add: player esp fix: many stuff
This commit is contained in:
@@ -21,6 +21,12 @@ void OnUpdate() {
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if (settings::server_name_spoof) {
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Misc::SetServerName(settings::server_name);
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}
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Misc::UnlimitedUV(settings::unlimited_uv);
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if (settings::unlimited_uv) {
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settings::unlimited_uv_reset = true;
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Misc::UnlimitedUV(settings::unlimited_uv);
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}
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if (!settings::unlimited_uv && settings::unlimited_uv_reset) {
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Misc::UnlimitedUV(false);
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settings::unlimited_uv_reset = false;
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}
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}
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@@ -303,6 +303,7 @@
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<ClInclude Include="Dependencies\Minhook\src\HDE\table64.h" />
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<ClInclude Include="Dependencies\Minhook\src\trampoline.h" />
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<ClInclude Include="dllmain.hpp" />
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<ClInclude Include="Features\ESP\ESP.hpp" />
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<ClInclude Include="Features\Menu.hpp" />
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<ClInclude Include="Features\Misc\Misc.hpp" />
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<ClInclude Include="framework.h" />
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@@ -346,6 +347,7 @@
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<ClCompile Include="Dependencies\Minhook\src\hook.c" />
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<ClCompile Include="Dependencies\Minhook\src\trampoline.c" />
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<ClCompile Include="dllmain.cpp" />
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<ClCompile Include="Features\ESP\ESP.cpp" />
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<ClCompile Include="Features\Menu.cpp" />
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<ClCompile Include="Features\Misc\Misc.cpp" />
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<ClCompile Include="Hooks\Hooks.cpp" />
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48
DevourClient/Features/ESP/ESP.cpp
Normal file
48
DevourClient/Features/ESP/ESP.cpp
Normal file
@@ -0,0 +1,48 @@
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#include "ESP.hpp"
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#include "../../Utils/Settings/Settings.hpp"
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#include "../../Utils/Players/Players.hpp"
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#include "../../Dependencies/IL2CPP_Resolver/il2cpp_resolver.hpp"
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#include "../../Utils/Output/Output.hpp"
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void ESP::PlayerESP() {
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IL2CPP::Thread::Attach(IL2CPP::Domain::Get());
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while (1) {
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if (settings::player_esp || settings::player_snaplines) {
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for (Unity::CGameObject* player : Players::PlayerList) {
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if (!player) {
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continue;
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}
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Unity::Vector3 pivotPos = player->GetComponent("Transform")->GetMemberValue<Unity::Vector3>("position");
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Unity::Vector3 playerFootPos;
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playerFootPos.x = pivotPos.x;
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playerFootPos.z = pivotPos.z;
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playerFootPos.y = pivotPos.y - 2.f; //At the feet
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Unity::Vector3 playerHeadPos;
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playerHeadPos.x = pivotPos.x;
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playerHeadPos.z = pivotPos.z;
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playerHeadPos.y = pivotPos.y + 2.f; //At the head
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Unity::CGameObject* Camera = Unity::GameObject::Find("Camera");
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if (!Camera) {
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continue;
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}
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Unity::CComponent* CameraMain = Camera->GetComponent("Camera");
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if (!CameraMain) {
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continue;
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}
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std::vector<Unity::il2cppFieldInfo*> fields;
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CameraMain->FetchFields(&fields);
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for (Unity::il2cppFieldInfo* field : fields) {
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print("--> %s\n", field->m_pName);
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}
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}
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}
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}
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}
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5
DevourClient/Features/ESP/ESP.hpp
Normal file
5
DevourClient/Features/ESP/ESP.hpp
Normal file
@@ -0,0 +1,5 @@
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#pragma once
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namespace ESP {
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void PlayerESP();
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}
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@@ -1,8 +1,13 @@
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#include "Misc.hpp"
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#include "../../Utils/Output/Output.hpp"
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#include <time.h>
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void Misc::SetRank(int rank) {
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Players::LocalPlayer->GetComponent("NolanRankController")->CallMethodSafe<void*>("SetRank", rank);
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Unity::CComponent* NolanRankController = Players::LocalPlayer->GetComponent("NolanRankController");
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if (!NolanRankController) {
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return;
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}
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NolanRankController->CallMethodSafe<void*>("SetRank", rank);
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}
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void Misc::WalkInlobby(bool walk) {
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@@ -29,7 +34,6 @@ void Misc::UnlimitedUV(bool active) {
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}
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catch (...) {
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settings::unlimited_uv = false;
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print("Unlimited UV error");
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}
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}
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@@ -13,7 +13,7 @@ void Players::GetPlayersThread() {
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* Used as a "cache" - sorta
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* I use this instead of my good old corroutine
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*/
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IL2CPP::Thread::Attach(IL2CPP::Domain::Get());
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while (1) {
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PlayerList.clear();
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@@ -5,6 +5,7 @@ namespace settings {
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float flashlight_color[4] = { 255.f, 255.f, 255.f, 255.f };
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bool unlimited_uv = false;
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bool unlimited_uv_reset = true;
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bool fullbright = false;
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bool player_esp = false;
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@@ -9,6 +9,7 @@ namespace settings {
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extern float flashlight_color[4];
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extern bool unlimited_uv;
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extern bool unlimited_uv_reset;
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extern bool fullbright;
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extern bool player_esp;
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@@ -9,6 +9,7 @@
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#include "Utils/Output/Output.hpp"
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#include "Callbacks/OnUpdate.hpp"
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#include "Utils/Players/Players.hpp"
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#include "Features/ESP/ESP.hpp"
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#include <IL2CPP_Resolver/il2cpp_resolver.hpp>
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@@ -64,6 +65,7 @@ DWORD WINAPI Main() {
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IL2CPP::Callback::OnUpdate::Add(OnUpdate);
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CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Players::GetPlayersThread, 0, 0, 0);
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CreateThread(0, 0, (LPTHREAD_START_ROUTINE)ESP::PlayerESP, 0, 0, 0); //running in a different thread to help performance
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return TRUE;
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}
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