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В примерах ImGui это зачем-то есть, остальные просто копировали не обращая внимания.зачем?
В примерах ImGui это зачем-то есть, остальные просто копировали не обращая внимания.зачем?
Подскажите пожалуйста, как проверить что в массиве записаны только цифры, а если появлялась буква - false. Заранее спасибо
std::string str;
bool bDigits = (str.find_first_not_of("0123456789") == std::string::npos);
using System;
using System.Colletions.Genric;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Diagnostics;
namespace GlowESP
{
class GlowESP
{
static void Main()
{
try
{
Process csgo = Process.GetProcessesByName("csgo")[0];
mem = new Memory("csgo");
foreach(ProcessModule Module in csgo.Modules)
{
if (Module.ModuleName == "client_panorama.dll");
client_dll = (int)Module.BaseAddress
}
Console.WriteLine("lol atiz");
}
catch
{
Console.WriteLine("Error");
}
while (true)
int LocalPlyer = mem.Read<int>(client_dll + Offsets.dwLocalPlyer);
int PlayerTeam = mem.Read<int>(LocalPlayer + Offsets.m_iTeamNum);
for (int i = 0; i < 64; i++)
{
int EnityList = mem.Read<int>(client_dll + Offsets.dwEnityList + i * 0x10);
int EnityTeam = mem.Read<int>(EnityList + Offsets.m_iTeamNum);
if (EnityTeam != 0 && EnityTeam != PlayerTeam)
{
int GlowInedx = mem.Read<int>(EnityList + Offsets.m_iGlowIndex);
DrawEnity(GlowIndex, 0, 0, 255);
}
else if (EnityTeam != 0 && EnityTeam == PlayerTeam)
{
int GlowInedx = mem.Read<int>(EnityList + Offsets.m_iGlowIndex);
DrawEnity(GlowIndex, 255, 0, 0);
}
}
}
static void DrawEnity(int GlowIndex, int red, int green, int blue)
{
int GlowObject = mem.Read<int>(client_dll + Offsets.dwGlowObjectManager);
mem.Write(GlowObject + (GlowIndex * 0x38) + 4, red / 100f);
mem.Write(GlowObject + (GlowIndex * 0x38) + 8, green / 100f);
mem.Write(GlowObject + (GlowIndex * 0x38) + 12, blue / 100f);
mem.Write(GlowObject + (GlowIndex * 0x38) + 0x10, 255 / 100f);
mem.Write(GlowObject + (GlowIndex * 0x38) + 0x24, true);
mem.Write(GlowObject + (GlowIndex * 0x38) + 0x25, false);
}
}
class Offsets
{
public const Int32 m_ArmorValue = 0xB270;
public const Int32 m_Collision = 0x318;
public const Int32 m_CollisionGroup = 0x470;
public const Int32 m_Local = 0x2FAC;
public const Int32 m_MoveType = 0x258;
public const Int32 m_OriginalOwnerXuidHigh = 0x31A4;
public const Int32 m_OriginalOwnerXuidLow = 0x31A0;
public const Int32 m_aimPunchAngle = 0x301C;
public const Int32 m_aimPunchAngleVel = 0x3028;
public const Int32 m_bGunGameImmunity = 0x38C0;
public const Int32 m_bHasDefuser = 0xB280;
public const Int32 m_bHasHelmet = 0xB264;
public const Int32 m_bInReload = 0x3275;
public const Int32 m_bIsDefusing = 0x38B4;
public const Int32 m_bIsScoped = 0x38AA;
public const Int32 m_bSpotted = 0x939;
public const Int32 m_bSpottedByMask = 0x97C;
public const Int32 m_clrRender = 0x70;
public const Int32 m_dwBoneMatrix = 0x2698;
public const Int32 m_fAccuracyPenalty = 0x32E0;
public const Int32 m_fFlags = 0x100;
public const Int32 m_flC4Blow = 0x2980;
public const Int32 m_flDefuseCountDown = 0x2998;
public const Int32 m_flDefuseLength = 0x2994;
public const Int32 m_flFallbackWear = 0x31B0;
public const Int32 m_flFlashDuration = 0xA32C;
public const Int32 m_flFlashMaxAlpha = 0xA328;
public const Int32 m_flNextPrimaryAttack = 0x3208;
public const Int32 m_flTimerLength = 0x2984;
public const Int32 m_hActiveWeapon = 0x2EE8;
public const Int32 m_hMyWeapons = 0x2DE8;
public const Int32 m_hObserverTarget = 0x3360;
public const Int32 m_hOwner = 0x29BC;
public const Int32 m_hOwnerEntity = 0x148;
public const Int32 m_iAccountID = 0x2FB8;
public const Int32 m_iClip1 = 0x3234;
public const Int32 m_iCompetitiveRanking = 0x1A84;
public const Int32 m_iCompetitiveWins = 0x1B88;
public const Int32 m_iCrosshairId = 0xB2DC;
public const Int32 m_iEntityQuality = 0x2F9C;
public const Int32 m_iFOVStart = 0x31D8;
public const Int32 m_iGlowIndex = 0xA344;
public const Int32 m_iHealth = 0xFC;
public const Int32 m_iItemDefinitionIndex = 0x2F9A;
public const Int32 m_iItemIDHigh = 0x2FB0;
public const Int32 m_iObserverMode = 0x334C;
public const Int32 m_iShotsFired = 0xA2E0;
public const Int32 m_iState = 0x3228;
public const Int32 m_iTeamNum = 0xF0;
public const Int32 m_lifeState = 0x25B;
public const Int32 m_nFallbackPaintKit = 0x31A8;
public const Int32 m_nFallbackSeed = 0x31AC;
public const Int32 m_nFallbackStatTrak = 0x31B4;
public const Int32 m_nForceBone = 0x267C;
public const Int32 m_nTickBase = 0x3404;
public const Int32 m_rgflCoordinateFrame = 0x440;
public const Int32 m_szCustomName = 0x302C;
public const Int32 m_szLastPlaceName = 0x3588;
public const Int32 m_thirdPersonViewAngles = 0x31C8;
public const Int32 m_vecOrigin = 0x134;
public const Int32 m_vecVelocity = 0x110;
public const Int32 m_vecViewOffset = 0x104;
public const Int32 m_viewPunchAngle = 0x3010;
public const Int32 clientstate_choked_commands = 0x4CB0;
public const Int32 clientstate_delta_ticks = 0x174;
public const Int32 clientstate_last_outgoing_command = 0x4CAC;
public const Int32 clientstate_net_channel = 0x9C;
public const Int32 convar_name_hash_table = 0x2F0F8;
public const Int32 dwClientState = 0x589B34;
public const Int32 dwClientState_GetLocalPlayer = 0x180;
public const Int32 dwClientState_IsHLTV = 0x4CC8;
public const Int32 dwClientState_Map = 0x28C;
public const Int32 dwClientState_MapDirectory = 0x188;
public const Int32 dwClientState_MaxPlayer = 0x310;
public const Int32 dwClientState_PlayerInfo = 0x5240;
public const Int32 dwClientState_State = 0x108;
public const Int32 dwClientState_ViewAngles = 0x4D10;
public const Int32 dwEntityList = 0x4C41704;
public const Int32 dwForceAttack = 0x3082DEC;
public const Int32 dwForceAttack2 = 0x3082DF8;
public const Int32 dwForceBackward = 0x3082E40;
public const Int32 dwForceForward = 0x3082E4C;
public const Int32 dwForceJump = 0x50E444C;
public const Int32 dwForceLeft = 0x3082DC8;
public const Int32 dwForceRight = 0x3082DBC;
public const Int32 dwGameDir = 0x627C70;
public const Int32 dwGameRulesProxy = 0x5156794;
public const Int32 dwGetAllClasses = 0xC8653C;
public const Int32 dwGlobalVars = 0x589838;
public const Int32 dwGlowObjectManager = 0x51809B0;
public const Int32 dwInput = 0x508C3C0;
public const Int32 dwInterfaceLinkList = 0x85CC34;
public const Int32 dwLocalPlayer = 0xC648AC;
public const Int32 dwMouseEnable = 0xC6A278;
public const Int32 dwMouseEnablePtr = 0xC6A248;
public const Int32 dwPlayerResource = 0x308117C;
public const Int32 dwRadarBase = 0x50763EC;
public const Int32 dwSensitivity = 0xC6A114;
public const Int32 dwSensitivityPtr = 0xC6A0E8;
public const Int32 dwSetClanTag = 0x88BD0;
public const Int32 dwViewMatrix = 0x4C33134;
public const Int32 dwWeaponTable = 0x508CE5C;
public const Int32 dwWeaponTableIndex = 0x322C;
public const Int32 dwYawPtr = 0xC69ED8;
public const Int32 dwZoomSensitivityRatioPtr = 0xC6EF98;
public const Int32 dwbSendPackets = 0xD120A;
public const Int32 dwppDirect3DDevice9 = 0xA3F20;
public const Int32 interface_engine_cvar = 0x3E9EC;
public const Int32 m_pStudioHdr = 0x293C;
public const Int32 m_pitchClassPtr = 0x5076698;
public const Int32 m_yawClassPtr = 0xC69ED8;
}
}
Это вообще C#. MVS установи там и компиль.впервые пишу на таком языке что-либо. вот сделал ctrl c + ctrl v вх для ксго. Не подскажите, почему не работает и как вообще его компилить, чтобы был .exe?
C++:using System; using System.Colletions.Genric; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Diagnostics; namespace GlowESP { class GlowESP { static void Main() { try { Process csgo = Process.GetProcessesByName("csgo")[0]; mem = new Memory("csgo"); foreach(ProcessModule Module in csgo.Modules) { if (Module.ModuleName == "client_panorama.dll"); client_dll = (int)Module.BaseAddress } Console.WriteLine("lol atiz"); } catch { Console.WriteLine("Error"); } while (true) int LocalPlyer = mem.Read<int>(client_dll + Offsets.dwLocalPlyer); int PlayerTeam = mem.Read<int>(LocalPlayer + Offsets.m_iTeamNum); for (int i = 0; i < 64; i++) { int EnityList = mem.Read<int>(client_dll + Offsets.dwEnityList + i * 0x10); int EnityTeam = mem.Read<int>(EnityList + Offsets.m_iTeamNum); if (EnityTeam != 0 && EnityTeam != PlayerTeam) { int GlowInedx = mem.Read<int>(EnityList + Offsets.m_iGlowIndex); DrawEnity(GlowIndex, 0, 0, 255); } else if (EnityTeam != 0 && EnityTeam == PlayerTeam) { int GlowInedx = mem.Read<int>(EnityList + Offsets.m_iGlowIndex); DrawEnity(GlowIndex, 255, 0, 0); } } } static void DrawEnity(int GlowIndex, int red, int green, int blue) { int GlowObject = mem.Read<int>(client_dll + Offsets.dwGlowObjectManager); mem.Write(GlowObject + (GlowIndex * 0x38) + 4, red / 100f); mem.Write(GlowObject + (GlowIndex * 0x38) + 8, green / 100f); mem.Write(GlowObject + (GlowIndex * 0x38) + 12, blue / 100f); mem.Write(GlowObject + (GlowIndex * 0x38) + 0x10, 255 / 100f); mem.Write(GlowObject + (GlowIndex * 0x38) + 0x24, true); mem.Write(GlowObject + (GlowIndex * 0x38) + 0x25, false); } } class Offsets { public const Int32 m_ArmorValue = 0xB270; public const Int32 m_Collision = 0x318; public const Int32 m_CollisionGroup = 0x470; public const Int32 m_Local = 0x2FAC; public const Int32 m_MoveType = 0x258; public const Int32 m_OriginalOwnerXuidHigh = 0x31A4; public const Int32 m_OriginalOwnerXuidLow = 0x31A0; public const Int32 m_aimPunchAngle = 0x301C; public const Int32 m_aimPunchAngleVel = 0x3028; public const Int32 m_bGunGameImmunity = 0x38C0; public const Int32 m_bHasDefuser = 0xB280; public const Int32 m_bHasHelmet = 0xB264; public const Int32 m_bInReload = 0x3275; public const Int32 m_bIsDefusing = 0x38B4; public const Int32 m_bIsScoped = 0x38AA; public const Int32 m_bSpotted = 0x939; public const Int32 m_bSpottedByMask = 0x97C; public const Int32 m_clrRender = 0x70; public const Int32 m_dwBoneMatrix = 0x2698; public const Int32 m_fAccuracyPenalty = 0x32E0; public const Int32 m_fFlags = 0x100; public const Int32 m_flC4Blow = 0x2980; public const Int32 m_flDefuseCountDown = 0x2998; public const Int32 m_flDefuseLength = 0x2994; public const Int32 m_flFallbackWear = 0x31B0; public const Int32 m_flFlashDuration = 0xA32C; public const Int32 m_flFlashMaxAlpha = 0xA328; public const Int32 m_flNextPrimaryAttack = 0x3208; public const Int32 m_flTimerLength = 0x2984; public const Int32 m_hActiveWeapon = 0x2EE8; public const Int32 m_hMyWeapons = 0x2DE8; public const Int32 m_hObserverTarget = 0x3360; public const Int32 m_hOwner = 0x29BC; public const Int32 m_hOwnerEntity = 0x148; public const Int32 m_iAccountID = 0x2FB8; public const Int32 m_iClip1 = 0x3234; public const Int32 m_iCompetitiveRanking = 0x1A84; public const Int32 m_iCompetitiveWins = 0x1B88; public const Int32 m_iCrosshairId = 0xB2DC; public const Int32 m_iEntityQuality = 0x2F9C; public const Int32 m_iFOVStart = 0x31D8; public const Int32 m_iGlowIndex = 0xA344; public const Int32 m_iHealth = 0xFC; public const Int32 m_iItemDefinitionIndex = 0x2F9A; public const Int32 m_iItemIDHigh = 0x2FB0; public const Int32 m_iObserverMode = 0x334C; public const Int32 m_iShotsFired = 0xA2E0; public const Int32 m_iState = 0x3228; public const Int32 m_iTeamNum = 0xF0; public const Int32 m_lifeState = 0x25B; public const Int32 m_nFallbackPaintKit = 0x31A8; public const Int32 m_nFallbackSeed = 0x31AC; public const Int32 m_nFallbackStatTrak = 0x31B4; public const Int32 m_nForceBone = 0x267C; public const Int32 m_nTickBase = 0x3404; public const Int32 m_rgflCoordinateFrame = 0x440; public const Int32 m_szCustomName = 0x302C; public const Int32 m_szLastPlaceName = 0x3588; public const Int32 m_thirdPersonViewAngles = 0x31C8; public const Int32 m_vecOrigin = 0x134; public const Int32 m_vecVelocity = 0x110; public const Int32 m_vecViewOffset = 0x104; public const Int32 m_viewPunchAngle = 0x3010; public const Int32 clientstate_choked_commands = 0x4CB0; public const Int32 clientstate_delta_ticks = 0x174; public const Int32 clientstate_last_outgoing_command = 0x4CAC; public const Int32 clientstate_net_channel = 0x9C; public const Int32 convar_name_hash_table = 0x2F0F8; public const Int32 dwClientState = 0x589B34; public const Int32 dwClientState_GetLocalPlayer = 0x180; public const Int32 dwClientState_IsHLTV = 0x4CC8; public const Int32 dwClientState_Map = 0x28C; public const Int32 dwClientState_MapDirectory = 0x188; public const Int32 dwClientState_MaxPlayer = 0x310; public const Int32 dwClientState_PlayerInfo = 0x5240; public const Int32 dwClientState_State = 0x108; public const Int32 dwClientState_ViewAngles = 0x4D10; public const Int32 dwEntityList = 0x4C41704; public const Int32 dwForceAttack = 0x3082DEC; public const Int32 dwForceAttack2 = 0x3082DF8; public const Int32 dwForceBackward = 0x3082E40; public const Int32 dwForceForward = 0x3082E4C; public const Int32 dwForceJump = 0x50E444C; public const Int32 dwForceLeft = 0x3082DC8; public const Int32 dwForceRight = 0x3082DBC; public const Int32 dwGameDir = 0x627C70; public const Int32 dwGameRulesProxy = 0x5156794; public const Int32 dwGetAllClasses = 0xC8653C; public const Int32 dwGlobalVars = 0x589838; public const Int32 dwGlowObjectManager = 0x51809B0; public const Int32 dwInput = 0x508C3C0; public const Int32 dwInterfaceLinkList = 0x85CC34; public const Int32 dwLocalPlayer = 0xC648AC; public const Int32 dwMouseEnable = 0xC6A278; public const Int32 dwMouseEnablePtr = 0xC6A248; public const Int32 dwPlayerResource = 0x308117C; public const Int32 dwRadarBase = 0x50763EC; public const Int32 dwSensitivity = 0xC6A114; public const Int32 dwSensitivityPtr = 0xC6A0E8; public const Int32 dwSetClanTag = 0x88BD0; public const Int32 dwViewMatrix = 0x4C33134; public const Int32 dwWeaponTable = 0x508CE5C; public const Int32 dwWeaponTableIndex = 0x322C; public const Int32 dwYawPtr = 0xC69ED8; public const Int32 dwZoomSensitivityRatioPtr = 0xC6EF98; public const Int32 dwbSendPackets = 0xD120A; public const Int32 dwppDirect3DDevice9 = 0xA3F20; public const Int32 interface_engine_cvar = 0x3E9EC; public const Int32 m_pStudioHdr = 0x293C; public const Int32 m_pitchClassPtr = 0x5076698; public const Int32 m_yawClassPtr = 0xC69ED8; } }
VirtualProtect((PVOID)ADDR_BYPASS_VIDS_USA10, 6, PAGE_EXECUTE_READWRITE, &ds);
memset((PVOID)ADDR_BYPASS_VIDS_USA10, 0x90, 6);
Как сделать это на языке Assembler?
nop
nop
nop
nop
nop
nop
Код:nop nop nop nop nop nop
void CALLBACK pogoda(string param)
{
if (param.empty()) return;
int i = stoi(param);
float sas = SF->getSAMP()->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth;
SF->getSAMP()->getChat()->AddChatMessage(0xF70000, "HP - %f ", sas );
};
Ибо с этим язык в жизни не сталкивался
Ты там ночью пол сменило?Я окончательно запуталась
зачем тогда спрашиваешь как это сделать в асм?с assembler я еще в жизни не встречалась.
ты локал плеер, а не ремот. ремот все кроме тебяхочу получать свой хп, ошибки?)C++:void CALLBACK pogoda(string param) { if (param.empty()) return; int i = stoi(param); float sas = SF->getSAMP()->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth; SF->getSAMP()->getChat()->AddChatMessage(0xF70000, "HP - %f ", sas ); };
хочу получать свой хп, ошибки?)C++:void CALLBACK pogoda(string param) { if (param.empty()) return; int i = stoi(param); float sas = SF->getSAMP()->getPlayers()->pRemotePlayer[i]->pPlayerData->fActorHealth; SF->getSAMP()->getChat()->AddChatMessage(0xF70000, "HP - %f ", sas ); };
int sas = PEDSELF->GetHealth();
SF->getSAMP()->getChat()->AddChatMessage(0xF70000, "HP - %d", sas );
#include "stdafx.h"
#include <iostream>
#include "SA SDK/install.h"
#define adress_game_started 0xBA6831
#define adress_menu 0xBA67A4
#define adress_game_start 0xBA677B
#define adress_game_state 0xC8D4C0
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
{
SA->SALibrary->w_VirtualProtect(0x866CD8, 5);
*(BYTE*)adress_game_state = 5;
*(BYTE*)adress_game_started = 1;
*(BYTE*)adress_menu = 0;
*(BYTE*)adress_game_start = 0;
}
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
Что может быть не так? GTA не воспринимает изменения памяти, делала вроде бы все правильно.
C++:#include "stdafx.h" #include <iostream> #include "SA SDK/install.h" #define adress_game_started 0xBA6831 #define adress_menu 0xBA67A4 #define adress_game_start 0xBA677B #define adress_game_state 0xC8D4C0 BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) { switch (fdwReason) { case DLL_PROCESS_ATTACH: { SA->SALibrary->w_VirtualProtect(0x866CD8, 5); *(BYTE*)adress_game_state = 5; *(BYTE*)adress_game_started = 1; *(BYTE*)adress_menu = 0; *(BYTE*)adress_game_start = 0; } case DLL_PROCESS_DETACH: break; } return TRUE; }
SA->SALibrary->w_VirtualProtect(0x866CD8, 5);
#define adress_game_started 0xBA6831
#define adress_menu 0xBA67A4
#define adress_game_start 0xBA677B
#define adress_game_state 0xC8D4C0