├── .gitignore ├── Cargo.lock ├── Cargo.toml ├── LICENSE ├── README.md ├── build.bat ├── build_cross.sh ├── img └── screenshot.jpg └── src ├── lib.rs ├── model.rs ├── offset.rs └── util.rs /.gitignore: -------------------------------------------------------------------------------- 1 | /target 2 | -------------------------------------------------------------------------------- /Cargo.lock: -------------------------------------------------------------------------------- 1 | # This file is automatically @generated by Cargo. 2 | # It is not intended for manual editing. 3 | version = 4 4 | 5 | [[package]] 6 | name = "ac-esp" 7 | version = "0.2.0" 8 | dependencies = [ 9 | "anyhow", 10 | "windows", 11 | "windows-ez-overlay", 12 | ] 13 | 14 | [[package]] 15 | name = "anyhow" 16 | version = "1.0.96" 17 | source = "registry+https://github.com/rust-lang/crates.io-index" 18 | checksum = "6b964d184e89d9b6b67dd2715bc8e74cf3107fb2b529990c90cf517326150bf4" 19 | 20 | [[package]] 21 | name = 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"00e2473a93778eb0bad35909dff6a10d28e63f792f16ed15e404fca9d5eeedbe" 54 | 55 | [[package]] 56 | name = "windows" 57 | version = "0.60.0" 58 | source = "git+https://github.com/microsoft/windows-rs#299d421ba55e947adc8fa647d0ff95876a9bd051" 59 | dependencies = [ 60 | "windows-collections", 61 | "windows-core", 62 | "windows-future", 63 | "windows-link", 64 | "windows-numerics", 65 | ] 66 | 67 | [[package]] 68 | name = "windows-collections" 69 | version = "0.1.1" 70 | source = "git+https://github.com/microsoft/windows-rs#299d421ba55e947adc8fa647d0ff95876a9bd051" 71 | dependencies = [ 72 | "windows-core", 73 | ] 74 | 75 | [[package]] 76 | name = "windows-core" 77 | version = "0.60.1" 78 | source = "git+https://github.com/microsoft/windows-rs#299d421ba55e947adc8fa647d0ff95876a9bd051" 79 | dependencies = [ 80 | "windows-implement", 81 | "windows-interface", 82 | "windows-link", 83 | "windows-result", 84 | "windows-strings", 85 | ] 86 | 87 | [[package]] 88 | name = "windows-ez-overlay" 89 | version = "0.2.0" 90 | source = "git+https://github.com/jerryshell/windows-ez-overlay#2e6738ea62eb84b66335644187e09688f976dddd" 91 | dependencies = [ 92 | "windows", 93 | ] 94 | 95 | [[package]] 96 | name = "windows-future" 97 | version = "0.1.1" 98 | source = "git+https://github.com/microsoft/windows-rs#299d421ba55e947adc8fa647d0ff95876a9bd051" 99 | dependencies = [ 100 | "windows-core", 101 | "windows-link", 102 | ] 103 | 104 | [[package]] 105 | name = "windows-implement" 106 | version = "0.59.0" 107 | source = "git+https://github.com/microsoft/windows-rs#299d421ba55e947adc8fa647d0ff95876a9bd051" 108 | dependencies = [ 109 | "proc-macro2", 110 | "quote", 111 | "syn", 112 | ] 113 | 114 | [[package]] 115 | name = "windows-interface" 116 | version = "0.59.0" 117 | source = "git+https://github.com/microsoft/windows-rs#299d421ba55e947adc8fa647d0ff95876a9bd051" 118 | dependencies = [ 119 | "proc-macro2", 120 | "quote", 121 | "syn", 122 | ] 123 | 124 | [[package]] 125 | name = 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-------------------------------------------------------------------------------- 1 | [package] 2 | edition = "2024" 3 | name = "ac-esp" 4 | version = "0.2.0" 5 | 6 | [lib] 7 | crate-type = ["cdylib"] 8 | 9 | [dependencies] 10 | anyhow = "*" 11 | windows = {git = "https://github.com/microsoft/windows-rs", features = [ 12 | "Win32_System_LibraryLoader", 13 | "Win32_System_SystemServices", 14 | ]} 15 | windows-ez-overlay = {git = "https://github.com/jerryshell/windows-ez-overlay"} 16 | 17 | [profile.release] 18 | codegen-units = 1 19 | lto = true 20 | panic = "abort" 21 | strip = true 22 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU AFFERO GENERAL PUBLIC LICENSE 2 | Version 3, 19 November 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but 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There are many ways you could offer source, and different 655 | solutions will be better for different programs; see section 13 for the 656 | specific requirements. 657 | 658 | You should also get your employer (if you work as a programmer) or school, 659 | if any, to sign a "copyright disclaimer" for the program, if necessary. 660 | For more information on this, and how to apply and follow the GNU AGPL, see 661 | . -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # AssaultCube ESP DLL with Rust 🦀 2 | 3 | Bilibili video: [BV1dN4y1e7Me](https://www.bilibili.com/video/BV1dN4y1e7Me) 4 | 5 | YouTube video: [WJ23sV4e7tw](https://www.youtube.com/watch?v=WJ23sV4e7tw) 6 | 7 | Applicable game version: **1.3.0.2** 8 | 9 | ## How to use 10 | 11 | 1. Download `ac_esp.dll` from [releases](https://github.com/jerryshell/ac-esp/releases) 12 | 2. Run AssaultCube in **Windowed Mode** 13 | 3. Inject `ac_esp.dll` into `ac_client.exe` ( You can do this with [System Informer](https://github.com/winsiderss/systeminformer) ) 14 | 15 | ## Build DLL 16 | 17 | ```sh 18 | cargo build --release --target=i686-pc-windows-msvc 19 | ``` 20 | 21 | or 22 | 23 | ```sh 24 | cross build --release --target=i686-pc-windows-gnu 25 | ``` 26 | 27 | ## Screenshot 28 | 29 | ![screenshot](img/screenshot.jpg) 30 | 31 | ## Related 32 | 33 | - [ac-aimbot](https://github.com/jerryshell/ac-aimbot) 34 | - [windows-ez-overlay](https://github.com/jerryshell/windows-ez-overlay) 35 | 36 | ## References 37 | 38 | - [About Windows](https://learn.microsoft.com/en-us/windows/win32/winmsg/about-windows) 39 | - [Rust for Windows](https://kennykerr.ca/rust-getting-started) 40 | - [Windows GDI](https://learn.microsoft.com/en-us/windows/win32/gdi/windows-gdi) 41 | - [Windows Direct2D](https://learn.microsoft.com/en-us/windows/win32/direct2d/direct2d-portal) 42 | 43 | ## License 44 | 45 | [GNU Affero General Public License v3.0](https://choosealicense.com/licenses/agpl-3.0/) 46 | -------------------------------------------------------------------------------- /build.bat: -------------------------------------------------------------------------------- 1 | cargo build --release --target=i686-pc-windows-msvc 2 | -------------------------------------------------------------------------------- /build_cross.sh: -------------------------------------------------------------------------------- 1 | cross build --release --target=i686-pc-windows-gnu 2 | -------------------------------------------------------------------------------- /img/screenshot.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jerryshell/ac-esp/bfbf3c35650da9a9ac4d6445cfcf0b414026ec22/img/screenshot.jpg -------------------------------------------------------------------------------- /src/lib.rs: -------------------------------------------------------------------------------- 1 | mod model; 2 | mod offset; 3 | mod util; 4 | 5 | use anyhow::Result; 6 | use std::{ 7 | sync::{Arc, RwLock}, 8 | thread, 9 | time::{Duration, Instant}, 10 | }; 11 | use windows::{ 12 | Win32::{ 13 | Foundation::*, 14 | System::{LibraryLoader::*, SystemServices::*}, 15 | UI::WindowsAndMessaging::*, 16 | }, 17 | core::*, 18 | }; 19 | 20 | const FRAME_RATE: u64 = 60; 21 | const TICK_RATE: Duration = Duration::from_millis(1000 / FRAME_RATE); 22 | 23 | fn run() -> Result<()> { 24 | let draw_rect_list = Arc::new(RwLock::new(Vec::::with_capacity(32))); 25 | 26 | let game_window = unsafe { FindWindowA(None, s!("AssaultCube")) }?; 27 | 28 | let mut window_info = WINDOWINFO::default(); 29 | unsafe { GetWindowInfo(game_window, &mut window_info) }?; 30 | 31 | let draw_rect_list_clone = Arc::clone(&draw_rect_list); 32 | thread::spawn(move || { 33 | let mut overlay = windows_ez_overlay::Overlay::new( 34 | window_info.rcClient.left, 35 | window_info.rcClient.top, 36 | window_info.rcClient.right, 37 | window_info.rcClient.bottom, 38 | draw_rect_list_clone, 39 | true, 40 | ) 41 | .unwrap(); 42 | let _ = overlay.run(); 43 | }); 44 | 45 | let window_width = window_info.rcClient.right - window_info.rcClient.left; 46 | let window_height = window_info.rcClient.bottom - window_info.rcClient.top; 47 | 48 | let module_base_addr = unsafe { GetModuleHandleA(s!("ac_client.exe")).map(|h| h.0 as u32) }?; 49 | 50 | let entity_list_base_addr = util::read_memory::(module_base_addr, offset::ENTITY_LIST); 51 | 52 | read_game_data_loop( 53 | module_base_addr, 54 | entity_list_base_addr, 55 | window_width, 56 | window_height, 57 | draw_rect_list, 58 | ); 59 | 60 | Ok(()) 61 | } 62 | 63 | fn read_game_data_loop( 64 | module_base_addr: u32, 65 | entity_list_base_addr: u32, 66 | window_width: i32, 67 | window_height: i32, 68 | draw_rect_list: Arc>>, 69 | ) { 70 | let mut last_tick = Instant::now(); 71 | loop { 72 | let player_count = util::read_memory::(module_base_addr, offset::PLAYER_COUNT); 73 | let view_matrix = util::read_memory::<[f32; 16]>(module_base_addr, offset::VIEW_MATRIX); 74 | 75 | let new_draw_rect_list = (1..player_count) 76 | .filter_map(|i| { 77 | let entity = model::Entity { 78 | base_addr: util::read_memory::(entity_list_base_addr, i * 0x4), 79 | }; 80 | 81 | if entity.health() <= 0 { 82 | return None; 83 | } 84 | 85 | let head_screen_position = util::world_to_screen( 86 | entity.head_position(), 87 | view_matrix, 88 | window_width, 89 | window_height, 90 | )?; 91 | 92 | let feet_screen_position = util::world_to_screen( 93 | entity.feet_position(), 94 | view_matrix, 95 | window_width, 96 | window_height, 97 | )?; 98 | 99 | let height = (feet_screen_position.y - head_screen_position.y) as i32; 100 | let width = height / 2; 101 | let left = head_screen_position.x as i32 - width / 2; 102 | let top = head_screen_position.y as i32; 103 | 104 | Some(RECT { 105 | left, 106 | right: left + width, 107 | top, 108 | bottom: top + height, 109 | }) 110 | }) 111 | .collect::>(); 112 | 113 | if let Ok(mut draw_rect_list) = draw_rect_list.write() { 114 | draw_rect_list.clear(); 115 | draw_rect_list.extend(new_draw_rect_list); 116 | } 117 | 118 | let timeout = TICK_RATE.saturating_sub(last_tick.elapsed()); 119 | thread::sleep(timeout); 120 | last_tick = Instant::now(); 121 | } 122 | } 123 | 124 | #[unsafe(no_mangle)] 125 | extern "system" fn DllMain(_dll_module: HINSTANCE, call_reason: u32, _reserved: *mut ()) -> bool { 126 | if call_reason == DLL_PROCESS_ATTACH { 127 | thread::spawn(move || { 128 | let _ = run(); 129 | }); 130 | } 131 | true 132 | } 133 | -------------------------------------------------------------------------------- /src/model.rs: -------------------------------------------------------------------------------- 1 | use crate::{offset, util}; 2 | 3 | pub struct Vec2 { 4 | pub x: f32, 5 | pub y: f32, 6 | } 7 | 8 | pub struct Vec3 { 9 | pub x: f32, 10 | pub y: f32, 11 | pub z: f32, 12 | } 13 | 14 | pub struct Entity { 15 | pub base_addr: u32, 16 | } 17 | 18 | impl Entity { 19 | pub fn health(&self) -> i32 { 20 | util::read_memory::(self.base_addr, offset::ENTITY_HEALTH) 21 | } 22 | 23 | pub fn head_position(&self) -> Vec3 { 24 | let xyz = util::read_memory::<[f32; 3]>(self.base_addr, offset::ENTITY_HEAD_POSITION); 25 | Vec3 { 26 | x: xyz[0], 27 | y: xyz[1], 28 | z: xyz[2], 29 | } 30 | } 31 | 32 | pub fn feet_position(&self) -> Vec3 { 33 | let xyz = util::read_memory::<[f32; 3]>(self.base_addr, offset::ENTITY_FEET_POSITION); 34 | Vec3 { 35 | x: xyz[0], 36 | y: xyz[1], 37 | z: xyz[2], 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /src/offset.rs: -------------------------------------------------------------------------------- 1 | pub const PLAYER_COUNT: u32 = 0x18AC0C; 2 | pub const VIEW_MATRIX: u32 = 0x17DFD0; 3 | pub const ENTITY_LIST: u32 = 0x18AC04; 4 | pub const ENTITY_HEAD_POSITION: u32 = 0x4; 5 | pub const ENTITY_FEET_POSITION: u32 = 0x28; 6 | pub const ENTITY_HEALTH: u32 = 0xEC; 7 | -------------------------------------------------------------------------------- /src/util.rs: -------------------------------------------------------------------------------- 1 | use crate::model; 2 | 3 | pub fn world_to_screen( 4 | world_position: model::Vec3, 5 | view_matrix: [f32; 16], 6 | window_width: i32, 7 | window_height: i32, 8 | ) -> Option { 9 | let w = world_position.x * view_matrix[3] 10 | + world_position.y * view_matrix[7] 11 | + world_position.z * view_matrix[11] 12 | + view_matrix[15]; 13 | 14 | if w < 0.001 { 15 | return None; 16 | } 17 | 18 | let x = world_position.x * view_matrix[0] 19 | + world_position.y * view_matrix[4] 20 | + world_position.z * view_matrix[8] 21 | + view_matrix[12]; 22 | let y = world_position.x * view_matrix[1] 23 | + world_position.y * view_matrix[5] 24 | + world_position.z * view_matrix[9] 25 | + view_matrix[13]; 26 | 27 | let nx = x / w; 28 | let ny = y / w; 29 | 30 | let window_center_x = (window_width / 2) as f32; 31 | let window_center_y = (window_height / 2) as f32; 32 | 33 | let screen_position = model::Vec2 { 34 | x: window_center_x + (window_center_x * nx), 35 | y: window_center_y - (window_center_y * ny), 36 | }; 37 | 38 | Some(screen_position) 39 | } 40 | 41 | pub fn read_memory(base_addr: u32, offset: u32) -> T 42 | where 43 | T: Copy, 44 | { 45 | let data_ptr = (base_addr + offset) as *const T; 46 | unsafe { *data_ptr } 47 | } 48 | --------------------------------------------------------------------------------