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no_define.h
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no_define.h
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#pragma once
#define RVA(addr, size) ((uintptr_t)((UINT_PTR)(addr) + *(PINT)((UINT_PTR)(addr) + ((size) - sizeof(INT))) + (size)))
#define M_PI 3.14159265358979323846264338327950288419716939937510
//Sigs Addresses
uintptr_t Uworld;
uintptr_t FreeFn;
uintptr_t GetNameByIndex;
uintptr_t LineOfS;
uintptr_t BoneMatrix;
uintptr_t ProjectWorldToScreen;
//Read Addresses
uintptr_t PlayerController;
uintptr_t LocalPawn;
vec3 LocalPawnRelativeLocation;
float FOVAngle;
vec3 CamLoc;
vec3 CamRot;
//updated for chapter 3
namespace signatures {
const char* Uworld_Sig = "48 89 05 ? ? ? ? 48 8B 4B 78"; //uworld
const char* Gobject_Sig = "48 8B 05 ? ? ? ? 48 8B 0C C8 48 8B 04 D1";
const char* Free_Sig = "48 85 C9 0F 84 ? ? ? ? 53 48 83 EC 20 48 89 7C 24 30 48 8B D9 48 8B 3D ? ? ? ? 48 85 FF 0F 84 ? ? ? ? 48 8B 07 4C 8B 40 30 48 8D 05 ? ? ? ? 4C 3B C0"; //Free
const char* ProjectWorldToScreen_Sig = "E8 ? ? ? ? 48 8B 5C 24 ? 41 88 07 48 83 C4 30"; //ProjectWorldToScreen
const char* LineOfSightTo_Sig = "48 8B C4 48 89 58 20 55 56 57 41 54 41 55 41 56 41 57 48 8D 6C 24 ? 48 81 EC ? ? ? ? 0F 29 70 B8 0F 29 78 A8 44 0F 29 40 ? 48 8B 05 ? ? ? ? 48 33 C4 48 89 45 20 45 8A E9"; //LineOfSight
const char* GetNameByIndex_Sig = "48 89 5C 24 ? 48 89 6C 24 ? 56 57 41 56 48 81 EC ? ? ? ? 48 8B 05 ? ? ? ? 48 33 C4 48 89 84 24 ? ? ? ? 48 8B F2 4C 8B F1 E8 ? ? ? ? 45 8B 06 33 ED 41 0F B7 16 41 C1 E8 10 89 54 24 24 44 89 44 24 ? 48 8B 4C 24 ? 48 C1 E9 20 8D 3C 09 4A 03 7C C0 ? 0F B7 17 C1 EA 06 41 39 6E 04"; //GetNameByIndex
const char* BoneMatrix_Sig = "E8 ? ? ? ? 48 8B 47 30 F3 0F 10 45"; //BoneMatrix
const char* Spread_Sig = "E8 ? ? ? ? 48 8D 4B 28 E8 ? ? ? ? 48 8B C8"; //Spread
const char* SpreadCaller_sig = "0F 57 D2 48 8D 4C 24 ? 41 0F 28 CC E8 ? ? ? ? 48 8B 4D B0 0F 28 F0 48 85 C9"; //SpreadCaller
const char* DiscordPresentScene_sig = "56 57 53 48 83 EC 30 44 89 C6"; //Discord PresentScene
}
namespace offsets {
uintptr_t OwningGameInstance = 0x190;
uintptr_t LocalPlayers = 0x38;
uintptr_t PlayerController = 0x30;
uintptr_t PlayerCameraManager = 0x2C8;
uintptr_t AcknowledgedPawn = 0x2B0;
uintptr_t Levels = 0x148;
uintptr_t PersistentLevel = 0x30;
uintptr_t AActors = 0x98;
uintptr_t ActorCount = 0xA0;
uintptr_t ComponentVelocity = 0x140;
uintptr_t RootComponent = 0x138;
uintptr_t FireStartLoc = 0x8C8;
uintptr_t RelativeLocation = 0x11C;
uintptr_t RelativeRotation = 0x128;
uintptr_t CurrentWeapon = 0x5F8;
uintptr_t PlayerState = 0x240;
uintptr_t Mesh = 0x288;
uintptr_t TeamIndex = 0xF30;
//Exploits
uintptr_t bDisableEquipAnimation = 0x2B4;
uintptr_t bADSWhileNotOnGround = 0x3E61;
uintptr_t ReviveFromDBNOTime = 0x3768;
uintptr_t CustomTimeDilation = 0x9C;
uintptr_t LastFireTime = 0x9EC;
uintptr_t LastFireTimeVerified = 0x9F0;
}
namespace FNObjects {
PVOID GetPlayerName;
}
D3D11_VIEWPORT viewport;
no_gui gui;
ID3D11Device* pDevice = NULL;
ID3D11DeviceContext* pContext = NULL;
IFW1Factory* pFW1Factory = NULL;
IFW1FontWrapper* pFontWrapper = NULL;
namespace Settings
{
bool Aimbot = false;
int AimbotFovCircle = 100;
int AimbotSmooth = 0.0f;
static int AimbotBone_Value = 0;
bool AimbotPrediction = false;
bool ESP = false;
static int ESPType_Value = 1;
bool ESP_Skeleton = false;
bool ESP_Lines = false;
bool ESP_PlayersNames = false;
bool ESP_StreamSnipe = false;
std::string ESP_StreamSnipePlayer = "";
bool ShowFovCircle = true;
bool Variable_For_test = false;
//Exploits
bool AimWhileJumping = false;
bool NoAnimation = false;
bool NoSpread = false;
bool RapidFire = false;
bool TriggerBot = false;
bool AirStuck = false;
bool Fov360 = false;
bool InstantRevive = false;
bool VisibleCheck = false;
bool Crosshair = false;
bool DebugForTest = false;
}
namespace UI_Help {
namespace AimbotTab {
void Aimbot() {
no_menu::SetWidgetPosition(129, 58);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Memory Aimbot] Locks your aim to the player");
}
no_menu::SetWidgetPosition(8, 75);
}
void AimbotFov() {
no_menu::SetWidgetPosition(167, 96);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Aimbot Fov] The size of the circle where the Aimbot should lock");
}
no_menu::SetWidgetPosition(8, 120);
}
void AimbotSmooth() {
no_menu::SetWidgetPosition(167, 140);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Aimbot Smooth] The time that the camera takes to lock the player");
}
no_menu::SetWidgetPosition(8, 164);
}
void AimbotBone() {
no_menu::SetWidgetPosition(118, 183);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Aimbot Bone] You can choose on what bone the Aimbot should lock");
}
no_menu::SetWidgetPosition(8, 214);
}
void AimbotPrediction() {
no_menu::SetWidgetPosition(159, 222);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Aimbot Prediction BETA] It predicts the player movement");
}
}
}
namespace ESPTab {
void ESP() {
no_menu::SetWidgetPosition(107, 58);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[ESP] You can see Players, Objects, Loot through walls");
}
no_menu::SetWidgetPosition(8, 78);
}
}
namespace ExploitsTab {
void AimWhileJumping() {
no_menu::SetWidgetPosition(154, 59);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Aim While Jumping] You can Aim while you are jumping");
}
no_menu::SetWidgetPosition(8, 74);
}
void NoAnimations() {
no_menu::SetWidgetPosition(124, 82);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[No Animation] It skips your switch weapon animation");
}
no_menu::SetWidgetPosition(8, 99);
}
void NoSpread() {
no_menu::SetWidgetPosition(96, 107);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[No Spread] It reduces the bullet spread on every weapon");
}
no_menu::SetWidgetPosition(8, 126);
}
void RapidFire() {
no_menu::SetWidgetPosition(102, 134);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Rapid Fire] It increase the fire rate of some weapons");
}
no_menu::SetWidgetPosition(8, 153);
}
void TriggerBot() {
no_menu::SetWidgetPosition(110, 161);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Trigger Bot] Automatically shoot when a player is visible");
}
no_menu::SetWidgetPosition(8, 181);
}
void AirStuck() {
no_menu::SetWidgetPosition(88, 189);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[AirStuck] Your player will be frozen and stuck in air when pressing ALT");
}
no_menu::SetWidgetPosition(8, 208);
}
void Fov360() {
no_menu::SetWidgetPosition(80, 216);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[360 Fov] The Aimbot will lock even on players behind you");
}
no_menu::SetWidgetPosition(8, 235);
}
void InstantRevive() {
no_menu::SetWidgetPosition(129, 243);
if (no_menu::TextHoverable("(?)", no_menu::color({ 255, 231, 94, 230 }))) {
no_menu::MiniBox("[Instant Revive] It sets the revive time to 0 for your team");
}
}
}
}