'게임 코드 자료실'에 해당되는 글 5건
- 2020.04.11 :: [서든어택] 오토핫키 소스 1
- 2020.04.11 :: [서든어택] 오토샷 소스 2
- 2020.04.11 :: [오버워치] 매크로 소스 (2019Ver)
- 2020.04.11 :: [서든어택] 쉘값&H코드값 (자료코드) 2
- 2020.04.10 :: [서든어택] 월H 소스 (C++)
SetKeyDelay,-1, 8
SetControlDelay, -1
SetMouseDelay, -1
SetWinDelay,-1
SendMode, InputThenPlay
SetBatchLines,-1
ListLines, Off
CoordMode, Pixel, Screen, RGB
CoordMode, Mouse, Screen
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, NormalGui ,Color, A4A4A4
Gui, Font, Bold cBlack, Arial
Gui, Font, Bold cBlack, Arial
Gui, Add, GroupBox, x12 y129 w240 h120 , 인식범위 조절
Gui, Font, Bold cBlack, Arial
Gui, Add, GroupBox, x12 y259 w240 h70 , 떨림보정
Gui, Add, GroupBox, x12 y9 w240 h120 , 해상도
Gui, Font, Bold, Arial
Gui, Font, s10 Bold cBlack, Arial
Gui, Font, s8 Bold cBlack, Arial
Gui, Add, Slider, x22 y279 w170 h40 center altsubmit range1-20 gloop vlpcou, %lpcou%
Gui, Font, s15 Bold c0x000000, Arial
Gui, Add, Text, x202 y289 w40 h20 vloopcou +0x200, %lpcou%
Gui, Font, s8 Bold cBlack, Arial
Gui, Font, Bold Underline cRed, Arial
Gui, Add, CheckBox, x272 y189 w70 h20 vta1, 팀구분
Gui, Add, CheckBox, x342 y189 w70 h20 vta2, 일반
Gui, Font, Bold Underline cblue, Arial
Gui, Add, CheckBox, x412 y189 w70 h20 vta3, A T
Gui, Font, Bold, Arial
Gui, Add, GroupBox, x262 y9 w230 h70 ,67
Gui, Add, Slider, x272 y29 w160 h40 center altsubmit range0-120 g슬라이더 v오차범위, %오차범위%
Gui, Font, s15 Bold c0x000000, Arial
Gui, Add, Text, x442 y29 w40 h40 v오차범위숫자 +0x200, %오차범위%
Gui, Font, Bold혻c0x000000, Arial
Gui, Add, GroupBox, x262 y79 w230 h80 , 배속
Gui, Add, Text, x642 y149 w190 h30 , Recommend value 15~20
Gui, Add, Slider, x272 y109 w160 h40 center altsubmit range1-30 gAMS vAimcount, %aimcount%
Gui, Font, s15 Bold c0x000000, Arial
Gui, Add, Text, x442 y109 w40 h40 vAimsc +0x200, %aimcount%
Gui, Font, s8 Bold, Tahoma
Gui, Add, Button, x262 y289 w50 h40 gSave1, Save1
Gui, Add, Button, x322 y289 w50 h40 gLoad1, Load1
Gui, Font, s10 Bold cblack, Arial
Gui, Add, Text, x22 y159 w40 h20 , 좌 우
Gui, Add, Text, x22 y209 w40 h20 , 상 하
Gui, Add, Text, x22 y39 w10 h20 , X
Gui, Add, Text, x22 y89 w10 h20 , Y
Gui, Add, Slider, x72 y149 w120 h40 center altsubmit range1-200 gscanX vFoX, %fox%
Gui, Add, Slider, x72 y199 w120 h40 center altsubmit range1-200 gscanY vFoY, %foy%
Gui, Add, Slider, x42 y29 w150 h40 center altsubmit range394-510 gaxisXX vaxisX, %axisX%
Gui, Add, Slider, x42 y79 w150 h40 center altsubmit range296-395 gaxisYY vaxisY, %axisY%
Gui, Font, s15 Bold c0x000000, Arial
Gui, Add, Text, x202 y39 w30 h20 vaxisXcou +0x200, %axisX%
Gui, Add, Text, x202 y89 w30 h20 vaxisYcou +0x200, %axisY%
Gui, Add, Text, x202 y159 w30 h20 vScanXcou +0x200, %FoX%
Gui, Add, Text, x202 y209 w30 h20 vScanYcou +0x200, %FoY%
Gui, Font, S8 CDefault, Verdana
Gui, Add, CheckBox, x272 y219 w80 h20 vLc gMouseMoves, LeftClick
Gui, Add, CheckBox, x362 y219 w90 h20 VRc gMouseMoves, RightClick
Gui, Font, S8 CRed Bold, Verdana
Gui, Add, Button, x382 y289 w50 h40 , Save2
Gui, Add, Button, x442 y289 w50 h40 , Load2
Gui, Font, S8 CGreen, Verdana
Gui, Add, Text, x282 y249 w190 h20 , 엘자와 쀼까
Gui, Font, S9 CGreen, Verdana
Gui, Font, S10 CGreen, Verdana
Gui, Font, S12 CGreen, Verdana
Gui, Font, S12 CGreen, Arial
Gui, Font, S12 CGreen Bold, Arial
Gui, Font, S12 CGreen Bold, Arial
Gui, Add, GroupBox, x262 y159 w230 h120 , 모 드
Gui, Show, x259 y242 h343 w508, YouTube
Gui, color, A4A4A4
gui,3:color, A4A4A4
suspend,off
ON = 0
ON2 = 0
Loop
{
ZeroX :=axisX
ZeroY :=axisY
ZeroX2 :=axisX
ZeroY2 :=axisY
XFoV := FoX
Yfov := FoY
ScanL := ZeroX-XFoV
ScanR :=ZeroX+Xfov
ScanT := ZeroY-Yfov
ScanB := ZeroY+Yfov
ScanL2 := ZeroX2-15
ScanR2 := ZeroX2+15
ScanT2 := ZeroY2-15
ScanB2 := ZeroY2+15
guicontrolget,foy
guicontrolget,fox
guicontrolget,axisX
guicontrolget,axisY
GetKeyState, Operate,%op%
GuiControlGet, Lc,,Lc
if Lc = 1
{
GetKeyState, Mouse_1, Lbutton, P
GuiControlGet, ta2,,ta2
if ta2 = 1
{
if Mouse_1 = D
{
PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, 0xFF00DD, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset
GoSub GetAimMoves
GoSub MouseMoves
GoSub SleepF
loop
{
PixelSearch, AimPixelX, AimPixelY, ScanL2, ScanT2, ScanR2, ScanB2, 0x720072, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset
GoSub GetAimMoves
GoSub MouseMoves
GoSub SleepF
}
else
{
break
}
}
}
}
}
}
GuiControlGet, Rc,,Rc
if Rc = 1
{
GetKeyState, Mouse_1, Rbutton, P
GuiControlGet, ta2,,ta2
if ta2 = 1
{
if Mouse_1 = D
{
PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, 0xFF00DD, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset
GoSub GetAimMoves
GoSub MouseMoves
GoSub SleepF
loop
{
PixelSearch, AimPixelX, AimPixelY, ScanL2, ScanT2, ScanR2, ScanB2, 0x720072, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset
GoSub GetAimMoves
GoSub MouseMoves
GoSub SleepF
}
else
{
break
}
}
}
}
}
}
GuiControlGet, ta3,,ta3
if ta3 = 1
{
if Mouse_1 = D
{
PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, 0x720072, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset
GoSub GetAimMoves
GoSub MouseMoves
MouseClick, left
GoSub SleepF
}
}
}
GuiControlGet, ta1,,ta1
if ta1 = 1
{
if Mouse_1 = D
{
PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, 0xFF0000, 10, Fast RGB
if errorlevel = 0
{
PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, 0xFF00DD, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset2
GoSub GetAimMoves
GoSub MouseMoves
loop
{
PixelSearch, AimPixelX, AimPixelY, ScanL2, ScanT2, ScanR2, ScanB2, 0x720072, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset2
GoSub GetAimMoves
GoSub MouseMoves
GoSub SleepF
}
else
{
break
}
}
}
else errorlevel = 1
{
GoSub sleepF
}
}
}
}
}
Search:
{
PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, 0x720072, %오차범위%, Fast RGB
if errorlevel = 0
{
GoSub GetAimOffset
GoSub GetAimMoves
GoSub MouseMoves
GoSub SleepF
}
}
GetAimOffset:
AimX := AimPixelX - ZeroX
AimY := AimPixelY - ZeroY
If ( AimX > 1 ) {
DirX := 0.8
}
If ( AimX < 1 ) {
DirX := -0.8
}
If ( AimY > 1 ) {
DirY := 0.8
}
If ( AimY < 1 ) {
DirY := -0.8
}
AimOffsetX := AimX * DirX
AimOffsetY := AimY * DirY
Return
GetAimOffset2:
AimX := AimPixelX - ZeroX
AimY := AimPixelY - ZeroY
If ( AimX > 1 ) {
DirX := 0.98
}
If ( AimX < 1 ) {
DirX := -0.98
}
If ( AimY > 1 ) {
DirY := 0.98
}
If ( AimY < 1 ) {
DirY := -0.98
}
AimOffsetX := AimX * DirX
AimOffsetY := AimY * DirY
Return
GetAimMoves:
Fx =7
Zx=%Aimcount%
AimA:=Fx/Zx
RootX := Ceil(( AimOffsetX ** (AimA)))
RootY := Ceil(( AimOffsetY ** (AimA)))
MoveX := RootX * DirX
MoveY := RootY * DirY
return
MouseMoves:
If (Mouse_1 == "D" ){
DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
}
Return
SleepF:
SleepDuration = 6
TimePeriod = 1
DllCall("Winmm\timeBeginPeriod", uint, TimePeriod)
Iterations =%lpcou%
StartTime := A_TickCount
Loop, %Iterations% {
DllCall("Sleep", UInt, TimePeriod)
}
DllCall("Winmm\timeEndPeriod", UInt, TimePeriod)
Return
DebugTool:
ToolTip, %MoveX% | %MoveY% || %MX% %MY%
Return
f1::
ON = 1
splashimage 1:,B c1 X1 Y1 W240 H45 CW000000 CTFF5A5A Fs25 ws800, ON
sleep,1000
splashimage, 1: off
return
f2::
ON = 0
splashimage 1:,B c1 X1 Y1 W240 H45 CW000000 CTA748FF Fs25 ws1000, OFF
sleep,1000
splashimage, 1: off
return
3guiclose:
gui,3: Destroy
suspend,off
return
save1:
Gui,submit,nohide
IniWrite,%오차범위%,setting1.ini,Error range,Error range
IniWrite,%Aimcount%,setting1.ini,AimMoveSpeed,AimMoveSpeed
IniWrite,%FoX%,setting1.ini,ScanX,ScanX
IniWrite,%FoY%,setting1.ini,ScanY,ScanY
IniWrite,%Lpcou%,setting1.ini,Lpcount,Lpcount
IniWrite,%axisX%,setting1.ini,axisX,axisX
IniWrite,%axisY%,setting1.ini,axisY,axisY
Msgbox, 64 , 알림,Error Range"%오차범위%" , AMS"%Aimcount%" Scan Range XY"%FoX%,%FoY%", Iteration"%Lpcou%"
return
save2:
Gui,submit,nohide
IniWrite,%오차범위%, setting2.ini,Error range,Error range
IniWrite,%Aimcount%, setting2.ini,AimMoveSpeed,AimMoveSpeed
IniWrite,%FoX%, setting2.ini,ScanX,ScanX
IniWrite,%FoY%, setting2.ini,ScanY,ScanY
IniWrite,%Lpcou%, setting2.ini,Lpcount,Lpcount
IniWrite,%axisX%, setting2.ini,axisX,axisX
IniWrite,%axisY%, setting2.ini,axisY,axisY
Msgbox, 64 , 알림,Error Range"%오차범위%" , AMS"%Aimcount%" Scan Range XY"%FoX%,%FoY%", Iteration"%Lpcou%"
return
load1:
{
ifexist, %A_scriptDir%\setting1.ini
{
Gui,submit,nohide
IniRead,오차범위,setting1.ini,Error range,Error range
IniRead,Aimcount,setting1.ini,AimMoveSpeed,AimMoveSpeed
IniRead,FoX,setting1.ini,ScanX,ScanX
IniRead,foY,setting1.ini,FOVX,FOVX
IniRead,foy,setting1.ini,ScanY,ScanY
IniRead,Lpcou,setting1.ini,Lpcount,Lpcount
IniRead,axisX,setting1.ini,axisX,axisX
IniRead,axisY,setting1.ini,axisY,axisY
Guicontrol,,오차범위,%오차범위%
Guicontrol,,오차범위숫자,%오차범위%
Guicontrol,,Aimcount,%Aimcount%
guicontrol,,Aimsc,%Aimcount%
Guicontrol,,FoX,%FoX%
guicontrol,,ScanXcou,%FoX%
Guicontrol,,FoY,%FoY%
guicontrol,,ScanYcou,%FoY%
Guicontrol,,Lpcou,%Lpcou%
guicontrol,,LoopCou,%Lpcou%
Guicontrol,,axisX,%axisX%
Guicontrol,,axisY,%axisY%
Guicontrol,,axisXcou,%axisX%
Guicontrol,,axisYcou,%axisY%
msgbox, 64,알림,Open Setting1.ini
return
}
else
{
MsgBox, 16,Caution ini read fail,설정 값을 새로 저장해 주시기 바랍니다.
}
}
return
load2:
{
ifexist, %A_scriptDir%\setting2.ini
{
Gui,submit,nohide
IniRead,오차범위,setting2.ini,Error range,Error range
IniRead,Aimcount,setting2.ini,AimMoveSpeed,AimMoveSpeed
IniRead,FoX,setting2.ini,ScanX,ScanX
IniRead,foY,setting2.ini,FOVX,FOVX
IniRead,foy,setting2.ini,ScanY,ScanY
IniRead,Lpcou,setting2.ini,Lpcount,Lpcount
IniRead,axisX,setting2.ini,axisX,axisX
IniRead,axisY,setting2.ini,axisY,axisY
Guicontrol,,오차범위,%오차범위%
Guicontrol,,오차범위숫자,%오차범위%
Guicontrol,,Aimcount,%Aimcount%
guicontrol,,Aimsc,%Aimcount%
Guicontrol,,FoX,%FoX%
guicontrol,,ScanXcou,%FoX%
Guicontrol,,FoY,%FoY%
guicontrol,,ScanYcou,%FoY%
Guicontrol,,Lpcou,%Lpcou%
guicontrol,,LoopCou,%Lpcou%
Guicontrol,,axisX,%axisX%
Guicontrol,,axisY,%axisY%
Guicontrol,,axisXcou,%axisX%
Guicontrol,,axisYcou,%axisY%
msgbox, 64,알림,Open Setting2.ini
return
}
else
{
MsgBox, 16,Caution ini read fail,설정 값을 새로 저장해 주시기 바랍니다.
}
}
return
return
슬라이더:
gui, submit,nohide
guicontrol,,오차범위숫자,%오차범위%
return
AMS:
gui, submit,nohide
guicontrol,,Aimsc,%Aimcount%
return
ScanX:
gui, submit,nohide
guicontrol,,ScanXcou,%FoX%
return
ScanY:
gui, submit,nohide
guicontrol,,ScanYcou,%FoY%
return
Loop:
gui, submit,nohide
guicontrol,,LoopCou,%Lpcou%
return
axisXX:
gui, submit,nohide
guicontrol,,axisXcou,%axisX%
return
axisYY:
gui, submit,nohide
guicontrol,,axisYcou,%axisY%
return
return
GetOut:
GuiClose:
Gui, Hide
ExitApp
exitapp
'게임 코드 자료실' 카테고리의 다른 글
[서든어택] 오토샷 소스 (2) | 2020.04.11 |
---|---|
[오버워치] 매크로 소스 (2019Ver) (0) | 2020.04.11 |
[서든어택] 쉘값&H코드값 (자료코드) (2) | 2020.04.11 |
[서든어택] 월H 소스 (C++) (0) | 2020.04.10 |
CoordMode, Mouse, Screen
CoordMode, Pixel, Screen
CoordMode, ToolTip, Screen
ListLines Off
SendMode InputThenPlay
SetBatchLines -1
SetControlDelay, -1
SetKeyDelay, -1, 0
SetMouseDelay, -1
SetWinDelay, -1
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, Normal
global X1, Y1, X2, Y2, 돌격소총, 빨간색, 저격소총, 배경색, 전경색
global FPGCBufferDC = 0
global FPGCReady = 0
global FPGCWait = 1
Gui, Color, FFFFFF
Gui, Font,, 맑은 고딕
Gui, Add, Text,, 해상도
Gui, Add, DropDownList, AltSubmit g설정 v해상도 w200, 1024 × 768||1280 × 1024
Gui, Show,, Bomchattack
Gui, 2: +LastFound +AlwaysOnTop -Caption +ToolWindow
Gui, 2: Color, 000000
Gui, 2: Font, cffffff s12 bold, 굴림
Gui, 2: Margin, 0, 0
Gui, 2: Add, Text, v상태표시줄 w200
gosub, 설정열기
return
설정:
Gui, Submit, NoHide
if (해상도 = 1) {
X1 = 481
Y1 = 448
X2 = 513
Y2 = 385
상태표시줄Y := 768 - 66
Gui, 2: Show, x211 y%상태표시줄Y% NA, Secondary Bomchattack OSD
} else if (해상도 = 2) {
X1 = 609
Y1 = 596
X2 = 640
Y2 = 513
상태표시줄Y := 1024 - 66
Gui, 2: Show, x211 y%상태표시줄Y% NA, Secondary Bomchattack OSD
}
return
설정저장:
Gui, Submit, NoHide
IniWrite, %해상도%, bomchattack.ini, Bomchattack 설정, 해상도
return
설정열기:
if (FileExist("bomchattack.ini")) {
IniRead, 해상도, bomchattack.ini, Bomchattack 설정, 해상도, 1
GuiControl, Choose, 해상도, %해상도%
gosub, 설정
} else {
GuiControl, Choose, 해상도, 1
gosub, 설정
}
return
End::
Suspend, Off
Gosub, GuiClose
return
GuiClose:
gosub, 설정저장
ExitApp
return
돌격소총사격실행:
SetTimer, 돌격소총사격실행, Off
while (돌격소총 = 1) {
updateFPGC()
빨간색 := FPGC(X1, Y1)
if (빨간색 = 0x0000ff) {
DllCall("mouse_event", "UInt", 0x02)
DllCall("Sleep", UInt, 768)
DllCall("mouse_event", "UInt", 0x04)
DllCall("Sleep", UInt, 256)
}
}
while (돌격소총 = 0) {
updateFPGC()
빨간색 := FPGC(X1, Y1)
if (빨간색 = 0x0000FF) {
DllCall("mouse_event", "UInt", 0x02)
DllCall("Sleep", UInt, 16)
DllCall("mouse_event", "UInt", 0x04)
DllCall("Sleep", UInt, 16)
}
}
return
저격소총사격실행:
SetTimer, 저격소총사격실행, Off
updateFPGC()
전경색 := FPGC(X2, Y2)
while (저격소총 = 1) {
updateFPGC()
배경색 := FPGC(X2, Y2)
if (전경색 <> 배경색) {
저격소총 = 0
DllCall("mouse_event", "UInt", 0x02)
DllCall("Sleep", UInt, 16)
DllCall("mouse_event", "UInt", 0x04)
DllCall("Sleep", UInt, 1)
GuiControl, 2: , 상태표시줄, 저격소총 사격
break
}
}
return
FPGC(x, y) {
global FPGCBufferDC, FPGCReady, FPGCWait
global FPGCScreenLeft, FPGCScreenTop
; check if there is a valid data buffer
if (!FPGCReady) {
if (FPGCWait) {
Start := A_TickCount
While !FPGCReady {
Sleep, 10
if (A_TickCount - Start > 5000)
return -3 ; time out if data is not ready after 5 seconds
}
}
else
return -2 ; return an invalid color if waiting is disabled
}
return DllCall("GetPixel", "Uint", FPGCBufferDC, "int", x - FPGCScreenLeft, "int", y - FPGCScreenTop)
}
updateFPGC() {
global FPGCReady, FPGCBufferDC
static oldObject = 0, hBuffer = 0
static screenWOld = 0, screenHOld = 0
; get screen dimensions
global FPGCScreenLeft, FPGCScreenTop
SysGet, FPGCScreenLeft, 76
SysGet, FPGCScreenTop, 77
SysGet, screenW, 78
SysGet, screenH, 79
FPGCReady = 0
; determine whether the old buffer can be reused
bufferInvalid := screenW <> screenWOld OR screenH <> screenHOld OR FPGCBufferDC = 0 OR hBuffer = 0
screenWOld := screenW
screenHOld := screenH
if (bufferInvalid) {
; cleanly discard the old buffer
DllCall("SelectObject", "Uint", FPGCBufferDC, "Uint", oldObject)
DllCall("DeleteDC", "Uint", FPGCBufferDC)
DllCall("DeleteObject", "Uint", hBuffer)
; create a new empty buffer
FPGCBufferDC := DllCall("CreateCompatibleDC", "Uint", 0)
hBuffer := CreateDIBSection(FPGCBufferDC, screenW, screenH)
oldObject := DllCall("SelectObject", "Uint", FPGCBufferDC, "Uint", hBuffer)
}
screenDC := DllCall("GetDC", "Uint", 0)
; retrieve the whole screen into the newly created buffer
DllCall("BitBlt", "Uint", FPGCBufferDC, "int", 0, "int", 0, "int", screenW, "int", screenH, "Uint", screenDC, "int", FPGCScreenLeft, "int", FPGCScreenTop, "Uint", 0x40000000 | 0x00CC0020)
; important: release the DC of the screen
DllCall("ReleaseDC", "Uint", 0, "Uint", screenDC)
FPGCReady = 1
}
'게임 코드 자료실' 카테고리의 다른 글
[서든어택] 오토핫키 소스 (1) | 2020.04.11 |
---|---|
[오버워치] 매크로 소스 (2019Ver) (0) | 2020.04.11 |
[서든어택] 쉘값&H코드값 (자료코드) (2) | 2020.04.11 |
[서든어택] 월H 소스 (C++) (0) | 2020.04.10 |
guif:
#SingleInstance force
SkinForm(Apply, A_ScriptDir . "\USkin.dll", A_ScriptDir . "\Milikymac.msstyles")
Gui, Add, Text, x12 y40 w200 h30 , 오토에임 시작[F2]
Gui, Add, Text, x12 y60 w200 h30 , 프로그램 재시작[F3]
Gui, Add, Text, x12 y80 w200 h30 , 일시정지/해제[ALT]
Gui, Add, CheckBox, x292 y25 w150 h40 vaimtype Checked, 좌클릭 오토에임
Gui, Add, CheckBox, x292 y55 w150 h40 vaimtype1, 우클릭 오토에임
Gui, Add, Text, x230 y115 w80 h30 , 에임 속도
Gui, Add, Edit, x300 y110 w30 h20 vrx, 20
Gui, Add, Text, x230 y150 w80 h40 , 영점 조정
Gui, Add, Text, x230 y175 w80 h40 , x축 :
Gui, Add, Edit, x260 y170 w30 h20 vxa, 40
Gui, Add, Text, x300 y175 w80 h40 , y축 :
Gui, Add, Edit, x330 y170 w30 h20 vxy, 57
Gui, Add, Text, x230 y205 w80 h40 , 인식 범위
Gui, Add, Text, x230 y230 w80 h40 , x축 :
Gui, Add, Slider, x260 y225 w130 h25 vxrange Invert Tickinterval1 range1-4, 4
Gui, Add, Text, x230 y260 w80 h40 , y축 :
Gui, Add, Slider, x260 y255 w130 h25 vyrange Invert Tickinterval1 range1-4, 4
Gui, Show
Loop {
Gui, Submit, NoHide
Sleep -1
}
Return
return
mouseXY(x,y)
{
DllCall("mouse_event",int,1,int,x,int,y,uint,0,uint,0)
}
return
GuiClose:
ExitApp
return
SkinForm(Param1 = "Apply", DLL = "", SkinName = ""){
if(Param1 = Apply){
DllCall("LoadLibrary", str, DLL)
DllCall(DLL . "\USkinInit", Int,0, Int,0, AStr, SkinName)
}else if(Param1 = 0){
DllCall(DLL . "\USkinExit")
}
}
Change1:
MsgBox, Applied
Gui,Submit, Nohide
return
F2::
#KeyHistory, 0
#SingleInstance, Force
SetKeyDelay,-1, 8
SetControlDelay, -1
SetMouseDelay, 0
SetWinDelay,-1
SendMode, InputThenPlay
SetBatchLines,-1
ListLines, Off
CoordMode, Mouse, Client
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, Normal
ZeroX := 800
ZeroY := 440
CFovX := 760
CFovY := 400
ScanL := ZeroX - CFovX
ScanR := ZeroX + CFovX
ScanT := ZeroY - CFovY
ScanB := ZeroY + CFovY
GuiControlget, rX
GuiControlget, xA
GuiControlget, yA
GuiControlget, xrange
GuiControlget, yrange
Loop,
{
if (aimtype=1)
{
GetKeyState, Mouse2, LButton, P
GoSub MouseMoves2
}
Gui,Submit, Nohide
if (aimtype1=1)
{
GetKeyState, Mouse2, RButton, P
GoSub MouseMoves2
}
imageSearch, AimPixelX, AimPixelY, 0 + (A_Screenwidth*(xrange/10)), 0 + (A_Screenheight*(yrange/10)), A_Screenwidth - (A_Screenwidth*(xrange/10)), A_Screenheight - (A_Screenheight*(yrange/10)), *4 hhp.bmp
GoSub GetAimOffset
GoSub GetAimMoves
}
MouseMoves:
If ( Mouse2 == "D" ) {
DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
}
Return
MouseMoves1:
If ( Mouse2 == "U" ) {
DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
}
Return
MouseMoves2:
If ( Mouse2 == "D" ) {
DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
}
GetAimOffset:
Gui,Submit, Nohide
AimX := AimPixelX - ZeroX +xA
AimY := AimPixelY - ZeroY +xY
If ( AimX+5 > 0) {
DirX := rx / 10
}
If ( AimX+5 < 0) {
DirX := (-rx) / 10
}
If ( AimY+2 > 0 ) {
DirY := rX /10 *0.5
}
If ( AimY+2 < 0 ) {
DirY := (-rx) /10 *0.5
}
AimOffsetX := AimX * DirX
AimOffsetY := AimY * DirY
Return
GetAimMoves:
RootX := Ceil(( AimOffsetX ** ( 1/2 )))
RootY := Ceil(( AimOffsetY ** ( 1/2 )))
MoveX := RootX * DirX
MoveY := RootY * DirY
Return
SleepF:
SleepDuration = 1
TimePeriod = 1
DllCall("Winmm\timeBeginPeriod", uint, TimePeriod)
Iterations = 1
StartTime := A_TickCount
Loop, %Iterations% {
DllCall("Sleep", UInt, TimePeriod)
}
DllCall("Winmm\timeEndPeriod", UInt, TimePeriod)
Return
DebugTool:
MouseGetPos, MX, MY
ToolTip, %AimOffsetX% | %AimOffsetY%
ToolTip, %AimX% | %AimY%
ToolTip, %IntAimX% | %IntAimY%
ToolTip, %RootX% | %RootY%
ToolTip, %MoveX% | %MoveY% || %MX% %MY%
Return
DebugTool1:
MouseGetPos, MX, MY
ToolTip, %AimOffsetX% | %AimOffsetY%
ToolTip, %AimX% | %AimY%
ToolTip, %IntAimX% | %IntAimY%
ToolTip, %RootX% | %RootY%
ToolTip, %MoveX% | %MoveY% || %MX% %MY%
Return
ALT::
pause
SoundBEEP
return
F3::
Reload
Return
'게임 코드 자료실' 카테고리의 다른 글
[서든어택] 오토핫키 소스 (1) | 2020.04.11 |
---|---|
[서든어택] 오토샷 소스 (2) | 2020.04.11 |
[서든어택] 쉘값&H코드값 (자료코드) (2) | 2020.04.11 |
[서든어택] 월H 소스 (C++) (0) | 2020.04.10 |
ㅇㅌㅇㅎ
8B 80 14 37 00 00 8B E5 5D C3
바이트 벨류 On:0
ㅁㅂㄷ
00 00 C0 3F 89 08 E8 F3 03 00
4바이트 벨류 On:0 Off:1069547520
ㅇㅇㄱㅈ
D9 46 2C D8 15
바이트 벨류 On:216 Off:217
12 jump
3C 00 02 00 00 00 02
바이트 벨류 On:89 Off:60
ㄴㄴㅅ
74 7C FF D5 99 B9 F0 FF 00 00
바이트 벨류 On:117 Off:116
ㅊㅇㅈㅅ
13 84 C0 75 위에서 9~11 번째꺼
4바이트 벨류 On:1958773779 Off:1975550995
ㅈㄷㅊㅅ
85 B5 00 00 00 6A 01
4바이트 벨류 On:46468 Off:46469
ㄱㅌ
74 1E D9 45
바이트 벨류 On:117 Off:116
ㅇㅇㅇㅍㄹㅇ ㅇㅎ
03 6A 08 8B 40 04 50 8B 08 FF
바이트 벨류 On:2 Off:3
ㄱㄹㅅ ㅇㅎ
01 6A 07 8B 40 04 50 8B 08 FF 91
바이트 벨류 On:0 Off:1
ㅂㄹㅇㅍ ㅇㅎ
84 85 01 00 00 D9 47 04 D8 99
바이트 벨류 On:133 Off:132
ㅈㅍ (1)
D8 C3 90 8B 44 24 04
바이트 벨류 On:217 Off:216
ㅈㅍ (2)
DF E0 F6 C4 41 0F 85 C9
바이트 벨류 On:222 Off:223
ㅈㅇㅈㄹ ㄹㅅㅍ
74 7A 8A 44 24 28 84 C0
4바이트 벨류 On:1149926005 Off:1149926004
ㄴㄷㄹㅇ
5C 85 C0 74 3D 83 FD FF 74 38
4바이트 벨류 On:1975551324 Off:1958774108
ㄴㅈㅈ
75 0A 8A 88 61 0C 00 00 84 C9 74 3C
바이트 벨류 On:116 Off:117
ㅈㅍㅁㅊ ㅈㄱ
84 C0 00 00 00 8B 0D ?? ?? ?? 20 83 B9
바이트 벨류 On:133 Off:132
ㅊㅁㄱ ㅈㄱ
75 30 D9 44 24 20 D8 1D 0C
4바이트 벨류 On:1155084404 Off:1155084405
ㅇㅍㅌ ㅈㄱㄱ
84 A3 00 00 00 EB 06 8B 15 / 68
바이트 벨류 On:133 Off:132
ㅁㅊ ㅈㄱ
24 10 33 C0 8A 47 06 33 C9 8A
바이트 벨류 On:23 Off:24
ㅋㅂㅁㅎ
DF E0 F6 C4 41 0F 85 C7 00 00 00 C7 86 B8 03 00
바이트 벨류 On:222 Off:223
ㄱㅈㄴㄴ
74 66 8B 55 08 8B 45 14 D9 42 04 D8 58 04 DF E0
바이트 벨류 On:117 Off:116
ㅈㅇㅅㅈ
C9 3B D0 5E 0F 94 ?? 8B ?? C3 ?? ?? ?? ?? ?? 56
바이트 벨류 On:202 Off:201
ㅅㅎ
44 00 FE FF 46
바이트 벨류 On:67 Off:68
[ㅎㄷㅁㅂ]cshell.dll+31C974
00 00 8C 42 00 80 D3 43 00 80 CB 43 00 00 92 42
4 바이트 기본 벨류 : 1116471296
4 바이트 바뀔 벨류 : 1232348160
[ㅇㅂㅇㄱ (1)]cshell.dll+18665E
D9 46 2C E8 ?? ?? ?? 00 8B F8 ?? ?? 8B DF 57 F7
4 바이트 기본 벨류 : 3895215833
4 바이트 바뀔 벨류 : 3895215832
[ㅇㅂㅇㄱ 2)]cshell.dll+18666D
F7 DB 53 89 7C 24 2C E8 ?? ?? 01 00 89 44 24 28
4 바이트 기본 벨류 : 2303974391
4 바이트 바뀔 벨류 : 2303973623
[ㅇㅇㄱㅈ(1)]cshell.dll+13DFBC
75 02 8B CF E8 ?? ?? ?? 00 5F 5E 59 C3 90 90 90
4 바이트 기본 벨류 : 3481993845
4 바이트 바뀔벨류 : 3481993844
[ㅇㅇㄱㅈ(2)]cshell.dll+140D16
75 13 50 8D 8E AC 00 00 00 E8 ?? ?? ?? 00 DD D8
4 바이트 기본 벨류 : 2370835317
4 바이트 바뀔 벨류 : 2370835316
[ㄴㄱㅅ]cshell.dll+205F8B
0F 84 DA 03 00 00 D9 84 24 74 01 00 00 D8 1D ??
4 바이트 기본 벨류 : 64652303
4 바이트 바뀔 벨류 : 64652559
[ㅋ ㅎㅂ]cshell.dll+1432E4
7E ?? 57 8D 8C 24 ?? 01 00 00 68 ?? ?? ?? ?? 51/
4 바이트 기본 벨류 : 2371304318
4 바이트 바뀔 벨류 : 2371304317
[ㅊㅁㄱ ㅁㅅ]cshell.dll+206CFB
75 30 D9 44 24 ?? D8 1D ?? ?? ?? ?? DF E0 F6 C4
4 바이트 기본 벨류 : 1155084405
4 바이트 바뀔 벨류 : 1155084404
[ㄱㅈ ㅇㅊㅇㅌ]cshell.dll+
74 36 8B 0D ?? ?? ?? 03 8D 44 24 18 50 53 8B 11
4 바이트 기본 벨류 : 227227252
4 바이트 바뀔 벨류 : 227227263
[1R ㄹㅅㅍ]cshell.dll+1793E9
75 ?? 8B ?? E8 ?? ?? ?? FF 5E C3 90 90 90 90 90
4 바이트 기본 벨류 : 3465217909
4 바이트 바뀔벨류 : 3465217908
[고스트 스텝]cshell.dll+208692
75 2c 8b 4e 14 b8 20 08 00 00
바이트 : 116
[ㅊ ㅂㅅ]cshell.dll+C6A6
4바이트 원래 벨류 : 23724138
4바이트 바뀔 벨류 : 23724394
[ㅅㄴ ㅈ]cshell+3830BC
바이트 : 1
[ㄷㅂ]cshell+38E8D4
바이트 : 0
(ㅂㅂㅈㅍ)
Bip01 R UpperArm - 오른쪽팔 [42 69 70 30 31 20 52 20 55 70 70 65 72 41 72 6D]
Bip01 L UpperArm - 왼쪽팔 [42 69 70 30 31 20 4C 20 55 70 70 65 72 41 72 6D]
Bip01 R Clavicle - 오른쪽빗장뼈 [42 69 70 30 31 20 52 20 43 6C 61 76 69 63 6C 65]
Bip01 L Clavicle - 왼쪽빗장뼈 [42 69 70 30 31 20 4C 20 43 6C 61 76 69 63 6C 65]
Bip01 R Forearm - 오른쪽팔뚝 [42 69 70 30 31 20 52 20 46 6F 72 65 61 72 6D 00]
Bip01 L Forearm - 왼쪽팔뚝 [42 69 70 30 31 20 4C 20 46 6F 72 65 61 72 6D 00]
Bip01 R Thigh - 오른쪽넓적다리 [42 69 70 30 31 20 52 20 54 68 69 67 68 00 1A 85]
Bip01 L Thigh - 왼쪽넓적다리 [42 69 70 30 31 20 4C 20 54 68 69 67 68 00 1A 85]
Bip01 R Calf - 오른쪽종아리 [42 69 70 30 31 20 52 20 43 61 6C 66 00 00 00 00]
Bip01 L Calf - 왼쪽종아리 [42 69 70 30 31 20 4C 20 43 61 6C 66 00 00 00 00]
*패치일때마다 코드값 변겅됩니다.
*쉘값 및 각종값 코드입니다.
'게임 코드 자료실' 카테고리의 다른 글
[서든어택] 오토핫키 소스 (1) | 2020.04.11 |
---|---|
[서든어택] 오토샷 소스 (2) | 2020.04.11 |
[오버워치] 매크로 소스 (2019Ver) (0) | 2020.04.11 |
[서든어택] 월H 소스 (C++) (0) | 2020.04.10 |
#include <windows.h>
#include <detours.h>
#include <d3d8.h>
#include <d3dx8.h>
#include "log.h"
#include <fstream>
#include <iostream>
#pragma comment(lib, "d3dx8.lib")
#pragma comment(lib, "d3d8.lib")
using namespace std;
static DWORD dwBeginScene = 0x6D9D9250;
static DWORD dwEndScene = 0x6d9d93a0;
static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
static DWORD dwSetStreamSource = 0x6d9d6760;
static DWORD dwSetViewport = 0x6d9d5b90 ;
int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;
LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;
bool Color = true;
bool Logger = false;
ofstream ofile;
char dlldir[320];
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
bool xhair = false;
bool WallHack = false;
bool WallHack2 = false;
HANDLE hand1 =NULL;
HANDLE hand2 =NULL;
DWORD bytes;
//Logger
int texarray[1000];
int arraycounter;
int delarray[500];
int dcount;
unsigned int arrc;
int i=0;
D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
char *GetDirectoryFile(char *filename)
{
static char path[320];
strcpy(path, dlldir);
strcat(path, filename);
return path;
}
void __cdecl add_log (const char *fmt, ...)
{
if(ofile != NULL)
{
if(!fmt) { return; }
va_list va_alist;
char logbuf[256] = {0};
va_start (va_alist, fmt);
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
va_end (va_alist);
ofile << logbuf << endl;
}
}
HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
return E_FAIL;
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)<<8)
|(WORD)(((colour32>>12)&0xF)<<4)
|(WORD)(((colour32>>4)&0xF)<<0);
D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;
for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;
(*ppD3Dtex)->UnlockRect(0);
return S_OK;
}
//=================================EndScene_Start=================================================================================//
typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
oEndScene pEndScene;
HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
{
if(Color)
{
GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));
GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));
GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));
GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));
GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));
Color=false;
}
if(xhair)
{
D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
}
//=============================================UnHooK_Start===================================================//
if((GetAsyncKeyState(VK_F5)&1))
{
int end =NULL;
int dip =NULL;
int svp =NULL;
int sss =NULL;
BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
hand1 = GetCurrentProcess();
DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
end = 0x6d9d93a0;
dip = 0x6d9d73a0;
svp = 0x6d9d5b90;
sss = 0x6d9d6760;
WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
}
//=========================================UnHook_End=========================================================//
if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}
if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack;}
return pEndScene(pDevice);
}
//====================================EndScene_End============================================================================//
//=================================Dip_Start============================================================================================//
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{
if(WallHack)
{
texnum = (nNumVertices*100000)+nPrimitiveCount;
if(m_Stride==40 &&
(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
(texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
(texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
(texnum==21800306)||(texnum==36900650)||(texnum==7500121 )||(texnum==37000650)||
(texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
(texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)||
(texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)||
(texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)||
(texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)||
(texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)||
(texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&
(nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
(nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm
(nNumVertices == 132 && nPrimitiveCount == 180) || //Hand
(nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm
(nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody thanks japennese guy =)
//(nNumVertices == 448 && nPrimitiveCount == 776) || //Head
(nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item
(nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest
(nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Orange);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}
if(m_Stride==40 && texnum== 21300174)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Green);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Purple);
}
if(nNumVertices == 158 && nPrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}
if (nNumVertices == 171 && nPrimitiveCount == 143)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}
if(m_Stride==40 &&//face,mask etc...
(texnum==36700612) ||
(texnum==9600172 ) ||
(texnum==14200236) ||
(texnum==37800552) ||
(texnum==28100486) ||
(texnum==35500568) ||
(texnum==2200024 ) ||
(texnum==16200243) ||
(texnum==31900466) ||
(texnum==19300342) ||
(texnum==36200604) ||
(texnum==21300290) ||
(texnum==35700558) ||
(texnum==22100396) ||
(texnum==36100604) ||
(texnum==27100464) ||
(texnum==11400180) ||
(texnum==34900580) ||
(texnum==13200212) ||
(texnum==34700538) ||
(texnum==19500352)&&
(nNumVertices == 448 && nPrimitiveCount == 776))
{
pDevice->SetTexture(0,Blue);
}
{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}
/*Logger
if(m_Stride==40){
while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
bool alrdy=false;
bool inarr=false;
if(texarray[arrc]==texnum)
if(delarray[i]==texarray[arrc])
alrdy=true;
for(int i=0;i<dcount;i++) //sees if said texture is in delarray
if(delarray[i]==texnum)
inarr=true;
if(texarray[arrc]==texnum || inarr){ //If true, color model differently
LPDIRECT3DTEXTURE8 texCol;
DWORD dwOldZEnable = D3DZB_TRUE;
pDevice->SetTexture(0, NULL);
pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
texCol=Blue;
else
texCol=Red;
pDevice->SetTexture(0, texCol);
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
}
}
if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile
if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
bool inarr=true;
for(int k=0;k<dcount;k++){
if(delarray[k]==texarray[arrc])
{
inarr=false;//Found selected texture to already exist
delarray[k]=0;//Delete texture
break;//Cancel loop
}
}
if(inarr==true)
{
delarray[dcount]=texarray[arrc];//Add texture
dcount++;
}
}
if(GetAsyncKeyState(VK_F7)&1){
int total=1;
add_log("omfg values?!? {");
for(int x=0;x<dcount;x++)//Loops through all recorded variables and prints them in a nice array based format
if(delarray[x]){
add_log("%i,",delarray[x]); //add_log2==add_log but without endl
total++;
}
add_log("}; %i variables in array",total);
}
bool found = false; //THIS PART CREDITS TO KRYPTEC
for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
{
if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
}
if(!found && arraycounter < 1000)
{
texarray[arraycounter]=texnum;
arraycounter++;
}*/
}
return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
}
//=====================================Dip_End===========================================================================//
//=====================================Sss_Start==========================================================================//
typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
oSetStreamSource pSetStreamSource;
HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
{
if(nStreamNumber==0)
m_Stride = nStride;
return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
}
//====================================Sss_End============================================================================//
//====================================Svp_Start==========================================================================//
typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
oSetViewport pSetViewport;
HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
{
ScreenCenterX = ( float )pViewport->Width / 2;
ScreenCenterY = ( float )pViewport->Height / 2;
return pSetViewport(pDevice,pViewport);
}
//===================================Svp_End=============================================================================//
typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
oBeginScene pBeginScene;
HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
{
if((GetAsyncKeyState(VK_F6)&1))
{
pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
}
return pBeginScene(pDevice);
}
BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hModule);
if ( dwReason == DLL_PROCESS_ATTACH )
{
//=========Log==========================//
GetModuleFileName(hModule, dlldir, 512);
for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\\') { dlldir[i+1] = 0; break; } }
ofile.open(GetDirectoryFile("log.txt"), ios::app);
//=========Log=========================//
pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
}
return TRUE;
}
--------------------
[log.h]
#define WIN32_LEAN_AND_MEAN
#ifndef _MAIN_H
#define _MAIN_H
char *GetDirectoryFile(char *filename);
void __cdecl add_log (const char * fmt, ...);
--------------------
*기본소스 예제입니다
*C++ 기반
'게임 코드 자료실' 카테고리의 다른 글
[서든어택] 오토핫키 소스 (1) | 2020.04.11 |
---|---|
[서든어택] 오토샷 소스 (2) | 2020.04.11 |
[오버워치] 매크로 소스 (2019Ver) (0) | 2020.04.11 |
[서든어택] 쉘값&H코드값 (자료코드) (2) | 2020.04.11 |