Compare commits

..

69 Commits

Author SHA1 Message Date
Wizzard e53e7c5d37 Add support for Space-Life 2024-01-23 01:45:59 -05:00
Wizzard 184e52dcbc Better temp CS1.6 tracer fix 2023-09-22 00:35:35 -04:00
Wizzard 3738e6cd7c Fix links 2023-09-21 15:08:13 -04:00
Wizzard 543c00e294 Added dz_visuals_fov 2023-09-21 15:00:14 -04:00
Wizzard 21d9cac264 Added invisible character & added 'dz_misc_namechanger_speed' 2023-09-21 12:33:22 -04:00
Wizzard 8a5b96505b Added basic namechanger 'dz_misc_namechanger' 2023-09-21 12:16:03 -04:00
Wizzard 72dc42006f Updated util.c 2023-09-21 02:31:39 -04:00
Wizzard 1c4bc57713 Formatting fixes 2023-09-21 02:30:31 -04:00
Wizzard d9339d0d5a Small esp update 2023-09-21 02:30:15 -04:00
Wizzard 44e5dc34c0 DOD specific aiming 2023-09-21 00:12:50 -04:00
Wizzard 17b4e4e3a3 Fakeduck always when holding space 2023-09-20 23:58:54 -04:00
Wizzard 0b0664e4cf More advanced antiaim, also added fakeduck 2023-09-20 23:43:31 -04:00
Wizzard d3b6c64003 More advanced antiaim, also added fakeduck 2023-09-20 23:42:41 -04:00
Wizzard f93a21ce16 Stop anti-aim on attack and use 2023-09-20 23:19:16 -04:00
Wizzard 87208744e1 Anti aim fixed 2023-09-20 23:10:57 -04:00
Wizzard f7fc075c4a Modified aim.c 2023-09-20 22:51:43 -04:00
Wizzard f26da3e84f Added back aim_autoshoot 2023-09-20 22:47:45 -04:00
Wizzard e440b15a9d Adjust aim for 1.6 2023-09-20 21:11:07 -04:00
Wizzard 1d99e0758a Fix non silent aim missing it's first shot 2023-09-20 20:37:29 -04:00
Wizzard 9a109b3882 Updated silent aim 2023-09-20 20:34:38 -04:00
Wizzard 36459f0d6a Updated aim.c 2023-09-20 20:22:25 -04:00
Wizzard 3bd0fe52da Added anti-aim 'dz_movement_antiaim' and 'dz_movement_antiaim_view' 2023-09-20 19:40:32 -04:00
Wizzard 88bdad24b1 Fixed aimbot for CS1.6 2023-09-20 17:49:26 -04:00
Wizzard a898563249 Remove get_cur_game and references to it 2023-09-20 15:50:57 -04:00
Wizzard 2401ecf71e Updated README again, I might be retarded 2023-09-20 15:06:00 -04:00
Wizzard 4b54871340 Credits 2023-09-20 19:03:32 +00:00
Wizzard a09d80fbfa Readme fix 2023-09-20 14:53:39 -04:00
Wizzard 7fc0a14ae6 Added dz_visuals_friendly to not render friendly players. Change all cvars to a new format. 2023-09-20 14:51:49 -04:00
Wizzard 7239d610a8 Renamed 'dz_silent_aim' to 'dz_aimbot_silent_aim' 2 2023-09-20 10:33:34 -04:00
Wizzard 3aaf7c8346 Renamed 'dz_silent_aim' to 'dz_aimbot_silent_aim' 2023-09-20 10:32:49 -04:00
Wizzard a5234c16a3 Replaced original arthurs game detection code. Fixed aimbot shooting teamates and chams. 2023-09-20 10:28:08 -04:00
Wizzard f38678d727 Added cvar 'dz_silent_aim' 2023-09-20 09:59:07 -04:00
Wizzard e43cea56f8 Updated aim.c 2023-09-20 09:17:50 -04:00
Wizzard c5e985bc42 Deathmatch classic support 2023-09-20 08:46:08 -04:00
Wizzard c1ff555e17 Add sounds on injection 2023-09-19 18:54:15 -04:00
Wizzard b7bac66484 Disable tracers by default on CS1.6 2023-09-19 18:19:04 -04:00
Wizzard a688d94e9d Rainbow watermark + cvar dz_watermark_rainbow 2023-09-19 16:41:13 -04:00
Wizzard deccfca8e3 Faster Bhop 2023-09-19 16:29:37 -04:00
Wizzard b29f71e597 Dirty temp fix for tracers in CS1.6 2023-09-19 14:46:59 -04:00
Wizzard c7ee48dfa6 Added game by game detection to help fix certain issues with specific games 2023-09-19 13:16:13 -04:00
Wizzard a7b30ca7f8 Note about watermark 2023-09-19 11:54:58 -04:00
Wizzard 1f3e531610 Revert "Fix cvars not showing up"
This reverts commit 0e7f955c7d.
2023-09-19 10:55:51 -04:00
Wizzard 0e7f955c7d Fix cvars not showing up 2023-09-19 10:54:04 -04:00
Wizzard f0485a3f36 Change cvar from 'cv_' to 'dz_' 2023-09-19 10:45:57 -04:00
Wizzard 02888c1158 Fix links 2023-09-19 10:42:56 -04:00
Wizzard b9851de177 Fix readme 2023-09-19 10:40:05 -04:00
Wizzard 56f8ae79d7 Added cv_watermark 2023-09-19 10:38:01 -04:00
8dcc f9db9ff1b6 Change value of cl_forwardspeed 2023-08-05 00:50:28 +02:00
8dcc 29a40f63da Add missing unload to include 2023-08-01 19:53:43 +02:00
8dcc b7c6e74dd4 README - Add supported games 2023-08-01 13:35:36 +02:00
8dcc 510243c46d Add can_shoot to aimbot 2023-07-31 20:57:25 +02:00
8dcc fb6ed02dd4 Add clip check to can_shoot 2023-07-31 20:10:45 +02:00
8dcc 42a7961142 Store clip from HUD_PostRunCmd 2023-07-31 20:10:27 +02:00
8dcc da6cf86910 README - Add autoshoot to features 2023-07-31 18:06:21 +02:00
8dcc 3414d131f4 Add autoshoot
If this cvar is enabled (1), and the aimbot is enabled (fov>0), it will
stop attacking if there is no visible target.
2023-07-31 18:03:26 +02:00
8dcc 83278b9983 Change head offset if crouched 2023-07-31 18:03:14 +02:00
8dcc 4bb21a4ca6 Fix fov calculations, fix aimbot head offset 2023-07-31 17:40:01 +02:00
8dcc 51c302f492 Add alive check to localplayer 2023-07-31 16:10:47 +02:00
8dcc 865a02a8cd README - Add tracers feature 2023-07-31 15:57:23 +02:00
8dcc d09fdf66b5 Add bullet tracers 2023-07-31 15:55:01 +02:00
8dcc 87e6b34eee Add cv_tracers cvar 2023-07-31 15:54:47 +02:00
8dcc cd3fde56a3 Hook HUD_PostRunCmd and store NextAttacks 2023-07-31 15:36:41 +02:00
8dcc 3d3ebd7c5a Add can_shoot and draw_tracer to util.c 2023-07-31 15:36:09 +02:00
8dcc 7cf0b30495 Add g_flNextAttack and g_flNextPrimaryAttack 2023-07-31 15:35:44 +02:00
8dcc 70a69c1fc8 Add is_visible check to aimbot 2023-07-30 23:53:39 +02:00
8dcc e26d5639c2 Add aim punch compensation to aimbot 2023-07-30 20:05:33 +02:00
8dcc 0625638e31 Hook CalcRefdef, store punchAngles 2023-07-30 20:05:22 +02:00
8dcc 56fa55a751 Add g_punchAngles 2023-07-30 20:05:12 +02:00
8dcc bb6c9efc50 Modify vec_copy so it supports float[] 2023-07-30 20:04:28 +02:00
25 changed files with 819 additions and 188 deletions

View File

@ -5,7 +5,7 @@ INCLUDES=-Isrc/include/sdk/common -Isrc/include/sdk/public -Isrc/include/sdk/pm_
CFLAGS=-Wall -Wextra -Wno-write-strings -m32 -fPIC $(INCLUDES)
LDFLAGS=-lm
OBJS=obj/main.c.o obj/globals.c.o obj/cvars.c.o obj/hooks.c.o obj/detour.c.o obj/util.c.o obj/features/movement.c.o obj/features/esp.c.o obj/features/chams.c.o obj/features/aim.c.o obj/features/misc.c.o
OBJS=obj/main.c.o obj/globals.c.o obj/cvars.c.o obj/hooks.c.o obj/detour.c.o obj/util.c.o obj/features/movement.c.o obj/features/anti_aim.c.o obj/features/fov.c.o obj/features/namechanger.c.o obj/features/esp.c.o obj/features/chams.c.o obj/features/aim.c.o obj/features/misc.c.o obj/game_detection.c.o
BIN=libhlcheat.so
.PHONY: clean all inject

View File

@ -1,14 +1,21 @@
#+title: Half-Life cheat
#+title: Half-Life cheat (Original author: [[https://github.com/8dcc/][8dcc]])
#+options: toc:nil
#+startup: showeverything
#+author: 8dcc
#+author: Wizzard
*Linux cheat for Half-Life 1 (and goldsrc).*
*Linux cheat for goldsrc games.*
#+TOC: headlines 2
* Description
Simple linux cheat for Half-Life 1 (and most /goldsrc/ games) made in C.
Simple linux cheat for most goldsrc games, made in C.
Supported games:
- [[https://store.steampowered.com/app/70/HalfLife/][Half-Life 1]]
- [[https://store.steampowered.com/app/10/CounterStrike/][Counter-Strike 1.6]]
- [[https://store.steampowered.com/app/20/Team_Fortress_Classic/][Team Fortress Classic]]
- [[https://store.steampowered.com/app/30/Day_of_Defeat/][Day of Defeat]]
- [[https://store.steampowered.com/app/40/Deathmatch_Classic/][Deathmatch Classic]]
This project was heavily inspired by [[https://github.com/UnkwUsr/hlhax][UnkwUsr/hlhax]], and would not have been
possible without his help. Make sure to check out his repo too.
@ -17,30 +24,46 @@ Also make sure to check out [[https://github.com/deboogerxyz/ahc][deboogerxyz/ah
* Features
| Feature | Command | Values (0..n) |
|------------+---------------+------------------------|
| Bhop | =cv_bhop= | off/on |
| Autostrafe | =cv_autostrafe= | off/rage/legit |
| Aimbot | =cv_aimbot= | off/fov* |
| ESP | =cv_esp= | off/3d-box/name/all |
| Chams | =cv_chams= | off/players/hands/all* |
| Crosshair | =cv_crosshair= | off/length |
| Feature | Command | Values |
|------------|------------------------|-----------------------|
| Bhop | =dz_movement_bhop= | off/on |
| Autostrafe | =dz_movement_autostrafe= | off/rage/legit |
| Aimbot | =dz_aim_aimbot= | off/fov |
| Autoshoot | =dz_aim_autoshoot= | off/on |
| ESP | =dz_visuals_esp= | off/3d-box/name/all |
| Chams | =dz_visuals_chams= | off/players/hands/all |
| Crosshair | =dz_visuals_crosshair= | off/length |
| Tracers | =dz_visuals_tracers= | off/on |
| Namechanger| =dz_misc_namechanger= | off/team/enemy/all |
#+begin_quote
*Note:* Aimbot FOV goes from 0 (off) to 180 (all enemies)
#+end_quote
#+begin_quote
*Note:* If =dz_autoshoot= is enabled, and =dz_aimbot= is enabled, it will stop
attacking if there is no visible target.
#+end_quote
#+begin_quote
*Note:* Chams color can be changed from the =h_glColor4f()= function inside
[[https://github.com/8dcc/hl-cheat/blob/main/src/hooks.c][src/hooks.c]]. Since this cheat is not hard to compile, I rather have less
[[https://git.deadzone.lol/Wizzard/goldsrc-cheat/src/branch/main/src/hooks.c][src/hooks.c]]. Since this cheat is not hard to compile, I rather have less
console variables than more customization at runtime.
#+end_quote
#+begin_quote
*Note:* Bullet tracer color, width and time can be changed at the bottom of the
=bullet_tracers()= function inside [[https://git.deadzone.lol/Wizzard/goldsrc-cheat/src/branch/main/src/features/misc.c][src/features/misc.c]]. See previous chams note.
#+end_quote
#+begin_quote
*Note:* You can disable the watermark with dz_watermark 0
#+end_quote
* Building
#+begin_src console
$ git clone --recurse-submodules https://github.com/8dcc/hl-cheat
$ cd hl-cheat
$ git clone --recurse-submodules https://git.deadzone.lol/Wizzard/goldsrc-cheat
$ cd goldsource-cheat
$ make
...
#+end_src
@ -49,7 +72,7 @@ Note that you will need to clone with =--recurse-submodules= for the sdk. If you
have already cloned it, you can just:
#+begin_src console
$ cd hl-cheat
$ cd goldsource-cheat
$ git submodule update --init --recursive
#+end_src
@ -62,5 +85,5 @@ $ ./injector.sh
...
hl-cheat loaded!
goldsource-cheat loaded!
#+end_src

View File

@ -30,7 +30,7 @@ if [ "$1" == "unload" ]; then
fi
if grep -q "$libpath" "/proc/$pid/maps"; then
echo -e "hl-cheat already loaded. Reloading...\n";
echo -e "goldsource-cheat already loaded. Reloading...\n";
# 0x2 -> RTLD_NOW
# 0x6 -> RTLD_LAZY | RTLD_NOLOAD

View File

@ -2,23 +2,52 @@
#include "include/cvars.h"
#include "include/sdk.h"
#include "include/globals.h"
#include "include/game_detection.h"
DECL_CVAR(movement_bhop);
DECL_CVAR(movement_autostrafe);
DECL_CVAR(aim_aimbot);
DECL_CVAR(aim_autoshoot);
DECL_CVAR(visuals_esp);
DECL_CVAR(visuals_chams);
DECL_CVAR(visuals_crosshair);
DECL_CVAR(visuals_tracers);
DECL_CVAR(movement_clmove);
DECL_CVAR(watermark);
DECL_CVAR(watermark_rainbow);
DECL_CVAR(aim_aimbot_silent);
DECL_CVAR(visuals_friendly);
DECL_CVAR(movement_antiaim);
DECL_CVAR(movement_antiaim_view);
DECL_CVAR(movement_fakeduck);
DECL_CVAR(misc_namechanger);
DECL_CVAR(misc_namechanger_speed);
DECL_CVAR(visuals_fov);
DECL_CVAR(bhop);
DECL_CVAR(autostrafe);
DECL_CVAR(aimbot);
DECL_CVAR(esp);
DECL_CVAR(chams);
DECL_CVAR(crosshair);
DECL_CVAR(clmove);
bool cvars_init(void) {
REGISTER_CVAR(bhop, 1);
REGISTER_CVAR(autostrafe, 0);
REGISTER_CVAR(aimbot, 0);
REGISTER_CVAR(esp, 3);
REGISTER_CVAR(chams, 1);
REGISTER_CVAR(crosshair, 0);
REGISTER_CVAR(clmove, 0);
REGISTER_CVAR(movement_bhop, 1);
REGISTER_CVAR(movement_autostrafe, 1);
REGISTER_CVAR(aim_aimbot, 0);
REGISTER_CVAR(aim_autoshoot, 0); /* Only works with aimbot enabled */
REGISTER_CVAR(visuals_esp, 3);
REGISTER_CVAR(visuals_chams, 1);
REGISTER_CVAR(visuals_crosshair, 0);
REGISTER_CVAR(movement_clmove, 0);
REGISTER_CVAR(watermark, 1);
REGISTER_CVAR(watermark_rainbow, 1);
REGISTER_CVAR(aim_aimbot_silent, 1);
REGISTER_CVAR(visuals_friendly, 0);
REGISTER_CVAR(movement_antiaim, 0);
REGISTER_CVAR(movement_antiaim_view, 0);
REGISTER_CVAR(movement_fakeduck, 0);
REGISTER_CVAR(misc_namechanger, 0);
REGISTER_CVAR(misc_namechanger_speed, 10);
REGISTER_CVAR(visuals_fov, 90);
if (IsCS16()) {
REGISTER_CVAR(visuals_tracers, 0);
} else {
REGISTER_CVAR(visuals_tracers, 1);
}
return true;
}

View File

@ -1,48 +1,93 @@
#include <math.h>
#include <cfloat>
#include "features.h"
#include "../include/sdk.h"
#include "../include/cvars.h"
#include "../include/util.h"
#include "../include/game_detection.h"
/* Game units to add to the entity origin to get the head */
#define HEAD_OFFSET 0.8f
#define HL1_HEAD_OFFSET 25.f
#define CS16_HEAD_OFFSET 22.f
#define CS16_HORIZONTAL_OFFSET 8.0f
#define DOD_HEAD_OFFSET 22.f
#define DOD_HORIZONTAL_OFFSET 8.0f
/* Scale factor for aim punch */
#define AIM_PUNCH_MULT 2
static float vec_length(vec3_t v) {
return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
static bool is_visible(vec3_t start, vec3_t end) {
pmtrace_t* tr = i_engine->PM_TraceLine(start, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
if (tr->ent <= 0) return false;
const int ent_idx = i_pmove->physents[tr->ent].info;
return get_player(ent_idx) != NULL;
}
static vec3_t get_closest_delta(vec3_t viewangles) {
// Compensate for aim punch
viewangles.x += g_punchAngles.x * AIM_PUNCH_MULT;
viewangles.y += g_punchAngles.y * AIM_PUNCH_MULT;
viewangles.z += g_punchAngles.z * AIM_PUNCH_MULT;
vec3_t view_height;
i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
vec3_t local_eyes = vec_add(localplayer->origin, view_height);
/* TODO: Compensate aim punch */
/* These 2 vars are used to store the best target across iterations.
* NOTE: The default value of best_fov will be the aimbot fov */
float best_fov = cv_aimbot->value;
float min_distance = FLT_MAX; // For tracking the closest player
float best_fov = dz_aim_aimbot->value;
vec3_t best_delta = { 0, 0, 0 };
for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
cl_entity_t* ent = get_player(i);
if (!is_alive(ent) || is_friend(ent))
continue;
if (!is_alive(ent) || is_friend(ent)) {
continue; // Skip if not alive or is a friend
}
vec3_t head_pos = ent->origin;
if (ent->curstate.usehull != 1) { // Not crouched
if (IsCS16()) {
head_pos.z += CS16_HEAD_OFFSET;
head_pos.x += CS16_HORIZONTAL_OFFSET;
} else if (IsDayOfDefeat()) {
head_pos.z += DOD_HEAD_OFFSET;
head_pos.x += DOD_HORIZONTAL_OFFSET;
} else {
head_pos.z += HL1_HEAD_OFFSET;
}
}
float distance = vec_length(vec_sub(ent->origin, local_eyes));
if (distance > min_distance) {
continue; // Skip players that are further than the current closest target
}
/* TODO: Get bones origin instead of calculating from ent origin */
const vec3_t head_pos = vec_add(ent->origin, vec3(0, 0, HEAD_OFFSET));
const vec3_t enemy_angle = vec_to_ang(vec_sub(head_pos, local_eyes));
const vec3_t delta = vec_sub(enemy_angle, viewangles);
vec_norm(delta);
float fov = hypotf(delta.x, delta.y);
if (fov > 360.0f) {
fov = remainderf(fov, 360.0f);
if (fov > 180.0f)
fov = 360.0f - fov;
}
if (fov > 180.0f) {
fov = 360.0f - fov;
}
if (fov < best_fov) {
// Only check visibility for potential targets
if (fov < best_fov && is_visible(local_eyes, head_pos)) {
best_fov = fov;
vec_copy(best_delta, delta);
min_distance = distance; // Update the closest target's distance
}
}
@ -50,25 +95,48 @@ static vec3_t get_closest_delta(vec3_t viewangles) {
}
void aimbot(usercmd_t* cmd) {
if (!CVAR_ON(aimbot) || !(cmd->buttons & IN_ATTACK))
static bool shouldShootNextFrame = false; // If you're not using this variable, you can remove it.
static bool hasAdjustedView = false;
if (!CVAR_ON(aim_aimbot) || !can_shoot())
return;
/* Calculate delta with the engine viewangles, not with the cmd ones */
vec3_t engine_viewangles;
i_engine->GetViewAngles(engine_viewangles);
/* TODO: Add setting for lowest health */
vec3_t best_delta = get_closest_delta(engine_viewangles);
if (!vec_is_zero(best_delta)) {
/* NOTE: We can divide the best delta here to add smoothing */
if (!vec_is_zero(best_delta)) {
/*
if (!lastShotHit) {
// If the last shot missed, adjust the angle slightly
// This is a simple approach and might need further tweaking
best_delta.y += 0.5f; // Adjust yaw slightly
}
*/
engine_viewangles.x += best_delta.x;
engine_viewangles.y += best_delta.y;
engine_viewangles.z += best_delta.z;
if (CVAR_ON(aim_aimbot_silent)) {
vec_copy(cmd->viewangles, engine_viewangles);
if (cmd->buttons & IN_ATTACK) {
cmd->buttons |= IN_ATTACK;
}
} else {
if (cmd->buttons & IN_ATTACK) {
if (hasAdjustedView) {
hasAdjustedView = false; // Reset flag
} else {
i_engine->SetViewAngles(engine_viewangles);
hasAdjustedView = true;
cmd->buttons &= ~IN_ATTACK; // Defer the shot to the next frame
}
}
}
} else if (CVAR_ON(aim_autoshoot) && (cmd->buttons & IN_ATTACK)) {
cmd->buttons &= ~IN_ATTACK;
}
vec_copy(cmd->viewangles, engine_viewangles);
/* NOTE: Uncomment to disable silent aim */
/* i_engine->SetViewAngles(engine_viewangles); */
}

100
src/features/anti_aim.c Normal file
View File

@ -0,0 +1,100 @@
#include <math.h>
#include <stdlib.h>
#include <time.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include "features.h"
#include "../include/sdk.h"
#include "../include/cvars.h"
#include "../include/util.h"
float random_float(float min, float max) {
return (max - min) * ((float)rand() / (float)RAND_MAX) + min;
}
bool isSpacebarPressed() {
Display* display = XOpenDisplay(NULL);
if (!display) {
return false; // Could not open the display, assume not pressed
}
char keys_return[32];
XQueryKeymap(display, keys_return);
KeyCode kc = XKeysymToKeycode(display, XK_space);
bool pressed = (keys_return[kc >> 3] & (1 << (kc & 7))) != 0;
XCloseDisplay(display);
return pressed;
}
void anti_aim(usercmd_t* cmd) {
if (cmd->buttons & IN_ATTACK || cmd->buttons & IN_USE) {
if (cmd->buttons & IN_ATTACK) {
i_engine->pfnClientCmd("echo \"Attack detected. Spinbot stopped.\"");
} else if (cmd->buttons & IN_USE) {
i_engine->pfnClientCmd("echo \"Use key detected. Spinbot stopped.\"");
}
return;
}
if (!CVAR_ON(movement_antiaim)) {
return;
}
if (!is_alive(localplayer)) {
return;
}
vec3_t view_angles;
i_engine->GetViewAngles(view_angles);
static bool lbyBreak = false;
if (lbyBreak) {
view_angles.y += 120.0f;
}
lbyBreak = !lbyBreak;
static bool flipPitch = false;
if (flipPitch) {
view_angles.x = 89.0f;
} else {
view_angles.x = -89.0f;
}
flipPitch = !flipPitch;
view_angles.y += 30.0f;
bool isBunnyHopping = cmd->buttons & IN_JUMP;
bool isStationary = (cmd->forwardmove == 0.0f && cmd->sidemove == 0.0f);
// This shit busted right now
if (CVAR_ON(movement_fakeduck) && (isStationary || isBunnyHopping || isSpacebarPressed())) {
static int duckCounter = 0;
if (duckCounter < 2) {
cmd->buttons |= IN_DUCK;
} else if (duckCounter < 4) {
cmd->buttons &= ~IN_DUCK;
} else {
duckCounter = 0;
}
duckCounter++;
}
if (view_angles.y > 180.0f) view_angles.y -= 360.0f;
if (view_angles.y < -180.0f) view_angles.y += 360.0f;
if (CVAR_ON(movement_antiaim_view)) {
i_engine->SetViewAngles(view_angles);
i_engine->pfnClientCmd("echo \"Set view angles directly using movement_antiaim_view.\"");
} else {
vec_copy(cmd->viewangles, view_angles);
i_engine->pfnClientCmd("echo \"Set view angles silently.\"");
}
static float last_log_time = 0.0f;
if (cmd->msec - last_log_time >= 5000.0f) {
i_engine->pfnClientCmd("echo \"Advanced Anti-Aim has adjusted view angles.\"");
last_log_time = cmd->msec;
}
}

View File

@ -15,7 +15,7 @@ enum chams_settings {
visible_flags visible_mode;
bool chams(void* this_ptr) {
const int setting = cv_chams->value == 5.0f ? 7 : cv_chams->value;
const int setting = dz_visuals_chams->value == 5.0f ? 7 : dz_visuals_chams->value;
if (setting == DISABLED)
return false;
@ -39,6 +39,10 @@ bool chams(void* this_ptr) {
const bool friendly = is_friend(ent);
// Check if the player is friendly and if visuals_friendly is 0
if (friendly && dz_visuals_friendly->value == 0)
return false; // Do not render chams for friendlies
/* If we got here it means we are rendering a valid player */
glDisable(GL_TEXTURE_2D);

View File

@ -4,8 +4,9 @@
#include "../include/globals.h"
#include "../include/cvars.h"
#include "../include/util.h"
#include "../include/game_detection.h"
/* For cv_esp */
/* For dz_esp */
enum esp_values {
ESP_OFF = 0,
ESP_BOX = 1,
@ -98,38 +99,36 @@ static bool gl_draw2dbox(vec3_t o, int bh) {
}
void esp(void) {
const int setting = (int)cv_esp->value;
const int setting = (int)dz_visuals_esp->value;
if (setting == ESP_OFF)
return;
/* Iterate all clients */
for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
cl_entity_t* ent = get_player(i);
if (!valid_player(ent) || !is_alive(ent) || vec_is_zero(ent->origin))
continue;
const int bh = (ent->curstate.usehull == 1) ? 44 : 70;
/* const int bw = 25; */
if (is_friend(ent) && dz_visuals_friendly->value == 0)
continue;
int bh = 70;
if (IsDayOfDefeat()) {
bh = 76;
} else if (ent->curstate.usehull == 1) {
bh = 44;
}
/* If ESP_BOX is enabled, draw it. If it returns false, continue */
if (setting & ESP_BOX && !gl_draw2dbox(ent->origin, bh))
continue;
/* Rest of the loop is for name esp, if var is not enabled, continue */
if (!(setting & ESP_NAME))
continue;
/* Draw name on top of the player. */
vec3_t top = vec3(ent->origin.x, ent->origin.y, ent->origin.z + bh);
vec2_t s_top;
if (!world_to_screen(top, s_top))
continue;
/* TODO: Instead of -5px, center the player name to the player origin.
* I don't know how to get the text size before rendering. */
engine_draw_text(s_top[0] - 5, s_top[1] - 2, get_name(ent->index),
(rgb_t){ 255, 255, 255 });
vec3_t name_pos = vec3(ent->origin.x, ent->origin.y, ent->origin.z + bh + 5);
vec2_t s_name_pos;
if (world_to_screen(name_pos, s_name_pos)) {
engine_draw_text(s_name_pos[0] - 5, s_name_pos[1] - 2, get_name(ent->index), (rgb_t){ 255, 255, 255 });
}
}
}

View File

@ -31,5 +31,15 @@ void aimbot(usercmd_t* cmd);
/* src/features/misc.c */
void custom_crosshair(void);
void bullet_tracers(usercmd_t* cmd);
/* src/features/namechanger.c */
void check_namechanger_mode_and_execute(usercmd_t* cmd);
/* src/features/anti_aim.c */
void anti_aim(usercmd_t* cmd);
/* src/features/fov.c */
void fov_adjust(usercmd_t* cmd);
#endif /* FEATURES_H_ */

19
src/features/fov.c Normal file
View File

@ -0,0 +1,19 @@
#include <stdio.h>
#include "../include/globals.h"
#include "../include/sdk.h"
#include "../include/util.h"
#include "features.h"
extern cvar_t* dz_visuals_fov;
extern float* scr_fov_value;
void fov_adjust(usercmd_t* cmd) {
if (!scr_fov_value) {
printf("FOV ERROR: Check globals.c missing scr_fov_value.\n");
return;
}
if (dz_visuals_fov->value) {
*scr_fov_value = dz_visuals_fov->value;
}
}

View File

@ -4,9 +4,10 @@
#include "../include/globals.h"
#include "../include/cvars.h"
#include "../include/util.h"
#include "../include/game_detection.h"
void custom_crosshair(void) {
if (!CVAR_ON(crosshair))
if (!CVAR_ON(visuals_crosshair))
return;
/* Get window size, and then the center. */
@ -14,7 +15,7 @@ void custom_crosshair(void) {
int my = game_info->m_height / 2;
/* The real length is sqrt(2 * (len^2)) */
const int len = cv_crosshair->value;
const int len = dz_visuals_crosshair->value;
const int gap = 1;
const float w = 1;
const rgb_t col = { 255, 255, 255 };
@ -29,3 +30,53 @@ void custom_crosshair(void) {
gl_drawline(mx - gap, my + gap, mx - gap - len, my + gap + len, w, col);
gl_drawline(mx + gap, my + gap, mx + gap + len, my + gap + len, w, col);
}
weapon_data_t g_currentWeapon;
static double lastTracerTime = 0;
static bool attackReleased = true;
void bullet_tracers(usercmd_t* cmd) {
if (!CVAR_ON(visuals_tracers) || !is_alive(localplayer))
return;
if (IsCS16()) {
if (cmd->buttons & IN_ATTACK) {
if (!attackReleased) {
return;
}
attackReleased = false;
} else {
attackReleased = true;
return;
}
if (!can_shoot()) {
return;
}
}
else {
if (!(cmd->buttons & IN_ATTACK) || !can_shoot()) {
return;
}
}
/* Get player eye pos, start of tracer */
vec3_t view_height;
i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
vec3_t local_eyes = vec_add(localplayer->origin, view_height);
/* Get forward vector from viewangles */
vec3_t fwd;
i_engine->pfnAngleVectors(cmd->viewangles, fwd, NULL, NULL);
const int tracer_len = 3000;
vec3_t end;
end.x = local_eyes.x + fwd.x * tracer_len;
end.y = local_eyes.y + fwd.y * tracer_len;
end.z = local_eyes.z + fwd.z * tracer_len;
/* NOTE: Change tracer settings here */
const float w = 0.8;
const float time = 2;
draw_tracer(local_eyes, end, (rgb_t){ 66, 165, 245 }, 1, w, time);
}

View File

@ -24,6 +24,8 @@ static void autostrafe_legit(usercmd_t* cmd) {
* https://github.com/deboogerxyz/ahc/blob/0492646e28dd7234a8cd431d37b152dc18a21b04/ahc.c#L201
* https://github.com/NullHooks/NullHooks/blob/535351569ca599cadd21a286d88098b6dc057a46/src/core/features/movement/bhop.cpp#L73
*/
static const float DEG2RAD_CACHED = M_PI / 180.0f;
static void autostrafe_rage(usercmd_t* cmd) {
if (i_pmove->movetype != MOVETYPE_WALK)
return;
@ -31,7 +33,7 @@ static void autostrafe_rage(usercmd_t* cmd) {
/* TODO: Get at runtime */
const float sv_airaccelerate = 10.0f;
const float sv_maxspeed = 320.0f;
const float cl_forwardspeed = 400.0f;
const float cl_forwardspeed = 425.0f;
const float cl_sidespeed = 400.0f;
float speed = vec_len2d(i_pmove->velocity);
@ -48,24 +50,22 @@ static void autostrafe_rage(usercmd_t* cmd) {
float best_delta = acosf(term);
/* Use engine viewangles in case we do something nasty with cmd's angles */
vec3_t viewangles;
i_engine->GetViewAngles(viewangles);
/* Get our desired angles and delta */
float yaw = DEG2RAD(viewangles.y);
float vel_dir = atan2f(i_pmove->velocity.y, i_pmove->velocity.x) - yaw;
float yaw = viewangles.y * DEG2RAD_CACHED;
float vel_dir = atan2f(i_pmove->velocity.y, i_pmove->velocity.x) - yaw;
float target_ang = atan2f(-cmd->sidemove, cmd->forwardmove);
float delta = angle_delta_rad(vel_dir, target_ang);
float delta = angle_delta_rad(vel_dir, target_ang);
float movedir = delta < 0 ? vel_dir + best_delta : vel_dir - best_delta;
cmd->forwardmove = cosf(movedir) * cl_forwardspeed;
cmd->sidemove = -sinf(movedir) * cl_sidespeed;
cmd->sidemove = -sinf(movedir) * cl_sidespeed;
}
void bhop(usercmd_t* cmd) {
if (!CVAR_ON(bhop) || i_pmove->movetype != MOVETYPE_WALK)
if (!CVAR_ON(movement_bhop) || i_pmove->movetype != MOVETYPE_WALK)
return;
static bool was_in_air = false;
@ -82,7 +82,7 @@ void bhop(usercmd_t* cmd) {
/* Autostrafe if enabled. Check if we are in the air and holding space. */
if (is_jumping) {
switch ((int)cv_autostrafe->value) {
switch ((int)dz_movement_autostrafe->value) {
case 1:
autostrafe_rage(cmd);
break;
@ -101,18 +101,15 @@ void bhop(usercmd_t* cmd) {
* https://github.com/deboogerxyz/ahc/blob/0492646e28dd7234a8cd431d37b152dc18a21b04/ahc.c#L377
*/
void correct_movement(usercmd_t* cmd, vec3_t old_angles) {
float old_y = old_angles.y + (old_angles.y < 0 ? 360 : 0);
float new_y = cmd->viewangles.y + (cmd->viewangles.y < 0 ? 360 : 0);
float delta = (new_y < old_y) ? fabsf(new_y - old_y)
: 360 - fabsf(new_y - old_y);
float delta_y = fmodf(cmd->viewangles.y - old_angles.y + 540.0f, 360.0f) - 180.0f; // Normalized delta in [-180, 180)
delta = 360 - delta;
float delta_rad = delta_y * DEG2RAD_CACHED;
float delta_cos = cosf(delta_rad);
float delta_sin = sinf(delta_rad);
float forward = cmd->forwardmove;
float side = cmd->sidemove;
float side = cmd->sidemove;
cmd->forwardmove =
cos(DEG2RAD(delta)) * forward + cos(DEG2RAD(delta + 90)) * side;
cmd->sidemove =
sin(DEG2RAD(delta)) * forward + sin(DEG2RAD(delta + 90)) * side;
cmd->forwardmove = delta_cos * forward - delta_sin * side;
cmd->sidemove = delta_sin * forward + delta_cos * side;
}

100
src/features/namechanger.c Normal file
View File

@ -0,0 +1,100 @@
#include <stdint.h>
#include <cstring>
#include <algorithm>
#include <vector>
#include "features.h"
#include "../include/globals.h"
#include "../include/cvars.h"
#include "../include/util.h"
#include "../include/game_detection.h"
static int change_counter = 0;
#define NAME_CHANGE_INTERVAL 10
static int last_name_idx = -1;
void change_name(const char* new_name) {
if (!new_name) return;
char command[256];
snprintf(command, sizeof(command), "name \"%s\u0315 \"", new_name);
i_engine->pfnClientCmd(command);
}
std::vector<char*> get_valid_names(bool (*filter)(cl_entity_t*)) {
int max_players = 32;
std::vector<char*> valid_names;
for (int i = 0; i < max_players; i++) {
cl_entity_t* ent = get_player(i);
if (!ent) continue;
if (!filter || filter(ent)) {
valid_names.push_back(get_name(i));
}
}
return valid_names;
}
void change_name_from_list(std::vector<char*>& names) {
if (names.empty()) return;
last_name_idx = (last_name_idx + 1) % names.size();
char* name = names[last_name_idx];
if (name) {
change_name(name);
printf("Changing name to: %s\n", name);
}
}
void change_name_teammates() {
auto names = get_valid_names(is_friend);
std::random_shuffle(names.begin(), names.end());
change_name_from_list(names);
}
void change_name_enemies() {
auto names = get_valid_names([](cl_entity_t* ent) -> bool {
return !is_friend(ent);
});
std::random_shuffle(names.begin(), names.end());
change_name_from_list(names);
}
void change_name_all_players() {
auto names = get_valid_names(nullptr);
std::random_shuffle(names.begin(), names.end());
change_name_from_list(names);
}
void change_name_based_on_mode(usercmd_t* cmd) {
if (!CVAR_ON(misc_namechanger)) return;
if (++change_counter < dz_misc_namechanger_speed->value) {
return;
}
change_counter = 0;
switch ((int)dz_misc_namechanger->value) {
case 1:
change_name_teammates();
break;
case 2:
change_name_enemies();
break;
case 3:
change_name_all_players();
break;
default:
break;
}
}
void check_namechanger_mode_and_execute(usercmd_t* cmd) {
if (!CVAR_ON(misc_namechanger)) return;
change_name_based_on_mode(cmd);
}

80
src/game_detection.c Normal file
View File

@ -0,0 +1,80 @@
#include "include/game_detection.h"
#include <string.h>
#include <stdio.h>
static GameType current_game = GAME_UNKNOWN;
GameType get_current_game(void) {
if (current_game != GAME_UNKNOWN) {
return current_game;
}
FILE *fp = fopen("/proc/self/cmdline", "r");
if (fp) {
char buf[1024];
size_t size = fread(buf, sizeof(char), sizeof(buf) - 1, fp);
fclose(fp);
if (size > 0) {
buf[size] = '\0';
char *gameTypeToken = NULL;
char *steamToken = NULL;
int tokensFound = 0;
for (char *token = buf; token < buf + size; token += strlen(token) + 1) {
tokensFound++;
if (strcmp(token, "-game") == 0) {
gameTypeToken = token + strlen(token) + 1;
} else if (strcmp(token, "-steam") == 0) {
steamToken = token;
}
}
if (gameTypeToken) {
if (strcmp(gameTypeToken, "cstrike") == 0) {
current_game = GAME_CS16;
} else if (strcmp(gameTypeToken, "dod") == 0) {
current_game = GAME_DAY_OF_DEFEAT;
} else if (strcmp(gameTypeToken, "dmc") == 0) {
current_game = GAME_DMC;
} else if (strcmp(gameTypeToken, "tfc") == 0) {
current_game = GAME_TFC;
} else if (strcmp(gameTypeToken, "SpaceLife") == 0) {
current_game = GAME_SL;
}
} else if (steamToken && tokensFound == 2) {
// If only `-steam` is found and no `-game`, with only two tokens, assume it's Half-Life 1
current_game = GAME_HALFLIFE;
}
}
}
return current_game;
}
int IsCS16(void) {
return get_current_game() == GAME_CS16;
}
int IsHalfLife(void) {
return get_current_game() == GAME_HALFLIFE;
}
int IsDayOfDefeat(void) {
return get_current_game() == GAME_DAY_OF_DEFEAT;
}
int IsTFC(void) {
return get_current_game() == GAME_TFC;
}
int IsDeathmatchClassic(void) {
return get_current_game() == GAME_DMC;
}
int IsSpaceLife(void) {
return get_current_game() == GAME_SL;
}

View File

@ -8,10 +8,15 @@
#include "include/sdk.h"
#include "include/util.h"
enum game_id this_game_id = HL;
game_id this_game_id = HL;
vec3_t g_punchAngles = { 0, 0, 0 };
/* Weapon info */
float g_flNextAttack = 0.f, g_flNextPrimaryAttack = 0.f;
int g_iClip = 0;
double g_flCurrentTime = 0.0;
/* Bone origins of each player, updated in studiorendermodel */
vec3_t g_bones[64][128];
void* hw;
void** h_client;
@ -30,6 +35,8 @@ void* player_extra_info;
/* Updated in CL_CreateMove hook */
cl_entity_t* localplayer = NULL;
float* scr_fov_value = NULL;
/*----------------------------------------------------------------------------*/
bool globals_init(void) {
@ -40,13 +47,13 @@ bool globals_init(void) {
*/
hw = dlopen("hw.so", RTLD_LAZY | RTLD_NOLOAD);
if (!hw) {
printf("hl-cheat: globals_init: can't open hw.so\n");
printf("goldsource-cheat: globals_init: can't open hw.so\n");
return false;
}
h_client = (void**)dlsym(hw, "hClientDLL");
if (!h_client) {
printf("hl-cheat: globals_init: can't find hClientDLL\n");
printf("goldsource-cheat: globals_init: can't find hClientDLL\n");
return false;
}
@ -63,14 +70,16 @@ bool globals_init(void) {
game_info = *(game_t**)dlsym(hw, "game");
scr_fov_value = (float*)dlsym(hw, "scr_fov_value");
if (!i_engine || !i_client || !i_pmove || !i_enginestudio ||
!i_studiomodelrenderer || !game_info) {
printf("hl-cheat: globals_init: couldn't load some symbols\n");
printf("goldsource-cheat: globals_init: couldn't load some symbols\n");
return false;
}
if (!protect_addr(i_studiomodelrenderer, PROT_READ | PROT_WRITE)) {
printf("hl-cheat: globals_init: couldn't unprotect address of SMR\n");
printf("goldsource-cheat: globals_init: couldn't unprotect address of SMR\n");
return false;
}

View File

@ -11,6 +11,8 @@
DECL_HOOK(CL_CreateMove);
DECL_HOOK(HUD_Redraw);
DECL_HOOK(StudioRenderModel);
DECL_HOOK(CalcRefdef);
DECL_HOOK(HUD_PostRunCmd);
/* OpenGL hooks */
DECL_HOOK(glColor4f);
@ -27,6 +29,8 @@ bool hooks_init(void) {
HOOK(i_client, CL_CreateMove);
HOOK(i_client, HUD_Redraw);
HOOK(i_studiomodelrenderer, StudioRenderModel);
HOOK(i_client, CalcRefdef);
HOOK(i_client, HUD_PostRunCmd);
/* OpenGL hooks */
GL_HOOK(glColor4f);
@ -59,6 +63,10 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
bhop(cmd);
aimbot(cmd);
bullet_tracers(cmd);
anti_aim(cmd);
check_namechanger_mode_and_execute(cmd);
fov_adjust(cmd);
correct_movement(cmd, old_angles);
vec_clamp(cmd->viewangles);
@ -66,11 +74,31 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
/*----------------------------------------------------------------------------*/
rgb_t rainbow_color(float time) {
const float frequency = 0.1f;
unsigned char r = (sin(frequency * time + 0) * 127.5f + 127.5f);
unsigned char g = (sin(frequency * time + 2.0f) * 127.5f + 127.5f);
unsigned char b = (sin(frequency * time + 4.0f) * 127.5f + 127.5f);
return (rgb_t){ r, g, b };
}
int h_HUD_Redraw(float time, int intermission) {
int ret = ORIGINAL(HUD_Redraw, time, intermission);
/* Watermark */
engine_draw_text(5, 5, "8dcc/hl-cheat", (rgb_t){ 255, 255, 255 });
if (dz_watermark->value) {
/* Determine the color for the watermark */
rgb_t color;
if (dz_watermark_rainbow->value) {
color = rainbow_color(time);
} else {
color = (rgb_t){ 0, 255, 255 }; // default color
}
/* Watermark */
engine_draw_text(5, 5, "https://git.deadzone.lol/Wizzard/goldsrc-cheat", color);
}
esp();
custom_crosshair();
@ -81,20 +109,39 @@ int h_HUD_Redraw(float time, int intermission) {
/*----------------------------------------------------------------------------*/
void h_StudioRenderModel(void* this_ptr) {
/* Update bones array */
cl_entity_t* ent = i_enginestudio->GetCurrentEntity();
bone_matrix* mat = (bone_matrix*)i_enginestudio->StudioGetBoneTransform();
for (int i = 0; i < 128; i++) {
const vec3_t bone_orig = matrix_3x4_origin((*mat)[i]);
vec_copy(g_bones[ent->index][i], bone_orig);
}
if (!chams(this_ptr))
ORIGINAL(StudioRenderModel, this_ptr);
}
/*----------------------------------------------------------------------------*/
void h_CalcRefdef(ref_params_t* params) {
/* Store punch angles for CreateMove */
vec_copy(g_punchAngles, params->punchangle);
ORIGINAL(CalcRefdef, params);
}
/*----------------------------------------------------------------------------*/
void h_HUD_PostRunCmd(struct local_state_s* from, struct local_state_s* to,
struct usercmd_s* cmd, int runfuncs, double time,
unsigned int random_seed) {
ORIGINAL(HUD_PostRunCmd, from, to, cmd, runfuncs, time, random_seed);
g_flCurrentTime = time;
/* Store attack information to check if we can shoot */
if (runfuncs) {
g_flNextAttack = to->client.m_flNextAttack;
g_flNextPrimaryAttack =
to->weapondata[to->client.m_iId].m_flNextPrimaryAttack;
g_iClip = to->weapondata[to->client.m_iId].m_iClip;
}
}
/*----------------------------------------------------------------------------*/
void h_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
/* This visible_mode variable is changed inside the chams() function, which
* is called from the StudioRenderModel hook.
@ -140,8 +187,8 @@ void h_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
/*----------------------------------------------------------------------------*/
void h_CL_Move() {
if (cv_clmove->value != 0) {
for (int i = 0; i < (int)cv_clmove->value; i++)
if (dz_movement_clmove->value != 0) {
for (int i = 0; i < (int)dz_movement_clmove->value; i++)
CALL_ORIGINAL(detour_data_clmove, clmove_type);
}

View File

@ -5,7 +5,7 @@
#include "sdk.h"
#include "globals.h"
#define CVAR_PREFIX "cv_"
#define CVAR_PREFIX "dz_"
#define CVAR_HACK_ID 0x4000 /* (1<<14) One that is not in use by the game */
/*
@ -16,27 +16,39 @@
*
* prefix | meaning
* -------+-------------------------------
* cv_* | cvar variable
* dz_* | cvar variable
*/
#define DECL_CVAR(name) cvar_t* cv_##name = NULL;
#define DECL_CVAR(name) cvar_t* dz_##name = NULL;
#define DECL_CVAR_EXTERN(name) extern cvar_t* cv_##name;
#define DECL_CVAR_EXTERN(name) extern cvar_t* dz_##name;
#define REGISTER_CVAR(name, value) \
cv_##name = \
dz_##name = \
i_engine->pfnRegisterVariable(CVAR_PREFIX #name, #value, CVAR_HACK_ID);
#define CVAR_ON(name) (cv_##name->value != 0.0f)
#define CVAR_ON(name) (dz_##name->value != 0.0f)
/*----------------------------------------------------------------------------*/
DECL_CVAR_EXTERN(bhop);
DECL_CVAR_EXTERN(autostrafe);
DECL_CVAR_EXTERN(aimbot);
DECL_CVAR_EXTERN(esp);
DECL_CVAR_EXTERN(chams);
DECL_CVAR_EXTERN(crosshair);
DECL_CVAR_EXTERN(clmove);
DECL_CVAR_EXTERN(movement_bhop);
DECL_CVAR_EXTERN(movement_autostrafe);
DECL_CVAR_EXTERN(aim_aimbot);
DECL_CVAR_EXTERN(aim_autoshoot);
DECL_CVAR_EXTERN(visuals_esp);
DECL_CVAR_EXTERN(visuals_chams);
DECL_CVAR_EXTERN(visuals_crosshair);
DECL_CVAR_EXTERN(visuals_tracers);
DECL_CVAR_EXTERN(movement_clmove);
DECL_CVAR_EXTERN(watermark);
DECL_CVAR_EXTERN(watermark_rainbow);
DECL_CVAR_EXTERN(aim_aimbot_silent);
DECL_CVAR_EXTERN(visuals_friendly);
DECL_CVAR_EXTERN(movement_antiaim);
DECL_CVAR_EXTERN(movement_antiaim_view);
DECL_CVAR_EXTERN(movement_fakeduck);
DECL_CVAR_EXTERN(misc_namechanger)
DECL_CVAR_EXTERN(misc_namechanger_speed)
/*----------------------------------------------------------------------------*/

View File

@ -0,0 +1,22 @@
#ifndef _GAME_DETECT_H_
#define _GAME_DETECT_H_
typedef enum {
GAME_UNKNOWN = 0,
GAME_HALFLIFE,
GAME_CS16,
GAME_TFC,
GAME_DAY_OF_DEFEAT,
GAME_DMC,
GAME_SL
} GameType;
GameType get_current_game(void);
int IsCS16(void);
int IsHalfLife(void);
int IsDayOfDefeat(void);
int IsTFC(void);
int IsDeathmatchClassic(void);
int IsSpaceLife(void);
#endif

View File

@ -9,6 +9,7 @@ enum game_id {
CS = 1, /* Counter-Strike 1.6 */
TF = 2, /* Team Fortress Classic */
DOD = 3, /* Day of Defeat */
SL = 4, /* Space Life: Finleys Revenge */
};
/*----------------------------------------------------------------------------*/
@ -34,7 +35,11 @@ enum game_id {
/*----------------------------------------------------------------------------*/
extern game_id this_game_id;
extern vec3_t g_bones[64][128];
extern vec3_t g_punchAngles;
extern float g_flNextAttack, g_flNextPrimaryAttack;
extern float* scr_fov_value;
extern int g_iClip;
extern double g_flCurrentTime;
extern void* hw;
extern void** h_client; /* hClientDLL hander */

View File

@ -95,6 +95,10 @@ void hooks_restore(void);
DECL_HOOK_EXTERN(void, CL_CreateMove, float, usercmd_t*, int);
DECL_HOOK_EXTERN(int, HUD_Redraw, float, int);
DECL_HOOK_EXTERN(void, StudioRenderModel, void*);
DECL_HOOK_EXTERN(void, CalcRefdef, ref_params_t*);
DECL_HOOK_EXTERN(void, HUD_PostRunCmd, struct local_state_s*,
struct local_state_s*, struct usercmd_s*, int, double,
unsigned int);
/* OpenGL hooks */
DECL_HOOK_EXTERN(void, glColor4f, GLfloat, GLfloat, GLfloat, GLfloat);

View File

@ -3,6 +3,7 @@
#define MAIN_H_
void load(void);
void unload(void);
void self_unload(void);
#endif /* MAIN_H_ */

View File

@ -62,7 +62,7 @@ typedef struct cl_clientfuncs_s {
void (*CL_CameraOffset)(float* ofs);
struct kbutton_s* (*KB_Find)(const char* name);
void (*CAM_Think)(void);
void (*V_CalcRefdef)(struct ref_params_s* pparams);
void (*CalcRefdef)(struct ref_params_s* pparams);
int (*HUD_AddEntity)(int type, struct cl_entity_s* ent,
const char* modelname);

View File

@ -22,10 +22,11 @@ typedef struct {
#define gl_drawline_points(p0, p1, w, col) \
gl_drawline(p0[0], p0[1], p1[0], p1[1], w, col);
/* Use indexes so it works for float[] as well as vec3_t */
#define vec_copy(dst, src) \
dst.x = src.x; \
dst.y = src.y; \
dst.z = src.z;
dst[0] = src[0]; \
dst[1] = src[1]; \
dst[2] = src[2];
/*----------------------------------------------------------------------------*/
@ -33,8 +34,8 @@ cl_entity_t* get_player(int ent_idx);
bool is_alive(cl_entity_t* ent);
bool valid_player(cl_entity_t* ent);
bool is_friend(cl_entity_t* ent);
bool can_shoot(void);
char* get_name(int ent_idx);
game_id get_cur_game(void);
vec3_t vec3(float x, float y, float z);
vec3_t vec_add(vec3_t a, vec3_t b);
vec3_t vec_sub(vec3_t a, vec3_t b);
@ -47,6 +48,7 @@ vec3_t vec_to_ang(vec3_t v);
vec3_t matrix_3x4_origin(matrix_3x4 m);
bool world_to_screen(vec3_t vec, vec2_t screen);
void engine_draw_text(int x, int y, char* s, rgb_t c);
void draw_tracer(vec3_t start, vec3_t end, rgb_t c, float a, float w, float t);
void gl_drawbox(int x, int y, int w, int h, rgb_t c);
void gl_drawline(int x0, int y0, int x1, int y1, float w, rgb_t col);
bool protect_addr(void* ptr, int new_flags);

View File

@ -1,4 +1,5 @@
#include <ctype.h>
#include <stdio.h>
#include <dlfcn.h>
@ -8,44 +9,94 @@
#include "include/cvars.h"
#include "include/hooks.h"
#include "include/util.h"
#include "include/game_detection.h"
static bool loaded = false;
__attribute__((constructor)) /* Entry point when injected */
void load(void) {
printf("hl-cheat injected!\n");
printf("goldsource-cheat injected!\n");
/* Initialize globals/interfaces */
if (!globals_init()) {
fprintf(stderr, "hl-cheat: load: error loading globals, aborting\n");
fprintf(stderr, "goldsource-cheat: load: error loading globals, aborting\n");
self_unload();
return;
}
/* Create cvars for settings */
if (!cvars_init()) {
fprintf(stderr, "hl-cheat: load: error creating cvars, aborting\n");
fprintf(stderr, "goldsource-cheat: load: error creating cvars, aborting\n");
self_unload();
return;
}
/* Hook functions */
if (!hooks_init()) {
fprintf(stderr, "hl-cheat: load: error hooking functions, aborting\n");
fprintf(stderr, "goldsource-cheat: load: error hooking functions, aborting\n");
self_unload();
return;
}
/* Get game version after injecting */
this_game_id = get_cur_game();
i_engine->pfnClientCmd("echo \"hl-cheat loaded successfully!\"");
if (IsCS16()) {
i_engine->pfnClientCmd("play 'sound/radio/go.wav'");
}
else if (IsDayOfDefeat()) {
i_engine->pfnClientCmd("play 'sound/player/gersniper.wav'");
}
else if (IsTFC()) {
i_engine->pfnClientCmd("play 'sound/misc/party2.wav'");
}
else if (IsDeathmatchClassic()) {
i_engine->pfnClientCmd("play 'sound/items/suit.wav'");
}
else if (IsSpaceLife()) {
i_engine->pfnClientCmd("play 'sound/finley/soccer_ball.wav'");
}
else
{
i_engine->pfnClientCmd("play 'valve/sound/vox/suit.wav'");
}
i_engine->pfnClientCmd("echo \"goldsource-cheat loaded successfully!\"");
i_engine->pfnClientCmd("echo \"Deadzone rulez!\"");
i_engine->pfnClientCmd("echo \"https://git.deadzone.lol/Wizzard/goldsrc-cheat\"");
GameType game = get_current_game();
switch(game) {
case GAME_HALFLIFE:
i_engine->pfnClientCmd("echo \"Detected Game: Half-Life 1\"");
break;
case GAME_CS16:
i_engine->pfnClientCmd("echo \"Detected Game: Counter-Strike 1.6\"");
break;
case GAME_DAY_OF_DEFEAT:
i_engine->pfnClientCmd("echo \"Detected Game: Day of Defeat\"");
break;
case GAME_TFC:
i_engine->pfnClientCmd("echo \"Detected Game: Team Fortress Classic\"");
break;
case GAME_DMC:
i_engine->pfnClientCmd("echo \"Detected Game: Deathmatch Classic\"");
break;
case GAME_SL:
i_engine->pfnClientCmd("echo \"Detected Game: Space Life: Finley's Revenge\"");
break;
default:
i_engine->pfnClientCmd("echo \"Detected Game: Unknown Game\"");
break;
}
return;
loaded = true;
}
__attribute__((destructor)) /* Entry point when unloaded */
void unload() {
void unload(void) {
if (loaded) {
/* TODO: Remove our cvars */
@ -55,7 +106,7 @@ void unload() {
GL_UNHOOK(glColor4f); /* Manually restore OpenGL hooks here */
}
printf("hl-cheat unloaded.\n\n");
printf("goldsource-cheat unloaded.\n\n");
}
void self_unload(void) {

View File

@ -9,6 +9,7 @@
#include "include/util.h"
#include "include/sdk.h"
#include "include/globals.h"
#include "include/game_detection.h"
cl_entity_t* get_player(int ent_idx) {
if (ent_idx < 0 || ent_idx > 32)
@ -35,34 +36,33 @@ bool is_friend(cl_entity_t* ent) {
if (!ent)
return false;
/* Check the current game because this method only works for some games */
switch (this_game_id) {
case TF: {
GameType game = get_current_game();
switch (game) {
case GAME_TFC: {
extra_player_info_t* info = (extra_player_info_t*)player_extra_info;
return info[ent->index].teamnumber ==
info[localplayer->index].teamnumber;
return info[ent->index].teamnumber == info[localplayer->index].teamnumber;
}
case CS: {
extra_player_info_cs_t* info =
(extra_player_info_cs_t*)player_extra_info;
return info[ent->index].teamnumber ==
info[localplayer->index].teamnumber;
case GAME_CS16: {
extra_player_info_cs_t* info = (extra_player_info_cs_t*)player_extra_info;
return info[ent->index].teamnumber == info[localplayer->index].teamnumber;
}
case DOD: {
extra_player_info_dod_t* info =
(extra_player_info_dod_t*)player_extra_info;
return info[ent->index].teamnumber ==
info[localplayer->index].teamnumber;
case GAME_DAY_OF_DEFEAT: {
extra_player_info_dod_t* info = (extra_player_info_dod_t*)player_extra_info;
return info[ent->index].teamnumber == info[localplayer->index].teamnumber;
}
case HL:
case GAME_HALFLIFE:
case GAME_DMC:
default:
return false;
}
}
bool can_shoot(void) {
return g_iClip > 0 && g_flNextAttack <= 0.0f &&
g_flNextPrimaryAttack <= 0.0f;
}
char* get_name(int ent_idx) {
hud_player_info_t info;
i_engine->pfnGetPlayerInfo(ent_idx, &info);
@ -70,26 +70,6 @@ char* get_name(int ent_idx) {
return info.name;
}
game_id get_cur_game(void) {
typedef void (*COM_ParseDirectoryFromCmd_t)(const char*, char*, int,
const char*);
COM_ParseDirectoryFromCmd_t COM_ParseDirectoryFromCmd =
(COM_ParseDirectoryFromCmd_t)dlsym(hw, "COM_ParseDirectoryFromCmd");
char game[FILENAME_MAX];
COM_ParseDirectoryFromCmd("-game", game, sizeof(game), "valve");
/* Get the current game we are playing */
if (game[0] == 'c' && game[1] == 's') /* cstrike */
return CS;
else if (*game == 'd') /* dod */
return DOD;
else if (*game == 't') /* tfc */
return TF;
else
return HL;
}
vec3_t vec3(float x, float y, float z) {
vec3_t ret;
@ -183,10 +163,15 @@ bool world_to_screen(vec3_t vec, vec2_t screen) {
scr_inf.iSize = sizeof(SCREENINFO);
i_engine->pfnGetScreenInfo(&scr_inf);
/* If within bounds, transform to screen scale */
if (screen[0] < 1 && screen[1] < 1 && screen[0] > -1 && screen[1] > -1) {
if (IsDayOfDefeat()) {
printf("Before transformation: %f, %f, Depth: %f\n", screen[0], screen[1], screen[2]);
screen[0] = ((screen[0] + 1) * 0.5) * scr_inf.iWidth;
screen[1] = ((1 - screen[1]) * 0.5) * scr_inf.iHeight;
} else {
screen[0] = screen[0] * (scr_inf.iWidth / 2) + (scr_inf.iWidth / 2);
screen[1] = -screen[1] * (scr_inf.iHeight / 2) + (scr_inf.iHeight / 2);
}
return true;
}
@ -204,6 +189,19 @@ void engine_draw_text(int x, int y, char* s, rgb_t c) {
i_engine->pfnDrawConsoleString(x, y, s);
}
void draw_tracer(vec3_t start, vec3_t end, rgb_t c, float a, float w,
float time) {
static const char* MDL_STR = "sprites/laserbeam.spr";
static int beam_idx = i_engine->pEventAPI->EV_FindModelIndex(MDL_STR);
float r = c.r / 255.f;
float g = c.g / 255.f;
float b = c.b / 255.f;
i_engine->pEfxAPI->R_BeamPoints(start, end, beam_idx, time, w, 0, a, 0, 0,
0, r, g, b);
}
void gl_drawbox(int x, int y, int w, int h, rgb_t c) {
/* Line width */
const int lw = 1;
@ -253,7 +251,7 @@ bool protect_addr(void* ptr, int new_flags) {
int pgsz = getpagesize();
if (mprotect(p, pgsz, new_flags) == -1) {
printf("hl-cheat: error protecting %p\n", ptr);
printf("goldsource-cheat: error protecting %p\n", ptr);
return false;
}