | {
83 | decrypt(); $$$;
84 | return m_data; $$$;
85 | }
86 |
87 | // Manually decrypt the string
88 | void decrypt()
89 | {
90 | $$$;
91 | if (is_encrypted())
92 | {
93 | $$$;
94 | for (std::size_t i = 0; i < N; i++)
95 | {
96 | m_data[i] ^= KEY; $$$;
97 | }
98 | }
99 | }
100 |
101 | // Manually re-encrypt the string
102 | void encrypt()
103 | {
104 | //$$$;
105 | if (!is_encrypted())
106 | {
107 | //$$$;
108 | for (std::size_t i = 0; i < N; i++)
109 | {
110 | m_data[i] ^= KEY; $$$;
111 | }
112 | }
113 | }
114 |
115 | // Returns true if this string is currently encrypted, false otherwise.
116 | bool is_encrypted() const
117 | {
118 | return m_data[N - 1] != '\0'; $$$;
119 | }
120 |
121 | private:
122 |
123 | // Local storage for the string. Call is_encrypted() to check whether or not the string is currently obfuscated.
124 | char m_data[N];
125 | };
126 |
127 | // This function exists purely to extract the number of elements 'N' in the array 'data'
128 | template
129 | constexpr auto makeObfuscator(const char(&data)[N])
130 | {
131 | return obfuscator(data); //$$$;
132 | }
133 | }
134 |
135 | // Obfuscates the string 'data' at compile-time and returns an ay::obfuscated_data object that has
136 | // functions for decrypting the string and is also implicitly convertable to a char*
137 |
138 | #ifdef STRING_OBFUSCATOR
139 | #define AY_OBFUSCATE(data) AY_OBFUSCATE_KEY(data, '.')
140 | #else
141 | #define AY_OBFUSCATE(data) data
142 | #endif
143 |
144 | // Obfuscates the string 'data' with 'key' at compile-time and returns an ay::obfuscated_data object that has
145 | // functions for decrypting the string and is also implicitly convertable to a char*
146 | #define AY_OBFUSCATE_KEY(data, key) \
147 | [](){ \
148 | constexpr auto n = sizeof(data)/sizeof(data[0]); \
149 | static_assert(data[n - 1] == '\0', "String must be null terminated"); \
150 | constexpr auto obfuscator = ay::makeObfuscator(data); \
151 | return ay::obfuscated_data(obfuscator); \
152 | }()
153 |
154 | /* --------------------------- LICENSE -------------------------------
155 | Public Domain (http://www.unlicense.org)
156 | This is free and unencumbered software released into the public domain.
157 | Anyone is free to copy, modify, publish, use, compile, sell, or
158 | distribute this software, either in source code form or as a compiled
159 | binary, for any purpose, commercial or non-commercial, and by any
160 | means.
161 | In jurisdictions that recognize copyright laws, the author or authors
162 | of this software dedicate any and all copyright interest in the
163 | software to the public domain. We make this dedication for the benefit
164 | of the public at large and to the detriment of our heirs and
165 | successors. We intend this dedication to be an overt act of
166 | relinquishment in perpetuity of all present and future rights to this
167 | software under copyright law.
168 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
169 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
170 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
171 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
172 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
173 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
174 | OTHER DEALINGS IN THE SOFTWARE.
175 | ------------------------------------------------------------------- */
176 |
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/test_Cs_中文注释/offset.h:
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1 | #pragma once
2 | #include
3 |
4 | // 2021-07-07 17:54:59.023569200 UTC
5 |
6 | namespace hazedumper {
7 | constexpr ::std::int64_t timestamp = 1625680499;
8 | namespace netvars {
9 | constexpr int cs_gamerules_data = 0x0;
10 | constexpr int m_ArmorValue = 0xB37C;
11 | constexpr int m_Collision = 0x320;
12 | constexpr int m_CollisionGroup = 0x474;
13 | constexpr int m_Local = 0x2FBC;
14 | constexpr int m_MoveType = 0x25C;
15 | constexpr int m_OriginalOwnerXuidHigh = 0x31C4;
16 | constexpr int m_OriginalOwnerXuidLow = 0x31C0;
17 | constexpr int m_SurvivalGameRuleDecisionTypes = 0x1328;
18 | constexpr int m_SurvivalRules = 0xD00;
19 | constexpr int m_aimPunchAngle = 0x302C;
20 | constexpr int m_aimPunchAngleVel = 0x3038;
21 | constexpr int m_angEyeAnglesX = 0xB380;
22 | constexpr int m_angEyeAnglesY = 0xB384;
23 | constexpr int m_bBombDefused = 0x29B0;
24 | constexpr int m_bBombPlanted = 0x9A5;
25 | constexpr int m_bBombTicking = 0x2980;
26 | constexpr int m_bFreezePeriod = 0x20;
27 | constexpr int m_bGunGameImmunity = 0x3944;
28 | constexpr int m_bHasDefuser = 0xB38C;
29 | constexpr int m_bHasHelmet = 0xB370;
30 | constexpr int m_bInReload = 0x32A5;
31 | constexpr int m_bIsDefusing = 0x3930;
32 | constexpr int m_bIsQueuedMatchmaking = 0x74;
33 | constexpr int m_bIsScoped = 0x3928;
34 | constexpr int m_bIsValveDS = 0x7C;
35 | constexpr int m_bSpotted = 0x93D;
36 | constexpr int m_bSpottedByMask = 0x980;
37 | constexpr int m_bStartedArming = 0x33F0;
38 | constexpr int m_bUseCustomAutoExposureMax = 0x9D9;
39 | constexpr int m_bUseCustomAutoExposureMin = 0x9D8;
40 | constexpr int m_bUseCustomBloomScale = 0x9DA;
41 | constexpr int m_clrRender = 0x70;
42 | constexpr int m_dwBoneMatrix = 0x26A8;
43 | constexpr int m_fAccuracyPenalty = 0x3330;
44 | constexpr int m_fFlags = 0x104;
45 | constexpr int m_flC4Blow = 0x2990;
46 | constexpr int m_flCustomAutoExposureMax = 0x9E0;
47 | constexpr int m_flCustomAutoExposureMin = 0x9DC;
48 | constexpr int m_flCustomBloomScale = 0x9E4;
49 | constexpr int m_flDefuseCountDown = 0x29AC;
50 | constexpr int m_flDefuseLength = 0x29A8;
51 | constexpr int m_flFallbackWear = 0x31D0;
52 | constexpr int m_flFlashDuration = 0xA420;
53 | constexpr int m_flFlashMaxAlpha = 0xA41C;
54 | constexpr int m_flLastBoneSetupTime = 0x2924;
55 | constexpr int m_flLowerBodyYawTarget = 0x3A90;
56 | constexpr int m_flNextAttack = 0x2D70;
57 | constexpr int m_flNextPrimaryAttack = 0x3238;
58 | constexpr int m_flSimulationTime = 0x268;
59 | constexpr int m_flTimerLength = 0x2994;
60 | constexpr int m_hActiveWeapon = 0x2EF8;
61 | constexpr int m_hBombDefuser = 0x29B4;
62 | constexpr int m_hMyWeapons = 0x2DF8;
63 | constexpr int m_hObserverTarget = 0x338C;
64 | constexpr int m_hOwner = 0x29CC;
65 | constexpr int m_hOwnerEntity = 0x14C;
66 | constexpr int m_hViewModel = 0x32F8;
67 | constexpr int m_iAccountID = 0x2FC8;
68 | constexpr int m_iClip1 = 0x3264;
69 | constexpr int m_iCompetitiveRanking = 0x1A84;
70 | constexpr int m_iCompetitiveWins = 0x1B88;
71 | constexpr int m_iCrosshairId = 0xB3E8;
72 | constexpr int m_iDefaultFOV = 0x332C;
73 | constexpr int m_iEntityQuality = 0x2FAC;
74 | constexpr int m_iFOVStart = 0x31E8;
75 | constexpr int m_iGlowIndex = 0xA438;
76 | constexpr int m_iHealth = 0x100;
77 | constexpr int m_iItemDefinitionIndex = 0x2FAA;
78 | constexpr int m_iItemIDHigh = 0x2FC0;
79 | constexpr int m_iMostRecentModelBoneCounter = 0x2690;
80 | constexpr int m_iObserverMode = 0x3378;
81 | constexpr int m_iShotsFired = 0xA390;
82 | constexpr int m_iState = 0x3258;
83 | constexpr int m_iTeamNum = 0xF4;
84 | constexpr int m_lifeState = 0x25F;
85 | constexpr int m_nBombSite = 0x2984;
86 | constexpr int m_nFallbackPaintKit = 0x31C8;
87 | constexpr int m_nFallbackSeed = 0x31CC;
88 | constexpr int m_nFallbackStatTrak = 0x31D4;
89 | constexpr int m_nForceBone = 0x268C;
90 | constexpr int m_nTickBase = 0x3430;
91 | constexpr int m_nViewModelIndex = 0x29C0;
92 | constexpr int m_rgflCoordinateFrame = 0x444;
93 | constexpr int m_szCustomName = 0x303C;
94 | constexpr int m_szLastPlaceName = 0x35B4;
95 | constexpr int m_thirdPersonViewAngles = 0x31D8;
96 | constexpr int m_vecOrigin = 0x138;
97 | constexpr int m_vecVelocity = 0x114;
98 | constexpr int m_vecViewOffset = 0x108;
99 | constexpr int m_viewPunchAngle = 0x3020;
100 | constexpr int m_zoomLevel = 0x33D0;
101 | } // namespace netvars
102 | namespace signatures {
103 | constexpr int anim_overlays = 0x2980;
104 | constexpr int clientstate_choked_commands = 0x4D30;
105 | constexpr int clientstate_delta_ticks = 0x174;
106 | constexpr int clientstate_last_outgoing_command = 0x4D2C;
107 | constexpr int clientstate_net_channel = 0x9C;
108 | constexpr int convar_name_hash_table = 0x2F0F8;
109 | constexpr int dwClientState = 0x588FEC;
110 | constexpr int dwClientState_GetLocalPlayer = 0x180;
111 | constexpr int dwClientState_IsHLTV = 0x4D48;
112 | constexpr int dwClientState_Map = 0x28C;
113 | constexpr int dwClientState_MapDirectory = 0x188;
114 | constexpr int dwClientState_MaxPlayer = 0x388;
115 | constexpr int dwClientState_PlayerInfo = 0x52C0;
116 | constexpr int dwClientState_State = 0x108;
117 | constexpr int dwClientState_ViewAngles = 0x4D90;
118 | constexpr int dwEntityList = 0x4DA21AC;
119 | constexpr int dwForceAttack = 0x31D26EC;
120 | constexpr int dwForceAttack2 = 0x31D26F8;
121 | constexpr int dwForceBackward = 0x31D2740;
122 | constexpr int dwForceForward = 0x31D274C;
123 | constexpr int dwForceJump = 0x524BF9C;
124 | constexpr int dwForceLeft = 0x31D2764;
125 | constexpr int dwForceRight = 0x31D2758;
126 | constexpr int dwGameDir = 0x627780;
127 | constexpr int dwGameRulesProxy = 0x52BF28C;
128 | constexpr int dwGetAllClasses = 0xDB101C;
129 | constexpr int dwGlobalVars = 0x588CF0;
130 | constexpr int dwGlowObjectManager = 0x52EA640;
131 | constexpr int dwInput = 0x51F3770;
132 | constexpr int dwInterfaceLinkList = 0x944B44;
133 | constexpr int dwLocalPlayer = 0xD892CC;
134 | constexpr int dwMouseEnable = 0xD8EE18;
135 | constexpr int dwMouseEnablePtr = 0xD8EDE8;
136 | constexpr int dwPlayerResource = 0x31D0A60;
137 | constexpr int dwRadarBase = 0x51D6F24;
138 | constexpr int dwSensitivity = 0xD8ECB4;
139 | constexpr int dwSensitivityPtr = 0xD8EC88;
140 | constexpr int dwSetClanTag = 0x8A1B0;
141 | constexpr int dwViewMatrix = 0x4D93AC4;
142 | constexpr int dwWeaponTable = 0x51F4230;
143 | constexpr int dwWeaponTableIndex = 0x325C;
144 | constexpr int dwYawPtr = 0xD8EA78;
145 | constexpr int dwZoomSensitivityRatioPtr = 0xD93D18;
146 | constexpr int dwbSendPackets = 0xD76CA;
147 | constexpr int dwppDirect3DDevice9 = 0xA7050;
148 | constexpr int find_hud_element = 0x5759F720;
149 | constexpr int force_update_spectator_glow = 0x3AF66A;
150 | constexpr int interface_engine_cvar = 0x3E9EC;
151 | constexpr int is_c4_owner = 0x3BC2C0;
152 | constexpr int m_bDormant = 0xED;
153 | constexpr int m_flSpawnTime = 0xA370;
154 | constexpr int m_pStudioHdr = 0x294C;
155 | constexpr int m_pitchClassPtr = 0x51D71C0;
156 | constexpr int m_yawClassPtr = 0xD8EA78;
157 | constexpr int model_ambient_min = 0x58C064;
158 | constexpr int set_abs_angles = 0x1E0AC0;
159 | constexpr int set_abs_origin = 0x1E0900;
160 | } // namespace signatures
161 | } // namespace hazedumper
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/test_Cs_中文注释/test_1.zip:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/test_1.zip
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/test_Cs_中文注释/test_2.zip:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/test_2.zip
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/test_Cs_中文注释/test_Cs.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.30611.23
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "test_Cs", "test_Cs.vcxproj", "{81870F30-0435-4EC7-8C87-FDAAF5E11D70}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x64.ActiveCfg = Debug|x64
17 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x64.Build.0 = Debug|x64
18 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x86.ActiveCfg = Debug|Win32
19 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Debug|x86.Build.0 = Debug|Win32
20 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x64.ActiveCfg = Release|x64
21 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x64.Build.0 = Release|x64
22 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x86.ActiveCfg = Release|Win32
23 | {81870F30-0435-4EC7-8C87-FDAAF5E11D70}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {910DE7B0-5C4E-4E75-84F7-4EC4C530B8E3}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/test_Cs_中文注释/test_Cs.vcxproj:
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1 |
2 |
3 |
4 |
5 | Debug
6 | Win32
7 |
8 |
9 | Release
10 | Win32
11 |
12 |
13 | Debug
14 | x64
15 |
16 |
17 | Release
18 | x64
19 |
20 |
21 |
22 | 16.0
23 | Win32Proj
24 | {81870f30-0435-4ec7-8c87-fdaaf5e11d70}
25 | testCs
26 | 10.0
27 | csgo_hack
28 |
29 |
30 |
31 | Application
32 | true
33 | v142
34 | MultiByte
35 |
36 |
37 | Application
38 | false
39 | v142
40 | true
41 | MultiByte
42 |
43 |
44 | Application
45 | true
46 | v142
47 | Unicode
48 |
49 |
50 | Application
51 | false
52 | v142
53 | true
54 | Unicode
55 |
56 |
57 |
58 |
59 |
60 |
61 |
62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 | true
76 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Include;$(IncludePath)
77 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Lib\x86;$(LibraryPath)
78 |
79 |
80 | false
81 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Include;$(IncludePath)
82 | C:\develop\Microsoft DirectX SDK (June 2010)\Microsoft DirectX SDK (June 2010)\Lib\x86;$(LibraryPath)
83 |
84 |
85 | true
86 |
87 |
88 | false
89 |
90 |
91 |
92 | Level3
93 | true
94 | WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
95 | true
96 | stdcpp17
97 |
98 |
99 | Console
100 | true
101 |
102 |
103 |
104 |
105 | Level3
106 | true
107 | true
108 | true
109 | WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
110 | true
111 | stdcpp17
112 |
113 |
114 | Console
115 | true
116 | true
117 | true
118 |
119 |
120 |
121 |
122 | Level3
123 | true
124 | _DEBUG;_CONSOLE;%(PreprocessorDefinitions)
125 | true
126 |
127 |
128 | Console
129 | true
130 |
131 |
132 |
133 |
134 | Level3
135 | true
136 | true
137 | true
138 | NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
139 | true
140 |
141 |
142 | Console
143 | true
144 | true
145 | true
146 |
147 |
148 |
149 |
150 |
151 |
152 |
153 |
154 |
155 |
156 |
157 |
158 |
159 |
160 |
161 |
162 |
163 |
164 |
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1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd
11 |
12 |
13 | {67DA6AB6-F800-4c08-8B7A-83BB121AAD01}
14 | rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms
15 |
16 |
17 |
18 |
19 | 头文件
20 |
21 |
22 | 头文件
23 |
24 |
25 | 头文件
26 |
27 |
28 | 头文件
29 |
30 |
31 | 头文件
32 |
33 |
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36 |
37 | 头文件
38 |
39 |
40 | 头文件
41 |
42 |
43 |
44 |
45 | 源文件
46 |
47 |
48 |
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/test_Cs_中文注释/test_Cs.vcxproj.user:
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1 |
2 |
3 |
4 |
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/test_Cs_中文注释/util.hpp:
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1 |
2 |
3 | #pragma once
4 |
5 | #include "direct3d9.hpp"
6 | #include
7 | #include "offset.h"
8 |
9 |
10 | //获取鼠标左键按下状态
11 | bool get_mouse_left_down()
12 | {
13 | //获取异步的按键信息
14 | return GetAsyncKeyState(VK_LBUTTON) & 0x8000;
15 | }
16 | //监听键盘0号键按下的状态
17 | int get_key_state() {
18 | if (GetAsyncKeyState(VK_NUMPAD1) & 0x8000) {
19 | return 1;
20 | }
21 | else if (GetAsyncKeyState(VK_NUMPAD2) & 0x8000) {
22 | return 2;
23 | }
24 | else if (GetAsyncKeyState(VK_NUMPAD3) & 0x8000) {
25 | return 3;
26 | }
27 | else if (GetAsyncKeyState(VK_NUMPAD4) & 0x8000) {
28 | return 4;
29 | }
30 | else if (GetAsyncKeyState(VK_NUMPAD5) & 0x8000) {
31 | return 5;
32 | }
33 | else if (GetAsyncKeyState(VK_NUMPAD6) & 0x8000) {
34 | return 6;
35 | }
36 | else if (GetAsyncKeyState(VK_NUMPAD7) & 0x8000) {
37 | return 7;
38 | }
39 | else if (GetAsyncKeyState(VK_NUMPAD8) & 0x8000) {
40 | return 8;
41 | }
42 | else if (GetAsyncKeyState(VK_NUMPAD9) & 0x8000) {
43 | return 9;
44 | }
45 | return 0;
46 | }
47 | //转化为矩阵信息
48 | bool to_rect_info(float matrix[][4], float* location, int window_width, int window_heigt, int& x, int& y, int& w, int& h)
49 | {
50 | float to_target = matrix[2][0] * location[0]
51 | + matrix[2][1] * location[1]
52 | + matrix[2][2] * location[2]
53 | + matrix[2][3];
54 | if (to_target < 0.01f)//如果敌人在后面就不进行转换
55 | {
56 | x = y = w = h = 0;
57 | return false;
58 | }
59 | to_target = 1.0f / to_target;
60 |
61 | //矩阵计算
62 | float to_width = window_width + (matrix[0][0] * location[0]
63 | + matrix[0][1] * location[1]
64 | + matrix[0][2] * location[2]
65 | + matrix[0][3]) * to_target * window_width;
66 |
67 | float to_height_h = window_heigt - (matrix[1][0] * location[0]
68 | + matrix[1][1] * location[1]
69 | + matrix[1][2] * (location[2] + 75.0f)
70 | + matrix[1][3]) * to_target * window_heigt;
71 |
72 | float to_height_w = window_heigt - (matrix[1][0] * location[0]
73 | + matrix[1][1] * location[1]
74 | + matrix[1][2] * (location[2] - 5.0f)
75 | + matrix[1][3]) * to_target * window_heigt;
76 |
77 | x = (int)(to_width - (to_height_w - to_height_h) / 4.0f);
78 | y = (int)(to_height_h);
79 | w = (int)((to_height_w - to_height_h) / 2.0f);
80 | h = (int)(to_height_w - to_height_h);
81 | return true;
82 | }
83 |
84 | //计算自瞄距离
85 | int get_aimbot_len(int window_w, int window_h, int x, int y)
86 | {
87 | //勾股定理
88 | int temp_x = abs(window_w - x);
89 | int temp_y = abs(window_h - y);
90 | return (int)sqrt((temp_x * temp_x) + (temp_y * temp_y));
91 | }
92 |
93 |
94 |
95 | //绘制血量
96 | void render_player_blood(float blood, int x, int y, int h)
97 | {
98 | float value = blood / 100.0f * h;
99 | render_line(D3DCOLOR_XRGB(221, 0, 27), x, y, x, y + value);
100 | }
101 |
102 |
103 | //绘制指示线
104 | void render_underline(D3DCOLOR color, int window_w, int window_h, int x, int y)
105 | {
106 | render_line(color, x, y, window_w, window_h * 2);
107 | }
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/test_Cs_中文注释/visible.hpp:
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1 | #pragma once
2 |
3 |
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/test_Cs_中文注释/x64/Debug/test_Cs.log:
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1 | main.cpp
2 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(26,44): error C2664: “int wsprintfW(LPWSTR,LPCWSTR,...)”: 无法将参数 1 从“char [4000]”转换为“LPWSTR”
3 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(26,11): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
4 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(333,1): message : 参见“wsprintfW”的声明
5 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(32,44): error C2664: “int MessageBoxW(HWND,LPCWSTR,LPCWSTR,UINT)”: 无法将参数 2 从“char [4000]”转换为“LPCWSTR”
6 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(32,22): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
7 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(9153,1): message : 参见“MessageBoxW”的声明
8 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(42,38): error C2664: “int wsprintfW(LPWSTR,LPCWSTR,...)”: 无法将参数 1 从“char [5000]”转换为“LPWSTR”
9 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(42,11): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
10 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(333,1): message : 参见“wsprintfW”的声明
11 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(48,44): error C2664: “int MessageBoxW(HWND,LPCWSTR,LPCWSTR,UINT)”: 无法将参数 2 从“char [5000]”转换为“LPCWSTR”
12 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(48,22): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
13 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\winuser.h(9153,1): message : 参见“MessageBoxW”的声明
14 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(74,45): warning C4312: “类型强制转换”: 从“int”转换到更大的“LPCVOID”
15 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(74,69): error C2664: “BOOL ReadProcessMemory(HANDLE,LPCVOID,LPVOID,SIZE_T,SIZE_T *)”: 无法将参数 5 从“dword *”转换为“SIZE_T *”
16 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(74,59): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
17 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\memoryapi.h(159,1): message : 参见“ReadProcessMemory”的声明
18 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(81,45): warning C4312: “类型强制转换”: 从“int”转换到更大的“LPVOID”
19 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(81,70): error C2664: “BOOL WriteProcessMemory(HANDLE,LPVOID,LPCVOID,SIZE_T,SIZE_T *)”: 无法将参数 5 从“dword *”转换为“SIZE_T *”
20 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(81,59): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
21 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um\memoryapi.h(172,1): message : 参见“WriteProcessMemory”的声明
22 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(103,62): warning C4311: “类型强制转换”: 从“handle”到“unsigned int”的指针截断
23 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(103,62): warning C4302: “类型强制转换”: 从“handle”到“unsigned int”截断
24 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(127,6): error C2664: “char *_strupr(char *)”: 无法将参数 1 从“WCHAR [260]”转换为“char *”
25 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(127,35): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
26 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(456,1): message : 参见“_strupr”的声明
27 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): warning C4477: “printf”: 格式字符串“%s”需要类型“char *”的参数,但可变参数 1 拥有了类型“WCHAR *”
28 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%ls”
29 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%lls”
30 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%Ls”
31 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(130,11): message : 请考虑在格式字符串中使用“%ws”
32 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(163,6): error C2664: “char *_strupr(char *)”: 无法将参数 1 从“WCHAR [256]”转换为“char *”
33 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(163,34): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
34 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(456,1): message : 参见“_strupr”的声明
35 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(165,54): warning C4311: “类型强制转换”: 从“BYTE *”到“int”的指针截断
36 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(165,54): warning C4302: “类型强制转换”: 从“BYTE *”到“int”截断
37 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(169,79): error C2664: “size_t strlen(const char *)”: 无法将参数 1 从“WCHAR [256]”转换为“const char *”
38 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(169,70): message : 与指向的类型无关;强制转换要求 reinterpret_cast、C 样式强制转换或函数样式强制转换
39 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(219,16): message : 参见“strlen”的声明
40 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(169,80): error C2660: “strncpy”: 函数不接受 2 个参数
41 | C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt\string.h(338,1): message : 参见“strncpy”的声明
42 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): warning C4477: “printf”: 格式字符串“%s”需要类型“char *”的参数,但可变参数 1 拥有了类型“WCHAR *”
43 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%ls”
44 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%lls”
45 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%Ls”
46 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(175,11): message : 请考虑在格式字符串中使用“%ws”
47 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(176,72): warning C4311: “类型强制转换”: 从“BYTE *”到“unsigned int”的指针截断
48 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(176,72): warning C4302: “类型强制转换”: 从“BYTE *”到“unsigned int”截断
49 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(195,36): warning C4267: “初始化”: 从“size_t”转换到“int”,可能丢失数据
50 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(195,36): warning C4267: “初始化”: 从“size_t”转换到“const int”,可能丢失数据
51 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(215,36): warning C4267: “初始化”: 从“size_t”转换到“int”,可能丢失数据
52 | C:\Users\86151\source\repos\test_Cs\help_func.hpp(215,36): warning C4267: “初始化”: 从“size_t”转换到“const int”,可能丢失数据
53 | C:\Users\86151\source\repos\test_Cs\direct3d9.hpp(8,10): fatal error C1083: 无法打开包括文件: “d3dx9.h”: No such file or directory
54 |
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/test_Cs_中文注释/x64/Debug/test_Cs.tlog/CL.command.1.tlog:
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https://raw.githubusercontent.com/ajfkdk/csgo-hacker/bfeac21e8dc052f43c6361a51a4f2688301f8802/test_Cs_中文注释/x64/Debug/test_Cs.tlog/CL.command.1.tlog
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/test_Cs_中文注释/x64/Debug/test_Cs.tlog/test_Cs.lastbuildstate:
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1 | PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.27.29110:TargetPlatformVersion=10.0.18362.0:
2 | Debug|x64|C:\Users\86151\Desktop\CSGO-Internal-Hack-519a60c8d169b333d706e387d4467999d8523dae\|
3 |
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