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Please Help ME. I made ESP with Open Source file But Game Crash when i open


4 posts in this topic

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Posted (edited)

Hello Please i need Help with my ESP. After installing esp deb my game not opening direct crashing. 

Game i use is Forward Assualt  ( its Unity Game )

here is all Code

 

Tweal.xm Code
[code]

#import "Macros.h"
#import "Vector3.h"
#import "esp.h"
#import "Obfuscate.h"


//добавление офсетов игрока
int get_Team(void *Player){
  return *(int *)((uint64_t)Player + 0x19BC818);
}

float get_Health(void *Player){
  return *(float *)((uint64_t)Player + 0x19BBE6C);
}

bool get_isMine(void *Player){
  return *(bool *)((uint64_t)Player + 0x19980A8);
}
bool get_isLiving(void *Player){
  return get_Health(Player) > 1;
}

bool IsCharacterDead(void *Player){
    return get_Health(Player) < 1;
}

//добавление офсетов передвижения
 void *(*Component$$get_transform)(void *component) = (void *(*)(void *))getRealOffset(0x27F82A0);
void (*Transform$$get_position_Injected)(void *Transform, Vector3 *outPosition) = (void (*)(void *, Vector3 *))getRealOffset(0x2828340);
// оффсет камеры
void *camera(){

void *(*get_main)() = (void *(*)())getRealOffset(0x27F6344);

return (void *) get_main();
 
}
//оффсет World to screen
Vector3 WorldToScreenPoint(void *transform, Vector3 test) {
    
    Vector3 position;

    void (*Camera$$WorldToViewport_Injected)(void *, Vector3, int, Vector3&) = (void (*)(void *,Vector3, int, Vector3&))getRealOffset(0x27F5D78);

    Camera$$WorldToViewport_Injected(transform, test, 2, position);

    return position;

Vector3 getPosition(void *component){

  Vector3 out;
 
  void *transform = Component$$get_transform(component);
  
  Transform$$get_position_Injected(transform, &out);

  return out;
}

struct enemy_t {
void *object;
Vector3 location;
Vector3 worldtoscreen;
bool dead;
float distance;
bool enemy;
bool visible;
float health;
};

void *myObject = NULL;
class EntityManager {
public:
    std::vector<enemy_t *> *enemies;

    EntityManager() {
        enemies = new std::vector<enemy_t *>();
    }

    bool isEnemyPresent(void *enemyObject) {
        for (std::vector<enemy_t *>::iterator it = enemies->begin(); it != enemies->end(); it++) {
            if ((*it)->object == enemyObject) {
                return true;
            }
        }

        return false;
    }

    void removeEnemy(enemy_t *enemy) {
        for (int i = 0; i < enemies->size(); i++) {
            if ((*enemies)[i] == enemy) {
                enemies->erase(enemies->begin() + i);

                return;
            }
        }
    }

    void tryAddEnemy(void *enemyObject) {
        if (isEnemyPresent(enemyObject)) {
            return;
        }

        if (IsCharacterDead(enemyObject)) {
            return;
        }

        enemy_t *newEnemy = new enemy_t();

        newEnemy->object = enemyObject;

        enemies->push_back(newEnemy);
    }

    void updateEnemies(void *enemyObject) {
        for (int i = 0; i < enemies->size(); i++) {
            enemy_t *current = (*enemies)[i];

            if(IsCharacterDead(current->object)) {
                enemies->erase(enemies->begin() + i);
            }

            if((get_Team(myObject) == get_Team(current->object))) {
                enemies->erase(enemies->begin() + i);
            }
        }
    }

    void removeEnemyGivenObject(void *enemyObject) {
        for (int i = 0; i < enemies->size(); i++) {
            if ((*enemies)[i]->object == enemyObject) {
                enemies->erase(enemies->begin() + i);

                return;
            }
        }
    }
std::vector<enemy_t *> *GetAllEnemies() {
    return enemies;
  }
};


static esp* es;
EntityManager *entityManager = new EntityManager();
//enemy_t *enemies = new enemy_t();
void(*old_Player_PPGKGAFINLF)(void *Player);
void Player_PPGKGAFINLF(void *Player){

entityManager->tryAddEnemy(Player);
entityManager->updateEnemies(Player);

std::vector<enemy_t *> *enemies = entityManager->GetAllEnemies();
std::vector<player_t *> *pplayers = nullptr;

UIWindow *main = [UIApplication sharedApplication].keyWindow;

void *mycam = camera();

if(get_isMine(Player)){
   myObject = Player;
return;
}
if(myObject && get_Team(myObject) != get_Team(Player)){
Vector3 mPos = getPosition(myObject);

for(int i =0; i<entityManager->enemies->size(); i++){

(*enemies)[i]->location = getPosition((*enemies)[i]->object);
(*enemies)[i]->worldtoscreen = WorldToScreenPoint(mycam, (*enemies)[i]->location);
(*enemies)[i]->enemy = true;
(*enemies)[i]->health = get_Health((*enemies)[i]->object);
float xd = pow(mPos.x - (*enemies)[i]->location.x, 2);
float xd1= pow(mPos.y - (*enemies)[i]->location.y, 2);
float xd2 = pow(mPos.z - (*enemies)[i]->location.z, 2);
float dist = sqrt(xd + xd1 + xd2);
(*enemies)[i]->distance = dist;

if(!pplayers){
    pplayers = new std::vector<player_t *>();
  }

if(!enemies->empty()){
for(int i = 0; i < enemies->size(); i++) {

if([switches isSwitchOn:@"esp on/off"]){
if((*enemies)[i]->worldtoscreen.z > 0){
player_t *newplayer = new player_t();
Vector3 newvec = (*enemies)[i]->worldtoscreen;
    newvec.y = fabsf(1-newvec.y);
    float dx = 100.0f/(newvec.z/4);//main.frame.size.width/17.92
    float dy = 200.0f/(newvec.z/4);//main.frame.size.width/4.14
    float xxxx = (main.frame.size.width*newvec.x)-dx/2;
    float yyyy = (main.frame.size.height*newvec.y)-dy/4;
    
    newplayer->health = (*enemies)[i]->health;
    newplayer->enemy = (*enemies)[i]->enemy;
    newplayer->distance = (*enemies)[i]->distance;
    newplayer->rect = CGRectMake(xxxx, yyyy, dx, dy);
    newplayer->healthbar = CGRectMake(xxxx, yyyy, 1, dy);
    newplayer->topofbox = CGPointMake(xxxx, yyyy);
    pplayers->push_back(newplayer);
}
}
}

es.players = pplayers;
  old_Player_PPGKGAFINLF(Player);
}

if([switches isSwitchOn:@"esp box"]){

es.espboxes = true;  
}
else{
es.espboxes = false;
}
}

}

old_Player_PPGKGAFINLF(Player);
}

void (*old_Player_Destroy)(void *Player);

void Player_Destroy(void *Player){

        entityManager->removeEnemyGivenObject(Player);

old_Player_Destroy(Player);
}

 %ctor {

HOOK(0x19C5EB4, Player_PPGKGAFINLF, old_Player_PPGKGAFINLF);

HOOK(0x19CDCF0, Player_Destroy, old_Player_Destroy);

}


void setup(){


  [switches addSwitch:@"esp on/off"
              description:@"Teleport all enemies to you without them knowing"];
              
  [switches addSwitch:@"esp box"
              description:@"Teleport all enemies to you without them knowing"];


}

void setupMenu() {

 
  [menu setFrameworkName:"UnityFramework"];

  menu = [[Menu alloc]  
            


       initWithTitle:@"esp by rudolf"
            titleColor:[UIColor whiteColor]
            titleFont:@"Copperplate-Bold"
            credits:@"This Mod Menu has been made by esp, do not share this without proper credits and my permission. \n\nEnjoy!"
            headerColor:UIColorFromHex(0x000)
            switchOffColor:[UIColor darkGrayColor]
            switchOnColor:UIColorFromHex(0x00ADF2)
            switchTitleFont:@"Copperplate-Bold"
            switchTitleColor:[UIColor whiteColor]
            infoButtonColor:UIColorFromHex(0xBD0000)
         maxVisibleSwitches:4 
            menuWidth:360

menuIcon: @"i removed icon code it will make this post bigger"
menuButton: @"i removed icon code it will make this post bigger"];

    setup();
}


static void didFinishLaunching(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef info) {
  timer(5) {
        UIWindow *main = [UIApplication sharedApplication].keyWindow;
es = [[esp alloc]initWithFrame:main];
        setupMenu();
      });     
}


%ctor {
  CFNotificationCenterAddObserver(CFNotificationCenterGetLocalCenter(), NULL, &didFinishLaunching, (CFStringRef)UIApplicationDidFinishLaunchingNotification, NULL, CFNotificationSuspensionBehaviorDeliverImmediately);
}

[/code]

 

 

vector3.h code
[code]

struct Vector3{
  float x;
  float y;
  float z;

  Vector3();
  Vector3(float x, float y, float z);
  ~Vector3();
};

Vector3::Vector3() {}
Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
Vector3::~Vector3() {}

[/code]

 

 

 

Updated by aQReh

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