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:
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2024-05-09 22:05:24 +02:00
parent 915f2eefc1
commit 7200fcf4c1
6 changed files with 200 additions and 33 deletions

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