30 Commits

Author SHA1 Message Date
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
22 changed files with 331 additions and 61 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/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 +1,20 @@
#+title: Half-Life cheat
#+options: toc:nil
#+startup: showeverything
#+author: 8dcc
#+author: Wizzard (Original arthur: [[https://github.com/8dcc/][8dcc]])
*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]]
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.
@@ -19,28 +25,44 @@ Also make sure to check out [[https://github.com/deboogerxyz/ahc][deboogerxyz/ah
| 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 |
| Bhop | =dz_bhop= | off/on |
| Autostrafe | =dz_autostrafe= | off/rage/legit |
| Aimbot | =dz_aimbot= | off/fov* |
| Autoshoot | =dz_autoshoot= | off/on* |
| ESP | =dz_esp= | off/3d-box/name/all |
| Chams | =dz_chams= | off/players/hands/all* |
| Crosshair | =dz_crosshair= | off/length |
| Tracers | =dz_tracers= | off/on* |
#+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/goldsource-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/goldsource-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/goldsource-cheat
$ cd goldsource-cheat
$ make
...
#+end_src
@@ -49,7 +71,7 @@ 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 +84,5 @@ $ ./injector.sh
...
hl-cheat loaded!
goldsource-cheat loaded!
#+end_src

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@@ -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

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@@ -6,19 +6,25 @@
DECL_CVAR(bhop);
DECL_CVAR(autostrafe);
DECL_CVAR(aimbot);
DECL_CVAR(autoshoot);
DECL_CVAR(esp);
DECL_CVAR(chams);
DECL_CVAR(crosshair);
DECL_CVAR(tracers);
DECL_CVAR(clmove);
DECL_CVAR(watermark);
bool cvars_init(void) {
REGISTER_CVAR(bhop, 1);
REGISTER_CVAR(autostrafe, 0);
REGISTER_CVAR(autostrafe, 1);
REGISTER_CVAR(aimbot, 0);
REGISTER_CVAR(autoshoot, 0); /* Only works with aimbot enabled */
REGISTER_CVAR(esp, 3);
REGISTER_CVAR(chams, 1);
REGISTER_CVAR(crosshair, 0);
REGISTER_CVAR(tracers, 1);
REGISTER_CVAR(clmove, 0);
REGISTER_CVAR(watermark, 1);
return true;
}

View File

@@ -7,17 +7,42 @@
#include "../include/util.h"
/* Game units to add to the entity origin to get the head */
#define HEAD_OFFSET 0.8f
#define HEAD_OFFSET 25.f
/* Scale factor for aim punch */
#define AIM_PUNCH_MULT 2
static bool is_visible(vec3_t start, vec3_t end) {
/* Syntax: PM_TraceLine(start, end, flags, usehulll, ignore_pe); */
pmtrace_t* tr =
i_engine->PM_TraceLine(start, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
/* We didn't hit a valid entity */
if (tr->ent <= 0)
return false;
/* Get entity index from physents, check if we can't get a valid player */
const int ent_idx = i_pmove->physents[tr->ent].info;
if (!get_player(ent_idx))
return false;
/* We hit a valid player */
return true;
}
static vec3_t get_closest_delta(vec3_t viewangles) {
/* Compensate aim punch. We get g_punchAngles from CalcRefdef hook */
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 best_fov = dz_aimbot->value;
vec3_t best_delta = { 0, 0, 0 };
for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
@@ -27,18 +52,22 @@ static vec3_t get_closest_delta(vec3_t viewangles) {
continue;
/* 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));
vec3_t head_pos = ent->origin;
if (ent->curstate.usehull != 1) /* Get head if not crouched */
head_pos.z += HEAD_OFFSET;
if (!is_visible(local_eyes, head_pos)) /* We can't see player */
continue;
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) {
if (fov > 360.0f)
fov = remainderf(fov, 360.0f);
if (fov > 180.0f)
fov = 360.0f - fov;
}
if (fov < best_fov) {
best_fov = fov;
@@ -50,7 +79,7 @@ static vec3_t get_closest_delta(vec3_t viewangles) {
}
void aimbot(usercmd_t* cmd) {
if (!CVAR_ON(aimbot) || !(cmd->buttons & IN_ATTACK))
if (!CVAR_ON(aimbot) || !(cmd->buttons & IN_ATTACK) || !can_shoot())
return;
/* Calculate delta with the engine viewangles, not with the cmd ones */
@@ -65,6 +94,9 @@ void aimbot(usercmd_t* cmd) {
engine_viewangles.x += best_delta.x;
engine_viewangles.y += best_delta.y;
engine_viewangles.z += best_delta.z;
} else if (CVAR_ON(autoshoot)) {
/* No valid target and we have autoshoot, don't shoot */
cmd->buttons &= ~IN_ATTACK;
}
vec_copy(cmd->viewangles, engine_viewangles);

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_chams->value == 5.0f ? 7 : dz_chams->value;
if (setting == DISABLED)
return false;

View File

@@ -5,7 +5,7 @@
#include "../include/cvars.h"
#include "../include/util.h"
/* For cv_esp */
/* For dz_esp */
enum esp_values {
ESP_OFF = 0,
ESP_BOX = 1,
@@ -98,7 +98,7 @@ static bool gl_draw2dbox(vec3_t o, int bh) {
}
void esp(void) {
const int setting = (int)cv_esp->value;
const int setting = (int)dz_esp->value;
if (setting == ESP_OFF)
return;

View File

@@ -31,5 +31,6 @@ void aimbot(usercmd_t* cmd);
/* src/features/misc.c */
void custom_crosshair(void);
void bullet_tracers(usercmd_t* cmd);
#endif /* FEATURES_H_ */

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@@ -14,7 +14,7 @@ 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_crosshair->value;
const int gap = 1;
const float w = 1;
const rgb_t col = { 255, 255, 255 };
@@ -29,3 +29,30 @@ 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);
}
void bullet_tracers(usercmd_t* cmd) {
/* Only draw if we are holding attack and we can shoot */
if (!CVAR_ON(tracers) || !(cmd->buttons & IN_ATTACK) || !can_shoot() ||
!is_alive(localplayer))
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);
}

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@@ -31,7 +31,7 @@ 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);
@@ -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_autostrafe->value) {
case 1:
autostrafe_rage(cmd);
break;

68
src/game_detection.c Normal file
View File

@@ -0,0 +1,68 @@
#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, "tfc") == 0) {
current_game = GAME_TFC;
}
} 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;
}

View File

@@ -8,7 +8,12 @@
#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;
void* hw;
void** h_client;
@@ -37,13 +42,13 @@ 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;
}
@@ -62,12 +67,12 @@ bool globals_init(void) {
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;
}

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@@ -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 +63,7 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
bhop(cmd);
aimbot(cmd);
bullet_tracers(cmd);
correct_movement(cmd, old_angles);
vec_clamp(cmd->viewangles);
@@ -69,8 +74,10 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
int h_HUD_Redraw(float time, int intermission) {
int ret = ORIGINAL(HUD_Redraw, time, intermission);
if (dz_watermark->value) {
/* Watermark */
engine_draw_text(5, 5, "8dcc/hl-cheat", (rgb_t){ 255, 255, 255 });
engine_draw_text(5, 5, "https://git.deadzone.lol/Wizzard/goldsource-cheat", (rgb_t){ 0, 255, 255 });
}
esp();
custom_crosshair();
@@ -87,6 +94,31 @@ void h_StudioRenderModel(void* 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);
/* 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.
@@ -132,8 +164,8 @@ 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_clmove->value != 0) {
for (int i = 0; i < (int)dz_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 +16,30 @@
*
* 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(autoshoot);
DECL_CVAR_EXTERN(esp);
DECL_CVAR_EXTERN(chams);
DECL_CVAR_EXTERN(crosshair);
DECL_CVAR_EXTERN(tracers);
DECL_CVAR_EXTERN(clmove);
DECL_CVAR_EXTERN(watermark);
/*----------------------------------------------------------------------------*/

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@@ -0,0 +1,17 @@
#ifndef _GAME_DETECT_H_
#define _GAME_DETECT_H_
typedef enum {
GAME_UNKNOWN = 0,
GAME_HALFLIFE,
GAME_CS16,
GAME_TFC,
GAME_DAY_OF_DEFEAT
} GameType;
GameType get_current_game(void);
int IsCS16(void);
int IsHalfLife(void);
int IsDayOfDefeat(void);
#endif

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@@ -34,6 +34,9 @@ enum game_id {
/*----------------------------------------------------------------------------*/
extern game_id this_game_id;
extern vec3_t g_punchAngles;
extern float g_flNextAttack, g_flNextPrimaryAttack;
extern int g_iClip;
extern void* hw;
extern void** h_client; /* hClientDLL hander */

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@@ -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);

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

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@@ -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);

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@@ -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];
/*----------------------------------------------------------------------------*/
@@ -33,6 +34,7 @@ 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);
@@ -47,6 +49,7 @@ 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);

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@@ -8,30 +8,31 @@
#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;
}
@@ -39,13 +40,40 @@ void load(void) {
/* Get game version after injecting */
this_game_id = get_cur_game();
i_engine->pfnClientCmd("echo \"hl-cheat loaded successfully!\"");
i_engine->pfnClientCmd("echo \"goldsource-cheat loaded successfully!\"");
i_engine->pfnClientCmd("echo \"Deadzone rulez!\"");
i_engine->pfnClientCmd("echo \"https://git.deadzone.lol/Wizzard/goldsource-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;
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 +83,7 @@ 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) {

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@@ -63,6 +63,11 @@ bool is_friend(cl_entity_t* ent) {
}
}
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);
@@ -204,6 +209,19 @@ 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 +271,7 @@ 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;
}