/
BFV.py
810 lines (687 loc) · 26.3 KB
/
BFV.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
import MemAccess
import copy
import time
from MemAccess import *
# BFV Related Offsets
NDM_FRAMES = 0 #
NDM_BUSY = 4 #
NDM_LOCALPLAYER = 8 #
NDM_PLAYERLIST = 0x10 #
NDM_TYPEINFOLIST = 0x18 #
NDM_ENTITYKEYLIST = 0x20 #
ClientPlayer_TeamID = 0x1C48 #
ClientPlayer_Soldier = 0x1d48 #
ClientPlayer_Vehicle = 0x1d58 #
GameRenderer_RenderView = 0x60 #
RenderView_ViewMatrix = 0x2F0 #
HC_Health = 0x20
HC_MaxHealth = 0x24
CVE_TeamID = 0x1bc
CSE_HealthComponent = 0x270 #
CCPE_Transform = 0x3c0
CSE_Player = 0x328
CVE_VehicleEntityData = 0x30
VED_ControllableType = 0x1F8
CCAT_ActiveTrigger = 0xD84
CCAT_TriggerData = 0x28
CCAT_ppAreaBounds = 0x60
VVSD_PointsArray = 0x20
AOD_ObjectiveArray = 0x18
OD_Transform = 0x30
OD_ShortName = 0x20
OD_LongName = 0x80
OD_TeamState = 0x88
OD_ControlledState = 0x8C
global offsets
offsets = {}
class PointerManager():
def __init__(self,pHandle):
self.mem = MemAccess(pHandle)
self.OBFUS_MGR = 0x1447565d0
@staticmethod
def decrypt_ptr(encptr, key):
# Grab byte at location
def GRAB_BYTE(x,n):
return (x >> (n*8))&0xFF
ret = 0
subkey = (key^((5*key)%(2**64)))%(2**64)
for i in range(7):
y = GRAB_BYTE(subkey,i)
subkey += 8
t1 = (y*0x3B)%(2**8)
t2 = (y + GRAB_BYTE(encptr,i)) % (2**8)
ret |= (t2^t1)<<(i*8)
ret |= GRAB_BYTE(encptr,7)<< 56
ret &= 0x7FFFFFFFFFFFFFFF
return ret
def hashtable_find(self, table, key):
mem = self.mem
bucketCount = mem[table].read_uint32(0x10)
elemCount = mem[table].read_uint32(0x14)
startcount = key % bucketCount
node = mem[table](0x8)(0x8*startcount).me()
if (node == 0):
return 0
while 1:
first = mem[node].read_uint64(0x0)
second = mem[node].read_uint64(0x8)
next = mem[node].read_uint64(0x16)
if first == key:
return second
elif (next == 0):
return 0
node = next
def GetLocalPlayer(self):
mem = self.mem
ClientPlayerManager = mem[offsets["CLIENT_GAME_CONTEXT"]](0).read_uint64(0x68)
ObfManager = mem[self.OBFUS_MGR].read_uint64(0)
LocalPlayerListXorValue = mem[ClientPlayerManager].read_uint64(0xF0)
LocalPlayerListKey = LocalPlayerListXorValue ^ mem[ObfManager].read_uint64(0xE0)
hashtable = ObfManager+0x10
EncryptedPlayerManager = self.hashtable_find(hashtable, LocalPlayerListKey)
if (EncryptedPlayerManager == 0):
return 0
MaxPlayerCount = mem[EncryptedPlayerManager].read_uint32(0x18)
if (MaxPlayerCount != 1):
return 0
XorValue1 = mem[EncryptedPlayerManager].read_uint64(0x20) ^ mem[EncryptedPlayerManager].read_uint64(0x8)
XorValue2 = mem[EncryptedPlayerManager].read_uint64(0x10) ^ 0x598447EFD7A36912
LocalPlayer = mem[XorValue2].read_uint64(0) ^ XorValue1
return LocalPlayer
def GetPlayerById(self,id):
mem = self.mem
ClientPlayerManager = mem[offsets["CLIENT_GAME_CONTEXT"]](0).read_uint64(0x68)
ObfManager = mem[self.OBFUS_MGR].read_uint64(0)
PlayerListXorValue = mem[ClientPlayerManager].read_uint64(0xF8)
PlayerListKey = PlayerListXorValue ^ mem[ObfManager].read_uint64(0xE0)
hashtable = ObfManager+0x10
EncryptedPlayerManager = self.hashtable_find(hashtable, PlayerListKey)
if (EncryptedPlayerManager == 0):
return 0
MaxPlayerCount = mem[EncryptedPlayerManager].read_uint32(0x18)
if (MaxPlayerCount != 70):
return 0
XorValue1 = mem[EncryptedPlayerManager].read_uint64(0x20) ^ mem[EncryptedPlayerManager].read_uint64(0x8)
XorValue2 = mem[EncryptedPlayerManager].read_uint64(0x10) ^ 0x598447EFD7A36912
ClientPlayer = mem[XorValue2].read_uint64(0x8*id) ^ XorValue1
return ClientPlayer
def GetSpectatorById(self,id):
mem = self.mem
ClientPlayerManager = mem[offsets["CLIENT_GAME_CONTEXT"]](0).read_uint64(0x68)
ObfManager = mem[self.OBFUS_MGR].read_uint64(0)
PlayerListXorValue = mem[ClientPlayerManager].read_uint64(0xF0-8)
PlayerListKey = PlayerListXorValue ^ mem[ObfManager].read_uint64(0xE0)
hashtable = ObfManager+0x10
EncryptedPlayerManager = self.hashtable_find(hashtable, PlayerListKey)
if (EncryptedPlayerManager == 0):
return 0
MaxPlayerCount = mem[EncryptedPlayerManager].read_uint32(0x18)
if (MaxPlayerCount == 0) or (id >= MaxPlayerCount):
return 0
XorValue1 = mem[EncryptedPlayerManager].read_uint64(0x20) ^ mem[EncryptedPlayerManager].read_uint64(0x8)
XorValue2 = mem[EncryptedPlayerManager].read_uint64(0x10) ^ 0x598447EFD7A36912
ClientPlayer = mem[XorValue2].read_uint64(0x8*id) ^ XorValue1
return ClientPlayer
def GetEntityKey(self,PointerKey):
mem = self.mem
ObfManager = mem[self.OBFUS_MGR].read_uint64(0)
HashTableKey = PointerKey ^ mem[ObfManager].read_uint64(0xE0)
hashtable = ObfManager+0x78
EncryptionKey = self.hashtable_find(hashtable, HashTableKey)
EncryptionKey ^= 0x598447EFD7A36912
if (EncryptionKey == 0):
return 0
return EncryptionKey
def DecryptPointer(self,EncPtr,PointerKey):
if not (EncPtr&0x8000000000000000):
return 0
mem = self.mem
ObfManager = mem[self.OBFUS_MGR].read_uint64(0)
HashTableKey = PointerKey ^ mem[ObfManager].read_uint64(0xE0)
hashtable = ObfManager+0x78
EncryptionKey = self.hashtable_find(hashtable, HashTableKey)
EncryptionKey ^= 0x598447EFD7A36912
if (EncryptionKey == 0):
return 0
return PointerManager.decrypt_ptr(EncPtr,EncryptionKey)
def find_typeinfo(name,first,pHandle):
mem = MemAccess(pHandle)
typeinfo = first
while (typeinfo):
if mem[typeinfo](0).read_string(0) == name:
return typeinfo
typeinfo = mem[typeinfo].read_uint64(8)
return -1
def build_offsets(pHandle):
global offsets
print ("[+] Gathering offsets, please wait...")
x = sigscan(pHandle)
mem = MemAccess(pHandle)
offsets["TIMESTAMP"] = get_buildtime(pHandle)
addr = x.scan("48 8B 0D ? ? ? ? 48 8B 01 B2 01 FF 50")
offsets["GAMERENDERER"] = mem[addr].read_int32(3)+addr+3+4
addr = x.scan("48 8B 05 ? ? ? ? 48 85 C0 74 26 4C 8B 40 40")
print("[+] CLIENT_GAME_CONTEXT = %x"%(addr))
offsets["CLIENT_GAME_CONTEXT"] = mem[addr].read_int32(3)+addr+3+4
addr = x.scan("48 8B 05 ?? ?? ?? ?? 31 D2 48 85 C0 74")
print("[+] FIRST_TYPEINFO = %x"%(0x14495A568))
offsets["FIRST_TYPEINFO"] = 0x144731BF8 #%mem[addr].read_int32(3)+addr+3+4
addr = x.scan("FF 0D ?? ?? ?? ?? 48 89 CA 48 8B 1D ?? ?? ?? ??")
print("[+] OBJECTIVE_MANAGER = %x"%(addr))
offsets["OBJECTIVE_MANAGER"] = mem[addr].read_int32(12)+addr+12+4
addr = x.scan("4C 8B F2 48 8B D9 48 8B 35 ? ? ? ? 48 85 F6")
print("[+] CLIENTSHRINKINGPLAYAREA = %x"%(addr))
offsets["CLIENTSHRINKINGPLAYAREA"] = mem[addr].read_int32(9)+addr+9+4
#addr = find_typeinfo("ClientSoldierEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientSoldierEntity"] = 0x0000000145326980#addr
print("[+] ClientSoldierEntity = %x"%(offsets["ClientSoldierEntity"]))
#addr = find_typeinfo("ClientVehicleEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientVehicleEntity"] = 0x00000001452366C0 #addr
print("[+] ClientVehicleEntity = %x"%(offsets["ClientVehicleEntity"]))
#addr = find_typeinfo("ClientSupplySphereEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientSupplySphereEntity"] = 0x00000001450510A0#addr
print("[+] ClientSupplySphereEntity = %x"%(offsets["ClientVehicleEntity"]))
#addr = find_typeinfo("ClientCombatAreaTriggerEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientCombatAreaTriggerEntity"] = 0x00000001452375D0# addr
print("[+] ClientCombatAreaTriggerEntity = %x"%(offsets["ClientCombatAreaTriggerEntity"]))
#addr = find_typeinfo("ClientExplosionPackEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientExplosionPackEntity"] = 0x000000014532CAC0#addr
print("[+] ClientExplosionPackEntity = %x"%(offsets["ClientExplosionPackEntity"]))
#addr = find_typeinfo("ClientProxyGrenadeEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientProxyGrenadeEntity"] = 0x000000014532C790#addr
print("[+] ClientProxyGrenadeEntity = %x"%(offsets["ClientProxyGrenadeEntity"]))
#addr = find_typeinfo("ClientGrenadeEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientGrenadeEntity"] = 0x000000014532C9B0#add
print("[+] ClientGrenadeEntity = %x"%(offsets["ClientGrenadeEntity"]))
#addr = find_typeinfo("ClientInteractableGrenadeEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientInteractableGrenadeEntity"] = 0x0000000145058FB0#addr
print("[+] ClientInteractableGrenadeEntity = %x"%(offsets["ClientInteractableGrenadeEntity"]))
#addr = find_typeinfo("ClientCapturePointEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientCapturePointEntity"] = 0x0000000145046890#addr
print("[+] ClientCapturePointEntity = %x"%(offsets["ClientCapturePointEntity"]))
#addr = find_typeinfo("ClientLootItemEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientLootItemEntity"] = 0x00000001450D2280#addr
print("[+] ClientLootItemEntity = %x"%(offsets["ClientLootItemEntity"]))
#addr = find_typeinfo("ClientArmorVestLootItemEntity",offsets["FIRST_TYPEINFO"],pHandle)
offsets["ClientArmorVestLootItemEntity"] = 0x00000001450D35A0#addr
print("[+] ClientArmorVestLootItemEntity = %x"%(offsets["ClientArmorVestLootItemEntity"]))
print ("[+] Done")
return offsets
def GetLocalPlayerList(pHandle):
global offsets
pm = PointerManager(pHandle)
ind = 0
plist = []
for i in range(70):
pPlayer = pm.GetPlayerById(i)
if pPlayer != 0:
plist += [pPlayer]
return plist
def GetEncKey(pHandle,typeinfo):
global offsets
cache_en = api._cache_en
api._cache_en = False
global keystore
mem = MemAccess(pHandle)
if (mem[typeinfo].read_uint64(0x88) == 0):
api._cache_en = cache_en
return 0
try:
keystore
except NameError:
keystore = {}
if typeinfo in keystore:
api._cache_en = cache_en
return keystore[typeinfo]
pm = PointerManager(pHandle)
keystore[typeinfo] = pm.GetEntityKey(mem[typeinfo](0).me())
api._cache_en = cache_en
print ("[+] Typeinfo: 0x%x Encryption Key: 0x%x"% (typeinfo,keystore[typeinfo]))
return keystore[typeinfo]
def isValid(addr):
return ((addr >= 0x10000) and (addr < 0x0000001000000000))
def GetEntityList(pHandle,typeinfo,flink_offset=0x80):
elist = []
mem = MemAccess(pHandle)
flink = mem[typeinfo].read_uint64(0x88)
key = GetEncKey(pHandle,typeinfo)
while (flink):
ent = PointerManager.decrypt_ptr(flink,key)
elist += [ent-flink_offset]
flink = mem[ent].read_uint64(0x0)
return elist
def GetNextEntity(pHandle,Ptr,typeinfo,flink_offset=0x80):
elist = []
mem = MemAccess(pHandle)
key = GetEncKey(pHandle,typeinfo)
if Ptr == 0:
flink = mem[typeinfo].read_uint64(0x88)
else:
flink = mem[Ptr].read_uint64(flink_offset)
ptr = PointerManager.decrypt_ptr(flink,key)-flink_offset
if (isValid(ptr)):
return ptr
return 0
def GetHandle():
pid = api.get_processid_by_name("bfv.exe")
if type(pid) == type(None):
return 0
pHandle = HANDLE(api.OpenProcess(DWORD(0x1f0fff),False,DWORD(pid)))
return pHandle.value
def GetEntityTransform(pHandle,Entity):
mem = MemAccess(pHandle)
flags = mem[Entity](0x38).read_uint64(0x8)
if flags == None:
return 0
_9 = (flags>>8)&0xFF
_10 = (flags>>16)&0xFF
transform = mem[Entity](0x38).read_mat4((0x20*(_10+(2*_9)))+0x10)
return transform
def list_current_entities(pHandle):
global offsets
mem = MemAccess(pHandle)
next = offsets["FIRST_TYPEINFO"]
while (next!=0):
if (mem[next].read_uint64(0x68) &0x8000000000000000):
str = mem[next](0).read_string(0)
if len(str)>0:
num = len(GetEntityList(pHandle,next))
print("%d: %s" % (num,str))
next = mem[next].read_uint64(0x8)
class GameSoldierData():
pointer = 0
transform = None
health = 0
maxhealth = 0
teamid = 0
alive = True
vehicle = 0
class GameVehicleData():
pointer = 0
transform = None
teamid = 0
vehicletype = ""
class GameCapturePointData():
pointer = 0
transform = None
objectivedata = None
initialteamowner = 0
radius = 0
class UIObjectiveData():
pointer = 0
transform = None
shortname = ""
longname = ""
teamstate = 0
controlledstate = 0
capturepoint = None
class GameBoundsData():
pointer = 0
teamid = 0
teamspecific = False
points = []
class GameLootData():
LootName = ""
ItemName = ""
LootType = 0
VestEntity = False
AccessCount = 0
transform = [0,0,0,0]
class GameDebugPointData():
chr = ""
transform = [0,0,0,0]
class GameExplosiveData():
pointer = 0
teadid = 0
transform = [0,0,0,0]
class GameGrenadeData():
pointer = 0
transform = [0,0,0,0]
class GameSupplyData():
pointer = 0
name = ""
transform = [0,0,0,0]
class GameCircleData():
pointer = 0
OuterCircle_Moving = [0,0,0,0]
InnerCircle_Const = [0,0,0,0]
OuterCircleRadius_Moving = 0.0
InnerCircleRadius_Const = 0.0
class GameData():
myplayer = 0
mysoldier = 0
myteamid = 0
myvehicle = 0
myviewmatrix = 0
mytransform = 0
valid = False
def __init__(self):
self.soldiers = []
self.vehicles = []
self.capturepoints = []
self.debugpoints = []
self.loots = {}
self.explosives = []
self.grenades = []
self.supplies = []
self.uiobjectives = []
self.boundsdata = [[],[],[]]
self.boundsstate = 0
self.LastLootPtr = 0
self.LastVestLootPtr = 0
self.boundslimits = None# x low, x high, y low, y high
self.circledata = None
self.testpoint = False
def AddSoldier(self,soldier):
self.soldiers += [soldier]
def ClearSoldiers(self):
self.soldiers = []
def AddVehicle(self,vehicle):
self.vehicles += [vehicle]
def ClearVehicles(self):
self.vehicles = []
def AddCapturePoint(self,capturepoint):
self.capturepoints += [capturepoint]
def ClearCapturePoints(self):
self.capturepoints = []
def AddUIObjective(self,uiobjective):
self.uiobjectives += [uiobjective]
def ClearUIObjectives(self):
self.uiobjectives = []
def AddDebugPoint(self,debugpoint):
self.debugpoints += [debugpoint]
def ClearDebugPoints(self):
self.debugpoints = []
def AddSupply(self,supply):
self.supplies += [supply]
def ClearSupplies(self):
self.supplies = []
def AddGrenade(self,grenade):
self.grenades += [grenade]
def ClearGrenades(self):
self.grenades = []
def AddExplosive(self,explosive):
self.explosives += [explosive]
def ClearExplosives(self):
self.explosives = []
def AddBoundsData(self,boundsdata, TeamID):
for b in self.boundsdata[TeamID]:
if b.pointer == boundsdata.pointer:
return 0
self.boundsdata[TeamID] += [boundsdata]
for p in boundsdata.points:
if (self.boundslimits == None):
self.boundslimits = [p[0],p[0],p[1],p[1]]
continue
if p[0] < self.boundslimits[0]:
self.boundslimits[0] = p[0]
if p[0] > self.boundslimits[1]:
self.boundslimits[1] = p[0]
if p[1] < self.boundslimits[2]:
self.boundslimits[2] = p[1]
if p[1] > self.boundslimits[3]:
self.boundslimits[3] = p[1]
return 1
def ClearBoundsData(self):
self.boundsdata[0] = [] # Neutral
self.boundsdata[1] = [] # TeamID 1
self.boundsdata[2] = [] # TeamID 2
self.boundslimits = None
def DebugPrintMatrix(mat):
print("[%.3f %.3f %.3f %.3f ]" %(mat[0][0],mat[0][1],mat[0][2],mat[0][3]))
print("[%.3f %.3f %.3f %.3f ]" %(mat[1][0],mat[1][1],mat[1][2],mat[1][3]))
print("[%.3f %.3f %.3f %.3f ]" %(mat[2][0],mat[2][1],mat[2][2],mat[2][3]))
print("[%.3f %.3f %.3f %.3f ]\n"%(mat[3][0],mat[3][1],mat[3][2],mat[3][3]))
def DebugPrintVec4(Vec4):
print("[%.3f %.3f %.3f %.3f ]\n" %(Vec4[0],Vec4[1],Vec4[2],Vec4[3]))
def MakeBoundsData(pHandle,VVSDAddr,Team,IsTeamSpecific):
mem = MemAccess(pHandle)
PointsList = mem[VVSDAddr](VVSD_PointsArray).me()
PointsListSize = mem[PointsList-0x4].read_uint32()
BoundsData = GameBoundsData()
BoundsData.teamid = Team
BoundsData.teamspecific = (False,True)[IsTeamSpecific]
BoundsData.points = []
BoundsData.pointer = VVSDAddr
for i in range(PointsListSize):
BoundsData.points += [mem[PointsList+(i*16)].read_vec4(0)]
return BoundsData
def Process(pHandle,cnt):
global offsets
api._access=0
#api._cache_en = True
del api._cache
api._cache = {}
mem = MemAccess(pHandle)
pm = PointerManager(pHandle)
global g_gamedata
try:
g_gamedata
except NameError:
g_gamedata = GameData()
def GetEntityVec4(pHandle,Entity):
mem = MemAccess(pHandle)
flags = mem[Entity](0x38).read_uint64(0x8)
if flags == None:
return 0
_9 = (flags>>8)&0xFF
_10 = (flags>>16)&0xFF
_off = (0x20*(_10+(2*_9)))+0x10
v4 = [mem[Entity](0x38).read_uint32(_off+0x30),
mem[Entity](0x38).read_uint32(_off+0x34),
mem[Entity](0x38).read_uint32(_off+0x38),
mem[Entity](0x38).read_uint32(_off+0x40)]
return v4
# Get Local Info
MyPlayer = pm.GetLocalPlayer()
MySoldier = mem[MyPlayer].weakptr(ClientPlayer_Soldier).me()
MyTeamId = mem[MyPlayer].read_uint32(ClientPlayer_TeamID)
MyVehicle = mem[MyPlayer].weakptr(ClientPlayer_Vehicle).me()
MyViewmatrix = mem[offsets["GAMERENDERER"]]()(GameRenderer_RenderView).read_mat4(RenderView_ViewMatrix)
MyTransform = GetEntityTransform(pHandle,MySoldier)
MyPos = GetEntityVec4(pHandle,MySoldier)
g_gamedata.myplayer = MyPlayer
g_gamedata.mysoldier = MySoldier
g_gamedata.myteamid = MyTeamId
g_gamedata.myvehicle = MyVehicle
g_gamedata.myviewmatrix = MyViewmatrix
g_gamedata.mytransform = MyTransform
#print (hex(MySoldier))
if MySoldier == 0:
g_gamedata.myviewmatrix = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
g_gamedata.mytransform = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]
g_gamedata.valid = True
# Render Soldiers
g_gamedata.ClearSoldiers()
for Soldier in GetEntityList(pHandle,offsets["ClientSoldierEntity"],0x80):
# if you are me, skip
if (Soldier == MySoldier):
continue
# if you are not attached to a ClientPlayer, skip
if (mem[Soldier](CSE_Player).me() == 0):
continue
# if you are in my vehicle, skip
Vehicle = mem[Soldier](CSE_Player).weakptr(ClientPlayer_Vehicle).me()
if ((MyVehicle>0) and Vehicle == MyVehicle):
continue
TeamId = mem[Soldier](CSE_Player).read_uint32(ClientPlayer_TeamID)
Transform = GetEntityTransform(pHandle,Soldier)
if Transform == 0:
continue
Health = mem[Soldier](CSE_HealthComponent).read_float(HC_Health)
MaxHealth = mem[Soldier](CSE_HealthComponent).read_float(HC_MaxHealth)
Alive = True
if (Health <= 0.0):
Alive = False
SoldierData = GameSoldierData()
SoldierData.teamid = TeamId
SoldierData.transform = Transform
SoldierData.alive = Alive
SoldierData.vehicle = Vehicle
SoldierData.pointer = Soldier
SoldierData.health = Health
SoldierData.maxhealth = MaxHealth
g_gamedata.AddSoldier(SoldierData)
# Render Vehicles
g_gamedata.ClearVehicles()
for Vehicle in GetEntityList(pHandle,offsets["ClientVehicleEntity"],0x80):
if (Vehicle == MyVehicle):
continue
Transform = GetEntityTransform(pHandle,Vehicle)
if Transform == 0:
continue
VehicleData = GameVehicleData()
VehicleData.ownership = 0
VehicleData.transform = Transform
VehicleData.pointer = Vehicle
VehicleData.vehicletype = mem[Vehicle](CVE_VehicleEntityData).read_string(VED_ControllableType)
VehicleData.teamid = (mem[Vehicle].read_uint32(CVE_TeamID))
g_gamedata.AddVehicle(VehicleData)
# Get all objectives by accessing ObjectiveManager and iterating all ObjectiveData
g_gamedata.ClearUIObjectives()
i=0
while (1):
UIObj = mem[offsets["OBJECTIVE_MANAGER"]](0)(0x38).read_uint64(i*8)
i+=1
if mem[UIObj].read_uint64(0) != 0x1438B1158:
break
Transform = mem[UIObj].read_mat4(OD_Transform)
ShortName = mem[UIObj].read_string(OD_ShortName)
LongName = mem[UIObj].read_string(OD_LongName)
TeamState = mem[UIObj].read_uint32(OD_TeamState)
ControlledState = mem[UIObj].read_uint32(OD_ControlledState)
UIObjective = UIObjectiveData()
UIObjective.pointer = UIObj
UIObjective.transform = Transform
UIObjective.shortname = ShortName
UIObjective.longname = LongName
UIObjective.teamstate = TeamState
UIObjective.controlledstate = ControlledState
g_gamedata.AddUIObjective(UIObjective)
# Get the shape of the map bounds by iterating ClientCombatAreaTriggerEntity and reading bounds points
ST_UPDATE = 0
ST_UPDATENEXT = 1
ST_SCAN = 2
for ClientCombatAreaTrigger in GetEntityList(pHandle,offsets["ClientCombatAreaTriggerEntity"],0xD40):
ActiveTrigger = mem[ClientCombatAreaTrigger].read_uint32(CCAT_ActiveTrigger)
ClientCombatAreaTriggerData = mem[ClientCombatAreaTrigger](CCAT_TriggerData).me()
Team = mem[ClientCombatAreaTriggerData].read_uint32(0x28)
IsTeamSpecific = mem[ClientCombatAreaTriggerData].read_uint8(0x2D)
updateShape = True
ShapeData = mem[ClientCombatAreaTrigger](CCAT_ppAreaBounds)(0x0).me()
if (g_gamedata.boundsstate == ST_SCAN):
for Shape in g_gamedata.boundsdata[0]:
if Shape.pointer == ShapeData:
updateShape = False
if (updateShape):
g_gamedata.boundsstate = ST_UPDATENEXT
if (g_gamedata.boundsstate == ST_UPDATE):
g_gamedata.AddBoundsData(MakeBoundsData(pHandle,ShapeData,Team,IsTeamSpecific),0)
i = 0xF0
while (1):
ShapeData = mem[ClientCombatAreaTrigger](i).me()
if (ShapeData == 0): break
if (g_gamedata.boundsstate == ST_SCAN):
updateShape = True
for Shape in g_gamedata.boundsdata[Team]:
if Shape.pointer == ShapeData:
updateShape = False
if (updateShape and len(g_gamedata.boundsdata[Team])):
g_gamedata.boundsstate = ST_UPDATENEXT
break
if (g_gamedata.boundsstate == ST_UPDATE):
g_gamedata.AddBoundsData(MakeBoundsData(pHandle,ShapeData,Team,IsTeamSpecific),Team)
else:
break
i+= 0x60
if (g_gamedata.boundsstate == ST_UPDATENEXT):
g_gamedata.boundsstate = ST_UPDATE
g_gamedata.ClearBoundsData()
elif (g_gamedata.boundsstate == ST_UPDATE):
g_gamedata.boundsstate = ST_SCAN
g_gamedata.ClearExplosives()
for Explosive in GetEntityList(pHandle,offsets["ClientExplosionPackEntity"],0x80):
Transform = GetEntityTransform(pHandle,Explosive)
Team = mem[Explosive].read_uint32(0x4d0)
ExplosiveData = GameExplosiveData()
ExplosiveData.transform = Transform
ExplosiveData.teamid = Team
ExplosiveData.pointer = Explosive
g_gamedata.AddExplosive(ExplosiveData)
g_gamedata.ClearGrenades()
for Grenade in (GetEntityList(pHandle,offsets["ClientProxyGrenadeEntity"],0x80)+GetEntityList(pHandle,offsets["ClientGrenadeEntity"],0x80)+GetEntityList(pHandle,offsets["ClientInteractableGrenadeEntity"],0x80)):
Transform = GetEntityTransform(pHandle,Grenade)
GrenadeData = GameGrenadeData()
GrenadeData.transform = Transform
GrenadeData.pointer = Grenade
g_gamedata.AddGrenade(GrenadeData)
g_gamedata.ClearSupplies()
for Supply in GetEntityList(pHandle,offsets["ClientSupplySphereEntity"],0xa8):
SupplyName = mem[Supply](0x30).read_string(0xB8)
pos = mem[Supply].read_vec4(0xF0)
SupplyData = GameSupplyData()
SupplyData.transform = [[0,0,0,0],[0,0,0,0],[0,0,0,0],pos]
SupplyData.name = SupplyName
SupplyData.pointer = Supply
g_gamedata.AddSupply(SupplyData)
# This pointer only exists if we are in FireStorm mode
ShrinkingPlayArea = mem[offsets["CLIENTSHRINKINGPLAYAREA"]](0).me()
g_gamedata.circledata = None
if (ShrinkingPlayArea):
CircleData = GameCircleData()
CircleData.OuterCircle_Moving = mem[ShrinkingPlayArea].read_vec4(0x40)
CircleData.InnerCircle_Const = mem[ShrinkingPlayArea].read_vec4(0x50)
CircleData.OuterCircleRadius_Moving = mem[ShrinkingPlayArea].read_float(0x64)
CircleData.InnerCircleRadius_Const = mem[ShrinkingPlayArea].read_float(0x68)
g_gamedata.circledata = CircleData
# So because python is slow and there are a lot of lootentities
# lets just walk them 5 entities per render so we don't completely
# kill our fps. We don't need low latency for these
for n in range(5):
g_gamedata.LastLootPtr = GetNextEntity(pHandle,g_gamedata.LastLootPtr,offsets["ClientLootItemEntity"],flink_offset=0x80)
if (g_gamedata.LastLootPtr!=0):
if g_gamedata.LastLootPtr not in g_gamedata.loots:
if (mem[g_gamedata.LastLootPtr].read_int32(0x1C8) != -1):
Loot = GameLootData()
Loot.LootName = mem[g_gamedata.LastLootPtr].read_string(0x690)
Loot.LootType = mem[g_gamedata.LastLootPtr](0x30).read_uint32(0x118)
Loot.ItemName = mem[g_gamedata.LastLootPtr](0x30)(0x100)(0x0).read_string(0x18)
Loot.transform = GetEntityTransform(pHandle,g_gamedata.LastLootPtr)
g_gamedata.loots[g_gamedata.LastLootPtr] = Loot
else:
g_gamedata.loots[g_gamedata.LastLootPtr].AccessCount += 1
if (mem[g_gamedata.LastLootPtr].read_int32(0x1C8) == -1):
del g_gamedata.loots[g_gamedata.LastLootPtr]
elif (g_gamedata.loots[g_gamedata.LastLootPtr].AccessCount >= 50):
loots = copy.copy(g_gamedata.loots)
for LootPtr in loots:
if g_gamedata.loots[LootPtr].AccessCount < 10:
del g_gamedata.loots[LootPtr]
else:
g_gamedata.loots[LootPtr].AccessCount = 0
# So because python is slow and there are a lot of lootentities
# lets just walk them 5 entities per render so we don't completely
# kill our fps. We don't need low latency for these
for n in range(5):
g_gamedata.LastVestLootPtr = GetNextEntity(pHandle,g_gamedata.LastVestLootPtr,offsets["ClientArmorVestLootItemEntity"],flink_offset=0x80)
if (g_gamedata.LastVestLootPtr!=0):
if g_gamedata.LastVestLootPtr not in g_gamedata.loots:
if (mem[g_gamedata.LastVestLootPtr].read_int32(0x1C8) != -1):
Loot = GameLootData()
Loot.LootName = mem[g_gamedata.LastVestLootPtr].read_string(0x690)
Loot.VestEntity = True
Loot.ItemName = mem[g_gamedata.LastLootPtr](0x30)(0x100)(0x0).read_string(0x18)
Loot.transform = GetEntityTransform(pHandle,g_gamedata.LastVestLootPtr)
g_gamedata.loots[g_gamedata.LastVestLootPtr] = Loot
else:
g_gamedata.loots[g_gamedata.LastVestLootPtr].AccessCount += 1
if (mem[g_gamedata.LastVestLootPtr].read_int32(0x1C8) == -1):
del g_gamedata.loots[g_gamedata.LastVestLootPtr]
def initialize(pHandle):
global offsets
PAGE_SIZE = 0x1000
ALL_ACCESS = 0x1f0fff
PAGE_FLR = 0xFFFFFFFFFFFFF000
PAGE_RWX = 0x40
offsets = build_offsets(pHandle)
patch(pHandle, 0x1415884C6, b"\x30\xD2\x90\xE9");