/
Game.h
86 lines (68 loc) · 1.85 KB
/
Game.h
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
#pragma once
#include "global.hpp"
#include "MemTool.h"
#include "Tool.h"
class Game
{
public:
MemTool* mem;
Tool* tool;
bsp_parser* bp;
DWORD pid = 0; //ÓÎÏ·½ø³ÌID
ULONG64 clientBase = 0;
ULONG64 serverBase = 0;
ULONG64 mouseEngineBase = 0;
ULONG64 gbClientState = 0;
ULONG64 gbSelfAddr = 0;
ULONG64 gbSelfHealth = 0;
float gbSlelfPosX = 0.f;
float gbSlelfPosY = 0.f;
float gbSlelfPosZ = 0.f;
short gbSelfWeaponIndex = 0;
CSWeaponType gbSelfWeaponType = WEAPONTYPE_UNKNOWN;
ULONG64 gbSelfTeam = 0;
ULONG64 gbMatrixBase = 0;
ULONG64 gbLightingBase = 0;
#define SCREEN_WEIGHT 2560
#define SCREEN_HIGHT 1440
LONG weight = SCREEN_WEIGHT;
LONG hight = SCREEN_HIGHT;
LONG centerX = SCREEN_WEIGHT / 2;
LONG centerY = SCREEN_HIGHT / 2;
void Aimbot();
void ReadMatrix(float* matrixArray);
void NewAim(PPOS self, PPOS enemy, PPOS ret);
void GetBonePos(POS* pos, ULONG64 playerBase, int boneIndex);
void GetSelfEyePos(POS * pos);
BOOLEAN WorldToScreen(POS* world, POS* screen);
CSWeaponType GetWeaponType(int itemDefIndex);
void FlushBackTrackHistory();
int ChooseBestTick(int max_tick, int preferPlayerIndex, int preferBoneIndex, POS &aimVec3, int &playerIndex, int &boneIndex);
void RecoilCalc(POS &aimVec);
void AimTo(POS newP, int p, int b);
public:
DWORD aimScope;
DWORD silkyNum;
InputCmd input_cmd = {};
int last_outgoing_cmd_num = 0;
DWORD curr_cmd_address = NULL;
DWORD curr_verified_cmd_address = NULL;
GlobalVar server_info;
int tick_rate = 0;
Game();
HANDLE FindGameProc();
HANDLE KeysWatch();
HANDLE Bhop();
HANDLE QuickStop();
HANDLE FakeLag();
HANDLE BackTrack();
HANDLE UpdateClientInfo();
HANDLE UpdateMapInfo();
HANDLE UpdateCmdInfo();
HANDLE StartDraw();
bool canShoot = FALSE;
char current_map_name[256] = { 0 };
int current_tick;
int backtrack_tick;
std::deque<BacktrackRecord> history_[32][5]{};
};