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initialize.hpp
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initialize.hpp
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#pragma once
#include "include/helper.h"
#include "include/Console.hpp"
#include "include/Game.hpp"
#include "include/D3D11Window.hpp"
#include "include/Hooking.hpp"
#include "./includes.h"
using namespace DX11_Base;
#define KeyPressed( k ) ( GetAsyncKeyState(k) & 0x8000 )
#define Nullcheck(x) if (x == NULL || x == nullptr || !x) {return;}
#define NullcheckC(x) if (x == NULL || x == nullptr || !x) {continue;}
#define M_PI 3.14159265358979323846
int PostRenderIndex = 97;
/*
CG::FVector sdkhelper::get_bone_position(CG::AMordhauPlayerState * player, int boneid) {
CG::FVector head_pos{ 0,0,0 };
auto pawn = (CG::AMordhauCharacter*)player->PawnPrivate;
if (!pawn) return head_pos;
auto mesh = pawn->Mesh;
if (!mesh) return head_pos;
return mesh->GetSocketLocation(mesh->GetBoneIndex("head"));
}*/
FVector BoneToLocation(AHDPlayerCharacter * Player, int BoneId) {
FVector NULLReturn = { 0, 0, 0 };
if (!Player) return NULLReturn;
USkeletalMeshComponent* Mesh = Player->Mesh;
if (!Mesh) return NULLReturn;
FVector BoneLocation = Mesh->GetSocketLocation(Mesh->GetBoneName(BoneId));
return BoneLocation;
}
FVector2D BoneToScreenLocation(APlayerController* Controller, AHDPlayerCharacter* Player, int BoneId)
{
if (!Controller || !Player || !Player->Mesh)
return { 0, 0 };
USkeletalMeshComponent* Mesh = Player->Mesh;
FVector BoneLocation = Mesh->GetSocketLocation(Mesh->GetBoneName(BoneId));
FVector2D BoneScreenLocation;
if (Controller->ProjectWorldLocationToScreen(BoneLocation, &BoneScreenLocation, false))
return BoneScreenLocation;
return { 0, 0 };
}
FVector inline VectorSubtract(FVector Vector1, FVector Vector2)
{
FVector Vec;
Vec.X = Vector1.X - Vector2.X;
Vec.Y = Vector1.Y - Vector2.Y;
Vec.Z = Vector1.Z - Vector2.Z;
return Vec;
}
FVector inline VectorAdd(FVector Vector1, FVector Vector2)
{
FVector Vec;
Vec.X = Vector1.X + Vector2.X;
Vec.Y = Vector1.Y + Vector2.Y;
Vec.Z = Vector1.Z + Vector2.Z;
return Vec;
}
void SetRotation(UCanvas* Canvas, AHDPlayerCharacter* Target, FVector AimLocation, bool is_visible)
{
UWorld** p_uworld = reinterpret_cast<UWorld**>(UWorld::GWorld);
Nullcheck(p_uworld);
Nullcheck(*p_uworld);
UGameInstance* OwningGameInstance = (*p_uworld)->OwningGameInstance;
Nullcheck(OwningGameInstance);
auto GameState = (*p_uworld)->GameState;
Nullcheck(GameState);
UWorld* gworld = UWorld::GWorld[0];
Nullcheck(gworld);
ULocalPlayer* localplayer = gworld->OwningGameInstance->LocalPlayers[0];
Nullcheck(localplayer);
auto Camera = localplayer->PlayerController->PlayerCameraManager;
FRotator AimRotation;
// FRotator AimRotation_Temp;
FVector MyLocation = FVector();
FRotator MyRotation = FRotator();
FVector Velocity = FVector();
FVector Difference = FVector();
if (!Target || !localplayer->PlayerController || !Camera) return;
// Get player location and rotator
MyLocation = Camera->GetCameraLocation();
MyRotation = Camera->GetCameraRotation();
// Check angles
//float ViewAngle = GetViewAngle(Canvas, Target->Location, MyLocation, MyRotation);
//if (!CheckAngle(ViewAngle, gUE.gPlayerController->FOVAngle / 5.0f)) return;
// Check visibility
if (g_Menu->AimbotVisibleOnly && !is_visible) { return; }
// Accuracy adjustments
float fDistance;
auto gMath = (UKismetMathLibrary*)UKismetMathLibrary::StaticClass();
Difference = VectorSubtract(AimLocation, MyLocation);
fDistance = gMath->STATIC_VSize(Difference);
float TimeScale = 0.0193f;
Nullcheck(localplayer);
Nullcheck(localplayer->PlayerController);
Nullcheck(localplayer->PlayerController->Pawn);
Nullcheck(localplayer->PlayerController->Pawn->PlayerState);
short Ping = localplayer->PlayerController->Pawn->PlayerState->Ping * 4;
float ScaleValue = (float)(Ping)+(float)(fDistance * TimeScale); // most bullets here are just projectiles, so do a bit of velocity tweaking
if (ScaleValue < 1.0f) ScaleValue = 1.0;
float fVelocity;
Velocity = Target->GetVelocity();
fVelocity = gMath->STATIC_VSize(Velocity);
if (fVelocity > 130.0f)
{
Velocity.X *= ScaleValue / fVelocity; Velocity.Y *= ScaleValue / fVelocity; Velocity.Z *= ScaleValue / fVelocity;
AimLocation = VectorAdd(AimLocation, Velocity);
}
AimRotation = gMath->STATIC_FindLookAtRotation(MyLocation, AimLocation);
//gUE.gPlayerController->PlayerCameraManager->ViewTarget.POV.Rotation = AimRotation;
localplayer->PlayerController->ClientSetRotation(AimRotation, false);
}
void DrawLine(UCanvas * canvas, FVector2D Position1, FVector2D Position2, float Thickness, CG::FLinearColor Color) {
canvas->K2_DrawLine(Position1, Position2, Thickness, Color);
}
inline UFont* get_font()
{
static UFont* font;
if (!font)
font = UObject::FindObject<UFont>("Font RobotoDistanceField.RobotoDistanceField");
return font;
}
float distanceTo(FVector main, FVector other)
{
float dx = main.X - other.X;
float dy = main.Y - other.Y;
float dz = main.Z - other.Z;
return std::sqrt(dx * dx + dy * dy + dz * dz);
}
FLinearColor rgb2rgbfl(float r, float g, float b) {
r = r / 255;
g = g / 255;
b = b / 255;
return FLinearColor(r, g, b, 1.f);
}
void GetDesktopResolution(float& horizontal, float& vertical)
{
RECT desktop;
const HWND hDesktop = GetDesktopWindow();
GetWindowRect(hDesktop, &desktop);
horizontal = desktop.right;
vertical = desktop.bottom;
}
inline int MenuKey = 45;
void DrawCircle(UCanvas* canvas, FVector2D pos, int radius, int numSides, FLinearColor Color)
{
float PI = 3.1415927f;
float Step = PI * 2.0 / numSides;
int Count = 0;
FVector2D V[128];
for (float a = 0; a < PI * 2.0; a += Step) {
float X1 = radius * cos(a) + pos.X;
float Y1 = radius * sin(a) + pos.Y;
float X2 = radius * cos(a + Step) + pos.X;
float Y2 = radius * sin(a + Step) + pos.Y;
V[Count].X = X1;
V[Count].Y = Y1;
V[Count + 1].X = X2;
V[Count + 1].Y = Y2;
//Draw_Line(FVector2D{ pos.X, pos.Y }, FVector2D{ X2, Y2 }, 1.0f, Color); // Points from Centre to ends of circle
canvas->K2_DrawLine(FVector2D{ V[Count].X, V[Count].Y }, FVector2D{ X2, Y2 }, 1.0f, Color);// Circle Around
}
}
void ClientBGThread()
{
while (g_Running) {
g_Menu->Loops();
std::this_thread::sleep_for(0ms);
std::this_thread::yield();
}
}
inline float horizontal = 0;
inline float vertical = 0;
int random(int min, int max) //range : [min, max]
{
static bool first = true;
if (first)
{
srand(time(NULL)); //seeding for the first time only!
first = false;
}
return min + rand() % ((max + 1) - min);
}
void NullcheckWeapon(AHDPlayerCharacter* character, AHDBaseWeapon* weapon) {
Nullcheck(character);
Nullcheck(weapon);
// useless but makes me thing i save time.
}
typedef void(__thiscall* post_render_type)(UGameViewportClient*, UCanvas*);
post_render_type original_post_render = nullptr;
void Hook(UGameViewportClient* vp_client, UCanvas* canvas)
{
try
{
GetDesktopResolution(horizontal, vertical);
auto winCenter = FVector2D{ static_cast<float>(horizontal * 0.5), static_cast<float>(vertical * 0.5) };
auto winTopCenter = FVector2D{ static_cast<float>(horizontal * 0.5), 0 };
canvas->K2_DrawText(get_font(), FString(L"[OHD Internal V6]\nDefault Menu Key: INSERT\nBy ArilisDev - discord.gg/8T28TdwR5d"), FVector2D(10, 15), FVector2D(0.5f, 0.5f), rgb2rgbfl(252, 232, 3), 1.0f, CG::FLinearColor(0, 0, 0, 1), FVector2D(), false, true, true, CG::FLinearColor(0, 0, 0, 1));
UWorld** _UWorld = reinterpret_cast<UWorld**>(UWorld::GWorld);
Nullcheck(_UWorld);
Nullcheck(*_UWorld);
UGameInstance* OwningGameInstance = (*_UWorld)->OwningGameInstance;
Nullcheck(OwningGameInstance);
auto GameState = (*_UWorld)->GameState;
Nullcheck(GameState);
auto PersistentLevel = (*_UWorld)->PersistentLevel;
Nullcheck(PersistentLevel);
UWorld* _GWorld = UWorld::GWorld[0];
Nullcheck(_GWorld);
ULocalPlayer* LocalPlayer = _GWorld->OwningGameInstance->LocalPlayers[0];
Nullcheck(LocalPlayer);
auto PlayerController = LocalPlayer->PlayerController;
Nullcheck(PlayerController);
ADFBaseCharacter* SelfBaseCharacter = static_cast<ADFBaseCharacter*>(PlayerController->AcknowledgedPawn);
Nullcheck(SelfBaseCharacter);
AHDPlayerCharacter* SelfPlayerCharacter = static_cast<AHDPlayerCharacter*>(PlayerController->AcknowledgedPawn);
Nullcheck(SelfPlayerCharacter);
const auto GameplayStats = (UGameplayStatics*)UGameplayStatics::StaticClass();
Nullcheck(GameplayStats);
if (canvas && g_Menu->AimbotShowFOV) {
if (g_Menu->AimbotFOVRaycasting) {
if (SelfBaseCharacter->GetEquippedItem()->IsA(AHDBaseWeapon::StaticClass())) {
auto Weapon = (AHDBaseWeapon*)(SelfBaseCharacter->EquippedItem);
FVector BarrelLocation = Weapon->GetMuzzleLocation(true);
FVector2D BarrelEnd;
if (PlayerController->ProjectWorldLocationToScreen(BarrelLocation, &BarrelEnd, true)) {
DrawCircle(canvas, BarrelEnd, g_Menu->AimbotFOV, 99, FLinearColor{ g_Menu->AimbotFOVColor[0], g_Menu->AimbotFOVColor[1], g_Menu->AimbotFOVColor[2], 1.f });
}
}
}
else {
DrawCircle(canvas, winCenter, g_Menu->AimbotFOV, 99, FLinearColor{ g_Menu->AimbotFOVColor[0], g_Menu->AimbotFOVColor[1], g_Menu->AimbotFOVColor[2], 1.f });
}
}
TArray<AActor*> PlayerCharacters{};
GameplayStats->STATIC_GetAllActorsOfClass((*_UWorld), AHDPlayerCharacter::StaticClass(), &PlayerCharacters);
// ESP
for (int i = 0; i < PlayerCharacters.Count(); i++) {
auto Object = PlayerCharacters[i];
AHDPlayerCharacter* PlayerCharacter = (AHDPlayerCharacter*)(Object);
NullcheckC(PlayerCharacter);
FLinearColor Color = FLinearColor{ g_Menu->ESPColor[0], g_Menu->ESPColor[1], g_Menu->ESPColor[2], 1.f };
FLinearColor VisibleColor = FLinearColor{ g_Menu->ESPVisibleColor[0], g_Menu->ESPVisibleColor[1], g_Menu->ESPVisibleColor[2], 1.f };
if (g_Menu->ESPEnabled) {
if (!PlayerCharacter->PlayerState) continue;
if (PlayerCharacter->PlayerState == SelfPlayerCharacter->PlayerState) continue;
if (!PlayerCharacter->RootComponent) continue;
if (g_Menu->ESPIgnoreTeam && PlayerCharacter->TeamState == SelfPlayerCharacter->TeamState) continue;
bool EntityVisible = PlayerController->LineOfSightTo(PlayerCharacter, { 0.f,0.f,0.f }, false);
if (g_Menu->ESPVisibleOnly && !EntityVisible) continue;
FVector2D ScreenLocation;
PlayerController->ProjectWorldLocationToScreen(PlayerCharacter->RootComponent->RelativeLocation, &ScreenLocation, false);
if (ScreenLocation.X <= 0 || ScreenLocation.Y <= 0) continue;
int Distance = (int)distanceTo(SelfPlayerCharacter->RootComponent->RelativeLocation, PlayerCharacter->RootComponent->RelativeLocation) / 100;
FVector2D HeadLocation = BoneToScreenLocation(PlayerController, PlayerCharacter, 48);
if (HeadLocation.X == 0 && HeadLocation.Y == 0) continue;
FVector2D LeftFootLocation = BoneToScreenLocation(PlayerController, PlayerCharacter, 52);
if (LeftFootLocation.X == 0 && LeftFootLocation.Y == 0) continue;
// Snaplines
if (g_Menu->ESPSnapline) {
canvas->K2_DrawLine(winTopCenter, HeadLocation, 1.f, EntityVisible ? VisibleColor : Color);
}
// Nametags
if (g_Menu->ESPNametag) {
FString PlayerName = FString((PlayerCharacter->PlayerState->GetPlayerName().wc_str() + std::wstring(L" [") + std::to_wstring(Distance) + L"m]").c_str());
canvas->K2_DrawText(get_font(), PlayerName, FVector2D{ LeftFootLocation.X, LeftFootLocation.Y + 5}, FVector2D(0.35f, 0.35f), EntityVisible ? VisibleColor : Color, 1.0f, FLinearColor(0, 0, 0, 1), FVector2D(), false, true, true, FLinearColor(0, 0, 0, 1));
}
// Head Dot // 48 Head
if (g_Menu->ESPHeadDot) {
DrawCircle(canvas, HeadLocation, 3, 99, EntityVisible ? VisibleColor : Color);
}
// Skeleton
if (g_Menu->ESPSkeleton) {
std::vector<int> LeftArmtoRightArm = { 7, 6, 2, 27, 28 };
std::vector<int> HeadtoLeftFoot = { 5, 2, 1, 49, 50, 52 };
std::vector<int> PelvistoRightFoot = { 1, 55, 56, 58 };
std::vector<std::vector<int>> SkeletonVec{ LeftArmtoRightArm, HeadtoLeftFoot, PelvistoRightFoot };
for (std::vector<int>& BodyPart : SkeletonVec) {
FVector2D PrevScreenPosition;
for (size_t i = 0; i < BodyPart.size(); i++) {
int BoneId = BodyPart.at(i);
FVector2D BoneScreenPosition = BoneToScreenLocation(PlayerController, PlayerCharacter, static_cast<int>(BoneId));
if (i != 0) canvas->K2_DrawLine(PrevScreenPosition, BoneScreenPosition, 1.f, EntityVisible ? VisibleColor : Color);
PrevScreenPosition = BoneScreenPosition;
}
}
}
}
}
// Aimbot
for (int i = 0; i < PlayerCharacters.Count(); i++) {
auto Object = PlayerCharacters[i];
AHDPlayerCharacter* PlayerCharacter = (AHDPlayerCharacter*)(Object);
NullcheckC(PlayerCharacter);
if (g_Menu->AimbotEnabled) {
if (!PlayerCharacter->PlayerState) continue;
if (PlayerCharacter->PlayerState == SelfPlayerCharacter->PlayerState) continue;
if (!PlayerCharacter->RootComponent) continue;
if (!g_Menu->AimbotTargetTeam && PlayerCharacter->TeamState == SelfPlayerCharacter->TeamState) continue;
bool EntityVisible = PlayerController->LineOfSightTo(PlayerCharacter, { 0.f,0.f,0.f }, false);
if (g_Menu->AimbotVisibleOnly && !EntityVisible) continue;
FVector2D ScreenLocation;
PlayerController->ProjectWorldLocationToScreen(PlayerCharacter->RootComponent->RelativeLocation, &ScreenLocation, false);
if (ScreenLocation.X <= 0 || ScreenLocation.Y <= 0) continue;
FVector HeadLocation = BoneToLocation(PlayerCharacter, 48);
FVector2D HeadScreenLocation = BoneToScreenLocation(PlayerController, PlayerCharacter, 48);
if (HeadLocation.X == 0 && HeadLocation.Y == 0) continue;
if (HeadScreenLocation.X == 0 && HeadScreenLocation.Y == 0) continue;
if (g_Menu->AimbotFOVRaycasting) {
if (SelfBaseCharacter->GetEquippedItem()->IsA(AHDBaseWeapon::StaticClass())) {
auto Weapon = (AHDBaseWeapon*)(SelfBaseCharacter->EquippedItem);
FVector BarrelLocation = Weapon->GetMuzzleLocation(true);
FVector2D BarrelEnd;
if (PlayerController->ProjectWorldLocationToScreen(BarrelLocation, &BarrelEnd, true)) {
if ((HeadScreenLocation.X - BarrelEnd.X) * (HeadScreenLocation.X - BarrelEnd.X) + (HeadScreenLocation.Y - BarrelEnd.Y) * (HeadScreenLocation.Y - BarrelEnd.Y) <= g_Menu->AimbotFOV * g_Menu->AimbotFOV - 5) {
if (KeyPressed(g_Menu->AimbotKey)) {
SetRotation(canvas, PlayerCharacter, HeadLocation, EntityVisible);
}
}
}
}
}
else if (g_Menu->AimbotIgnoreFOV) {
if (g_Menu->AimbotFOVRaycasting) g_Menu->AimbotFOVRaycasting = false;
if (KeyPressed(g_Menu->AimbotKey)) {
SetRotation(canvas, PlayerCharacter, HeadLocation, EntityVisible);
}
}
else {
if ((HeadScreenLocation.X - winCenter.X) * (HeadScreenLocation.X - winCenter.X) + (HeadScreenLocation.Y - winCenter.Y) * (HeadScreenLocation.Y - winCenter.Y) <= g_Menu->AimbotFOV * g_Menu->AimbotFOV - 5) {
if (KeyPressed(g_Menu->AimbotKey)) {
SetRotation(canvas, PlayerCharacter, HeadLocation, EntityVisible);
}
}
}
}
}
if (g_Menu->Fly && g_Menu->Desync) {
g_Menu->Desync = false;
}
if (g_Menu->Fly)
{
SelfPlayerCharacter->SetReplicateMovement(false);
SelfPlayerCharacter->CharacterMovement->MovementMode = EMovementMode::MOVE_Flying; // set to fly mode so we don't fall down
g_Menu->ResetFly = true;
}
else if (g_Menu->ResetFly)
{
SelfPlayerCharacter->CharacterMovement->MovementMode = EMovementMode::MOVE_Falling;
SelfPlayerCharacter->SetReplicateMovement(true);
g_Menu->ResetFly = false;
}
if (g_Menu->Noclip) {
SelfPlayerCharacter->bActorEnableCollision = false;
}
else {
SelfPlayerCharacter->bActorEnableCollision = true;
}
bool check = false;
if (g_Menu->Desync && !g_Menu->Fly) {
SelfPlayerCharacter->SetReplicateMovement(false);
check = true;
}
else if (check) {
SelfPlayerCharacter->SetReplicateMovement(true);
}
Nullcheck(PlayerController->PlayerCameraManager);
PlayerController->PlayerCameraManager->DefaultFOV = g_Menu->CameraFOV;
}
catch (std::exception& e)
{
return original_post_render(vp_client, canvas);
}
return original_post_render(vp_client, canvas);
}
void InitializeCheeze() {
InitSdk();
UWorld** _UWorld = reinterpret_cast<UWorld**>(UWorld::GWorld);
Nullcheck(_UWorld);
UGameInstance* OwningGameInstance = (*_UWorld)->OwningGameInstance;
Nullcheck(OwningGameInstance);
UWorld* _GWorld = UWorld::GWorld[0];
Nullcheck(_GWorld);
ULocalPlayer* LocalPlayer = _GWorld->OwningGameInstance->LocalPlayers[0];
Nullcheck(LocalPlayer);
auto GameViewportClient = LocalPlayer->ViewportClient;
void** GameViewportClient_VTable = *reinterpret_cast<void***>(GameViewportClient);
DWORD OldProtection;
VirtualProtect(&GameViewportClient_VTable[PostRenderIndex], 8, PAGE_EXECUTE_READWRITE, &OldProtection);
original_post_render = decltype(original_post_render)(GameViewportClient_VTable[PostRenderIndex]);
GameViewportClient_VTable[PostRenderIndex] = Hook;
VirtualProtect(&GameViewportClient_VTable[PostRenderIndex], 8, OldProtection, &OldProtection);
return;
}
DWORD WINAPI MainThread_Initialize()
{
g_Console = std::make_unique<Console>();
#if DEBUG
g_Console->InitializeConsole("OHD - Debug Console");
#endif
/// ESTABLISH GAME DATA
g_GameData = std::make_unique<GameData>();
g_GameVariables = std::make_unique<GameVariables>();
/// CREATE WINDOW AND ESTABLISH HOOKS
g_D3D11Window = std::make_unique<D3D11Window>();
g_Hooking = std::make_unique<Hooking>();
g_Menu = std::make_unique<Menu>();
g_Hooking->Hook();
InitializeCheeze();
#if DEBUG
g_Console->printdbg("Main::Initialized\n", g_Console->color.white);
#endif
std::thread WCMUpdate(ClientBGThread); // Initialize Loops Thread
/// RENDER LOOP
g_Running = TRUE;
while (g_Running)
{
if (GetAsyncKeyState(VK_INSERT) & 1) g_GameVariables->m_ShowMenu = !g_GameVariables->m_ShowMenu;
}
/// EXIT
WCMUpdate.join(); // Exit Loops Thread
FreeLibraryAndExitThread(g_hModule, EXIT_SUCCESS);
return EXIT_SUCCESS;
}