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Main.cpp
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#define ATTENTION "SHIT TONE OF TRASH CODE INCLUDED, SOME PARTS OF CODE, INCLUDING PROTECTION FROM ANTI-CHEAT WERE REMOVED, FIX IT BY YOURSELF"
/*===========================================================================
= Crusader ~ 2000-2002 / Panzer ~ ????-2005 / Hardee ~ 2015-2018 =
===========================================================================
= Hard Hook Reborn - CSO / CSN:Z Hack by Hardee ===========================
= Credits: ================================================================
- GameDeception and UnknownCheaters tuts (too much names should be there,
no time to find them all)
- Jody Redlot for good working no scope code (eventho i reworked it)
- Jusic, ot dushi bratishka <3
- All my niggas from vk.com/hardhook, your patience is really amazing
- Panzer and Crusader, you guys rock!
===========================================================================
= Features: =
- XQZ Wallhack
- ESP (Box, Triangles, Lines, Aim Point)
- Aimbot, Aim Smooth, Aim Height, Aim FOV, Aim Presets, Team Check
- Chams (2 modes)
- Removals (No Smoke, No Flash, No Fog, No Scope)
- Misc (HUD Hack, Zoom Hack, Additional Crosshair)
- Pretty dope menu, configs support, offsets-independed, hack protection,
MUCH improved code, a lot of my self-coded functions, logging
===========================================================================
= Undetected against: XignCode3 / BlackCipher2 / HackShield =
===========================================================================
=========================================================================*/
#define M_PI 3.14159265358979323846 //sorry for mixed russian~english comments, and yes, it's PI
#define _CRT_SECURE_NO_WARNINGS
#include "OpenGL32.h" //îïåíãë ôóíêöèè
#include "Main.h" //âñå îñòàëüíûå ôóíêöèè/ïåðåìåííûå
#include "Structs.h" //ñòðóêòóðû
cvars_s cvar; //çíà÷åíèÿ
colors_s colors; //öâåòà
keys_s keys; //äëÿ óïðàâëåíèÿ êëàâèøàìè
menu_s menu; //äëÿ ìåíþ
team_s team[3]; //âåðòåêñû, êîìàíäû
player_s player; //êîîðäèíàòû èãðîêà, âåêòîðû, âûñîòà è ïðî÷åå
inits_s init;
void sys_glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t)
{
orig_glMultiTexCoord2fARB(target, s, t);
}
void sys_glActiveTextureARB(GLenum target)
{
orig_glActiveTextureARB(target);
}
void sys_BindTextureEXT(GLenum target, GLuint texture)
{
orig_BindTextureEXT(target, texture);
}
void sys_glAlphaFunc(GLenum func, GLclampf ref)
{
(*orig_glAlphaFunc) (func, ref);
}
void sys_glBegin(GLenum mode)
{
if (cvar.nofog && bDrawnWorld) {
(*orig_glDisable)(GL_FOG);
}
if ((mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN) && bDrawnWorld) { //ïèçäàòûé àíäåòåêò âõ + ÷àìñû
if (cvar.chams) {
(*orig_glBindTexture)(GL_TEXTURE_2D, 0);
}
if (cvar.wallhack && bWall && FoundAnEntity == FALSE) {
if (!bDrawingEnts) {
bDrawingEnts = true; //ýíòèòè îòðèñîâûâàþòñÿ (÷åðåç ñòåíó)
(*orig_glClear)(GL_ACCUM);
}
}
(*orig_glTexEnvi)(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
if (cvar.nosmoke && bDrawnWorld) //nosmoke
{
if (mode == GL_QUADS)
{
GLfloat smokecol[4];
(*orig_glGetFloatv)(GL_CURRENT_COLOR, smokecol);
if ((smokecol[0] == smokecol[1]) && (smokecol[0] == smokecol[2]) && (smokecol[0] != 0.0) && (smokecol[0] != 1.0) && (smokecol[0] >= 0.6) && (smokecol[0] <= 0.7)) { //?
(*orig_glColor4f)(smokecol[0], smokecol[1], smokecol[2], 0.01);
bSmoke = true;
}
else {
bSmoke = false;
}
}
}
if (mode == GL_QUADS && bDrawnWorld)
{
if (cvar.noflash) //noflash
{
GLfloat flashcol[4];
(*orig_glGetFloatv)(GL_CURRENT_COLOR, flashcol);
(flashcol[0] == 1.0f && flashcol[1] == 1.0f && flashcol[2] == 1.0f && flashcol[3] > 0.2) ? bFlash = true : bFlash = false;
}
if (cvar.hudhack) { //hudhack
float color[4];
(*orig_glGetFloatv)(GL_CURRENT_COLOR, color);
bWhite = (color[0] == 1.0f) && (color[1] == 1.0f) && (color[2] == 1.0f) && (color[3] > 0.0f);
bBlack = (color[0] == 0.0f) && (color[1] == 0.0f) && (color[2] == 0.0f) && (color[3] >= 0.0f);
if (!(bWhite || bBlack))
(*orig_glColor4ub)(colors.hudRed, colors.hudGreen, colors.hudBlue, 100);
}
}
if ((mode == GL_POLYGON || mode == GL_QUADS || mode == GL_QUAD_STRIP) && cvar.noscope && bDrawnWorld) //óëó÷øåííûé noscope îò Æåíè è ìåíÿ
{
GLfloat scopecol[4];
(*orig_glGetFloatv)(GL_CURRENT_COLOR, scopecol);
if (scopecol[0] == 0.0 && scopecol[1] == 0.0 && scopecol[2] == 0.0)
{
(*orig_glEnable)(GL_BLEND);
(*orig_glBlendFunc)(1, 2), (GL_DEPTH_TEST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA_SATURATE);
(*orig_glColor4f)(scopecol[0], scopecol[1], scopecol[2], 0.01f);
}
}
if (cvar.chams == 2 && bDrawnWorld) { //ïðîçðà÷íûå ìîäåëüêè
if (mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN) {
(*orig_glEnable)(GL_BLEND);
(*orig_glBlendFunc)(1, 2), (GL_DEPTH_TEST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA_SATURATE);
//(*orig_glBlendFunc)(GL_ONE, GL_ONE);
}
}
(*orig_glBegin) (mode);
}
void sys_glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)
{
(*orig_glBitmap) (width, height, xorig, yorig, xmove, ymove, bitmap);
}
void sys_glBlendFunc(GLenum sfactor, GLenum dfactor)
{
(*orig_glBlendFunc) (sfactor, dfactor);
}
void sys_glClear(GLbitfield mask)
{
(*orig_glClear)(mask);
}
void sys_glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
(*orig_glClearAccum) (red, green, blue, alpha);
}
void sys_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
(*orig_glClearColor) (red, green, blue, alpha);
}
void sys_glColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
(*orig_glColor3f) (red, green, blue);
}
void sys_glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
{
(*orig_glColor3ub) (red, green, blue);
}
void sys_glColor3ubv(const GLubyte * v)
{
(*orig_glColor3ubv) (v);
}
void sys_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
(*orig_glColor4f) (red, green, blue, alpha);
}
void sys_glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
(*orig_glColor4ub) (red, green, blue, alpha);
}
void sys_glCullFace(GLenum mode)
{
(*orig_glCullFace) (mode);
}
void sys_glDeleteTextures(GLsizei n, const GLuint * textures)
{
(*orig_glDeleteTextures) (n, textures);
}
void sys_glDepthFunc(GLenum func)
{
(*orig_glDepthFunc) (func);
}
void sys_glDepthMask(GLboolean flag)
{
(*orig_glDepthMask) (flag);
}
void sys_glDepthRange(GLclampd zNear, GLclampd zFar)
{
(*orig_glDepthRange) (zNear, zFar);
}
void sys_glDisable(GLenum cap)
{
(*orig_glDisable) (cap);
}
void sys_glEnable(GLenum cap)
{
if (!FirstInit) //ïåðâûé èãðîâîé êàäð
{
FirstInit = true;
Utils.BuildFont(); //çàãðóæàåì òî÷å÷íûé øðèôò
Utils.UnvalidVertex(); //ñáðàñûâàåì âåðøèíû
if (ProneFix = 0)
player_height_min = 0; //ôèêñ ïðèñåâøèõ èãðîêîâ äëÿ äîäà íàïðèìåð
else if (!ProneFix)
player_height_min = 40; //ìèíèìàëüíàÿ âûñîòà èãðîêà, ïðè êîòîðîé îí íå ñ÷èòàåòñÿ "ìåðòâûì" /*!ÂÍÈÌÀÍÈÅ!*/
player_height_max = 120; //ìàêñèìàëüíî äîïóñòèìàÿ âûñîòà èãðîêà
Utils.SetVerts(); //çàäà¸ì çíà÷åíèÿ âåðòåêñîâ (àëüòåðíàòèâà - ïðîâåðÿòü â glShadeModel)
player_vertex_min = Utils.GetVertexMin(); //ïîëó÷èòü ìèíèìàëüíûé âåðòåêñ
player_vertex_max = Utils.GetVertexMax(); //ïîëó÷èòü ìàêñèìàëüíûé âåðòåêñ
Config.LoadSettings(); //ãðóçèì êîíôèã
(*orig_glGetIntegerv)(GL_VIEWPORT, vp); //áåð¸ì äëèíó/øèðèíó ýêðàíà
}
if (EnableDraw) //åñëè viewport âûçâàí 5ûé ðàç è ÷èò çàãðóæåí (ôèêñ ôïñ äðîïîâ)
{
EnableDraw = false;
if (menu.active) //1337 OGL ìåíþ
Draw.Menu(40, 30);
if (cvar.crosshair && !bCross && bDrawnWorld) { //ïðèöåë
Draw.Crosshair(colors.crossRed, colors.crossGreen, colors.crossBlue, colors.crossAlpha, cvar.crosshairSize, cvar.crosshair);
bCross = true;
}
if (cvar.drawfov && !bFOV && bDrawnWorld) { //ôîâ äëÿ àèìà
Draw.Circle(cvar.fov, 1.3f, 250, 250, 250, 100);
bFOV = true;
}
if (cvar.debug) //ñïèñîê èãðîêîâ (èìÿ (ìîäåëü))
Draw.PlayersInfo(vp[2] - 320, 30);
}
(*orig_glEnable) (cap);
}
void sys_glEnd(void)
{
(*orig_glEnd) ();
}
void sys_glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
if (cvar.zoomhack && GetAsyncKeyState(keys.zoomkey)) { //çóìõàê
if (cvar.zoomfactor > 9)
cvar.zoomfactor = 9;
top = zNear * tan((50 - cvar.zoomfactor * 5) * M_PI / 360);
bottom = -top;
left = bottom * 4 / 3;
right = top * 4 / 3;
}
(*orig_glFrustum) (left, right, bottom, top, zNear, zFar);
}
void sys_glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
(*orig_glOrtho) (left, right, bottom, top, zNear, zFar);
}
void sys_glPopMatrix(void)
{
if (cvar.wallhack) //ñòåíà áûëà îòðèñîâàíà
bWall = false;
if (player.get) //èãðîê áûë îòðèñîâàí
player.get = false;
(*orig_glPopMatrix) ();
}
void sys_glPopName(void)
{
(*orig_glPopName) ();
}
void sys_glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLclampf * priorities)
{
(*orig_glPrioritizeTextures) (n, textures, priorities);
}
void sys_glPushAttrib(GLbitfield mask)
{
(*orig_glPushAttrib) (mask);
}
void sys_glPushClientAttrib(GLbitfield mask)
{
(*orig_glPushClientAttrib) (mask);
}
void sys_glPushMatrix(void)
{
if (cvar.wallhack)
bWall = true; //ðèñóåòñÿ ñòåíà
(*orig_glPushMatrix) ();
}
void sys_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
(*orig_glRotatef) (angle, x, y, z);
}
void sys_glShadeModel(GLenum mode)
{
(*orig_glShadeModel) (mode);
GLdouble wx, wy, wz, wx2, wy2, wz2, wx3, wy3, wz3;
GLfloat color[4];
(*orig_glGetFloatv)(GL_CURRENT_COLOR, color);
(*orig_glGetDoublev)(GL_MODELVIEW_MATRIX, mm);
(*orig_glGetDoublev)(GL_PROJECTION_MATRIX, pm);
(*orig_glDisable)(GL_TEXTURE_2D);
//Çäåñü íà÷èíàåòñÿ îòðèñîâêà ìîäåëåé
if ((mode == GL_SMOOTH) && !(player.get))
{
player.get = true;
player.highest_z = -99999;
player.lowest_z = -99999;
player.vertices = 0;
}
else {
if (Utils.isWeapon(player.vertices) != "not a weapon") { /* åñï íà íåêîòîðîå îðóæèå
(ñ4, ãðàíàòû, íåêîòîðûå ãèëüçû(äà, ëîë, è íå ôèêñèòñÿ)) */
gluProject(player.highest_x, player.highest_y, player.highest_z + roffset, mm, pm, vp, &wx, &wy, &wz);
gluProject(player.lowest_x, player.lowest_y, player.lowest_z, mm, pm, vp, &wx2, &wy2, &wz2);
float px = (float)(wx / (vp[2] / 2)) - 1;
float py = (float)(wy / (vp[3] / 2)) - 1;
float px2 = (float)(wx2 / (vp[2] / 2)) - 1;
float py2 = (float)(wy2 / (vp[3] / 2)) - 1;
Draw.WeaponEsp(px, py, px2, py2, player.vertices);
}
if (player.get && player.vertices > player_vertex_min && player.height > player_height_min && player.height < player_height_max && player.height < 80)
{
if ((player.height > player_height_min) && (player.height < 55)) //èãðîê ñèäèò?
//roffset = (26.0f - cvar.duck_h)*(-1.0f); //èñïîëüçóåì îôôñåò, åñëè äà
roffset = cvar.aimheight_d * (-1.0f);
else
//roffset = (24.0f - cvar.stand_h)*(-1.0f);
roffset = cvar.aimheight_s * (-1.0f);
gluProject(player.highest_x, player.highest_y, player.highest_z + roffset, mm, pm, vp, &wx, &wy, &wz);
gluProject(player.lowest_x, player.lowest_y, player.lowest_z, mm, pm, vp, &wx2, &wy2, &wz2);
gluProject(player.highest_x, player.highest_y, player.highest_z, mm, pm, vp, &wx3, &wy3, &wz3);
GLfloat rasdist[1]; GLfloat headDist[1]; GLfloat footDist[1];
(*orig_glRasterPos3f)(player.highest_x, player.highest_y, player.highest_z + roffset);
(*orig_glGetFloatv)(GL_CURRENT_RASTER_DISTANCE, rasdist);
player.distance = fabs(rasdist[0]);
(*orig_glRasterPos3f)(player.highest_x, player.highest_y, player.highest_z);
(*orig_glGetFloatv)(GL_CURRENT_RASTER_DISTANCE, headDist);
player.headDistance = fabs(headDist[0]);
(*orig_glRasterPos3f)(player.lowest_x, player.lowest_y, player.lowest_z);
(*orig_glGetFloatv)(GL_CURRENT_RASTER_DISTANCE, footDist);
player.footDistance = fabs(footDist[0]);
player.cDistance = fabs((player.headDistance + player.footDistance) / 2);
if (cvar.debug) { //îòëàäî÷íîå åñï äëÿ ïîèñêà âåðøèí
if (player.vertices > vertMin && player.vertices < vertMax) {
if (player.height < player_height_min) {
player.dead = true;
}
else {
player.dead = false;
float px2 = (float)(wx2 / (vp[2] / 2)) - 1;
float py2 = (float)(wy2 / (vp[3] / 2)) - 1;
Draw.DebugEsp(px2, py2, player.vertices);
}
}
}
if (Utils.isPlayer(player.vertices)) { //åñëè öåëü - èãðîê
if (player.height < player_height_min) { //êîãäà pronefix - 1, âñåãäà ëîæíî
player.dead = true;
}
else {
player.dead = false;
float px = (float)(wx / (vp[2] / 2)) - 1;
float py = (float)(wy / (vp[3] / 2)) - 1;
float pz = (float)(wz / (vp[2] / 2)) - 1;
float px2 = (float)(wx2 / (vp[2] / 2)) - 1;
float py2 = (float)(wy2 / (vp[3] / 2)) - 1;
float pz2 = (float)(wz2 / (vp[2] / 2)) - 1;
float px3 = (float)(wx3 / (vp[2] / 2)) - 1;
float py3 = (float)(wy3 / (vp[3] / 2)) - 1;
float pz3 = (float)(wz3 / (vp[2] / 2)) - 1;
Draw.PlayerEsp(px3, py3, pz3, px2, py2, pz2, player.vertices, player.cDistance);
// ^ ðèñóåì åñï íà èãðîêå, ïåðåäà¸ì â ôóíêöèþ åãî âåðøèíû
Draw.AimPoint(px, py); //ðèñóåì òî÷êó, êóäà áóäåò èäòè íàâîäêà
}
}
float delx = ((float)((vp[2] / 2) - (wx)));
float dely = ((float)((vp[3] / 2) - (vp[3] - wy)));
float lastx2 = ((vp[2] / 2) - ((player.vector_x * vp[2]) / 65535));
float lasty2 = ((vp[3] / 2) - (((player.vector_y * vp[3]) / 65535) + vp[3]));
if (AimAt == -1 && player.height > player_height_min && player.height < player_height_max)
{
//íå âêëþ÷àåì â ïîèñê íàøó ìîäåëü
//åñëè íàøëè êîãî-òî, ïðîâåðÿåì åãî êîìàíäó
if ((player.vertices < player_vertex_max) && (player.vertices > player_vertex_min) && (player.height < player_height_max) && (wx >= vp[2] / 2 - cvar.fov) && (wx <= vp[2] / 2 + cvar.fov) && (wy >= vp[3] / 2 - cvar.fov) && (wy <= vp[3] / 2 + cvar.fov)) {
if (Utils.isPlayer(player.vertices)) {
if (((delx + dely) < (lastx2 + lasty2)) || (player.vector_x + player.vector_y) == 0)
{
//ñ÷èòàåì è çàäà¸ì âåêòîðû äâèæåíèÿ ìûøè
player.vector_x = (float)((wx * 65535) / vp[2]);
player.vector_y = (float)(((vp[3] - wy) * 65535) / vp[3]);
TargetX = (float)wx;
TargetY = (int)vp[3] - (float)wy;
}
//ïîçèöèÿ ìîäåëè äëÿ ïðîâåðêè íà âèäèìîñòü
player.origin_x = player.highest_x;
player.origin_y = player.highest_y;
player.origin_z = player.highest_z + roffset;
if (Utils.isPlayer(player.vertices) && cvar.target == 0) {
AimAt = 0; //àèì íà ëþáîãî èãðîêà
}
else {
switch (Utils.GetTeam(player.vertices)) {
case 1:
if (cvar.target == 1) //tt
AimAt = 1;
break;
case 2:
if (cvar.target == 2) //ct
AimAt = 2;
break;
case 3:
if (cvar.target == 3) //zm
AimAt = 3;
break;
}
}
}
}
}
}
}
(*orig_glEnable)(GL_TEXTURE_2D);
(*orig_glColor4f)(color[0], color[1], color[2], color[3]);
}
void sys_glTexCoord2f(GLfloat s, GLfloat t)
{
(*orig_glTexCoord2f) (s, t);
}
void sys_glTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
(*orig_glTexEnvf) (target, pname, param);
}
void sys_glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels)
{
(*orig_glTexImage2D) (target, level, internalformat, width, height, border, format, type, pixels);
}
void sys_glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
(*orig_glTexParameterf) (target, pname, param);
}
void sys_glTranslated(GLdouble x, GLdouble y, GLdouble z)
{
(*orig_glTranslated) (x, y, z);
}
void sys_glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
(*orig_glTranslatef) (x, y, z);
}
void sys_glVertex2f(GLfloat x, GLfloat y)
{
if (bFlash && cvar.noflash && bDrawnWorld)
{
if (x == vp[2] && y == vp[3]) //êàê òîëüêî ýêðàí çàëèâàåòñÿ ñïëîøíûì áåëûì öâåòîì (ýôôåêò îò ôëåøêè)
{
(*orig_glColor4f)(1.0f, 1.0f, 1.0f, 0.1f); //çàìåíÿåì åãî íà öâåò ñ î÷åíü ìàëåíüêîé ïðîçðà÷íîñòüþ
bFlash = false;
}
return (*orig_glVertex2f) (x, y);
}
else
return (*orig_glVertex2f) (x, y);
}
void sys_glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
if (cvar.chams && player.get && bDrawnWorld) //íîâûå ÷àìñû
(*orig_glColor4ub)(colors.chamsRed, colors.chamsGreen, colors.chamsBlue, 150);
if (player.get)
{
player.vertices++; //ñ÷èòàåì âñå âåðøèíû
//èùåì ñàìóþ áîëüøóþ òî÷êó íà ìîäåëè èãðîêà
if ((z > player.highest_z) || (player.highest_z == -99999))
{
player.highest_x = x;
player.highest_y = y;
player.highest_z = z;
}
//è ñàìóþ ìàëåíüêóþ..
if ((z < player.lowest_z) || (player.lowest_z == -99999)) {
player.lowest_x = x;
player.lowest_y = y;
player.lowest_z = z;
}
player.height = player.highest_z - player.lowest_z;
(*orig_glEnable)(GL_TEXTURE_2D);
}
(*orig_glVertex3f) (x, y, z);
}
void sys_glVertex3fv(const GLfloat * v)
{
return (*orig_glVertex3fv) (v);
ModelViewport = true;
bDrawnWorld = true; //ìèð îòðèñîâûâàåòñÿ
if (cvar.chams && player.get && bDrawnWorld) //íîâûå ÷àìñû
(*orig_glColor4ub)(colors.chamsRed, colors.chamsGreen, colors.chamsBlue, 150);
if (player.get)
{
player.vertices++; //ñ÷èòàåì âñå âåðøèíû
//èùåì ñàìóþ áîëüøóþ òî÷êó íà ìîäåëè èãðîêà
if ((v[2] > player.highest_z) || (player.highest_z == -99999))
{
player.highest_x = v[0];
player.highest_y = v[1];
player.highest_z = v[2];
}
//è ñàìóþ ìàëåíüêóþ..
if ((v[2] < player.lowest_z) || (player.lowest_z == -99999)) {
player.lowest_x = v[0];
player.lowest_y = v[1];
player.lowest_z = v[2];
}
player.height = player.highest_z - player.lowest_z;
(*orig_glEnable)(GL_TEXTURE_2D);
}
if (cvar.nosmoke && bSmoke && v[0] != player.highest_x && v[1] != player.highest_y && v[2] != player.highest_z &&
v[0] != player.lowest_x && v[1] != player.lowest_y && v[2] != player.lowest_z) { //1337 smoke check
return;
}
(*orig_glVertex3fv) (v);
}
void sys_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
ViewportCount++;
if (ViewportCount >= 5)
EnableDraw = true; //êîãäà viewport âûçâàí 5 ðàç, ðàçðåøàåì îòðèñîâêó òåêñòà è ïðî÷èõ ãðàôè÷åñêèõ ýëåìåíòîâ
if (ModelViewport)
{
//åñëè èãðîê âî âðàæåñêîé êîìàíäå è êàêîé ëèáî èç ìåòîäîâ àèìà âûáðàí..
if (AimAt == cvar.target && cvar.aimbot && GetAsyncKeyState(VK_MBUTTON) && bDrawnWorld)
{
if (cvar.aimsmooth == 0) {
mouse_event(MOUSEEVENTF_MOVE | MOUSEEVENTF_ABSOLUTE, player.vector_x, player.vector_y, 0, 0);
}
else {
if (TargetX && TargetY) //íå ðàáîòàåò ñóê
{
POINT Target;
DWORD ScrX = vp[2] / 2;
DWORD ScrY = vp[3] / 2;
if (TargetX > (ScrX)) { //ñóêà
Target.x = TargetX - (ScrX);
Target.x /= cvar.aimsmooth;
Target.x = +Target.x;
}
if (TargetX < (ScrX)) { //áëÿòü
Target.x = (ScrX)-TargetX;
Target.x /= cvar.aimsmooth;
Target.x = -Target.x;
}
if (TargetX == (ScrX)) { //ðàáîòàé
Target.x = 0;
}
if (TargetY > (ScrY)) { //íàõóé
Target.y = TargetY - (ScrY);
Target.y /= cvar.aimsmooth;
Target.y = +Target.y;
}
if (TargetY < (ScrY)) { //áëÿòü
Target.y = (ScrY)-TargetY;
Target.y /= cvar.aimsmooth;
Target.y = -Target.y;
}
if (TargetY == (ScrY)) { //ÀÛßÂÎÏÎÏÛËðï
Target.y = 0;
}
}
}
}
if (cvar.rcs > 0 & bDrawnWorld) {
POINT CurPos;
if (GetAsyncKeyState(VK_LBUTTON)) {
GetCursorPos(&CurPos);
SetCursorPos(CurPos.x, CurPos.y + cvar.rcs);
}
}
//ñáðîñ âñåãî äëÿ ïîäñ÷åòà â ñëåäóþùåì êàäðå
player.highest_z = -99999;
player.lowest_z = -99999;
AimAt = -1;
player.vector_x = 0;
player.vector_y = 0;
player.x = 0; player.y = 0;
}
//òóò òîæå ñáðîñ, ïî òîé æå ïðè÷èíå
ModelViewport = false;
bCross = false;
bFOV = false;
if (EnableDraw) //ïðîâåðÿåì íàæàòû ëè îäíè èç ñëåäóþùèõ êëàâèø åñëè >5ûé viewport (äîâîëüíî áûñòðî)
{
Utils.HandleKey(keys.menukey);
Utils.HandleKey(VK_LEFT);
Utils.HandleKey(VK_RIGHT);
Utils.HandleKey(VK_UP);
Utils.HandleKey(VK_DOWN);
}
vp[2] = width; //êàçàëîñü áû, ïðè÷¸ì çäåñü Óêðàèíà?
vp[3] = height; //è ÷òî Òèòîâ?
(*orig_glViewport) (x, y, width, height);
}
PROC sys_wglGetProcAddress(LPCSTR ProcName) //õóÿ, ëîë, òóò GetProcAddress õóê âàëÿëñÿ ïîä íîãàìè äâà ãîäà, ðîôë
{ //ñïàñèáî òåáå êðóñàäåð. îò äóøè.
if (!strcmp(ProcName, "glMultiTexCoord2fARB"))
{
orig_glMultiTexCoord2fARB = (func_glMultiTexCoord2fARB_t)orig_wglGetProcAddress(ProcName);
return (FARPROC)sys_glMultiTexCoord2fARB;
}
else if (!strcmp(ProcName, "glBindTextureEXT"))
{
orig_BindTextureEXT = (func_BindTextureEXT_t)orig_wglGetProcAddress(ProcName);
return (FARPROC)sys_BindTextureEXT;
}
else if (!strcmp(ProcName, "glActiveTextureARB"))
{
orig_glActiveTextureARB = (func_glActiveTextureARB_t)orig_wglGetProcAddress(ProcName);
return (FARPROC)sys_glActiveTextureARB;
}
return orig_wglGetProcAddress(ProcName);
}
void sys_wglSwapBuffers(HDC hDC)
{
ViewportCount = 0; //ñáðàñûâàåò êîë-âî âûçîâîâ viewport, òàê êàê ýòî ïîñëåäíÿÿ ôóíêöèÿ â êîíöå êàæäîãî êàäðà
bDrawnWorld = false; //ìèð íå îòðèñîâûâàåòñÿ
bDrawingEnts = false; //ýíòèòè íå îòðèñîâûâàþòñÿ
(*orig_wglSwapBuffers) (hDC);
}
#pragma warning(disable:4100)
BOOL __stdcall DllMain(HINSTANCE hinstDll, DWORD fdwReason, LPVOID lpvReserved)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(hOriginalDll);
hInst = hinstDll;
return Init();
case DLL_PROCESS_DETACH:
if (hOriginalDll != NULL)
{
Config.SaveSettings(); //ñîõðàíÿåì íàñòðîéêè ÷èòà
Log("[Hooking] Hard Hook Detached. Exit code: %d\r\n", GetLastError());
FreeLibrary(hOriginalDll);
hOriginalDll = NULL;
}
break;
}
return TRUE;
}
#pragma warning(default:4100)
void __cdecl Log(const char* fmt, ...) //spasibo
{
va_list va_alist;
char logbuf[256] = "";
FILE* fp;
SYSTEMTIME SysTime;
GetLocalTime(&SysTime);
va_start(va_alist, fmt);
_vsnprintf(logbuf + strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
va_end(va_alist);
if ((fp = fopen("hardhook.log", "ab")) != NULL) //îòêðûâàåò ëîã ôàéë, ïèøåò òóäà ñòðîêó ôîðìàòà [Âðåìÿ] Ñîîáùåíèå
{
fprintf(fp, "[%02d:%02d:%02d] %s\r\n", SysTime.wHour, SysTime.wMinute, SysTime.wSecond, logbuf);
fclose(fp);
}
}