mirror of
https://github.com/DumbDev69420/EscapeTheBackrooms_Internal.git
synced 2025-06-29 10:13:08 +08:00
Reworked some stuff, and tested an way to Print Steam ids of clients which joined.
Also changed that now an Gif is the Background of the Menu for Testing purposes. Looks kinda okay but sketchy
This commit is contained in:
@ -72,6 +72,7 @@ namespace Cheat {
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SDK::UKismetStringLibrary* StringLib = 0x0;
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SDK::UKismetTextLibrary* TextLib = 0x0;
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SDK::UGameplayStatics* GPStatics = 0x0;
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SDK::UKismetRenderingLibrary* RenderLib = 0x0;
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SDK::AMP_PlayerController_C* PlayerController = 0x0;
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SDK::ULocalPlayer* LocalPlayer = 0x0;
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SDK::ULevel* CurLevel = 0x0;
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@ -168,6 +169,8 @@ namespace Cheat {
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GPStatics = (SDK::UGameplayStatics*)SDK::UObject::FindClassFast("GameplayStatics")->DefaultObject;
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RenderLib = (SDK::UKismetRenderingLibrary*)SDK::UObject::FindClassFast("KismetRenderingLibrary")->DefaultObject;
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CWINGui::Font = SDK::UObject::FindObject<SDK::UFont>("Font Roboto.Roboto");
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StaticConstructObject_Internal = (fStaticConstructObject_Internal)((uintptr_t)GetModuleHandle(0) + Offsets::StaticConstructObject_Internal);
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@ -1322,6 +1325,29 @@ namespace Cheat {
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//Esp shit, World needed obviously else crashes
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if (Ok || Stages >= 6) {
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#ifdef DEBUG //Will have to reverse some shit later. For now wont work
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if (Settings::TestEvent_PrintSteamIDS) {
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Settings::TestEvent_PrintSteamIDS = false;
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auto Players = PlayerStuff::PlayerList;
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for (size_t i = 0; i < Players.size(); i++)
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{
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auto Controller = (SDK::APlayerController*)Players[i].Pawn_->Controller;
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if (Controller) {
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auto NetConnection = Controller->NetConnection;
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if (NetConnection) {
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}
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}
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}
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}
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#endif
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if (PlayerController->SpectatorPawn) {
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}
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@ -1571,7 +1597,7 @@ namespace Cheat {
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}
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#ifdef Gatekeep
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#ifdef DEBUG
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//Spawn stuff inside your hand, that wasnt supposed to even Spawn in there (Exploit 1, Dangerous Exploit)
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if (Settings::Spawner) {
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@ -1698,7 +1724,7 @@ namespace Cheat {
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}
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else
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{
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Message("Couldnt Spawn Rope. Class Not Found");
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Message("Couldnt Spawn Firework. Class Not Found");
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}
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//BPCharacter->CustomTimeDilation = 0.001f;
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}
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@ -1831,10 +1857,9 @@ namespace Cheat {
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{ // Only works as Host
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BPCharacter->CanJumpscare = false;
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BPCharacter->CanKill = false;
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if (BPCharacter->Climb) {
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if (BPCharacter->Climb) { //Fast climb ladder
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BPCharacter->Climb->TheTimeline.Length = 0.0f;
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}
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@ -1971,7 +1996,7 @@ namespace Cheat {
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}
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#ifdef Gatekeep
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#ifdef DEBUG
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//Spawn ropes anywhere you want, how often you want also. (Exploit 3, severe)
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if (GetAsyncKeyState(VK_F2)& 1 && BPCharacter->CurrentItem_Rep) {
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@ -1985,7 +2010,7 @@ namespace Cheat {
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}
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}
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#endif // Gatekeep
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#endif // No real Frontend implementation for this, for now
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if (GetAsyncKeyState(VK_F3) & 1)
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@ -2226,7 +2251,7 @@ namespace Cheat {
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}
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#ifdef Gatekeep
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#ifdef DEBUG //Debugging purposes
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if (Settings::UnpossePawns) {
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Settings::UnpossePawns = false;
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@ -2377,7 +2402,7 @@ namespace Cheat {
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PlayerController->AcknowledgedPawn->K2_SetActorLocation(SDK::FVector(PlayerPos.X - UPVector.X, PlayerPos.Y - UPVector.Y, PlayerPos.Z - UPVector.Z), false, 0, true);
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}
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#ifdef Gatekeep
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#ifdef DEBUG //no real frontend for this yet
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if (GetAsyncKeyState(VK_F1)) {
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BPCharacter->StartPushingActor_SERVER((SDK::ABP_Pushable_C*)PlayerController->AcknowledgedPawn, PlayerController->AcknowledgedPawn->K2_GetActorLocation(), PlayerController->ControlRotation);
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BPCharacter->StopPushingActor_SERVER((SDK::ABP_Pushable_C*)PlayerController->AcknowledgedPawn);
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@ -2523,7 +2548,7 @@ namespace Cheat {
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}
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if (CurrentInteractable->IsUsable && !CurrentInteractable->WasUsed) {
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if (CurrentInteractable->IsUsable) {
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SDK::FVector2D ScreenPos;
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auto Location = CurrentInteractable->K2_GetActorLocation();
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@ -2556,6 +2581,7 @@ namespace Cheat {
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SDK::UClass* StaticSkinMf = nullptr;
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SDK::UClass* StaticBacteriaMf = nullptr;
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SDK::UClass* StaticHowlerMf = nullptr;
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SDK::UClass* StaticABPCharacter = SDK::ABPCharacter_Demo_C::StaticClass();
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@ -2566,15 +2592,15 @@ namespace Cheat {
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if (Settings::RandomName)
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srand(time(NULL));
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for (size_t i = 0; i < EnemyArray.Num(); i++)
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{
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if (!EnemyArray.IsValidIndex(i) || !EnemyArray[i] || EnemyArray[i] == PlayerController->Character)continue;
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auto CurrentEnemy = (SDK::ACharacter*)EnemyArray[i];
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auto Name = CurrentEnemy->Name.ToString();
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if (Name.find("BPCharacter_Demo_C") != std::string::npos) {
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if (CurrentEnemy->Class->IsA(StaticABPCharacter)) {
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auto CharacterBP = (SDK::ABPCharacter_Demo_C*)CurrentEnemy;
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auto StateBP = (SDK::AMP_PS_C*)CharacterBP->PlayerState;
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@ -2649,6 +2675,14 @@ namespace Cheat {
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if (Settings::Godmode) {
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if (!Settings::IniShitsPlayer[7]) {
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Settings::IniShitsPlayer[7] = true;
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BPCharacter->CanJumpscare = false;
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BPCharacter->CanKill = false;
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}
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auto Name = CurrentEnemy->Class->Name;
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if (StaticSkinMf && Name == StaticSkinMf->Name) {
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auto SkinSteala = (SDK::ABP_SkinStealer_C*)CurrentEnemy;
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@ -2673,7 +2707,15 @@ namespace Cheat {
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// Howlerdude->CanAttack = false;
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}
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}
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else
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{
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if (Settings::IniShitsPlayer[7]) {
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Settings::IniShitsPlayer[7] = false;
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BPCharacter->CanJumpscare = true;
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BPCharacter->CanKill = true;
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}
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}
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if (Settings::EnemyEsp) {
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UsefullFuncs::DrawBoxOnActor(Canvas, CurrentEnemy, UsefullFuncs::RGBATOFLinear(255, 0, 0, 255));
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