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CasualGamer

ESP Part1

Jul 15th, 2020
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  1. //dllmain.cpp
  2.  
  3. // dllmain.cpp : Defines the entry point for the DLL application.
  4. #include "pch.h"
  5.  
  6. #include <iostream>
  7. #include <vector>
  8. #include "Entity.h"
  9.  
  10. #include <d3d9.h>
  11. #include <d3dx9.h>
  12.  
  13. #pragma comment(lib, "d3d9.lib")
  14. #pragma comment(lib, "d3dx9.lib")
  15.  
  16. #include "detours.h"
  17. #pragma comment(lib, "detours.lib")
  18.  
  19.  
  20. HINSTANCE DllHandle;
  21.  
  22. typedef HRESULT(__stdcall* endScene)(IDirect3DDevice9* pDevice);
  23. endScene pEndScene;
  24.  
  25. LPD3DXFONT font;
  26.  
  27. //ESP
  28.  
  29. uintptr_t pEntityTableBase = 0x400506EC;
  30.  
  31. std::vector<Entity*> loadEntities() {
  32.     int failCounter = 0;
  33.     std::vector<Entity*> entities;
  34.     for (int i = 0; i < 9999; ++i) {
  35.         uintptr_t pointer = *(uintptr_t*)(pEntityTableBase + 0x08 + i * 12);
  36.         if (pointer) {
  37.             failCounter = 0;
  38.             Entity* entity = (Entity*)pointer;
  39.             entities.push_back(entity);
  40.         }
  41.         else
  42.             failCounter++;
  43.         if (failCounter > 5)
  44.             return entities;
  45.     }
  46.     return entities;
  47. }
  48.  
  49. HRESULT __stdcall hookedEndScene(IDirect3DDevice9* pDevice) {
  50.     //now here we can create our own graphics
  51.     int padding = 2;
  52.     int rectx1 = 100, rectx2 = 300, recty1 = 50, recty2 = 100;
  53.     D3DRECT rectangle = { rectx1, recty1, rectx2, recty2 };
  54.     pDevice->Clear(1, &rectangle, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 0.0f, 0); // this draws a rectangle
  55.     if (!font)
  56.         D3DXCreateFont(pDevice, 16, 0, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &font);
  57.     RECT textRectangle;
  58.     SetRect(&textRectangle, rectx1 + padding, recty1 + padding, rectx2 - padding, recty2 - padding);
  59.     font->DrawText(NULL, "Press Numpad0 to Exit", -1, &textRectangle, DT_NOCLIP | DT_LEFT, D3DCOLOR_ARGB(255, 153, 255, 153)); //draw text;
  60.     return pEndScene(pDevice); // call original endScene
  61. }
  62.  
  63. void hookEndScene() {
  64.     IDirect3D9* pD3D = Direct3DCreate9(D3D_SDK_VERSION); // create IDirect3D9 object
  65.     if (!pD3D)
  66.         return;
  67.  
  68.     D3DPRESENT_PARAMETERS d3dparams = { 0 };
  69.     d3dparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
  70.     d3dparams.hDeviceWindow = GetForegroundWindow();
  71.     d3dparams.Windowed = true;
  72.  
  73.     IDirect3DDevice9* pDevice = nullptr;
  74.  
  75.     HRESULT result =  pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dparams.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dparams, &pDevice);
  76.     if (FAILED(result) || !pDevice) {
  77.         pD3D->Release();
  78.         return;
  79.     }
  80.     //if device creation worked out -> lets get the virtual table:
  81.     void** vTable = *reinterpret_cast<void***>(pDevice);
  82.  
  83.     //now detour:
  84.  
  85.     pEndScene = (endScene)DetourFunction((PBYTE)vTable[42],(PBYTE)hookedEndScene);
  86.  
  87.     pDevice->Release();
  88.     pD3D->Release();
  89. }
  90.  
  91.  
  92. DWORD __stdcall EjectThread(LPVOID lpParameter) {
  93.     Sleep(100);
  94.     FreeLibraryAndExitThread(DllHandle, 0);
  95.     return 0;
  96. }
  97.  
  98. DWORD WINAPI Menue(HINSTANCE hModule) {
  99.     AllocConsole();
  100.     FILE* fp;
  101.     freopen_s(&fp, "CONOUT$", "w", stdout); //sets cout to be used with our newly created console
  102.  
  103.     hookEndScene();
  104.  
  105.     while (true) {
  106.         Sleep(50);
  107.         if (GetAsyncKeyState(VK_NUMPAD0)) {
  108.             std::vector<Entity*> entities = loadEntities();
  109.             for (Entity* entity : entities) {
  110.                 std::cout << "position: x: " << entity->feet.x << " y:" << entity->feet.y << " z:" << entity->feet.z << std::endl;
  111.                 std::cout << "health: " << entity->health << std::endl;
  112.                 std::cout << "shield: " << entity->shield << std::endl << std::endl;
  113.             }
  114.         }
  115.         if (GetAsyncKeyState(VK_NUMPAD1)) {
  116.             DetourRemove((PBYTE)pEndScene,(PBYTE)hookedEndScene);
  117.             break;
  118.         }
  119.     }
  120.     std::cout << "ight imma head out" << std::endl;
  121.     Sleep(1000);
  122.     fclose(fp);
  123.     FreeConsole();
  124.     CreateThread(0, 0, EjectThread, 0, 0, 0);
  125.     return 0;
  126. }
  127.  
  128. BOOL APIENTRY DllMain( HMODULE hModule, DWORD  ul_reason_for_call,LPVOID lpReserved)
  129. {
  130.     switch (ul_reason_for_call)
  131.     {
  132.     case DLL_PROCESS_ATTACH:
  133.         DllHandle = hModule;
  134.         CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)Menue, NULL, 0, NULL);
  135.     case DLL_THREAD_ATTACH:
  136.     case DLL_THREAD_DETACH:
  137.     case DLL_PROCESS_DETACH:
  138.         break;
  139.     }
  140.     return TRUE;
  141. }
  142.  
  143. //Entity.h
  144. #pragma once
  145. #include "Vector.h"
  146.  
  147. class Entity
  148. {
  149. public:
  150.     char pad_0000[92]; //0x0000
  151.     Vector3 feet; //0x005C
  152.     char pad_0068[56]; //0x0068
  153.     Vector3 torso; //0x00A0
  154.     char pad_00AC[52]; //0x00AC
  155.     float health; //0x00E0
  156.     float shield; //0x00E4
  157. }; //Size: 0x00E8
  158.  
  159. //Vector.h
  160. #pragma once
  161.  
  162. struct Vector2 {
  163.     float x, y;
  164. };
  165.  
  166. struct Vector3 {
  167.     float x, y, z;
  168. };
  169.  
  170. struct Vector4 {
  171.     float x, y, z, w;
  172. };
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