Exemple #1
0
        public QQForm()
        {
            InitializeComponent();

            // ANTI BATTLEYE SIG SCAN ;)
            //this.Text = Guid.NewGuid().ToString().Replace("-", "");

            // TRANSPARENCY KEY
            this.BackColor = System.Drawing.Color.Black;

            // SETTINGS
            this.ControlBox      = false;
            this.FormBorderStyle = FormBorderStyle.None;
            this.ShowIcon        = false;
            this.ShowInTaskbar   = false;
            this.TopMost         = true;
            this.WindowState     = FormWindowState.Maximized;

            // MAKE WINDOW TRANSPARENT
            Win32.SetWindowLong(this.Handle, Win32.GWL_EXSTYLE, (IntPtr)(Win32.GetWindowLong(this.Handle, Win32.GWL_EXSTYLE) ^ Win32.WS_EX_LAYERED ^ Win32.WS_EX_TRANSPARENT));

            // MAKE WINDOW SOLID
            Win32.SetLayeredWindowAttributes(this.Handle, 0, 255, Win32.LWA_ALPHA);

            var targetProperties = new HwndRenderTargetProperties
            {
                Hwnd = this.Handle,
                // PixelSize = new Size2(this.Bounds.Right - this.Bounds.Left, this.Bounds.Bottom - this.Bounds.Top),
                PixelSize      = new Size2(1920, 1080),
                PresentOptions = PresentOptions.Immediately
            };

            var prop = new RenderTargetProperties(RenderTargetType.Hardware, new PixelFormat(Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied), 0, 0, RenderTargetUsage.None, FeatureLevel.Level_DEFAULT);

            var d3dFactory = new SharpDX.Direct2D1.Factory();

            var device = new WindowRenderTarget(d3dFactory, prop, targetProperties)
            {
                TextAntialiasMode = TextAntialiasMode.Cleartype,
                AntialiasMode     = AntialiasMode.Aliased
            };

            var dxthread = new Thread(() =>
            {
                var brushWhite  = new SolidColorBrush(device, RawColorFromColor(Color.White));
                var brushBlack  = new SolidColorBrush(device, RawColorFromColor(Color.Black));
                var brushGreen  = new SolidColorBrush(device, RawColorFromColor(Color.Green));
                var brushRed    = new SolidColorBrush(device, RawColorFromColor(Color.Red));
                var brushPurple = new SolidColorBrush(device, RawColorFromColor(Color.Purple));

                var fontFactory = new SharpDX.DirectWrite.Factory();

                var fontConsolas = new SharpDX.DirectWrite.TextFormat(fontFactory, "Consolas", 15);
                var fontESP      = new SharpDX.DirectWrite.TextFormat(fontFactory, "Consolas", 10);
                //开始绘制各种图
                while (true)
                {
                    device.BeginDraw();
                    device.Clear(null);

                    if (QQSetting.Visuals)
                    {
                        var ulocalplayer     = G.OwningGameInstance.LocalPlayer;
                        var localplayer      = QQctor.GetLocalPlayer();
                        var vecLocalLocation = localplayer.Location;

                        DrawText($"Debug: {QQSetting.Debug}", 50, 50, brushWhite, fontFactory, fontESP, device);

                        //#region RADAR
                        //if ((this.radarX == 0 || this.radarY == 0) && QQSetting.RadarESP)
                        //{
                        //    FindPic fp = new FindPic();
                        //    System.Drawing.Point p1 = fp.FindPicture(@"mapX.bmp", 0.95f);
                        //    System.Drawing.Point p2 = fp.FindPicture(@"mapY.bmp", 0.95f);
                        //    System.Drawing.Point p = new System.Drawing.Point();
                        //    p.X = p1.X;
                        //    p.Y = p2.Y;
                        //    this.radarX = p.X;
                        //    this.radarY = p.Y;
                        //}
                        //int radarSize = 255;
                        //int radarBorder = 1;
                        //Vector2 centerpoint = new Vector2(this.radarX + radarSize / 2, this.radarY + radarSize / 2);

                        //// TODO: INTEGRATE INTO MINIMAP
                        //if (QQSetting.RadarESP && this.radarX > 0)
                        //{


                        //    var radarOuterRectangle = new RawRectangleF(this.radarX, radarY, this.radarX + radarSize, radarY + radarSize);
                        //    var radarRectangle = new RawRectangleF(this.radarX + radarBorder, radarY + radarBorder, this.radarX + radarSize - radarBorder, radarY + radarSize - radarBorder);

                        //    var radarCenterRectangle = new RoundedRectangle()
                        //    {
                        //        RadiusX = 4,
                        //        RadiusY = 4,
                        //        Rect = new RawRectangleF(centerpoint.X, centerpoint.Y, centerpoint.X + 4, centerpoint.Y + 4)
                        //    };

                        //    //device.FillRectangle(radarRectangle, brushBlack);
                        //    device.DrawRectangle(radarRectangle, brushWhite);

                        //    device.FillRoundedRectangle(radarCenterRectangle, brushGreen);

                        //}
                        //#endregion

                        #region DEBUG
                        //QQSetting.LogIDs = true;
                        if (QQSetting.Debug)
                        {
                            foreach (var Actor in G.Entities.ToList())
                            {
                                var vecActorLocation = Actor.Location;
                                var vecRelativePos   = vecLocalLocation - vecActorLocation;

                                Vector2 screenlocation;
                                WorldToScreen(vecActorLocation, ulocalplayer.PlayerController.PlayerCameraManager, out screenlocation);

                                DrawText($"[{Actor.Id}] {G.Names[Actor.Id]}", (int)screenlocation.X, (int)screenlocation.Y, brushWhite, fontFactory, fontESP, device);
                            }
                        }
                        #endregion

                        #region VEHICLE ESP
                        if (QQSetting.VehicleESP)
                        {
                            foreach (var Actor in G.Vehicles.ToList())
                            {
                                var vecActorLocation = Actor.Location;
                                var vecRelativePos   = vecLocalLocation - vecActorLocation;
                                var lDeltaInMeters   = vecRelativePos.Length / 100;

                                Vector2 screenlocation;
                                WorldToScreen(vecActorLocation, ulocalplayer.PlayerController.PlayerCameraManager, out screenlocation);

                                /*
                                 * UAZ: 76152 - 76156 - 76166 - 76165
                                 * Dacia: 75657 - 75653 - 75665 - 75679
                                 * Buggy: 75371 - 75375 - 75379
                                 * Jeep: 76157
                                 * Motorbike: 75820
                                 * Boat: 75301
                                 */

                                string szVehicleName = string.Empty;

                                switch (Actor.Id)
                                {
                                /*UAZ*/
                                case 77551:
                                    szVehicleName = "UAZ";
                                    break;

                                /*Dacia*/
                                case 76848:
                                    szVehicleName = "Dacia";
                                    break;

                                /*Buggy*/
                                case 76493:
                                    szVehicleName = "Buggy";
                                    break;

                                /*Jeep*/
                                //case 76157:
                                //    szVehicleName = "Jeep";
                                //    break;

                                /*Boat*/
                                case 76405:
                                    szVehicleName = "Boat";
                                    break;

                                /*Motorbike*/
                                case 77021:
                                    szVehicleName = "Motorbike";
                                    break;
                                }

                                //string szVehicleName = G.Names[Actor.Id].ToString();
                                if (szVehicleName != string.Empty)
                                {
                                    DrawText($"[{Actor.Id.ToString()} {szVehicleName}] {(int)lDeltaInMeters}m", (int)screenlocation.X, (int)screenlocation.Y, brushRed, fontFactory, fontESP, device);
                                }
                            }
                        }
                        #endregion

                        #region LOOT ESP
                        // Doesnt work
                        if (QQSetting.LootESP)
                        {
                            foreach (var DroppedItemGroup in G.Entities.ToList().Where(x => x.IsDroppedItemGroup))
                            {
                                TArray <pADroppedItem> array = DroppedItemGroup.DroppedItemArray; //O_UDroppedItemInteractionComponent_UItem

                                for (int nIndex = 0; nIndex < array.Count; nIndex++)
                                {
                                    var item  = array.ReadValue(nIndex, false);
                                    var actor = M.Read <QQctor>(item.pActor);

                                    //if (actor.IsDroppedItemInteractionComponent)
                                    //{
                                    var vecItemLocation = DroppedItemGroup.RootComponent.RelativeLocation + M.Read <Vector3>(actor.BasePointer + 0x0230);
                                    var pUItem          = M.Read <IntPtr>(actor.BasePointer + 0x0220);
                                    string szName       = M.Read <FText>(pUItem + 0x0040).fstring.ToString();

                                    Vector2 screenlocation;
                                    WorldToScreen(vecItemLocation, ulocalplayer.PlayerController.PlayerCameraManager, out screenlocation);
                                    DrawText(szName, (int)screenlocation.X, (int)screenlocation.Y, brushWhite, fontFactory, fontESP, device);
                                    //Console.WriteLine($"Drawing {szName}/{G.Names[actor.Id]} at {vecItemLocation}");
                                    //}
                                }
                            }
                        }
                        #endregion

                        #region PlAYER LOOP
                        if (QQSetting.DistanceESP || QQSetting.RadarESP || QQSetting.LineESP)
                        {
                            var vecLocalEyeLocation = localplayer.EyeLocation;
                            var myangles            = ulocalplayer.PlayerController.ControlRotation;

                            foreach (var player in G.Players.ToList())
                            {
                                var vecPlayerLocation = player.Location;
                                var vecRelativePos    = vecLocalLocation - vecPlayerLocation;//17.7.2:(vecPlayerLocation ulocalplayer PlayerController无误)
                                var lDeltaInMeters    = vecRelativePos.Length / 100;
                                #region Line ESP
                                if (QQSetting.LineESP)
                                {
                                    //Console.WriteLine("Line ESP Entry");
                                    Vector2 screenlocation;
                                    WorldToScreen(vecPlayerLocation, ulocalplayer.PlayerController.PlayerCameraManager, out screenlocation);

                                    device.DrawLine(new RawVector2(1920 / 2, 1080), new RawVector2(screenlocation.X, screenlocation.Y), brushWhite);
                                }
                                #endregion

                                #region Distance ESP
                                if (QQSetting.DistanceESP)
                                {
                                    Vector2 screenlocation;
                                    WorldToScreen(vecPlayerLocation, ulocalplayer.PlayerController.PlayerCameraManager, out screenlocation);

                                    DrawText($"[Player] {(int)lDeltaInMeters}m {player.getname().ToString()}", (int)screenlocation.X, (int)screenlocation.Y, brushPurple, fontFactory, fontESP, device);
                                }
                                #endregion

                                #region Radar
                                if (QQSetting.RadarESP)
                                {
                                    //if (lDeltaInMeters <= radarSize / 2 /*DISTANCE FROM CENTER TO EDGE*/)
                                    //{
                                    //    Vector2 screenpos = centerpoint + vecRelativePos.To2D() / 100;

                                    //    var radarPlayerRectangle = new RoundedRectangle()
                                    //    {
                                    //        RadiusX = 4,
                                    //        RadiusY = 4,
                                    //        Rect = new RawRectangleF(screenpos.X, screenpos.Y, screenpos.X + 5, screenpos.Y + 5)
                                    //    };

                                    //    // DRAW ENEMY
                                    //    device.FillRoundedRectangle(radarPlayerRectangle, brushRed);
                                    //}
                                    Vector2 screenLocation;
                                    WorldToMiniMapScreen(vecPlayerLocation, out screenLocation);
                                    var radarPlayerRectangle = new RoundedRectangle()
                                    {
                                        RadiusX = 4,
                                        RadiusY = 4,
                                        Rect    = new RawRectangleF(screenLocation.X, screenLocation.Y, screenLocation.X + 5, screenLocation.Y + 5)
                                    };
                                    device.FillRoundedRectangle(radarPlayerRectangle, brushRed);
                                }
                                #endregion
                            }
                        }
                        #endregion
                    }

                    // DRAW END
                    device.EndDraw();

                    Thread.Sleep(1000 / 60);
                }
            })
            {
                IsBackground = true
            };

            dxthread.Start();

            var marg = new Win32.Margins();

            marg.Left   = 0;
            marg.Top    = 0;
            marg.Right  = this.Width;
            marg.Bottom = this.Height;
            Win32.DwmExtendFrameIntoClientArea(this.Handle, ref marg);
        }
Exemple #2
0
        public static void QQloop()
        {
            while (true)
            {
                QQChat.Update();
                QQctor localplayer = QQctor.GetLocalPlayer();

                #region Weapon Mods
                if (QQSetting.InfiniteAmmo || QQSetting.NoRecoil || QQSetting.NoSpread || QQSetting.MagicBullets)
                {
                    AWeaponProcessor    WeaponProcessor = localplayer.WeaponProcessor;
                    TArray <ATslWeapon> EquippedWeapons = WeaponProcessor.EquippedWeapons;

                    for (int nItemSlot = 0; nItemSlot < 3; nItemSlot++)
                    {
                        var Weapon = EquippedWeapons.ReadValue(nItemSlot, true);

                        Weapon.BasePointer = M.Read <IntPtr>(EquippedWeapons[nItemSlot]);

                        if (Weapon.BasePointer == IntPtr.Zero)
                        {
                            continue;
                        }

                        FTrajectoryWeaponData TrajectoryConfig      = Weapon.TrajectoryConfig;
                        FWeaponGunData        WeaponGunConfig       = Weapon.WeaponGunConfig;
                        FWeaponData           WeaponConfig          = Weapon.WeaponConfig;
                        FRecoilInfo           RecoilInfo            = Weapon.RecoilInfo;
                        FWeaponGunAnim        WeaponGunAnim         = Weapon.WeaponGunAnim;
                        FWeaponDeviationData  WeaponDeviationConfig = Weapon.WeaponDeviationConfig;

                        if (QQSetting.InfiniteAmmo)
                        {
                            Weapon.SetAmmoInClip(999);
                        }

                        if (QQSetting.MagicBullets)
                        {
                            WeaponGunConfig.TimeBetweenShots = 0.03f;
                        }

                        if (QQSetting.FullAuto)
                        {
                            Weapon.SetFiringMode(0, EFiringMode.FullAuto);
                        }

                        if (QQSetting.NoMuzzle)
                        {
                            WeaponGunAnim.CharacterFire = IntPtr.Zero;
                        }

                        if (QQSetting.NoSway)
                        {
                            WeaponConfig.SwayModifier_Crouch    = 0;
                            WeaponConfig.SwayModifier_Movement  = 0;
                            WeaponConfig.SwayModifier_Pitch     = 0;
                            WeaponConfig.SwayModifier_Prone     = 0;
                            WeaponConfig.SwayModifier_Stand     = 0;
                            WeaponConfig.SwayModifier_YawOffset = 0;
                        }

                        if (QQSetting.InstantHit)
                        {
                            TrajectoryConfig.InitialSpeed = float.MaxValue;
                            Weapon.SetBulletGravity(0f);
                        }

                        if (QQSetting.NoRecoil)
                        {
                            // TRAJECTORY CONFIG
                            TrajectoryConfig.RecoilPatternScale  = 0;
                            TrajectoryConfig.RecoilRecoverySpeed = 0;
                            TrajectoryConfig.RecoilSpeed         = 0;

                            // RECOIL INFO
                            RecoilInfo.VerticalRecoilMin        = 0;
                            RecoilInfo.VerticalRecoilMax        = 0;
                            RecoilInfo.RecoilValue_Climb        = 0;
                            RecoilInfo.RecoilValue_Fall         = 0;
                            RecoilInfo.RecoilModifier_Stand     = 0;
                            RecoilInfo.RecoilModifier_Crouch    = 0;
                            RecoilInfo.RecoilModifier_Prone     = 0;
                            RecoilInfo.RecoilSpeed_Horizontal   = 0;
                            RecoilInfo.RecoilSpeed_Vertical     = 0;
                            RecoilInfo.RecoverySpeed_Vertical   = 0;
                            RecoilInfo.VerticalRecoveryModifier = 0;

                            // WEAPON GUN ANIM
                            WeaponGunAnim.ShotCameraShake          = IntPtr.Zero;
                            WeaponGunAnim.ShotCameraShakeADS       = IntPtr.Zero;
                            WeaponGunAnim.ShotCameraShakeIronsight = IntPtr.Zero;
                        }

                        if (QQSetting.NoSpread)
                        {
                            // TRAJECTORY CONFIG
                            TrajectoryConfig.WeaponSpread          = 0;
                            TrajectoryConfig.AimingSpreadModifier  = 0;
                            TrajectoryConfig.FiringSpreadBase      = 0;
                            TrajectoryConfig.ProneRecoveryTime     = 0;
                            TrajectoryConfig.ScopingSpreadModifier = 0;

                            // WEAPON GUN CONFIG
                            WeaponGunConfig.FiringBulletsSpread = 0;

                            // WEAPON DEVIATION CONFIG
                            WeaponDeviationConfig.DeviationBase    = 0;
                            WeaponDeviationConfig.DeviationBaseADS = 0;
                            WeaponDeviationConfig.DeviationBaseAim = 0;
                            WeaponDeviationConfig.DeviationMax     = 0;
                            WeaponDeviationConfig.DeviationMaxMove = 0;
                            WeaponDeviationConfig.DeviationMinMove = 0;
                            WeaponDeviationConfig.DeviationMoveMaxReferenceVelocity = 0;
                            WeaponDeviationConfig.DeviationMoveMinReferenceVelocity = 0;
                            WeaponDeviationConfig.DeviationMoveMultiplier           = 0;
                            WeaponDeviationConfig.DeviationRecoilGain    = 0;
                            WeaponDeviationConfig.DeviationRecoilGainADS = 0;
                            WeaponDeviationConfig.DeviationRecoilGainAim = 0;
                            WeaponDeviationConfig.DeviationStanceCrouch  = 0;
                            WeaponDeviationConfig.DeviationStanceJump    = 0;
                            WeaponDeviationConfig.DeviationStanceProne   = 0;
                            WeaponDeviationConfig.DeviationStanceStand   = 0;

                            // ATslWeapon
                            Weapon.SetRecoilSpreadScale(0f);
                            Weapon.SetRunSpread(0f);
                            Weapon.SetWalkSpread(0f);
                            Weapon.SetJumpSpread(0f);
                        }

                        // WRITE WEAPON INFORMATION
                        Weapon.WriteStruct(RecoilInfo);
                        Weapon.WriteStruct(TrajectoryConfig);
                        Weapon.WriteStruct(WeaponGunConfig);
                        Weapon.WriteStruct(WeaponGunAnim);
                        Weapon.WriteStruct(WeaponDeviationConfig);
                    }
                }
                #endregion

                #region Mass TP
                if (QQSetting.MassTeleport)
                {
                    var location = localplayer.RootComponent.RelativeLocation;

                    location.X += 100;
                    location.Y += 100;
                    location.Z += 50;

                    foreach (var player in G.Players.ToList())
                    {
                        if ((location - player.Location).Length <= 10000)
                        {
                            USceneComponent.SetLocation(player.pRootComponent, location);
                        }
                    }
                }
                #endregion

                #region Miscelanneous
                if (QQSetting.Flying)
                {
                    M.Write <byte>((byte)EMovementMode.MOVE_Flying, localplayer.pCharacterMovement + 0x01B4); // MovementMode
                }
                #endregion

                #region Aimbot
                if (QQSetting.Aimbot)
                {
                    //Console.WriteLine("AitBot Entry");
                    var myplayercontroller  = G.OwningGameInstance.LocalPlayer.PlayerController;
                    var vecLocalEyeLocation = myplayercontroller.PlayerCameraManager.CameraCache.POV.Location;
                    var angLocalAngles      = myplayercontroller.ControlRotation;

                    float    flFov          = 90f;
                    FRotator flBestAngDelta = new FRotator();

                    bool bFoundTarget = false;

                    foreach (var Player in G.Players.ToList())
                    {
                        var vecTargetCenterOfMass = Player.Location;

                        switch (Player.CharacterMovement.Stance)
                        {
                        case EStanceMode.STANCE_Stand:
                            vecTargetCenterOfMass.Z += 30;
                            break;

                        case EStanceMode.STANCE_Crouch:
                            vecTargetCenterOfMass.Z += 10;
                            break;

                        case EStanceMode.STANCE_Prone:
                            vecTargetCenterOfMass.Z -= 15;
                            break;
                        }


                        var delta    = vecTargetCenterOfMass - vecLocalEyeLocation;
                        var angDelta = (delta.ToFRotator() - angLocalAngles).Clamp();

                        if (angDelta.Length <= flFov)
                        {
                            flFov          = (float)angDelta.Length;
                            flBestAngDelta = angDelta;
                            bFoundTarget   = true;
                        }
                    }

                    // TODO: Keyboard Hook
                    //if (bFoundTarget && (Win32.GetAsyncKeyState(Keys.XButton1) & 0x8000) != 0) // ADD HOLD KEY OR WHATEVER
                    if (bFoundTarget && (Win32.GetAsyncKeyState(Keys.RButton) & 0x8000) != 0) // ADD HOLD KEY OR WHATEVER
                    {
                        M.WriteS <FRotator>(angLocalAngles + flBestAngDelta, G.OwningGameInstance.LocalPlayer.pPlayerController + 0x03C0);
                    }
                }
                #endregion

                // Increase for speed, decrease for performance
                Thread.Sleep(5);
            }
        }