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Written by Contsantine "NanoCat" Shablya. I hereby place this project and its code in the public domain. Special thanks to Leystryku styles Willox Paradoxxx kelse LuaStoned blue kirby everybody else i forgot to put here FYI: you will not be able to compile the cheat due to lack of compile scripts, so the code only solves as help to copypaste/learn/whatever. Check INDEX.txt to find out what files of cheat mean. Videos: http://youtu.be/gPmfBLijMrM http://youtu.be/xi_4UAxdOo8 http://youtu.be/IYHW1cTmZhw http://youtu.be/XB9x3lNkwB4 http://youtu.be/zs5TCdsl_AY Hi! You are looking at the README for NanoHack version 3.0 source. If you expect to see some cool functionality please check NanoHack 2.1 source instead. If not, play enjoy your stay. This is what i've began to work at in winter 2014 but never finished. This was supposed to be a complete rework of my cheat with use of skills i gained over time. Here is a list of features you probably wouldn't find in many cheats out there (until the date this was released) and what makes this cheat special: Cheat: . Fixed prediction errors on speedhack This one wasn't quite worked out, because recoil apparently is still fucked up, so don't expect much from this. . a new, unique way to draw stuff on screen cheat hooks into EngineVGui::Paint and draws stuff during the call This was found by styles Internals: . use of GCC to compile cheat with special parameters this would let me bring size of cheat down to 27 kilobytes while still not having to do anything special. . compile script compiles separate DLL for each game unlike it was single DLL for all games in my older cheat, v2.1 . cheat could easily be made universal for various games and/or engine versions. . custom compiler script with custom preprocessor which allowed me to implement small JIT generator in my cheat in a more easy way, would let me make my SDK look nice and slim, let me use IDA signatures very easily and compress signatures and do a lot of other things. Parts of compile script are lmake.lua and build.txt . small JIT generator for interfaces would improve performance of calls to engine interfaces i.e. virtual IEngine::GetScreenSize() call gets turned into more simple CALL [] instruction. JIT info is pregenerated at compile time by compile script. Files JIT "eats" are src/interfaces.txt and src/datatable.txt After precompiler script is done, code is generated at the end of src/sdk.cpp (lmake/sdk.cpp) and src/sdk.hpp (lmake/sdk.hpp) . use of special format for signatures cheat uses format for signatures you probably know as "IDA Style", where bytes are written down as hex and separated with spaces. Other than that, you can also put a . (dot) before a byte and that will make sig finder return offseted address. Source code for sigfinder can be found in src/util.cpp:3 Source code for sig processor can be found in build.txt:202 . compilation/compression of signatures is performed by preprocessor and allows to decrease size of sig, simplify sigfinder and improve its runtime performance. Compiled sig consists of: 1st byte is offset (dot). If there was no offset in sig, it's set to 0. 4 bytes of mask (written in little endian). Instead of string mask (i.e. "x????xxx") my sigs use bit mask which other than minimizing size usage also determines length of a sig. Though this also implies limitation of sig length up to 32 bytes. After offset and mask, there go known bytes of sig. Source code for sigfinder can be found in src/util.cpp:3 Source code for sig processor can be found in build.txt:202 . statically linked various imported engine functions. Other common things and notes: . use of so-called "engine prediction" . use of "engine prediction" doesn't fuck up when stepping into water in Left4Dead2 - Thanks to styles for this . well optimized aimbot lookup algorithm . nicely looking dynamic ESP boxes
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