Thursday, March 12, 2015

[Help] CANT SEE RADER

Unknown
I cant see rader.

But Other Function is all work.

What happend ?



My Main.cs

Quote:








using System;

using System.Text;

using System.Data;

using System.Drawing;

using System.Threading;

using System.Reflection;

using System.Windows.Forms;

using System.Collections.Generic;

using System.Runtime.InteropServices;

using System.ComponentModel;

using System.Diagnostics;

using SlimDX.Direct3D9;

using SlimDX;

using System.Linq;



namespace H1Z1ESP

{

public partial class Main : Form

{

private delegate void AsyncWrite(String Text);

private delegate void AsyncClear();

public static Boolean IsRunning = false;

private Int64 CGameOffset = 0x142ADA390;

private Int64 GraphicsOffset = 0x142ADA0E8;

private Hotkey HotKey;

private Settings Settings;

private IntPtr GameWindowHandle;

private MARGIN GameWindowMargin;

private FastMemory GameMemory = new FastMemory();

private RECT GameWindowRect;

private POINT GameWindowSize;

private POINT GameWindowCenter;

public static IniHandler Ini;

public static Boolean Aiming = true;

private static Boolean Aimed = true;

private static ENTITY AimedEntity;

private static DateTime AimedUpdate;

public static Boolean ShowESP = true;

public static Boolean ShowPlayers = true;

public static Boolean ShowAggressive = true;

public static Boolean ShowAnimals = false;

public static Boolean ShowContainers = false;

public static Boolean ShowWeapons = true;

public static Boolean ShowAmmo = true;

public static Boolean ShowItems = true;

public static Boolean ShowVehicles = true;

public static Boolean HideESPWhenAiming = false;

public static Boolean HideDead = true;

public static Boolean BoxedPlayers = true;

public static Boolean BoxedAggressive = true;

public static Boolean BoxedAnimals = false;

public static Boolean BoxedItems = false;

public static Boolean BoxedVehicles = false;

public static Boolean Boxed3D = true;

public static Boolean ShowMap = false;

public static Boolean ShowRadar = true;

public static int RadarTransparency = 210;

public static Boolean RadarPlayers = true;

public static Boolean RadarAggressive = true;

public static Boolean RadarAnimals = false;

public static Boolean RadarVehicles = true;

public static Boolean ShowEntityLists = true;

private static Vector2 RadarCenter;

public static Boolean ShowMapLarge = false;

public static int MapTransparency = 210;

private static float map_pos_x;

private static float map_pos_z;

public static Boolean ShowPosition = false;

public static Boolean ShowCities = true;

public static Boolean TextShadow = true;

public static POINT TextRegion;

public static List<ENTITY> Entity = new List<ENTITY>();

public static Vector3 PlayerPosition = Vector3.Zero;

public static float player_X;

public static float player_Y;

public static float player_Z;

public static float player_D;

private static SlimDX.Direct3D9.Device DXDevice;

private static SlimDX.Direct3D9.Sprite DXSprite;

private static SlimDX.Direct3D9.Texture DXTextrureMap;

private static SlimDX.Direct3D9.Texture DXTextrureMapLarge;

private static SlimDX.Direct3D9.Line DXLine;

private static SlimDX.Direct3D9.Font DXFont;

[DllImport("shlwapi.dll")]

public static extern int ColorHLSToRGB(int H, int L, int S);

public Main()

{

String iniPath = System.IO.Path.GetDirectoryName(Assembly.GetExecutingAssembly().GetName().CodeBase).Replace(@"file:\", "");

Ini = new IniHandler(iniPath + @"\Settings.ini");

//

if (Ini.IniReadValue("Offsets", "CGame") != String.Empty)

CGameOffset = Convert.ToInt64(Ini.IniReadValue("Offsets", "CGame"), 16);

if (Ini.IniReadValue("Offsets", "Graphics") != String.Empty)

GraphicsOffset = Convert.ToInt64(Ini.IniReadValue("Offsets", "Graphics"), 16);

//

if (Ini.IniReadValue("ESP", "ShowPlayers") != String.Empty)

ShowPlayers = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowPlayers"));

if (Ini.IniReadValue("ESP", "ShowAggressive") != String.Empty)

ShowAggressive = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowAggressive"));

if (Ini.IniReadValue("ESP", "ShowAnimals") != String.Empty)

ShowAnimals = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowAnimals"));

if (Ini.IniReadValue("ESP", "ShowContainers") != String.Empty)

ShowContainers = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowContainers"));

if (Ini.IniReadValue("ESP", "ShowWeapons") != String.Empty)

ShowWeapons = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowWeapons"));

if (Ini.IniReadValue("ESP", "ShowAmmo") != String.Empty)

ShowAmmo = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowAmmo"));

if (Ini.IniReadValue("ESP", "ShowItems") != String.Empty)

ShowItems = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowItems"));

if (Ini.IniReadValue("ESP", "ShowVehicles") != String.Empty)

ShowVehicles = Convert.ToBoolean(Ini.IniReadValue("ESP", "ShowVehicles"));

//

if (Ini.IniReadValue("Boxed", "Players") != String.Empty)

BoxedPlayers = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Players"));

if (Ini.IniReadValue("Boxed", "Aggressive") != String.Empty)

BoxedAggressive = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Aggressive"));

if (Ini.IniReadValue("Boxed", "Animals") != String.Empty)

BoxedAnimals = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Animals"));

if (Ini.IniReadValue("Boxed", "Items") != String.Empty)

BoxedItems = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Items"));

if (Ini.IniReadValue("Boxed", "Vehicles") != String.Empty)

BoxedVehicles = Convert.ToBoolean(Ini.IniReadValue("Boxed", "Vehicles"));

if (Ini.IniReadValue("Boxed", "3D") != String.Empty)

Boxed3D = Convert.ToBoolean(Ini.IniReadValue("Boxed", "3D"));

//

if (Ini.IniReadValue("Misc", "ShowPosition") != String.Empty)

ShowPosition = Convert.ToBoolean(Ini.IniReadValue("Misc", "ShowPosition"));

if (Ini.IniReadValue("Misc", "ShowCities") != String.Empty)

ShowCities = Convert.ToBoolean(Ini.IniReadValue("Misc", "ShowCities"));

//

if (Ini.IniReadValue("Misc", "HideDead") != String.Empty)

HideDead = Convert.ToBoolean(Ini.IniReadValue("Misc", "HideDead"));

if (Ini.IniReadValue("Misc", "HideESPAiming") != String.Empty)

HideESPAiming = Convert.ToBoolean(Ini.IniReadValue("Misc", "HideESPAiming"));

//

if (Ini.IniReadValue("Map", "LargeMap") != String.Empty)

ShowMapLarge = Convert.ToBoolean(Ini.IniReadValue("Map", "LargeMap"));

if (Ini.IniReadValue("Map", "Transparency") != String.Empty)

MapTransparency = Int32.Parse(Ini.IniReadValue("Map", "Transparency"));

//

if (Ini.IniReadValue("Radar", "Show") != String.Empty)

ShowRadar = Convert.ToBoolean(Ini.IniReadValue("Radar", "Show"));

if (Ini.IniReadValue("Radar", "Transparency") != String.Empty)

RadarTransparency = Int32.Parse(Ini.IniReadValue("Radar", "Transparency"));

if (Ini.IniReadValue("Radar", "Players") != String.Empty)

RadarPlayers = Convert.ToBoolean(Ini.IniReadValue("Radar", "Players"));

if (Ini.IniReadValue("Radar", "Aggressive") != String.Empty)

RadarAggressive = Convert.ToBoolean(Ini.IniReadValue("Radar", "Aggressive"));

if (Ini.IniReadValue("Radar", "Animals") != String.Empty)

RadarAnimals = Convert.ToBoolean(Ini.IniReadValue("Radar", "Animals"));

if (Ini.IniReadValue("Radar", "Vehicles") != String.Empty)

RadarVehicles = Convert.ToBoolean(Ini.IniReadValue("Radar", "Vehicles"));

if (Ini.IniReadValue("Misc", "ShowEntityLists") != String.Empty)

ShowEntityLists = Convert.ToBoolean(Ini.IniReadValue("Misc", "ShowEntityLists"));

InitializeComponent();

}

public static RECT GetWindowRect(IntPtr hWnd)

{

RECT lpRect = new RECT();

Native.GetWindowRect(hWnd, out lpRect);

return lpRect;

}

private void Main_Load(object sender, EventArgs e)

{

HotKey = new Hotkey();

HotKey.enable(this.Handle, Hotkey.Modifiers.None, Keys.Insert);

HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F1);

HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F2);

HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F3);

HotKey.enable(this.Handle, Hotkey.Modifiers.Alt, Keys.F5);

Native.SetWindowLong(this.Handle, -20, (IntPtr)((Native.GetWindowLong(this.Handle, -20) ^ 0x80000) ^ 0x20));

Native.SetLayeredWindowAttributes(this.Handle, 0, 0xff, 2);

PresentParameters parameters = new SlimDX.Direct3D9.PresentParameters();

parameters.Windowed = true;

parameters.SwapEffect = SwapEffect.Discard;

parameters.BackBufferFormat = Format.A8R8G8B8;

parameters.BackBufferHeight = this.Height;

parameters.BackBufferWidth = this.Width;

parameters.PresentationInterval = PresentInterval.One;

DXDevice = new SlimDX.Direct3D9.Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters[] { parameters });

if (System.IO.File.Exists("map_large.png")) DXTextrureMapLarge = SlimDX.Direct3D9.Texture.FromFile(DXDevice, "map_large.png");

if (System.IO.File.Exists("map.png")) DXTextrureMap = SlimDX.Direct3D9.Texture.FromFile(DXDevice, "map.png");

DXSprite = new SlimDX.Direct3D9.Sprite(DXDevice);

DXLine = new SlimDX.Direct3D9.Line(DXDevice);

DXFont = new SlimDX.Direct3D9.Font(DXDevice, new System.Drawing.Font("Tahoma", 8f));

if (this.GameMemory.Attach("H1Z1 PlayClient (Live)") == false) { Application.Exit(); return; }

Thread dxThread = new Thread(new ThreadStart(DoProcess));

dxThread.IsBackground = true;

dxThread.Start();

//Thread aimThread = new Thread(new ThreadStart(DoAiming));

//aimThread.IsBackground = true;

//aimThread.Start();

}

private void Main_Paint(object sender, PaintEventArgs e)

{

this.GameWindowMargin.Top = 0;

this.GameWindowMargin.Left = 0;

this.GameWindowMargin.Right = this.Width;

this.GameWindowMargin.Bottom = this.Height;

Native.DwmExtendFrameIntoClientArea(this.Handle, ref this.GameWindowMargin);

}

#region RemapValue

public static float RemapValue(float value, float from1, float to1, float from2, float to2)

{

return ((((value - from1) / (to1 - from1)) * (to2 - from2)) + from2);

}

#endregion

#region DrawFilledBox

public static void DrawFilledBox(float x, float y, float w, float h, Color Color, int alpha = 255)

{

Vector2[] vertexList = new Vector2[2];

DXLine.GLLines = true;

DXLine.Antialias = false;

DXLine.Width = w;

vertexList[0].X = x + (w / 2f);

vertexList[0].Y = y;

vertexList[1].X = x + (w / 2f);

vertexList[1].Y = y + h;

DXLine.Begin();

DXLine.Draw(vertexList, Color.FromArgb(alpha, Color.R, Color.G, Color.B));

DXLine.End();

}

#endregion

#region RotatePoint

private static Vector2 RotatePoint(Vector2 pointToRotate, Vector2 centerPoint, float angle, bool angleInRadians = false)

{

if (!angleInRadians) angle = (float)(angle * 0.017453292519943295);

float num = (float)Math.Cos((double)angle);

float num2 = (float)Math.Sin((double)angle);

Vector2 vector = new Vector2((num * (pointToRotate.X - centerPoint.X)) - (num2 * (pointToRotate.Y - centerPoint.Y)), (num2 * (pointToRotate.X - centerPoint.X)) + (num * (pointToRotate.Y - centerPoint.Y)));

return (vector + centerPoint);

}

#endregion

#region GetMatrixAxis

private static Vector3 GetMatrixAxis(Matrix matrix, int i)

{

switch (i)

{

case 0: return new Vector3(matrix.M11, matrix.M12, matrix.M13);

case 1: return new Vector3(matrix.M21, matrix.M22, matrix.M23);

case 2: return new Vector3(matrix.M31, matrix.M32, matrix.M33);

case 3: return new Vector3(matrix.M41, matrix.M42, matrix.M43);

}

return Vector3.Zero;

}

#endregion

#region WorldToScreen

private bool WorldToScreen(Vector3 vector, out Vector3 screen)

{

screen = Vector3.Zero;

long num = this.GameMemory.ReadInt64(GraphicsOffset);

long num2 = this.GameMemory.ReadInt64(num + 0x48L);

long num3 = this.GameMemory.ReadInt64(num2 + 0x20L) + 0x10L;

Matrix4 matrix = this.GameMemory.ReadMatrix(num3 + 0x1a0L);

Matrix matrix2 = new Matrix();

matrix2.M11 = matrix.M11;

matrix2.M12 = matrix.M12;

matrix2.M13 = matrix.M13;

matrix2.M14 = matrix.M14;

matrix2.M21 = matrix.M21;

matrix2.M22 = matrix.M22;

matrix2.M23 = matrix.M23;

matrix2.M24 = matrix.M24;

matrix2.M31 = matrix.M31;

matrix2.M32 = matrix.M32;

matrix2.M33 = matrix.M33;

matrix2.M34 = matrix.M34;

matrix2.M41 = matrix.M41;

matrix2.M42 = matrix.M42;

matrix2.M43 = matrix.M43;

matrix2.M44 = matrix.M44;

Matrix.Transpose(ref matrix2, out matrix2);

matrix2.M21 *= -1f;

matrix2.M22 *= -1f;

matrix2.M23 *= -1f;

matrix2.M24 *= -1f;

float introduced8 = Vector3.Dot(GetMatrixAxis(matrix2, 3), vector);

float num4 = introduced8 + matrix2.M44;

if (num4 < 0.098f) return false;

float introduced9 = Vector3.Dot(GetMatrixAxis(matrix2, 0), vector);

float num5 = introduced9 + matrix2.M14;

float introduced10 = Vector3.Dot(GetMatrixAxis(matrix2, 1), vector);

float num6 = introduced10 + matrix2.M24;

screen.X = ((((this.GameWindowSize.X - 0x10) / 2) * (1f + (num5 / num4))) + this.GameWindowRect.Left) + 8f;

screen.Y = ((((this.GameWindowSize.Y - 0x26) / 2) * (1f - (num6 / num4))) + this.GameWindowRect.Top) + 30f;

return true;

}

#endregion

#region DrawLine

public static void DrawLine(float x1, float y1, float x2, float y2, float w, Color Color)

{

Vector2[] vertexList = new Vector2[] { new Vector2(x1, y1), new Vector2(x2, y2) };

DXLine.GLLines = true;

DXLine.Width = w;

DXLine.Antialias = true;

DXLine.Begin();

DXLine.Draw(vertexList, Color);

DXLine.End();

}

#endregion

#region DrawText

public static void DrawText(string text, int x, int y, Color color, bool center = false)

{

int offset = center ? (text.Length * 5) / 2 : 0;

if (TextShadow) DXFont.DrawString(null, text, x - offset + 1, y + 1, (Color4)Color.Black);

DXFont.DrawString(null, text, x - offset, y, (Color4)color);

}

public static void DrawText(string text, ref POINT point, Color color)

{

if (TextShadow) DXFont.DrawString(null, text, point.X + 1, point.Y + 1, (Color4)Color.Black);

DXFont.DrawString(null, text, point.X, point.Y, (Color4)color); point.Y += 15;

}

#endregion

#region DrawBox

public static void DrawBox(float x, float y, float w, float h, float px, Color Color)

{

DrawFilledBox(x - (w / 2f), (y + h) - (h / 2f), w, px, Color);

DrawFilledBox((x - (w / 2f)) - px, y - (h / 2f), px, h, Color);

DrawFilledBox(x - (w / 2f), (y - px) - (h / 2f), w, px, Color);

DrawFilledBox((x - (w / 2f)) + w, y - (h / 2f), px, h, Color);

}

#endregion

#region DrawBoxAbs

public static void DrawBoxAbs(float x, float y, float w, float h, float px, Color Color)

{

DrawFilledBox(x, y + h, w, px, Color);

DrawFilledBox(x - px, y, px, h, Color);

DrawFilledBox(x, y - px, w, px, Color);

DrawFilledBox(x + w, y, px, h, Color);

}

#endregion



#region EntityToScreen

public void EntityToScreen(Vector3 pos, string name, Color color, bool dist, bool line, bool bounds, float boxHeight, float yaw, float pitch)

{

string text = name;

Vector3 dest = Vector3.Zero;

this.WorldToScreen(pos, out dest);

double distX = pos.X - player_X;

double distY = pos.Z - player_Z;

double distZ = pos.Y - player_Y;

double a = Math.Sqrt(((distX * distX) + (distY * distY)) + (distZ * distZ));

if (dest.Y > 0f && dest.X > 0f && dest.Y >= this.GameWindowRect.Top + 20 && dest.X >= this.GameWindowRect.Left && dest.X <= this.GameWindowRect.Right && dest.Y <= this.GameWindowRect.Bottom)

{

if (dist)

{

text = text + " [" + Math.Round(a).ToString() + "m]";

}

if (line)

{

DrawLine(dest.X, dest.Y, this.GameWindowCenter.X, this.GameWindowCenter.Y, 1f, color);

}

if (bounds)

{

if (!Boxed3D || a >= 100.0)

{

DrawBox(dest.X, dest.Y, 65f / Math.Max((float)(((float)a) / 10f), (float)0.2f), 150f / Math.Max((float)(((float)a) / 10f), (float)0.2f), 1f, color);

}

else if (a < 100.0)

{

float wOffset = (boxHeight < 1f) ? boxHeight : 1f;

float zOffset = (boxHeight > 1f) ? boxHeight / 2 : 0f;

double num5 = pos.Z + ((1.0 * Math.Cos((double)pitch)) * Math.Cos((double)yaw));

double num6 = pos.X + ((1.0 * Math.Cos((double)pitch)) * Math.Sin((double)yaw));

double num7 = pos.Y + (1.0 * Math.Sin((double)pitch));

Vector3 vector = new Vector3((float)num6, (float)num7, (float)num5);

Vector3 zero = Vector3.Zero;

this.WorldToScreen(vector, out zero);

DrawLine(dest.X, dest.Y, zero.X, zero.Y, 1f, color);

num5 = pos.Z + (0.5 * Math.Cos(yaw + 0.78539816339744828));

num6 = pos.X + (0.5 * Math.Sin(yaw + 0.78539816339744828));

Vector3 vector4 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);

Vector3 screen = Vector3.Zero;

this.WorldToScreen(vector4, out screen);

num5 = pos.Z + (0.5 * Math.Cos(yaw + 5.497787143782138));

num6 = pos.X + (0.5 * Math.Sin(yaw + 5.497787143782138));

Vector3 vector6 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);

Vector3 vector7 = Vector3.Zero;

this.WorldToScreen(vector6, out vector7);

DrawLine(screen.X, screen.Y, vector7.X, vector7.Y, 1f, color);

num5 = pos.Z + (0.5 * Math.Cos(yaw + 3.9269908169872414));

num6 = pos.X + (0.5 * Math.Sin(yaw + 3.9269908169872414));

Vector3 vector8 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);

Vector3 vector9 = Vector3.Zero;

this.WorldToScreen(vector8, out vector9);

DrawLine(vector7.X, vector7.Y, vector9.X, vector9.Y, 1f, color);

num5 = pos.Z + (0.5 * Math.Cos(yaw + 2.3561944901923448));

num6 = pos.X + (0.5 * Math.Sin(yaw + 2.3561944901923448));

Vector3 vector10 = new Vector3((float)num6, pos.Y - zOffset, (float)num5);

Vector3 vector11 = Vector3.Zero;

this.WorldToScreen(vector10, out vector11);

DrawLine(vector9.X, vector9.Y, vector11.X, vector11.Y, 1f, color);

DrawLine(vector11.X, vector11.Y, screen.X, screen.Y, 1f, color);

Vector3 vector12 = new Vector3(vector4.X, vector4.Y + boxHeight, vector4.Z);

Vector3 vector13 = Vector3.Zero;

this.WorldToScreen(vector12, out vector13);

DrawLine(screen.X, screen.Y, vector13.X, vector13.Y, 1f, color);

Vector3 vector14 = new Vector3(vector6.X, vector6.Y + boxHeight, vector6.Z);

Vector3 vector15 = Vector3.Zero;

this.WorldToScreen(vector14, out vector15);

DrawLine(vector13.X, vector13.Y, vector15.X, vector15.Y, 1f, color);

DrawLine(vector7.X, vector7.Y, vector15.X, vector15.Y, 1f, color);

Vector3 vector16 = new Vector3(vector8.X, vector8.Y + boxHeight, vector8.Z);

Vector3 vector17 = Vector3.Zero;

this.WorldToScreen(vector16, out vector17);

DrawLine(vector15.X, vector15.Y, vector17.X, vector17.Y, 1f, color);

DrawLine(vector9.X, vector9.Y, vector17.X, vector17.Y, 1f, color);

Vector3 vector18 = new Vector3(vector10.X, vector10.Y + boxHeight, vector10.Z);

Vector3 vector19 = Vector3.Zero;

this.WorldToScreen(vector18, out vector19);

DrawLine(vector17.X, vector17.Y, vector19.X, vector19.Y, 1f, color);

DrawLine(vector11.X, vector11.Y, vector19.X, vector19.Y, 1f, color);

DrawLine(vector19.X, vector19.Y, vector13.X, vector13.Y, 1f, color);

}

}

DrawText(text, (int)dest.X, (int)dest.Y - 20, color, true);

}

}

#endregion

public void DoProcess()

{

Main.IsRunning = true;

this.GameWindowHandle = this.GameMemory.Process.MainWindowHandle;

Native.SetForegroundWindow(this.GameWindowHandle);

while (this.GameWindowHandle != IntPtr.Zero && Main.IsRunning && this.GameMemory.IsOpen)

{

this.GameWindowRect = GetWindowRect(this.GameWindowHandle);

this.GameWindowSize.X = this.GameWindowRect.Right - this.GameWindowRect.Left;

this.GameWindowSize.Y = this.GameWindowRect.Bottom - this.GameWindowRect.Top;

this.GameWindowCenter.X = this.GameWindowRect.Left + (this.GameWindowSize.X / 2);

this.GameWindowCenter.Y = this.GameWindowRect.Top + (this.GameWindowSize.Y / 2) + 11;

DXDevice.Clear(ClearFlags.Target, Color.FromArgb(0, 0, 0, 0), 1f, 0);

DXDevice.SetRenderState(RenderState.ZEnable, false);

DXDevice.SetRenderState(RenderState.Lighting, false);

DXDevice.SetRenderState<Cull>(RenderState.CullMode, Cull.None);

DXDevice.BeginScene();

long entityOffset = this.GameMemory.ReadInt64(CGameOffset);

long playerOffset = this.GameMemory.ReadInt64(entityOffset + 0x11D8);

player_X = this.GameMemory.ReadFloat(playerOffset + 0x210);

player_Y = this.GameMemory.ReadFloat(playerOffset + 0x214);

player_Z = this.GameMemory.ReadFloat(playerOffset + 0x218);

player_D = this.GameMemory.ReadFloat(playerOffset + 0x240);

long posOffset = this.GameMemory.ReadInt64(playerOffset + 0x198);

player_X = this.GameMemory.ReadFloat(posOffset + 0x110);

player_Y = this.GameMemory.ReadFloat(posOffset + 0x114);

player_Z = this.GameMemory.ReadFloat(posOffset + 0x118);

PlayerPosition.X = player_X;

PlayerPosition.Y = player_Y;

PlayerPosition.Z = player_Z;

TextRegion = new POINT(this.GameWindowRect.Left + 15, this.GameWindowRect.Top + 35);

if (ShowPosition)

{

DrawText("X: " + player_X.ToString("F1"), ref TextRegion, Color.White);

DrawText("Y: " + player_Y.ToString("F1"), ref TextRegion, Color.White);

DrawText("Z: " + player_Z.ToString("F1"), ref TextRegion, Color.White);

}

ShowESP = (!HideESPWhenAiming || Convert.ToBoolean(Native.GetAsyncKeyState(2) & 0x8000) == false);

Entity.Clear(); Aimed = false;

int entityCount = this.GameMemory.ReadInt32(entityOffset + 0x688);

long entityEntry = this.GameMemory.ReadInt64(playerOffset + 0x410);

for (int i = 1; i < entityCount; i++)

{

float EntityX = 0;

float EntityY = 0;

float EntityZ = 0;

float EntityYaw = 0;

float EntityPitch = 0;

float EntitySpeed = 0;

int EntityType = this.GameMemory.ReadInt32(entityEntry + 0x5C8);

if (EntityType == 0) continue;

int EntityId = this.GameMemory.ReadInt32(entityEntry + 0x620);

long _nameEntry = this.GameMemory.ReadInt64(entityEntry + 0x4E0);

String EntityName = this.GameMemory.ReadString(_nameEntry, this.GameMemory.ReadInt32(entityEntry + 0x4E8));

// Player Position //

if (EntityType == 0x04)

{

posOffset = this.GameMemory.ReadInt64(entityEntry + 0x198);

EntityX = this.GameMemory.ReadFloat(posOffset + 0x110);

EntityY = this.GameMemory.ReadFloat(posOffset + 0x114);

EntityZ = this.GameMemory.ReadFloat(posOffset + 0x118);

EntitySpeed = this.GameMemory.ReadFloat(entityEntry + 0x2C8);

EntityYaw = this.GameMemory.ReadFloat(entityEntry + 0x2E0);

}

// Vechicle Position //

else if (EntityType == 0x11 || EntityType == 0x72 || EntityType == 0x76)

{

EntityX = this.GameMemory.ReadFloat(entityEntry + 0x250);

EntityY = this.GameMemory.ReadFloat(entityEntry + 0x254);

EntityZ = this.GameMemory.ReadFloat(entityEntry + 0x258);

EntitySpeed = this.GameMemory.ReadFloat(entityEntry + 0x2C8);

}

else

{

// Try Get NPC Position //

EntityX = this.GameMemory.ReadFloat(entityEntry + 0x198);

if (EntityX == 0)

{

// Item Position //

EntityX = this.GameMemory.ReadFloat(entityEntry + 0x13F0);

EntityY = this.GameMemory.ReadFloat(entityEntry + 0x13F4);

EntityZ = this.GameMemory.ReadFloat(entityEntry + 0x13F8);

}

else

{

// NPC Position //

posOffset = this.GameMemory.ReadInt64(entityEntry + 0x198);

EntityX = this.GameMemory.ReadFloat(posOffset + 0x110);

EntityY = this.GameMemory.ReadFloat(posOffset + 0x114);

EntityZ = this.GameMemory.ReadFloat(posOffset + 0x118);

EntitySpeed = this.GameMemory.ReadFloat(entityEntry + 0x2C8);

EntityYaw = this.GameMemory.ReadFloat(entityEntry + 0x2E0);

}

}

// Create New Entity //

ENTITY currentEntity = new ENTITY()

{

Id = EntityId,

Type = EntityType,

Name = EntityName,

Pos = new Vector3(EntityX, EntityY, EntityZ),

Distance = Vector3.Distance(new Vector3(EntityX, EntityY, EntityZ), PlayerPosition),

Yaw = EntityYaw,

Pitch = EntityPitch,

Speed = EntitySpeed

};

// Append New Entity //

Entity.Add(currentEntity);

switch (EntityType)

{

case 0x04/*Player*/:

case 0x0C/*Zombie*/:

case 0x13/*Deer*/:

case 0x14/*Wolf*/:

case 0x50/*Bear*/:

case 0x55/*Rabbit*/:

case 0x5b/*Zombie*/:



// Aiming //

Vector3 aimingTo = Vector3.Zero;

if (Aimed == true || currentEntity.Distance > 300f || this.GameMemory.ReadByte(entityEntry + 0x137C) != 1)

{

/* Already aimed, not in range, entity is dead */

}

else if (ModifierKeys.HasFlag(Keys.Control) || Convert.ToBoolean(Native.GetAsyncKeyState(Keys.XButton1) & 0x8000) == true)

{

if (AimedEntity != null && AimedEntity.Id == currentEntity.Id)

{

if (Convert.ToBoolean(this.GameMemory.ReadByte(entityEntry + 0x137C)) == false)

{

// Target is dead //

AimedEntity = null;

}

else

{

Aimed = true;

AimedEntity = currentEntity;

Vector3 AIM; float offsetY = 1.7f;

if (AimedEntity.Type == 0x55) offsetY = 0.20f;

if (AimedEntity.Type == 0x13) offsetY = 0.75f;

if (AimedEntity.Type == 0x14) offsetY = 0.50f;

if (AimedEntity.Type == 0x50) offsetY = 0.65f;

if (WorldToScreen(new Vector3(AimedEntity.Pos.X, AimedEntity.Pos.Y + offsetY, AimedEntity.Pos.Z), out AIM))

{

int moveOffsetX = (int)(Math.Round(AIM.X) - this.GameWindowCenter.X) / 2;

int moveOffsetY = (int)(Math.Round(AIM.Y) - this.GameWindowCenter.Y) / 2;

DrawText("Aimed at " + AimedEntity.Name + ": " + moveOffsetX + ", " + moveOffsetY, ref TextRegion, Color.Red);

if (moveOffsetX != 0 || moveOffsetY != 0) Native.mouse_event(0x0001, (short)moveOffsetX, (short)moveOffsetY, 0, 0);

}

}

}

else if (AimedEntity == null && WorldToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), out aimingTo))

{

float distance = Vector2.Distance(new Vector2(aimingTo.X, aimingTo.Y), new Vector2(this.GameWindowCenter.X, this.GameWindowCenter.Y));

if (distance < 100f)

{

AimedEntity = currentEntity; Aimed = true;

float moveOffsetX = aimingTo.X - this.GameWindowCenter.X;

float moveOffsetY = aimingTo.Y - this.GameWindowCenter.Y;

Native.mouse_event(0x0001, (short)moveOffsetX, (short)moveOffsetY, 0, 0);

}

}

}

else

{

AimedEntity = null;

}



// Show Entity when ESP enabled //

if (ShowESP)

{

Byte EntityAlive = this.GameMemory.ReadByte(entityEntry + 0x137C);

if (HideDead == false || Convert.ToBoolean(EntityAlive) == true)

{

// Deer or Rabbit //

if (EntityType == 0x13 || EntityType == 0x55)

{

if (ShowAnimals) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.DarkGreen, true, false, BoxedAnimals, 2f, EntityYaw, EntityPitch);

}

// Player //

else if (EntityType == 0x04)

{

// Show HP

long num22 = this.GameMemory.ReadInt64(entityEntry + 0x4068L); // old 0x3fa8L

uint num23 = this.GameMemory.ReadUInt32(num22);

for (uint j = 1; (num23 != 0x30) && (j < 50); j++)

{

num22 = this.GameMemory.ReadInt64(num22 + 0xf8L);

num23 = this.GameMemory.ReadUInt32(num22);

}

uint playerHP = this.GameMemory.ReadUInt32(num22 + 0xb0L) / 100;

int Hue = (int)(120f * (float)playerHP / 100f); // Hue red at 0° green at 120°

Color color = ColorTranslator.FromWin32(ColorHLSToRGB(Hue, 120, 240)); // H,L,S;

string playerNameHP = EntityName + " " + playerHP.ToString() + "%";

if (ShowPlayers) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), playerNameHP, color, true, false, BoxedPlayers, 2f, EntityYaw, EntityPitch);

//if (ShowPlayers) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), EntityName, Color.SkyBlue, true, false, BoxedPlayers, 2f, EntityYaw, EntityPitch);

}

// Aggressive NPC (Wolf, Bear, Zombies) //

else

{

if (ShowAggressive) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), EntityName, Color.Red, true, false, BoxedAggressive, 2f, EntityYaw, EntityPitch);

}

}

}

break;

case 0x2E: // Loot

if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, 0f, 0f);

break;

case 0x6D: // Stash

case 0x9C: // Land Mine

if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.SaddleBrown, true, false, BoxedItems, 1f, 0f, 0f);

break;



case 0x33: // Storage Container

if (ShowESP && ShowContainers) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.Gray, true, false, BoxedItems, 1f, 0f, 0f);

break;

case 0x34: // Weapons

if (ShowESP && ShowWeapons) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, 0f, 0f);

break;

case 0x15: // Ammo

if (ShowESP && ShowAmmo) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.Orange, true, false, BoxedItems, 1f, 0f, 0f);

break;

case 0x11: // OffRoad

case 0x72: // Pickup

case 0x76: // PoliceCar

if (ShowESP && ShowVehicles) this.EntityToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), EntityName, Color.HotPink, true, false, BoxedVehicles, 2f, 0f, 0f);

break;

case 0x2C: // Battery & Sparkplugs

if (ShowESP && ShowItems)

{

if (EntityName.Contains("Battery") || EntityName.Contains("Sparkplugs"))

{

this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.DeepPink, true, false, BoxedItems, 1f, 0f, 0f);

}

else

{

this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.White, true, false, BoxedItems, 1f, 0f, 0f);

}

}

break;

case 0x16: // Dresser

case 0x17: // Armoire

case 0x19: // World Doors

case 0x1D: // Cabinets

case 0x1E: // Cabinets

case 0x21: // Cabinets

case 0x22: // Cabinets

case 0x23: // Cabinets

case 0x25: // Refrigerator

case 0x26: // Garbage Can

case 0x28: // Cabinets

case 0x29: // Desk

case 0x27: // Dumpster

case 0x30: // File Cabinet

case 0x31: // Tool Cabinet

case 0x37: // Recycle Bin (with fire)

case 0x38: // Punji Sticks

case 0x3D: // Wooded Barricade

case 0x3E: // Water Well

case 0x3F: // Armoire

case 0x40: // Dresser

case 0x42: // Chest

case 0x44: // Wrecked Sedan

case 0x45: // Wrecked Van

case 0x46: // Wrecked Truck

case 0x49: // Ottoman

case 0x4A: // Ottoman

case 0x4F: // Designer-placed(?) Door

case 0x5D: // File Cabinet

case 0x61: // Cabinets

case 0x63: // Cabinets

case 0x6F: // Locker

case 0x70: // Weapon Locker

case 0x71: // Glass Cabinet

case 0x79: // Designer-placed(?) Door

case 0x7A: // Resting (Bed)

case 0x7B: // Designer-placed(?) Door

case 0x7C: // Designer-placed(?) Door

case 0x80: // Cabinets

case 0x81: // Cabinets

case 0x82: // Cabinets

case 0x83: // Cabinets

case 0x84: // Cabinets

case 0x85: // Cabinets

case 0x86: // Cabinets

case 0x87: // Cabinets

case 0x88: // Cabinets

case 0xA1: // Washing Machine

case 0xA2: // Dryer

case 0x7D: // IO.FireHydrant

case 0x7E: // IO.FireHydrant

//this.WorldToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName + "[" + EntityId.ToString("X2") + "]", Color.Gray, true, false, false, 0f, 0f);

break;

case 0x4C: // Shed

case 0x5F: // Metal Wall/Gate

case 0x62: // Basic Shack Door

case 0x6E: // Desk Foundation

case 0x9E: // Metal Door

case 0xA6: // Large Shelter

case 0xA7: // Shed

//this.WorldToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName + "[" + EntityId.ToString("X2") + "]", Color.Gray, true, false, false, 0f, 0f);

break;

default: // Other Items

//if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName + "[" + EntityType.ToString("X2") + "]", Color.White, true, false, false, 1f, 0f, 0f);

break;

}

entityEntry = this.GameMemory.ReadInt64(entityEntry + 0x410);

}

if (Aimed == false) AimedEntity = null;

if (ShowEntityLists)

{

ENTITY[] playerList = Entity.Where(E => E.Type == 0x04).OrderBy(E => E.Distance).ToArray();

ENTITY[] aggressiveList = Entity.Where(E => E.Type == 0x0C || E.Type == 0x14 || E.Type == 0x50 || E.Type == 0x5b).OrderBy(E => E.Distance).ToArray();

ENTITY[] animalsList = Entity.Where(E => E.Type == 0x13 || E.Type == 0x55).OrderBy(E => E.Distance).ToArray();

ENTITY[] vehiclesList = Entity.Where(E => E.Type == 0x11 || E.Type == 0x72 || E.Type == 0x76).OrderBy(E => E.Distance).ToArray();

ENTITY[] ammoList = Entity.Where(E => E.Type == 0x15).OrderBy(E => E.Distance).ToArray();

int itemY = (aggressiveList.Length > 10 ? 150 : aggressiveList.Length * 15);

foreach (ENTITY entity in aggressiveList)

{

DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 20, this.GameWindowRect.Bottom - itemY - 15, Color.Red);

itemY -= 15; if (itemY <= 0) break;

}

itemY = (animalsList.Length > 10 ? 150 : animalsList.Length * 15);

foreach (ENTITY entity in animalsList)

{

DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 120, this.GameWindowRect.Bottom - itemY - 15, Color.Green);

itemY -= 15; if (itemY <= 0) break;

}

itemY = (vehiclesList.Length > 10 ? 150 : vehiclesList.Length * 15);

foreach (ENTITY entity in vehiclesList)

{

DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 220, this.GameWindowRect.Bottom - itemY - 15, Color.HotPink);

itemY -= 15; if (itemY <= 0) break;

}

itemY = (playerList.Length > 10 ? 150 : playerList.Length * 15);

foreach (ENTITY entity in playerList)

{

DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 320, this.GameWindowRect.Bottom - itemY - 15, Color.SkyBlue);

itemY -= 15; if (itemY <= 0) break;

}

itemY = (ammoList.Length > 10 ? 150 : ammoList.Length * 15);

foreach (ENTITY entity in ammoList)

{

DrawText(entity.Name + " [" + Math.Round(entity.Distance).ToString() + " m]", this.GameWindowRect.Left + 440, this.GameWindowRect.Bottom - itemY - 15, Color.Orange);

itemY -= 15; if (itemY <= 0) break;

}

}



if (ShowRadar)

{

DrawFilledBox(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 50, 201f, 201f, Color.DimGray, RadarTransparency);

DrawBoxAbs(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 50, 201f, 201f, 1f, Color.Black);

DrawLine(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 50, this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 251, 1f, Color.Black);

DrawLine(this.GameWindowRect.Right - 225, this.GameWindowRect.Top + 150, this.GameWindowRect.Right - 24, this.GameWindowRect.Top + 150, 1f, Color.Black);

RadarCenter = new Vector2(this.GameWindowRect.Right - 125, this.GameWindowRect.Top + 125 + 25);

DrawFilledBox(RadarCenter.X - 1f, RadarCenter.Y - 1f, 3f, 3f, Color.White);

if (RadarCenter.Length() > 0f)

{

foreach (ENTITY entity in Entity)

{

Vector2 pointToRotate = new Vector2(entity.Pos.X, entity.Pos.Z);

Vector2 vector3 = new Vector2(player_X, player_Z);

pointToRotate = vector3 - pointToRotate;

float num30 = pointToRotate.Length() * 0.5f;

num30 = Math.Min(num30, 90f);

pointToRotate.Normalize();

pointToRotate = (Vector2)(pointToRotate * num30);

pointToRotate += RadarCenter;

pointToRotate = RotatePoint(pointToRotate, RadarCenter, player_D, true);

if (entity.Type == 0x04 && RadarPlayers)

{

DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.SkyBlue);

}

if ((entity.Type == 0x0C || entity.Type == 0x14 || entity.Type == 0x50 || entity.Type == 0x5b) && RadarAggressive)

{

DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.Red);

}

if ((entity.Type == 0x13 || entity.Type == 0x55) && RadarAnimals)

{

DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.LightGreen);

}

if ((entity.Type == 0x11 || entity.Type == 0x72 || entity.Type == 0x76) && RadarVehicles)

{

DrawFilledBox(pointToRotate.X, pointToRotate.Y, 3f, 3f, Color.HotPink);

}

}

}

}

if (ShowCities)

{

this.EntityToScreen(new Vector3(-129f, 40f, -1146f), "Pleasant Valley", Color.DarkViolet, true, false, false, 1f, 0f, 0f);

this.EntityToScreen(new Vector3(-1233f, 90f, 1855f), "Cranberry", Color.DarkViolet, true, false, false, 1f, 0f, 0f);

this.EntityToScreen(new Vector3(2003f, 50f, 2221f), "Ranchito", Color.DarkViolet, true, false, false, 1f, 0f, 0f);

this.EntityToScreen(new Vector3(750f, 175f, 3750f), "Base", Color.DarkViolet, true, false, false, 1f, 0f, 0f);

}

if (Main.ShowMap && (DXTextrureMap != null || DXTextrureMapLarge != null))

{

DXSprite.Begin(SpriteFlags.AlphaBlend);

if (Main.ShowMapLarge && DXTextrureMapLarge != null)

{

map_pos_x = RemapValue(player_X, 4000f, -4000f, -512f, 512f);

map_pos_z = RemapValue(player_Z, -4000f, 4000f, -512f, 512f);

DXSprite.Draw(DXTextrureMapLarge, new Vector3(512f, 512f, 0f), new Vector3(this.GameWindowCenter.X, this.GameWindowCenter.Y, 0f), Color.FromArgb(MapTransparency, 0xff, 0xff, 0xff));

}

else if (DXTextrureMap != null)

{

map_pos_x = RemapValue(player_X, 4000f, -4000f, -265f, 265f);

map_pos_z = RemapValue(player_Z, -4000f, 4000f, -265f, 265f);

DXSprite.Draw(DXTextrureMap, new Vector3(256f, 256f, 0f), new Vector3(this.GameWindowCenter.X, this.GameWindowCenter.Y, 0f), Color.FromArgb(MapTransparency, 0xff, 0xff, 0xff));

}

DXSprite.End();

float direction = Main.player_D * -1f;

float fromX = (float)((this.GameWindowCenter.X + map_pos_z) + (20.0 * Math.Cos(direction)));

float fromY = (float)((this.GameWindowCenter.Y + map_pos_x) + (20.0 * Math.Sin(direction)));

DrawFilledBox((this.GameWindowCenter.X + map_pos_z) - 2f, (this.GameWindowCenter.Y + map_pos_x) - 2f, 6f, 6f, Color.Magenta);

DrawLine(fromX, fromY, (this.GameWindowCenter.X + map_pos_z) + 1f, (this.GameWindowCenter.Y + map_pos_x) + 1f, 1f, Color.PaleVioletRed);

}

DXDevice.EndScene();

DXDevice.Present();

Thread.Sleep(1);

}

DXDevice.Dispose();

Application.Exit();

}

public void DoAiming()

{

while (true)

{

if (Aimed == true && AimedEntity != null)

{

}

Thread.Sleep(1);

}

}

protected override void WndProc(ref Message m)

{

if (m.Msg == 0x312)

{

switch ((int)m.WParam)

{

case 0:

if (this.Settings != null && this.Settings.Visible)

{

this.Settings.Close();

break;

}

this.Settings = new Settings(); this.Settings.Show();

this.Settings.Location = new Point(this.GameWindowRect.Right - this.Settings.Width - 20, this.GameWindowRect.Top + 200);

Native.SetForegroundWindow(this.GameMemory.Process.MainWindowHandle);

break;

case 1:

ShowRadar = !ShowRadar;

Main.Ini.IniWriteValue("Radar", "Show", ShowRadar.ToString());

break;

case 2:

ShowMap = !ShowMap;

break;

case 3:

ShowMapLarge = !ShowMapLarge;

Main.Ini.IniWriteValue("Map", "LargeMap", Main.ShowMapLarge.ToString());

break;

case 4:

Main.IsRunning = false;

break;

}

}

base.WndProc(ref m);

}

public static void MoveMouse(int xDelta, int yDelta)

{

Native.mouse_event(1, xDelta, yDelta, 0u, 0u);

}

public static void MoveMouseTo(int x, int y)

{

Native.mouse_event(0x8000, x, y, 0, 0);

Native.mouse_event(1, x, y, 0, 0);

}

public static bool HideESPAiming { get; set; }

public bool Aimbot { get; set; }

private void Main_MouseClick(object sender, MouseEventArgs e)

{

//Native.mouse_event(2, 0, 0, 0, 0);

Native.mouse_event(4, 0, 0, 0, 0);

}

}

}



My Setting.cs

Quote:








using System;

using System.Collections.Generic;

using System.ComponentModel;

using System.Data;

using System.Drawing;

using System.Linq;

using System.Text;

using System.Windows.Forms;

namespace H1Z1ESP

{

public partial class Settings : Form

{

public Settings()

{

InitializeComponent();

this.showPlayers.Checked = Main.ShowPlayers;

this.showAggressive.Checked = Main.ShowAggressive;

this.snowAnimals.Checked = Main.ShowAnimals;

this.showContainers.Checked = Main.ShowContainers;

this.showWeapons.Checked = Main.ShowWeapons;

this.showAmmo.Checked = Main.ShowAmmo;

this.showItems.Checked = Main.ShowItems;

this.mapLarge.Checked = Main.ShowMapLarge;

this.mapTransparency.Value = Main.MapTransparency;

this.showPosition.Checked = Main.ShowPosition;

this.showCities.Checked = Main.ShowCities;

this.hideDead.Checked = Main.HideDead;

}

private void showPlayers_CheckedChanged(object sender, EventArgs e)

{

Main.ShowPlayers = this.showPlayers.Checked;

Main.Ini.IniWriteValue("ESP", "ShowPlayers", Main.ShowPlayers.ToString());

}

private void showAggressive_CheckedChanged(object sender, EventArgs e)

{

Main.ShowAggressive = this.showAggressive.Checked;

Main.Ini.IniWriteValue("ESP", "ShowAggressive", Main.ShowAggressive.ToString());

}

private void snowAnimals_CheckedChanged(object sender, EventArgs e)

{

Main.ShowAnimals = this.snowAnimals.Checked;

Main.Ini.IniWriteValue("ESP", "ShowAnimals", Main.ShowAnimals.ToString());

}

private void showContainers_CheckedChanged(object sender, EventArgs e)

{

Main.ShowContainers = this.showContainers.Checked;

Main.Ini.IniWriteValue("ESP", "ShowContainers", Main.ShowContainers.ToString());

}

private void showWeapons_CheckedChanged(object sender, EventArgs e)

{

Main.ShowWeapons = this.showWeapons.Checked;

Main.Ini.IniWriteValue("ESP", "ShowWeapons", Main.ShowWeapons.ToString());

}

private void showAmmo_CheckedChanged(object sender, EventArgs e)

{

Main.ShowAmmo = this.showAmmo.Checked;

Main.Ini.IniWriteValue("ESP", "ShowAmmo", Main.ShowAmmo.ToString());

}

private void showItems_CheckedChanged(object sender, EventArgs e)

{

Main.ShowItems = this.showItems.Checked;

Main.Ini.IniWriteValue("ESP", "ShowItems", Main.ShowItems.ToString());

}

private void mapLarge_CheckedChanged(object sender, EventArgs e)

{

Main.ShowMapLarge = this.mapLarge.Checked;

Main.Ini.IniWriteValue("Map", "LargeMap", Main.ShowMapLarge.ToString());

}

private void mapTransparency_Scroll(object sender, EventArgs e)

{

Main.MapTransparency = this.mapTransparency.Value;

Main.Ini.IniWriteValue("Map", "Transparency", Main.MapTransparency.ToString());

}

private void showPosition_CheckedChanged(object sender, EventArgs e)

{

Main.ShowPosition = this.showPosition.Checked;

Main.Ini.IniWriteValue("Misc", "ShowPosition", Main.ShowPosition.ToString());

}

private void showCities_CheckedChanged(object sender, EventArgs e)

{

Main.ShowCities = this.showCities.Checked;

Main.Ini.IniWriteValue("Misc", "ShowCities", Main.ShowCities.ToString());

}

private void hideDead_CheckedChanged(object sender, EventArgs e)

{

Main.HideDead = this.hideDead.Checked;

Main.Ini.IniWriteValue("Misc", "HideDead", Main.HideDead.ToString());

}

private void HideESPAiming_CheckedChanged(object sender, EventArgs e)

{

Main.HideESPWhenAiming = this.hideESPAiming.Checked;

Main.Ini.IniWriteValue("Misc", "HideESPWhenAiming", Main.HideESPWhenAiming.ToString());

}

}

}



My Program.cs

Quote:








using System;

using System.Text;

using System.Data;

using System.Drawing;

using System.Threading;

using System.Windows.Forms;

using System.Collections.Generic;

using System.Runtime.InteropServices;

using System.ComponentModel;

using System.Diagnostics;

using SlimDX.Direct3D9;

using SlimDX;

namespace H1Z1ESP

{

[StructLayout(LayoutKind.Sequential)]

public struct POINT

{

public int X;

public int Y;

public POINT(int x, int y)

{

this.X = x;

this.Y = y;

}

}

[StructLayout(LayoutKind.Sequential)]

public struct RECT

{

public int Left;

public int Top;

public int Right;

public int Bottom;

}

[StructLayout(LayoutKind.Sequential)]

public struct MARGIN

{

public int Top;

public int Left;

public int Right;

public int Bottom;

}

[StructLayout(LayoutKind.Sequential)]

public struct Matrix4

{

public float M11;

public float M12;

public float M13;

public float M14;

public float M21;

public float M22;

public float M23;

public float M24;

public float M31;

public float M32;

public float M33;

public float M34;

public float M41;

public float M42;

public float M43;

public float M44;

}

public class ENTITY

{

public Int32 Id;

public Int32 Type;

public String Name;

public Vector3 Pos;

public Vector3 Vector;

public Vector2 Screen;

public float Distance;

public float Pitch;

public float Yaw;

public float Speed;

}

#region Class: Windows API

public class Native

{

[DllImport("user32.dll")]

public static extern IntPtr FindWindow(string lpClassName, string lpWindowName);

[DllImport("user32.dll")]

public static extern int GetWindowThreadProcessId(IntPtr hWnd, out int ProcessId);

[DllImport("user32.dll", SetLastError = true)]

public static extern uint GetWindowLong(IntPtr hWnd, int nIndex);

[DllImport("user32.dll", SetLastError = true)]

public static extern int SetWindowLong(IntPtr hWnd, int nIndex, IntPtr dwNewLong);

[DllImport("user32.dll", SetLastError = true)]

public static extern bool SetLayeredWindowAttributes(IntPtr hwnd, uint crKey, byte bAlpha, uint dwFlags);

[return: MarshalAs(UnmanagedType.Bool)]

[DllImport("user32.dll")]

public static extern bool GetWindowRect(IntPtr hwnd, out RECT lpRect);

[return: MarshalAs(UnmanagedType.Bool)]

[DllImport("user32.dll")]

public static extern bool SetForegroundWindow(IntPtr hWnd);

[DllImport("dwmapi.dll")]

public static extern void DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGIN pMargins);

[DllImport("kernel32.dll")]

public static extern IntPtr OpenProcess(uint dwAccess, bool inherit, int pid);

[DllImport("kernel32.dll", SetLastError = true)]

public static extern bool ReadProcessMemory(IntPtr hProcess, long lpBaseAddress, [In, Out] byte[] lpBuffer, ulong dwSize, out IntPtr lpNumberOfBytesRead);

[DllImport("kernel32.dll")]

public static extern bool CloseHandle(IntPtr handle);

[DllImport("user32.dll", CallingConvention = CallingConvention.StdCall, CharSet = CharSet.Auto)]

public static extern void mouse_event(uint dwFlags, int dx, int dy, uint cButtons, uint dwExtraInfo);

[DllImport("user32.dll")]

public static extern short GetAsyncKeyState(int vKey);

[DllImport("user32.dll")]

public static extern short GetAsyncKeyState(Keys vKey);

}

#endregion

public class IniHandler

{

public string path;

public IniHandler(string INIPath)

{

this.path = INIPath;

}

[DllImport("kernel32")]

private static extern int GetPrivateProfileString(string section, string key, string def, StringBuilder retVal, int size, string filePath);

public string IniReadValue(string Section, string Key)

{

StringBuilder retVal = new StringBuilder(0xff);

GetPrivateProfileString(Section, Key, "", retVal, 0xff, this.path);

return retVal.ToString();

}

public void IniWriteValue(string Section, string Key, string Value)

{

WritePrivateProfileString(Section, Key, Value, this.path);

}

[DllImport("kernel32")]

private static extern long WritePrivateProfileString(string section, string key, string val, string filePath);

}



#region Class: FastMemory

public class FastMemory

{

public Process Process;

private Int32 ProcessID;

private IntPtr ProcessHandle;

private String ProcessClassName;

~FastMemory()

{

if (this.ProcessHandle != IntPtr.Zero)

{

Native.CloseHandle(this.ProcessHandle);

}

}

public bool Attach(string lpClassName)

{

this.ProcessHandle = Native.FindWindow(lpClassName, null);

if (this.ProcessHandle != IntPtr.Zero)

{

this.ProcessClassName = lpClassName;

Native.GetWindowThreadProcessId(this.ProcessHandle, out this.ProcessID);

this.Process = Process.GetProcessById(this.ProcessID);

this.ProcessHandle = Native.OpenProcess(0x38, false, this.ProcessID);

return (this.ProcessHandle != IntPtr.Zero);

}

return false;

}

public bool IsOpen

{

get

{

return this.Attach(this.ProcessClassName);

}

}

public byte ReadByte(long lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[1];

Native.ReadProcessMemory(this.ProcessHandle, lpBaseAddress, lpBuffer, 1L, out ptr);

return lpBuffer[0];

}

public byte[] ReadBytes(long _lpBaseAddress, ulong _Size)

{

IntPtr ptr; byte[] lpBuffer = new byte[_Size];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, _Size, out ptr);

return lpBuffer;

}

public float ReadFloat(long _lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[4];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, 4L, out ptr);

return BitConverter.ToSingle(lpBuffer, 0);

}

public double ReadDouble(long _lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[8];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, 8L, out ptr);

return BitConverter.ToDouble(lpBuffer, 0);

}

public short ReadInt16(long _lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[2];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, 2L, out ptr);

return BitConverter.ToInt16(lpBuffer, 0);

}

public ushort ReadUInt16(long lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[2];

Native.ReadProcessMemory(this.ProcessHandle, lpBaseAddress, lpBuffer, 2L, out ptr);

return BitConverter.ToUInt16(lpBuffer, 0);

}

public int ReadInt32(long _lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[4];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, 4L, out ptr);

return BitConverter.ToInt32(lpBuffer, 0);

}

public uint ReadUInt32(long lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[4];

Native.ReadProcessMemory(this.ProcessHandle, lpBaseAddress, lpBuffer, 4L, out ptr);

return BitConverter.ToUInt32(lpBuffer, 0);

}

public long ReadInt64(long _lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[8];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, 8L, out ptr);

return BitConverter.ToInt64(lpBuffer, 0);

}

public ulong ReadUInt64(long lpBaseAddress)

{

IntPtr ptr; byte[] lpBuffer = new byte[8];

Native.ReadProcessMemory(this.ProcessHandle, lpBaseAddress, lpBuffer, 8L, out ptr);

return BitConverter.ToUInt64(lpBuffer, 0);

}

public Matrix4 ReadMatrix(long _lpBaseAddress)

{

IntPtr ptr; Matrix4 matrix = new Matrix4(); byte[] lpBuffer = new byte[0x40];

Native.ReadProcessMemory(this.ProcessHandle, _lpBaseAddress, lpBuffer, 0x40L, out ptr);

matrix.M11 = BitConverter.ToSingle(lpBuffer, 0x00);

matrix.M12 = BitConverter.ToSingle(lpBuffer, 0x04);

matrix.M13 = BitConverter.ToSingle(lpBuffer, 0x08);

matrix.M14 = BitConverter.ToSingle(lpBuffer, 0x0C);

matrix.M21 = BitConverter.ToSingle(lpBuffer, 0x10);

matrix.M22 = BitConverter.ToSingle(lpBuffer, 0x14);

matrix.M23 = BitConverter.ToSingle(lpBuffer, 0x18);

matrix.M24 = BitConverter.ToSingle(lpBuffer, 0x1C);

matrix.M31 = BitConverter.ToSingle(lpBuffer, 0x20);

matrix.M32 = BitConverter.ToSingle(lpBuffer, 0x24);

matrix.M33 = BitConverter.ToSingle(lpBuffer, 0x28);

matrix.M34 = BitConverter.ToSingle(lpBuffer, 0x2C);

matrix.M41 = BitConverter.ToSingle(lpBuffer, 0x30);

matrix.M42 = BitConverter.ToSingle(lpBuffer, 0x34);

matrix.M43 = BitConverter.ToSingle(lpBuffer, 0x38);

matrix.M44 = BitConverter.ToSingle(lpBuffer, 0x3C);

return matrix;

}

public string ReadString(long lpBaseAddress, int size)

{

IntPtr ptr; byte[] lpBuffer = new byte[size];

Native.ReadProcessMemory(this.ProcessHandle, lpBaseAddress, lpBuffer, (ulong)size, out ptr);

return Encoding.UTF8.GetString(lpBuffer);

}

}

#endregion

#region Class: Hotkey

public class Hotkey

{

[DllImport("user32.dll")]

private static extern bool RegisterHotKey(IntPtr hWnd, int id, int fsModifiers, int vk);

[DllImport("user32.dll")]

private static extern bool UnregisterHotKey(IntPtr hWnd, int id);

[Flags]

public enum Modifiers

{

Alt = 1,

Ctrl = 2,

None = 0,

Shift = 4,

Win = 8

}

[StructLayout(LayoutKind.Sequential)]

public struct HookInfo

{

public int ID;

public IntPtr hWnd;

public HookInfo(IntPtr Handle, int id)

{

this.ID = id;

this.hWnd = Handle;

}

}

private int freeID = 0;

private List<HookInfo> hookedKeys = new List<HookInfo>();

public const int WM_HOTKEY_MSG_ID = 0x312;

public void disable(HookInfo i)

{

this.RemoveHook(i);

UnregisterHotKey(i.hWnd, i.ID);

}

public HookInfo enable(IntPtr Handle, Modifiers Mod, Keys Key)

{

HookInfo item = new HookInfo(Handle, this.freeID++);

this.hookedKeys.Add(item);

RegisterHotKey(Handle, item.ID, (int)Mod, (int)Key);

return item;

}

~Hotkey()

{

this.unhookAll();

}

private void RemoveHook(HookInfo hInfo)

{

for (int i = 0; i < this.hookedKeys.Count; i++)

{

if ((this.hookedKeys[i].hWnd == hInfo.hWnd) && (this.hookedKeys[i].ID == hInfo.ID))

{

this.hookedKeys.RemoveAt(i--);

}

}

}

public void unhookAll()

{

for (int i = 0; i < this.hookedKeys.Count; i++)

{

this.disable(this.hookedKeys[i]);

}

}

public HookInfo[] HookedKeys

{

get

{

return this.hookedKeys.ToArray();

}

}

}

#endregion

public static class Program

{

/// <summary>

/// Главная точка входа для приложения.

/// </summary>

[STAThread]

static void Main()

{

Application.EnableVisualStyles();

Application.SetCompatibleTextRenderingDefault(false);

Application.Run(new Main());

}

}

}





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Thx tjdwls1951

PostDate: March 12, 2015 at 05:13AM

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