├── README.md
├── CS2CheatPOC
├── Classes
│ ├── Line.cs
│ ├── Rectangle.cs
│ └── Player.cs
├── ESPBehaviour.cs
├── CS2CheatPOC.csproj
├── Memory.cs
└── Program.cs
├── CS2CheatPOC.sln
├── .gitattributes
└── .gitignore
/README.md:
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1 | # CS2CheatPOC
2 | CS:GO 2 External Aimbot Proof of Concept
3 | Also ESP which utilizes https://github.com/shuruk421/custom_overlay
4 |
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/CS2CheatPOC/Classes/Line.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace CS2CheatPOC.Classes
8 | {
9 | public class Line
10 | {
11 | public int X1 { get; set; }
12 | public int Y1 { get; set; }
13 | public int X2 { get; set; }
14 | public int Y2 { get; set; }
15 | }
16 | }
17 |
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/CS2CheatPOC/Classes/Rectangle.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace CS2CheatPOC.Classes
8 | {
9 | public class Rectangle
10 | {
11 | public int X { get; set; }
12 | public int Y { get; set; }
13 | public int Width { get; set; }
14 | public int Height { get; set; }
15 | }
16 | }
17 |
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/CS2CheatPOC/ESPBehaviour.cs:
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1 |
2 | using CS2CheatPOC.Classes;
3 | using Newtonsoft.Json;
4 | using WebSocketSharp;
5 | using WebSocketSharp.Server;
6 |
7 | namespace CS2CheatPOC
8 | {
9 | public class ESPBehaviour : WebSocketBehavior
10 | {
11 | protected override void OnMessage(MessageEventArgs e)
12 | {
13 | if (e.Data == "GET")
14 | {
15 | var lines = CheatClass.GetLines();
16 | Send(JsonConvert.SerializeObject(lines));
17 | }
18 | }
19 | }
20 | }
21 |
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/CS2CheatPOC/CS2CheatPOC.csproj:
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1 |
2 |
3 |
4 | Exe
5 | net6.0
6 | enable
7 | enable
8 | true
9 | AnyCPU;x64
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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/CS2CheatPOC/Classes/Player.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Numerics;
3 | using System.Runtime.InteropServices;
4 |
5 | [StructLayout(LayoutKind.Explicit)]
6 | public struct Player
7 | {
8 | [FieldOffset(0x318)]
9 | public int m_iMaxHealth;
10 | [FieldOffset(0x86C)]
11 | public float XPos;
12 | [FieldOffset(0x86C + 4)]
13 | public float YPos;
14 | [FieldOffset(0x86C + 8)]
15 | public float ZPos;
16 | [FieldOffset(0x3B8)]
17 | public byte m_fFlags;
18 | [FieldOffset(0x31C)]
19 | public int m_iHealth;
20 | [FieldOffset(0x3AF)]
21 | public int m_iTeamNum;
22 | [FieldOffset(0x300)]
23 | public long m_pGameSceneNode; // CGameSceneNode* (CSkeletonInstance*)
24 | }
25 |
26 | [StructLayout(LayoutKind.Explicit)]
27 | public struct CSkeletonInstance
28 | {
29 | [FieldOffset(0x160)]
30 | public CModelState m_modelState; // 0x160 - 0x390
31 | }
32 |
33 | [StructLayout(LayoutKind.Explicit)]
34 | public struct CModelState
35 | {
36 | [FieldOffset(0x80)]
37 | public long m_boneArray; // CBoneData*
38 | }
39 |
40 | public struct CBoneData
41 | {
42 | public Vector3 Location;
43 | public float Scale;
44 | public Quaternion Rotation;
45 | }
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/CS2CheatPOC.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 17
4 | VisualStudioVersion = 17.5.33516.290
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CS2CheatPOC", "CS2CheatPOC\CS2CheatPOC.csproj", "{9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Debug|x64 = Debug|x64
12 | Release|Any CPU = Release|Any CPU
13 | Release|x64 = Release|x64
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
17 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Debug|Any CPU.Build.0 = Debug|Any CPU
18 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Debug|x64.ActiveCfg = Debug|x64
19 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Debug|x64.Build.0 = Debug|x64
20 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Release|Any CPU.ActiveCfg = Release|Any CPU
21 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Release|Any CPU.Build.0 = Release|Any CPU
22 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Release|x64.ActiveCfg = Release|x64
23 | {9ED7E1B1-CB05-48F8-A529-8BAC56338DD1}.Release|x64.Build.0 = Release|x64
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {E34A59FC-E313-4AAD-8EC5-33E76BB5B92B}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ###############################################################################
2 | # Set default behavior to automatically normalize line endings.
3 | ###############################################################################
4 | * text=auto
5 |
6 | ###############################################################################
7 | # Set default behavior for command prompt diff.
8 | #
9 | # This is need for earlier builds of msysgit that does not have it on by
10 | # default for csharp files.
11 | # Note: This is only used by command line
12 | ###############################################################################
13 | #*.cs diff=csharp
14 |
15 | ###############################################################################
16 | # Set the merge driver for project and solution files
17 | #
18 | # Merging from the command prompt will add diff markers to the files if there
19 | # are conflicts (Merging from VS is not affected by the settings below, in VS
20 | # the diff markers are never inserted). Diff markers may cause the following
21 | # file extensions to fail to load in VS. An alternative would be to treat
22 | # these files as binary and thus will always conflict and require user
23 | # intervention with every merge. To do so, just uncomment the entries below
24 | ###############################################################################
25 | #*.sln merge=binary
26 | #*.csproj merge=binary
27 | #*.vbproj merge=binary
28 | #*.vcxproj merge=binary
29 | #*.vcproj merge=binary
30 | #*.dbproj merge=binary
31 | #*.fsproj merge=binary
32 | #*.lsproj merge=binary
33 | #*.wixproj merge=binary
34 | #*.modelproj merge=binary
35 | #*.sqlproj merge=binary
36 | #*.wwaproj merge=binary
37 |
38 | ###############################################################################
39 | # behavior for image files
40 | #
41 | # image files are treated as binary by default.
42 | ###############################################################################
43 | #*.jpg binary
44 | #*.png binary
45 | #*.gif binary
46 |
47 | ###############################################################################
48 | # diff behavior for common document formats
49 | #
50 | # Convert binary document formats to text before diffing them. This feature
51 | # is only available from the command line. Turn it on by uncommenting the
52 | # entries below.
53 | ###############################################################################
54 | #*.doc diff=astextplain
55 | #*.DOC diff=astextplain
56 | #*.docx diff=astextplain
57 | #*.DOCX diff=astextplain
58 | #*.dot diff=astextplain
59 | #*.DOT diff=astextplain
60 | #*.pdf diff=astextplain
61 | #*.PDF diff=astextplain
62 | #*.rtf diff=astextplain
63 | #*.RTF diff=astextplain
64 |
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/CS2CheatPOC/Memory.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Data.SqlTypes;
4 | using System.Diagnostics;
5 | using System.Drawing;
6 | using System.Linq;
7 | using System.Net;
8 | using System.Reflection;
9 | using System.Reflection.Metadata;
10 | using System.Runtime.InteropServices;
11 | using System.Text;
12 | using System.Threading.Tasks;
13 |
14 | namespace CS2CheatPOC
15 | {
16 | public class Memory
17 | {
18 | [DllImport("kernel32.dll")]
19 | public static extern IntPtr OpenProcess(int dwDesiredAccess, bool bInheritHandle, int dwProcessId);
20 |
21 | [DllImport("kernel32.dll")]
22 | public static extern bool CloseHandle(int hObject);
23 |
24 | [DllImport("kernel32.dll")]
25 | public static extern bool ReadProcessMemory(int hProcess, long lpBaseAddress, byte[] lpBuffer, int dwSize, ref int lpNumberOfBytesRead);
26 |
27 | [DllImport("kernel32.dll")]
28 | public static extern bool WriteProcessMemory(int hProcess, long lpBaseAddress, byte[] lpBuffer, int nSize, ref int lpNumberOfBytesWritten);
29 |
30 | [DllImport("psapi.dll")]
31 | public static extern bool EnumProcessModulesEx(int hProcess, long[] lphModule, long cb, ref int lpcbNeeded, int dwFilterFlag);
32 |
33 | [DllImport("psapi.dll")]
34 | public static extern bool GetModuleFileNameExA(int hProcess, long hModule, char[] lpFilename, int nSize);
35 |
36 | [DllImport("kernel32.dll")]
37 | public static extern int GetLastError();
38 |
39 | [DllImport("user32.dll", CharSet = CharSet.Auto)]
40 | public static extern IntPtr FindWindow(string strClassName, string strWindowName);
41 |
42 | [DllImport("user32.dll")]
43 | public static extern bool GetWindowRect(IntPtr hwnd, ref Rect rectangle);
44 |
45 | public struct Rect
46 | {
47 | public int Left { get; set; }
48 | public int Top { get; set; }
49 | public int Right { get; set; }
50 | public int Bottom { get; set; }
51 | }
52 |
53 | public static long GetModuleBaseAddress(Process process, string moduleName)
54 | {
55 |
56 | // Get an instance of the specified module in the process
57 | // We use linq here to avoid unnecesary for loops
58 |
59 | var module = process.Modules.Cast().SingleOrDefault(m => string.Equals(m.ModuleName, moduleName, StringComparison.OrdinalIgnoreCase));
60 |
61 | // Attempt to get the base address of the module - Return IntPtr.Zero if the module doesn't exist in the process
62 | return (long) module?.BaseAddress;
63 | }
64 |
65 | public static int WriteFloat(int processHandle, long address, float value)
66 | {
67 | int bytesWritten = 0;
68 | byte[] bytes = BitConverter.GetBytes(value);
69 | WriteProcessMemory(processHandle, address, bytes, sizeof(float), ref bytesWritten);
70 | return bytesWritten;
71 | }
72 |
73 | public static int ReadInt(int processHandle, long address)
74 | {
75 | byte[] buff = new byte[4];
76 | int bytesRead = 0;
77 | bool readMemory = ReadProcessMemory(processHandle, address, buff, buff.Length, ref bytesRead);
78 | if (!readMemory)
79 | throw new Exception("Error reading int");
80 | return BitConverter.ToInt32(buff);
81 | }
82 |
83 | public static long ReadPointer(int processHandle, long address)
84 | {
85 | byte[] buff = new byte[8];
86 | int bytesRead = 0;
87 | bool readMemory = ReadProcessMemory(processHandle, address, buff, buff.Length, ref bytesRead);
88 | if (!readMemory)
89 | throw new Exception("Error reading int");
90 | return BitConverter.ToInt64(buff);
91 | }
92 | public static long GetAddressFromOffsets(int processHandle, long baseAddress, int[] offsets)
93 | {
94 | long lastAddress = baseAddress;
95 | foreach (var offset in offsets.Take(offsets.Length - 1))
96 | {
97 | lastAddress = ReadPointer(processHandle, lastAddress + offset);
98 | }
99 | return lastAddress + offsets.Last();
100 | }
101 |
102 | public static unsafe T[] ReadStructArray(int processHandle, long address, int length) where T : struct
103 | {
104 | T[] array = new T[length];
105 | for (int i = 0; i < length; i++)
106 | {
107 | unsafe
108 | {
109 | array[i] = ReadStruct(processHandle, address + sizeof(T) * i);
110 | }
111 | }
112 | return array;
113 | }
114 |
115 | public static unsafe T ReadStruct(int processHandle, long address) where T : struct
116 | {
117 | unsafe
118 | {
119 | T result = new T();
120 | byte[] buff = new byte[sizeof(T)];
121 | int bytesRead = 0;
122 | bool readMemory = ReadProcessMemory(processHandle, address, buff, buff.Length, ref bytesRead);
123 | if (!readMemory)
124 | throw new Exception("Error reading struct");
125 | fixed (byte* bufferPtr = buff)
126 | {
127 | Buffer.MemoryCopy(bufferPtr, &result, sizeof(T), sizeof(T));
128 | }
129 | return result;
130 | }
131 | }
132 | }
133 | }
134 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
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20 | [Dd]ebug/
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53 | # Build Results of an ATL Project
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72 | # Files built by Visual Studio
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93 | *.log
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130 | # ReSharper is a .NET coding add-in
131 | _ReSharper*/
132 | *.[Rr]e[Ss]harper
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134 |
135 | # TeamCity is a build add-in
136 | _TeamCity*
137 |
138 | # DotCover is a Code Coverage Tool
139 | *.dotCover
140 |
141 | # AxoCover is a Code Coverage Tool
142 | .axoCover/*
143 | !.axoCover/settings.json
144 |
145 | # Coverlet is a free, cross platform Code Coverage Tool
146 | coverage*.json
147 | coverage*.xml
148 | coverage*.info
149 |
150 | # Visual Studio code coverage results
151 | *.coverage
152 | *.coveragexml
153 |
154 | # NCrunch
155 | _NCrunch_*
156 | .*crunch*.local.xml
157 | nCrunchTemp_*
158 |
159 | # MightyMoose
160 | *.mm.*
161 | AutoTest.Net/
162 |
163 | # Web workbench (sass)
164 | .sass-cache/
165 |
166 | # Installshield output folder
167 | [Ee]xpress/
168 |
169 | # DocProject is a documentation generator add-in
170 | DocProject/buildhelp/
171 | DocProject/Help/*.HxT
172 | DocProject/Help/*.HxC
173 | DocProject/Help/*.hhc
174 | DocProject/Help/*.hhk
175 | DocProject/Help/*.hhp
176 | DocProject/Help/Html2
177 | DocProject/Help/html
178 |
179 | # Click-Once directory
180 | publish/
181 |
182 | # Publish Web Output
183 | *.[Pp]ublish.xml
184 | *.azurePubxml
185 | # Note: Comment the next line if you want to checkin your web deploy settings,
186 | # but database connection strings (with potential passwords) will be unencrypted
187 | *.pubxml
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191 | # checkin your Azure Web App publish settings, but sensitive information contained
192 | # in these scripts will be unencrypted
193 | PublishScripts/
194 |
195 | # NuGet Packages
196 | *.nupkg
197 | # NuGet Symbol Packages
198 | *.snupkg
199 | # The packages folder can be ignored because of Package Restore
200 | **/[Pp]ackages/*
201 | # except build/, which is used as an MSBuild target.
202 | !**/[Pp]ackages/build/
203 | # Uncomment if necessary however generally it will be regenerated when needed
204 | #!**/[Pp]ackages/repositories.config
205 | # NuGet v3's project.json files produces more ignorable files
206 | *.nuget.props
207 | *.nuget.targets
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209 | # Microsoft Azure Build Output
210 | csx/
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213 | # Microsoft Azure Emulator
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217 | # Windows Store app package directories and files
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232 | # Others
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234 | ~$*
235 | *~
236 | *.dbmdl
237 | *.dbproj.schemaview
238 | *.jfm
239 | *.pfx
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241 | orleans.codegen.cs
242 |
243 | # Including strong name files can present a security risk
244 | # (https://github.com/github/gitignore/pull/2483#issue-259490424)
245 | #*.snk
246 |
247 | # Since there are multiple workflows, uncomment next line to ignore bower_components
248 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
249 | #bower_components/
250 |
251 | # RIA/Silverlight projects
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253 |
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260 | UpgradeLog*.htm
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300 | **/*.DesktopClient/ModelManifest.xml
301 | **/*.Server/GeneratedArtifacts
302 | **/*.Server/ModelManifest.xml
303 | _Pvt_Extensions
304 |
305 | # Paket dependency manager
306 | .paket/paket.exe
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312 | # CodeRush personal settings
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315 | # Python Tools for Visual Studio (PTVS)
316 | __pycache__/
317 | *.pyc
318 |
319 | # Cake - Uncomment if you are using it
320 | # tools/**
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348 | .mfractor/
349 |
350 | # Local History for Visual Studio
351 | .localhistory/
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353 | # BeatPulse healthcheck temp database
354 | healthchecksdb
355 |
356 | # Backup folder for Package Reference Convert tool in Visual Studio 2017
357 | MigrationBackup/
358 |
359 | # Ionide (cross platform F# VS Code tools) working folder
360 | .ionide/
361 |
362 | # Fody - auto-generated XML schema
363 | FodyWeavers.xsd
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/CS2CheatPOC/Program.cs:
--------------------------------------------------------------------------------
1 | using CS2CheatPOC;
2 | using CS2CheatPOC.Classes;
3 | using System.Diagnostics;
4 | using System.Numerics;
5 | using WebSocketSharp.Server;
6 | using static CS2CheatPOC.Memory;
7 |
8 | namespace CS2CheatPOC;
9 |
10 | public class CheatClass
11 | {
12 | static Vector2 WorldToAngle(Vector3 playerPos, Vector3 vector)
13 | {
14 | Vector3 relativePos = new Vector3(vector.X - playerPos.X, vector.Y - playerPos.Y, vector.Z - playerPos.Z);
15 | float yaw = (float)Math.Atan(relativePos.Y / relativePos.X);
16 | float pitch = (float)-Math.Atan(relativePos.Z / Math.Sqrt(relativePos.X * relativePos.X + relativePos.Y * relativePos.Y));
17 | float degrees = 180 / (float)Math.PI;
18 | yaw *= degrees;
19 | pitch *= degrees;
20 | if (relativePos.X < 0)
21 | yaw = yaw - 180;
22 | return new Vector2(pitch, yaw);
23 | }
24 |
25 | static Vector2 PlayersToAngle(int processHandle, Player player, Player target)
26 | {
27 | int headBoneindex = 6;
28 | int boneCount = 116;
29 |
30 | CSkeletonInstance playerSkeletonInstance = ReadStruct(processHandle, player.m_pGameSceneNode);
31 | CBoneData[] playerBoneArray = ReadStructArray(processHandle, playerSkeletonInstance.m_modelState.m_boneArray, boneCount);
32 |
33 | CSkeletonInstance targetSkeletonInstance = ReadStruct(processHandle, target.m_pGameSceneNode);
34 | CBoneData[] targetBoneArray = ReadStructArray(processHandle, targetSkeletonInstance.m_modelState.m_boneArray, boneCount);
35 |
36 | return WorldToAngle(playerBoneArray[headBoneindex].Location, targetBoneArray[headBoneindex].Location);
37 | }
38 |
39 | static float DistanceTo(Player player, Player target)
40 | {
41 | return new Vector3(player.XPos - target.XPos, player.YPos - target.YPos, player.ZPos - target.ZPos).Length();
42 | }
43 |
44 | static Player? ClosestEnemy(Player[] players)
45 | {
46 | Player player = players[0];
47 | Player? closestPlayer = null;
48 | float minDistance = float.MaxValue;
49 | for (int i = 1; i < players.Length; i++)
50 | {
51 | if (players[i].XPos == 0 && players[i].YPos == 0 && players[i].ZPos == 0)
52 | continue;
53 |
54 | if (players[i].m_iTeamNum != player.m_iTeamNum && players[i].m_iHealth != 0)
55 | {
56 | var distance = DistanceTo(player, players[i]);
57 | if (distance < minDistance)
58 | {
59 | closestPlayer = players[i];
60 | minDistance = distance;
61 | }
62 | }
63 | }
64 | return closestPlayer;
65 | }
66 |
67 | public static Vector2? WorldToScreen(byte[] matrix, Vector3 origin, Rectangle gameWindow)
68 | {
69 | float m11 = BitConverter.ToSingle(matrix, 0), m12 = BitConverter.ToSingle(matrix, 16), m13 = BitConverter.ToSingle(matrix, 32), m14 = BitConverter.ToSingle(matrix, 48);
70 | float m21 = BitConverter.ToSingle(matrix, 4), m22 = BitConverter.ToSingle(matrix, 20), m23 = BitConverter.ToSingle(matrix, 36), m24 = BitConverter.ToSingle(matrix, 52);
71 | float m31 = BitConverter.ToSingle(matrix, 8), m32 = BitConverter.ToSingle(matrix, 24), m33 = BitConverter.ToSingle(matrix, 40), m34 = BitConverter.ToSingle(matrix, 56);
72 | float m41 = BitConverter.ToSingle(matrix, 12), m42 = BitConverter.ToSingle(matrix, 28), m43 = BitConverter.ToSingle(matrix, 44), m44 = BitConverter.ToSingle(matrix, 60);
73 |
74 | Vector4 clipCoords;
75 | clipCoords.X = origin.X * m11 + origin.Y * m21 + origin.Z * m31 + m41;
76 | clipCoords.Y = origin.X * m12 + origin.Y * m22 + origin.Z * m32 + m42;
77 | clipCoords.Z = origin.X * m13 + origin.Y * m23 + origin.Z * m33 + m43;
78 | clipCoords.W = origin.X * m14 + origin.Y * m24 + origin.Z * m34 + m44;
79 |
80 | var screen = new Vector2(0, 0);
81 | if (clipCoords.W < 0.1f)
82 | return null;
83 |
84 | Vector3 NDC;
85 | NDC.X = clipCoords.X / clipCoords.W;
86 | NDC.Y = clipCoords.Y / clipCoords.W;
87 | NDC.Z = clipCoords.Z / clipCoords.W;
88 |
89 | screen.X = (gameWindow.Width / 2 * NDC.X) + (NDC.X + gameWindow.Width / 2);
90 | screen.Y = -(gameWindow.Height / 2 * NDC.Y) + (NDC.Y + gameWindow.Height / 2);
91 | return screen;
92 | }
93 |
94 | public static List GetLines()
95 | {
96 | return lines;
97 | }
98 |
99 | static void UpdateLines(int processHandle, long viewMatrixAddress, Rect window, List players)
100 | {
101 | List playerList = players.Skip(1).Where(P => P.m_iTeamNum != players.First().m_iTeamNum).ToList();
102 | var newLines = new List();
103 | byte[] viewMatrix = new byte[64];
104 | int bytesRead = 0;
105 | ReadProcessMemory(processHandle, viewMatrixAddress, viewMatrix, 64, ref bytesRead);
106 | foreach (var player in playerList)
107 | {
108 | Rectangle rect = new Rectangle()
109 | {
110 | X = window.Left,
111 | Y = window.Top,
112 | Height = window.Bottom - window.Top,
113 | Width = window.Right - window.Left
114 | };
115 |
116 | List playerCorners = new List()
117 | {
118 | new Vector3(player.XPos - 16, player.YPos - 16, player.ZPos + 72), //upper corners
119 | new Vector3(player.XPos - 16, player.YPos + 16, player.ZPos + 72),
120 | new Vector3(player.XPos + 16, player.YPos + 16, player.ZPos + 72),
121 | new Vector3(player.XPos + 16, player.YPos - 16, player.ZPos + 72),
122 | new Vector3(player.XPos - 16, player.YPos - 16, player.ZPos), //bottom corners
123 | new Vector3(player.XPos - 16, player.YPos + 16, player.ZPos),
124 | new Vector3(player.XPos + 16, player.YPos + 16, player.ZPos),
125 | new Vector3(player.XPos + 16, player.YPos - 16, player.ZPos)
126 | };
127 |
128 | List positions = new List();
129 | positions = playerCorners.Select(C => WorldToScreen(viewMatrix, C, rect)).ToList();
130 |
131 | if (!positions.Any(P => P == null))
132 | {
133 | //top four
134 | for (int i = 0; i < 3; i++)
135 | {
136 | newLines.Add(new Line()
137 | {
138 | X1 = (int)positions[i].Value.X,
139 | Y1 = (int)positions[i].Value.Y,
140 | X2 = (int)positions[i+1].Value.X,
141 | Y2 = (int)positions[i+1].Value.Y
142 | });
143 | }
144 | newLines.Add(new Line()
145 | {
146 | X1 = (int)positions[3].Value.X,
147 | Y1 = (int)positions[3].Value.Y,
148 | X2 = (int)positions[0].Value.X,
149 | Y2 = (int)positions[0].Value.Y
150 | });
151 |
152 |
153 | //bottom four
154 | for (int i = 4; i < 7; i++)
155 | {
156 | newLines.Add(new Line()
157 | {
158 | X1 = (int)positions[i].Value.X,
159 | Y1 = (int)positions[i].Value.Y,
160 | X2 = (int)positions[i + 1].Value.X,
161 | Y2 = (int)positions[i + 1].Value.Y
162 | });
163 | }
164 | newLines.Add(new Line()
165 | {
166 | X1 = (int)positions[7].Value.X,
167 | Y1 = (int)positions[7].Value.Y,
168 | X2 = (int)positions[4].Value.X,
169 | Y2 = (int)positions[4].Value.Y
170 | });
171 |
172 | //connections
173 | for (int i = 0; i < 4; i++)
174 | {
175 | newLines.Add(new Line()
176 | {
177 | X1 = (int)positions[i].Value.X,
178 | Y1 = (int)positions[i].Value.Y,
179 | X2 = (int)positions[i + 4].Value.X,
180 | Y2 = (int)positions[i + 4].Value.Y
181 | });
182 | }
183 | }
184 | }
185 | lines = newLines;
186 | }
187 |
188 | public static Player[] ReadPlayers(int processHandle, long EntitiesList, int playerCount)
189 | {
190 | Player[] players = new Player[playerCount];
191 | for (int i = 0; i < playerCount + 1; i++)
192 | {
193 | long EntAdr = ReadPointer(processHandle, EntitiesList + 0x8 * i);
194 | if (EntAdr == 0)
195 | break;
196 | players[i] = ReadStruct(processHandle, EntAdr);
197 | }
198 | return players;
199 | }
200 |
201 | private static readonly int PROCESS_VM_READ = 0x0010;
202 | private static readonly int PROCESS_VM_WRITE = 0x0020;
203 | private static readonly int PROCESS_VM_OPERATION = 0x0008;
204 | private static readonly int playerArrayOffset = 0x14A2A48;
205 | private static readonly int pitchOffset = 0x1635694;
206 | private static readonly int yawOffset = pitchOffset + 0x4;
207 | private static readonly int viewMatrixOffset = 0x1627DD0;
208 | private static List lines = new List();
209 | static void Main(string[] args)
210 | {
211 | bool espOn = true;
212 | bool aimbotOn = true;
213 | bool fullscreen = false;
214 |
215 | var wssv = new WebSocketServer(8081);
216 |
217 | wssv.AddWebSocketService("/esp");
218 | wssv.Start();
219 |
220 | string procName = "cs2";
221 | Console.WriteLine("Starting");
222 | var process = Process.GetProcessesByName(procName)[0];
223 | var processHandle = (int)OpenProcess(PROCESS_VM_READ | PROCESS_VM_WRITE | PROCESS_VM_OPERATION, false, process.Id);
224 | //var windowHandle = process.MainWindowHandle;
225 |
226 | Rect window = new Rect();
227 | if (!fullscreen)
228 | //GetWindowRect(windowHandle, ref window);
229 | window = new Rect() { Top = 0, Left = 0, Bottom = 720, Right = 1280 };
230 | else
231 | window = new Rect() { Top = 0, Left = 0, Bottom = 1080, Right = 1920 };
232 |
233 | long clientDLL = GetModuleBaseAddress(process, "client.dll");
234 | Console.WriteLine("client.dll: {0:X}", clientDLL);
235 |
236 | int playerCount = 30;
237 | float maxDistance = 2000f;
238 | while (!(Console.KeyAvailable && Console.ReadKey(true).Key == ConsoleKey.Escape))
239 | {
240 | Player[] players = ReadPlayers(processHandle, clientDLL + playerArrayOffset, playerCount);
241 | if (espOn)
242 | UpdateLines(processHandle, clientDLL + viewMatrixOffset, window,
243 | players.Where(P => P.XPos != 0 || P.YPos != 0 || P.ZPos != 0).ToList());
244 | if (aimbotOn)
245 | {
246 | Player localPlayer = players[0];
247 | Player? closestEnemy = ClosestEnemy(players);
248 | if (closestEnemy != null)
249 | if (DistanceTo(localPlayer, (Player)closestEnemy) <= maxDistance)
250 | {
251 | Vector2 aimAngle = PlayersToAngle(processHandle, localPlayer, (Player)closestEnemy);
252 | WriteFloat(processHandle, clientDLL + pitchOffset, aimAngle.X);
253 | WriteFloat(processHandle, clientDLL + yawOffset, aimAngle.Y);
254 | }
255 | }
256 | Thread.Sleep(1);
257 | }
258 | CloseHandle(processHandle);
259 | wssv.Stop();
260 | }
261 | }
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