【C++】从零开始的CS:GO逆向分析3——写出一个透视
本篇内容包括:
1. 透视实现的方法介绍
2. 通过进程名获取进程id和进程句柄
3. 通过进程id获取进程中的模块信息(模块大小,模块地址,模块句柄)
4. 读取游戏内存(人物ViewMatrix,敌人坐标,敌人生命值,敌人阵营)
5. 三维坐标转二维坐标(游戏内人物坐标转换成屏幕上的坐标)
6. glfw+imgui 在屏幕上的绘制直线
请先依据前两篇,对偏移、基址有基本了解,并且配置好了glfw+imgui的环境,在上篇创建好的工程中创建CPP文件和同名.h文件
实现效果:
透视实现的方法介绍
一般有两种方式,一种是外挂,一种是内挂,外挂是在创建一个透明窗口,在透明窗口上画线,让鼠标事件透过窗口,透明窗口覆盖在游戏窗口上。内挂是通过DLL注入,HOOK游戏中的绘制函数,在游戏绘制人物的时候绘制自己的线。还剩一种比较少用,但也可以实现,找到人物模型ID,在渲染到人物模型的时候关掉渲染缓冲(应该是叫这个?),使人物模型在墙模型前面渲染,导致可以直接看到人物。本篇文章采用的是外挂的形式,根据上篇文章已经可以创建出一个覆盖在屏幕上的透明窗口。
先把需要用到的全局变量声明一下(GetImformation.cpp)
变量名起的挺明白的,就不写注释了
DWORD g_process_id = NULL; HANDLE g_process_handle = NULL; UINT_PTR g_local_player = NULL; UINT_PTR g_player_list_address = NULL; UINT_PTR g_matrix_address = NULL; UINT_PTR g_angle_address = NULL; HWND g_game_hwnd = NULL; module_information engine_module; module_information client_module; module_information server_module; float g_client_width; float g_client_height;
把需要用到的偏移也声明一下
#define dwViewMatrix 0x4DCF254 #define dwLocalPlayer 0xDC14CC #define dwClientState 0x58CFDC #define dwEntityList 0x4DDD93C #define dwClientState_ViewAngles 0x4D90 #define m_vecOrigin 0x138 #define m_bDormant 0xED #define m_lifeState 0x25F #define m_iHealth 0x100 #define m_iTeamNum 0xF4
再把需要使用到的函数先声明和实现(GetImformation.cpp),实现思路写在后面
获取屏幕大小,保存到全局变量
void GetWindowSize() { HDC hdc = GetDC(nullptr); g_client_width = GetDeviceCaps(hdc, DESKTOPHORZRES); g_client_height = GetDeviceCaps(hdc, DESKTOPVERTRES); ReleaseDC(nullptr, hdc); }
先写一个错误获取函数,以方便获取出错的信息
void error(const char*text) { MessageBoxA(nullptr, text, nullptr, MB_OK); exit(-1); } bool is_error() { return GetLastError() != 0; }
通过进程名获取进程id和进程句柄
使用CreateToolhelp32Snapshot函数,创建进程快照,遍历系统快照中的进程名,遍历到process_name,则返回该进程的进程ID
DWORD get_process_id(const char*process_name) { HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); if (is_error()) error("CreateToolhelp32Snapshot失败"); PROCESSENTRY32 process_info; ZeroMemory(&process_info, sizeof(process_info)); process_info.dwSize = sizeof(process_info); char target[1024]; ZeroMemory(target, 1024); strncpy_s(target, process_name, strlen(process_name)); _strupr(target); bool state = Process32First(snap, &process_info); while (state) { if (strncmp(_strupr(process_info.szExeFile), target, strlen(target)) == 0) { return process_info.th32ProcessID; } state = Process32Next(snap, &process_info); } CloseHandle(snap); return 0; }
通过进程ID获取进程句柄
HANDLE get_process_handle(DWORD process_id) { HANDLE process_handle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, process_id); if (is_error()) error("get_process_handle失败"); return process_handle; }
通过进程id获取进程中的模块信息(模块大小,模块地址,模块句柄)
可以发现偏移都是由 client.dll+xxxxx 此种形式构成,所以需要获取模块的地址
先创建一个模块结构体,需要获取模块的模块大小,模块地址,模块句柄
class module_information { public: HANDLE module_handle; char module_name[1024]; char *module_data; UINT_PTR module_address; int module_size; void alloc(int size) { module_size = size; module_data = (char *)VirtualAlloc(nullptr, size, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE); if (is_error())error("申请内存失败"); } void release() { if (module_data)VirtualFree(module_data, 0, MEM_RELEASE); module_data = nullptr; } };
传入进程ID和需要获取的模块名,CreateToolhelp32Snapshot创建模块快照,遍历快照,比对模块名,获取模块信息
void get_moduel_info(DWORD process_id, const char *name, OUT module_information&info) { HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, process_id); if (is_error())error("创建快照错误"); MODULEENTRY32 module_info; ZeroMemory(&module_info, sizeof(module_info)); module_info.dwSize = sizeof(module_info); char target[1024]; ZeroMemory(target, 1024); strncpy(target, name, strlen(name)); _strupr(target); bool status = Module32First(snap, &module_info); while (status) { if (strncmp(_strupr(module_info.szModule), target, sizeof(target)) == 0) { info.module_address = (UINT_PTR)module_info.modBaseAddr; info.module_handle = module_info.hModule; info.alloc(module_info.modBaseSize); DWORD size = read_memory(g_process_handle, info.module_address, info.module_data, info.module_size);//TODO CloseHandle(snap); return; } status = Module32Next(snap, &module_info); } error("未找到模块"); return; }
读取游戏内存函数
例如之前得到 上下角度 = [[engine.dll+58CFDC]+00004D90] ,则可以
ReadProcessMemory(g_process_handle, (LPVOID)(engine.dll+58CFDC), recv, size, &readsize);
ReadProcessMemory(g_process_handle, (LPVOID)recv, recv, size, &readsize);
函数的使用方法:ReadProcessMemory(句柄,地址,读到哪里,读多少,具体读了多少);
则可以读到上下角度
通过ReadProcessMemory函数读取内存,对这个函数进行打包,方便使用(好吧,我承认这个打包的很烂,几乎没有方便使用)
DWORD read_memory(HANDLE process, DWORD address, void *recv, int size) { DWORD readsize; ReadProcessMemory(process, (LPVOID)address, recv, size, &readsize); return readsize; if (is_error())error("读取内存失败"); }
重写了一个我觉得比较好用的,各位可以酌情对其进行改写
template<class T> T ReadMem(HANDLE ProcessHandle, UINT_PTR Address, int size) { T Reader; ReadProcessMemory(ProcessHandle, (LPVOID)Address, &Reader, size, NULL); return Reader; }
三维坐标转二维坐标
创建两个结构体来储存二维坐标,一个用来储存三维坐标
struct Vec2 {
public: float x, y; }; struct Vec3 { public: float x, y, z; };
传入一个三维坐标和视角矩阵,算出人物在屏幕上的坐标 VecScreen
bool WorldToScreen(const Vec3& VecOrgin, Vec2& VecScreen, float* Matrix) { VecScreen.x = VecOrgin.x *Matrix[0] + VecOrgin.y*Matrix[1] + VecOrgin.z*Matrix[2] + Matrix[3]; VecScreen.y = VecOrgin.x *Matrix[4] + VecOrgin.y*Matrix[5] + VecOrgin.z*Matrix[6] + Matrix[7]; float w = VecOrgin.x*Matrix[12] + VecOrgin.y*Matrix[13] + VecOrgin.z*Matrix[14] + Matrix[15]; if (w < 0.01f) { return false; } Vec2 NDC; NDC.x = VecScreen.x / w; NDC.y = VecScreen.y / w; VecScreen.x = (g_client_width / 2 * NDC.x) + (NDC.x + g_client_width / 2); VecScreen.y = (g_client_height / 2 * NDC.y) + (NDC.y + g_client_height / 2); ConvertToRange(VecScreen); return true; } void ConvertToRange(Vec2 &Point) { Point.x /= g_client_width; Point.x *= 2.0f; Point.x -= 1.0f; Point.y /= g_client_height; Point.y *= 2.0f; Point.y -= 1.0f; }
GLFW画线
使用glVertex2f函数,第一个glVertex2f是开始的位置,第二个glVertex2f是结束的位置
void DrawLine(Vec2& start, Vec2& end) { glLineWidth(1.2); glBegin(GL_LINES); glColor4f(255, 255, 255, 100); glVertex2f(start.x, start.y); glVertex2f(end.x, end.y); glEnd(); }
写一个init函数,实现初始化
void init_address(const char*process_name) { std::cout << "请先启动游戏"<< std::endl; DWORD process_id = get_process_id(process_name); HANDLE process_handle = get_process_handle(process_id); g_process_id = process_id; //将pid保存到全局变量 g_process_handle = process_handle;//将process_handle保存到全局变量 //获取模块信息 get_moduel_info(process_id, "engine.dll", engine_module); get_moduel_info(process_id, "client.dll", client_module); get_moduel_info(process_id, "server.dll", server_module); UINT_PTR temp_address; float Matrix[16]; UINT_PTR matrix_address = client_module.module_address + dwViewMatrix; //获取视角矩阵地址 g_matrix_address = matrix_address; //将视角矩阵地址保存到全局变量 //获取人物视角地址 ReadProcessMemory(g_process_handle, (LPVOID)(engine_module.module_address + 0x58CFDC), &temp_address, 4, NULL);//[engine.dll + 58CFDC]+00004D90 g_angle_address = temp_address + dwClientState_ViewAngles; //获取本地人物地址 [client.dll+0xDC04CC]+100 = 生命值 ReadProcessMemory(g_process_handle, (LPVOID)(client_module.module_address + dwLocalPlayer), &temp_address, 4, NULL); g_local_player = temp_address; //[g_local_player+100] = 生命值 //获得ENtitylist地址 [client.dll+0x4DDC90C + i *0x10]+100 = 敌人生命值 g_player_list_address = client_module.module_address + dwEntityList; }
先说一下整体的思路:
通过进程名(csgo.exe)获取进程ID
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通过进程ID获取进程句柄、client.dll模块的信息
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通过进程句柄读取人物视角矩阵地址、本地人物对象地址、敌人对象地址 并保存到全局变量(初始化完成)
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获得屏幕大小储存在全局变量、创建透明窗口
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循环遍历敌人对象,通过地址读取到人物的视角矩阵、敌人的位置
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在循环中将敌人的位置结合矩阵,转换成2D坐标
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再循环中在透明窗口上把算出来的坐标画出来
再写一段伪代码出来帮助理解,代码贴在后面
int main { 获取视角矩阵地址、获取本地人物地址、获取敌人对象地址 获取屏幕分辨率 根据屏幕分辨率创建窗口 while(1)消息循环 {
清除画的线 获得视角矩阵,因为会变,所以需要不停的获取 for(int i=0;i<64;i++)因为游戏人数最大为64 { 获得自己的阵营 获取当前敌人对象 根据对象获取人物血量、阵营、生存状态、敌人是否有效 如果敌人血量<=0 或者 敌人阵营=自己阵营 或者 无效 或者 敌人对象为空 或者 敌人生存状态
则遍历下一个对象 获得敌人的位置 将敌人的坐标转换为2D坐标 画线 } } }
代码部分
GetImformation.h
#pragma once struct Vec2 {public: float x, y; }; struct Vec3 { public: float x, y, z; }; bool is_error(); void error(const char*text); class module_information { public: HANDLE module_handle; char module_name[1024]; char *module_data; UINT_PTR module_address; int module_size; void alloc(int size) { module_size = size; module_data = (char *)VirtualAlloc(nullptr, size, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE); if (is_error())error("申请内存失败"); } void release() { if (module_data)VirtualFree(module_data, 0, MEM_RELEASE); module_data = nullptr; } }; void init_address(const char*process_name); DWORD get_process_id(const char*process_name); HANDLE get_process_handle(DWORD process_id); void ConvertToRange(Vec2 &Point); bool WorldToScreen(const Vec3& VecOrgin, Vec2& VecScreen, float* Matrix); void get_moduel_info(DWORD process_id, const char *name, OUT module_information&info); DWORD read_memory(HANDLE process, DWORD address, void *recv, int size); template<class T> T ReadMem(HANDLE ProcessHandle, UINT_PTR Address, int size) { T Reader; ReadProcessMemory(ProcessHandle, (LPVOID)Address, &Reader, size, NULL); return Reader; }
GetImformation.cpp
#include#include #include"GetIMformation.h" DWORD g_process_id = NULL; HANDLE g_process_handle = NULL; UINT_PTR g_local_player = NULL; UINT_PTR g_player_list_address = NULL; UINT_PTR g_matrix_address = NULL; UINT_PTR g_angle_address = NULL; HWND g_game_hwnd = NULL; module_information engine_module; module_information client_module; module_information server_module; float g_client_width; float g_client_height; #define dwViewMatrix 0x4DCF254 #define dwLocalPlayer 0xDC14CC #define dwClientState 0x58CFDC #define dwEntityList 0x4DDD93C #define dwClientState_ViewAngles 0x4D90 #define m_vecOrigin 0x138 #define m_bDormant 0xED #define m_lifeState 0x25F #define m_iHealth 0x100 #define m_iTeamNum 0xF4 //获取模块信息 void get_moduel_info(DWORD process_id, const char *name, OUT module_information&info) { HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, process_id); if (is_error())error("创建快照错误"); MODULEENTRY32 module_info; ZeroMemory(&module_info, sizeof(module_info)); module_info.dwSize = sizeof(module_info); char target[1024]; ZeroMemory(target, 1024); strncpy(target, name, strlen(name)); _strupr(target); bool status = Module32First(snap, &module_info); while (status) { if (strncmp(_strupr(module_info.szModule), target, sizeof(target)) == 0) { info.module_address = (UINT_PTR)module_info.modBaseAddr; info.module_handle = module_info.hModule; info.alloc(module_info.modBaseSize); //DWORD size = read_memory(g_process_handle, info.module_address);//TODO DWORD size = read_memory(g_process_handle, info.module_address, info.module_data, info.module_size);//TODO CloseHandle(snap); return; } status = Module32Next(snap, &module_info); } error("未找到模块"); return; } void error(const char*text) { MessageBoxA(nullptr, text, nullptr, MB_OK); exit(-1); } bool is_error() { return GetLastError() != 0; } DWORD read_memory(HANDLE process, DWORD address, void *recv, int size) { DWORD readsize; ReadProcessMemory(process, (LPVOID)address, recv, size, &readsize); return readsize; if (is_error())error("读取内存失败"); } HANDLE get_process_handle(DWORD process_id) { HANDLE process_handle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, process_id); if (is_error()) error("get_process_handle失败"); std::cout << "进程句柄为:" << std::hex << process_handle << std::endl; return process_handle; } DWORD get_process_id(const char*process_name) { HANDLE snap = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); if (is_error()) error("CreateToolhelp32Snapshot失败"); PROCESSENTRY32 process_info; ZeroMemory(&process_info, sizeof(process_info)); process_info.dwSize = sizeof(process_info); char target[1024]; ZeroMemory(target, 1024); strncpy_s(target, process_name, strlen(process_name)); _strupr(target); bool state = Process32First(snap, &process_info); while (state) { if (strncmp(_strupr(process_info.szExeFile), target, strlen(target)) == 0) { CloseHandle(snap); return process_info.th32ProcessID; } state = Process32Next(snap, &process_info); } CloseHandle(snap); MessageBoxA(NULL, "查找进程id失败", "提示", MB_OK); return 0; } void GetWindowSize() { HDC hdc = GetDC(nullptr); g_client_width = GetDeviceCaps(hdc, DESKTOPHORZRES); g_client_height = GetDeviceCaps(hdc, DESKTOPVERTRES); ReleaseDC(nullptr, hdc); } void init_address(const char*process_name) { std::cout << "请先启动游戏"<< std::endl; DWORD process_id = get_process_id(process_name); HANDLE process_handle = get_process_handle(process_id); g_process_id = process_id; //获取模块信息 g_process_handle = process_handle; get_moduel_info(process_id, "engine.dll", engine_module); get_moduel_info(process_id, "client.dll", client_module); get_moduel_info(process_id, "server.dll", server_module); //TODO 要写一个特征码寻址,获取视角矩阵信息 UINT_PTR temp_address; float Matrix[16]; UINT_PTR matrix_address = client_module.module_address + dwViewMatrix; g_matrix_address = matrix_address; //获取 人物视角地址 ReadProcessMemory(g_process_handle, (LPVOID)(engine_module.module_address + 0x58CFDC), &temp_address, 4, NULL);//[engine.dll + 58CFDC]+00004D90 g_angle_address = temp_address + 0x00004D90; //获取本地人物地址 [client.dll+0xDC04CC]+100 = 生命值 ReadProcessMemory(g_process_handle, (LPVOID)(client_module.module_address + dwLocalPlayer), &temp_address, 4, NULL); g_local_player = temp_address; //[g_local_player+100] = 生命值 temp_address = 0; //获得ENtitylist地址 [client.dll+0x4DDC90C + i *0x10]+100 = 敌人生命值 g_player_list_address = client_module.module_address + dwEntityList; } bool WorldToScreen(const Vec3& VecOrgin, Vec2& VecScreen, float* Matrix) { VecScreen.x = VecOrgin.x *Matrix[0] + VecOrgin.y*Matrix[1] + VecOrgin.z*Matrix[2] + Matrix[3]; VecScreen.y = VecOrgin.x *Matrix[4] + VecOrgin.y*Matrix[5] + VecOrgin.z*Matrix[6] + Matrix[7]; float w = VecOrgin.x*Matrix[12] + VecOrgin.y*Matrix[13] + VecOrgin.z*Matrix[14] + Matrix[15]; if (w < 0.01f) { return false; } Vec2 NDC; NDC.x = VecScreen.x / w; NDC.y = VecScreen.y / w; VecScreen.x = (g_client_width / 2 * NDC.x) + (NDC.x + g_client_width / 2); VecScreen.y = (g_client_height / 2 * NDC.y) + (NDC.y + g_client_height / 2); ConvertToRange(VecScreen); return true; } void ConvertToRange(Vec2 &Point) { Point.x /= g_client_width; Point.x *= 2.0f; Point.x -= 1.0f; Point.y /= g_client_height; Point.y *= 2.0f; Point.y -= 1.0f; }
main.cpp
#include#include #include #include #include #include #include "imgui/imgui.h" #include "imgui/imgui_impl_glfw.h" #include "imgui/imgui_impl_opengl3.h" #include "GetIMformation/GetIMformation.h" //声明外部变量 extern DWORD g_process_id; extern HANDLE g_process_handle; extern UINT_PTR g_local_player; extern UINT_PTR g_player_list_address; extern UINT_PTR g_matrix_address; extern UINT_PTR g_angle_address; extern HWND g_game_hwnd; extern module_information engine_module; extern module_information client_module; extern module_information server_module; extern float g_client_width; extern float g_client_height; void DrawLine(Vec2& start, Vec2& end) { glLineWidth(1.2); glBegin(GL_LINES); glColor4f(255, 255, 255, 100); glVertex2f(start.x, start.y); glVertex2f(end.x, end.y); glEnd(); } void ShowMenu(GLFWwindow* Window) { glfwSetWindowAttrib(Window, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); } void HideMenu(GLFWwindow* Window) { glfwSetWindowAttrib(Window, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); } static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); } void GetWindowSize() { HDC hdc = GetDC(nullptr); g_client_width = GetDeviceCaps(hdc, DESKTOPHORZRES); g_client_height = GetDeviceCaps(hdc, DESKTOPVERTRES); ReleaseDC(nullptr, hdc); } int main(int, char**) { /////////////////////////功能性代码//////////////////////////////////////////////////////////////////////////////////////////// GetWindowSize(); init_address("csgo.exe"); UINT_PTR temp_address; /////////////////////////功能性代码//////////////////////////////////////////////////////////////////////////////////////////// // Setup window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; GLFWmonitor* monitor = glfwGetPrimaryMonitor(); //###########################设置窗口########################### auto glsl_version = "#version 130"; int Height = glfwGetVideoMode(monitor)->height; int Width = glfwGetVideoMode(monitor)->width; glfwWindowHint(GLFW_FLOATING, true); glfwWindowHint(GLFW_RESIZABLE, false); glfwWindowHint(GLFW_MAXIMIZED, true); glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true); //###########################设置窗口########################### GLFWwindow* window = glfwCreateWindow(Width, Height, "titile", nullptr, nullptr); if (window == nullptr) return 1; glfwSetWindowAttrib(window, GLFW_DECORATED, false); //设置没有标题栏 ShowWindow(GetConsoleWindow(), SW_HIDE); glfwMakeContextCurrent(window); glfwSwapInterval(1); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; ImGui::StyleColorsDark(); ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); bool bMenuVisible = true; bool Dormant; int EntityTeamNum; int lifestate; int blood; int iTeamNum; float temp_pos[3]; float Matrix[16]; Vec2 LineOrigin; Vec2 ScreenCoord; Vec3 EntityLocation; LineOrigin.x = 0.0f; LineOrigin.y = -1.0f; UINT_PTR Entity; while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); if (GetAsyncKeyState(VK_F11) & 1) { bMenuVisible = !bMenuVisible; if (bMenuVisible) ShowMenu(window); else HideMenu(window); } //界面设计 if (bMenuVisible) { ImGui::Text("USE F11 TO Hiden/Show"); ImGui::Text(""); if (ImGui::Button("exit")) return 0; } ReadProcessMemory(g_process_handle, (LPVOID)(client_module.module_address + dwLocalPlayer), &g_local_player, 4, nullptr); if(g_local_player!=0) { ScreenCoord.x = 0.0f; ScreenCoord.y = -1.0f; g_angle_address = ReadMem (g_process_handle, (engine_module.module_address + dwClientState), 4)+ dwClientState_ViewAngles; ReadProcessMemory(g_process_handle, (LPCVOID)(client_module.module_address + dwViewMatrix), Matrix, sizeof(float) * 16, nullptr); for (short int i = 0; i < 64; ++i) { ReadProcessMemory(g_process_handle, (LPVOID)(client_module.module_address + dwLocalPlayer), &g_local_player, 4, nullptr); ReadProcessMemory(g_process_handle, (LPCVOID)(g_local_player + m_iTeamNum), &iTeamNum, 4, nullptr); //获取敌人实体 ReadProcessMemory(g_process_handle, (LPCVOID)(client_module.module_address + dwEntityList + i * 0x10), &Entity, sizeof(float), nullptr); ReadProcessMemory(g_process_handle, (LPVOID)(Entity + m_bDormant), &Dormant, sizeof(bool), nullptr); ReadProcessMemory(g_process_handle, (LPVOID)(Entity + m_lifeState), &lifestate, 4, nullptr); ReadProcessMemory(g_process_handle, (LPCVOID)(Entity + m_iTeamNum), &EntityTeamNum, 4, nullptr); ReadProcessMemory(g_process_handle, (LPCVOID)(Entity + m_iHealth), &blood, 4, nullptr); if ((Entity == NULL) || (Entity == g_local_player) || (EntityTeamNum == iTeamNum) || (blood <= 0) || lifestate || Dormant) continue; ReadProcessMemory(g_process_handle, (LPVOID)(Entity + m_vecOrigin), &temp_pos, 12, nullptr); EntityLocation.x = temp_pos[0], EntityLocation.y = temp_pos[1], EntityLocation.z = temp_pos[2]; if (!WorldToScreen(EntityLocation, ScreenCoord, Matrix)) continue; if (true) { DrawLine(LineOrigin, ScreenCoord); } } } // Rendering ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(window); glfwTerminate(); return 0; }
至此一个简单的透视就写完了,本系列也完结力....
后记:
感觉有些地方逻辑讲的不是很清晰,有问题可以在评论区里提
里面写的偏移全都是写死的,等CSGO一更新就不能用了,解决这个问题的方法,就是写一个特征码查找,但不能保证所有人都是来学思路和方法的,对于直接copy代码的,起码偏移要自己找一下。
方框、自瞄、防闪其实也写了,但感觉不是很适合在这里发,如果后面想发了,再写一个补充篇吧
因为是从一堆功能中抽出一个小透,所以可能报错,少点什么东西,能自己补的自己补一下,不能的评论区说一下,我来补