Esempio n. 1
0
 public void WriteStruct(FTrajectoryWeaponData TrajectoryConfig)
 {
     M.Write(TrajectoryConfig, BasePointer + 0x9B8);
 }
Esempio n. 2
0
        public static void MainLoop()
        {
            while (true)
            {
                Cheat.Update();

                AActor localplayer = AActor.GetLocalPlayer();

                #region Weapon Mods
                if (CheatSettings.InfiniteAmmo || CheatSettings.NoRecoil || CheatSettings.NoSpread || CheatSettings.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 (CheatSettings.InfiniteAmmo)
                        {
                            Weapon.SetAmmoInClip(999);
                        }

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

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

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

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

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

                #region Aimbot
                if (CheatSettings.Aimbot)
                {
                    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
                    {
                        M.Write <FRotator>(angLocalAngles + flBestAngDelta, G.OwningGameInstance.LocalPlayer.pPlayerController + 0x03B8);
                    }
                }
                #endregion

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