ASI WallHack

Fott

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3,461
2,374
@SR_team скажи что у тебя остался сурс, и что он не проебался вместе с гитом пж
 

SR_team

like pancake
Автор темы
BH Team
4,795
6,468
@SR_team скажи что у тебя остался сурс, и что он не проебался вместе с гитом пж
От сурсов остался 1 файл, который я когда-то кидал кому-то через телегу, но в нем есть вся интересующая вас инфа
C++:
#include "WallHack.h"
#include "CGame/methods.h"

WallHack::WallHack() : SRDescent()
{
    // Constructor
    g_class.SF->Log("{FF00FF00}Plugin %s has loaded", PROJECT_NAME);
    set = new CFileIni("WallHack.ini");

    menuKey = SRKeys::getKey(set->init<std::string>("Settings/MenuKey", "VK_F2"));
    key = SRKeys::getKey(set->init<std::string>("Settings/Key", "VK_F3"));

    wireframe = set->init<bool>("Settings/wireframe", false);
    dont_mark_infront = set->init<bool>("Settings/dont_mark_infront", false);
    
    g_class.SF->Log("{FF00FF00}WH: %d %d", wireframe, dont_mark_infront);


    g_class.DirectX->d3d9_GenerateShader(&chams_infront,
                                         set->init<float>("infront_wall/Alpha", 0.8f),
                                         set->init<float>("infront_wall/Red", 0.0f),
                                         set->init<float>("infront_wall/Green", 1.0f),
                                         set->init<float>("infront_wall/Blue", 0.0f));
    g_class.DirectX->d3d9_GenerateShader(&chams_behind,
                                         set->init<float>("behined_wall/Alpha", 0.8f),
                                         set->init<float>("behined_wall/Red", 0.0f),
                                         set->init<float>("behined_wall/Green", 0.0f),
                                         set->init<float>("behined_wall/Blue", 1.0f));

    g_class.DirectX->connect(this, &WallHack::DrawIndexedPrimitive, proxyIDirect3DDevice9_DrawIndexedPrimitive);

    actorDraw_hook = new CCallHook(reinterpret_cast<void*>(0x761134), 6, 0, cp_after,
                                   eSafeCall(sc_registers | sc_flags), e_jmp);
    actorDraw_hook->enable(this, &WallHack::ActorDraw);
    
    LocalActor_hook = new CCallHook(reinterpret_cast<void*>(0x5E7687), 6);
    LocalActor_hook->enable(this, &WallHack::CPed_render);

    //Create menu
    whMenu = new CMenu("WallHack", {143, 150});
    whMenu->connect(this, &WallHack::menuShow, CWidgetBase_eventShow);
    whMenu->setShow(false);
    whMenu->setAnimation(eMa_random);
    whMenu->setTheme(eMMT_random);
    

    whMenu->node()->addChield(new CCheckBox("Wireframe", {5,5}), "wireframe");
    whMenu->node()->addChield(new CCheckBox("Don't mark infront", {5,20}), "dont_mark_infront");
    
    whMenu->node()->getChield("wireframe")->toCheckBox()->setChecked(wireframe);
    whMenu->node()->getChield("dont_mark_infront")->toCheckBox()->setChecked(dont_mark_infront);

    whMenu->node()->getChield("wireframe")->setSelectable(true);
    whMenu->node()->getChield("dont_mark_infront")->setSelectable(true);

    whMenu->node()->getChield("wireframe")->setDescription("Use wireframe instead solid");
    whMenu->node()->getChield("dont_mark_infront")->setDescription("Don't use wallhack solid/wireframe for players infront");

    whMenu->node()->getChield("wireframe")->connect(this, &WallHack::toggleParametr, CCheckBox_eventChecked);
    whMenu->node()->getChield("dont_mark_infront")->connect(this, &WallHack::toggleParametr, CCheckBox_eventChecked);


    whMenu->node()->addChield(new CText("{B}Infront wall color:", {0,40}));
    whMenu->node()->addChield(new CText("Alpha:", {5,55}));
    whMenu->node()->addChield(new CText("{FF0000}Red:", {5,70}));
    whMenu->node()->addChield(new CText("{00FF00}Green:", {5,85}));
    whMenu->node()->addChield(new CText("{0000FF}Blue:", {5,100}));

    whMenu->node()->addChield(new CSlider({55, 58}, 50, 0.001f, 1.0f, set->read<float>("infront_wall/Alpha")), "infront_wall/alpha");
    whMenu->node()->addChield(new CSlider({55, 73}, 50, 0.0f, 1.0f, set->read<float>("infront_wall/Red")), "infront_wall/red");
    whMenu->node()->addChield(new CSlider({55, 88}, 50, 0.0f, 1.0f, set->read<float>("infront_wall/Green")), "infront_wall/green");
    whMenu->node()->addChield(new CSlider({55, 103}, 50, 0.0f, 1.0f, set->read<float>("infront_wall/Blue")), "infront_wall/blue");

    whMenu->node()->getChield("infront_wall/alpha")->toSlider()->connect(this, &WallHack::infrontColor, CSlider_eventValueChanged);
    whMenu->node()->getChield("infront_wall/red")->toSlider()->connect(this, &WallHack::infrontColor, CSlider_eventValueChanged);
    whMenu->node()->getChield("infront_wall/green")->toSlider()->connect(this, &WallHack::infrontColor, CSlider_eventValueChanged);
    whMenu->node()->getChield("infront_wall/blue")->toSlider()->connect(this, &WallHack::infrontColor, CSlider_eventValueChanged);

    whMenu->node()->getChield("infront_wall/alpha")->toSlider()->setStep(0.1f);
    whMenu->node()->getChield("infront_wall/red")->toSlider()->setStep(0.1f);
    whMenu->node()->getChield("infront_wall/green")->toSlider()->setStep(0.1f);
    whMenu->node()->getChield("infront_wall/blue")->toSlider()->setStep(0.1f);


    whMenu->node()->addChield(new CText("{B}Behind wall color:", {0,120}));
    whMenu->node()->addChield(new CText("Alpha:", {5,135}));
    whMenu->node()->addChield(new CText("{FF0000}Red:", {5,150}));
    whMenu->node()->addChield(new CText("{00FF00}Green:", {5,165}));
    whMenu->node()->addChield(new CText("{0000FF}Blue:", {5,180}));

    whMenu->node()->addChield(new CSlider({55, 138}, 50, 0.001f, 1.0f, set->read<float>("behined_wall/Alpha")), "behined_wall/alpha");
    whMenu->node()->addChield(new CSlider({55, 153}, 50, 0.0f, 1.0f, set->read<float>("behined_wall/Red")), "behined_wall/red");
    whMenu->node()->addChield(new CSlider({55, 168}, 50, 0.0f, 1.0f, set->read<float>("behined_wall/Green")), "behined_wall/green");
    whMenu->node()->addChield(new CSlider({55, 183}, 50, 0.0f, 1.0f, set->read<float>("behined_wall/Blue")), "behined_wall/blue");

    whMenu->node()->getChield("behined_wall/alpha")->toSlider()->connect(this, &WallHack::behindColor, CSlider_eventValueChanged);
    whMenu->node()->getChield("behined_wall/red")->toSlider()->connect(this, &WallHack::behindColor, CSlider_eventValueChanged);
    whMenu->node()->getChield("behined_wall/green")->toSlider()->connect(this, &WallHack::behindColor, CSlider_eventValueChanged);
    whMenu->node()->getChield("behined_wall/blue")->toSlider()->connect(this, &WallHack::behindColor, CSlider_eventValueChanged);

    whMenu->node()->getChield("behined_wall/alpha")->toSlider()->setStep(0.1f);
    whMenu->node()->getChield("behined_wall/red")->toSlider()->setStep(0.1f);
    whMenu->node()->getChield("behined_wall/green")->toSlider()->setStep(0.1f);
    whMenu->node()->getChield("behined_wall/blue")->toSlider()->setStep(0.1f);
    
    g_class.keys->connect(this, &WallHack::keyPressed, SRKeys_eventKeyPressed);
}

WallHack::~WallHack()
{
    // Destructor
    g_class.DirectX->disconnect(this, &WallHack::DrawIndexedPrimitive);
    delete set;
    SAFE_RELEASE(chams_infront);
    SAFE_RELEASE(chams_behind);
    delete actorDraw_hook;
    delete whMenu;
    g_class.SF->Log("{FFFF0000}Plugin %s has unloaded", PROJECT_NAME);
}

void WallHack::keyPressed(int key)
{
    if (key == this->key)
        isActivated ^= true;
    else if (key == this->menuKey)
        whMenu->setShow(whMenu->isShowed() ^ true);
}

void WallHack::menuShow(CWidgetBase *, bool state)
{
    g_class.cursor.toggleCursor(state);
}

void WallHack::toggleParametr(CCheckBox *cb, bool state)
{
    if (whMenu->node()->getChield("wireframe") == (CCheckBox*)cb){
        wireframe = state;
        set->write<bool>("Settings/wireframe", state);
    } else {
        dont_mark_infront = state;
        set->write<bool>("Settings/dont_mark_infront", state);
    }
}

void WallHack::infrontColor(CSlider *slider, float value)
{
    if (whMenu->node()->getChield("infront_wall/red") == slider)
        set->write<float>("infront_wall/Red", value);
    else if (whMenu->node()->getChield("infront_wall/green") == slider)
        set->write<float>("infront_wall/Green", value);
    else if (whMenu->node()->getChield("infront_wall/blue") == slider)
        set->write<float>("infront_wall/Blue", value);
    else set->write<float>("infront_wall/Alpha", value);

    SAFE_RELEASE(chams_infront);
    g_class.DirectX->d3d9_GenerateShader(&chams_infront,
                                         set->read<float>("infront_wall/Alpha"),
                                         set->read<float>("infront_wall/Red"),
                                         set->read<float>("infront_wall/Green"),
                                         set->read<float>("infront_wall/Blue"));
}

void WallHack::behindColor(CSlider *slider, float value)
{
    if (whMenu->node()->getChield("behined_wall/red") == slider)
        set->write<float>("behined_wall/Red", value);
    else if (whMenu->node()->getChield("behined_wall/green") == slider)
        set->write<float>("behined_wall/Green", value);
    else if (whMenu->node()->getChield("behined_wall/blue") == slider)
        set->write<float>("behined_wall/Blue", value);
    else set->write<float>("behined_wall/Alpha", value);

    SAFE_RELEASE(chams_behind);
    g_class.DirectX->d3d9_GenerateShader(&chams_behind,
                                         set->read<float>("behined_wall/Alpha"),
                                         set->read<float>("behined_wall/Red"),
                                         set->read<float>("behined_wall/Green"),
                                         set->read<float>("behined_wall/Blue"));
}

void WallHack::ActorDraw()
{
    hasActorDraw = true;
}

void WallHack::CPed_render()
{
    hasLocalActor = false;
    auto ped = reinterpret_cast<CPed*>(LocalActor_hook->reg86(r86::ECX));
    if (ped == LOCAL_PLAYER)
        hasLocalActor = true;
}

void WallHack::DrawIndexedPrimitive ( D3DPRIMITIVETYPE PrimitiveType, INT BaseVertexIndex,
                                   UINT MinVertexIndex, UINT NumVertices, UINT startIndex,
                                   UINT primCount )
{
    if (chams_infront == nullptr || chams_behind == nullptr)
        return;
    if (hasLocalActor)
        return;
    if (!hasActorDraw)
        return;
    if (!isActivated)
        return;

    g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_ZENABLE, false );
    if (wireframe)
        g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
    else g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
    g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_CONTINUOUS );


    // actor behind wall
    g_class.DirectX->d3d9_device()->SetPixelShader( chams_behind );
    g_class.DirectX->d3d9_device()->DrawIndexedPrimitive( PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices,
                                                startIndex, primCount );

    // actor infront wall
    g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_ZENABLE, true );
    if (!dont_mark_infront)
        g_class.DirectX->d3d9_device()->SetPixelShader( chams_infront );
    else {
        if (wireframe)
            g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
        g_class.DirectX->d3d9_device()->SetPixelShader( NULL );
    }
    g_class.DirectX->d3d9_device()->DrawIndexedPrimitive( PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices,
                                                startIndex, primCount );
    g_class.DirectX->d3d9_device()->SetPixelShader( NULL );

    hasActorDraw = false;
    g_class.DirectX->d3d9_hook(g_class.DirectX->d3d9_device()->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID ));
}
 
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Реакции: Fott

Rxddz

Участник
147
15
J9GFA.png

Вот примерчик нарисованный мною
можно чтобы вх было только за стенами? Чтобы при открытых поверхностях был нормальный скин
 
Последнее редактирование:

Pavel1

Новичок
13
1
Посмотреть вложение 8891 Посмотреть вложение 8892 Посмотреть вложение 8786
WallHack как в собе только без соба и не конфликтует с SF.

Активация: F3
Открыть меню с настройками: F2

Клавиши открытия меню и активации WH меняются в WallHack.ini
а у меня файл .asi и открывает в блокноте что делать?
то есть 1 файл текстовый
 

Pavel1

Новичок
13
1
у тебя есть файл .asi и его надо кинуть в папку с игрой просто в папку

а у меня файл .asi и открывает в блокноте что делать?
то есть 1 файл текстовый
я понял что надо помощь не нужна

а у меня файл .asi и открывает в блокноте что делать?
то есть 1 файл текстовый
я понял что надо помощь не нужна