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UGameMemory.cpp
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UGameMemory.cpp
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#include "UGameMemory.h"
#include "MemoryManager.h"
#include "Decrypt.h"
#include "offset.h"
#include "defines.h"
#include "utils.h"
#include <Windows.h>
#include <cstdint>
#include <string>
#include "xorstr.h"
#include "D3DHOOK.h"
#include "UE4Func.h"
uint64_t UGameMemory::GetGNames() {
return GNamesAddr;
}
uint64_t UGameMemory::GetUWorld() {
return UWorldAddr;
}
uint64_t UGameMemory::GetULevel() {
return ULevelAddr;
}
uint64_t UGameMemory::GetGInstance() {
return GInstAddr;
}
uint64_t UGameMemory::GetActors() {
return ActorTArray;
}
uint64_t UGameMemory::GetLocalPlayer() {
return LocalPlayerAddr;
}
uint64_t UGameMemory::GetLocalPlayerPawn() {
return LocalPlayerPawnAddr;
}
uint64_t UGameMemory::GetLocalPlayerController() {
return LocalPlayerControllerAddr;
}
uint64_t UGameMemory::GetCameraManager() {
return CameraManagerAddr;
}
void UGameMemory::GetActorMeshArray(uint64_t aCopy[100]){
memcpy(&aCopy, &CachedActorMeshArray, sizeof(CachedActorMeshArray));
}
void UGameMemory::GetActorsArray(pActorInfo aCopy[2000]) {
memcpy(&aCopy, &CachedActorArray, sizeof(CachedActorArray));
}
int UGameMemory::GetActorCount() {
return ActorCount;
}
int UGameMemory::GetPInfoCount() {
return pInfoActorCount;
}
AimInfo UGameMemory::GetAimMesh() {
AimInfo a;
a.pMesh = CachedAimMesh;
a.Actor = CachedAimActor;
a.RootComponent = CachedAimRootComp;
return a;
}
FCameraCacheEntry UGameMemory::GetCameraCache() {
FCameraCacheEntry returnval{};
returnval.POV.FOV = mem->RVM<float>(CameraManagerAddr + CameraFOV);
returnval.POV.Location = mem->ReadVector3(CameraManagerAddr + CameraLocation);
returnval.POV.Rotation = mem->ReadVector3(CameraManagerAddr + CameraRotation);
return returnval;
}
FCameraCacheEntry UGameMemory::GetAimCamera() {
FCameraCacheEntry returnval{};
uint64_t LocalPlayerMeshAddr = mem->RVM<uint64_t>(LocalPlayerPawnAddr + ActorMesh);
uint64_t LocalAnimInstPTR = mem->RVM<uint64_t>(LocalPlayerMeshAddr + AnimScriptInstance);
Vector3 Recoil = mem->ReadVector3(LocalAnimInstPTR + RecoilAdsRotation_CP);
Vector3 Sway = mem->ReadVector3(LocalAnimInstPTR + ControlRotation_CP);
returnval.POV.FOV = mem->RVM<float>(CameraManagerAddr + CameraFOV);
returnval.POV.Location = mem->ReadVector3(CameraManagerAddr + CameraLocation);
returnval.POV.Rotation = Sway + Recoil;
return returnval;
}
BYTE UGameMemory::GetCurrentWeaponIndex() {
return CurrentWeaponIndex;
}
float UGameMemory::GetBulletSpeed() {
return BulletSpeedVal;
}
void UGameMemory::UpdateAddress() {
BaseAddr = (uint64_t)GetModuleHandleA(NULL);
GNamesAddr = mem->RVM<uint64_t>(BaseAddr + GNames);
UWorldAddr = Decrypt(mem->RVM<uint64_t>(BaseAddr + UWorld));
ULevelAddr = Decrypt(mem->RVM<uint64_t>(UWorldAddr + PersistentLevel));
LocalPlayerAddr = mem->RVM<uint64_t>(BaseAddr + LocalPlayer);
LocalPlayerControllerAddr = Decrypt(mem->RVM<uint64_t>(LocalPlayerAddr + PlayerController));
LocalPlayerPawnAddr = Decrypt(mem->RVM<uint64_t>(LocalPlayerControllerAddr + AcknowledgedPawn));
ActorTArray = Decrypt(mem->RVM<uint64_t>(ULevelAddr + ActorsArray));
ActorCount = mem->RVM<int>(ActorTArray + 0x8);
CameraManagerAddr = mem->RVM<uint64_t>(LocalPlayerControllerAddr + PlayerCameraManager);
LocalPlayer_WeaponProcessor = mem->RVM<uint64_t>(LocalPlayerPawnAddr + WeaponProcessor);
LocalPlayer_EquippedWeapon = mem->RVM<uint64_t>(LocalPlayer_WeaponProcessor + EquippedWeapons);
CurrentWeaponIndex = mem->RVM<BYTE>(LocalPlayer_WeaponProcessor + EquippedWeapons + 0x21);
LocalPlayer_CurrentWeapon = mem->RVM<uint64_t>(LocalPlayer_EquippedWeapon + (uint64_t(CurrentWeaponIndex) * 0x8));
LocalPlayer_WeaponData = mem->RVM<uint64_t>(LocalPlayer_CurrentWeapon + WeaponTrajectoryData);
BulletSpeedVal = mem->RVM<float>(LocalPlayer_WeaponData + TrajectoryConfig);
}
BoneVisibleResult CheckBoneStatus(DWORD_PTR pMesh) {
BoneVisibleResult integer;
Vector3 rforehead, rneck, rupperarm_l, rarm_l, rhand_l, rupperarm_r, rarm_r, rhand_r, rspine1, rspine2, rpelvis, rthigh_l, rcalf_l, rfoot_l, rthigh_r, rcalf_r, rfoot_r, rroot;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
rforehead = Util->GetBoneWithRotation(pMesh, Bones::forehead);
rneck = Util->GetBoneWithRotation(pMesh, Bones::neck_01);
rupperarm_l = Util->GetBoneWithRotation(pMesh, Bones::upperarm_l);
rarm_l = Util->GetBoneWithRotation(pMesh, Bones::lowerarm_l);
rhand_l = Util->GetBoneWithRotation(pMesh, Bones::hand_l);
rupperarm_r = Util->GetBoneWithRotation(pMesh, Bones::upperarm_r);
rarm_r = Util->GetBoneWithRotation(pMesh, Bones::lowerarm_r);
rhand_r = Util->GetBoneWithRotation(pMesh, Bones::hand_r);
rspine1 = Util->GetBoneWithRotation(pMesh, Bones::spine_01);
rspine2 = Util->GetBoneWithRotation(pMesh, Bones::spine_02);
rpelvis = Util->GetBoneWithRotation(pMesh, Bones::pelvis);
rthigh_l = Util->GetBoneWithRotation(pMesh, Bones::thigh_l);
rcalf_l = Util->GetBoneWithRotation(pMesh, Bones::calf_l);
rfoot_l = Util->GetBoneWithRotation(pMesh, Bones::foot_l);
rthigh_r = Util->GetBoneWithRotation(pMesh, Bones::thigh_r);
rcalf_r = Util->GetBoneWithRotation(pMesh, Bones::calf_r);
rfoot_r = Util->GetBoneWithRotation(pMesh, Bones::foot_r);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//integer.forehead = false;
//integer.upperarm_l = false;
//integer.arm_l = false;
//integer.hand_l = false;
//integer.upperarm_r = false;
//integer.arm_r = false;
//integer.hand_r = false;
//integer.spine2 = false;
//integer.spine1 = false;
//integer.pelvis = false;
//integer.thigh_l = false;
//integer.calf_l = false;
//integer.foot_l = false;
//integer.thigh_r = false;
//integer.calf_r = false;
//integer.foot_r = false;
if (GetVisBone(GlobalCamera.POV.Location, rforehead))
integer.forehead = true;
else
integer.forehead = false;
if (GetVisBone(GlobalCamera.POV.Location, rupperarm_l))
integer.upperarm_l = true;
else
integer.upperarm_l = false;
if (GetVisBone(GlobalCamera.POV.Location, rarm_l))
integer.arm_l = true;
else
integer.arm_l = false;
if (GetVisBone(GlobalCamera.POV.Location, rhand_l))
integer.hand_l = true;
else
integer.hand_l = false;
if (GetVisBone(GlobalCamera.POV.Location, rupperarm_r))
integer.upperarm_r = true;
else
integer.upperarm_r = false;
if (GetVisBone(GlobalCamera.POV.Location, rarm_r))
integer.arm_r = true;
else
integer.arm_r = false;
if (GetVisBone(GlobalCamera.POV.Location, rhand_r))
integer.hand_r = true;
else
integer.hand_r = false;
if (GetVisBone(GlobalCamera.POV.Location, rspine2))
integer.spine2 = true;
else
integer.spine2 = false;
if (GetVisBone(GlobalCamera.POV.Location, rspine1))
integer.spine1 = true;
else
integer.spine1 = false;
if (GetVisBone(GlobalCamera.POV.Location, rpelvis))
integer.pelvis = true;
else
integer.pelvis = false;
if (GetVisBone(GlobalCamera.POV.Location, rthigh_l))
integer.thigh_l = true;
else
integer.thigh_l = false;
if (GetVisBone(GlobalCamera.POV.Location, rcalf_l))
integer.calf_l = true;
else
integer.calf_l = false;
if (GetVisBone(GlobalCamera.POV.Location, rfoot_l))
integer.foot_l = true;
else
integer.foot_l = false;
if (GetVisBone(GlobalCamera.POV.Location, rthigh_r))
integer.thigh_r = true;
else
integer.thigh_r = false;
if (GetVisBone(GlobalCamera.POV.Location, rcalf_r))
integer.calf_r = true;
else
integer.calf_r = false;
if (GetVisBone(GlobalCamera.POV.Location, rfoot_r))
integer.foot_r = true;
else
integer.foot_r = false;
return integer;
}
void UGameMemory::UpdateActors() {
int j = 0;
//pActorInfo pCopyActorInfo[2000] = {};
uint64_t Actor_ = mem->RVM<uint64_t>(ActorTArray + 0x0);
for (int i = 0; i < ActorCount; i++) {
uint64_t Actor = mem->RVM<uint64_t>(Actor_ + i * 0x8);
int ActorsId = Decrypt_CIndex(mem->RVM<int>(Actor + ActorID));
std::string ActorName_ = Util->getName(ActorsId);
int actorTeam = mem->RVM<int>(Actor + LastTeamNum);
int LocTeamNum = mem->RVM<int>(UGameData->GetLocalPlayerPawn() + LastTeamNum);
uint64_t RootComp = Decrypt(mem->RVM<uint64_t>(Actor + RootComponent));
Vector3 Loc_ = mem->ReadVector3(RootComp + absoluteLocation);
float distance = Loc_.Distance(GlobalCamera.POV.Location) / 100;
if (actorTeam == LocTeamNum)
continue;
if (divisionesp(ActorName_) == es("Player")) {
uint64_t MeshComp_ = mem->RVM<uint64_t>(Actor + ActorMesh);
CachedActorArray[j].ActorPawn = Actor;
CachedActorArray[j].ActorMesh = MeshComp_;
CachedActorArray[j].ActorTeam = actorTeam;
CachedActorArray[j].distance = distance;
CachedActorArray[j].ActorHealth = mem->RVM<float>(Actor + Health);
CachedActorArray[j].pBoneVisible = CheckBoneStatus(MeshComp_);
CachedActorArray[j].ActorType = Player;
j++;
}
/*else if (divisionesp(ActorName_) == es("Airdrop")) {
CachedActorArray[j].ActorPawn = Actor;
CachedActorArray[j].distance = distance;
CachedActorArray[j].ActorVector = Loc_;
CachedActorArray[j].ActorType = AirDrop;
j++;
}
else if (divisionesp(ActorName_) == es("DeathDrop")) {
CachedActorArray[j].ActorPawn = Actor;
CachedActorArray[j].distance = distance;
CachedActorArray[j].ActorVector = Loc_;
CachedActorArray[j].ActorType = DeathDrop;
j++;
}
else if (divisionesp(ActorName_) == es("Item")) {
uint64_t pItemArray = mem->RVM<uint64_t>(Actor + DroppedItemGroup);
int pItemCount = mem->RVM<int>(Actor + DroppedItemGroup + 0x8);
std::string ItemName = es("NULL");
if (pItemCount > 100)
continue;*/
/*Vector3 Pos_ = Vector3();
float Distance = Pos_.Distance(GlobalCamera.POV.Location) / 100;*/
/*for (int j = 0; j < pItemCount; j++)
{
uint64_t pItemObject = mem->RVM<uint64_t>(pItemArray + (j * 0x10));
uint64_t pUItemAddress = mem->RVM<uint64_t>(pItemObject + DroppedItemGroup_UItem);
int pUItemID = mem->RVM<int>(pUItemAddress + ItemID);
if (pUItemID > 0 && pUItemID < 399999)
{
Pos_ = mem->ReadVector3(pItemObject + absoluteLocation);
Distance = Pos_.Distance(GlobalCamera.POV.Location) / 100;
if (divisionitem(Util->getName(pUItemID)) == es("NULL"))
continue;
else {
ItemName = divisionitem(Util->getName(pUItemID));
}
}
}*/
}
pInfoActorCount = j;
//memcpy(&CachedActorArray, &pCopyActorInfo, sizeof(pCopyActorInfo));
}
UGameMemory *UGameData = new UGameMemory;