LootIsmıBul: Идентификатор не найден
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#include "Memory.h"
#include "Offsets.h"
#include "Utils.h"
#include "math.h"
#include <windows.h>
CMem* mem = nullptr;
bool LootESP = true;
bool SkeletonESP = true;
bool AracESP = true;
bool HeadShot = false;
float DisMesafe = 99999;
float uzaklik = 45.f;
float DisId = -1;
float DisDist = 99999;
int FOV = 100;
#pragma region Tuşlarım
void Tuslar()
{
if (GetAsyncKeyState(VK_F1) & 1)
{
LootESP = LootESP ? false : true;
system("cls");
cout << "Loot : " << LootESP << endl;
cout << "Iskelet : " << SkeletonESP << endl;
cout << "Arac : " << AracESP << endl;
cout << "HeadShot : " << HeadShot << endl;
}
if (GetAsyncKeyState(VK_F2) & 1)
{
SkeletonESP = SkeletonESP ? false : true;
system("cls");
cout << "Loot : " << LootESP << endl;
cout << "Iskelet : " << SkeletonESP << endl;
cout << "Arac : " << AracESP << endl;
cout << "HeadShot : " << HeadShot << endl;
}
if (GetAsyncKeyState(VK_F3) & 1)
{
AracESP = AracESP ? false : true;
system("cls");
cout << "Loot : " << LootESP << endl;
cout << "Iskelet : " << SkeletonESP << endl;
cout << "Arac : " << AracESP << endl;
cout << "HeadShot : " << HeadShot << endl;
}
if (GetAsyncKeyState(VK_F5) & 1)
{
HeadShot = HeadShot ? false : true;
system("cls");
cout << "Loot : " << LootESP << endl;
cout << "Iskelet : " << SkeletonESP << endl;
cout << "Arac : " << AracESP << endl;
cout << "HeadShot : " << HeadShot << endl;
}
}
#pragma endregion
void Dongum()
{
Tuslar();
UpdateAddresses();
int EntitySayisi = EntitySayisiniCek();
float Canlar = 0.f;
float Mesafe = 0.f;
float DonguMesafe = 99999;
float DonguId = -1;
float DonguDist = 99999;
Vector3 BenimPositionum = BenimPozisyonumuBul();
for (int i = 0; i < EntitySayisi; i++)
{
DWORD_PTR EntityDW = GetEntity(i);
int EntID = ActorIDBul(i);
Vector3 spos = WorldToScreen(ActorPozisyonuBul(i), GetCameraCache());
Mesafe = BenimPositionum.Distance(ActorPozisyonuBul(i)) / 100;
if (Playermi(EntID))
{
Canlar = ActorCaniniBul(i);
if (Canlar > 0.f)
{
auto mesh = mem->RPM<DWORD_PTR>(EntityDW + 0x410, 0x8);
if (Mesafe > 500.f) { continue; }
Vector3 kafam = IskeletBul(mesh, 5);
Vector3 headshot = IskeletBul(mesh, 6);
float Dist = DistanceBetweenCross(kafam.x, kafam.y);
DrawString((int)spos.x - 10, (int)spos.y + 10, D3DCOLOR_ARGB(255, 255, 240, 0), pFont, "[%0.2f]", Mesafe);
if (Mesafe <= 250) { DrawHealthBar((int)spos.x - 10, (int)spos.y + 25, (Canlar / 4), 4, 0, 204); }
///SKELETON
#pragma region Skeleton
if (SkeletonESP == true)
{
if (!mesh || Mesafe > 350.f) { continue; }
DrawSkeleton(mesh);
}
#pragma endregion
///SKELETON
///AIM
#pragma region AimBot
if (GetKeyState(VK_CONTROL) & 0x8000 && Mesafe < 400 && TakimNumarasiBul(i) == NULL)
{
if ((Dist <= FOV) && Mesafe <= 400 && Dist < DonguDist&& Mesafe < DonguMesafe)
{
DonguMesafe = Mesafe;
DonguDist = Dist;
DonguId = i;
}
if (i == DisId)
{
if (Mesafe <= 100)
{
if (HeadShot == true) { Aimbot(headshot.x, headshot.y); Circle((int)headshot.x, (int)headshot.y, 4, 30, 204, 0, 0, 255); }
else { Aimbot(kafam.x, kafam.y + 5); Circle((int)kafam.x, (int)kafam.y + 5, 4, 30, 204, 0, 0, 255); }
}
else if (Mesafe > 100 && Mesafe <= 350)
{
if (HeadShot == true)
{
Aimbot(headshot.x, headshot.y);
Circle((int)headshot.x, (int)headshot.y, 4, 30, 204, 0, 0, 255);
}
else { Aimbot(spos.x, spos.y + 3); }
}
else
{
Aimbot(spos.x, spos.y - 5);
}
DrawString((int)spos.x - 10, (int)spos.y + 35, D3DCOLOR_ARGB(255, 255, 255, 0), pFont, "Locked");
}
}
#pragma endregion
///AIM
}
}
///ARACESP
#pragma region AracEsp
if (AracESP == true && !Playermi(EntID) && Mesafe <= 900.f)
{
if (isUaz(EntID) || isDacia(EntID) || isBike(EntID) || isBuggy(EntID))
{
DrawString((int)spos.x, (int)spos.y, D3DCOLOR_ARGB(255, 255, 255, 255), pFont, "Araç\n%0.2f", Mesafe);
}
}
#pragma endregion
///ARACESP
///LOOTESP
#pragma region LootEsp
if (LootESP == true && EntID == entl.LootList[0])
{
DWORD_PTR DroppedItemGroupArray = mem->RPM<DWORD_PTR>(EntityDW + 0x2E8, sizeof(DroppedItemGroupArray));
if (DroppedItemGroupArray == NULL)continue;
int count = mem->RPM<int>(EntityDW + 0x2F0, 0x4);
if (!count)
continue;
for (int j = 0; j < count; j++)
{
DWORD_PTR pADroppedItemGroup = mem->RPM<DWORD_PTR>(DroppedItemGroupArray + (j * 0x10), sizeof(pADroppedItemGroup));
if (pADroppedItemGroup == NULL)continue;
DWORD_PTR pRootcomp = mem->RPM<DWORD_PTR>(EntityDW + 0x188, sizeof(pRootcomp));
if (pRootcomp == NULL)continue;
Vector3 ItemPos = mem->RPM<Vector3>(pRootcomp + 0x254, sizeof(ItemPos));
Vector3 ItemPosRelative = mem->RPM<Vector3>(pADroppedItemGroup + 0x2D0, sizeof(ItemPosRelative));
Vector3 ItemPosAbsolute = (ItemPos + ItemPosRelative);
float Mesafe = BenimPositionum.Distance(ItemPosAbsolute) / 100;
if (Mesafe < 50.f)
{
Vector3 screenloc = WorldToScreen(ItemPosAbsolute, GetCameraCache());
DWORD_PTR pUItem = mem->RPM<DWORD_PTR>(pADroppedItemGroup + 0x538, sizeof(pUItem));
if (pUItem == NULL)continue;
int ItemID = mem->RPM<int>(pUItem + 0x18, sizeof(ItemID));
if (ItemID == NULL || ItemID > 200000 || ItemID < 0)continue;
string ismi = GetNameFromId(ItemID);
std::stringstream Ism;
Ism << (string)LootIsmıBul(ismi);
char * IsmInfo = new char[Ism.str().size() + 1];
strcpy(IsmInfo, Ism.str().c_str());
DrawString((int)screenloc.x, (int)screenloc.y, D3DCOLOR_ARGB(255, 255, 240, 0), pFont, IsmInfo);
}
}
}
#pragma endregion
///LOOTESP
}
DisMesafe = DonguMesafe;
DisId = DonguId;
DisDist = DonguDist;
}
int render()
{
//d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
//d3ddev->Clear(NULL, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, NULL);
d3ddev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1.0f, 0);
d3ddev->BeginScene();
Circle((int)s_width / 2, (int)s_height / 2, FOV, 30, 65, 65, 65, 225);
Circle((int)s_width / 2, (int)s_height / 2, 5, 30, 255, 255, 255, 255);
//FillRGB(s_width / 2 - 11, s_height / 2 - 4, 22, 1, 240, 240, 250, 255); // -
//FillRGB(s_width / 2, s_height / 2 - 14, 1, 22, 240, 240, 250, 255); // |
Dongum();
d3ddev->EndScene();
d3ddev->PresentEx(0, 0, 0, 0, 0);
return 0;
}
int main(int argc, char* argv[])
{
system("MODE CON COLS=33 LINES=10");
mem = new CMem(reinterpret_cast<HANDLE>(atoi(argv[1])));
atexit(Shutdown);
SetupWindow();
CacheNames();
uint32_t ret = (uint32_t)MainLoop();
cin.get();
return ret;
}