#include "pch-il2cpp.h" #include #include "ClientHelper.h" #include "UnityEngine/Engine.hpp" #include "players/players.h" #include "helpers.h" #include "esp.hpp" #include #include static void DrawBox(float x, float y, float w, float h, ImColor color, float thickness) { auto drawlist = ImGui::GetBackgroundDrawList(); drawlist->AddLine(ImVec2{ x, y }, ImVec2{ x + w, y }, color, thickness); drawlist->AddLine(ImVec2{ x, y }, ImVec2{ x, y + h }, color, thickness); drawlist->AddLine(ImVec2{ x + w, y }, ImVec2{ x + w, y + h }, color, thickness); drawlist->AddLine(ImVec2{ x, y + h }, ImVec2{ x + w, y + h }, color, thickness); } static void DrawString(ImVec2 pos, ImColor color, std::string label) { auto drawlist = ImGui::GetBackgroundDrawList(); drawlist->AddText(pos, color, label.c_str()); } static void DrawBoxESP(app::GameObject* it, float footOffset, float headOffset, std::string name, ImColor color, ImColor snapcolor, bool snapline = false, bool esp = false, float nameOffset = -0.5f, float widthOffset = 2.0f) { ImGuiIO& io = ImGui::GetIO(); app::Camera* cam = app::Camera_get_main(nullptr); if (!it || cam == nullptr) return; app::Transform* _transform = Transform::GetTransform(it); if (_transform == nullptr) return; app::Vector3 pos = Transform::GetPosition(_transform); app::Vector3 footpos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{ pos.x, pos.y + footOffset, pos.z }, NULL); app::Vector3 headpos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{ pos.x, pos.y + headOffset, pos.z }, NULL); app::Vector3 namepos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{ pos.x, pos.y + nameOffset, pos.z }, NULL); if (esp && footpos.z > 0.0f) { float height = (headpos.y - footpos.y); float width = height / widthOffset; DrawBox(footpos.x - (width / 2), (float)io.DisplaySize.y - footpos.y - height, width, height, color, 2.0f); DrawString(ImVec2(namepos.x, (float)io.DisplaySize.y - namepos.y), color, name); } if (snapline && footpos.z > 0.f) { auto drawlist = ImGui::GetBackgroundDrawList(); drawlist->AddLine(ImVec2(io.DisplaySize.x / 2, io.DisplaySize.y / 2), ImVec2(footpos.x, io.DisplaySize.y - footpos.y), snapcolor, 2.f); } } void DrawNameESP(app::Vector3 pos, std::string name, ImColor color) { app::Camera* cam = app::Camera_get_main(nullptr); ImGuiIO& io = ImGui::GetIO(); if (cam == nullptr) return; app::Vector3 vector = app::Camera_WorldToScreenPoint_1(cam, pos, NULL); if (vector.z > 0) { vector.y = io.DisplaySize.y - (vector.y + 1.f); auto drawlist = ImGui::GetBackgroundDrawList(); drawlist->AddRectFilled(ImVec2(vector.x, vector.y), ImVec2(vector.x + 6.f, vector.y + 6.f), color); DrawString(ImVec2(vector.x + 8.f, vector.y), color, name); } } void ComputePositionAndDrawESP(app::Object_1__Array* ents, ImColor color, bool use_prefab = false, std::string name = "") { for (int i = 0; i < ents->max_length; i++) { app::Object_1* ent = ents->vector[i]; if (Object::IsNull(ent)) continue; app::Transform* _transform = Transform::GetTransform(ent); if (_transform == nullptr) continue; app::Vector3 pos = Transform::GetPosition(_transform); auto field = il2cpp_class_get_field_from_name(ent->klass->_0.castClass, "m_AI"); if (field != nullptr) { app::Survival_AI__Enum type = il2cpp_object_get_field_value(ent, app::Survival_AI__Enum, field); name = magic_enum::enum_name(type); } if (use_prefab) { if ((((app::SurvivalInteractable*)ent)->fields.prefabName) == nullptr) continue; name = il2cppi_to_string(((app::SurvivalInteractable*)ent)->fields.prefabName); string_replace(name, "Survival", ""); } DrawNameESP(pos, name, color); } } // TEMP FIX #60 app::Object_1__Array* ESP::RefreshEntList(app::Object_1__Array* ent, const char* className, const char* classNamespace) { if (time_counter < time_refresh) return ent; return Object::FindObjectsOfType(className, classNamespace); } void ESP::RunAzazelESP() { if (time_counter < (time_refresh - 1)) { ents_azazel = Object::FindGameObjectsWithTag("Azazel"); } app::GameObject__Array* ents = ents_azazel; if (ents == NULL) return; for (int i = 0; i < ents->max_length; i++) { app::GameObject* ent = (app::GameObject*)ents->vector[i]; if (ent == nullptr) continue; 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] }, 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); } } void ESP::RunDemonESP() { ImColor col = ImColor{ settings::demon_esp_color[0], settings::demon_esp_color[1], settings::demon_esp_color[2], settings::demon_esp_color[3] }; std::vector demons_c = { "SurvivalDemonBehaviour", "SpiderBehaviour", "GhostBehaviour", "BoarBehaviour", "CorpseBehaviour"}; // There's might be a better way to do it, but i'm lazy : ) if (name_demon == "N/A") { for (std::string& class_ : demons_c) { ents_demon = RefreshEntList(ents_demon, class_.c_str(), ""); if (ents_demon && ents_demon->max_length > 0) { name_demon = class_; } } } if (ents_demon == nullptr) return; app::Object_1__Array* ents = ents_demon; std::string name = name_demon; string_replace(name, "Survival", ""); string_replace(name, "Behaviour", ""); ComputePositionAndDrawESP(ents, col, false, name); } void ESP::RunItemsESP() { ImColor col = ImColor{ settings::item_esp_color[0], settings::item_esp_color[1], settings::item_esp_color[2], settings::item_esp_color[3] }; ents_item = RefreshEntList(ents_item, "SurvivalInteractable"); if (ents_item != nullptr) { app::Object_1__Array* ents = ents_item; if (ents != nullptr || !Object::IsNull(ents->vector[0])) { ComputePositionAndDrawESP(ents, col, true); } } } void ESP::RunKeyESP() { ImColor col = ImColor{ settings::key_esp_color[0], settings::key_esp_color[1], settings::key_esp_color[2], settings::key_esp_color[3] }; app::Object_1__Array* ents = ents_key; if (ents_key == nullptr) return; if (ents != nullptr || !Object::IsNull(ents->vector[0])) { ComputePositionAndDrawESP(ents, col, false, "Key"); } } void ESP::RunGoatsESP() { app::Object_1__Array* goats = ESP::ents_goat; if (goats == nullptr || Object::IsNull(goats->vector[0])) return; ComputePositionAndDrawESP(goats, ImColor{ settings::goat_esp_color[0], settings::goat_esp_color[1], settings::goat_esp_color[2], settings::goat_esp_color[3] }); } void ESP::RunPlayersESP() { app::GameObject__Array* players = Players::GetAllPlayers(); if (players == NULL) return; for (int i = 0; i < players->max_length; i++) { app::GameObject* ent = players->vector[i]; if (ent == nullptr || ent == Player::GetLocalPlayer()) continue; DrawBoxESP(ent, -0.25, 1.75, "Player", ImColor{ settings::player_esp_color[0], settings::player_esp_color[1], settings::player_esp_color[2], settings::player_esp_color[3] }, ImColor{ settings::player_snaplines_color[0], settings::player_snaplines_color[1], settings::player_snaplines_color[2], settings::player_snaplines_color[3] }, settings::player_snaplines, settings::player_esp); } }