ESP Box Code?

xdiego1337

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Hello, i want to make a ESP with Boxes for a Server with Anti Cheat, so no Cleo / Asi works.
i have watched a Tutorial, but it didnt work, im new on C++ ^^
Have anyone a Code for 0.3.7 with ESP Boxes? :/
 

0x_

Wtf I'm not new....
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So, show what you got.
 

xdiego1337

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i have watched a Tutorial from Flook Hacks and do it step by step.
This is my Script, if i want to Include the Hackprocess i become a Error like this.
http://www.pic-upload.de/view-28018164/Screen.png.html



#include <Windows.h>
#include <sstream>
#include <iostream>
#include <math.h> 
//#include "HackProcess.h"
#include <vector>
#include <algorithm> 



// Engine.dll+0x76F0A0
//ESP VARS
const DWORD dw_vMatrix = 0x76F0A0;
const DWORD dw_AntiFlick = 0x76EEFE;



HWND TargetWnd;
HWND Handle;
DWORD DwProcId

COLORREF = SnapLineColor;
COLORREF = TextCOLOR;


typedef struct
{
float flMatrix[4][4];
worldToScreenMatrix_T;
}
float Get3dDistance(float * myCoords, float * enemyCoords)
{
return sqrt(
pow(double(enemyCoords[0]), 2.0) +
pow(double(enemyCoords[1]), 2.0) +
pow(double(enemyCoords[2]), 2.0));
}


void SetupDrawing(HDC hDesktop, HWND handle)
{
HDC_Desktop = hDesktop;
Handle = handle;
Enemybrush = CreateSolidBrush(RGB(255, 0, 0));
//Color
SnapLineColor = RGB(255, 0, 0);
TextColor = RGB(0, 255, 0);

}






/*----------------AIMBOT RELATED CODE------------------*/
//Create our 'hooking' and process managing object
CHackProcess fProcess; 
using namespace std; 
//We use F6 to exit the hack
#define F6_Key 0x75
//right click
#define RIGHT_MOUSE 0x02
//Here we store the num of players and update it regularly to know how many enemies we are dealing with
//this saves us doing loops unless their necessary e.g. we have 12 players and still loop 32 times wasting our great resources
//This makes our triggerbot MUCH faster in general
int NumOfPlayers = 32;
const DWORD dw_PlayerCountOffs = 0x5CE10C;//Engine.dll

//The player base is VERY important so we know where our player info is at
//including current jump status so we can use force jumping making our bHop
const DWORD Player_Base = 0x53FB04;//0x00574560;
//The ATTACK address BELOW, WE WRITE 5 TO SHOOT OR 4 TO
const DWORD dw_mTeamOffset = 0x98;//client
const DWORD dw_Health = 0x90;//client
//FOR the x coord we can use cl_pdump for m_vecOrigin Vector or just move around the map looking for different values
//e.g. to find y coordinate walk up ladder search up, walk down search down etc.
const DWORD dw_Pos = 0x25C;//client

//Enemy Vars including the enemy loop
const DWORD EntityPlayer_Base = 0x54D324;
//How far in memory is each enemy data
const DWORD EntityLoopDistance = 0x10;

//ViewAngles
//We find these by moving our mouse around constantly looking for changed/unchanged value,
//the alternative is to use cl_pdump 1 and search for the value assigned to m_angRotation vector
const DWORD dw_m_angRotation = 0x461A9C;
RECT m_Rect;

//Set of initial variables you'll need
//Our desktop handle
HDC HDC_Desktop;
//Brush to paint ESP etc
HBRUSH EnemyBrush;
HFONT Font; //font we use to write text with



//We will use this struct throughout all other tutorials adding more variables every time
struct MyPlayer_t 
{
DWORD CLocalPlayer;
int Team;
int Health;
WorldToScreenMatrix_t WorldToScreenMatrix;
float Position[3];
int flickerCheck;
void ReadInformation()
{
// Reading CLocalPlayer Pointer to our "CLocalPlayer" DWORD.
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + Player_Base), &CLocalPlayer, sizeof(DWORD), 0);
// Reading out our Team to our "Team" Varible.
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_mTeamOffset), &Team, sizeof(int), 0);
// Reading out our Health to our "Health" Varible.   
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_Health), &Health, sizeof(int), 0);
// Reading out our Position to our "Position" Varible.
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_Pos), &Position, sizeof(float[3]), 0);

//Here we find how many player entities exist in our game, through this we make sure to only loop the amount of times we need
//when grabbing player data
//Note that this call could be even better at a regular 15 or so seconds timer but performance shouldn't vary a great deal
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_PlayerCountOffs), &NumOfPlayers, sizeof(int), 0);


//anti flicker
// ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_vMatrix), &flickerCheck, sizeof(int), 0);
//VMATRIX
//if (flickerCheck = 0)
// {
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_vMatrix), WorldToScreenMatrix, sizeof(WorldToScreenMatrix), 0);
// }

}
}MyPlayer;   



//ENemy struct
struct PlayerList_t
{
DWORD CBaseEntity;
int Team;
int Health;
float Position[3];
float AimbotAngle[3];
char Name[39];

void ReadInformation(int Player)
{
// Reading CBaseEntity Pointer to our "CBaseEntity" DWORD + Current Player in the loop. 0x10 is the CBaseEntity List Size
//"client.dll"+00545204 //0x571A5204
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + EntityPlayer_Base  + (Player * EntityLoopDistance)),&CBaseEntity, sizeof(DWORD), 0);
// Reading out our Team to our "Team" Varible.
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CBaseEntity + dw_mTeamOffset), &Team, sizeof(int), 0);
// Reading out our Health to our "Health" Varible.   
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CBaseEntity + dw_Health), &Health, sizeof(int), 0);
// Reading out our Position to our "Position" Varible.
ReadProcessMemory (fProcess.__HandleProcess, (PBYTE*)(CBaseEntity + dw_Pos), &Position, sizeof(float[3]), 0);
}
}PlayerList[32]; 


bool WorldToScreen(float * from, float * to)
{
float w = 0.0f;

to[0] = MyPLayer.WorldToScreenMatrix.flMatrix[0][0] * from[0] + MyPLayer.WorldToScreenMatrix[0][1] * from[1] + MyPLayer.WorldToScreenMatrix.flMatrix[0][2] * from[2] + MyPLayer.WorldToScreenMatrix.flMatrix[0][3];
to[1] = MyPLayer.WorldToScreenMatrix.flMatrix[1][0] * from[0] + MyPLayer.WorldToScreenMatrix[1][1] * from[1] + MyPLayer.WorldToScreenMatrix.flMatrix[1][2] * from[2] + MyPLayer.WorldToScreenMatrix.flMatrix[1][3];
w = MyPLayer.WorldToScreenMatrix.flMatrix[3][0] * from[0] + MyPLayer.WorldToScreenMatrix[3][1] * from[1] + MyPLayer.WorldToScreenMatrix.flMatrix[3][2] * from[2] + MyPLayer.WorldToScreenMatrix.flMatrix[3][3];
if (w < 0.01f)
return false;

float invw = 1.0f / w;
to[0] *= invw;
to[1] *= invw;

int width = (int)(m_Rect.right - m_Rect.left);
int heighth = (int)(m_Rect.bottom - m_Rect.top);

float x = width / 2;
float x = height / 2;

x += 0.5 * to[0] * width + 0.5;
y -= 0.5 * to[1] * height + 0.5:

to[0] = x + m_Rect.left;
to[1] = y + m_Rect.top;

return true;

}


//We receive the 2-D Coordinates the colour and the device we want to use to draw those colours with
//HDC so we know where to draw and brush because we need it to draw
void DrawFilledRect(int x, int y, int w, int h)
{
//We create our rectangle to draw on screen
RECT rect = { x, y, x + w, y + h };
//We clear that portion of the screen and display our rectangle
FillRect(HDC_Desktop, &rect, EnemyBrush);
}


void DrawBorderBox(int x, int y, int w, int h, int thickness)
{
//Top horiz line
DrawFilledRect(x, y, w, thickness);
//Left vertical line
DrawFilledRect( x, y, thickness, h);
//right vertical line
DrawFilledRect((x + w), y, thickness, h);
//bottom horiz line
DrawFilledRect(x, y + h, w+thickness, thickness);
}


//Here is where we draw our line from point A to Point B
void DrawLine(float StartX, float StartY, float EndX, float EndY, COLORREF Pen)
{
int a,b=0;
HPEN hOPen;
// penstyle, width, color
HPEN hNPen = CreatePen(PS_SOLID, 2, Pen);
hOPen = (HPEN)SelectObject(HDC_Desktop, hNPen);
// starting point of line
MoveToEx(HDC_Desktop, StartX, StartY, NULL);
// ending point of line
a = LineTo(HDC_Desktop, EndX, EndY);
DeleteObject(SelectObject(HDC_Desktop, hOPen));
}

//Draw our text with this function
void DrawString(int x, int y, COLORREF color, const char* text)
{
SetTextAlign(HDC_Desktop,TA_CENTER|TA_NOUPDATECP);

SetBkColor(HDC_Desktop,RGB(0,0,0));
SetBkMode(HDC_Desktop,TRANSPARENT);

SetTextColor(HDC_Desktop,color);

SelectObject(HDC_Desktop,Font);

TextOutA(HDC_Desktop,x,y,text,strlen(text));

DeleteObject(Font);
}

void DrawESP(int x, int y, float distance)
{
int width = 100;    //18100 / distance;
int height = 150;  //36000 / distance;
DrawBorderBox(x - (width / 2), y - height, width, height, 1);

//Sandwich
DrawLine((m_Rect.Right - m_Rect.left)/2),
m_Rect.bottom - m_Rect.top), x, y, SnapLineCOLOR);
std::stringstream ss;
ss << (int)distance;

char * distanceInfo = new char[ss.str().size() + 1];
strcpy(distanceInfo, ss.str().c_str());

DrawString(x, y, TextCOLOR, distanceInfo);

delete[] distanceInfo;


}



void ESP()
{
GetWindowRect(FindWindow(NULL,"gta_sa.exe"), &m_Rect);

for (int i = 0; 1 < NumOfPLayers; i++)
{
PLayerList.ReadInformation(i);

if (PLayerList[o].Health < 2)
contine;

if (PLayerList[o].Team == MyPLayer.Team)
contine;

float EnemyXY[3]
if (WorldToScreen(PLayerList.Position, EnemyXY))
{
DrawESP(EnemyXY[0] - m_Rect.left, EnemyXY[1] - m_Rect.top, Get3dDistance(Myplayer.Position, PLayerList.Position));
}
}

}


int main()
{
//Do we have OUR CSS GAME?
fProcess.RunProcess(gta_sa.exe);

showWindow(FindWindowA"ConsoleWindowClass", NULL), false);
TargetWnd = FindWindow(0, "gta_sa.exe");
HDC HDC_Desktop = GetDC(targetWnd);
SetupDrawing(HDC_Desktop, TargetWnd);



//Our infinite loop will go here
while(true)
for (;;)
{
MyPLayer.ReadInformation();
ESP();


}


return 0;
}
 

T3KTONIT

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Nah, the code you have is entirely for another game...
 

xdiego1337

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Its a Templetate for Source.
Have anyone a Code for SAMP with ESP Boxes?  :angry:
 

T3KTONIT

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If we gave you the code then what's the point of the Help section...
we want to help fix your code :sadpepe:
 

xdiego1337

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Yeah, its only a Templetate for CSS, im very very new and im learning the Basic's of c++.
but if i have a code for a Player ESP i can learn from the Code, and modify the ESP.
Or lets fix my Code ... but i havent any idea to do it. :yesyes:
 

xdiego1337

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Ich weiß es nicht, ich bekomms auch nicht Compiled, ist extrem verbuggt.
Ist auch für Source, und um es umzuschreiben fehlen mir leider die Kenntnisse, ich lerne zwar jeden Tag mehr, aber die Aufgabe ist mir noch zu hoch.
Ich würde mir selber ein Script schreiben, aber ich habe nichtmal die kleinste ahnung, wo ich anfangen sollte.
Memory auslese, werte anpassen, Box um die Player streamen, und wieder Writen lassen, so hab ich es gelesen.
 

ΆλφA

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1. Die Positionen aller Spieler auslesen.
2. Ausrechnen wo die jeweiligen Positionen auf dem Bildschirm angezeigt werden.
3. An jede dieser Positionen irgendwas drawen, je nach dem wie der ESP aussehen soll.
 

Criibyy

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wow selbst als leihe weis man das es niemals funktionieren kann mit nen css hook...
 
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