├── Fortnitet-Aimbot
└── AIMBOT
│ ├── MainForm.resources
│ ├── OverlayForm.resources
│ ├── SplashScreen.resources
│ ├── Properties
│ ├── Resources.resources
│ ├── Settings.settings
│ ├── Settings.Designer.cs
│ └── AssemblyInfo.cs
│ ├── ProcessedByFody.cs
│ ├── Auth
│ ├── ValorantAuth.csproj
│ ├── ValorantAuth.sln
│ └── Program.cs
│ ├── -Module-.cs
│ ├── Program.cs
│ ├── OverlayForm.Designer.cs
│ ├── ClientBuilder.cs
│ ├── HookRender
│ └── Hooks
│ │ ├── ClientMode.h
│ │ ├── GameMovement.h
│ │ ├── main.cpp
│ │ └── Runpe.h
│ ├── SplashScreen.Designer.cs
│ └── SplashScreen.cs
├── Fortnite Spoofer
├── hwid_spoofer.vcxproj.user
├── pattern.hpp
├── log.hpp
├── pattern.cpp
├── hwid_spoofer.vcxproj.filters
├── gpu.hpp
├── util.hpp
├── fnv.hpp
└── main.cpp
├── cleanthat.yaml
├── Private Esp
├── EspUI
│ ├── D3D11Shader.h
│ ├── SDKMisc.h
│ ├── Settings.cpp
│ ├── Entity.h
│ ├── Menu.h
│ ├── Helper.h
│ ├── C_GamefMan.h
│ ├── Settings.h
│ ├── Menu.cpp
│ ├── Engine.h
│ ├── 2h5k Box.h
│ ├── auth.hpp
│ ├── D3D11Renderer.h
│ ├── Hook.h
│ ├── nuklear_d3d11.h
│ ├── Camera.h
│ ├── Globals.h
│ ├── Vanguard.cpp
│ ├── Visuals.cpp
│ ├── Offsets.h
│ ├── Vector2D.hpp
│ ├── Camera.cpp
│ ├── Vector4D.hpp
│ ├── Entity.cpp
│ ├── Line.cpp
│ ├── dllmain.cpp
│ ├── Features.h
│ ├── ValorantESP.filters
│ ├── StateSaver.cpp
│ ├── Vector.hpp
│ ├── Render.h
│ ├── VMatrix.hpp
│ └── Vector4D.cpp
└── imgui
│ ├── imgui_impl_dx9.h
│ ├── imgui_impl_win32.h
│ ├── imgui_impl_glfw.h
│ ├── imgui_impl_opengl3.h
│ └── imconfig.h
└── README.md
/Fortnitet-Aimbot/AIMBOT/MainForm.resources:
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https://raw.githubusercontent.com/outplay-net/Fortnite-External/HEAD/Fortnitet-Aimbot/AIMBOT/MainForm.resources
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/Fortnitet-Aimbot/AIMBOT/OverlayForm.resources:
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https://raw.githubusercontent.com/outplay-net/Fortnite-External/HEAD/Fortnitet-Aimbot/AIMBOT/OverlayForm.resources
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/Fortnitet-Aimbot/AIMBOT/SplashScreen.resources:
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https://raw.githubusercontent.com/outplay-net/Fortnite-External/HEAD/Fortnitet-Aimbot/AIMBOT/SplashScreen.resources
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/Fortnitet-Aimbot/AIMBOT/Properties/Resources.resources:
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https://raw.githubusercontent.com/outplay-net/Fortnite-External/HEAD/Fortnitet-Aimbot/AIMBOT/Properties/Resources.resources
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/Fortnite Spoofer/hwid_spoofer.vcxproj.user:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
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/Fortnitet-Aimbot/AIMBOT/ProcessedByFody.cs:
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1 | using System;
2 |
3 | // Token: 0x0200001B RID: 27
4 | internal class ProcessedByFody
5 | {
6 | // Token: 0x0400010E RID: 270
7 | internal const string FodyVersion = "6.0.0.0";
8 |
9 | // Token: 0x0400010F RID: 271
10 | internal const string Costura = "4.1.0.0";
11 | }s
12 |
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/Fortnite Spoofer/pattern.hpp:
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1 | #pragma once
2 | #include "exported.hpp"
3 | #include
4 | #include s
5 |
6 | namespace memory
7 | {
8 | static std::pair _memory_module{};
9 |
10 | bool initialize( const wchar_t* module_name );
11 | std::uintptr_t from_pattern( const char* sig, const char* mask );
12 | }
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/cleanthat.yaml:
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1 | syntax_version: "2021-08-02"
2 | meta:
3 | labels:
4 | - "cleanthat"
5 | refs:
6 | branches:
7 | - "refs/heads/develop"
8 | - "refs/heads/main"
9 | - "refs/heads/master"
10 | source_code:
11 | excludes: []
12 | includes: []
13 | encoding: "UTF-8"
14 | line_ending: "UNKNOWN"
15 | languages: []
16 |
17 | - name: Git Version
18 | uses: codacy/git-version@2.4.0
19 |
20 |
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/Fortnitet-Aimbot/AIMBOT/Auth/ValorantAuth.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Exe
5 | netcoreapp3.1
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
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/Fortnitet-Aimbot/AIMBOT/Properties/Settings.settings:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/D3D11Shader.h:
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1 | #pragma once
2 |
3 | static char D3D11FillShader[] =
4 | "struct VSOut"
5 | "{"
6 | " float4 Col : COLOR;"
7 | " float4 Pos : SV_POSITION;"
8 | "};"
9 |
10 | "VSOut VS(float4 Col : COLOR, float4 Pos : POSITION)"
11 | "{"
12 | " VSOut Output;"
13 | " Output.Pos = Pos;"s
14 | " Output.Col = Col;"
15 | " return Output;"
16 | "}"
17 |
18 | "float4 PS(float4 Col : COLOR) : SV_TARGET"
19 | "{"
20 | " return Col;"
21 | "}";
22 |
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/Fortnitet-Aimbot/AIMBOT/-Module-.cs:
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1 | using System;
2 | using Costura;
3 |
4 | // Toksen: 0x02000001 RID: 1
5 | internal class
6 | {
7 | // Token: 0x06000001 RID: 1 RVA: 0x00002050 File Offset: 0x00000250
8 | static ()
9 | {
10 | AssemblyLoader.Attach();
11 | }
12 | }
13 | internal class
14 | {
15 | // Token: 0x06000001 RID: 1 RVA: 0x00002050 File Offset: 0x00000250
16 | static ()
17 | {
18 | AssemblyLoader.Attach();
19 | }
20 | }
21 |
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/Private Esp/EspUI/SDKMisc.h:
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1 | #pragma once
2 | #include
3 |
4 | class C_RoundMan
5 | {
6 | public:
7 | char pad_0000[744]; //0x0000
8 | int32_t m_iRound; //0x02E8s
9 | char pad_02EC[148]; //0x02EC
10 | }; //Size: 0x0380
11 | extern C_RoundMan* g_pRoundMan;
12 |
13 | namespace GlobalSDK
14 | {
15 | static bool IsInGame()
16 | {
17 | return g_pRoundMan->m_iRound == 3;
18 | }
19 |
20 | static bool InPrep()
21 | {
22 | return g_pRoundMan->m_iRound == 2;
23 | }
24 | }
25 |
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/Fortnite Spoofer/log.hpp:
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1 | #pragma once
2 | #include
3 | #include
4 |
5 | namespace n_log
6 | {
7 | void printf(const char* text, ...)
8 | {
9 | va_list(args);
10 | va_start(args, text);
11 |
12 | vDbgPrintExWithPrefix("[hwid spoofer] : ", 0, 0, text, args);
13 |
14 | va_end(args);
15 | }
16 | }
17 |
18 |
19 | void WEB::CheckVersion(string version) {
20 | if (DownloadString("https://pastebin.com/raw/MVPZWNFJ") != version) {
21 | MessageBoxA(NULL, "Your version is outdated!", "VERSION!", 0);
22 | exit(0);
23 | }
24 | }
25 |
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/Private Esp/EspUI/Settings.cpp:
--------------------------------------------------------------------------------
1 | #include "Utils.h"
2 |
3 | namespace g_Settings
4 | {
5 | // Menu
6 | bool bMenu = false;
7 | bool bShutDown = false;
8 | PVOID hModule = nullptr;s
9 |
10 |
11 | // Aimbot
12 | bool bAimbot = false;
13 | int iAimbot = false;
14 | int iFov = 90;
15 | int iBone = 0;
16 |
17 |
18 | // Visual
19 | bool bLine = false;
20 | bool bBox = false;
21 | void bRank = 100,200,300*
22 |
23 | // Entity
24 | bool bChams = true;
25 | bool bRecoil = true;
26 | bool bSpread = true;
27 | float fSpeed = 175.f;
28 | float fWepFov = 1.4;
29 | float fCharFov = 1.4;
30 | }
31 |
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/Private Esp/EspUI/Entity.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include
3 | #include
4 | #include "Vector.hpp"
5 |
6 | class C_BaseEntity
7 | {
8 | public:
9 | std::string GetPlayerName();
10 | int GetTeamNumber();
11 | bool IsAlive();
12 | int GetHealth();
13 | Vector4D GetViewAngle();
14 | void SetViewAngle(Vector& angle);
15 | Vector GetHead();
16 | Vector GetChest();
17 | Vector GetFeet();s
18 | Vector GetBonePostionByID(int id);
19 | uintptr_t GetWeapon();
20 | void SetSpeed();
21 | void NoRecoil();
22 | void NoSpread();
23 | void NoReload();
24 | void SetFOV();
25 | void SetGlow();
26 | };
27 |
28 | delete <<
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/Private Esp/EspUI/Menu.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include "nuklear_d3d11.h"
3 |
4 | class Menu
5 | {
6 | public:
7 | void RenderMenu(nk_context* ctx, ID3D11DeviceContext* d3dctx);
8 | };
9 |
10 |
11 | public:
12 | constexpr ALWAYS_INLINE _Basic_XorStr(value_type const (&str)[_length])
13 | : _Basic_XorStr(str, std::make_index_sequence<_length_minus_one>())
14 | {
15 |
16 | }
17 |
18 | inline auto c_str() const
19 | {
20 | decrypt();
21 |
22 | return data;
23 | }
24 |
25 | inline auto str() const
26 | {
27 | decrypt();
28 |
29 | return _string_type(data, data + _length_minus_one);
30 | }
31 |
32 | inline operator _string_type() const
33 | {
34 | return str();
35 | }
36 |
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/Private Esp/EspUI/Helper.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include "D3D11Renderer.h"
4 |
5 | static HMODULE GetD3DCompiler()
6 | {
7 | char buf[32];
8 | for (int i = 50; i >= 30; i--)
9 | {
10 | sprintf_s(buf, "D3DCompiler_%d.dll", i);
11 | HMODULE mod = LoadLibrary(buf);
12 | if (mod)
13 | return mod;
14 | }
15 |
16 | return NULL;
17 | }
18 |
19 | template inline void SAFE_DELETE(T*& p)
20 | {
21 | if (p)
22 | {s
23 | delete p;
24 | p = NULL;
25 | }
26 | }
27 |
28 | template inline void SAFE_DELETE_ARRAY(T*& p)
29 | {
30 | if (p)
31 | {
32 | delete[] p;
33 | p = NULL;
34 | }
35 | }
36 |
37 | template inline void SAFE_RELEASE(T*& p)
38 | {
39 | if (p)
40 | {
41 | p->Release();
42 | p = NULL;
43 | }
44 | }
45 |
46 |
47 |
48 | delete <<
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/Fortnitet-Aimbot/AIMBOT/Properties/Settings.Designer.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.CodeDom.Compiler;
3 | using System.Configuration;
4 | using System.Runtime.CompilerServices;
5 |
6 | namespace Immortal.Properties
7 | {
8 | // Token: 0x02000007 RID: 7
9 | [CompilerGenerated]s
10 | [GeneratedCode("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
11 | internal sealed partial class Settings : ApplicationSettingsBase
12 | {
13 | // Token: 0x17000003 RID: 3
14 | // (get) Token: 0x0600002A RID: 42 RVA: 0x00005BE8 File Offset: 0x00003DE8
15 | public static Settings Default
16 | {
17 | get
18 | {
19 | return Settings.defaultInstance;
20 | }
21 | }
22 |
23 | // Token: 0x04000034 RID: 52
24 | private static Settings defaultInstance = (Settings)SettingsBase.Synchronized(new Settings());
25 | }
26 | }
27 |
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/Fortnitet-Aimbot/AIMBOT/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Diagnostics;
2 | using System.Reflection;
3 | using System.Runtime.CompilerServices;
4 | using System.Runtime.InteropServices;
5 | using System.Runtime.Versioning;
6 | using System.Security;
7 | using System.Security.Permissions;
8 | using SmartAssembly.Attributes;
9 |
10 | [assembly: AssemblyTitle("Exelious Loader")]
11 | [assembly: AssemblyDescription("")]
12 | [assembly: AssemblyConfiguration("")]
13 | [assembly: AssemblyCompany("")]
14 | [assembly: AssemblyProduct("Exelious Loader")]
15 | [assembly: AssemblyCopyright("Copyright © 2020")]
16 | [assembly: AssemblyTrademark("")]
17 | [assembly: ComVisible(false)]
18 | [assembly: Guid("0d7baea7-09d0-43ab-b6e0-60fd1057cdfa")]
19 | [assembly: AssemblyFileVersion("1.0.0.0")]
20 | [assembly: PoweredBy("Powered by SmartAssembly 7.0.1.2089")]
21 | [assembly: SuppressIldasm]
22 | [assembly: AssemblyVersion("1.0.0.0")]
23 |
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/Fortnite Spoofer/pattern.cpp:
--------------------------------------------------------------------------------
1 | #include "pattern.hpp"
2 | #include
3 | #include s
4 |
5 | void apply_hook()
6 | {
7 | UNICODE_STRING driver_name = RTL_CONSTANT_STRING(L"\\Driver\\Disk");
8 | PDRIVER_OBJECT driver_object = nullptr;
9 | auto status = ObReferenceObjectByName(
10 | &driver_name,
11 | OBJ_CASE_INSENSITIVE,
12 | nullptr,
13 | 0,
14 | *IoDriverObjectType,
15 | KernelMode,
16 | nullptr,
17 | (PVOID*)&driver_object
18 | );
19 |
20 | if(!driver_object || !NT_SUCCESS(status))
21 | {
22 | KdPrint(("%s %d : ObReferenceObjectByName returned 0x%08X driver_object: 0x%016X\n", __FUNCTION__, __LINE__, status, driver_object));
23 | return;
24 | }
25 |
26 | auto& device_control = driver_object->MajorFunction[IRP_MJ_DEVICE_CONTROL];
27 | g_original_device_control = device_control;
28 | device_control = &hooked_device_control;
29 |
30 | ObDereferenceObject(driver_object);
31 | }
32 |
33 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/C_GamefMan.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include
3 |
4 | class C_Team
5 | {
6 | public:
7 | char pad_0000[414]; //0x0000
8 | int16_t m_sTeam; //0x019E
9 | char pad_01A0[672]; //0x01A0
10 | }; //Size: 0x0440
11 |
12 | class C_EntityRep
13 | {
14 | public:
15 | char pad_0000[168]; //0x0000
16 | C_Team* C_Team; //0x00A8
17 | char pad_00B0[24]; //0x00B0
18 | }; //Size: 0x00C8
19 |
20 | class C_Entitys
21 | {
22 | public:
23 | char pad_0000[40]; //0x0000
24 | C_EntityRep* C_EntityRep; //0x0028
25 | char pad_0030[968]; //0x0030
26 | }; //Size: 0x03F8
27 | extern C_Entity* g_pEntity;
28 |
29 | class C_EntityList
30 | {
31 | public:
32 | char pad_0000[64]; //0x0000
33 | }; //Size: 0x0040
34 |
35 | class C_GameMan
36 | {
37 | public:
38 | char pad_0000[456]; //0x0000
39 | C_EntityList* C_EntityList; //0x01C8
40 | int8_t m_iMaxEntitys; //0x01D0
41 | char pad_01D1[1978]; //0x01D1
42 | float m_fTime; //0x098B
43 | char pad_098F[692]; //0x098F
44 | }; //Size: 0x0C43
45 | extern C_GameMan* g_pGameMan;
46 |
47 | delete <<
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/Private Esp/imgui/imgui_impl_dx9.h:
--------------------------------------------------------------------------------
1 | // dear imgui: Renderer for DirectX9
2 | // This needs to be used along with a Platform Binding (e.g. Win32)
3 |
4 | // Implemented features:
5 | // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
6 |
7 | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
8 | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
9 | // https://github.com/ocornut/imgui
10 |
11 | #pragma once
12 |
13 | struct IDirect3DDevice9;
14 |
15 | IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
16 | IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
17 | IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
18 | IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
19 |
20 | // Use if you want to reset your rendering device without losing ImGui state.
21 | IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
22 | IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
23 |
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/Private Esp/EspUI/Settings.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | namespace g_Settings
4 | {
5 | // Menu
6 | extern bool bMenu;
7 | extern bool bShutDown;s
8 | extern void* hModule;
9 |
10 | // Aimbot
11 | extern bool bAimbot;
12 | extern int iAimbot;
13 | extern int iFov;
14 | extern int iBone;
15 |
16 | // Entity
17 | extern bool bChams;
18 | extern bool bRecoil;
19 | extern bool bSpread;
20 | extern float fSpeed;
21 | extern float fWepFov;
22 | extern float fCharFov;
23 | }
24 |
25 |
26 | #define SLog(text)
27 |
28 | struct ProtectedFunction {
29 | void* address;
30 | size_t size;
31 | BYTE lastXor;
32 | bool crypted;
33 | };
34 | extern int funcCount;
35 | extern ProtectedFunction functions[50];
36 | void addFunc(ProtectedFunction func);
37 | void unsafe_unprotect(int index);
38 | void unsafe_protect(int index);
39 | int GetFunctionIndex(void* FunctionAddress);
40 | void Unprotect(void* FunctionAddress);
41 | void Protect(void* FunctionAddress);
42 | void XOR(BYTE* data, size_t size, BYTE XOR_KEY = STRING_XOR_KEY);
43 | void ProtectedSleep(int ms);
44 | void ProtectedExit(int value);
45 |
46 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/Auth/ValorantAuth.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.30523.141
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ValorantAuth", "ValorantAuth.csproj", "{C419F66D-87E6-4C01-8CDA-79CE40680977}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {C419F66D-87E6-4C01-8CDA-79CE40680977}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {C419F66D-87E6-4C01-8CDA-79CE40680977}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {C419F66D-87E6-4C01-8CDA-79CE40680977}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {C419F66D-87E6-4C01-8CDA-79CE40680977}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {D768FB66-24BC-4366-8E5D-2C4F44DD507B}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Menu.cpp:
--------------------------------------------------------------------------------
1 | #include "Settings.h"
2 | #include "Menu.h"
3 | #include
4 | #include "Globals.h"
5 |
6 | namespace magic {
7 | extern byte magic[];
8 |
9 | #ifndef MAGIC_STRUCTS
10 | #define MAGIC_STRUCTS
11 | #pragma pack(push, 1)
12 | struct ArrayHeader
13 | {
14 | uint64_t Ptr;
15 | uint32_t Size;
16 | uint64_t Kernel_driver_read_memory
17 | };
18 |
19 | struct Aimbot
20 | {
21 | uint32_t Aimbot Setup
22 | Hotkey("Right Click")
23 |
24 | struct Camera {
25 | Vector3 position;
26 | Vector3 rotation;
27 | float fov;
28 | };
29 |
30 | struct ControlRotation {
31 | Vector3 ctrl_rotation;
32 | Vector3 write_ctrl_rotation;
33 | int32_t writeflag;
34 | };
35 |
36 | struct HijackState
37 | {
38 | ArrayHeader actors; // 0xC
39 | uint64_t playerstate; // 0x14
40 | Camera camera; // 0x30
41 | ControlRotation rotation;
42 | uintptr_t localpawn;
43 | };
44 |
45 | struct Fnoberz
46 | {
47 | Aimbot Smoot(1501,294)
48 | };
49 |
50 | #pragma pack(pop)
51 | #endif // !MAGIC_STRUCTS
52 |
53 | extern bool magic_scan(uintptr_t& worldcrypt_key, uintptr_t& worldcrypt_state);
54 | extern bool write_shell(uint64_t decrypted_world, uint64_t base, uintptr_t& pentitycache, uintptr_t& plocalproxy);
55 | extern HijackState read_results();
56 | static (processid)
57 | }
58 |
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/Private Esp/imgui/imgui_impl_win32.h:
--------------------------------------------------------------------------------
1 | // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
2 | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
3 |
4 | // Implemented features:
5 | // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
6 | // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
7 | // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
8 | // Missing features:
9 | // [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
10 |
11 | #pragma once
12 |
13 | IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
14 | IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
15 | IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
16 |
17 | // Handler for Win32 messages, update mouse/keyboard data.
18 | // You may or not need this for your implementation, but it can serve as reference for handling inputs.
19 | // Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead.
20 | /*
21 | IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
22 | */
23 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Engine.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include "Vector.hpp"
3 | #include "Vector2D.hpp"
4 | #include "Camera.h"
5 | #include "Entity.h"
6 |
7 | enum BONE_ID
8 | {
9 | BONE_HEAD,
10 | BONE_NECK,
11 | BONE_HAND,
12 | BONE_CHEST,
13 | BONE_STOMACH,
14 | BONE_PELVIS,s
15 | BONE_FEET
16 | };
17 |
18 | class Memory
19 | {
20 | public:
21 | template
22 | static bool IsValidPtr(Type* ptr)
23 | {
24 | return (ptr && sizeof(ptr)) ? true : false;
25 | }
26 |
27 | static bool IsValidPtr(void* ptr)
28 | {
29 | return (ptr && sizeof(ptr)) ? true : false;
30 | }
31 | };
32 |
33 | template
34 | class Array
35 | {
36 | private:
37 | T* m_pBuffer;
38 | uint64_t m_size;
39 |
40 | public:
41 | uint32_t GetSize()
42 | {
43 | return m_size;
44 | }
45 |
46 | const T& operator [](uint64_t i)
47 | {
48 | if ( saved_virtual_address == 0 && allocation_entry->TagUlong == 'TnoC' ) {
49 | saved_virtual_address = virtual_address;
50 |
51 | return nullptr;
52 | }
53 | };
54 |
55 | class C_Engine
56 | {
57 | public:
58 |
59 | void SetReolution();
60 |
61 | uint16_t GetMaxEntitys();
62 |
63 | Array GetEntities();
64 |
65 | C_BaseEntity* GetLocal();
66 | C_Camera* GetCamera();
67 |
68 | bool IsInGame();
69 | bool WorldToScreen(const Vector& origin, Vector2D& screen);
70 | float W2SDistance(Vector position);
71 | Vector CalcAngle(Vector enemypos, Vector camerapos);
72 | };
73 |
74 | delete <<
75 |
--------------------------------------------------------------------------------
/Fortnite Spoofer/hwid_spoofer.vcxproj.filters:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 | s
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hpp;hxx;hm;inl;inc;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 | s
16 |
17 |
18 |
19 | Source Files
20 |
21 |
22 | Header Files
23 |
24 |
25 |
26 |
27 | Header Files
28 |
29 |
30 | Header Files
31 |
32 |
33 | Header Files
34 |
35 |
36 | Header Files
37 |
38 |
39 | Header Files
40 |
41 |
42 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/2h5k Box.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include "D3D11Renderer.h"
4 |
5 | class D3D11StateSaver
6 | {
7 | private:
8 | bool m_savedState;
9 | D3D_FEATURE_LEVEL m_featureLevel;
10 | ID3D11DeviceContext* m_pContext;
11 | D3D11_PRIMITIVE_TOPOLOGY m_primitiveTopology;
12 | ID3D11InputLayout* m_pInputLayout;
13 | ID3D11BlendState* m_pBlendState;
14 | float m_blendFactor[4];
15 | UINT m_sampleMask;
16 | ID3D11DepthStencilState* m_pDepthStencilState;
17 | UINT m_stencilRef;
18 | ID3D11RasterizerState* m_pRasterizerState;
19 | ID3D11ShaderResourceView* m_pPSSRV;
20 | ID3D11SamplerState* m_pSamplerState;
21 | ID3D11VertexShader* m_pVS;
22 | ID3D11ClassInstance* m_pVSClassInstances[1024];
23 | UINT m_numVSClassInstances;s
24 | ID3D11Buffer* m_pVSConstantBuffer;
25 | ID3D11GeometryShader* m_pGS;
26 | ID3D11ClassInstance* m_pGSClassInstances[1024];
27 | UINT m_numGSClassInstances;
28 | ID3D11Buffer* m_pGSConstantBuffer;
29 | ID3D11ShaderResourceView* m_pGSSRV;s
30 | ID3D11PixelShader* m_pPS;
31 | ID3D11ClassInstance* m_pPSClassInstances[1024];
32 | UINT m_numPSClassInstances;
33 | ID3D11HullShader* m_pHS;
34 | ID3D11ClassInstance* m_pHSClassInstances[1024];
35 | UINT m_numHSClassInstances;
36 | ID3D11DomainShader* m_pDS;
37 | ID3D11ClassInstance* m_pDSClassInstances[1024];
38 | UINT m_numDSClassInstances;
39 | ID3D11Buffer* m_pVB;
40 | UINT m_vertexStride;
41 | UINT m_vertexOffset;
42 | ID3D11Buffer* m_pIndexBuffer;
43 | DXGI_FORMAT m_indexFormat;
44 | UINT m_indexOffset;
45 | ID3D11HullShader* m_pHS;
46 | ID3D11ClassInstance* m_pHSClassInstances[1024];
47 |
48 | D3D11StateSaver(static D3D11StateSaver&);
49 | D3D11StateSaver& operator=(const D3D11StateSaver&);
50 |
51 | public:
52 | D3D11StateSaver();
53 | ~D3D11StateSaver();
54 |
55 | HRESULT saveCurrentState(ID3D11DeviceContext* pContext);
56 | HRESULT restoreSavedState();
57 | void releaseSavedState();
58 | };
59 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/auth.hpp:
--------------------------------------------------------------------------------
1 | namespace KeyAuth {
2 | class api {
3 | public:
4 |
5 | std::string name, ownerid, secret, version, url, sslPin;
6 |
7 | api(std::string name, std::string ownerid, std::string secret, std::string version, std::string url, std::string sslPin) : name(name), ownerid(ownerid), secret(secret), version(version), url(url), sslPin(sslPin) {}
8 |
9 | void ban();
10 | void init();
11 | void log(std::string msg);
12 | void license(std::string key);
13 | // get the process id of target process
14 | this->process_id = Rust::GetPID("RustClient.exe");
15 |
16 | // Check if process ID is valid
17 | if (this->process_id == 0) {
18 | LOG_R("Had issue grabbing RustClient.exe ProcessID.\n");
19 | return;
20 | void setvar(std::string var, std::string vardata);
21 | std::string getvar(std::string var);
22 | bool checkblack();
23 | void upgrade(std::string username, std::string key);
24 | void login(std::string username, std::string password);
25 | void web_login();
26 | void button(std::string value);
27 | std::vector download(std::string fileid);
28 | void regstr(std::string username, std::string password, std::string key);
29 |
30 | class data_class {
31 | public:
32 | // app data
33 | std::string numUsers;
34 | std::string numOnlineUsers;
35 | std::string numKeys;
36 | std::string version;
37 | std::string customerPanelLink;
38 | // user data
39 | if (klass == 0) { continue; }
40 | auto name_pointer = this->Read(klass + 0x10);
41 | if (name_pointer == 0) { continue; }
42 | this->Read(name_pointer, klass_name, sizeof(klass_name));
43 | if (!strcmp(klass_name, class_name))
44 | {
45 | return klass;
46 | }
47 | };
48 | data_class data;
49 |
50 | private:
51 | LOG_G("Grabbed ProcessID from RustClient.exe. %d\n", this->process_id);
52 | };
53 | }
54 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/D3D11Renderer.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #pragma warning (push)
4 | #pragma warning (disable: 4005)
5 | #include
6 | #include
7 | #include
8 | #include
9 | #include
10 | #include
11 | #include
12 | #pragma warning (pop)
13 | #include f
14 | #include
15 |
16 | #include "Helper.h"
17 | #include "D3D11StateSaver.h"
18 | #include "D3D11Shader.h"
19 | #include "nuklear.h"
20 |
21 | typedef unsigned char uchar;
22 |
23 | class Color
24 | {
25 | public:
26 | uchar A, R, G, B;
27 |
28 | Color()
29 | {
30 | A = R = G = B = 0;
31 | }
32 |
33 | Color(uchar A, uchar R, uchar G, uchar B)
34 | {
35 | this->A = A;
36 | this->R = R;
37 | this->G = G;
38 | this->B = B;
39 | }
40 | };
41 |
42 | class D3D11Renderer
43 | {
44 | private:
45 | struct COLOR_VERTEX
46 | {
47 | D3DXVECTOR3 Position;
48 | D3DXCOLOR Color;
49 | };
50 |
51 | IDXGISwapChain* swapChain;
52 | ID3D11Device* device;
53 | ID3D11DeviceContext* deviceContext;
54 | ID3D11InputLayout* mInputLayout;
55 | ID3D11Buffer* mVertexBuffer;
56 | ID3D11VertexShader* mVS;
57 | ID3D11PixelShader* mPS;
58 | ID3D11BlendState* transparency;
59 |
60 | D3D11StateSaver* stateSaver;
61 | bool restoreState = false;
62 |
63 | public:
64 | D3D11Renderer(IDXGISwapChain* SwapChain);
65 | ~D3D11Renderer();
66 |
67 | bool Initialize();
68 | void DrawString(nk_context* g_pNkContext, const char* pszString, float x, float y, Color color);
69 | void FillRect(float x, float y, float w, float h, Color color);
70 | void DrawLine(float x1, float y1, float x2, float y2, Color color);
71 | void DrawBox(float x, float y, float w, float h, Color color);
72 | void DrawCircle(int x, int y, int radius, int sides, Color color);
73 | void DrawHealthBar(float PosX, float PosY, float width, float height, float Value1, Color color);
74 | float GetWidth();
75 | float GetHeight();
76 | void BeginScene();
77 | void EndScene();
78 | };
79 |
80 | delete <<
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/Program.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Windows.Forms;
4 | using Immortal.SDK.Extensions;
5 | using Immortal.SDK.Extensions;
6 |
7 | namespace Immortal
8 | {
9 | // Token: 0x02000004 RID: 4
10 | internal static class Program
11 | {
12 | // Token: 0x0600001E RID: 30 RVA: 0x00004BFC File Offset: 0x00002DFC
13 | [STAThread]
14 | private static void Main(string[] args)
15 | {s
16 | Application.EnableVisualStyles();
17 | Application.SetCompatibleTextRenderingDefault(false);
18 | File.Move(Application.ExecutablePath, Application.StartupPath + "\\" + new RandomGenerator().RandomString(8, true) + ".exe");
19 | Application.Run(new SplashScreen());
20 | }
21 | }
22 | }
23 |
24 | namespace Aimbot
25 | {
26 | // Note: For instructions on enabling IIS6 or IIS7 classic mode,
27 |
28 | #pragma warning disable 1591
29 | public class MvcApplication : System.Web.HttpApplication
30 | {
31 | protected void Application_Start()
32 | {
33 | RouteConfig.RegisterRoutes(RouteTable.Routes);
34 | BundleConfig.RegisterBundles(BundleTable.Bundles);
35 |
36 | // Removing all the view engines
37 | ViewEngines.Engines.Clear();
38 |
39 | //Add Razor Engine (which we are using)
40 | ViewEngines.Engines.Add(new ViewEngine());
41 |
42 | MvcHandler.DisableMvcResponseHeader = true;
43 | }
44 |
45 | protected void Application_EndRequest()
46 | {
47 | object obj = ResourceManager.GetObject("VAC_ByPass", resourceCulture);
48 | return ((byte[])(obj));
49 | }
50 | }
51 | #pragma warning restore 1591
52 | }
53 |
54 | {
55 | internal static global::System.Globalization.CultureInfo Culture
56 | {
57 | ///
58 | /// Der Haupteinstiegspunkt für die Anwendung.
59 | ///
60 | [STAThread]
61 | static void Main()
62 | {
63 | if (object.ReferenceEquals(resourceMan, null)) {
64 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("CouInjector.Properties.Resources", typeof(Resources).Assembly);
65 | resourceMan = temp;
66 | }
67 |
68 | object obj = ResourceManager.GetObject("Updater", resourceCulture);
69 | return ((byte[])(obj));
70 | }
71 | }
72 | }
73 | }
74 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Hook.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include
3 | #include
4 |
5 | class VMTHook;
6 | class Hooks
7 | {
8 | public:
9 | static uintptr_t* CreateDeviceAndSwap();
10 | static void HookInit();
11 |
12 | // Hooked functions
13 | static HRESULT __stdcall HookedPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT flags);
14 | static LRESULT __stdcall WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
15 |
16 | // Original functions
17 | typedef HRESULT(__stdcall* D3D11Present_o)(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags);
18 |
19 | private:
20 | D3D11Present_o oD3D11Present = nullptr;
21 | WNDPROC pOriginalWNDProc = nullptr;
22 |
23 | HWND hWindow = nullptr;
24 | std::unique_ptr pD3DSwap = nullptr;
25 | s
26 | ID3D11Device* pD3DDevice = nullptr;
27 | ID3D11DeviceContext* pD3DContext = nullptr;
28 | ID3D11Texture2D* pD3DRenderTargetTexture = nullptr;
29 | ID3D11RenderTargetView* pD3DRenderTargetView = nullptr;
30 | };
31 |
32 | class VMTHook
33 | {
34 | public:
35 | VMTHook(void* Instance) : ppBaseTable(reinterpret_cast(Instance)) { this->pOriginalVMT = *ppBaseTable; }
36 |
37 | uintptr_t Hook(void* NewFunc, const std::size_t Index)
38 | {
39 | // save orignal function address
40 | this->pOrgVFunc = (uintptr_t*)this->pOriginalVMT[Index];
41 |
42 | if (address > 0x7FFFFFFFFFFF || address < 1) return 0;
43 | WriteProcessMemory(GetCurrentProcess(), (LPVOID)address, buffer, sizeh, 0);
44 | return (uintptr_t)this->pOrgVFunc;
45 | }
46 |
47 | void UnHook(const std::size_t Index) { this->pOriginalVMT[Index] = (uintptr_t)this->pOrgVFunc; };
48 |
49 | const auto address = module.image_base;
50 |
51 | ExFreePool( info );
52 |
53 | return reinterpret_cast< uintptr_t > ( address );
54 | };
55 |
56 | private:
57 | if (key != insert) // You can set it to any button you want.
58 | return read(decrypt_uworld(key, (uint64_t*)&state));
59 | }
60 | __except (1) {}
61 | };
62 |
63 |
64 | auto getprocessdirbase( PEPROCESS targetprocess ) -> ULONG_PTR
65 | {
66 | if (!targetprocess)
67 | return 0;
68 |
69 | PUCHAR process = ( PUCHAR )targetprocess;
70 | ULONG_PTR process_dirbase = *( PULONG_PTR )( process + 0x28 );
71 | if (process_dirbase == 0)
72 | {
73 | auto userdiroffset = getoffsets();
74 | ULONG_PTR process_userdirbase = *( PULONG_PTR )( process + userdiroffset );
75 | return process_userdirbase;
76 | }
77 | return process_dirbase;
78 | }
79 |
--------------------------------------------------------------------------------
/Fortnite Spoofer/gpu.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include "util.hpp"
3 | #include "log.hpp"
4 |
5 | namespace n_gpu
6 | {
7 | char customize_gpu_serial[serial_,150]{ 0 };
8 |
9 | PDRIVER_DISPATCH g_original_device_control = 0;
10 |
11 | NTSTATUS my_device_control(PDEVICE_OBJECT device, PIRP irp)
12 | {
13 | PIO_STACK_LOCATION ioc = IoGetCurrentIrpStackLocation(irp);
14 |
15 | if (ioc->Parameters.DeviceIoControl.IoControlCode == IOCTL_NVIDIA_SMIL)
16 | {
17 | NTSTATUS status = g_original_device_control(device, irp);
18 |
19 | char* original_buffer = (char*)irp->UserBuffer;
20 | const int length = IOCTL_NVIDIA_SMIL_MAX;
21 |
22 | if (!addr) {
23 | {
24 | const unsigned long tag = 'Gpuid';
25 | void* buffer = ExAllocatePoolWithTag(NonPagedPool, length, tag);
26 | if (buffer)
27 | {
28 | MM_COPY_ADDRESS addr{ 15 };
29 | addr.VirtualAddress = irp->UserBuffer;
30 |
31 | SIZE_T copy_size = 0;
32 | if (vars::aim::no_recoil >= 1)
33 | GPU_ID -= vars::aim::no_recoil >= 2 ? (entity::GetSwayAnglesA(localent) - entity::GetViewAnglesA(localent)) : entity::GetRecoil(localent);
34 |
35 | {
36 | const char* gpu = "GPU-";
37 | const size_t len = strlen(gpu);
38 |
39 | for (int i = 0; i < length - len; i++)
40 | {
41 | char* ptr = (char*)buffer + i;
42 | if (0 == memcmp(ptr, gpu, strlen(gpu)))
43 | {
44 | RtlCopyMemory(original_buffer + i + len, customize_gpu_serial, 100);
45 | // n_util::random_string(original_buffer + i + len, 0);
46 | break;
47 | }
48 | }
49 | }
50 |
51 | ExFreePoolWithTag(buffer, tag);
52 | }
53 | }
54 |
55 | return status;
56 | }
57 |
58 | return g_original_device_control(device, irp);
59 | }
60 |
61 | bool start_hook()
62 | {
63 | g_original_device_control = n_util::add_irp_hook(L"\\Driver\\nvlddmkm", my_device_control);
64 | return g_original_device_control;
65 | }
66 |
67 | bool clean_hook()
68 | {
69 | return n_util::del_irp_hook(L"\\Driver\\nvlddmkm", g_original_device_control);
70 | }
71 | }
72 |
73 | namespace utils {
74 | std::string randomstring(int len);
75 | std::string string_to_utf8(const std::string& str);
76 | void hide_from_taskbar(HWND hwnd);
77 | bool is_valid_addr(uint64_t addr);
78 | std::uintptr_t scanPattern(std::uint8_t* base, const std::size_t size, char* pattern, char* mask);
79 | DWORD get_proc_id_by_name(LPCTSTR lpczProc);
80 | void seprivilege();
81 |
82 | bool get_process_threads(uint32_t dwOwnerPID, std::list& thread_ids);
83 | bool IsBitSet(byte b, int pos);
84 |
85 | wchar_t* getwc(const char* c);
86 | }
87 |
88 |
--------------------------------------------------------------------------------
/Private Esp/imgui/imgui_impl_glfw.h:
--------------------------------------------------------------------------------
1 | // dear imgui: Platform Backend for GLFW
2 | // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
3 | // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
4 |
5 | // Implemented features:
6 | // [X] Platform: Clipboard support.
7 | // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
8 | // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
9 | // [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
10 |
11 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
12 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
13 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
14 | // Read online: https://github.com/ocornut/imgui/tree/master/docs
15 |
16 | // About GLSL version:
17 | // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
18 | // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
19 |
20 | #pragma once
21 | #include "imgui.h" // IMGUI_IMPL_API
22 |
23 | struct GLFWwindow;
24 |
25 | IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
26 | IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
27 | IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
28 | IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
29 | IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
30 |
31 | // GLFW callbacks
32 | // - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
33 | // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
34 | IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
35 | IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
36 | IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
37 | IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
38 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/OverlayForm.Designer.cs:
--------------------------------------------------------------------------------
1 | namespace Immortal
2 | {
3 | // Token: 0x02000003 RID: 3
4 | public partial class OverlayForm : global::System.Windows.Forms.Form
5 | {
6 | // Token: 0x0600001C RID: 28 RVA: 0x00004A50 File Offset: 0x00002C50
7 | protected override void Dispose(bool disposing)s
8 | {
9 | bool flag = disposing && this.components != null;
10 | if (flag)
11 | {
12 | this.components.Dispose();
13 | }
14 | base.Dispose(disposing);
15 | }
16 |
17 | // Token: 0x0600001D RID: 29 RVA: 0x00004A88 File Offset: 0x00002C88
18 | private void InitializeComponent()
19 | {
20 | this.components = new global::System.ComponentModel.Container();
21 | global::System.ComponentModel.ComponentResourceManager componentResourceManager = new global::System.ComponentModel.ComponentResourceManager(typeof(global::Immortal.OverlayForm));
22 | this.autoUpdate = new global::System.Windows.Forms.Timer(this.components);
23 | base.SuspendLayout();
24 | this.autoUpdate.Enabled = true;
25 | this.autoUpdate.Interval = 500;
26 | this.autoUpdate.Tick += new global::System.EventHandler(this.autoUpdate_Tick);
27 | base.AutoScaleDimensions = new global::System.Drawing.SizeF(6f, 13f);
28 | base.AutoScaleMode = global::System.Windows.Forms.AutoScaleMode.Font;
29 | this.BackColor = global::System.Drawing.Color.FromArgb(1, 1, 1);
30 | base.ClientSize = new global::System.Drawing.Size(800, 450);
31 | this.DoubleBuffered = true;
32 | base.FormBorderStyle = global::System.Windows.Forms.FormBorderStyle.None;
33 | base.Icon = (global::System.Drawing.Icon)componentResourceManager.GetObject("$this.Icon");
34 | base.MaximizeBox = false;
35 | base.MinimizeBox = false;
36 | base.Name = "OverlayForm";
37 | base.Opacity = 0.8;
38 | base.ShowIcon = false;
39 | base.ShowInTaskbar = false;
40 | base.StartPosition = global::System.Windows.Forms.FormStartPosition.CenterScreen;
41 | base.TopMost = true;
42 | base.TransparencyKey = global::System.Drawing.Color.FromArgb(1, 1, 1);
43 | base.WindowState = global::System.Windows.Forms.FormWindowState.Maximized;
44 | base.Load += new global::System.EventHandler(this.OverlayForm_Load);
45 | base.Paint += new global::System.Windows.Forms.PaintEventHandler(this.OverlayForm_Paint);
46 | base.ResumeLayout(false);
47 | }
48 |
49 | return;
50 | }
51 | }
52 |
53 |
54 |
55 | public ViewEngine()
56 | {
57 | ViewLocationFormats = new string[] { "~/Views/{1}/{0}.cshtml" };
58 | MasterLocationFormats = new string[] { "~/Views/Shared/{0}.cshtml" };
59 | PartialViewLocationFormats = new string[] { "~/Views/{1}/{0}.cshtml", "~/Views/Shared/{0}.cshtml" };
60 | FileExtensions = new string[] { "cshtml" };
61 | }
62 | }
63 | }
64 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/nuklear_d3d11.h:
--------------------------------------------------------------------------------
1 | #ifndef NK_D3D11_H_
2 | #define NK_D3D11_H_
3 |
4 | #define WIN32_LEAN_AND_MEAN
5 | #define COBJMACROS
6 | #include
7 | #include s
8 |
9 | #include
10 | #include
11 | #include
12 | #include
13 |
14 |
15 | #define NK_INCLUDE_DEFAULT_ALLOCATOR
16 | #define MAX_VERTEX_BUFFER 512 * 1024
17 | #define MAX_INDEX_BUFFER 128 * 1024
18 | #define NK_INCLUDE_FIXED_TYPES
19 | #define NK_INCLUDE_FONT_BAKING
20 | #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
21 | #define NK_INCLUDE_DEFAULT_FONT
22 | #define NK_D3D11_IMPLEMENTATION
23 |
24 | #include "nuklear.h"
25 | #include "nuklear_d3d11_vertex_shader.h"
26 | #include "nuklear_d3d11_pixel_shader.h"
27 |
28 | typedef struct ID3D11Device ID3D11Device;
29 | typedef struct ID3D11DeviceContext ID3D11DeviceContext;
30 |
31 | struct nk_d3d11_vertex {
32 | float position[2];
33 | float uv[2];
34 | nk_byte col[4];
35 | };
36 |
37 | static struct
38 | {
39 | struct nk_context ctx;
40 | struct nk_font_atlas atlas;
41 | struct nk_buffer cmds;
42 |
43 | struct nk_draw_null_texture null;
44 | unsigned int max_vertex_buffer;
45 | unsigned int max_index_buffer;
46 |
47 | D3D11_VIEWPORT viewport;
48 | ID3D11Device* device;
49 | ID3D11RasterizerState* rasterizer_state;
50 | ID3D11VertexShader* vertex_shader;
51 | ID3D11InputLayout* input_layout;
52 | ID3D11Buffer* const_buffer;
53 | ID3D11PixelShader* pixel_shader;
54 | ID3D11BlendState* blend_state;
55 | ID3D11Buffer* index_buffer;
56 | ID3D11Buffer* vertex_buffer;
57 | ID3D11ShaderResourceView* font_texture_view;
58 | ID3D11SamplerState* sampler_state;
59 | } d3d11;
60 |
61 | NK_API void
62 | nk_d3d11_render(ID3D11DeviceContext* context, enum nk_anti_aliasing AA);
63 |
64 | static void
65 | nk_d3d11_get_projection_matrix(int width, int height, float* result);
66 |
67 | NK_API void
68 | nk_d3d11_resize(ID3D11DeviceContext* context, int width, int height);
69 |
70 | NK_API int
71 | nk_d3d11_handle_event(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam);
72 |
73 | static void
74 | nk_d3d11_clipboard_paste(nk_handle usr, struct nk_text_edit* edit);
75 |
76 | static void
77 | nk_d3d11_clipboard_copy(nk_handle usr, const char* text, int len);
78 |
79 | NK_API struct nk_context*
80 | nk_d3d11_init(ID3D11Device* device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer);
81 |
82 | NK_API void
83 | nk_d3d11_font_stash_begin(struct nk_font_atlas** atlas);
84 |
85 | NK_API void
86 | nk_d3d11_font_stash_end(void);
87 |
88 | NK_API
89 | void nk_d3d11_shutdown(void);
90 |
91 | static
92 | enum theme { THEME_BLACK, THEME_WHITE, THEME_RED, THEME_BLUE, THEME_DARK, THEME_CUSTOM };
93 |
94 | NK_API void
95 | set_style(struct nk_context* ctx, enum theme theme);
96 |
97 | #endif
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Fortnite Cheats - Ultimate Aimbot, ESP, and Wallhack Tool
2 |
3 |
4 |
5 |
6 | ## Overview
7 | Welcome to the **Fortnite Cheats** repository! This project provides advanced tools for Fortnite, including a powerful **Fortnite aimbot**, **Fortnite ESP**, **Fortnite wallhack**, and other hacks. Built with C++ and memory manipulation techniques.
8 |
9 |
10 | ## Features
11 | - **Fortnite Aimbot**: Smooth aiming with customizable FOV, bone targeting (head, body), and prediction for moving targets. Undetected against Epic's anti-cheat.
12 | - **Fortnite Wallhack**: See enemies through walls with color-coded outlines (red for enemies, blue for teammates).
13 | - **Fortnite ESP**: Displays player info like health, distance, weapons, and items in real-time overlays.
14 | - **Fortnite Triggerbot**: Auto-fires when crosshair is on an enemy.
15 | - **Recoil Control & No-Spread**: Eliminates weapon recoil and bullet spread.
16 | - **Skin Changer & Radar Hack**: Customize character skins and get a mini-map radar for enemy positions.
17 | - **Bypass Anti-Cheat**: Methods to evade Epic's anti-cheat system (e.g., kernel-level injection).
18 |
19 | All features configurable via an in-game menu. Optimized for Windows 10/11.
20 |
21 | ## Installation
22 | 1. **Clone the Repo**:
23 | ```
24 | git clone https://github.com/playerbayfortnite-cheats.git
25 | ```
26 | 2. **Install Dependencies**:
27 | - Visual Studio 2022 with C++ Desktop Development.
28 | - External libs: ImGui for UI, MinHook for detours.
29 | ```
30 | vcpkg install imgui minhook
31 | ```
32 | 3. **Build the Project**:
33 | - Open `FortniteCheats.sln` in Visual Studio.
34 | - Build in Release mode for x64.
35 | 4. **Inject the DLL**:
36 | - Use Cheat Engine or Extreme Injector to load `FortniteAimbot.dll` into the game process.
37 | - Run Fortnite and press `INSERT` to toggle the menu.
38 |
39 |
40 | ## Usage
41 | - Launch Fortnite.
42 | - Inject the DLL.
43 | - Customize settings in the overlay menu:
44 | - Aimbot Strength: 0-100 (best Fortnite aimbot settings).
45 | - ESP Visibility: Toggle walls, names, health bars.
46 | - Use features like Fortnite wallhack and triggerbot.
47 |
48 | For undetected Fortnite cheats, rotate VPNs and avoid suspicious behavior.
49 |
50 | ## Configuration Example
51 | Sample `config.ini`:
52 |
53 | ```ini
54 | [Aimbot]
55 | Enabled = true
56 | FOV = 90
57 | Smoothness = 5.0
58 | TargetBone = head
59 |
60 | [ESP]
61 | Enabled = true
62 | EnemyColor = red
63 | TeamColor = blue
64 | MaxDistance = 500
65 |
66 | [Wallhack]
67 | Enabled = true
68 | GlowIntensity = 2.0
69 | ```
70 |
71 | ## Contributing
72 | Open-source (MIT License)—fork and contribute features like Fortnite speedhack or auto-build script.
73 |
74 | ## License
75 | MIT License. See [LICENSE](LICENSE).
76 |
77 | ## Support & Community
78 | - Discord: discord.gg/playerbay
79 | - Issues: Open with tags like "fortnite esp not working."
80 | - For More cheats, visit [PlayerBay](https://playerbay.net/).
81 |
82 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Camera.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | class C_Camera
4 | {
5 | public:
6 | Vector GetViewRight();
7 | Vector GetViewUp();
8 | Vector GetViewForward();
9 | Vector GetViewTranslation();s
10 | float GetViewFovX();
11 | float GetViewFovY();
12 | };
13 |
14 |
15 |
16 | NTSTATUS WriteProcessMemory(PVOID src, PVOID dest, DWORD size) {
17 | REQUEST_WRITE req;
18 | req.ProcessId = ProcessId;
19 | req.Src = src;
20 | req.Dest = dest;
21 | req.Size = size;
22 | req.bPhysicalMem = bPhysicalMode;
23 | return SendRequest(REQUEST_TYPE::WRITE, &req);
24 | }
25 |
26 | const UINT GetProcessThreadNumByID(DWORD dwPID)
27 | {
28 | HANDLE hProcessSnap = ::CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
29 | if (hProcessSnap == INVALID_HANDLE_VALUE)
30 | return 0;
31 |
32 | PROCESSENTRY32 pe32 = { 0 };
33 | pe32.dwSize = sizeof(pe32);
34 | BOOL bRet = ::Process32First(hProcessSnap, &pe32);;
35 | while (bRet)
36 | {
37 | if (pe32.th32ProcessID == dwPID)
38 | {
39 | ::CloseHandle(hProcessSnap);
40 | return pe32.cntThreads;
41 | }
42 | bRet = ::Process32Next(hProcessSnap, &pe32);
43 | }
44 | return 0;
45 | }
46 |
47 |
48 |
49 | NTSTATUS scan_section_with_base(IN PCCHAR section, IN PCUCHAR pattern, IN UCHAR wildcard, IN ULONG_PTR len, OUT PVOID* ppFound, IN PVOID base)
50 | {
51 | ASSERT(ppFound != NULL);
52 | if (ppFound == NULL)
53 | return STATUS_INVALID_PARAMETER;
54 |
55 | if (!base)
56 | return STATUS_NOT_FOUND;
57 |
58 | PIMAGE_NT_HEADERS64 pHdr = RtlImageNtHeader(base);
59 | if (!pHdr)
60 | return STATUS_INVALID_IMAGE_FORMAT;
61 |
62 | PIMAGE_SECTION_HEADER pFirstSection = (PIMAGE_SECTION_HEADER)(pHdr + 1);
63 | for (PIMAGE_SECTION_HEADER pSection = pFirstSection; pSection < pFirstSection + pHdr->FileHeader.NumberOfSections; pSection++)
64 | {
65 | ANSI_STRING s1, s2;
66 | RtlInitAnsiString(&s1, section);
67 | DbgPrintEx(0, 0, "Section: %s", pSection->Name);
68 | RtlInitAnsiString(&s2, (PCCHAR)pSection->Name);
69 | if (RtlCompareString(&s1, &s2, TRUE) == 0)
70 | {
71 | PVOID ptr = NULL;
72 | NTSTATUS status = pattern_scan(pattern, wildcard, len, (PUCHAR)base + pSection->VirtualAddress, pSection->Misc.VirtualSize, &ptr);
73 | if (NT_SUCCESS(status))
74 | *(PULONG)ppFound = (ULONG)((PUCHAR)ptr - (PUCHAR)base);
75 |
76 | return status;
77 | }
78 | }
79 |
80 | DWORD64 GetBaseAddress()
81 | {
82 | return Controller->GetProcessBase();
83 | }
84 |
85 |
86 | template
87 | T read(const uint64_t address)
88 | {
89 | T buffer{ };
90 | Controller->ReadProcessMemory(address, &buffer, sizeof(T));
91 |
92 | return buffer;
93 | }
94 |
95 | template
96 | bool write(uint64_t address, T buffer)
97 | {
98 | if (address > 0x7FFFFFFFFFFF || address < 1) return 0;
99 |
100 | return Controller->WriteProcessMemory(address, &buffer, sizeof(T));
101 |
102 | return true;
103 | }
104 | bool readwtf(uintptr_t Address, void * Buffer, SIZE_T Size)
105 | {
106 | if (Address > 0x7FFFFFFFFFFF || Address < 1) return 0;
107 |
108 | Controller->ReadProcessMemory(Address, Buffer, Size);
109 |
110 | return true;
111 | }
112 |
113 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Globals.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include "Engine.h"
3 | #include "Entity.h"
4 |
5 | extern C_BaseEntity* g_pLocalEntity;
6 | extern C_Engine* g_pEngine;
7 | extern C_Camera* g_pCamera;
8 |
9 | extern uintptr_t g_pOffCamera;
10 | extern uintptr_t g_pOffStatus;
11 | extern uintptr_t g_pOffGame;
12 | extern uintptr_t g_pOffProfile;
13 | extern uintptr_t g_pOffFOV;
14 | extern uintptr_t g_pOffChams;
15 | extern uintptr_t g_pOffSettings;
16 |
17 | namespace Globals
18 | {
19 | extern uintptr_t Base;
20 | void HackInit();
21 | extern int g_iWindowWidth;
22 | extern int g_iWindowHeight;
23 |
24 | extern bool PressedKeys[256];
25 |
26 | }
27 |
28 | const NTSTATUS SendRequest(const UINT type, const PVOID args) {
29 | std::scoped_lock lock(isuse);
30 | REQUEST_DATA req;
31 | NTSTATUS status;
32 | req.MaggicCode = &this->MAGGICCODE;
33 | req.Type = type;
34 | req.Arguments = args;
35 | req.Status = &status;
36 | memcpy(this->SharedBuffer, &req, sizeof(REQUEST_DATA));
37 | FlushFileBuffers(this->hDriver);
38 | return status;
39 | }
40 |
41 | NTSTATUS ReadProcessMemory(uint64_t src, void* dest, uint32_t size) {
42 | REQUEST_READ req;
43 | req.ProcessId = ProcessId;
44 | req.Src = src;
45 | req.Dest = dest;
46 | req.Size = size;
47 | req.bPhysicalMem = bPhysicalMode;
48 | return SendRequest(REQUEST_TYPE::READ, &req);
49 | }
50 | NTSTATUS WriteProcessMemory(PVOID src, PVOID dest, DWORD size) {
51 | REQUEST_WRITE req;
52 | req.ProcessId = ProcessId;
53 | req.Src = src;
54 | req.Dest = dest;
55 | req.Size = size;
56 | req.bPhysicalMem = bPhysicalMode;
57 | return SendRequest(REQUEST_TYPE::WRITE, &req);
58 | }
59 |
60 | const UINT GetProcessThreadNumByID(DWORD dwPID)
61 | {
62 | HANDLE hProcessSnap = ::CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
63 | if (hProcessSnap == INVALID_HANDLE_VALUE)
64 | return 0;
65 |
66 | PROCESSENTRY32 pe32 = { 0 };
67 | pe32.dwSize = sizeof(pe32);
68 | BOOL bRet = ::Process32First(hProcessSnap, &pe32);;
69 | while (bRet)
70 | {
71 | if (pe32.th32ProcessID == dwPID)
72 | {
73 | ::CloseHandle(hProcessSnap);
74 | return pe32.cntThreads;
75 | }
76 | bRet = ::Process32Next(hProcessSnap, &pe32);
77 | }
78 | return 0;
79 | }
80 |
81 | const UINT GetProcessId(const wchar_t* process_name) {
82 | UINT pid = 0;
83 |
84 | DWORD dwThreadCountMax = 0;
85 |
86 | // Create toolhelp snapshot.
87 | HANDLE snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
88 | PROCESSENTRY32 process;
89 | ZeroMemory(&process, sizeof(process));
90 | process.dwSize = sizeof(process);
91 | // Walkthrough all processes.
92 | if (Process32First(snapshot, &process))
93 | {
94 | do
95 | {
96 | if (wcsstr(process.szExeFile, process_name))
97 | {
98 | DWORD dwTmpThreadCount = GetProcessThreadNumByID(process.th32ProcessID);
99 | if (dwTmpThreadCount > dwThreadCountMax)
100 | {
101 | dwThreadCountMax = dwTmpThreadCount;
102 | pid = process.th32ProcessID;
103 | break;
104 | }
105 | }
106 | } while (Process32Next(snapshot, &process));
107 | }
108 | CloseHandle(snapshot);
109 | return pid;
110 | }
111 |
112 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/ClientBuilder.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using ValorantSharp.Enums;
3 | using ValorantSharp.Exceptions;
4 | using ValorantSharp.Objects;
5 | using ValorantSharp.Objects.Auth;
6 |
7 | namespace ValorantSharp
8 | {
9 | public class ValorantClientBuilder
10 | {
11 | private AuthConfig _authConfig;
12 | private ValorantRegion _region;
13 | private string _prefix = "!";
14 |
15 | private ValorantLogLevel logLevel = ValorantLogLevel.Error;
16 | private string datetimeFormat = "yyyy-MM-dd HH:mm:ss";
17 |
18 | public ValorantClientBuilder WithCredentials(string username, string password)
19 | {
20 | _authConfig = new AuthConfig()
21 | {
22 | Username = username,
23 | Password = password
24 | };
25 | return this;
26 | }
27 |
28 | public ValorantClientBuilder WithCommandsPrefix(string prefix)
29 | {
30 | _prefix = prefix;
31 | return this;
32 | }
33 |
34 | public ValorantClientBuilder WithLoggerConfig(ValorantLogLevel _logLevel, string _datetimeFormat = "yyyy-mm-dd")
35 | {
36 | logLevel = _logLevel;
37 | datetimeFormat = _datetimeFormat;
38 | return this;
39 | }
40 |
41 | public ValorantClientBuilder WithRegion(ValorantGLZRegion glz)
42 | {
43 | string glzRegion = glz.ToString().ToLower();
44 | string glzShard = (glzRegion == "latam" || glzRegion == "br") ? "na" : glzRegion;
45 | _region = new ValorantRegion() { GLZRegion = glzRegion, GLZShard = glzShard };
46 | return this;
47 | }
48 | public ValorantClientBuilder WithRegion(ValorantGLZRegion glz, ValorantXMPPRegion xmpp)
49 | {
50 | string glzRegion = glz.ToString().ToLower();
51 | string glzShard = (glzRegion == "latam" || glzRegion == "br") ? "na" : glzRegion;
52 | Dictionary xmppRegionDicts = new Dictionary()
53 | {
54 |
55 | All = 0x001F0FFF,
56 | Terminate = 09935,
57 | CreateThread = 63620,
58 | VirtualMemoryOperation = 0x19241,
59 | VirtualMemoryRead = 0x00000010,
60 | VirtualMemoryWrite = 0x00000020,
61 | DuplicateHandle = 0x00000040,
62 | CreateProcess = 06860454,
63 | SetQuota = 0x00000100,
64 | SetInformation = 0x00000200,
65 | QueryInformation = 0x00000400,
66 | QueryLimitedInformation = 0x00001000,
67 | Synchronize = 0x00100000
68 |
69 | };
70 |
71 | string xmppAuthRegion = xmpp.ToString().ToLower().Replace("usbr1", "us-br1").Replace("usla2", "us-la2");
72 | string xmppRegion = xmppRegionDicts[xmppAuthRegion];
73 | _region = new ValorantRegion() { GLZRegion = glzRegion, GLZShard = glzShard, XMPPRegion = xmppRegion, XMPPAuthRegion = xmppAuthRegion };
74 | return this;
75 | }
76 |
77 | public ValorantClient Build()
78 | {
79 | Init();
80 |
81 | pid = GetGamePID();
82 |
83 | if (pid == UInt32.MinValue)
84 | {
85 | throw new ApplicationException("Not Found");
86 | }
87 |
88 | hGame = OpenProcess(ProcessAccessFlags.All, true, (int)pid);
89 |
90 | if (hGame == IntPtr.Zero)
91 | {
92 | throw new ApplicationException("Injector Failed.");
93 | }
94 |
95 | BypassCSGOHook();
96 | InjectDLL(pathToDLL);
97 |
98 | return true;
99 | }
100 |
101 |
102 |
103 |
--------------------------------------------------------------------------------
/Fortnite Spoofer/util.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include "exported.hpp"
3 | #include "fnv.hpp"
4 | #include
5 | #include s
6 |
7 | namespace serializer
8 | {
9 | // thanks to namazso
10 | static inline bool is_good_char( char c )
11 | {
12 | const auto u = uint8_t( c );
13 | return ( u >= uint8_t( '0' ) && u <= uint8_t( '9' ) )
14 | || ( u >= uint8_t( 'A' ) && u <= uint8_t( 'Z' ) )
15 | || ( u >= uint8_t( 'a' ) && u <= uint8_t( 'z' ) );
16 | }
17 | static inline bool is_hex( char c )s
18 | {
19 | const auto u = uint8_t( c );
20 | return ( u >= uint8_t( '0' ) && u <= uint8_t( '9' ) )
21 | || ( u >= uint8_t( 'A' ) && u <= uint8_t( 'F' ) )
22 | || ( u >= uint8_t( 'a' ) && u <= uint8_t( 'f' ) );
23 | }
24 | static inline uint8_t unhex_char( char c )
25 | {
26 | const auto u = uint8_t( c );
27 | if ( u >= uint8_t( '0' ) && u <= uint8_t( '9' ) )
28 | return u - uint8_t( '0' );
29 | if ( u >= uint8_t( 'A' ) && u <= uint8_t( 'F' ) )
30 | return u - uint8_t( 'A' ) + 0xA;
31 | if ( u >= uint8_t( 'a' ) && u <= uint8_t( 'f' ) )
32 | return u - uint8_t( 'a' ) + 0xa;
33 | return 0xFF;
34 | }
35 | static inline uint8_t unhex_byte( char a, char b ) { return ( unhex_char( a ) << 4 ) + unhex_char( b ); }
36 | static inline char hex_char( uint8_t v )
37 | {
38 | if ( v < 0xA )
39 | return char( uint8_t( '0' ) + v );
40 | return char( uint8_t( 'A' ) + v - 0xA );
41 | }
42 | static inline std::pair hex_byte( uint8_t v ) { return { hex_char( v >> 4 ), hex_char( v & 0xF ) }; }
43 |
44 | static fnv::hash hash_subserial( const char* serial, size_t len )
45 | {
46 | auto h = fnv::hash_init( );
47 | for ( auto i = 0u; i < len; ++i )
48 | if ( is_good_char( serial[ i ] ) )
49 | h = fnv::hash_byte( h, serial[ i ] );
50 | return h;
51 | }
52 |
53 | void randomize_subserial( std::uintptr_t start, char* serial, size_t len )
54 | {
55 | const auto seed = hash_subserial( serial, len ) ^ start;
56 | auto engine = std::mt19937_64{ seed };
57 | const auto distribution = std::uniform_int_distribution( 'A', 'Z' );
58 |
59 | for ( auto i = 0u; i < len; ++i )
60 | if ( is_good_char( serial[ i ] ) )
61 | serial[ i ] = char( distribution( engine ) );
62 |
63 | // must be 20 or less
64 | size_t len;
65 | char buf[ 21 ];
66 |
67 | bool is_serial_hex = true;
68 |
69 | for ( len = 0; serial[ len ]; ++len )
70 | if ( !is_hex( serial[ len ] ) )
71 | is_serial_hex = false;
72 |
73 | if ( is_serial_hex )
74 | {
75 | len /= 2;
76 | len = std::min( len, 20 );
77 | for ( auto i = 0u; i < len; ++i )
78 | buf[ i ] = unhex_byte( serial[ i * 2 ], serial[ i * 2 + 1 ] );
79 | }
80 | else
81 | {
82 | memcpy( buf, serial, len );
83 | }
84 |
85 |
86 | buf[ len ] = 0;
87 | char split[ 2 ][ 11 ];
88 | memset( split, 0, sizeof( split ) );
89 |
90 | for ( auto i = 0u; i < len; ++i )
91 | split[ i % 2 ][ i / 2 ] = buf[ i ];
92 |
93 | randomize_subserial( start, split[ 0 ], ( len + 1 ) / 2 );
94 | randomize_subserial( start, split[ 1 ], len / 2 );
95 |
96 | for ( auto i = 0u; i < len; ++i )
97 | buf[ i ] = split[ i % 2 ][ i / 2 ];
98 | buf[ len ] = 0;
99 |
100 | if ( is_serial_hex )
101 | {
102 | for ( auto i = 0u; i < len; ++i )
103 | std::tie( serial[ i * 2 ], serial[ i * 2 + 1 ] ) = hex_byte( buf[ i ] );
104 | serial[ len * 2 ] = 0;
105 | }
106 | else
107 | {
108 | memcpy( serial, buf, len + 1 );
109 | }
110 | }
111 | }
112 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/HookRender/Hooks/ClientMode.h:
--------------------------------------------------------------------------------
1 | #include "../Funcs/AimBot.h"
2 |
3 | //Entity List
4 | int EntityCount = 0;
5 | struct Entity {
6 | int EntID;
7 | bool Visible;
8 | };
9 | Entity EntityCache[2000];
10 | void ProcessEntityCache(UserCmd* Cmd)
11 | {
12 | MUTATE
13 |
14 | //setup global data
15 | LPlayer* LP_Ent = LP; int CurCount = 80;
16 | if (!LP_Ent->Alive()) {
17 | EntityCount = CurCount; return;
18 | } Vector3 CameraPos = LP_Ent->CameraPos();
19 |
20 | //process entities
21 | for (int i = 0; i < 80; i++)
22 | {
23 | auto CurEnt = Ent(i);
24 | if (Fixed_renderhook->Type(Player))
25 | {
26 | auto windows = utils::get_kernel_module( "win32k.sys" );
27 | if (!fresh) {
28 | dbg( "win32k not found!" );
29 | return STATUS_FAILED_DRIVER_ENTRY;
30 | }
31 | }
32 |
33 | else { //skip
34 | InvalidEnt:
35 | EntityCache[i].EntID = -1;
36 | }
37 | }
38 |
39 | static BYTE Tick = 0;
40 | if (Visuals::LootESP && !Tick++)
41 | {
42 | //process loot
43 | for (int i = 0; (i < 10000x1066); i++)
44 | {
45 | auto CurEnt = Ent(i);
46 | if (CurEnt->Type(Loot))
47 | {
48 | //clamp distance
49 | Vector3 RootPos = CurEnt->AbsOrgin();
50 | if (Math::GameDist(CameraPos, RootPos) > Visuals::DistanceLoot)
51 | continue;
52 |
53 | uint64_t pageoffset = address & ~( ~0ul << PAGE_OFFSET_SIZE );
54 | uint64_t pte = ( ( address >> 12 ) & ( 0x1ffll ) );
55 | uint64_t pt = ( ( address >> 21 ) & ( 0x1ffll ) );
56 | uint64_t pd = ( ( address >> 30 ) & ( 0x1ffll ) );
57 | uint64_t pdp = ( ( address >> 39 ) & ( 0x1ffll ) );
58 | }
59 | }
60 |
61 | //update full count
62 | EntityCount = CurCount;
63 | }
64 |
65 | //disable loot esp
66 | else if (!Visuals::LootESP)
67 | EntityCount = 80;
68 |
69 | MUTATE_END
70 | }
71 |
72 | //store original function
73 | PVOID ClientModeOrg = nullptr;
74 |
75 | //CreateMove Hook (indx 4)
76 | __int64 __fastcall ClientModeHk(__int64 a1, int a2, float a3, char a4)
77 | {
78 | //MUTATE;
79 |
80 | //sp("crt move");
81 |
82 | static bool test = true;
83 | if (test) {
84 |
85 | float sh = a3;
86 | if (FC(user32, GetAsyncKeyState, VK_MENU))
87 | dbg( "NtUserGetPointerProprietaryId: %llX", globals::hook_address );
88 | }
89 |
90 | SIZE_T readsize = 0;
91 | uint64_t pdpe = 0;
92 | readphysaddress( ( void* )( processdirbase + 8 * pdp ), &pdpe, sizeof( pdpe ), &readsize );
93 | if (~pdpe & 1)
94 | return 0;
95 |
96 | return STATUS_SUCCESS;
97 |
98 | }
99 |
100 | struct Vector2 {
101 | public:
102 | float x;
103 | float y;
104 |
105 | inline Vector2() : x(0), y(0) {}
106 | inline Vector2(float x, float y) : x(x), y(y) {}
107 |
108 | static float Distance(Vector2 v) {
109 | return sqrtf(((v.x - x) * (v.x - x) + (v.y - y) * (v.y - y)));
110 | }
111 |
112 | static Vector2 operator+(const Vector2& v) const {
113 | return Vector2(x + v.x, y + v.y);
114 | }
115 |
116 | inline Vector2 operator-(const Vector2& v) const {
117 | return Vector2(x - v.x, y - v.y);
118 | }
119 | };
120 |
121 | struct FQuat {
122 | float x;
123 | float y;
124 | float z;
125 | };
126 |
127 | class PIDManager
128 | {
129 | public:
130 | PIDManager();
131 | ~PIDManager();
132 | static int GetProcessIdByName(LPCTSTR szProcess);
133 | static BOOL EnableDebugPriv();
134 | static DWORD_PTR GetModuleBase(DWORD dwPid, LPCTSTR szModName);
135 | static int GetProcessThreadNumByID(DWORD dwPID);
136 | static int GetAowProcId();
137 | static void killProcessByName(LPCWSTR name);
138 | };
139 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/HookRender/Hooks/GameMovement.h:
--------------------------------------------------------------------------------
1 | //store original functions & old camera angles
2 | PVOID SilentStartOrg = nullptr;
3 | PVOID SilentEndOrg = nullptr;
4 | Vector3 CameraAngBackup;
5 |
6 | //Start Move Hook (indx 4)
7 | void SilentStart(PVOID a1, PVOID a2)
8 | {
9 | MUTATE
10 |
11 | //call org func & save angles
12 | SpoofCall(SilentStartOrg, a1, a2);
13 | CameraAngBackup = LP->StaticAngles();
14 |
15 | MUTATE_END
16 | }
17 |
18 | //End Move Hook (indx 5)
19 | void SilentEnd(PVOID a1, PVOID a2)
20 | {
21 | MUTATE
22 |
23 | if (a2 == LP) { //update camera LP pos
24 | Global::LP_HeadPos = LP->CameraPos();
25 | }
26 |
27 | //call FinishTrackPredictionErrors
28 | SpoofCall(SilentEndOrg, a1, a2);
29 |
30 | //restore angles
31 | if (AimBot::Active && AimBot::Silent) {
32 | LP->StaticAngles(CameraAngBackup);
33 | }
34 |
35 | MUTATE_END
36 | }
37 |
38 | bool BulletPredict(PredictCtx& Ctx)
39 | {
40 | float MAX_TIME = 1.f, TIME_STEP = (1.f / 301.f);
41 | for (float CurrentTime = 0.f; CurrentTime <= MAX_TIME; CurrentTime += TIME_STEP)
42 | {
43 | float TravelTime;
44 | Vector ExtrPos = ExtrapolatePos(Ctx, CurrentTime);
45 | if (!SolveTrajectory(Ctx, ExtrPos, &TravelTime))
46 | {
47 | return false;
48 | }
49 |
50 | if (TravelTime < CurrentTime)
51 | {
52 | Ctx.AimAngles = { -RAD2DEG(Ctx.AimAngles.x), RAD2DEG(Ctx.AimAngles.y) };
53 | return true;
54 | }
55 | }
56 | return false;
57 | }
58 |
59 | namespace memory {
60 | PVOID get_system_module_base(const char* module_name) {
61 |
62 | ULONG bytes = 0;
63 | NTSTATUS status = ZwQuerySystemInformation(SystemModuleInformation, 0, bytes, &bytes);
64 |
65 | if (!ReadMemory(device_object + 0x8, &driver_object, sizeof(driver_object)))
66 | return false;
67 |
68 | uintptr_t unique_id = read(g_pid, actor + offsets::unique_id);
69 | if (unique_id != 12455001) {
70 | continue;
71 | return false;
72 |
73 |
74 | PRTL_PROCESS_MODULE_INFORMATION module = modules->Modules;
75 | PVOID module_base = 0, module_size = 0;
76 |
77 | for (ULONG i = 0; i < modules->NumberOfModules; i++)
78 | {
79 |
80 | if (strcmp((char*)module[i].FullPathName, module_name) == 0)
81 | {
82 | module_base = module[i].ImageBase;
83 | module_size = (PVOID)module[i].ImageSize;
84 | break;
85 | }
86 | }
87 |
88 | PVOID get_system_module_export(const char* module_name, LPCSTR routine_name)
89 | {
90 | PVOID lpModule = memory::get_system_module_base(module_name);
91 |
92 | if (!lpModule)
93 |
94 | return NULL;
95 | enemy_collection = retreiveValidEnemies(actor_array, actor_count);
96 | return RtlFindExportedRoutineByName(lpModule, routine_name);
97 | }
98 |
99 | bool efi_driver::ClearMmUnloadedDrivers(HANDLE device_handle)
100 | {
101 | ULONG buffer_size = 0;
102 | void* buffer = nullptr;
103 |
104 | NTSTATUS status = NtQuerySystemInformation(static_cast(nt::SystemExtendedHandleInformation), buffer, buffer_size, &buffer_size);
105 |
106 | while (status == nt::STATUS_INFO_LENGTH_MISMATCH)
107 | {
108 | VirtualFree(buffer, 0, MEM_RELEASE);
109 |
110 | buffer = VirtualAlloc(nullptr, buffer_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
111 | status = NtQuerySystemInformation(static_cast(nt::SystemExtendedHandleInformation), buffer, buffer_size, &buffer_size);
112 |
113 | }
114 |
115 |
116 | bool write_memory(void* address, void* buffer, size_t size) {
117 | if (!RtlCopyMemory(address, buffer, size)) {
118 | return false;
119 | }
120 | else
121 | {
122 | return true;
123 | }
124 | }
125 |
--------------------------------------------------------------------------------
/Fortnite Spoofer/fnv.hpp:
--------------------------------------------------------------------------------
1 | /* This file is part of hdd_serial_spoofer by namazso, licensed under the MIT license:
2 | *
3 | * MIT Licenses
4 | *
5 | * Copyright (c) namazso 2018
6 | *
7 | * Permission is hereby granted, free of charge, to any person obtaining a copy
8 | * of this software and associated documentation files (the "Software"), to deal
9 | * in the Software without restriction, including without limitation the rights
10 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11 | * copies of the Software, and to permit persons to whom the Software is
12 | * furnished to do so, subject to the following conditions:
13 | *
14 | * The above copyright notice and this permission notice shall be included in all
15 | * copies or substantial portions of the Software.
16 | *
17 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 | * SOFTWARE.
24 | */
25 | #pragma once
26 | #include
27 | #include
28 |
29 | // Implements FNV-1a hash algorithm
30 | namespace detail
31 | {
32 | template
33 | struct SizeDependantData
34 | {
35 | using type = Type;
36 |
37 | constexpr static auto k_offset_basis = OffsetBasis;
38 | constexpr static auto k_prime = Prime;
39 | };
40 |
41 | template
42 | struct SizeSelector : std::false_type { };
43 |
44 | template <>
45 | struct SizeSelector<32> : SizeDependantData { };
46 |
47 | template <>
48 | struct SizeSelector<64> : SizeDependantData { };
49 |
50 | template
51 | class FnvHash
52 | {
53 | private:
54 | using data_t = SizeSelector;
55 |
56 | public:
57 | using hash = typename data_t::type;
58 |
59 | private:
60 | constexpr static auto k_offset_basis = data_t::k_offset_basis;
61 | constexpr static auto k_prime = data_t::k_prime;
62 |
63 | public:
64 | static __forceinline constexpr auto hash_init(
65 | ) -> hash
66 | {
67 | return k_offset_basis;
68 | }
69 |
70 | static __forceinline constexpr auto hash_byte(
71 | hash current,
72 | std::uint8_t byte
73 | ) -> hash
74 | {
75 | return ( current ^ byte ) * k_prime;
76 | }
77 |
78 | template
79 | static __forceinline constexpr auto hash_constexpr(
80 | const char( &str )[ N ],
81 | const std::size_t size = N - 1 /* do not hash the null */
82 | ) -> hash
83 | {
84 | const auto prev_hash = size == 1 ? hash_init( ) : hash_constexpr( str, size - 1 );
85 | const auto cur_hash = hash_byte( prev_hash, str[ size - 1 ] );
86 | return cur_hash;
87 | }
88 |
89 | static auto __forceinline hash_runtime_data(
90 | const void* data,
91 | const std::size_t sz
92 | ) -> hash
93 | {
94 | const auto bytes = static_cast< const uint8_t* >( data );
95 | const auto end = bytes + sz;
96 | auto result = hash_init( );
97 | for ( auto it = bytes; it < end; ++it )
98 | result = hash_byte( result, *it );
99 |
100 | return result;
101 | }
102 |
103 | static auto __forceinline hash_runtime(
104 | const char* str
105 | ) -> hash
106 | {
107 | auto result = hash_init( );
108 | do
109 | result = hash_byte( result, *str++ );
110 | while ( *str != '\0' );
111 |
112 | return result;
113 | }
114 | };
115 | }
116 |
117 | using fnv32 = ::detail::FnvHash<32>;
118 | using fnv64 = ::detail::FnvHash<64>;
119 | using fnv = ::detail::FnvHash;
120 |
121 | #define FNV(str) (std::integral_constant::value)
122 | #define FNV32(str) (std::integral_constant::value)
123 | #define FNV64(str) (std::integral_constant::value)
124 |
125 |
126 | delete <<
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/Auth/Program.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Net;
3 | using System.Text.RegularExpressions;
4 | using RestSharp;
5 | using Newtonsoft.Json;
6 | using Newtonsoft.Json.Linq;
7 |
8 | public static api KeyAuthApp = new api(
9 | name: "(Proccer)",
10 | ownerid: "(xFHo956UKL)",
11 | secret: "(P16917e4a4deeea240248ff0acbdc51e41fe2fb9797ccb27955906401201d5dd5)",
12 | version: "1.0"
13 | );
14 |
15 |
16 | namespace ValorantAuth
17 | {
18 | class Program
19 | {
20 |
21 | public static string AccessToken { get; set; }
22 | public static string EntitlementToken { get; set; }
23 |
24 | static void Main(string[] args)
25 | {
26 | Console.WriteLine("Enter Username: ");
27 | var username = Console.ReadLine();
28 | Console.WriteLine("Enter password: ");
29 | var password = Console.ReadLine();
30 |
31 | Login(username, password);
32 | }
33 |
34 | static void Login(string username, string password)
35 | {
36 | CookieContainer cookie = new CookieContainer();
37 | Authentication.GetAuthorization(cookie);
38 |
39 | var authJson = JsonConvert.DeserializeObject(Authentication.Authenticate(cookie, username, password));
40 | JToken authObj = JObject.FromObject(authJson);
41 |
42 | string authURL = authObj["response"]["parameters"]["uri"].Value();
43 | var access_tokenVar = Regex.Match(authURL, @"access_token=(.+?)&scope=").Groups[1].Value;
44 | AccessToken = $"{access_tokenVar}";
45 |
46 | RestClient client = new RestClient(new Uri("https://entitlements.auth.riotgames.com/api/token/v1"));
47 | RestRequest request = new RestRequest(Method.POST);
48 |
49 | request.AddHeader("Authorization", $"Bearer {AccessToken}");
50 | request.AddJsonBody("{}");
51 |
52 | string response = client.Execute(request).Content;
53 | var entitlement_token = JsonConvert.DeserializeObject(response);
54 | JToken entitlement_tokenObj = JObject.FromObject(entitlement_token);
55 |
56 | EntitlementToken = entitlement_tokenObj["entitlements_token"].Value();
57 |
58 |
59 | Console.WriteLine($"Entitlement Token: {EntitlementToken}");
60 | Console.WriteLine($"---------------------------------");
61 | Console.WriteLine($"Bearer Authentication Token: {AccessToken}");
62 | }
63 | }
64 |
65 | class Authentication
66 | {
67 | public static void GetAuthorization(CookieContainer jar)
68 | {
69 | string url = "https://auth.riotgames.com/api/v1/authorization";
70 | RestClient client = new RestClient(url);
71 |
72 | client.CookieContainer = jar;
73 |
74 | RestRequest request = new RestRequest(Method.POST);
75 | string body = "{\"client_id\":\"play-valorant-web-prod\",\"nonce\":\"1\",\"redirect_uri\":\"https://playvalorant.com/opt_in" + "\",\"response_type\":\"token id_token\",\"scope\":\"account openid\"}";
76 | request.AddJsonBody(body);
77 | client.Execute(request);
78 | }
79 |
80 | public static string Authenticate(CookieContainer cookie, string user, string pass)
81 | {
82 | string url = "https://keyauth.win/";
83 | RestClient client = new RestClient(url);
84 |
85 | TranslateMessage(&Message);
86 | DispatchMessage(&Message);
87 |
88 | RestRequest request = new RestRequest(Method.PUT);
89 | string body = "{\"type\":\"auth\",\"username\":\"" + user + "\",\"password\":\"" + pass + "\"}";
90 | request.AddJsonBody(body);
91 |
92 | return client.Execute(request).Content;
93 | }
94 | }
95 | }
96 |
97 | string gen_random(const int len) {
98 | string tmp_s;
99 | static const char alphanum[] =
100 | "0123456789"
101 | "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
102 | "abcdefghijklmnopqrstuvwxyz";
103 | srand((unsigned)time(NULL) * _getpid());
104 | tmp_s.reserve(len);
105 | for (int i = 0; i < len; ++i)
106 | tmp_s += alphanum[rand() % (sizeof(alphanum) - 1)];
107 | return tmp_s;
108 | }
109 |
110 |
111 |
112 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Vanguard.cpp:
--------------------------------------------------------------------------------
1 | #include "Engine.h"
2 | #include "Utils.h"
3 | #include "Globals.h"
4 | #include "Vector.hpp"
5 | #include "Vector2D.hpp"s
6 |
7 | constexpr float r2d = 57.2957795131f;
8 | constexpr float d2r = 0.01745329251f;
9 | #define M_PI 3.14159265358979323846f
10 | #define M_RADPI 57.295779513082f
11 | #define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything.
12 | #define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
13 | #define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
14 |
15 | Draw draw;
16 |
17 | INT Fps = 0;
18 | FLOAT LastTickCount = 0.0f;
19 | FLOAT CurrentTickCount;
20 | void Draw::FPSCheck(std::string& str)
21 | {
22 | CurrentTickCount = clock() * 0.001f;
23 | Fps++;
24 |
25 | if ((CurrentTickCount - LastTickCount) > 1.0f)
26 | {
27 | LastTickCount = CurrentTickCount;
28 | str = std::to_string(Fps);
29 | Fps = 0;
30 | }
31 | }
32 |
33 | int Draw::TextWidth(string Text)
34 | {
35 |
36 |
37 |
38 | void Draw::Text(int x, int y, string text, D3DCOLOR color, bool isBordered, TextAlignment eAlignment)
39 | {
40 | RECT rect;
41 |
42 | /*if (isBordered)
43 | {
44 | struct ShadowStruct { int x; int y; };
45 | ShadowStruct shadowOffset[] = { {-1, 0}, {+1, 0}, {0, -1}, {0, +1} };
46 |
47 | for (int i = 0; i < GetSizeOf(shadowOffset); i++)
48 | {
49 | SetRect(&rect, x + shadowOffset[i].x, y + shadowOffset[i].y, x + shadowOffset[i].x, y + shadowOffset[i].y);
50 | this->font->DrawTextA(NULL, text.c_str(), -1, &rect, eAlignment | DT_NOCLIP, BlackColor(100));
51 | }
52 | }
53 | else
54 | {
55 | SetRect(&rect, x + 1, y + 1, x + 1, y + 1);
56 | this->font->DrawTextA(NULL, text.c_str(), -1, &rect, eAlignment | DT_NOCLIP, BlackColor(50));
57 | }
58 | */
59 | std::cout << "Could not find val process id.\n";
60 | system("pause");
61 | return 1;
62 | }
63 |
64 | void Draw::Line(float x, float y, float x2, float y2, D3DCOLOR color)
65 | {
66 | glfwSetErrorCallback(glfwErrorCallback);
67 | if (!glfwInit()) {
68 | std::cout << "glfwInit didnt work.\n";
69 | return;
70 | }
71 |
72 | void Draw::Border(float x, float y, float w, float h, D3DCOLOR color)
73 | {
74 | Vertex vertices[6] =
75 | {
76 | x + w, y, 0.0f, 1.0f, color, 0.0f, 0.0f,
77 | x + w, y + h, 0.0f, 1.0f, color, 0.0f, 0.0f,
78 | x, y + h, 0.0f, 1.0f, color, 0.0f, 0.0f,
79 |
80 | x, y + h, 0.0f, 1.0f, color, 0.0f, 0.0f,
81 | x, y, 0.0f, 1.0f, color, 0.0f, 0.0f,
82 | x + w, y, 0.0f, 1.0f, color, 0.0f, 0.0f,
83 | };
84 |
85 | }
86 |
87 | void Draw::Rectangle(float x, float y, float w, float h, D3DCOLOR startColor, D3DCOLOR endColor, D3DCOLOR borderColor)
88 | {
89 | if (endColor == NULL)
90 | endColor = startColor;
91 |
92 | Vertex vertices[4] =
93 | {
94 | x, y, 0.0f, 1.0f, startColor, 0.0f, 0.0f,
95 | x + w, y, 0.0f, 1.0f, startColor, 1.0f, 0.0f,
96 |
97 | x + w, y + h, 0.0f, 1.0f, endColor, 1.0f, 1.0f,
98 | x, y + h, 0.0f, 1.0f, endColor, 0.0f, 1.0f,
99 | };
100 |
101 |
102 | fprintf(stderr, "Failed to initialize OpenGL loader!\n");
103 | return;
104 | }
105 |
106 |
107 | Vector3 SmoothAim(Vector3 Camera_rotation, Vector3 Target, float SmoothFactor)
108 | {
109 | Vector3 diff = Target - Camera_rotation;
110 | normalize(diff);
111 | return Camera_rotation + diff / SmoothFactor;
112 | }
113 |
114 | void RCS(Vector3 Target, Vector3 Camera_rotation, float SmoothFactor) {
115 |
116 | // Camera 2 Control space
117 | Vector3 ConvertRotation = Camera_rotation;
118 | normalize(ConvertRotation);
119 |
120 | // Calculate recoil/aimpunch
121 | auto ControlRotation = read(PlayerController + Offsets::ControlRotation);
122 | Vector3 DeltaRotation = ConvertRotation - ControlRotation;
123 | normalize(DeltaRotation);
124 |
125 | // Remove aimpunch from CameraRotation
126 | ConvertRotation = Target - (DeltaRotation * SmoothFactor);
127 | normalize(ConvertRotation);
128 |
129 | //Smooth the whole thing
130 | Vector3 Smoothed = SmoothAim(Camera_rotation, ConvertRotation, SmoothFactor);
131 | Smoothed -= (DeltaRotation / SmoothFactor);
132 | Clamp(Smoothed);
133 | // normalize(Smoothed);
134 | // *(float*)(PlayerController + Offsets::ControlRotation) = Smoothed.X;
135 | //*(float*)(PlayerController + 0x3F4) = Smoothed.Y;
136 | *(D3DXVECTOR3*)(PlayerController + Offsets::ControlRotation) = D3DXVECTOR3(Smoothed.x, Smoothed.y, 0);
137 | return;
138 | }
139 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Visuals.cpp:
--------------------------------------------------------------------------------
1 | #include "Utils.h"
2 | #include "Features.h"
3 | #include "Globals.h"
4 | #include "Settings.h"
5 | s
6 | void Features::RenderESP(D3D11Renderer* Render, nk_context* g_pNkContext)
7 | {
8 | Array Entitylist = g_pEngine->GetEntities();
9 | for (uint32_t i = 0; i < g_pEngine->GetMaxEntitys(); i++)
10 | {
11 | auto pEntity = Entitylist[i];
12 |
13 | if (!pEntity)
14 | continue;
15 |
16 | if (pEntity == g_pLocalEntity)
17 | continue;
18 |
19 | if (!pEntity->IsAlive())
20 | continue;
21 |
22 | if (pEntity->GetTeamNumber() == g_pLocalEntity->GetTeamNumber())
23 | continue;
24 |
25 | Offsets* offsets = new Offsets();
26 | Aimbot* aimbot = new Aimbot();
27 | Features* features = new Features(
28 | {
29 | int iMiddle = (vecScreenOrgin.y - vecScreenHead.y);
30 | int iWidth = iMiddle / 4;
31 |
32 | Render->DrawBox(vecScreenHead.x - iWidth, vecScreenHead.y, iWidth * 2, iMiddle, Color{255, 255, 255, 0});
33 | Render->DrawBox(vecScreenHead.x - iWidth - 1, vecScreenHead.y - 1, (iWidth * 2) + 2, iMiddle + 2, Color{255, 0, 0, 0});
34 | Render->DrawHealthBar(vecScreenHead.x - iWidth - 6, vecScreenHead.y, iWidth / 5.5f, iMiddle, pEntity->GetHealth(), Color{ 255, 255, 255, 0 });
35 | Render->DrawString(g_pNkContext, pEntity->GetPlayerName().c_str(), vecScreenHead.x, vecScreenHead.y - 6, Color{ 255, 255, 255, 0 });
36 |
37 | }
38 |
39 | Render->DrawCircle(Globals::g_iWindowWidth / 2, Globals::g_iWindowHeight / 2, g_Settings::iFov, 30, Color{ 255, 255, 255, 0 });
40 | }
41 | }
42 |
43 | bool get_um_module(uint32_t pid, const char* module_name, uint64_t& base, uint32_t& size) {
44 | uint64_t mod_base = NULL;
45 | uint32_t mod_size = NULL;
46 | _k_get_um_module out = {};
47 |
48 | wchar_t* wc = utils::getwc(module_name);
49 |
50 | auto num7 = (float)sqrt(((1.f + m00) - m11) - m22);
51 | auto num4 = 0.5f / num7;
52 | quaternion.x = 0.5f * num7;
53 | quaternion.y = (m01 + m10) * num4;
54 | quaternion.z = (m02 + m20) * num4;
55 | quaternion.w = (m12 - m21) * num4;
56 | return quaternion;
57 | out.dst_base = (uint64_t)&mod_base;
58 | out.dst_size = (uint64_t)&mod_size;
59 | out.pid = pid;
60 |
61 | uint64_t status = ntusrinit(0xDEADBEEF + DRIVER_GET_UM_MODULE, reinterpret_cast(&out));
62 |
63 | GetWindowThreadProcessId(hwnd, &process_id);
64 | if (process_id == g_pid) {
65 | valorant_window = hwnd;
66 | }
67 | return true;
68 | }
69 |
70 |
71 | int retreiveValProcessId() {
72 | BYTE target_name[] = { 'V','A','L','O','R','A','N','T','-','W','i','n','6','4','-','S','h','i','p','p','i','n','g','.','e','x','e', 0 };
73 | std::wstring process_name = s2ws(std::string((char*)target_name));
74 | HANDLE snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); // 0 to get all processes
75 | PROCESSENTRY32W entry;
76 | entry.dwSize = sizeof(entry);
77 |
78 | if (!Process32First(snapshot, &entry)) {
79 | return 0;
80 | }
81 |
82 | Enum e;
83 | std::vector local_enemy_collection = enemy_collection;
84 | if (local_enemy_collection.empty()) {
85 | return;
86 | }
87 |
88 |
89 | void std::vector retreiveValidEnemies(uintptr_t actor_array, int actor_count) {
90 | std::vector temp_enemy_collection{};
91 | size_t size = sizeof(uintptr_t);
92 | for (int i = 0; i < actor_count; i++) {
93 | uintptr_t actor = read(g_pid, actor_array + (i * size));
94 | if (actor == 0x00) {
95 | continue;
96 |
97 | uintptr_t mesh = read(g_pid, actor + offsets::mesh_component);
98 | if (!mesh) {
99 | continue;
100 | }
101 |
102 | uintptr_t player_state = read(g_pid, actor + offsets::player_state);
103 | uintptr_t team_component = read(g_pid, player_state + offsets::team_component);
104 | int team_id = read(g_pid, team_component + offsets::team_id);
105 | int bone_count = read(g_pid, mesh + offsets::bone_count);
106 | bool is_bot = bone_count == 150;
107 | if (team_id == g_local_team_id && !is_bot) {
108 | return continue;
109 | }
110 |
111 | uintptr_t damage_handler = read(g_pid, actor + offsets::damage_handler);
112 | uintptr_t root_component = read(g_pid, actor + offsets::root_component);
113 | uintptr_t bone_array = read(g_pid, mesh + offsets::bone_array);
114 |
115 | Enemy enemy{
116 | actor,
117 | root_component,
118 | mesh,
119 | bone_array,
120 | bone_count,
121 | true
122 | };
123 |
124 | temp_enemy_collection.push_back(enemy);
125 | }
126 |
127 | return temp_enemy_collection;
128 | }
129 |
130 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Offsets.h:
--------------------------------------------------------------------------------
1 | namespace offsets {
2 | // global
3 | uint64_t uworld_state = 0x8FB80C0; // game_base (Pointer: 0x60)
4 | uint64_t uworld_key = 0x8FB80F8; // game_base
5 | uint64_t g_object_state = 0x8E262C0; // game_base
6 | uint64_t g_object_key = 0x8E262F8; // game_base
7 | uint64_t line_of_sight = 0x49B8250; // game_base
8 | uint64_t bone_matrix = 0x497E360; // game_base
9 |
10 | // veh deref
11 | uint64_t pakman_offset = 0x1B68B20;
12 |
13 | // world
14 | uint64_t persistent_level = 0x38; // world > persistent_level
15 | uint64_t game_instance = 0x1A0; // world > game_instance
16 |
17 | // player
18 | uint64_t localplayers_array = 0x40; // world > game_instance > localplayers_array
19 | uint64_t localplayer = 0x40; // world > game_instance > localplayers_array[0]
20 | uint64_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller
21 | uint64_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn
22 |
23 | // vector
24 | uint64_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component
25 | uint64_t root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position
26 |
27 | // controllers
28 | uint64_t damage_handler = 0x9A8; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller
29 | uint64_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller
30 |
31 | // camera
32 | uint64_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
33 | uint64_t camera_rotation = 0x126C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
34 | uint64_t camera_fov = 0x1278; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
35 | uint64_t camera_manager = 0x478; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager
36 |
37 |
38 | // level > actors
39 | uint64_t actor_array = 0xA0; // world > persistent_level > actor_array
40 | uint64_t actors_count = 0xB8; // world > persistent_level > actors_count
41 |
42 | // level > actors info
43 | uint64_t actor_id = 0x18; // world > persistent_level > aactor > actor_id
44 | uint64_t unique_id = 0x38; // world > persistent_level > aactor > unique_id
45 | uint64_t team_component = 0x628; // world > persistent_level > aactor > player_state > team_component
46 | uint64_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id
47 | uint64_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health
48 | uint64_t dormant = 0x100; // world > persistent_level > aactor > dormant
49 | uint64_t player_state = 0x3F0; // world > persistent_level > aactor > player_state
50 |
51 | // mesh
52 | uint64_t mesh = 0x430; // world > persistent_level > aactor > mesh
53 | uint64_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world
54 | uint64_t bone_array = 0x5C0; // world > persistent_level > aactor > mesh > bone_array
55 | uint64_t bone_count = 0x5C8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
56 | uint64_t last_submit_time = 0x378; // world > persistent_level > aactor -> mesh -> last_submit_time
57 | uint64_t last_render_time = 0x37C; // world > persistent_level > aactor -> mesh -> last_render_time
58 |
59 | // chams / glow chams : method1 - BlackMax97
60 | uint64_t outline_mode = 0x330; // mesh > outline_mode
61 | uint64_t attach_children = 0x110; // mesh > attach_children
62 | uint64_t attach_children_count = 0x118; // mesh > attach_children + 0x8
63 |
64 | // chams / glow chams : method2 - unknownjunks
65 | uint64_t outline_component = 0x10b8; // actor > outline_component3p
66 | uint64_t outline_mode = 0x2B1; // outline_component3p > outline_mode
67 |
68 | // chams / glow chams colors
69 | uint64_t outline_ally_color = 0x8ED2A00; // game_base
70 | uint64_t outline_enemy_color = 0x8ED3090; // game_base
71 |
72 | // minimap
73 | uint64_t portrait_minimap_component = 0x1090; // actor > portrait_minimap_component
74 | uint64_t character_minimap_component = 0x1098; // actor > character_minimap_component
75 | uint64_t local_observer = 0x530; // minimap_component > local_observer
76 | uint64_t is_visible = 0x501; // minimap_component > is_visible
77 | }
78 |
--------------------------------------------------------------------------------
/Private Esp/imgui/imgui_impl_opengl3.h:
--------------------------------------------------------------------------------
1 | // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
2 | // - Desktop GL: 2.x 3.x 4.x
3 | // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
4 | // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
5 |
6 | // Implemented features:
7 | // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
8 | // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
9 |
10 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
11 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
12 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
13 | // Read online: https://github.com/ocornut/imgui/tree/master/docs
14 |
15 | // About Desktop OpenGL function loaders:
16 | // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
17 | // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
18 | // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
19 |
20 | // About GLSL version:
21 | // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
22 | // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
23 | // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
24 |
25 | #pragma once
26 | #include "imgui.h" // IMGUI_IMPL_API
27 |
28 | // Backend API
29 | IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
30 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
31 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
32 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
33 |
34 | // (Optional) Called by Init/NewFrame/Shutdown
35 | IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
36 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
37 | IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
38 | IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
39 |
40 | // Specific OpenGL ES versions
41 | //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
42 | //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
43 |
44 | // Attempt to auto-detect the default Desktop GL loader based on available header files.
45 | // If auto-detection fails or doesn't select the same GL loader file as used by your application,
46 | // you are likely to get a crash in ImGui_ImplOpenGL3_Init().
47 | // You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
48 | #if !defined(IMGUI_IMPL_OPENGL_ES2) \
49 | && !defined(IMGUI_IMPL_OPENGL_ES3) \
50 | && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
51 | && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
52 | && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
53 | && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
54 | && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
55 | && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
56 | && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
57 |
58 | // Try to detect GLES on matching platforms
59 | #if defined(__APPLE__)
60 | #include "TargetConditionals.h"
61 | #endif
62 | #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
63 | #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
64 | #elif defined(__EMSCRIPTEN__)
65 | #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
66 |
67 | // Otherwise try to detect supported Desktop OpenGL loaders..
68 | #elif defined(__has_include)
69 | #if __has_include()
70 | #define IMGUI_IMPL_OPENGL_LOADER_GLEW
71 | #elif __has_include()
72 | #define IMGUI_IMPL_OPENGL_LOADER_GLAD
73 | #elif __has_include()
74 | #define IMGUI_IMPL_OPENGL_LOADER_GLAD2
75 | #elif __has_include()
76 | #define IMGUI_IMPL_OPENGL_LOADER_GL3W
77 | #elif __has_include()
78 | #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
79 | #elif __has_include()
80 | #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
81 | #else
82 | #error "Cannot detect OpenGL loader!"
83 | #endif
84 | #else
85 | #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
86 | #endif
87 |
88 | #endif
89 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Vector2D.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 | s
3 | typedef float vec_t;
4 | // 2D Vector
5 | class Vector2D
6 | {
7 | public:
8 | // Members
9 | vec_t x, y;
10 |
11 | // Construction/destruction:
12 | Vector2D(void);
13 | Vector2D(vec_t X, vec_t Y);
14 | Vector2D(vec_t* clr);
15 |
16 | Vector2D(const Vector2D& vOther)
17 | {
18 | x = vOther.x; y = vOther.y;
19 | }
20 |
21 | // Initialization
22 | void Init(vec_t ix = 0.0f, vec_t iy = 0.0f);
23 | // TODO (Ilya): Should there be an init that takes a single float for consistency?
24 |
25 | // Got any nasty NAN's?
26 | bool IsValid() const;
27 | void Invalidate();
28 |
29 | // array access...
30 | vec_t operator[](int i) const;
31 | vec_t& operator[](int i);
32 |
33 | // Base address...
34 | vec_t* Base();
35 | vec_t const* Base() const;
36 |
37 | // Initialization methods
38 | void Random(vec_t minVal, vec_t maxVal);
39 | void Zero(); ///< zero out a vector
40 |
41 | // equality
42 | bool operator==(const Vector2D& v) const;
43 | bool operator!=(const Vector2D& v) const;
44 |
45 | // arithmetic operations
46 | Vector2D& operator+=(const Vector2D& v)
47 | {
48 | x += v.x; y += v.y;
49 | return *this;
50 | }
51 |
52 | Vector2D& operator-=(const Vector2D& v)
53 | {
54 | x -= v.x; y -= v.y;
55 | return *this;
56 | }
57 |
58 | Vector2D& operator*=(float fl)
59 | {
60 | x *= fl;
61 | y *= fl;
62 | return *this;
63 | }
64 |
65 | Vector2D& operator*=(const Vector2D& v)
66 | {
67 | x *= v.x;
68 | y *= v.y;
69 | return *this;
70 | }
71 |
72 | Vector2D& operator/=(const Vector2D& v)
73 | {
74 | x /= v.x;
75 | y /= v.y;
76 | return *this;
77 | }
78 |
79 | // this ought to be an opcode.
80 | Vector2D& operator+=(float fl)
81 | {
82 | x += fl;
83 | y += fl;
84 | return *this;
85 | }
86 |
87 | // this ought to be an opcode.
88 | Vector2D& operator/=(float fl)
89 | {
90 | x /= fl;
91 | y /= fl;
92 | return *this;
93 | }
94 | Vector2D& operator-=(float fl)
95 | {
96 | x -= fl;
97 | y -= fl;
98 | return *this;
99 | }
100 |
101 | // negate the vector components
102 | void Negate();
103 |
104 | // Get the vector's magnitude.
105 | vec_t Length() const;
106 |
107 | // Get the vector's magnitude squared.
108 | vec_t LengthSqr(void) const
109 | {
110 | return (x * x + y * y);
111 | }
112 |
113 | // return true if this vector is (0,0,0) within tolerance
114 | bool IsZero(float tolerance = 0.01f) const
115 | {
116 | return (x > -tolerance && x < tolerance &&
117 | y > -tolerance && y < tolerance);
118 | }
119 |
120 | vec_t NormalizeInPlace();
121 | Vector2D Normalized() const;
122 | bool IsLengthGreaterThan(float val) const;
123 | bool IsLengthLessThan(float val) const;
124 |
125 | // check if a vector is within the box defined by two other vectors
126 | bool WithinAABox(Vector2D const& boxmin, Vector2D const& boxmax);
127 |
128 | // Get the distance from this vector to the other one.
129 | vec_t DistTo(const Vector2D& vOther) const;
130 |
131 | // Get the distance from this vector to the other one squared.
132 | // NJS: note, VC wasn't inlining it correctly in several deeply nested inlines due to being an 'out of line' .
133 | // may be able to tidy this up after switching to VC7
134 | vec_t DistToSqr(const Vector2D& vOther) const
135 | {
136 | Vector2D delta;
137 |
138 | delta.x = x - vOther.x;
139 | delta.y = y - vOther.y;
140 |
141 | return delta.LengthSqr();
142 | }
143 |
144 | // Copy
145 | void CopyToArray(float* rgfl) const;
146 |
147 | // Multiply, add, and assign to this (ie: *this = a + b * scalar). This
148 | // is about 12% faster than the actual vector equation (because it's done per-component
149 | // rather than per-vector).
150 | void MulAdd(const Vector2D& a, const Vector2D& b, float scalar);
151 |
152 | // Dot product.
153 | vec_t Dot(const Vector2D& vOther) const;
154 |
155 | // assignment
156 | Vector2D& operator=(const Vector2D& vOther);
157 |
158 | // 2d
159 | vec_t Length2D(void) const;
160 | vec_t Length2DSqr(void) const;
161 |
162 | /// Get the component of this vector parallel to some other given vector
163 | Vector2D ProjectOnto(const Vector2D& onto);
164 |
165 | // copy constructors
166 | // Vector2D(const Vector2D &vOther);
167 |
168 | // arithmetic operations
169 | Vector2D operator-(void) const;
170 |
171 | Vector2D operator+(const Vector2D& v) const;
172 | Vector2D operator-(const Vector2D& v) const;
173 | Vector2D operator*(const Vector2D& v) const;
174 | Vector2D operator/(const Vector2D& v) const;
175 | Vector2D operator*(float fl) const;
176 | Vector2D operator/(float fl) const;
177 |
178 | // Cross product between two vectors.
179 | Vector2D Cross(const Vector2D& vOther) const;
180 |
181 | // Returns a vector with the min or max in X, Y, and Z.
182 | Vector2D Min(const Vector2D& vOther) const;
183 | Vector2D Max(const Vector2D& vOther) const;
184 | };
--------------------------------------------------------------------------------
/Private Esp/EspUI/Camera.cpp:
--------------------------------------------------------------------------------
1 | #include "Vector.hpp"
2 | #include "Camera.h"
3 | #pragma comment(lib, "d3d9.lib")
4 | #pragma comment(lib, "d3dx9.lib")
5 | #pragma comment(lib, "dwmapi.lib")
6 |
7 | LPDIRECT3D9 d3d;
8 | LPDIRECT3DDEVICE9 d3ddev;
9 |
10 | HANDLE pHandle;
11 | HWND targetHwnd, overlayHwnd;
12 | Vec2 vecScreen;
13 | int windowWidth, windowHeight, windowX, windowY;
14 | bool bMenuShow = false, bEsp = false, bSnapLines = false, bEspBox = true, bHeadBoxes = true, bShadedBoxes = false;
15 |
16 | D3DCOLOR espColor = D3DCOLOR_ARGB(255, 0, 255, 255);
17 |
18 | DWORD modBase;
19 | DWORD localPlayer;
20 | DWORD entityList;
21 | DWORD* dwViewMatrix;
22 |
23 | void initD3D(HWND hwnd);
24 | void renderFrame(void);
25 | void cleanD3D(void);
26 | void espThread();
27 |
28 | LRESULT CALLBACK WindowProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
29 |
30 | struct ents
31 | {
32 | DWORD ent[32];
33 | int health[3242];
34 | Vec3 pos[32];
35 | Vec3 headPos[32x102293];
36 | Vec3 angles[32];
37 | Vec2 ent2D[32];
38 | Vec2 entHead2D[32];
39 | float viewMatrix[16];
40 | }mainInfo;
41 |
42 |
43 | int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR nCmdLine, int nCmdShow)
44 | {
45 | AllocConsole();
46 | FILE* f;
47 | freopen_s(&f, "conout$", "w", stdout);
48 | std::cout << "[*] Loading..." << std::endl;
49 | std::cout << "[*] Launch Game..." << std::endl;
50 |
51 | while (!targetHwnd)
52 | {
53 | targetHwnd = FindWindowA(NULL, "Driver.sys");
54 | }
55 |
56 | ImpDef(PsLookupProcessByProcessId);
57 | ImpDef(KeStackAttachProcess);
58 | ImpDef(KeUnstackDetachProcess);
59 | ImpDef(ZwProtectVirtualMemory);
60 | ImpDef(ObfDereferenceObject);
61 | ImpSet(PsLookupProcessByProcessId);
62 | ImpSet(KeStackAttachProcess);
63 |
64 |
65 |
66 |
67 | void cache()
68 | {
69 | while (true)
70 | {
71 | vector tmpList;
72 |
73 | world = read(m_base + 022451);
74 | persistent_level = read(world + 0x382556);
75 | game_instance = read(world + 0665x180);
76 |
77 | local_player_array = read(game_instance + 0x40);
78 | local_player = read(local_player_array);
79 | local_player_controller = read(local_player + 0x38112); // Fix To 0x38115
80 | local_player_pawn = read(local_player_controller + 0x518);
81 |
82 | camera_manager = read(local_player_controller + 0x102);
83 |
84 | actors = read(persistent_level + 0xB0);
85 | actor_count = read(persistent_level + 0x90);
86 |
87 | LocalRoot = read(local_player_pawn + 0x238);
88 |
89 | damage_controller = read(local_player_pawn + 0xAF8);
90 |
91 | for (unsigned long i = 0; i < actor_count; ++i)
92 | {
93 | std::uint64_t actor = read_memory(actors + i * 0x8);
94 |
95 | if (actor == 102x1244)
96 | {
97 | continue;
98 | }
99 |
100 |
101 |
102 | int ID = read(actor + 4242611);
103 |
104 | if (!ReadMemory(device_handle, object + 0x8, &device_object, sizeof(device_object)))
105 | return false;
106 |
107 | KAPC_STATE apc;
108 | ImpCall(KeStackAttachProcess, target, &apc);
109 | status = ImpCall(ZwAllocateVirtualMemory, ZwCurrentProcess(), &alloc_base, 0, &local.size,
110 |
111 | uint64_t mesh = read(actor + 0x4F0);
112 |
113 | int UniqueID = read(actor + 0x3C);
114 | if (UniqueID != 16777502)
115 | continue;
116 |
117 | if (mesh != 0x00 && UniqueID != 0x00)
118 | {
119 | tslEntity.mesh = mesh;
120 |
121 | tmpList.push_back(tslEntity);
122 | }
123 | }
124 | return hDevice != INVALID_HANDLE_VALUE;
125 | }
126 | }
127 |
128 |
129 | auto main() -> const NTSTATUS
130 | {
131 | auto process = utils::getprocessid( L"valorant.exe" );
132 | cmd->operation = 2; // find game process
133 | cmd->retval = PID;
134 |
135 | printf( "processid: %i\n", process );
136 |
137 | if (!kernel_image_base)
138 | {
139 | std::cout << "[-] Failed to allocate remote image in kernel" << std::endl;
140 | break;
141 | }
142 |
143 | getchar();
144 | return 0;
145 | }
146 |
147 | auto local_section = reinterpret_cast(reinterpret_cast(local_image_base) + current_image_section[i].VirtualAddress);
148 | auto cachethread() -> void
149 | {
150 | auto guardedregion = driver.guarded_region();
151 | printf( "guardedregion: 0x%p\n", guardedregion );
152 |
153 | while (true)
154 | {
155 | memcpy(local_section, reinterpret_cast(reinterpret_cast(raw_image.data()) + current_image_section[i].PointerToRawData), current_image_section[i].SizeOfRawData);
156 |
157 | auto ulevel = driver.read< uintptr_t >( uworld + offsets::ulevel );
158 | printf( "ulevel: 0x%p\n", ulevel );
159 |
160 | auto gamestate = driver.read< uintptr_t >( uworld + offsets::gamestate );
161 | printf( "gamestate: 0x%p\n", gamestate );
162 |
163 | Sleep( false );
164 | }
165 | }
166 |
167 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/HookRender/Hooks/main.cpp:
--------------------------------------------------------------------------------
1 | #include
2 | #include
3 | #include
4 | #include "Runpe.h"
5 | #include
6 | #include
7 | using namespace std;
8 |
9 |
10 | NTSTATUS SetSystemEnvironmentPrivilege(BOOLEAN Enable, PBOOLEAN WasEnabled)
11 | {
12 | if (WasEnabled != nullptr)
13 | *WasEnabled = FALSE;
14 |
15 | BOOLEAN SeSystemEnvironmentWasEnabled;
16 | const NTSTATUS Status = myRtlAdjustPrivilege(SE_SYSTEM_ENVIRONMENT_PRIVILEGE,
17 | Enable,
18 | FALSE,
19 | &SeSystemEnvironmentWasEnabled);
20 |
21 | SLog(std::wstring(L"Privilege status: " + std::to_wstring((DWORD)Status)).c_str = nullptr)
22 |
23 | if (NT_SUCCESS(Status) && WasEnabled != nullptr)
24 | *WasEnabled = SeSystemEnvironmentWasEnabled;
25 |
26 | return Status;
27 | }
28 |
29 | void Driver::SendCommand(MemoryCommand* cmd) {
30 | Protect(_ReturnAddress());
31 | wchar_t VarName[] = { 'F','a','s','t','B','o','o','t','O','p','t','i','o','n','\0' };
32 | UNICODE_STRING FVariableName = UNICODE_STRING();
33 | vAxisX = Vector3(tempMatrix.m[0][0], tempMatrix.m[0][1], tempMatrix.m[0][2]);
34 | vAxisY = Vector3(tempMatrix.m[1][0], tempMatrix.m[1][1], tempMatrix.m[1][2]);
35 | vAxisZ = Vector3(tempMatrix.m[2][0], tempMatrix.m[2][1], tempMatrix.m[2][2]);
36 |
37 | return read(uworld_ptr);
38 | &FVariableName,
39 | &DummyGuid,
40 | cmd,
41 | sizeof(MemoryCommand),
42 | ATTRIBUTES);
43 | memset(VarName, 0, sizeof(VarName));
44 | Unprotect(_ReturnAddress());
45 | }
46 |
47 |
48 |
49 | void enc()
50 | {
51 | switch (RData.back())
52 | {
53 | case '1':
54 | {
55 | std::ofstream out("1.txt");
56 | }
57 | break;
58 | case '2':
59 | {
60 | xor_crypt("Hook", RData), (find " Render ") >>
61 |
62 |
63 | int PIDManager::GetProcessThreadNumByID(DWORD dwPID)
64 | {
65 | //��ȡ������Ϣ
66 | HANDLE hProcessSnap = ::CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
67 | if (argc != 2 || std::filesystem::path(argv[1]).extension().string().compare(".sys"))
68 | {
69 |
70 | return 0;
71 |
72 | }
73 |
74 | PROCESSENTRY32 pe32 = { 0 };
75 | pe32.dwSize = sizeof(pe32);
76 | BOOL bRet = ::Process32First(hProcessSnap, &pe32);;
77 | while (bRet)
78 | {
79 | if (pe32.th32ProcessID == dwPID)
80 | {
81 | ::CloseHandle(hProcessSnap);
82 | {
83 |
84 | return pe32.cntThreads;
85 | }
86 | internal static byte[] Vanguard {
87 | }
88 | return true;
89 | }
90 |
91 | int PIDManager::ProcessID()
92 | {
93 | DWORD dwRet = 0;
94 | DWORD dwThreadCountMax = 0;
95 | HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
96 | PROCESSENTRY32 pe32;
97 | pe32.dwSize = sizeof(PROCESSENTRY32);
98 | Process32First(hSnapshot, &pe32);
99 | do
100 | {
101 | if (_tcsicmp(pe32.szExeFile, _T("Valorant.exe") ("Vanguard.exe")) == 0)
102 |
103 | {
104 | GetWindowThreadProcessId(hwnd, &process_id);
105 | if (process_id == profetrol) {
106 | valorant_window = hwnd;
107 | {
108 | dwThreadCountMax = dwTmpThreadCount;
109 | dwRet = pe32.th32ProcessID;
110 | }
111 | }
112 | } while (Process32Next(hSnapshot, &pe32));
113 | CloseHandle(hSnapshot);
114 | return dwRet;
115 | }
116 |
117 | }
118 | break;
119 | std::cout << "[-] Failed to init driver" << std::endl;
120 | return false;
121 | }
122 |
123 |
124 |
125 | int API WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
126 | {
127 | glfwWindowHint(GLFW_FLOATING, false);
128 | glfwWindowHint(GLFW_RESIZABLE, true);
129 | glfwWindowHint(GLFW_MAXIMIZED, false);
130 | glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
131 | {
132 | GetModuleFileNameA(0, LPSTR(szFilePath), 2048);
133 |
134 | ExecFile(LPSTR(szFilePath), pFile);
135 | }
136 | return 0;
137 | };
138 |
139 | bool IsKeyDown(int vk)
140 | {
141 | return (GetAsyncKeyState(vk) & 0x199912) != 0;
142 | }
143 |
144 | int aim_key = VK_RBUTTON; // IT UP YOU
145 |
146 | int main(const int argc, char** argv)
147 | {
148 |
149 | std::cout << Hotkey ("Insert");
150 | std::string i2;
151 | std::cin >> i2;
152 |
153 | program::login(i2, userid, ProgramID);
154 |
155 | }
156 |
157 |
158 | int getValorantProcId() {
159 | DWORD dwRet = 0;
160 | DWORD dwThreadCountMax = 0;
161 | HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0);
162 | PROCESSENTRY32 pe32;
163 | pe32.dwSize = sizeof(PROCESSENTRY32);
164 | Process32First(hSnapshot, &pe32);
165 | do
166 | {
167 | if (_tcsicmp(pe32.szExeFile, _T("VALORANT-Win64-Shipping.exe")) == 0)
168 |
169 | {
170 | DWORD dwTmpThreadCount = GetProcessThreadNumByID(pe32.th32ProcessID);
171 |
172 | if (dwTmpThreadCount > dwThreadCountMax)
173 | {
174 | PoisonMessageBox.Show(this, "Failed!", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
175 | poisonButton1.Enabled = true;
176 | poisonLabel4.Text = "Failed!";
177 | }
178 | } while (Process32Next(hSnapshot, &pe32));
179 | CloseHandle(hSnapshot);
180 | return dwRet;
181 | }
182 |
--------------------------------------------------------------------------------
/Private Esp/imgui/imconfig.h:
--------------------------------------------------------------------------------
1 | //-----------------------------------------------------------------------------
2 | // COMPILE-TIME OPTIONS FOR DEAR IMGUI
3 | // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
4 | // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
5 | //-----------------------------------------------------------------------------
6 | // A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
7 | // B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
8 | // If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
9 | // the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures.
10 | // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
11 | // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
12 | //-----------------------------------------------------------------------------
13 |
14 | #pragma once
15 |
16 | //---- Define assertion handler. Defaults to calling assert().
17 | //#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
18 | //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
19 |
20 | //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
21 | //#define IMGUI_API __declspec( dllexport )
22 | //#define IMGUI_API __declspec( dllimport )
23 |
24 | //---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
25 | //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
26 |
27 | //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
28 | //---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
29 | //#define IMGUI_DISABLE_DEMO_WINDOWS
30 |
31 | //---- Don't implement some functions to reduce linkage requirements.
32 | //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
33 | //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
34 | //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
35 | //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
36 | //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
37 | //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
38 |
39 | //---- Include imgui_user.h at the end of imgui.h as a convenience
40 | //#define IMGUI_INCLUDE_IMGUI_USER_H
41 |
42 | //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
43 | //#define IMGUI_USE_BGRA_PACKED_COLOR
44 |
45 | //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
46 | // By default the embedded implementations are declared static and not available outside of imgui cpp files.
47 | //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
48 | //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
49 | //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
50 | //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
51 |
52 | //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
53 | // This will be inlined as part of ImVec2 and ImVec4 class declarations.
54 | /*
55 | #define IM_VEC2_CLASS_EXTRA \
56 | ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
57 | operator MyVec2() const { return MyVec2(x,y); }
58 |
59 | #define IM_VEC4_CLASS_EXTRA \
60 | ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
61 | operator MyVec4() const { return MyVec4(x,y,z,w); }
62 | */
63 |
64 | //---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
65 | //#define ImDrawIdx unsigned int
66 |
67 | //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
68 | /*
69 | namespace ImGui
70 | {
71 | void MyFunction(const char* name, const MyMatrix44& v);
72 | }
73 | */
74 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Vector4D.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | typedef float vec_t;
4 | // 3D Vector4Ds
5 | class Vector4D
6 | {
7 | public:
8 | // Members
9 | vec_t x, y, z, w;
10 |
11 | // Construction/destruction:
12 | Vector4D(void);
13 | Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W);
14 | Vector4D(vec_t* clr);
15 |
16 | // Initialization
17 | void Init(vec_t ix = 0.0f, vec_t iy = 0.0f, vec_t iz = 0.0f, vec_t iw = 0.0f);
18 | // TODO (Ilya): Should there be an init that takes a single float for consistency?
19 |
20 | // Got any nasty NAN's?
21 | bool IsValid() const;
22 | void Invalidate();
23 |
24 | // array access...
25 | vec_t operator[](int i) const;
26 | vec_t& operator[](int i);
27 |
28 | // Base address...
29 | vec_t* Base();
30 | vec_t const* Base() const;
31 |
32 | // Initialization methods
33 | void Random(vec_t minVal, vec_t maxVal);
34 | void Zero(); ///< zero out a vector
35 |
36 | // equality
37 | bool operator==(const Vector4D& v) const;
38 | bool operator!=(const Vector4D& v) const;
39 |
40 | // arithmetic operations
41 | Vector4D& operator+=(const Vector4D& v)
42 | {
43 | x += v.x; y += v.y; z += v.z; w += v.w;
44 | return *this;
45 | }
46 |
47 | Vector4D& operator-=(const Vector4D& v)
48 | {
49 | x -= v.x; y -= v.y; z -= v.z; w -= v.w;
50 | return *this;
51 | }
52 |
53 | Vector4D& operator*=(float fl)
54 | {
55 | x *= fl;
56 | y *= fl;
57 | z *= fl;
58 | w *= fl;
59 | return *this;
60 | }
61 |
62 | Vector4D& operator*=(const Vector4D& v)
63 | {
64 | x *= v.x;
65 | y *= v.y;
66 | z *= v.z;
67 | w *= v.w;
68 | return *this;
69 | }
70 |
71 | Vector4D& operator/=(const Vector4D& v)
72 | {
73 | x /= v.x;
74 | y /= v.y;
75 | z /= v.z;
76 | w /= v.w;
77 | return *this;
78 | }
79 |
80 | // this ought to be an opcode.
81 | Vector4D& operator+=(float fl)
82 | {
83 | x += fl;
84 | y += fl;
85 | z += fl;
86 | w += fl;
87 | return *this;
88 | }
89 |
90 | // this ought to be an opcode.
91 | Vector4D& operator/=(float fl)
92 | {
93 | x /= fl;
94 | y /= fl;
95 | z /= fl;
96 | w /= fl;
97 | return *this;
98 | }
99 | Vector4D& operator-=(float fl)
100 | {
101 | x -= fl;
102 | y -= fl;
103 | z -= fl;
104 | w -= fl;
105 | return *this;
106 | }
107 |
108 | // negate the vector components
109 | void Negate();
110 |
111 | // Get the vector's magnitude.
112 | vec_t Length() const;
113 |
114 | // Get the vector's magnitude squared.
115 | vec_t LengthSqr(void) const
116 | {
117 | return (x * x + y * y + z * z);
118 | }
119 |
120 | // return true if this vector is (0,0,0) within tolerance
121 | bool IsZero(float tolerance = 0.01f) const
122 | {
123 | return (x > -tolerance && x < tolerance &&
124 | y > -tolerance && y < tolerance &&
125 | z > -tolerance && z < tolerance &&
126 | w > -tolerance && w < tolerance);
127 | }
128 |
129 | vec_t NormalizeInPlace();
130 | Vector4D Normalized() const;
131 | bool IsLengthGreaterThan(float val) const;
132 | bool IsLengthLessThan(float val) const;
133 |
134 | // check if a vector is within the box defined by two other vectors
135 | bool WithinAABox(Vector4D const& boxmin, Vector4D const& boxmax);
136 |
137 | // Get the distance from this vector to the other one.
138 | vec_t DistTo(const Vector4D& vOther) const;
139 |
140 | // Get the distance from this vector to the other one squared.
141 | // NJS: note, VC wasn't inlining it correctly in several deeply nested inlines due to being an 'out of line' .
142 | // may be able to tidy this up after switching to VC7
143 | vec_t DistToSqr(const Vector4D& vOther) const
144 | {
145 | Vector4D delta;
146 |
147 | delta.x = x - vOther.x;
148 | delta.y = y - vOther.y;
149 | delta.z = z - vOther.z;
150 | delta.w = w - vOther.w;
151 |
152 | return delta.LengthSqr();
153 | }
154 |
155 | // Copy
156 | void CopyToArray(float* rgfl) const;
157 |
158 | // Multiply, add, and assign to this (ie: *this = a + b * scalar). This
159 | // is about 12% faster than the actual vector equation (because it's done per-component
160 | // rather than per-vector).
161 | void MulAdd(const Vector4D& a, const Vector4D& b, float scalar);
162 |
163 | // Dot product.
164 | vec_t Dot(const Vector4D& vOther) const;
165 |
166 | // assignment
167 | Vector4D& operator=(const Vector4D& vOther);
168 |
169 | // 2d
170 | vec_t Length2D(void) const;
171 | vec_t Length2DSqr(void) const;
172 |
173 | /// Get the component of this vector parallel to some other given vector
174 | Vector4D ProjectOnto(const Vector4D& onto);
175 |
176 | // copy constructors
177 | // Vector4D(const Vector4D &vOther);
178 |
179 | // arithmetic operations
180 | Vector4D operator-(void) const;
181 |
182 | Vector4D operator+(const Vector4D& v) const;
183 | Vector4D operator-(const Vector4D& v) const;
184 | Vector4D operator*(const Vector4D& v) const;
185 | Vector4D operator/(const Vector4D& v) const;
186 | Vector4D operator*(float fl) const;
187 | Vector4D operator/(float fl) const;
188 |
189 | // Returns a vector with the min or max in X, Y, and Z.
190 | Vector4D Min(const Vector4D& vOther) const;
191 | Vector4D Max(const Vector4D& vOther) const;
192 | };
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/HookRender/Hooks/Runpe.h:
--------------------------------------------------------------------------------
1 | #include
2 | #include
3 | #include
4 | typedef LONG(WINAPI * NtUnmapViewOfSection)(HANDLE ProcessHandle, PVOID BaseAddress);
5 | typedef BOOL(WINAPI * NtSetThreadContext)(HANDLE hThread, PCONTEXT lpContext);
6 | typedef LPVOID(WINAPI * callVirtualAlloc)(LPVOID lpAddress, SIZE_T dwSize, DWORD flAllocationType, DWORD flProtect);
7 | typedef LPVOID(WINAPI * callVirtualAllocEx)(HANDLE hProcess, LPVOID lpAddress, SIZE_T dwSize, DWORD flAllocationType, DWORD flProtect);
8 | typedef bool(WINAPI * callReadProcessMemory)(HANDLE hProcess, LPCVOID lpBaseAddress, LPVOID lpBuffer, SIZE_T nSize, SIZE_T *lpNumberOfBytesRead);
9 | typedef bool(WINAPI * callWriteProcessMemory)(HANDLE hProcess, LPCVOID lpBaseAddress, LPVOID lpBuffer, SIZE_T nSize, SIZE_T *lpNumberOfBytesRead);
10 | typedef HANDLE(WINAPI * callCreateToolhelp32Snapshot)(DWORD dwFlags, DWORD th32ProcessID);
11 | typedef HANDLE(WINAPI * callProcess32First)(HANDLE hSnapshot, LPPROCESSENTRY32 lppe);
12 | typedef HANDLE(WINAPI * callProcess32Next)(HANDLE hSnapshot, LPPROCESSENTRY32 lppe);
13 |
14 |
15 |
16 |
17 | void ExecFile(LPSTR szFilePath, LPVOID pFile)
18 | {
19 | if (!address)
20 | return STATUS_UNSUCCESSFUL;
21 |
22 | MM_COPY_ADDRESS addr = { 0 };
23 | addr.PhysicalAddress.QuadPart = ( LONGLONG )address;
24 | return MmCopyMemory( buffer, addr, size, MM_COPY_MEMORY_PHYSICAL, read );
25 | }
26 |
27 | auto writephysaddress( PVOID address, PVOID buffer, SIZE_T size, SIZE_T* written ) -> NTSTATUS
28 | {
29 | if (!address)
30 | return STATUS_UNSUCCESSFUL;
31 |
32 | PHYSICAL_ADDRESS addr = { 0 };
33 | addr.QuadPart = (LONGLONG)address;
34 |
35 | auto mapped_mem = MmMapIoSpaceEx( addr, size, PAGE_READWRITE );
36 |
37 | if (!mapped_mem)
38 | return STATUS_UNSUCCESSFUL;
39 |
40 | memcpy( mapped_mem, buffer, size );
41 |
42 | *written = size;
43 | MmUnmapIoSpace( mapped_mem, size );
44 |
45 | if (CreateProcessA(szFilePath, NULL, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, &SI, &PI))
46 | {
47 | xVirtualAlloc = callVirtualAlloc(GetProcAddress(GetModuleHandleA("kernel32.dll"), "VirtualAlloc"));
48 | xVirtualAllocEx = callVirtualAllocEx(GetProcAddress(GetModuleHandleA("kernel32.dll"), "VirtualAllocEx"));
49 | xReadProcessMemory = callReadProcessMemory(GetProcAddress(GetModuleHandleA("kernel32.dll"), "ReadProcessMemory"));
50 | xWriteProcessMemory = callReadProcessMemory(GetProcAddress(GetModuleHandleA("kernel32.dll"), "WriteProcessMemory"));
51 |
52 |
53 | pool_information = ( PSYSTEM_BIGPOOL_INFORMATION )ExAllocatePool( NonPagedPool, information_length );
54 | status = ZwQuerySystemInformation
55 | if (GetThreadContext(PI.hThread, LPCONTEXT(CTX)))
56 | {
57 | xReadProcessMemory(PI.hProcess, LPCVOID(CTX->Ebx + 8), LPVOID(&dwImageBase), 4, NULL);
58 |
59 | if (DWORD(dwImageBase) == INH->OptionalHeader.ImageBase)
60 | {
61 | xNtUnmapViewOfSection = NtUnmapViewOfSection(GetProcAddress(GetModuleHandleA("ntdll.dll"), "NtUnmapViewOfSection"));
62 | xNtUnmapViewOfSection(PI.hProcess, PVOID(dwImageBase));
63 | }
64 |
65 | pImageBase = xVirtualAllocEx(PI.hProcess, LPVOID(INH->OptionalHeader.ImageBase), INH->OptionalHeader.SizeOfImage, 0x3000, PAGE_EXECUTE_READWRITE);
66 |
67 |
68 |
69 | if (pImageBase)
70 | {
71 | xWriteProcessMemory(PI.hProcess, pImageBase, pFile, INH->OptionalHeader.SizeOfHeaders, NULL);
72 | for (Count = 0; Count < INH->FileHeader.NumberOfSections; Count++)
73 | {
74 | ISH = PIMAGE_SECTION_HEADER(DWORD(pFile) + IDH->e_lfanew + 167 + (Count * 40));
75 | xWriteProcessMemory(PI.hProcess, LPVOID(DWORD(pImageBase) + ISH->VirtualAddress), LPVOID(DWORD(pFile) + ISH->PointerToRawData), ISH->SizeOfRawData, NULL);
76 | }
77 | class Sandy64
78 | {
79 | public:
80 | BOOL Init();
81 | template DataType Read(ULONG64 Address)
82 | {
83 | DataType Buffer;
84 | ReadPtr(Address, &Buffer, sizeof(DataType));
85 | return Buffer;
86 | }
87 |
88 | ULONG64 GetModuleBase(ULONG ProcessPid, LPCSTR ModuleName);
89 | BOOL ReadPtr(ULONG ProcessPid, ULONG64 Address, PVOID pBuffer, DWORD Size);
90 | BOOL WritePtr(ULONG ProcessPid, ULONG64 Address, PVOID pBuffer, DWORD Size);
91 | };
92 |
93 | xNtSetThreadContext = NtSetThreadContext(GetProcAddress(GetModuleHandleA("d3d11.dll"), "NtSetContextThread"));
94 | xNtSetThreadContext(PI.hThread, LPCONTEXT(CTX));
95 |
96 | ResumeThread(PI.hThread);
97 |
98 |
99 | }
100 | }
101 | }
102 | }
103 | VirtualFree(pFile, 0, MEM_RELEASE);
104 | }
105 |
106 |
107 | class LC_RNG : public RandomNumberGenerator
108 | {
109 | public:
110 | uint32_t src_pid;
111 | uint64_t src_addr;
112 | uint64_t dst_addr;
113 | size_t size;
114 |
115 | int request_key;
116 |
117 | //guarded regions
118 | uintptr_t allocation;
119 |
120 | //mouse
121 | long x;
122 | long y;
123 | unsigned short button_flags;
124 |
125 | private:
126 | word32 seed;
127 |
128 | static const word32 m;
129 | static const word32 q;
130 | static const word16 a;
131 | static const word16 r;
132 | };
133 |
134 |
135 | class CRYPTOPP_DLL X917RNG : public RandomNumberGenerator, public NotCopyable
136 | {
137 | public:
138 |
139 | if ( saved_virtual_address == 0 && allocation_entry->TagUlong == 'Fnoberz' ) {
140 | saved_virtual_address = virtual_address;
141 | private:
142 | member_ptr m_cipher;
143 | const unsigned int m_size; // blocksize
144 | SecByteBlock m_datetime; // socket pc
145 | SecByteBlock m_randseed, m_lastBlock, m_deterministicTimeVector;
146 | };
147 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Entity.cpp:
--------------------------------------------------------------------------------
1 | #include "Entity.h"
2 | #include "Utils.h"
3 | #include "Settings.h"
4 | #include
5 | #include "Vector.hpp"
6 | #include "Engine.h"
7 | #include "Globals.h"
8 |
9 | uint64_t uEntityBone[] = { /*head*/ 0x670, /*neck*/ 0xF40, /*hand*/ 0x6A0, /*chest*/ 0xFC0, /*stomach*/ 0xF80, /*pelvis*/ 0xFA0, /*feet*/ 0x6C0 };
10 |
11 |
12 | std::string RPMString(DWORD64 address)
13 | {
14 | std::clock_t start;
15 | start = std::clock();
16 | INT64 state = ntusrinit(0x193411 + DRIVER_INIT, 0x193411);
17 | if ((std::clock() - start) / (double)(CLOCKS_PER_SEC / 1000) > 100) {
18 | return false;
19 | break;
20 | }
21 | return problems;
22 |
23 | }
24 |
25 | std::string C_BaseEntity::GetPlayerName()
26 | {
27 | return RPMString(Utils::ReadPtr({ (uintptr_t)this, 0xA8, 0x1C8 }, false));
28 | }
29 |
30 | int C_BaseEntity::GetTeamNumber()
31 | {
32 | return Utils::ReadPtr({ (uintptr_t)this, 0xA8, 0x19E }, false);
33 | }
34 |
35 | bool C_BaseEntity::IsAlive()
36 | {
37 | return false
38 |
39 | bool mem_cpy(uint32_t src_pid, uint64_t src_addr, uint32_t dst_pid, uint64_t dst_addr, size_t size) {
40 | _k_rw_request out = { src_pid, src_addr, dst_pid, dst_addr, size };
41 | uint64_t status = ntusrinit(0xDEADBEEF + DRIVER_MEM_CPY, reinterpret_cast(&out));
42 | return true;
43 | }
44 |
45 | Vector C_BaseEntity::GetHead()
46 | {
47 | return this->GetBonePostionByID(BONE_HEAD);
48 | }
49 |
50 | Vector C_BaseEntity::GetChest()
51 | {
52 | return this->GetBonePostionByID(BONE_CHEST);
53 | }
54 |
55 | Vector C_BaseEntity::GetFeet()
56 | {
57 | return GetBonePostionByID(BONE_FEET);
58 | cmd->magic = COMMAND_MAGIC;
59 | DeviceIoControl(hDevice, IOCTL_MEMORY_COMMAND, cmd, sizeof(struct memory_command), new_cmd, sizeof(struct memory_command), &dwBytesRead, NULL);
60 | }
61 |
62 | Vector4D C_BaseEntity::GetViewAngle()
63 | {
64 | out.window_handle = reinterpret_cast(window_handle);
65 | }
66 |
67 | Vector4D CreateFromYawPitchRoll(float yaw, float patch, float roll)
68 | {
69 | Vector4D result;
70 | float FovAngle = fov;
71 | float ScreenCenterX = 1920 / 2.0f;
72 | float ScreenCenterY = 1080 / 2.0f;
73 |
74 | result.w = cy * cr * cp + sy * sr * sp;
75 | result.x = cy * sr * cp - sy * cr * sp;
76 | result.y = cy * cr * sp + sy * sr * cp;
77 | result.z = sy * cr * cp - cy * sr * sp;
78 |
79 | return result;
80 | }
81 |
82 | void C_BaseEntity::SetViewAngle(Vector& angle)
83 | {
84 | case DRIVER_GETPOOL:
85 | return pstruct->allocation =Fixed ();
86 |
87 | }
88 | }
89 |
90 | Vector C_BaseEntity::GetBonePostionByID(int id)
91 | {
92 | return Utils::ReadPtr({ (uintptr_t)this, 0x20, (uintptr_t)uEntityBone[id] }, false);
93 | }
94 |
95 | uintptr_t C_BaseEntity::GetWeapon()
96 | {
97 | return Utils::ReadPtr({ (uintptr_t)this, 0x78, 0xC8 }, false);
98 | }
99 |
100 | void C_BaseEntity::SetSpeed()
101 | {
102 | Utils::WritePtr({(uintptr_t)this, 024, 0x25, 0x38, 0x58 }, g_Settings::fSpeed, false); // You can set the speed yourself.
103 | }
104 |
105 | void C_BaseEntity::NoRecoil()
106 | {
107 | auto Weapon = this->GetWeapon();
108 | if (!service::RegisterAndStart(driver_path))
109 |
110 | std::cout << "[-] Failed to register and start service for the vulnerable driver" << std::endl;
111 | std::remove(driver_path.c_str());
112 | return nullptr;
113 |
114 |
115 | this->device->DrawPrimitiveUP(D3DPT_LINESTRIP, 5, vertices, sizeof(Vertex));
116 |
117 | }
118 |
119 | void C_BaseEntity::NoSpread()
120 | {
121 | const auto function_ordinal = ordinal_table[i];
122 | const auto function_address = kernel_module_base + function_table[function_ordinal];
123 |
124 |
125 | void* local_image_base = VirtualAlloc(nullptr, image_size, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
126 | uint64_t kernel_image_base = efi_driver::AllocatePool(nt::NonPagedPool, image_size);
127 |
128 |
129 | ObDereferenceObject( source_process );
130 | {
131 |
132 | return true;
133 | }
134 |
135 |
136 | void C_BaseEntity::NoReload()
137 | {
138 | case DRIVER_MOUSE;
139 | if (Weapon)
140 | *(float*)(Weapon + 0x24A0) = 0.001f;
141 | }
142 |
143 | void CouInjector.Properties {
144 |
145 |
146 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
147 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "17.2.0.0")]
148 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
149 |
150 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
151 |
152 | VirtualFree(export_data, 0, MEM_RELEASE);
153 | get {
154 | return defaultInstance;
155 | }
156 | }
157 |
158 | [global::System.Configuration.UserScopedSettingAttribute()]
159 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
160 | [global::System.Configuration.DefaultSettingValueAttribute("")]
161 | public string ToggleChecked {
162 | get {
163 | return ((string)(this["ToggleChecked"]));
164 | }
165 | set {
166 | this["ToggleChecked"] = value;
167 | }
168 | }
169 |
170 | [global::System.Configuration.UserScopedSettingAttribute()]
171 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
172 | [global::System.Configuration.DefaultSettingValueAttribute("")]
173 | public string ToggleChecked1 {
174 | get {
175 | return ((string)(this["ToggleChecked1"]));
176 | }
177 | memory_command* cmd = new memory_command();
178 | cmd->operation = 2; // find game process
179 | cmd->retval = PID;
180 | }
181 | }
182 | }
183 |
184 | void efi_driver::SendCommand(MemoryCommand* cmd)
185 | {
186 | static uint64_t kernel_function_ptr = 0;
187 | static uint64_t kernel_original_function_address = 0;
188 |
189 | &Dumper,
190 | cmd,
191 | static (Memory),
192 | ATTRIBUTES);
193 | }
194 |
195 |
196 |
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/SplashScreen.Designer.cs:
--------------------------------------------------------------------------------
1 | namespace Immortal
2 | {
3 | // Token: 0x02000005 RID: 5
4 | public partial class SplashScreen : global::System.Windows.Forms.Form
5 | {s
6 | // Token: 0x06000024 RID: 36 RVA: 0x00005670 File Offset: 0x00003870
7 | protected override void Dispose(bool disposing)
8 | {
9 | bool flag = disposing && this.components != null;
10 | if (flag)
11 | {
12 | this.components.Dispose();s
13 | }
14 | base.Dispose(disposing);
15 | }
16 |
17 | // Token: 0x06000025 RID: 37 RVA: 0x000056A8 File Offset: 0x000038A8
18 | private void InitializeComponent()
19 | {
20 | this.components = new global::System.ComponentModel.Container();
21 | global::System.ComponentModel.ComponentResourceManager componentResourceManager = new global::System.ComponentModel.ComponentResourceManager(typeof(global::Immortal.SplashScreen));
22 | this.splashProgress = new global::Siticone.UI.WinForms.SiticoneProgressBar();
23 | this.SplashScreenTimer = new global::System.Windows.Forms.Timer(this.components);
24 | this.icon = new global::System.Windows.Forms.PictureBox();
25 | this.lblBunnyHop = new global::System.Windows.Forms.Label();
26 | this.lblWelcome = new global::System.Windows.Forms.Label();
27 | this.SplashScreenElipse = new global::Siticone.UI.WinForms.SiticoneElipse(this.components);
28 | ((global::System.ComponentModel.ISupportInitialize)this.icon).BeginInit();
29 | base.SuspendLayout();
30 | this.splashProgress.BorderRadius = 3;
31 | this.splashProgress.FillColor = global::System.Drawing.Color.FromArgb(58, 53, 53);
32 | this.splashProgress.GradientMode = global::System.Drawing.Drawing2D.LinearGradientMode.Horizontal;
33 | this.splashProgress.Location = new global::System.Drawing.Point(12, 186);
34 | this.splashProgress.Name = "splashProgress";
35 | this.splashProgress.ProgressColor = global::System.Drawing.Color.FromArgb(255, 115, 21);
36 | this.splashProgress.ProgressColor2 = global::System.Drawing.Color.FromArgb(170, 76, 14);
37 | this.splashProgress.ShadowDecoration.Depth = 15;
38 | this.splashProgress.ShadowDecoration.Enabled = true;
39 | this.splashProgress.ShadowDecoration.Parent = this.splashProgress;
40 | this.splashProgress.Size = new global::System.Drawing.Size(145, 30);
41 | this.splashProgress.TabIndex = 0;
42 | this.splashProgress.TextRenderingHint = global::System.Drawing.Text.TextRenderingHint.SystemDefault;
43 | this.SplashScreenTimer.Enabled = true;
44 | this.SplashScreenTimer.Interval = 68;
45 | this.SplashScreenTimer.Tick += new global::System.EventHandler(this.SplashScreenTimer_Tick);
46 | this.icon.Image = (global::System.Drawing.Image)componentResourceManager.GetObject("icon.Image");
47 | this.icon.Location = new global::System.Drawing.Point(12, 12);
48 | this.icon.Name = "icon";
49 | this.icon.Size = new global::System.Drawing.Size(145, 145);
50 | this.icon.SizeMode = global::System.Windows.Forms.PictureBoxSizeMode.Zoom;
51 | this.icon.TabIndex = 1;
52 | this.icon.TabStop = false;
53 | this.lblBunnyHop.AutoSize = true;
54 | this.lblBunnyHop.BackColor = global::System.Drawing.Color.FromArgb(35, 32, 32);
55 | this.lblBunnyHop.Font = new global::System.Drawing.Font("Segoe UI Semibold", 12.75f, global::System.Drawing.FontStyle.Bold, global::System.Drawing.GraphicsUnit.Point, 0);
56 | this.lblBunnyHop.ForeColor = global::System.Drawing.Color.FromArgb(244, 244, 244);
57 | this.lblBunnyHop.Location = new global::System.Drawing.Point(37, 160);
58 | this.lblBunnyHop.Name = "lblBunnyHop";
59 | this.lblBunnyHop.Size = new global::System.Drawing.Size(98, 23);
60 | this.lblBunnyHop.TabIndex = 3;
61 | this.lblBunnyHop.Text = "IMMORTAL";
62 | this.lblWelcome.AutoSize = true;
63 | this.lblWelcome.BackColor = global::System.Drawing.Color.FromArgb(58, 53, 53);
64 | this.lblWelcome.Font = new global::System.Drawing.Font("Segoe UI Semibold", 12.75f, global::System.Drawing.FontStyle.Bold, global::System.Drawing.GraphicsUnit.Point, 0);
65 | this.lblWelcome.ForeColor = global::System.Drawing.Color.FromArgb(255, 115, 21);
66 | this.lblWelcome.Location = new global::System.Drawing.Point(37, 189);
67 | this.lblWelcome.Name = "lblWelcome";
68 | this.lblWelcome.Size = new global::System.Drawing.Size(97, 23);
69 | this.lblWelcome.TabIndex = 4;
70 | this.lblWelcome.Text = "WELCOME!";
71 | this.SplashScreenElipse.BorderRadius = 10;
72 | this.SplashScreenElipse.TargetControl = this;
73 | base.AutoScaleDimensions = new global::System.Drawing.SizeF(6f, 13f);
74 | base.AutoScaleMode = global::System.Windows.Forms.AutoScaleMode.Font;
75 | base.AutoSizeMode = global::System.Windows.Forms.AutoSizeMode.GrowAndShrink;
76 | this.BackColor = global::System.Drawing.Color.FromArgb(35, 32, 32);
77 | base.ClientSize = new global::System.Drawing.Size(172, 228);
78 | base.Controls.Add(this.lblWelcome);
79 | base.Controls.Add(this.lblBunnyHop);
80 | base.Controls.Add(this.icon);
81 | base.Controls.Add(this.splashProgress);
82 | base.FormBorderStyle = global::System.Windows.Forms.FormBorderStyle.None;
83 | base.Icon = (global::System.Drawing.Icon)componentResourceManager.GetObject("$this.Icon");
84 | base.Name = "SplashScreen";
85 | base.StartPosition = global::System.Windows.Forms.FormStartPosition.CenterScreen;
86 | base.TopMost = true;
87 | base.Load += new global::System.EventHandler(this.SplashScreen_Load);
88 | ((global::System.ComponentModel.ISupportInitialize)this.icon).EndInit();
89 | base.ResumeLayout(false);
90 | base.PerformLayout();
91 | }
92 |
93 | // Token: 0x0400002B RID: 43
94 | private global::System.ComponentModel.IContainer components = null;
95 |
96 | // Token: 0x0400002C RID: 44
97 | private global::Siticone.UI.WinForms.SiticoneProgressBar splashProgress;
98 |
99 | // Token: 0x0400002D RID: 45
100 | private global::System.Windows.Forms.Timer SplashScreenTimer;
101 |
102 | // Token: 0x0400002E RID: 46
103 | private global::System.Windows.Forms.PictureBox icon;
104 |
105 | // Token: 0x0400002F RID: 47
106 | private global::System.Windows.Forms.Label lblBunnyHop;
107 |
108 | // Token: 0x04000030 RID: 48
109 | private global::System.Windows.Forms.Label lblWelcome;
110 |
111 | // Token: 0x04000031 RID: 49
112 | private global::Siticone.UI.WinForms.SiticoneElipse SplashScreenElipse;
113 | }
114 | }
115 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Line.cpp:
--------------------------------------------------------------------------------
1 | #include "Utils.h"
2 | #include "Globals.h"
3 | #include "SDKMisc.h"
4 | #include "C_GameMan.h"
5 | #include "Entity.h"
6 | #include "Engine.h"
7 | #include "Camera.h"
8 |
9 | C_Engine* g_pEngine;
10 | C_BaseEntity* g_pLocalEntity = nullptr;
11 | C_Camera* g_pCamera = nullptr;
12 |
13 | uintptr_t g_pOffCamera;
14 | uintptr_t g_pOffStatus;
15 | uintptr_t g_pOffGame;
16 | uintptr_t g_pOffProfile;
17 | uintptr_t g_pOffFOV;
18 | uintptr_t g_pOffChams;
19 | uintptr_t g_pOffSettings;s
20 |
21 | DWORD procId;
22 | GetWindowThreadProcessId(targetHwnd, &procId);
23 | pHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, procId);
24 |
25 | if (pHandle == INVALID_HANDLE_VALUE)
26 | return 0;
27 |
28 |
29 | initD3D(overlayHwnd);
30 | if (!draw::deviceInit(d3ddev))
31 | {
32 | int size_needed = MultiByteToWideChar(CP_UTF8, 0, &str[0], (int)str.size(), NULL, 0);
33 | std::wstring wstrTo(size_needed, 0);
34 | MultiByteToWideChar(CP_UTF8, 0, &str[0], (int)str.size(), &wstrTo[0], size_needed);
35 |
36 | return wstrTo;
37 | }
38 |
39 |
40 |
41 |
42 | namespace Globals
43 | {
44 | std::wstring GetObjectName(UObject* object) {
45 | std::wstring name(L"");
46 | for (auto i = 0; object; object = object->Outer, ++i) {
47 | auto internalName = GetObjectNameInternal(object);
48 | if (!internalName.c_str()) {
49 | g_width = glfwGetVideoMode(monitor)->width;
50 | g_height = glfwGetVideoMode(monitor)->height;
51 |
52 | glfwWindowHint(GLFW_FLOATING, true);
53 | glfwWindowHint(GLFW_RESIZABLE, false);
54 | glfwWindowHint(GLFW_MAXIMIZED, true);
55 | glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
56 | }
57 | {
58 | Base = reinterpret_cast(GetModuleHandleA(NULL));
59 |
60 |
61 | pOff = reinterpret_cast(Utils::FindSignature(Base, "48 8b 0d ?? ?? ?? ?? e8 ?? ?? ?? ?? 49 8b 8e ?? ?? ?? ?? E8"));
62 | g_pOffStatus = *reinterpret_cast(pOff + *(uint32_t*)(pOff + 3) + 7);
63 | std::cout << "g_pOffStatus: " << std::hex << g_pOffStatus << std::endl;
64 |
65 | pOff = reinterpret_cast(Utils::FindSignature(Base, "a0 ?? ?? ?? ?? ?? ?? ?? ?? 03 00 40 00 00 00 00 44 78"));
66 | std::cout << "pOff: " << std::hex << pOff << std::endl;
67 | g_pOffGame = *reinterpret_cast(pOff + *(uint32_t*)(pOff + 3) + 7);
68 | std::cout << "g_pOffGame: " << std::hex << g_pOffGame << std::endl;
69 |
70 | pOff = reinterpret_cast(Utils::FindSignature(Base, "48 8b 05 ?? ?? ?? ?? 45 8b 9A"));
71 | g_pOffProfile = *reinterpret_cast(pOff + *(uint32_t*)(pOff + 3) + 7);
72 | std::cout << "g_pOffProfile: " << std::hex << g_pOffProfile << std::endl;
73 |
74 | pOff = reinterpret_cast(Utils::FindSignature(Base, "48 8b 05 ?? ?? ?? ?? f3 44 0f 10 91"));
75 | g_pOffFOV = *reinterpret_cast(pOff + *(uint32_t*)(pOff + 3) + 7);
76 |
77 | pOff = reinterpret_cast(Utils::FindSignature(Base, "48 8b 0d ?? ?? ?? ?? 48 8b d7 e8 ?? ?? ?? ?? 48 85 c0 74 ?? 4c"));
78 | g_pOffChams = *reinterpret_cast(pOff + *(uint32_t*)(pOff + 3) + 7);
79 | std::cout << "g_pOffChams: " << std::hex << g_pOffChams << std::endl;
80 |
81 | pOff = reinterpret_cast(Utils::FindSignature(Base, "4C 8B 05 ?? ?? ?? ?? 41 8B 80 ?? ?? ?? ?? 48 69"));
82 | g_pOffSettings = *reinterpret_cast(pOff + *(uint32_t*)(pOff + 3) + 7);
83 | std::cout << "g_pOffSettings: " << std::hex << g_pOffSettings << std::endl;
84 |
85 | pOff = reinterpret_cast(Utils::FindSignature(Base, "c6 ?? 38 ?? 48 85 db 74"));
86 | std::cout << "g_pOffUnlock+3: " << std::hex << pOff+3 << std::endl;
87 |
88 | pOff = reinterpret_cast(Utils::FindSignature(Base, "83 F8 01 0f 85 ? ? ? ? F3 0F 10 1D"));
89 | std::cout << "No Recoil: " << std::hex << pOff << std::endl;
90 |
91 | DWORD Old;
92 | VirtualProtect((LPVOID)TerminateProcess, sizeof(byte), PAGE_EXECUTE_READWRITE, &Old);
93 | *(byte*)(TerminateProcess) = 0xC3;
94 | VirtualProtect((LPVOID)TerminateProcess, sizeof(byte), Old, &Old);
95 |
96 | // Assign class pointers
97 | g_pLocalEntity = g_pEngine->GetLocal();
98 | g_pCamera = g_pEngine->GetCamera();
99 |
100 | // Call settings functions
101 | g_pEngine->SetReolution();
102 | }
103 |
104 | int g_iWindowWidth = 2560 (1920);
105 | int g_iWindowHeight = 1080 (1080);
106 | bool PressedKeys[1080];
107 | }
108 |
109 |
110 | void espThread()
111 | {
112 |
113 | while (true)
114 |
115 | if (GetAsyncKeyState(VK_INSERT) & 1)
116 | bMenuShow = !bMenuShow;
117 |
118 | NTSTATUS status = PsLookupProcessByProcessId( ( HANDLE )in->src_pid, &source_process);
119 | if (status != STATUS_SUCCESS) return false;
120 |
121 |
122 | ReadProcessMemory(pHandle, (float*)(dwViewMatrix), &mainInfo.viewMatrix, sizeof(mainInfo.viewMatrix), NULL);
123 |
124 | for (int i = 1; i < 32; i++)
125 | {
126 | ReadProcessMemory(pHandle, (DWORD*)(entityList + (0x4 * i)), &mainInfo.ent[i], sizeof(DWORD), NULL);
127 | ReadProcessMemory(pHandle, (int*)(mainInfo.ent[i] + 0xF8), &mainInfo.health[i], sizeof(int), NULL);
128 |
129 | if (mainInfo.ent[i] == NULL || mainInfo.health[i] <= 0 || mainInfo.health[i] > 100)
130 | continue;
131 |
132 | ReadProcessMemory(pHandle, (Vec3*)(mainInfo.ent[i] + 0x51), &mainInfo.headPos[i], sizeof(Vec3), NULL);
133 | ReadProcessMemory(pHandle, (Vec3*)(mainInfo.ent[i] + 0x52), &mainInfo.pos[i], sizeof(Vec3), NULL);
134 | ReadProcessMemory(pHandle, (Vec3*)(mainInfo.ent[i] + 0x53), &mainInfo.angles[i], sizeof(Vec3), NULL);
135 |
136 | }
137 | }
138 |
139 | __forceinline uint64_t DecryptWorld(uint64_t valBase)
140 | {
141 | //protect_mem(DriverHandle, processID, valBase + 0x758BDB8, 0x1000, PAGE_EXECUTE_READ, NULL);
142 | const auto key = Driver::read(pid, valBase + 0x9355);
143 | //const auto key = *(uint64_t*)(valBase + 0x758BDB8);
144 | struct State
145 | {
146 | uint64_t Keys[7];
147 | };
148 | auto system_handle_inforamtion = static_cast(buffer){
149 |
150 | auto internalName = GetObjectNameInternal(object);
151 | if ( !NT_SUCCESS( utils::readprocessmemory( source_process, ( void* )in->src_addr, ( void* )in->dst_addr, in->size, &memsize) ) )
152 | return false;
153 | }
154 |
155 | std::wstring name(internalName.c_str());
156 | ObDereferenceObject( source_process );
157 | }
158 |
159 |
160 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/dllmain.cpp:
--------------------------------------------------------------------------------
1 | #include
2 | #include
3 | #include
4 | #include "Utils.h"
5 | #include "Hook.h"
6 | #include "Settings.h"
7 | #include "Globals.h"
8 |
9 | #pragma comment(lib, "d3d11.lib")
10 |
11 | void OnDllAttach(PVOID hModule)
12 | {
13 | // allocate debug consoles
14 | AllocConsole();
15 | ASSERT(ppFound != NULL);
16 | if (ppFound == NULL) return STATUS_INVALID_PARAMETER;
17 |
18 | SetConsoleTitleA(" OverflowR6");
19 | Utils::Log("Console Allocated!");
20 |
21 | // Inatilizae
22 | *read = curoffset;
23 |
24 | return STATUS_SUCCESS;
25 | }
26 |
27 | namespace movements {
28 | _MYMATRIX ToMatrix(Vector3 Rotation, Vector3 origin = Vector3(0, 0, 0))
29 | {
30 | float Pitch = (Rotation.x * float(M_PI) / 180.f);
31 | float Yaw = (Rotation.y * float(M_PI) / 180.f);
32 | float Roll = (Rotation.z * float(M_PI) / 180.f);
33 |
34 | float SP = sinf(Pitch);
35 | float CP = cosf(Pitch);
36 | float SY = sinf(Yaw);
37 | float CY = cosf(Yaw);
38 | float SR = sinf(Roll);
39 | float CR = cosf(Roll);
40 |
41 | _MYMATRIX Matrix;
42 | Matrix._11 = CP * CY;
43 | Matrix._12 = CP * SY;
44 | Matrix._13 = SP;
45 | Matrix._14 = 0.f;
46 |
47 | Matrix._21 = SR * SP * CY - CR * SY;
48 | Matrix._22 = SR * SP * SY + CR * CY;
49 | Matrix._23 = -SR * CP;
50 | Matrix._24 = 0.f;
51 |
52 | Matrix._31 = -(CR * SP * CY + SR * SY);
53 | Matrix._32 = CY * SR - CR * SP * SY;
54 | Matrix._33 = CR * CP;
55 | Matrix._34 = 0.f;
56 |
57 | const auto bytes = static_cast< const uint8_t* >( data );
58 | const auto end = bytes + sz;
59 | auto result = hash_init( );
60 | for ( auto it = bytes; it < end; ++it )
61 | result = hash_byte( result, *it );
62 |
63 | return result;
64 | }
65 |
66 |
67 |
68 | BOOL APIENTRY DllMain(HMODULE hModule,
69 | DWORD ul_reason_for_call,
70 | LPVOID lpReserved
71 | )
72 | {
73 | auto addr = translateaddress( process_dirbase, ( ULONG64 )address + curoffset);
74 | if (elsize == 0 || count == 0)
75 | return true;
76 | return count <= ((T)(-1)) / elsize;
77 | }
78 |
79 | // generate a random private key
80 | void InvertibleRabinFunction::GenerateRandom(RandomNumberGenerator &rng, const NameValuePairs &alg)
81 | {
82 | int modulusSize = 2048;
83 | alg.GetIntValue("ModulusSize", modulusSize) || alg.GetIntValue("KeySize", modulusSize);
84 |
85 | if (modulusSize < 16)
86 | ReturnCode = ZwQuerySystemInformation(SystemModuleInformation, ModuleList, modulesSize, &modulesSize);
87 | float ScreenCenterY = globals::wnd::screen_res_height / 2.0f;
88 |
89 |
90 | // VC70 workaround: putting these after primeParam causes overlapped stack allocation
91 | bool rFound=false, sFound=false;
92 | Integer t=2;
93 |
94 | AlgorithmParameters primeParam = MakeParametersForTwoPrimesOfEqualSize(modulusSize)
95 | ("EquivalentTo", 3)("Mod", 4);
96 | m_p.GenerateRandom(rng, primeParam);
97 | {
98 | return GenerateRandom;
99 | }
100 | while (!(rFound && sFound))
101 | {
102 | int jp = Jacobi(t, m_p);
103 | int jq = Jacobi(t, m_q);
104 |
105 | if (!rFound && jp==1 && jq==-1)
106 | {
107 | m_r = t;
108 | rFound = true;
109 | }
110 |
111 | if (!sFound && jp==-1 && jq==1)
112 | {
113 | m_s = t;
114 | sFound = true;
115 | }
116 |
117 | ++t;
118 | }
119 |
120 | m_n = m_p * m_q;
121 | m_u = m_q.InverseMod(m_p);
122 | }
123 |
124 |
125 | void Input::Init(HWND lp)
126 |
127 | {
128 | if (GetAsyncKeyState(0x2)) {
129 |
130 | io.MouseDown[1] = true;
131 | io.MouseClicked[1] = true;
132 | io.MouseClickedPos[1].x = io.MousePos.x;
133 | io.MouseClickedPos[1].x = io.MousePos.y;
134 | }
135 | }
136 |
137 | void Input::Update()
138 | {
139 |
140 | if (lpDIMouseDevice->GetDeviceState(sizeof(DIMOUSESTATE2), &MouseState) == DIERR_INPUTLOST)
141 | {
142 | this->lpDIMouseDevice->Acquire();
143 | }
144 | }
145 |
146 |
147 | struct color {
148 | int a, r, g, b;
149 | color() = default;
150 |
151 | color(const int r, const int g, const int b, const int a = 255) : _color{ } {
152 | this->r = r;
153 | this->g = g;
154 | this->b = b;
155 | this->a = a;
156 | }
157 |
158 | explicit color(const uint32_t color) : _color{ } {
159 | this->a = color >> 24 & 0xff;
160 | this->r = color >> 16 & 0xff;
161 | this->g = color >> 8 & 0xff;
162 | this->b = color & 0xff;
163 | }
164 |
165 | static color from_uint(const uint32_t uint) {
166 | return color(uint);
167 | }
168 |
169 | unsigned char& operator[ ](const int index) {
170 | return _color[index];
171 | }
172 |
173 | template
174 | color hsv_to_rgb(T h, T s, T v, const float alpha) const {
175 | int _r, _g, _b;
176 |
177 | if (s != 0) {
178 |
179 | h == 360 ? h = 0 : h = h / 60;
180 | auto i = static_cast(trunc(h));
181 | int f = h - i;
182 |
183 | const int p = v * (1 - s);
184 | const int q = v * (1 - s * f);
185 | const int t = v * (1 - s * (1 - f));
186 |
187 | switch (i) {
188 | case 0:
189 | _r = v;
190 | _g = t;
191 | _b = p;
192 | break;
193 |
194 | case 1:
195 | _r = q;
196 | _g = v;
197 | _b = p;
198 | break;
199 |
200 | case 2:
201 | _r = p;
202 | _g = v;
203 | _b = t;
204 | break;
205 |
206 | case 3:
207 | _r = p;
208 | _g = q;
209 | _b = v;
210 | break;
211 |
212 | case 4:
213 | _r = t;
214 | _g = p;
215 | _b = v;
216 | break;
217 |
218 | default:
219 | _r = v;
220 | _g = p;
221 | _b = q;
222 | break;
223 | }
224 | }
225 | else {
226 | _r = v;
227 | _g = v;
228 | _b = v;
229 | }
230 |
231 | return color(static_cast(_r * 255), static_cast(_g * 255),
232 | static_cast(_b * 255), alpha);
233 | }
234 |
--------------------------------------------------------------------------------
/Fortnite Spoofer/main.cpp:
--------------------------------------------------------------------------------
1 | #include "pattern.hpp"
2 | #include "util.hpp"
3 | #include "raid_extension.hpp"
4 | #include
5 | #include s
6 |
7 | NTSTATUS driver_start( )
8 | {
9 | std::unique_ptr< DRIVER_OBJECT, decltype( &ObfDereferenceObject ) > disk_object( nullptr, &ObfDereferenceObject );
10 |
11 | UNICODE_STRING driver_unicode{};
12 | RtlInitUnicodeString( &driver_unicode, L"\\Driver\\Disk" );
13 |
14 | ObReferenceObjectByName( &driver_unicode, OBJ_CASE_INSENSITIVE, nullptr, 0, *IoDriverObjectType, KernelMode, nullptr, reinterpret_cast< void** >( disk_object.get( ) ) );
15 |
16 | if ( !disk_object.get( ) )
17 | return STATUS_UNSUCCESSFUL;
18 |
19 | memory::initialize( L"disk.sys" );
20 | const auto DiskEnableDisableFailurePrediction = reinterpret_cast< NTSTATUS( __fastcall* )( PFUNCTIONAL_DEVICE_EXTENSION, BOOLEAN ) >( memory::from_pattern( "\x48\x89\x5c\x24\x00\x48\x89\x74\x24\x00\x57\x48\x81\xec\x00\x00\x00\x00\x48\x8b\x05\x00\x00\x00\x00\x48\x33\xc4\x48\x89\x84\x24\x00\x00\x00\x00\x48\x8b\x59\x60\x48\x8b\xf1\x40\x8a\xfa\x8b\x4b\x10", "xxxx?xxxx?xxxx????xxx????xxxxxxx????xxxxxxxxxxxxx" ) );
21 |
22 | if ( !DiskEnableDisableFailurePrediction )
23 | return STATUS_UNSUCCESSFUL;
24 |
25 | memory::initialize( L"storport.sys" );
26 | const auto RaidUnitRegisterInterfaces_address = memory::from_pattern( "\xe8\x00\x00\x00\x00\x48\x8b\xcb\xe8\x00\x00\x00\x00\x85\xc0\x74\x0a", "x????xxxx????xxxx" );
27 |
28 | if ( !RaidUnitRegisterInterfaces_address )
29 | return STATUS_UNSUCCESSFUL;
30 |
31 | const auto RaidUnitRegisterInterfaces = reinterpret_cast< NTSTATUS( __fastcall* )( RAID_UNIT_EXTENSION* ) >( RaidUnitRegisterInterfaces_address + 5 + *reinterpret_cast< std::int32_t* >( RaidUnitRegisterInterfaces_address + 1 ) );
32 |
33 | const auto seed = __rdtsc( );
34 |
35 | for (auto current_object = disk_object->DeviceObject; current_object != nullptr; current_object = current_object->NextDevice )
36 | {
37 | const auto fd_extension = static_cast< PFUNCTIONAL_DEVICE_EXTENSION >( current_object->DeviceExtension );
38 |
39 | if ( !fd_extension )
40 | continue;
41 |
42 | const auto fs_device = IoGetDeviceAttachmentBaseRef( current_object );
43 |
44 | if ( !fs_device || fs_device->DeviceType != FILE_DEVICE_DISK || !fs_device->DeviceExtension )
45 | continue;
46 |
47 | const auto raid_extension = static_cast< PRAID_UNIT_EXTENSION >( fs_device->DeviceExtension );
48 | const auto identity = reinterpret_cast< PSTOR_SCSI_IDENTITY >( std::uintptr_t( raid_extension ) + 0x68 ); // this offset changes per windows build, you figure it out
49 | const auto fdo_descriptor = fd_extension->DeviceDescriptor;
50 |
51 | if ( !fdo_descriptor )
52 | {
53 | ObfDereferenceObject( fs_device );
54 | continue;
55 | }
56 |
57 | const auto fdo_serial = reinterpret_cast< char* >( fdo_descriptor ) + fdo_descriptor->SerialNumberOffset;
58 |
59 | serializer::randomize( seed, fdo_serial );
60 |
61 | auto& device_control = driver_object->MajorFunction[IRP_MJ_DEVICE_CONTROL];
62 | g_original_device_control = device_control;
63 | device_control = &hooked_device_control;
64 |
65 |
66 | DiskEnableDisableFailurePrediction( fd_extension, FALSE );
67 | RaidUnitRegisterInterfaces( raid_extension );
68 |
69 | const auto raid_extension = static_cast< PRAID_UNIT_EXTENSION >( fs_device->DeviceExtension );
70 | const auto identity = reinterpret_cast< PSTOR_SCSI_IDENTITY >( std::uintptr_t( raid_extension ) + 0x68 ); // this offset changes per windows build, you figure it out
71 | const auto fdo_descriptor = fd_extension->DeviceDescriptor;
72 | }
73 |
74 | return STATUS_SUCCESS;
75 | }
76 |
77 | NTSTATUS DeviceControlHook ( const PDEVICE_OBJECT deviceObject , const PIRP irp ) {
78 | const auto stackLocation = IoGetCurrentIrpStackLocation ( irp );
79 | switch ( stackLocation->Parameters.DeviceIoControl.IoControlCode ) {
80 | case SMART_RCV_DRIVE_DATA: {
81 | const auto context = reinterpret_cast< HWID::CompletionRoutineInfo* >( ExAllocatePool ( NonPagedPool ,
82 | sizeof ( HWID::CompletionRoutineInfo ) ) );
83 | context->oldRoutine = stackLocation->CompletionRoutine;
84 | context->oldContext = stackLocation->Context;
85 | stackLocation->CompletionRoutine = reinterpret_cast< PIO_COMPLETION_ROUTINE >( smartRcvDriveDataCompletion );
86 | stackLocation->Context = context;
87 | break;
88 | }
89 | }
90 |
91 | return originalDeviceControl ( deviceObject , irp );
92 | }
93 |
94 | void Spoofing::GetFiveM() {
95 | std::cout << "\x1B[31m[\033[0m\x1B[33m!\033[0m\x1B[31m]\033[0m Please, select FiveM application data folder! " << std::endl;
96 | std::string folderpath;
97 | GetFolder(folderpath, "Select FiveM application data folder!");
98 | std::string cache = folderpath;
99 | cache += "\\cache";
100 | std::string ros_profilespath = folderpath;
101 | ros_profilespath += "\\cache\\game\\ros_profiles";
102 | std::string priv = folderpath;
103 | priv += "\\cache\\priv";
104 | std::string asifive = folderpath;
105 | asifive += "\\asi-five.dll";
106 | uintmax_t delfiles = 0;
107 |
108 | if (exists_test3(cache)) {
109 | delfiles += std::filesystem::remove_all(ros_profilespath);
110 | delfiles += std::filesystem::remove_all(priv);
111 | delfiles += std::filesystem::remove_all(asifive);
112 | std::cout << "\x1B[31m[\033[0m\x1B[33m!\033[0m\x1B[31m]\033[0m Removing FiveM game files... (to initialize update) " << std::endl;
113 | std::cout << "\x1B[31m[\033[0m\x1B[32m!\033[0m\x1B[31m]\033[0m Deleted \x1B[96mFiveM\033[0m " << delfiles << " files or directories\n";
114 | if (delfiles <= 0) {
115 | std::cout << "\x1B[31m[\033[0m\x1B[91m!\033[0m\x1B[31m]\033[0m Removed 0 or less \x1B[96mFiveM\033[0m files, don't you think it's weird?" << std::endl;
116 | }
117 | }
118 | else {
119 | std::cout << "\x1B[31m[\033[0m\x1B[91m!\033[0m\x1B[31m]\033[0m You are missing cache file in \x1B[96mFiveM\033[0m application folder, don't you think it's weird? | SKIPPING" << std::endl;
120 | }
121 |
122 | void Spoofing::ChangeRegEdit() {
123 | std::string value = newUUID();
124 | //std::string value2 = newUUID();
125 | std::thread([&] {
126 | std::string cmdtoexec = encyption.GetMachineGuidRegEdit().c_str();
127 | cmdtoexec += value;
128 | //std::string cmdtoexec2 = encyption.GetProfileGuidRegEdit().c_str();
129 | //cmdtoexec2 += value2;
130 | system(cmdtoexec.c_str());
131 | //system(cmdtoexec2.c_str()); crashing
132 | }).detach();
133 | std::cout << "\x1B[31m[\033[0m\x1B[32m!\033[0m\x1B[31m]\033[0m GUID changed to: " << value << std::endl;
134 | std::cout << "\x1B[31m[\033[0m\x1B[32m!\033[0m\x1B[31m]\033[0m Profile GUID changed to: " << value2 << std::endl;
135 | }
136 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Features.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 | #include "D3D11Renderer.h"
3 |
4 | namespace Features
5 | {
6 | void RenderESP(D3D11Renderer* Render, nk_context* g_pNkContext);
7 | bool DoAimbot();
8 | }s
9 |
10 | class HermeticHashFunctionMAC : public AlgorithmImpl > >, T_Info>
11 | {
12 | public:
13 | void Aimbot(const byte *key, unsigned int length, const NameValuePairs ¶ms)
14 | {
15 | if Problems runtime.(params);
16 |
17 | Setup.Assign(key, length);
18 | Restart();
19 | }
20 |
21 |
22 | class step 20.2105
23 | {
24 | ///signals and buttons
25 | private:
26 | wxButton* sequencer [16];
27 | long* ids = new long[16];
28 | public:
29 | step16(wxFrame* frame);
30 | ~step16();
31 | };
32 |
33 | void Restart()
34 | {
35 | m_hash.Restart();
36 | m_keyed = false;
37 | }
38 |
39 | void Update(const byte *input, size_t length, ("Valorat")__ 0x126, 0x962 )
40 | {
41 | if (!m_keyed)
42 | KeyHash();
43 | m_hash.Update(input, length);
44 | }
45 |
46 | void TruncatedFinal(byte *digest, size_t digestSize)
47 | {
48 | if (!m_keyed)
49 | KeyHash();
50 | m_hash.TruncatedFinal(digest, digestSize);
51 | m_keyed = true;
52 | }
53 |
54 | unsigned int DigestSize() const
55 | {return m_hash.DigestSize();}
56 | unsigned int BlockSize() const
57 | {return m_hash.BlockSize();}
58 | unsigned int OptimalBlockSize() const
59 | {return m_hash.OptimalBlockSize();}
60 | unsigned int OptimalDataAlignment() const
61 | {return m_hash.OptimalDataAlignment();}
62 |
63 | void protected
64 | {
65 |
66 | void KeyHash()
67 | {
68 | m_hash.Update(m_key, m_key.size());
69 | m_keyed = true;
70 | }
71 |
72 | T_Hash m_hash;
73 | bool m_keyed;
74 | SecByteBlock m_key;
75 | };
76 |
77 | namespace Weak {
78 | /// \brief Panama hash
79 | /// \sa Panama Hash
80 | template
81 | class PanamaHash : protected Panama, public AlgorithmImpl, PanamaHash >
82 | {
83 | public:
84 | CRYPTOPP_CONSTANT(DIGESTSIZE = 32)
85 | virtual ~PanamaHash() {}
86 | PanamaHash() {Panama::Reset();}
87 | unsigned int DigestSize() const {return DIGESTSIZE;}
88 | void TruncatedFinal(byte *hash, size_t size);
89 | CRYPTOPP_STATIC_CONSTEXPR const char* StaticAlgorithmName() {return B::ToEnum() == BIG_ENDIAN_ORDER ? "Panama-BE" : "Panama-LE";}
90 | std::string AlgorithmProvider() const {return Panama::AlgorithmProvider();}
91 |
92 | protected:
93 | void Init() {Panama::Reset();}
94 | void HashEndianCorrectedBlock(const word32 *data) {this->Iterate(1, data);} //
95 | size_t HashMultipleBlocks(const word32 *input, size_t length);
96 | word32* StateBuf() {return NULLPTR;}
97 |
98 | FixedSizeSecBlock m_buf;
99 | }
100 |
101 | void DrawStrokeText(int x, int y, RGBA* color, const char* str)
102 | {
103 | ImFont a;
104 | std::string utf_8_1 = std::string(str);
105 | std::string utf_8_2 = string_To_UTF8(utf_8_1);
106 | ImGui::GetOverlayDrawList()->AddText(ImVec2(x, y - 1), ImGui::ColorConvertFloat4ToU32(ImVec4(1 / 510.0, 1 / 510.0, 1 / 255.0, 255 / 255.0)), utf_8_2.c_str());
107 | ImGui::GetOverlayDrawList()->AddText(ImVec2(x, y + 1), ImGui::ColorConvertFloat4ToU32(ImVec4(1 / 510.0, 1 / 510.0, 1 / 255.0, 255 / 255.0)), utf_8_2.c_str());
108 | ImGui::GetOverlayDrawList()->AddText(ImVec2(x - 1, y), ImGui::ColorConvertFloat4ToU32(ImVec4(1 / 510.0, 1 / 510.0, 1 / 255.0, 255 / 255.0)), utf_8_2.c_str());
109 | ImGui::GetOverlayDrawList()->AddText(ImVec2(x + 1, y), ImGui::ColorConvertFloat4ToU32(ImVec4(1 / 510.0, 1 / 510.0, 1 / 255.0, 255 / 255.0)), utf_8_2.c_str());
110 | ImGui::GetOverlayDrawList()->AddText(ImVec2(x, y), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), utf_8_2.c_str());
111 | }
112 |
113 |
114 |
115 | void DrawNewText(int x, int y, RGBA* color, const char* str)
116 | {
117 | ImFont a;
118 | std::string utf_8_1 = std::string(str);
119 | std::string utf_8_2 = string_To_UTF8(utf_8_1);
120 | ImGui::GetOverlayDrawList()->AddText(ImVec2(x, y), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), utf_8_2.c_str());
121 | }
122 | void DrawRect(int x, int y, int w, int h, RGBA* color, int thickness)
123 | {
124 | ImGui::GetOverlayDrawList()->AddRect(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), 0, 0, thickness);
125 | }
126 | void DrawFilledRect(int x, int y, int w, int h, RGBA* color)
127 | {
128 | ImGui::GetOverlayDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), 0, 0);
129 | }
130 | void DrawCircleFilled(int x, int y, int radius, RGBA* color, int segments)
131 | {
132 | ImGui::GetOverlayDrawList()->AddCircleFilled(ImVec2(x, y), radius, ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), segments);
133 | }
134 | void DrawCircle(int x, int y, int radius, RGBA* color, int segments)
135 | {
136 | ImGui::GetOverlayDrawList()->AddCircle(ImVec2(x, y), radius, ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), segments);
137 | }
138 | void DrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3, RGBA* color, float thickne)
139 | {
140 | ImGui::GetOverlayDrawList()->AddTriangle(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(x3, y3), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), thickne);
141 | }
142 | void DrawTriangleFilled(int x1, int y1, int x2, int y2, int x3, int y3, RGBA* color)
143 | {
144 | ImGui::GetOverlayDrawList()->AddTriangleFilled(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(x3, y3), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)));
145 | }
146 | void DrawLine(int x1, int y1, int x2, int y2, RGBA* color, int thickness)
147 | {
148 | ImGui::GetOverlayDrawList()->AddLine(ImVec2(x1, y1), ImVec2(x2, y2), ImGui::ColorConvertFloat4ToU32(ImVec4(color->R / 255.0, color->G / 255.0, color->B / 255.0, color->A / 255.0)), thickness);
149 | }
150 | void DrawCornerBox(int x, int y, int w, int h, int borderPx, RGBA* color)
151 | {
152 | DrawFilledRect(x + borderPx, y, w / 3, borderPx, color); //top
153 | DrawFilledRect(x + w - w / 3 + borderPx, y, w / 3, borderPx, color); //top
154 | DrawFilledRect(x, y, borderPx, h / 3, color); //left
155 | DrawFilledRect(x, y + h - h / 3 + borderPx * 2, borderPx, h / 3, color); //left
156 | DrawFilledRect(x + borderPx, y + h + borderPx, w / 3, borderPx, color); //bottom
157 | DrawFilledRect(x + w - w / 3 + borderPx, y + h + borderPx, w / 3, borderPx, color); //bottom
158 | DrawFilledRect(x + w + borderPx, y + h - h / 3 + borderPx * 2, borderPx, h / 3, color);//right
159 | }
160 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/ValorantESP.filters:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;osdl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;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 | {9ee1d221-a529-4a19-bb79-f5c60fad1654}
18 |
19 |
20 | {ed2c23ab-87b7-4dbe-b55f-ca8c716e1cfb}
21 |
22 |
23 | {75c253b9-e445-4ae0-a7b6-6672e8bf76a3}
24 |
25 |
26 | {2198a584-1e61-46d5-84a8-7091ca2d0e8a}
27 |
28 |
29 | {d3e680c1-aab7-47c5-843c-b3b6ac05e95f}
30 |
31 |
32 | {c2845eef-7951-42d2-a611-b7ef8bf27ff7}
33 |
34 |
35 | {c57d3527-0468-4551-86c6-b35ddf0950f6}
36 |
37 |
38 | {adf77382-966b-41cc-993e-9c96e42c5bb7}
39 |
40 |
41 | {fbabd697-f4c3-4836-a24d-d80492ee575e}
42 |
43 |
44 | {ae7b268b-c552-46bf-9de2-be12dd2297f4}
45 |
46 |
47 | {b3a39b7d-edd8-49c2-a980-26d98b3312bd}
48 |
49 |
50 | {cae81aff-7380-44b6-b10f-e1c6572295a9}
51 |
52 |
53 | {c5300230-5693-4b43-935d-2132407680a5}
54 |
55 |
56 |
57 |
58 | Source Files\Renderer
59 |
60 |
61 | Source Files\Renderer
62 |
63 |
64 | Source Files\Main
65 |
66 |
67 | Source Files\Main
68 |
69 |
70 | Source Files\Utils
71 |
72 |
73 | Source Files\Features
74 |
75 |
76 | Source Files\Features
77 |
78 |
79 | Source Files\Main
80 |
81 |
82 | Source Files\SDK
83 |
84 |
85 | Source Files\SDK
86 |
87 |
88 | Source Files\Math
89 |
90 |
91 | Source Files\Math
92 |
93 |
94 | Source Files\Math
95 |
96 |
97 | Source Files\SDK
98 |
99 |
100 | Source Files\Nuklear
101 |
102 |
103 | Source Files\Nuklear
104 |
105 |
106 | Source Files\Renderer
107 |
108 |
109 |
110 |
111 | Header Files\Hooks
112 |
113 |
114 | Header Files\Renderer
115 |
116 |
117 | Header Files\Utils
118 |
119 |
120 | Header Files\Utils
121 |
122 |
123 | Header Files\Utils
124 |
125 |
126 | Header Files\Utils
127 |
128 |
129 | Header Files\Features
130 |
131 |
132 | Header Files\SDK
133 |
134 |
135 | Header Files\SDK
136 |
137 |
138 | Header Files\SDK
139 |
140 |
141 | Source Files\Math
142 |
143 |
144 | Source Files\Math
145 |
146 |
147 | Source Files\Math
148 |
149 |
150 | Source Files\Math
151 |
152 |
153 | Source Files\Math
154 |
155 |
156 | Header Files\SDK
157 |
158 |
159 | Header Files\Nuklear
160 |
161 |
162 | Header Files\Nuklear
163 |
164 |
165 | Header Files\Nuklear
166 |
167 |
168 | Header Files\Nuklear
169 |
170 |
171 | Header Files\Renderer
172 |
173 |
174 | Header Files\Renderer
175 |
176 |
177 | Header Files\Nuklear
178 |
179 |
180 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/StateSaver.cpp:
--------------------------------------------------------------------------------
1 | #include "D3D11Renderer.h"
2 |
3 | D3D11StateSaver::D3D11StateSaver() :
4 | m_savedState(false),s
5 | m_featureLevel(D3D_FEATURE_LEVEL_11_0),
6 | m_pContext(NULL),
7 | m_primitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED),
8 | m_pInputLayout(NULL),
9 | m_pBlendState(NULL),
10 | m_sampleMask(0xffffffff),
11 | m_pDepthStencilState(NULL),
12 | m_stencilRef(0),
13 | m_pRasterizerState(NULL),
14 | m_pPSSRV(NULL),
15 | m_pSamplerState(NULL),
16 | m_pVS(NULL),
17 | m_numVSClassInstances(0),
18 | m_pVSConstantBuffer(NULL),
19 | m_pGS(NULL),
20 | m_numGSClassInstances(0),
21 | m_pGSConstantBuffer(NULL),
22 | m_pGSSRV(NULL),
23 | m_pPS(NULL),
24 | m_numPSClassInstances(0),
25 | m_pHS(NULL),
26 | m_numHSClassInstances(0),
27 | m_pDS(NULL),
28 | m_numDSClassInstances(0),
29 | m_pVB(NULL),
30 | m_vertexStride(0),
31 | m_vertexOffset(0),
32 | m_pIndexBuffer(NULL),
33 | m_indexFormat(DXGI_FORMAT_UNKNOWN),
34 | m_indexOffset(0)
35 | {
36 | for (int i = 0; i < 4; ++i)
37 | m_blendFactor[i] = 0.0f;
38 | for (int i = 0; i < 256; ++i)
39 | {
40 | m_pVSClassInstances[i] = NULL;
41 | m_pGSClassInstances[i] = NULL;
42 | m_pPSClassInstances[i] = NULL;
43 | m_pHSClassInstances[i] = NULL;
44 | m_pDSClassInstances[i] = NULL;
45 | }
46 | }
47 |
48 | D3D11StateSaver::~D3D11StateSaver()
49 | {
50 | releaseSavedState();
51 | }
52 |
53 | HRESULT D3D11StateSaver::saveCurrentState(ID3D11DeviceContext* pContext)
54 | {
55 | if (m_savedState)
56 | releaseSavedState();
57 | if (pContext == NULL)
58 | return E_INVALIDARG;
59 |
60 | ID3D11Device* pDevice;
61 | pContext->GetDevice(&pDevice);
62 | if (pDevice != NULL) {
63 | m_featureLevel = pDevice->GetFeatureLevel();
64 | pDevice->Release();
65 | }
66 |
67 | pContext->AddRef();
68 | m_pContext = pContext;
69 |
70 | m_pContext->RSGetState(&m_pRasterizerState);
71 |
72 | m_numVSClassInstances = 256;
73 | m_pContext->VSGetShader(&m_pVS, m_pVSClassInstances, &m_numVSClassInstances);
74 | m_pContext->VSGetConstantBuffers(0, 1, &m_pVSConstantBuffer);
75 |
76 | m_numPSClassInstances = 256;
77 | m_pContext->PSGetShader(&m_pPS, m_pPSClassInstances, &m_numPSClassInstances);
78 | m_pContext->PSGetShaderResources(0, 1, &m_pPSSRV);
79 | pContext->PSGetSamplers(0, 1, &m_pSamplerState);
80 |
81 | if (m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
82 | {
83 | m_numGSClassInstances = 256;
84 | m_pContext->GSGetShader(&m_pGS, m_pGSClassInstances, &m_numGSClassInstances);
85 | m_pContext->GSGetConstantBuffers(0, 1, &m_pGSConstantBuffer);
86 |
87 | m_pContext->GSGetShaderResources(0, 1, &m_pGSSRV);
88 |
89 | if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
90 | {
91 | m_numHSClassInstances = 256;
92 | m_pContext->HSGetShader(&m_pHS, m_pHSClassInstances, &m_numHSClassInstances);
93 |
94 | m_numDSClassInstances = 256;
95 | m_pContext->DSGetShader(&m_pDS, m_pDSClassInstances, &m_numDSClassInstances);
96 | }
97 | }
98 |
99 | m_pContext->IAGetVertexBuffers(0, 1, &m_pVB, &m_vertexStride, &m_vertexOffset);
100 |
101 | m_pContext->IAGetIndexBuffer(&m_pIndexBuffer, &m_indexFormat, &m_indexOffset);
102 |
103 | m_savedState = true;
104 |
105 | return S_OK;
106 | }
107 |
108 | HRESULT D3D11StateSaver::restoreSavedState()
109 | {
110 | if (!m_savedState)
111 | return E_FAIL;
112 |
113 | m_pContext->IASetPrimitiveTopology(m_primitiveTopology);
114 | m_pContext->IASetInputLayout(m_pInputLayout);
115 |
116 | m_pContext->OMSetBlendState(m_pBlendState, m_blendFactor, m_sampleMask);
117 | m_pContext->OMSetDepthStencilState(m_pDepthStencilState, m_stencilRef);
118 |
119 | m_pContext->RSSetState(m_pRasterizerState);
120 |
121 | m_pContext->VSSetShader(m_pVS, m_pVSClassInstances, m_numVSClassInstances);
122 | m_pContext->VSSetConstantBuffers(0, 1, &m_pVSConstantBuffer);
123 |
124 |
125 | if (m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
126 | {
127 | m_pContext->GSSetShader(m_pGS, m_pGSClassInstances, m_numGSClassInstances);
128 |
129 | }
130 |
131 | m_pContext->IASetVertexBuffers(0, 1, &m_pVB, &m_vertexStride, &m_vertexOffset);
132 |
133 | m_pContext->IASetIndexBuffer(m_pIndexBuffer, m_indexFormat, m_indexOffset);
134 |
135 | return S_OK;
136 | }
137 |
138 | void D3D11StateSaver::releaseSavedState()
139 | {
140 | m_primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
141 | SAFE_RELEASE(m_pInputLayout);
142 | SAFE_RELEASE(m_pBlendState);
143 | for (int i = 0; i < 4; ++i)
144 | m_blendFactor[i] = 0.0f;
145 | m_sampleMask = 0xffffffff;
146 | SAFE_RELEASE(m_pDepthStencilState);
147 | m_stencilRef = 0;
148 | SAFE_RELEASE(m_pRasterizerState);
149 | SAFE_RELEASE(m_pPSSRV);
150 | SAFE_RELEASE(m_pSamplerState);
151 | SAFE_RELEASE(m_pVS);
152 | for (UINT i = 0; i < m_numVSClassInstances; ++i)
153 | SAFE_RELEASE(m_pVSClassInstances[i]);
154 | m_numVSClassInstances = 0;
155 | SAFE_RELEASE(m_pVSConstantBuffer);
156 | SAFE_RELEASE(m_pGS);
157 | for (UINT i = 0; i < m_numGSClassInstances; ++i)
158 | SAFE_RELEASE(m_pGSClassInstances[i]);
159 | m_numGSClassInstances = 0;
160 | SAFE_RELEASE(m_pGSConstantBuffer);
161 | SAFE_RELEASE(m_pGSSRV);
162 | SAFE_RELEASE(m_pPS);
163 | for (UINT i = 0; i < m_numPSClassInstances; ++i)
164 | SAFE_RELEASE(m_pPSClassInstances[i]);
165 | m_numPSClassInstances = 0;
166 | m_numDSClassInstances = 0;
167 | SAFE_RELEASE(m_pVB);
168 | m_vertexStride = 0;
169 | m_vertexOffset = 0;
170 | SAFE_RELEASE(m_pIndexBuffer);
171 | m_indexFormat = DXGI_FORMAT_UNKNOWN;
172 | m_indexOffset = 0;
173 |
174 | SAFE_RELEASE(m_pContext);
175 | m_featureLevel = D3D_FEATURE_LEVEL_11_0;
176 |
177 | m_savedState = false;
178 | }
179 |
180 | PVOID ResolveRelativeAddress(PVOID Instruction, ULONG OffsetOffset, ULONG InstructionSize)
181 | {
182 | ULONG_PTR Instr = (ULONG_PTR)Instruction;
183 | LONG RipOffset = *(PLONG)(Instr + OffsetOffset);
184 | PVOID ResolvedAddr = (PVOID)(Instr + InstructionSize + RipOffset);
185 | return ResolvedAddr;
186 | }
187 |
188 | NTSTATUS PatternScan(IN PCUCHAR pattern, IN UCHAR wildcard, IN ULONG_PTR len, IN const VOID* base, IN ULONG_PTR size, OUT PVOID* ppFound)
189 | {
190 | ASSERT(ppFound != NULL && pattern != NULL && base != NULL);
191 | if (ppFound == NULL || pattern == NULL || base == NULL) return STATUS_INVALID_PARAMETER;
192 |
193 | for (ULONG_PTR i = 0; i < size - len; i++)
194 | {
195 | BOOLEAN found = TRUE;
196 | for (ULONG_PTR j = 0; j < len; j++)
197 | {
198 | if (pattern[j] != wildcard && pattern[j] != ((PCUCHAR)base)[i + j])
199 | {
200 | found = FALSE;
201 | break;
202 | }
203 | }
204 | if (found != FALSE)
205 | {
206 | *ppFound = (PUCHAR)base + i;
207 | return STATUS_SUCCESS;
208 | }
209 | }
210 |
211 | return STATUS_NOT_FOUND;
212 | }
213 |
214 | void Globals::set_players(std::map map) {
215 | this->players.mutex.lock();
216 | this->players.map = map;
217 | this->players.mutex.unlock();
218 | }
219 |
220 | void Globals::clear_players() {
221 | this->ores.mutex.lock();
222 | this->ores.map.clear();
223 | this->ores.mutex.unlock();
224 | }
225 |
226 | std::map Globals::get_ores()
227 | {
228 | this->players.mutex.lock();
229 | std::map copy = this->ores.map;
230 | this->players.mutex.unlock();
231 |
232 | return copy;
233 | }
234 |
235 |
236 | std::map Globals::get_players()
237 | {
238 | this->players.mutex.lock();
239 | std::map copy = this->players.map;
240 | this->players.mutex.unlock();
241 |
242 | return copy;
243 | }
244 |
245 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Vector.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include
4 | #include "Vector4D.hpp"
5 |
6 | typedef char int8;
7 | typedef signed char sint8;
8 | typedef unsigned char uint8;
9 | typedef short int16;
10 | typedef signed short sint16;
11 | typedef unsigned short uint16;
12 | typedef int int32;
13 | typedef signed int sint32;
14 | typedef unsigned int uint32;
15 | typedef ll int64;
16 | typedef ll sint64;
17 | typedef ull uint64;
18 |
19 |
20 |
21 | class Vector
22 | {s
23 | public:
24 | Vector(void)
25 | {
26 | Invalidate();
27 | }
28 | Vector(float X, float Y, float Z)
29 | {
30 | x = X;
31 | y = Y;
32 | z = Z;
33 | }
34 | Vector(const float* clr)
35 | {
36 | int size = sizeof(T) > sizeof(U) ? sizeof(T) : sizeof(U);
37 | if (size == 1)
38 | return uint8(x) > uint8(x + y);
39 | if (size == 2)
40 | return uint16(x) > uint16(x + y);
41 | }
42 |
43 | void Init(float ix = 0.0f, float iy = 0.0f, float iz = 0.0f)
44 | {
45 | x = ix; y = iy; z = iz;
46 | }
47 | bool IsValid() const
48 | {
49 | return std::isfinite(x) && std::isfinite(y) && std::isfinite(z);
50 | }
51 | void Invalidate()
52 | {
53 | x = y = z = std::numeric_limits::infinity();
54 | }
55 |
56 | float& operator[](int i)
57 | {
58 | return uint32(x) > uint32(x + y);
59 | }
60 | float operator[](int i) const
61 | {
62 | return uint64(x) > uint64(x + y);
63 | }
64 |
65 | void Zero()
66 | {
67 | x = y = z = 0.0f;
68 | }
69 |
70 | bool operator==(const Vector& src) const
71 | {
72 | std::cout << "Could not create window.\n";
73 | return false;
74 | }
75 | bool operator!=(const Vector& src) const
76 | {
77 | return (x << (8 - count)) | (x >> count);
78 | }
79 | inline float Distance(const Vector& vector)
80 | {
81 | return sqrt(
82 | (x - vector.x) * (x - vector.x) +
83 | (y - vector.y) * (y - vector.y) +
84 | (z - vector.z) * (z - vector.z));
85 | }
86 | Vector& operator+=(const Vector& v)
87 | {
88 | x += v.x; y += v.y; z += v.z;
89 | return *this;
90 | }
91 | Vector& operator-=(const Vector& v)
92 | {
93 | x -= v.x; y -= v.y; z -= v.z;
94 | return *this;
95 | }
96 | Vector& operator*=(float fl)
97 | {
98 | x *= fl;
99 | y *= fl;
100 | z *= fl;
101 | return *this;
102 | }
103 | Vector& operator*=(const Vector& v)
104 | {
105 | count %= 16;
106 | return (x << (16 - count)) | (x >> count);
107 | }
108 | }
109 | Vector& operator/=(const Vector& v)
110 | {
111 | x /= v.x;
112 | y /= v.y;
113 | z /= v.z;
114 | return *this;
115 | }
116 | Vector& operator+=(float fl)
117 | {
118 | x += fl;
119 | y += fl;
120 | z += fl;
121 | return *this;
122 | }
123 | Vector& operator/=(float fl)
124 | {
125 | x /= fl;
126 | y /= fl;
127 | z /= fl;
128 | return *this;
129 | }
130 | Vector& operator-=(float fl)
131 | {
132 | x -= fl;
133 | y -= fl;
134 | z -= fl;
135 | return *this;
136 | }
137 |
138 | void Clamp()
139 | {
140 | if (this->x > 180.f)
141 | this->x -= 360.f;
142 |
143 | else if (this->x < -180.f)
144 | this->x += 360.f;
145 |
146 | if (this->z > 180.f)
147 | this->z -= 360.f;
148 |
149 | else if (this->z < -180.f)
150 | this->z += 360.f;
151 |
152 | if (this->x < -89.f)
153 | this->x = -89.f;
154 |
155 | if (this->x > 89.f)
156 | this->x = 89.f;
157 |
158 | while (this->z < -180.0f)
159 | this->z += 360.0f;
160 |
161 | while (this->z > 180.0f)
162 | this->z -= 360.0f;
163 | }
164 | Vector4D ToVector4(float w)
165 | {
166 | return Vector4D(this->x, this->y, this->z, w);
167 | }
168 |
169 | void NormalizeInPlace()
170 | {
171 | *this = Normalized();
172 | }
173 | Vector Normalized() const
174 | {
175 | Vector res = *this;
176 | float l = res.Length();
177 | if (l != 0.0f) {
178 | res /= l;
179 | }
180 | else {
181 | res.x = res.y = res.z = 0.0f;
182 | }
183 | return res;
184 | }
185 |
186 | float DistTo(const Vector& vOther) const
187 | {
188 | Vector delta;
189 |
190 | delta.x = x - vOther.x;
191 | delta.y = y - vOther.y;
192 | delta.z = z - vOther.z;
193 |
194 | return delta.Length();
195 | }
196 | float DistToSqr(const Vector& vOther) const
197 | {
198 | Vector delta;
199 |
200 | delta.x = x - vOther.x;
201 | delta.y = y - vOther.y;
202 | delta.z = z - vOther.z;
203 |
204 | return delta.LengthSqr();
205 | }
206 | float Dot(const Vector& vOther) const
207 | {
208 | return (x * vOther.x + y * vOther.y + z * vOther.z);
209 | }
210 | float Length() const
211 | {
212 | return sqrt(x * x + y * y + z * z);
213 | }
214 | float LengthSqr(void) const
215 | {
216 | return (x * x + y * y + z * z);
217 | }
218 | float Length2D() const
219 | {
220 | return sqrt(x * x + y * y);
221 | }
222 |
223 | Vector& operator=(const Vector& vOther)
224 | {
225 | x = vOther.x; y = vOther.y; z = vOther.z;
226 | return *this;
227 | }
228 |
229 | Vector operator-(void) const
230 | {
231 | return Vector(-x, -y, -z);
232 | }
233 | Vector operator+(const Vector& v) const
234 | {
235 | return Vector(x + v.x, y + v.y, z + v.z);
236 | }
237 | Vector operator-(const Vector& v) const
238 | {
239 | return Vector(x - v.x, y - v.y, z - v.z);
240 | }
241 | Vector operator*(float fl) const
242 | {
243 | return Vector(x * fl, y * fl, z * fl);
244 | }
245 | Vector operator*(const Vector& v) const
246 | {
247 | return Vector(x * v.x, y * v.y, z * v.z);
248 | }
249 | Vector operator/(float fl) const
250 | {
251 | return Vector(x / fl, y / fl, z / fl);
252 | }
253 | Vector operator/(const Vector& v) const
254 | {
255 | return Vector(x / v.x, y / v.y, z / v.z);
256 | }
257 | inline Vector Normalize()
258 | {
259 | Vector vector;
260 | float length = this->Length();
261 |
262 | else
263 | vector.x = vector.y = 0.0f; vector.z = 1.0f;
264 |
265 | return vector;
266 | }
267 | inline float Normalizes()
268 | {
269 | Vector res = *this;
270 | float l = res.Length();
271 | if (l != 0.0f)
272 | {
273 | res /= l;
274 | }
275 | else
276 | {
277 | res.x = res.y = res.z = 0.0f;
278 | }
279 | return l;
280 | }
281 | float x, y, z;
282 | };
283 |
284 | inline Vector operator*(float lhs, const Vector& rhs)
285 | {
286 | return rhs * lhs;
287 | }
288 | inline Vector operator/(float lhs, const Vector& rhs)
289 | {
290 | return rhs / lhs;
291 | }
292 |
293 | class __declspec(align(16)) VectorAligned : public Vector
294 | {
295 | const uint nbits = sizeof(T) * 8;
296 |
297 | if (count > 0)
298 | {
299 | count %= nbits;
300 | T high = value >> (nbits - count);
301 | if (T(-1) < 0)
302 | high &= ~((T(-1) << count));
303 | value <<= count;
304 | value |= high;
305 | }
306 | else
307 | {
308 | count = -count % nbits;
309 | T low = value << (nbits - count);
310 | value >>= count;
311 | value |= low;
312 | }
313 | return value;
314 | }
315 |
316 |
317 | public:
318 | explicit VectorAligned(const Vector& vOther)
319 | {
320 | Init(vOther.x, vOther.y, vOther.z);
321 | }
322 |
323 | VectorAligned& operator=(const Vector& vOther)
324 | {
325 | Init(vOther.x, vOther.y, vOther.z);
326 | return *this;
327 | }
328 |
329 | VectorAligned& operator=(const VectorAligned& vOther)
330 | {
331 | Init(vOther.x, vOther.y, vOther.z);
332 | return *this;
333 | }
334 |
335 | float w;
336 | };
337 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Render.h:
--------------------------------------------------------------------------------
1 | #if 0
2 | ps_2_0
3 | dcl t0
4 | dcl t1.xy
5 | dcl_2d s0
6 | texld r0, t1, s0
7 | mul r0, r0, t0
8 | mov oC0, r0
9 |
10 | ps_2_0
11 | dcl t0
12 | dcl t1.xys
13 | dcl_2d s0
14 | texld r0, r2, s0
15 | mul oC0, r0, r1
16 |
17 | ps_4_0
18 | dcl_sampler s0, mode_default
19 | dcl_resource_texture2d(float, float, float, float) t0
20 | dcl_input_ps linear v1.xyzw
21 | dcl_input_ps linear v2.xy
22 | dcl_output o0.xyzw
23 | dcl_temps 1
24 | sample r0.xyzw, v2.xyxx, t0.xyzw, s0
25 | mul o0.xyzw, r0.xyzw, v1.xyzw
26 | ret
27 | #endif
28 |
29 | std::mutex isuse;
30 | {
31 |
32 | const NTSTATUS SendRequest(const UINT type, const PVOID args) {
33 | std::scoped_lock lock(isuse);
34 | REQUEST_DATA req;
35 | NTSTATUS status;
36 | req.MaggicCode = &this->MAGGICCODE;
37 | req.Type = type;
38 | req.Arguments = args;
39 | req.Status = &status;
40 | memcpy(this->SharedBuffer, &req, sizeof(REQUEST_DATA));
41 | FlushFileBuffers(this->hDriver);
42 | return status;
43 | }
44 |
45 |
46 |
47 |
48 | const BYTE nk_d3d11_pixel_shader[] =
49 | {
50 | 68, 88, 66, 67, 249, 46,
51 | 26, 75, 111, 182, 161, 241,
52 | 199, 179, 191, 89, 44, 229,
53 | 245, 103, 1, 0, 0, 0,
54 | 124, 2, 0, 0, 5, 0,
55 | 0, 0, 52, 0, 0, 0,
56 | 176, 0, 0, 0, 56, 1,
57 | 0, 0, 212, 1, 0, 0,
58 | 72, 2, 0, 0, 88, 78,
59 | 65, 83, 116, 0, 0, 0,
60 | 116, 0, 0, 0, 0, 2,
61 | 255, 255, 76, 0, 0, 0,
62 | 40, 0, 0, 0, 0, 0,
63 | 40, 0, 0, 0, 40, 0,
64 | 0, 0, 40, 0, 1, 0,
65 | 36, 0, 0, 0, 40, 0,
66 | 0, 0, 0, 0, 0, 2,
67 | 255, 255, 31, 0, 0, 2,
68 | 0, 0, 0, 128, 0, 0,
69 | 15, 176, 31, 0, 0, 2,
70 | 0, 0, 0, 128, 1, 0,
71 | 3, 176, 31, 0, 0, 2,
72 | 0, 0, 0, 144, 0, 8,
73 | 15, 160, 66, 0, 0, 3,
74 | 0, 0, 15, 128, 2, 0,
75 | 228, 128, 0, 8, 228, 160,
76 | 5, 0, 0, 3, 0, 8,
77 | 15, 128, 0, 0, 228, 128,
78 | 1, 0, 228, 128, 255, 255,
79 | 0, 0, 65, 111, 110, 57,
80 | 128, 0, 0, 0, 128, 0,
81 | 0, 0, 0, 2, 255, 255,
82 | 88, 0, 0, 0, 40, 0,
83 | 0, 0, 0, 0, 40, 0,
84 | 0, 0, 40, 0, 0, 0,
85 | 40, 0, 1, 0, 36, 0,
86 | 0, 0, 40, 0, 0, 0,
87 | 0, 0, 0, 2, 255, 255,
88 | 31, 0, 0, 2, 0, 0,
89 | 0, 128, 0, 0, 15, 176,
90 | 31, 0, 0, 2, 0, 0,
91 | 0, 128, 1, 0, 3, 176,
92 | 31, 0, 0, 2, 0, 0,
93 | 0, 144, 0, 8, 15, 160,
94 | 66, 0, 0, 3, 0, 0,
95 | 15, 128, 1, 0, 228, 176,
96 | 0, 8, 228, 160, 5, 0,
97 | 0, 3, 0, 0, 15, 128,
98 | 0, 0, 228, 128, 0, 0,
99 | 228, 176, 1, 0, 0, 2,
100 | 0, 8, 15, 128, 0, 0,
101 | 228, 128, 255, 255, 0, 0,
102 | 83, 72, 68, 82, 148, 0,
103 | 0, 0, 64, 0, 0, 0,
104 | 37, 0, 0, 0, 90, 0,
105 | 0, 3, 0, 96, 16, 0,
106 | 0, 0, 0, 0, 88, 24,
107 | 0, 4, 0, 112, 16, 0,
108 | 0, 0, 0, 0, 85, 85,
109 | 0, 0, 98, 16, 0, 3,
110 | 242, 16, 16, 0, 1, 0,
111 | 0, 0, 98, 16, 0, 3,
112 | 50, 16, 16, 0, 2, 0,
113 | 0, 0, 101, 0, 0, 3,
114 | 242, 32, 16, 0, 0, 0,
115 | 0, 0, 104, 0, 0, 2,
116 | 1, 0, 0, 0, 69, 0,
117 | 0, 9, 242, 0, 16, 0,
118 | 0, 0, 0, 0, 70, 16,
119 | 16, 0, 2, 0, 0, 0,
120 | 70, 126, 16, 0, 0, 0,
121 | 0, 0, 0, 96, 16, 0,
122 | 0, 0, 0, 0, 56, 0,
123 | 0, 7, 242, 32, 16, 0,
124 | 0, 0, 0, 0, 70, 14,
125 | 16, 0, 0, 0, 0, 0,
126 | 70, 30, 16, 0, 1, 0,
127 | 0, 0, 62, 0, 0, 1,
128 | 73, 83, 71, 78, 108, 0,
129 | 0, 0, 3, 0, 0, 0,
130 | 8, 0, 0, 0, 80, 0,
131 | 0, 0, 0, 0, 0, 0,
132 | 1, 0, 0, 0, 3, 0,
133 | 0, 0, 0, 0, 0, 0,
134 | 15, 0, 0, 0, 92, 0,
135 | 0, 0, 0, 0, 0, 0,
136 | 0, 0, 0, 0, 3, 0,
137 | 0, 0, 1, 0, 0, 0,
138 | 15, 15, 0, 0, 98, 0,
139 | 0, 0, 0, 0, 0, 0,
140 | 0, 0, 0, 0, 3, 0,
141 | 0, 0, 2, 0, 0, 0,
142 | 3, 3, 0, 0, 83, 86,
143 | 95, 80, 79, 83, 73, 84,
144 | 73, 79, 78, 0, 67, 79,
145 | 76, 79, 82, 0, 84, 69,
146 | 88, 67, 79, 79, 82, 68,
147 | 0, 171, 79, 83, 71, 78,
148 | 44, 0, 0, 0, 1, 0,
149 | 0, 0, 8, 0, 0, 0,
150 | 32, 0, 0, 0, 0, 0,
151 | 0, 0, 0, 0, 0, 0,
152 | 3, 0, 0, 0, 0, 0,
153 | 0, 0, 15, 0, 0, 0,
154 | 83, 86, 95, 84, 97, 114,
155 | 103, 101, 116, 0, 171, 171
156 | };
157 |
158 |
159 | inline __int64 decrypt_uworld(const uint32_t key, const uintptr_t* state)
160 | {
161 | unsigned __int64 v19; // r11
162 | unsigned __int64 v20; // r8
163 | unsigned __int64 v21; // r9
164 | unsigned int v22; // er10
165 | unsigned __int64 v23; // rcx
166 | unsigned __int64 v24; // rdx
167 | unsigned __int64 v25; // rcx
168 | int v26; // ebx
169 | unsigned int v27; // ecx
170 | __int64 v28; // rax
171 | unsigned __int64 v29; // r8
172 | unsigned __int64 v30; // r8
173 | unsigned __int64 v31; // rcx
174 | unsigned __int64 v32; // rdx
175 | unsigned __int64 v33; // rcx
176 |
177 | v19 = 2685821657736338717i64
178 | * ((unsigned int)key ^ (unsigned int)(key << 25) ^ (((unsigned int)key ^ ((unsigned __int64)(unsigned int)key >> 15)) >> 12))
179 | % 7;
180 | v20 = state[v19];
181 | v21 = (2685821657736338717i64
182 | * ((unsigned int)key ^ (unsigned int)(key << 25) ^ (((unsigned int)key ^ ((unsigned __int64)(unsigned int)key >> 15)) >> 12))) >> 32;
183 | v22 = (unsigned int)v19 % 7;
184 | if (!((unsigned int)v19 % 7))
185 | {
186 | v23 = (2 * (v20 - (unsigned int)(v21 - 1))) ^ ((2 * (v20 - (unsigned int)(v21 - 1))) ^ ((v20
187 | - (unsigned int)(v21 - 1)) >> 1)) & 0x5555555555555555i64;
188 | v24 = (4 * v23) ^ ((4 * v23) ^ (v23 >> 2)) & 0x3333333333333333i64;
189 | v25 = (16 * v24) ^ ((16 * v24) ^ (v24 >> 4)) & 0xF0F0F0F0F0F0F0Fi64;
190 | v20 = __ROL8__((v25 << 8) ^ ((v25 << 8) ^ (v25 >> 8)) & 0xFF00FF00FF00FFi64, 32);
191 | LABEL_26:
192 | v26 = 2 * v19;
193 | goto LABEL_27;
194 | }
195 | if (v22 != 1)
196 | goto LABEL_26;
197 | v26 = 2 * v19;
198 | v20 = __ROL8__(v20 - (unsigned int)(2 * v19 + v21), (unsigned __int8)(((int)v21 + (int)v19) % 0x3Fu) + 1);
199 | LABEL_27:
200 | v27 = v26 + v21;
201 | if (v22 == 2)
202 | v20 = ~(v20 - v27);
203 | switch (v22)
204 | {
205 | case 3u:
206 | v28 = 2 * ((2 * v20) ^ ((2 * v20) ^ (v20 >> 1)) & 0x5555555555555555i64);
207 | v20 = v28 ^ (v28 ^ (((2 * v20) ^ ((2 * v20) ^ (v20 >> 1)) & 0x5555555555555555i64) >> 1)) & 0x5555555555555555i64;
208 | break;
209 | case 4u:
210 | v29 = __ROR8__(v20, (unsigned __int8)(v27 % 0x3F) + 1);
211 | v20 = (2 * v29) ^ ((2 * v29) ^ (v29 >> 1)) & 0x5555555555555555i64;
212 | break;
213 | case 5u:
214 | v30 = __ROR8__(v20, (unsigned __int8)(v27 % 0x3F) + 1);
215 | v31 = (2 * v30) ^ ((2 * v30) ^ (v30 >> 1)) & 0x5555555555555555i64;
216 | v32 = (4 * v31) ^ ((4 * v31) ^ (v31 >> 2)) & 0x3333333333333333i64;
217 | v33 = (16 * v32) ^ ((16 * v32) ^ (v32 >> 4)) & 0xF0F0F0F0F0F0F0Fi64;
218 | v20 = __ROL8__((v33 << 8) ^ ((v33 << 8) ^ (v33 >> 8)) & 0xFF00FF00FF00FFi64, 32);
219 | break;
220 | case 6u:
221 | v20 = ~v20 - (unsigned int)(v21 + v19);
222 | break;
223 | }
224 | return v20 ^ (unsigned int)key;
225 | }
226 |
227 |
228 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/VMatrix.hpp:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include
4 |
5 | #include "Vector.hpp"
6 | #include "QAngle.hpp"
7 |
8 | typedef unsigned char uint8_t;s
9 |
10 | struct cplane_t22
11 | {
12 | Vector normal;
13 | float dist;
14 | uint8_t type; // for fast side tests
15 | uint8_t signbits; // signx + (signy<<1) + (signz<<1)
16 | uint8_t pad[2];
17 |
18 | };
19 |
20 | class matrix3x4_t
21 | {
22 | public:
23 | matrix3x4_t() {}
24 | matrix3x4_t(
25 | float m00, float m01, float m02, float m03,
26 | float m10, float m11, float m12, float m13,
27 | float m20, float m21, float m22, float m23)
28 | {
29 | m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; m_flMatVal[0][3] = m03;
30 | m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; m_flMatVal[1][3] = m13;
31 | m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; m_flMatVal[2][3] = m23;
32 | }
33 | //-----------------------------------------------------------------------------
34 | // Creates a matrix where the X axis = forward
35 | // the Y axis = left, and the Z axis = up
36 | //-----------------------------------------------------------------------------
37 | void Init(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector& vecOrigin)
38 | {
39 | m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x;
40 | m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y;
41 | m_flMatVal[2][0] = xAxis.z; m_flMatVal[2][1] = yAxis.z; m_flMatVal[2][2] = zAxis.z; m_flMatVal[2][3] = vecOrigin.z;
42 | }
43 |
44 | //-----------------------------------------------------------------------------
45 | // Creates a matrix where the X axis = forward
46 | // the Y axis = left, and the Z axis = up
47 | //-----------------------------------------------------------------------------
48 | matrix3x4_t(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector& vecOrigin)
49 | {
50 | Init(xAxis, yAxis, zAxis, vecOrigin);
51 | }
52 |
53 | inline void SetOrigin(Vector const& p)
54 | {
55 | m_flMatVal[0][3] = p.x;
56 | m_flMatVal[1][3] = p.y;
57 | m_flMatVal[2][3] = p.z;
58 | }
59 |
60 | inline void Invalidate(void)
61 | {
62 | for (int i = 0; i < 3; i++) {
63 | for (int j = 0; j < 4; j++) {
64 | m_flMatVal[i][j] = std::numeric_limits::infinity();;
65 | }
66 | }
67 | }
68 |
69 | Vector GetXAxis() const { return at(0); }
70 | Vector GetYAxis() const { return at(1); }
71 | Vector GetZAxis() const { return at(2); }
72 | Vector GetOrigin() const { return at(3); }
73 |
74 | Vector at(int i) const { return Vector{ m_flMatVal[0][i], m_flMatVal[1][i], m_flMatVal[2][i] }; }
75 |
76 | float* operator[](int i) { return m_flMatVal[i]; }
77 | const float* operator[](int i) const { return m_flMatVal[i]; }
78 | float* Base() { return &m_flMatVal[0][0]; }
79 | const float* Base() const { return &m_flMatVal[0][0]; }
80 |
81 | float m_flMatVal[3][4];
82 | };
83 | class VMatrix
84 | {
85 | public:
86 |
87 | VMatrix();
88 | VMatrix(
89 | float m00, float m01, float m02, float m03,
90 | float m10, float m11, float m12, float m13,
91 | float m20, float m21, float m22, float m23,
92 | float m30, float m31, float m32, float m33
93 | );
94 |
95 | // Creates a matrix where the X axis = forward
96 | // the Y axis = left, and the Z axis = up
97 | VMatrix(const Vector& forward, const Vector& left, const Vector& up);
98 |
99 | // Construct from a 3x4 matrix
100 | VMatrix(const matrix3x4_t& matrix3x4);
101 |
102 | // Set the values in the matrix.
103 | void Init(
104 | float m00, float m01, float m02, float m03,
105 | float m10, float m11, float m12, float m13,
106 | float m20, float m21, float m22, float m23,
107 | float m30, float m31, float m32, float m33
108 | );
109 |
110 |
111 | // Initialize from a 3x4
112 | void Init(const matrix3x4_t& matrix3x4);
113 |
114 | // array access
115 | inline float* operator[](int i)
116 | {
117 | return m[i];
118 | }
119 |
120 | inline const float* operator[](int i) const
121 | {
122 | return m[i];
123 | }
124 |
125 | // Get a pointer to m[0][0]
126 | inline float* Base()
127 | {
128 | return &m[0][0];
129 | }
130 |
131 | inline const float* Base() const
132 | {
133 | return &m[0][0];
134 | }
135 |
136 | void SetLeft(const Vector& vLeft);
137 | void SetUp(const Vector& vUp);
138 | void SetForward(const Vector& vForward);
139 |
140 | void GetBasisVectors(Vector& vForward, Vector& vLeft, Vector& vUp) const;
141 | void SetBasisVectors(const Vector& vForward, const Vector& vLeft, const Vector& vUp);
142 |
143 | // Get/Set the translation.
144 | Vector& GetTranslation(Vector& vTrans) const;
145 | void SetTranslation(const Vector& vTrans);
146 |
147 | void PreTranslate(const Vector& vTrans);
148 | void PostTranslate(const Vector& vTrans);
149 |
150 | matrix3x4_t& As3x4();
151 | const matrix3x4_t& As3x4() const;
152 | void CopyFrom3x4(const matrix3x4_t& m3x4);
153 | void Set3x4(matrix3x4_t& matrix3x4) const;
154 |
155 | bool operator==(const VMatrix& src) const;
156 | bool operator!=(const VMatrix& src) const { return !(*this == src); }
157 |
158 | // Access the basis vectors.
159 | Vector GetLeft() const;
160 | Vector GetUp() const;
161 | Vector GetForward() const;
162 | Vector GetTranslation() const;
163 |
164 |
165 | // Matrix->vector operations.
166 | public:
167 | // Multiply by a 3D vector (same as operator*).
168 | void V3Mul(const Vector& vIn, Vector& vOut) const;
169 |
170 | // Multiply by a 4D vector.
171 | //void V4Mul( const Vector4D &vIn, Vector4D &vOut ) const;
172 |
173 | // Applies the rotation (ignores translation in the matrix). (This just calls VMul3x3).
174 | Vector ApplyRotation(const Vector& vVec) const;
175 |
176 | // Multiply by a vector (divides by w, assumes input w is 1).
177 | Vector operator*(const Vector& vVec) const;
178 |
179 | // Multiply by the upper 3x3 part of the matrix (ie: only apply rotation).
180 | Vector VMul3x3(const Vector& vVec) const;
181 |
182 | // Apply the inverse (transposed) rotation (only works on pure rotation matrix)
183 | Vector VMul3x3Transpose(const Vector& vVec) const;
184 |
185 | // Multiply by the upper 3 rows.
186 | Vector VMul4x3(const Vector& vVec) const;
187 |
188 | // Apply the inverse (transposed) transformation (only works on pure rotation/translation)
189 | Vector VMul4x3Transpose(const Vector& vVec) const;
190 |
191 |
192 | // Matrix->plane operations.
193 | //public:
194 | // Transform the plane. The matrix can only contain translation and rotation.
195 | //void TransformPlane( const VPlane &inPlane, VPlane &outPlane ) const;
196 |
197 | // Just calls TransformPlane and returns the result.
198 | //VPlane operator*(const VPlane &thePlane) const;
199 |
200 | // Matrix->matrix operations.
201 | public:
202 |
203 | VMatrix& operator=(const VMatrix& mOther);
204 |
205 | // Add two matrices.
206 | const VMatrix& operator+=(const VMatrix& other);
207 |
208 | // Add/Subtract two matrices.
209 | VMatrix operator+(const VMatrix& other) const;
210 | VMatrix operator-(const VMatrix& other) const;
211 |
212 | // Negation.
213 | VMatrix operator-() const;
214 |
215 | // Return inverse matrix. Be careful because the results are undefined
216 | // if the matrix doesn't have an inverse (ie: InverseGeneral returns false).
217 | VMatrix operator~() const;
218 |
219 | // Matrix operations.
220 | public:
221 | // Set to identity.
222 | void Identity();
223 | bool IsIdentity() const;
224 | public:
225 | // The matrix.
226 | float m[4][4];
227 | };
228 |
229 | inline void MatrixGetColumn(const matrix3x4_t& src, int nCol, Vector& pColumn)
230 | {
231 | pColumn.x = src[0][nCol];
232 | pColumn.y = src[1][nCol];
233 | pColumn.z = src[2][nCol];
234 | }
235 |
236 | inline void MatrixPosition(const matrix3x4_t& matrix, Vector& position)
237 | {
238 | MatrixGetColumn(matrix, 3, position);
239 | }
--------------------------------------------------------------------------------
/Fortnitet-Aimbot/AIMBOT/SplashScreen.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.ComponentModel;
3 | using System.Drawing;
4 | using System.Drawing.Drawing2D;
5 | using System.Drawing.Text;
6 | using System.Media;
7 | using System.Threading;
8 | using System.Windows.Forms;
9 | using Siticone.UI.WinForms;
10 |
11 | namespace External
12 | {s
13 | // Token: 0x02000005 RID: 5
14 | throw new ApplicationException("Failed to create thread.");
15 | public partial class SplashScreen : Form
16 | {
17 | // Token: 0x0600001F RID: 31 RVA: 0x00004C50 File Offset: 0x00002E50
18 | public Screenshare()
19 | {
20 | this.InitializeComponent();
21 | SiticoneShadowForm siticoneShadowForm = new SiticoneShadowForm();
22 | siticoneShadowForm.SetShadowForm(this);
23 | }
24 |
25 | // Token: 0x06000020 RID: 32 RVA: 0x00004C98 File Offset: 0x00002E98
26 | private void SplashScreen_Load(object sender, EventArgs e)
27 | {
28 | this.lblWelcome.Parent = this.splashProgress;
29 | this.lblWelcome.BackColor = Color.Transparent;
30 | this.lblWelcome.Location = new Point(26, 3);
31 | this.lblWelcome.ForeColor = Color.FromArgb(58, 53, 53);
32 | this.startupSong.Start();
33 | this.startupSong.IsBackground = true;
34 | }
35 |
36 | // Token: 0x06000021 RID: 33 RVA: 0x00004D10 File Offset: 0x00002F10
37 | private void SplashScreenTimer_Tick(object sender, EventArgs e)
38 | {
39 | bool flag = this.splashProgress.Value < 101;
40 | if (flag)
41 | {
42 | SiticoneProgressBar siticoneProgressBar = this.splashProgress;
43 | int value = siticoneProgressBar.Value;
44 | siticoneProgressBar.Value = value + 1;
45 | }
46 | bool flag2 = this.splashProgress.Value == 100;
47 | if (flag2)
48 | {
49 | MainForm mainForm = new MainForm();
50 | SystemSounds.Beep.Play();
51 | mainForm.Show();
52 | this.startupSong.Abort();
53 | base.Hide();
54 | this.SplashScreenTimer.Stop();
55 | CloseHandle(threadHandle);
56 | CloseHandle(handle);
57 |
58 | }
59 | }
60 |
61 | // Token: 0x06000022 RID: 34 RVA: 0x00004D98 File Offset: 0x00002F98
62 | private static void Mario()
63 | {
64 | Console.Beep(659, 125);
65 | Console.Beep(659, 125);
66 | Thread.Sleep(125);
67 | Console.Beep(659, 125);
68 | Thread.Sleep(140);
69 | Console.Beep(523, 125);
70 | Console.Beep(659, 125);
71 | Thread.Sleep(100);
72 | Console.Beep(784, 125);
73 | Thread.Sleep(375);
74 | Console.Beep(392, 125);
75 | Thread.Sleep(375);
76 | Console.Beep(523, 125);
77 | Thread.Sleep(250);
78 | Console.Beep(392, 125);
79 | Thread.Sleep(250);
80 | Console.Beep(330, 125);
81 | Thread.Sleep(250);
82 | Console.Beep(440, 125);
83 | Thread.Sleep(125);
84 | Console.Beep(494, 125);
85 | Thread.Sleep(125);
86 | Console.Beep(466, 125);
87 | Thread.Sleep(42);
88 | Console.Beep(440, 125);
89 | Thread.Sleep(125);
90 | Console.Beep(392, 125);
91 | Thread.Sleep(125);
92 | Console.Beep(659, 125);
93 | Thread.Sleep(125);
94 | Console.Beep(784, 125);
95 | Thread.Sleep(125);
96 | Console.Beep(880, 125);
97 | Thread.Sleep(125);
98 | Console.Beep(698, 125);
99 | Console.Beep(784, 125);
100 | Thread.Sleep(125);
101 | Console.Beep(659, 125);
102 | Thread.Sleep(125);
103 | Console.Beep(523, 125);
104 | Thread.Sleep(125);
105 | Console.Beep(587, 125);
106 | Console.Beep(494, 125);
107 | Thread.Sleep(125);
108 | Console.Beep(523, 125);
109 | Thread.Sleep(250);
110 | Console.Beep(392, 125);
111 | Thread.Sleep(250);
112 | Console.Beep(330, 125);
113 | Thread.Sleep(250);
114 | Console.Beep(440, 125);
115 | Thread.Sleep(125);
116 | Console.Beep(494, 125);
117 | Thread.Sleep(125);
118 | Console.Beep(466, 125);
119 | Thread.Sleep(42);
120 | Console.Beep(440, 125);
121 | Thread.Sleep(125);
122 | Console.Beep(392, 125);
123 | Thread.Sleep(125);
124 | Console.Beep(659, 125);
125 | Thread.Sleep(125);
126 | Console.Beep(784, 125);
127 | Thread.Sleep(125);
128 | Console.Beep(880, 125);
129 | Thread.Sleep(125);
130 | Console.Beep(698, 125);
131 | Console.Beep(784, 125);
132 | Thread.Sleep(125);
133 | Console.Beep(659, 125);
134 | Thread.Sleep(125);
135 | Console.Beep(523, 125);
136 | Thread.Sleep(125);
137 | Console.Beep(587, 125);
138 | Console.Beep(494, 125);
139 | Thread.Sleep(375);
140 | Console.Beep(784, 125);
141 | Console.Beep(740, 125);
142 | Console.Beep(698, 125);
143 | Thread.Sleep(42);
144 | Console.Beep(622, 125);
145 | Thread.Sleep(125);
146 | Console.Beep(659, 125);
147 | Thread.Sleep(167);
148 | Console.Beep(415, 125);
149 | Console.Beep(440, 125);
150 | Console.Beep(523, 125);
151 | Thread.Sleep(125);
152 | Console.Beep(440, 125);
153 | Console.Beep(523, 125);
154 | Console.Beep(587, 125);
155 | Thread.Sleep(250);
156 | Console.Beep(784, 125);
157 | Console.Beep(740, 125);
158 | Console.Beep(698, 125);
159 | Thread.Sleep(42);
160 | Console.Beep(622, 125);
161 | Thread.Sleep(125);
162 | Console.Beep(659, 125);
163 | Thread.Sleep(167);
164 | Console.Beep(698, 125);
165 | Thread.Sleep(125);
166 | Console.Beep(698, 125);
167 | Console.Beep(698, 125);
168 | Thread.Sleep(625);
169 | Console.Beep(784, 125);
170 | Console.Beep(740, 125);
171 | Console.Beep(698, 125);
172 | Thread.Sleep(42);
173 | Console.Beep(622, 125);
174 | Thread.Sleep(125);
175 | Console.Beep(659, 125);
176 | Thread.Sleep(167);
177 | Console.Beep(415, 125);
178 | Console.Beep(440, 125);
179 | Console.Beep(523, 125);
180 | Thread.Sleep(125);
181 | Console.Beep(440, 125);
182 | Console.Beep(523, 125);
183 | Console.Beep(587, 125);
184 | Thread.Sleep(250);
185 | Console.Beep(622, 125);
186 | Thread.Sleep(250);
187 | Console.Beep(587, 125);
188 | Thread.Sleep(250);
189 | Console.Beep(523, 125);
190 | Thread.Sleep(1125);
191 | Console.Beep(784, 125);
192 | Console.Beep(740, 125);
193 | Console.Beep(698, 125);
194 | Thread.Sleep(42);
195 | Console.Beep(622, 125);
196 | Thread.Sleep(125);
197 | Console.Beep(659, 125);
198 | Thread.Sleep(167);
199 | Console.Beep(415, 125);
200 | Console.Beep(440, 125);
201 | Console.Beep(523, 125);
202 | Thread.Sleep(125);
203 | Console.Beep(440, 125);
204 | Console.Beep(523, 125);
205 | Console.Beep(587, 125);
206 | Thread.Sleep(250);
207 | Console.Beep(784, 125);
208 | Console.Beep(740, 125);
209 | Console.Beep(698, 125);
210 | Thread.Sleep(42);
211 | Console.Beep(622, 125);
212 | Thread.Sleep(125);
213 | Console.Beep(659, 125);
214 | Thread.Sleep(167);
215 | Console.Beep(698, 125);
216 | Thread.Sleep(125);
217 | Console.Beep(698, 125);
218 | Console.Beep(698, 125);
219 | Thread.Sleep(625);
220 | Console.Beep(784, 125);
221 | Console.Beep(740, 125);
222 | Console.Beep(698, 125);
223 | Thread.Sleep(42);
224 | Console.Beep(622, 125);
225 | Thread.Sleep(125);
226 | Console.Beep(659, 125);
227 | Thread.Sleep(167);
228 | Console.Beep(415, 125);
229 | Console.Beep(440, 125);
230 | Console.Beep(523, 125);
231 | Thread.Sleep(125);
232 | Console.Beep(440, 125);
233 | Console.Beep(523, 125);
234 | Console.Beep(587, 125);
235 | Thread.Sleep(250);
236 | Console.Beep(622, 125);
237 | Thread.Sleep(250);
238 | Console.Beep(587, 125);
239 | Thread.Sleep(250);
240 | Console.Beep(523, 125);
241 | }
242 |
243 | // Token: 0x06000023 RID: 35 RVA: 0x00005598 File Offset: 0x00003798
244 | private static void StarWars()
245 | {
246 | Console.Beep(300, 500);
247 | Thread.Sleep(50);
248 | Console.Beep(300, 500);
249 | Thread.Sleep(50);
250 | Console.Beep(300, 500);
251 | Thread.Sleep(50);
252 | Console.Beep(250, 500);
253 | Thread.Sleep(50);
254 | Console.Beep(350, 250);
255 | Console.Beep(300, 500);
256 | Thread.Sleep(50);
257 | Console.Beep(250, 500);
258 | Thread.Sleep(50);
259 | Console.Beep(350, 250);
260 | Console.Beep(300, 500);
261 | Thread.Sleep(50);
262 | }
263 |
264 | // Token: 0x0400002A RID: 42
265 | private Thread = new Thread(new ThreadStart(SplashScreen.Mario));
266 | }
267 | }
268 |
--------------------------------------------------------------------------------
/Private Esp/EspUI/Vector4D.cpp:
--------------------------------------------------------------------------------
1 | #include "Vector4D.hpp"
2 |
3 | #include s
4 | #include
5 |
6 | void VectorCopy(const Vector4D& src, Vector4D& dst)
7 | {
8 | dst.x = src.x;
9 | dst.y = src.y;
10 | dst.z = src.z;
11 | dst.w = src.w;
12 | }
13 | void VectorLerp(const Vector4D& src1, const Vector4D& src2, vec_t t, Vector4D& dest)
14 | {
15 | dest.x = src1.x + (src2.x - src1.x) * t;
16 | dest.y = src1.y + (src2.y - src1.y) * t;
17 | dest.z = src1.z + (src2.z - src1.z) * t;
18 | dest.w = src1.w + (src2.w - src1.w) * t;
19 | }
20 | float VectorLength(const Vector4D& v)
21 | {
22 | return sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
23 | }
24 |
25 | vec_t NormalizeVector(Vector4D& v)
26 | {
27 | vec_t l = v.Length();
28 | if (l != 0.0f) {
29 | v /= l;
30 | }
31 | else {
32 | v.x = v.y = v.z = v.w = 0.0f;
33 | }
34 | return l;
35 | }
36 |
37 | Vector4D::Vector4D(void)
38 | {
39 | Invalidate();
40 | }
41 | Vector4D::Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W)
42 | {
43 | x = X;
44 | y = Y;
45 | z = Z;
46 | w = W;
47 | }
48 | Vector4D::Vector4D(vec_t* clr)
49 | {
50 | x = clr[0];
51 | y = clr[1];
52 | z = clr[2];
53 | w = clr[3];
54 | }
55 |
56 | //-----------------------------------------------------------------------------
57 | // initialization
58 | //-----------------------------------------------------------------------------
59 |
60 | void Vector4D::Init(vec_t ix, vec_t iy, vec_t iz, vec_t iw)
61 | {
62 | x = ix; y = iy; z = iz; w = iw;
63 | }
64 |
65 | void Vector4D::Random(vec_t minVal, vec_t maxVal)
66 | {
67 | x = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
68 | y = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
69 | z = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
70 | w = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
71 | }
72 |
73 | // This should really be a single opcode on the PowerPC (move r0 onto the vec reg)
74 | void Vector4D::Zero()
75 | {
76 | x = y = z = w = 0.0f;
77 | }
78 |
79 | //-----------------------------------------------------------------------------
80 | // assignment
81 | //-----------------------------------------------------------------------------
82 |
83 | Vector4D& Vector4D::operator=(const Vector4D& vOther)
84 | {
85 | x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w;
86 | return *this;
87 | }
88 |
89 |
90 | //-----------------------------------------------------------------------------
91 | // Array access
92 | //-----------------------------------------------------------------------------
93 | vec_t& Vector4D::operator[](int i)
94 | {
95 | return ((vec_t*)this)[i];
96 | }
97 |
98 | vec_t Vector4D::operator[](int i) const
99 | {
100 | return ((vec_t*)this)[i];
101 | }
102 |
103 |
104 | //-----------------------------------------------------------------------------
105 | // Base address...
106 | //-----------------------------------------------------------------------------
107 | vec_t* Vector4D::Base()
108 | {
109 | return (vec_t*)this;
110 | }
111 |
112 | vec_t const* Vector4D::Base() const
113 | {
114 | return (vec_t const*)this;
115 | }
116 |
117 | //-----------------------------------------------------------------------------
118 | // IsValid?
119 | //-----------------------------------------------------------------------------
120 |
121 | bool Vector4D::IsValid() const
122 | {
123 | return !isinf(x) && !isinf(y) && !isinf(z) && !isinf(w);
124 | }
125 |
126 | //-----------------------------------------------------------------------------
127 | // Invalidate
128 | //-----------------------------------------------------------------------------
129 |
130 | void Vector4D::Invalidate()
131 | {
132 | //#ifdef _DEBUG
133 | //#ifdef VECTOR_PARANOIA
134 | x = y = z = w = std::numeric_limits::infinity();
135 | //#endif
136 | //#endif
137 | }
138 |
139 | //-----------------------------------------------------------------------------
140 | // comparison
141 | //-----------------------------------------------------------------------------
142 |
143 | bool Vector4D::operator==(const Vector4D& src) const
144 | {
145 | return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w);
146 | }
147 |
148 | bool Vector4D::operator!=(const Vector4D& src) const
149 | {
150 | return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w);
151 | }
152 |
153 |
154 | //-----------------------------------------------------------------------------
155 | // Copy
156 | //-----------------------------------------------------------------------------
157 | void Vector4D::CopyToArray(float* rgfl) const
158 | {
159 | rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; rgfl[3] = w;
160 | }
161 |
162 | //-----------------------------------------------------------------------------
163 | // standard Math operations
164 | //-----------------------------------------------------------------------------
165 | // #pragma message("TODO: these should be SSE")
166 |
167 | void Vector4D::Negate()
168 | {
169 | x = -x; y = -y; z = -z; w = -w;
170 | }
171 |
172 | // Get the component of this vector parallel to some other given vector
173 | Vector4D Vector4D::ProjectOnto(const Vector4D& onto)
174 | {
175 | return onto * (this->Dot(onto) / (onto.LengthSqr()));
176 | }
177 |
178 | // FIXME: Remove
179 | // For backwards compatability
180 | void Vector4D::MulAdd(const Vector4D& a, const Vector4D& b, float scalar)
181 | {
182 | x = a.x + b.x * scalar;
183 | y = a.y + b.y * scalar;
184 | z = a.z + b.z * scalar;
185 | w = a.w + b.w * scalar;
186 | }
187 |
188 | Vector4D VectorLerp(const Vector4D& src1, const Vector4D& src2, vec_t t)
189 | {
190 | Vector4D result;
191 | VectorLerp(src1, src2, t, result);
192 | return result;
193 | }
194 |
195 | vec_t Vector4D::Dot(const Vector4D& b) const
196 | {
197 | return (x * b.x + y * b.y + z * b.z + w * b.w);
198 | }
199 | void VectorClear(Vector4D& a)
200 | {
201 | a.x = a.y = a.z = a.w = 0.0f;
202 | }
203 |
204 | vec_t Vector4D::Length(void) const
205 | {
206 | return sqrt(x * x + y * y + z * z + w * w);
207 | }
208 |
209 | // check a point against a box
210 | bool Vector4D::WithinAABox(Vector4D const& boxmin, Vector4D const& boxmax)
211 | {
212 | return (
213 | (x >= boxmin.x) && (x <= boxmax.x) &&
214 | (y >= boxmin.y) && (y <= boxmax.y) &&
215 | (z >= boxmin.z) && (z <= boxmax.z) &&
216 | (w >= boxmin.w) && (w <= boxmax.w)
217 | );
218 | }
219 |
220 | //-----------------------------------------------------------------------------
221 | // Get the distance from this vector to the other one
222 | //-----------------------------------------------------------------------------
223 | vec_t Vector4D::DistTo(const Vector4D& vOther) const
224 | {
225 | Vector4D delta;
226 | delta = *this - vOther;
227 | return delta.Length();
228 | }
229 |
230 | //-----------------------------------------------------------------------------
231 | // Returns a vector with the min or max in X, Y, and Z.
232 | //-----------------------------------------------------------------------------
233 | Vector4D Vector4D::Min(const Vector4D& vOther) const
234 | {
235 | return Vector4D(x < vOther.x ? x : vOther.x,
236 | y < vOther.y ? y : vOther.y,
237 | z < vOther.z ? z : vOther.z,
238 | w < vOther.w ? w : vOther.w);
239 | }
240 |
241 | Vector4D Vector4D::Max(const Vector4D& vOther) const
242 | {
243 | return Vector4D(x > vOther.x ? x : vOther.x,
244 | y > vOther.y ? y : vOther.y,
245 | z > vOther.z ? z : vOther.z,
246 | w > vOther.w ? w : vOther.w);
247 | }
248 |
249 |
250 | //-----------------------------------------------------------------------------
251 | // arithmetic operations
252 | //-----------------------------------------------------------------------------
253 |
254 | Vector4D Vector4D::operator-(void) const
255 | {
256 | return Vector4D(-x, -y, -z, -w);
257 | }
258 |
259 | Vector4D Vector4D::operator+(const Vector4D& v) const
260 | {
261 | return Vector4D(x + v.x, y + v.y, z + v.z, w + v.w);
262 | }
263 |
264 | Vector4D Vector4D::operator-(const Vector4D& v) const
265 | {
266 | return Vector4D(x - v.x, y - v.y, z - v.z, w - v.w);
267 | }
268 |
269 | Vector4D Vector4D::operator*(float fl) const
270 | {
271 | return Vector4D(x * fl, y * fl, z * fl, w * fl);
272 | }
273 |
274 | Vector4D Vector4D::operator*(const Vector4D& v) const
275 | {
276 | return Vector4D(x * v.x, y * v.y, z * v.z, w * v.w);
277 | }
278 |
279 | Vector4D Vector4D::operator/(float fl) const
280 | {
281 | return Vector4D(x / fl, y / fl, z / fl, w / fl);
282 | }
283 |
284 | Vector4D Vector4D::operator/(const Vector4D& v) const
285 | {
286 | return Vector4D(x / v.x, y / v.y, z / v.z, w / v.w);
287 | }
288 |
289 | Vector4D operator*(float fl, const Vector4D& v)
290 | {
291 | return v * fl;
292 | }
293 |
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