private bool GetBoneById(Int64 pEnemySoldier, int Id, out Vector3 _World) { _World = new Vector3(); Int64 pRagdollComp = RPM.ReadInt64(pEnemySoldier + Offsets.PZ_ClientSoldierEntity.m_ragdollComponent); if (!RPM.IsValid(pRagdollComp)) { return(false); } byte m_ValidTransforms = RPM.ReadByte(pRagdollComp + (Offsets.PZ_ClientRagDollComponent.m_ragdollTransforms + Offsets.PZ_UpdatePoseResultData.m_ValidTransforms)); if (m_ValidTransforms != 1) { return(false); } Int64 pQuatTransform = RPM.ReadInt64(pRagdollComp + (Offsets.PZ_ClientRagDollComponent.m_ragdollTransforms + Offsets.PZ_UpdatePoseResultData.m_ActiveWorldTransforms)); if (!RPM.IsValid(pQuatTransform)) { return(false); } _World = RPM.ReadVector3(pQuatTransform + Id * 0x20); return(true); }
private Int64 GetLocalSoldier() { Int64 pGContext = RPM.ReadInt64(Offsets.OFFSET_CLIENTGAMECONTEXT); if (!RPM.IsValid(pGContext)) { return(0x000F000000000000); } Int64 pPlayerManager = RPM.ReadInt64(pGContext + Offsets.PZ_ClientGameContext.m_pPlayerManager); if (!RPM.IsValid(pPlayerManager)) { return(0x000F000000000000); } Int64 plocalPlayer = RPM.ReadInt64(pPlayerManager + Offsets.PZ_ClientPlayerManager.m_pLocalPlayer); if (!RPM.IsValid(plocalPlayer)) { return(0x000F000000000000); } Int64 pLocalSoldier = GetClientSoldierEntity(plocalPlayer, localPlayer); if (!RPM.IsValid(pLocalSoldier)) { return(0x000F000000000000); } else { return(pLocalSoldier); } }
// Quit Application private void Quit() { updateStream.Abort(); //aimbotStream.Abort(); RPM.CloseProcess(); // Close main process Environment.Exit(0); }
static void Main(string[] args) { Console.WriteLine("Enter your Origin ID: "); NamePlayer = Console.ReadLine(); if (RPM.Inject("bf1")) { Console.WriteLine("Have fun " + NamePlayer + " :) "); Console.WriteLine("Wait: "); Thread.Sleep(2000); Console.WriteLine("Done: "); Overlay overlay = new Overlay(); Console.ReadLine(); } Console.ReadKey(); }
// Update Thread private void Update(object sender) { Pimp pimp = new Pimp(Pimp.BlockMethod.Zero, true, true, false); if (pimp.Inject("bf4")) { while (IsGameRunning) { bool check = pimp.IsScreenShot(); if (!check) { rect.Width = overlay.Width; rect.Height = overlay.Height; d2d.BeginScene(); d2d.ClearScene(clearBrush); OverlayControl(); d2d.EndScene(); } } RPM.CloseProcess(); Environment.Exit(0); } }
// Init public Overlay(Process process) { this.process = process; // check the game window exists then create the overlay while (true) { handle = NativeMethods.FindWindow(null, "Battlefield 4"); if (handle != IntPtr.Zero) { break; } } gameCheckThread = new Thread(new ParameterizedThreadStart(GameCheck)); gameCheckThread.Start(); if (process.MainWindowHandle == IntPtr.Zero) { Thread.Sleep(1000); } RPM.OpenProcess(process.Id); // setup the overlay var rendererOptions = new Direct2DRendererOptions() { AntiAliasing = OPTIONS_AA, Hwnd = IntPtr.Zero, MeasureFps = OPTIONS_ShowFPS, VSync = OPTIONS_VSync }; OverlayManager manager = new OverlayManager(handle, rendererOptions); overlay = manager.Window; d2d = manager.Graphics; clearBrush = d2d.CreateBrush(0xF5, 0xF5, 0xF5, 0); // our transparent colour // Init player array localPlayer = new GPlayer(); //localPlayer.CurrentWeapon = new Weapon(); localWeapons = new List <Gun>(); players = new List <GPlayer>(); targetEnimies = new List <GPlayer>(); // Init update thread updateStream = new Thread(new ParameterizedThreadStart(Update)); updateStream.Start(); ScreenCapture sc = new ScreenCapture(); sc.CaptureWindowToFile(process.MainWindowHandle, @"C:\PZ_BF4_FAIRFIGHT_GAME_SS.jpg", System.Drawing.Imaging.ImageFormat.Jpeg); // Init Key Listener KeyAssign(); }
private void MainScan() { var font = d2d.CreateFont("Consolas", 11); players.Clear(); targetEnimies.Clear(); // Read Local #region Get Local Player // Render View Int64 pGameRenderer = RPM.ReadInt64(Offsets.OFFSET_GAMERENDERER); Int64 pRenderView = RPM.ReadInt64(pGameRenderer + Offsets.PZ_GameRenderer.m_pRenderView); // Read Screen Matrix localPlayer.ViewProj = RPM.ReadMatrix(pRenderView + Offsets.PZ_RenderView.m_viewProj); Int64 pGContext = RPM.ReadInt64(Offsets.OFFSET_CLIENTGAMECONTEXT); if (!RPM.IsValid(pGContext)) { return; } Int64 pPlayerManager = RPM.ReadInt64(pGContext + Offsets.PZ_ClientGameContext.m_pPlayerManager); if (!RPM.IsValid(pPlayerManager)) { return; } Int64 plocalPlayer = RPM.ReadInt64(pPlayerManager + Offsets.PZ_ClientPlayerManager.m_pLocalPlayer); if (!RPM.IsValid(plocalPlayer)) { return; } localPlayer.Team = RPM.ReadInt32(plocalPlayer + Offsets.PZ_ClientPlayer.m_teamId); Int64 pLocalSoldier = GetClientSoldierEntity(plocalPlayer, localPlayer); if (!RPM.IsValid(pLocalSoldier)) { return; } Int64 pHealthComponent = RPM.ReadInt64(pLocalSoldier + Offsets.PZ_ClientSoldierEntity.m_pHealthComponent); if (!RPM.IsValid(pHealthComponent)) { return; } Int64 pPredictedController = RPM.ReadInt64(pLocalSoldier + Offsets.PZ_ClientSoldierEntity.m_pPredictedController); if (!RPM.IsValid(pPredictedController)) { return; } // Health localPlayer.Health = RPM.ReadFloat(pHealthComponent + Offsets.PZ_HealthComponent.m_Health); localPlayer.MaxHealth = RPM.ReadFloat(pHealthComponent + Offsets.PZ_HealthComponent.m_MaxHealth); if (localPlayer.IsDead()) { return; } // Origin localPlayer.Origin = RPM.ReadVector3(pPredictedController + Offsets.PZ_ClientSoldierPrediction.m_Position); localPlayer.Velocity = RPM.ReadVector3(pPredictedController + Offsets.PZ_ClientSoldierPrediction.m_Velocity); // Other localPlayer.Pose = RPM.ReadInt32(pLocalSoldier + Offsets.PZ_ClientSoldierEntity.m_poseType); localPlayer.Yaw = RPM.ReadFloat(pLocalSoldier + Offsets.PZ_ClientSoldierEntity.m_authorativeYaw); localPlayer.IsOccluded = RPM.ReadByte(pLocalSoldier + Offsets.PZ_ClientSoldierEntity.m_occluded); #endregion // Pointer to Players Array Int64 m_ppPlayer = RPM.ReadInt64(pPlayerManager + Offsets.PZ_ClientPlayerManager.m_ppPlayer); if (!RPM.IsValid(m_ppPlayer)) { return; } #region Get Other Players by Id for (uint i = 0; i < 64; i++) { // Create new Player GPlayer player = new GPlayer(); // Pointer to ClientPlayer class (Player Array + (Id * Size of Pointer)) Int64 pEnemyPlayer = RPM.ReadInt64(m_ppPlayer + (i * sizeof(Int64))); if (!RPM.IsValid(pEnemyPlayer)) { continue; } player.Name = RPM.ReadString(pEnemyPlayer + Offsets.PZ_ClientPlayer.szName, 10); Int64 pEnemySoldier = GetClientSoldierEntity(pEnemyPlayer, player); if (!RPM.IsValid(pEnemySoldier)) { continue; } Int64 pEnemyHealthComponent = RPM.ReadInt64(pEnemySoldier + Offsets.PZ_ClientSoldierEntity.m_pHealthComponent); if (!RPM.IsValid(pEnemyHealthComponent)) { continue; } Int64 pEnemyPredictedController = RPM.ReadInt64(pEnemySoldier + Offsets.PZ_ClientSoldierEntity.m_pPredictedController); if (!RPM.IsValid(pEnemyPredictedController)) { continue; } // Health player.Health = RPM.ReadFloat(pEnemyHealthComponent + Offsets.PZ_HealthComponent.m_Health); player.MaxHealth = RPM.ReadFloat(pEnemyHealthComponent + Offsets.PZ_HealthComponent.m_MaxHealth); if (player.Health <= 0.1f) // DEAD { continue; } // Origin (Position in Game X, Y, Z) player.Origin = RPM.ReadVector3(pEnemyPredictedController + Offsets.PZ_ClientSoldierPrediction.m_Position); player.Velocity = RPM.ReadVector3(pEnemyPredictedController + Offsets.PZ_ClientSoldierPrediction.m_Velocity); // Other player.Team = RPM.ReadInt32(pEnemyPlayer + Offsets.PZ_ClientPlayer.m_teamId); player.Pose = RPM.ReadInt32(pEnemySoldier + Offsets.PZ_ClientSoldierEntity.m_poseType); player.Yaw = RPM.ReadFloat(pEnemySoldier + Offsets.PZ_ClientSoldierEntity.m_authorativeYaw); player.IsOccluded = RPM.ReadByte(pEnemySoldier + Offsets.PZ_ClientSoldierEntity.m_occluded); // Distance to You player.Distance = Vector3.Distance(localPlayer.Origin, player.Origin); players.Add(player); if (player.IsValid()) { // Player Bone bBoneOk = (GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_HEAD, out player.Bone.BONE_HEAD) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_LEFTELBOWROLL, out player.Bone.BONE_LEFTELBOWROLL) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_LEFTFOOT, out player.Bone.BONE_LEFTFOOT) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_LEFTHAND, out player.Bone.BONE_LEFTHAND) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_LEFTKNEEROLL, out player.Bone.BONE_LEFTKNEEROLL) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_LEFTSHOULDER, out player.Bone.BONE_LEFTSHOULDER) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_NECK, out player.Bone.BONE_NECK) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_RIGHTELBOWROLL, out player.Bone.BONE_RIGHTELBOWROLL) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_RIGHTFOOT, out player.Bone.BONE_RIGHTFOOT) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_RIGHTHAND, out player.Bone.BONE_RIGHTHAND) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_RIGHTKNEEROLL, out player.Bone.BONE_RIGHTKNEEROLL) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_RIGHTSHOULDER, out player.Bone.BONE_RIGHTSHOULDER) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_SPINE, out player.Bone.BONE_SPINE) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_SPINE1, out player.Bone.BONE_SPINE1) && GetBoneById(pEnemySoldier, (int)Offsets.PZ_UpdatePoseResultData.BONES.BONE_SPINE2, out player.Bone.BONE_SPINE2)); #region Drawing ESP on Overlay // Desconsidera Aliados if (!bEspAllies && (player.Team == localPlayer.Team)) { continue; } // Desconsidera os "Não Visíveis" if (bEspVisiblesOnly && (!player.IsVisible() || player.Distance > 75) && !player.InVehicle) { continue; } #region ESP Bone if (bBoneOk && ESP_Bone) { DrawBone(player); } #endregion Vector3 w2sFoot, w2sHead; if (WorldToScreen(player.Origin, out w2sFoot) && WorldToScreen(player.Origin, player.Pose, out w2sHead)) { float H = w2sFoot.Y - w2sHead.Y; float W = H / 2; float X = w2sHead.X - W / 2; int iAux; #region ESP Color var color = (player.Team == localPlayer.Team) ? d2d.CreateBrush(0, 0, 255, 255) : player.IsVisible() ? d2d.CreateBrush(0, 255, 0, 255) : d2d.CreateBrush(255, 0, 0, 255); #endregion #region ESP Box // ESP Box if (ESP_Box && !bEspVisiblesOnly) { if (bEsp3D) { DrawAABB(player.GetAABB(), player.Origin, player.Yaw, color); // 3D Box } else { d2d.DrawRectangle((int)X, (int)w2sHead.Y, (int)W, (int)H, 2, color); // 2D Box } } #endregion #region ESP Vehicle if (ESP_Vehicle) { DrawAABB(player.VehicleAABB, player.VehicleTranfsorm, player.Team == localPlayer.Team ? d2d.CreateBrush(64, 154, 200, 255) : d2d.CreateBrush(255, 129, 72, 255)); } #endregion #region ESP Name if (ESP_Name && !bEspVisiblesOnly) { d2d.DrawTextWithBackground(player.Name, (int)X, (int)w2sFoot.Y, font, d2d.CreateBrush(240, 240, 240, 255), d2d.CreateBrush(0, 0, 0, 255)); } #endregion #region ESP Distance if (ESP_Distance && !bEspVisiblesOnly) { iAux = (int)w2sFoot.Y; if (ESP_Name) { iAux = iAux + 13; } d2d.DrawTextWithBackground((int)player.Distance + "m", (int)X, iAux, font, d2d.CreateBrush(240, 240, 240, 255), d2d.CreateBrush(0, 0, 0, 255)); } #endregion #region ESP Health if (ESP_Health && !bEspVisiblesOnly) { DrawHealth((int)X, (int)w2sHead.Y - 6, (int)W, 3, (int)player.Health, (int)player.MaxHealth); if (player.InVehicle && player.IsDriver) { DrawHealth((int)X, (int)w2sHead.Y - 10, (int)W, 3, (int)player.VehicleHealth, (int)player.VehicleMaxHealth); } } #endregion } #endregion } } #endregion }
private Int64 GetClientSoldierEntity(Int64 pClientPlayer, GPlayer player) { player.InVehicle = false; player.IsDriver = false; Int64 pAttached = RPM.ReadInt64(pClientPlayer + Offsets.PZ_ClientPlayer.m_pAttachedControllable); if (RPM.IsValid(pAttached)) { Int64 m_ClientSoldier = RPM.ReadInt64(RPM.ReadInt64(pClientPlayer + Offsets.PZ_ClientPlayer.m_character)) - sizeof(Int64); if (RPM.IsValid(m_ClientSoldier)) { player.InVehicle = true; Int64 pVehicleEntity = RPM.ReadInt64(pClientPlayer + Offsets.PZ_ClientPlayer.m_pAttachedControllable); if (RPM.IsValid(pVehicleEntity)) { // Driver if (RPM.ReadInt32(pClientPlayer + Offsets.PZ_ClientPlayer.m_attachedEntryId) == 0) { // Vehicle AABB if (ESP_Vehicle) { Int64 pDynamicPhysicsEntity = RPM.ReadInt64(pVehicleEntity + Offsets.PZ_ClientVehicleEntity.m_pPhysicsEntity); if (RPM.IsValid(pDynamicPhysicsEntity)) { Int64 pPhysicsEntity = RPM.ReadInt64(pDynamicPhysicsEntity + Offsets.PZ_DynamicPhysicsEntity.m_EntityTransform); player.VehicleTranfsorm = RPM.ReadMatrix(pPhysicsEntity + Offsets.PZ_PhysicsEntityTransform.m_Transform); player.VehicleAABB = RPM.ReadAABB(pVehicleEntity + Offsets.PZ_ClientVehicleEntity.m_childrenAABB); } } Int64 _EntityData = RPM.ReadInt64(pVehicleEntity + Offsets.PZ_ClientSoldierEntity.m_data); if (RPM.IsValid(_EntityData)) { Int64 _NameSid = RPM.ReadInt64(_EntityData + Offsets.PZ_VehicleEntityData.m_NameSid); string strName = RPM.ReadName(_NameSid, 20); if (strName.Length > 11) { Int64 pAttachedClient = RPM.ReadInt64(m_ClientSoldier + Offsets.PZ_ClientSoldierEntity.m_pPlayer); // AttachedControllable Max Health Int64 p = RPM.ReadInt64(pAttachedClient + Offsets.PZ_ClientPlayer.m_pAttachedControllable); Int64 p2 = RPM.ReadInt64(p + Offsets.PZ_ClientSoldierEntity.m_pHealthComponent); player.VehicleHealth = RPM.ReadFloat(p2 + Offsets.PZ_HealthComponent.m_vehicleHealth); // AttachedControllable Health player.VehicleMaxHealth = RPM.ReadFloat(_EntityData + Offsets.PZ_VehicleEntityData.m_FrontMaxHealth); // AttachedControllable Name player.VehicleName = strName.Remove(0, 11); player.IsDriver = true; } } } } } return(m_ClientSoldier); } return(RPM.ReadInt64(pClientPlayer + Offsets.PZ_ClientPlayer.m_pControlledControllable)); }