add: bypass server player limit, items/goats/demons/azael ESP
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@@ -6,6 +6,8 @@
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#include "players/players.h"
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#include "helpers.h"
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#include "esp.hpp"
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#include <magic_enum.hpp>
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#include <vector>
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static void DrawBox(float x, float y, float w, float h, ImColor color, float thickness)
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{
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@@ -55,6 +57,111 @@ static void DrawBoxESP(app::GameObject *it, float footOffset, float headOffset,
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}
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}
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void DrawNameESP(app::Vector3 pos, std::string name, ImColor color)
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{
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app::Camera* cam = app::Camera_get_main(nullptr);
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ImGuiIO& io = ImGui::GetIO();
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if (cam == nullptr)
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return;
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app::Vector3 vector = app::Camera_WorldToScreenPoint_1(cam, pos, NULL);
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if (vector.z > 0)
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{
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vector.y = io.DisplaySize.y - (vector.y + 1.f);
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auto drawlist = ImGui::GetBackgroundDrawList();
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drawlist->AddRectFilled(ImVec2(vector.x, vector.y), ImVec2(vector.x + 6.f, vector.y + 6.f), color);
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DrawString(ImVec2(vector.x + 8.f, vector.y), color, name);
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}
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}
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void ComputePositionAndDrawESP(app::Object_1__Array* ents, ImColor color, bool use_prefab = false, std::string name = "") {
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for (int i = 0; i < ents->max_length; i++) {
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app::Object_1 *ent = ents->vector[i];
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if (ent == nullptr)
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continue;
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app::Transform* _transform = Transform::GetTransform(ent);
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if (_transform == nullptr)
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continue;
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app::Vector3 pos = Transform::GetPosition(_transform);
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auto field = il2cpp_class_get_field_from_name(ent->klass->_0.castClass, "m_AI");
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if (field != nullptr) {
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app::Survival_AI__Enum type = il2cpp_object_get_field_value(ent, app::Survival_AI__Enum, field);
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name = magic_enum::enum_name(type);
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}
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if (use_prefab) {
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if ((((app::SurvivalInteractable*)ent)->fields.prefabName) == nullptr)
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continue;
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name = il2cppi_to_string(((app::SurvivalInteractable*)ent)->fields.prefabName);
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string_replace(name, "Survival", "");
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}
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DrawNameESP(pos, name, color);
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}
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}
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void ESP::RunAzazelESP() {
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app::GameObject__Array* ents = Object::FindGameObjectsWithTag("Azazel");
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//app::Object_1__Array *ents = Object::FindObjectsOfType("SurvivalAzazelBehaviour", "");
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if (ents == NULL)
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return;
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for (int i = 0; i < ents->max_length; i++) {
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app::GameObject* ent = (app::GameObject *)ents->vector[i];
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if (ent == nullptr)
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continue;
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DrawBoxESP(ent, -0.25, 2.0f, "Azazel", ImColor{settings::azazel_esp_color[0], settings::azazel_esp_color[1], settings::azazel_esp_color[2], settings::azazel_esp_color[3]},
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ImColor{ settings::azazel_snaplines_color[0], settings::azazel_snaplines_color[1], settings::azazel_snaplines_color[2], settings::azazel_snaplines_color[3]}, settings::azazel_snaplines, settings::azazel_esp);
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}
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}
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void ESP::RunDemonESP() {
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ImColor col = ImColor{ settings::demon_esp_color[0], settings::demon_esp_color[1], settings::demon_esp_color[2], settings::demon_esp_color[3] };
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std::vector<std::string> demons_c = { "SurvivalDemonBehaviour", "SpiderBehaviour", "GhostBehaviour", "BoarBehaviour", "CorpseBehaviour" };
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for (std::string& class_ : demons_c) {
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app::Object_1__Array *ents = Object::FindObjectsOfType(class_.c_str(), "");
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if (ents == nullptr)
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continue;
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std::string name = class_;
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string_replace(name, "Survival", "");
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string_replace(name, "Behaviour", "");
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ComputePositionAndDrawESP(ents, col, false, name);
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}
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}
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void ESP::RunItemsESP() {
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ImColor col = ImColor{ settings::item_esp_color[0], settings::item_esp_color[1], settings::item_esp_color[2], settings::item_esp_color[3] };
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app::Object_1__Array *ents = Object::FindObjectsOfType("SurvivalInteractable", "");
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if (ents != nullptr && ents->vector[0] != nullptr) {
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ComputePositionAndDrawESP(ents, col, true);
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}
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ents = Object::FindObjectsOfType("KeyBehaviour", "");
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if (ents != nullptr && ents->vector[0] != nullptr) {
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ComputePositionAndDrawESP(ents, col, false, "Key");
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}
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}
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void ESP::RunGoatsESP() {
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app::Object_1__Array *goats = Object::FindObjectsOfType("GoatBehaviour", "");
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if (goats == nullptr || goats->vector[0] == nullptr)
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return;
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ComputePositionAndDrawESP(goats, ImColor{ settings::goat_esp_color[0], settings::goat_esp_color[1], settings::goat_esp_color[2], settings::goat_esp_color[3] });
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}
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void ESP::RunPlayersESP() {
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app::GameObject__Array* players = Players::GetAllPlayers();
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