Enables an first-person shooter ESP style hack by coloring the models of the game based on their entity type. (Default is blue for players, red for monsters, and green for NPCs.)
http://ashita.atom0s.com/
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155 lines
6.5 KiB
155 lines
6.5 KiB
8 years ago
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--[[
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* Ashita - Copyright (c) 2014 - 2016 atom0s [atom0s@live.com]
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*
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* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to
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* Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
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*
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* By using Ashita, you agree to the above license and its terms.
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*
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* Attribution - You must give appropriate credit, provide a link to the license and indicate if changes were
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* made. You must do so in any reasonable manner, but not in any way that suggests the licensor
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* endorses you or your use.
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*
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* Non-Commercial - You may not use the material (Ashita) for commercial purposes.
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*
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* No-Derivatives - If you remix, transform, or build upon the material (Ashita), you may not distribute the
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* modified material. You are, however, allowed to submit the modified works back to the original
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* Ashita project in attempt to have it added to the original project.
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*
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* You may not apply legal terms or technological measures that legally restrict others
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* from doing anything the license permits.
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*
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* No warranties are given.
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]]--
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_addon.author = 'atom0s';
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_addon.name = 'ChamCham';
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_addon.version = '3.0.0';
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require 'common'
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imgui = ashita.gui;
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----------------------------------------------------------------------------------------------------
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-- Variables
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----------------------------------------------------------------------------------------------------
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local chamcham = { };
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chamcham.offset = 0x660;
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----------------------------------------------------------------------------------------------------
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-- ImGui Object Variables
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----------------------------------------------------------------------------------------------------
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local variables =
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{
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['var_ShowEditor'] = { nil, ImGuiVar_BOOLCPP, true },
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['var_ColorNpc'] = { nil, ImGuiVar_FLOATARRAY, 4 },
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['var_ColorPc'] = { nil, ImGuiVar_FLOATARRAY, 4 },
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['var_ColorMonster'] = { nil, ImGuiVar_FLOATARRAY, 4 },
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};
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----------------------------------------------------------------------------------------------------
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-- func: load
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-- desc: Event called when the addon is being loaded.
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----------------------------------------------------------------------------------------------------
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ashita.register_event('load', function()
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-- Initialize the ImGui variables..
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for k, v in pairs(variables) do
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if (v[2] >= ImGuiVar_CDSTRING) then
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variables[k][1] = imgui.CreateVar(variables[k][2], variables[k][3]);
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else
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variables[k][1] = imgui.CreateVar(variables[k][2]);
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end
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if (#v > 2 and v[2] < ImGuiVar_CDSTRING) then
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imgui.SetVarValue(variables[k][1], variables[k][3]);
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end
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end
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imgui.SetVarValue(variables['var_ShowEditor'][1], true);
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imgui.SetVarValue(variables['var_ColorNpc'][1], 1.0, 0.0, 0.0, 1.0);
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imgui.SetVarValue(variables['var_ColorMonster'][1], 0.0, 1.0, 0.0, 1.0);
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imgui.SetVarValue(variables['var_ColorPc'][1], 0.0, 0.0, 1.0, 1.0);
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end);
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----------------------------------------------------------------------------------------------------
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-- func: unload
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-- desc: Event called when the addon is being unloaded.
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----------------------------------------------------------------------------------------------------
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ashita.register_event('unload', function()
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-- Cleanup the custom variables..
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for k, v in pairs(variables) do
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if (variables[k][1] ~= nil) then
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imgui.DeleteVar(variables[k][1]);
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end
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variables[k][1] = nil;
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end
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end);
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----------------------------------------------------------------------------------------------------
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-- func: command
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-- desc: Event called when a command was entered.
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----------------------------------------------------------------------------------------------------
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ashita.register_event('command', function(command, ntype)
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-- Get the arguments of the command..
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local args = command:args();
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if (args[1] ~= '/chamcham') then
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return false;
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end
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imgui.SetVarValue(variables['var_ShowEditor'][1], not imgui.GetVarValue(variables['var_ShowEditor'][1]));
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return true;
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end);
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----------------------------------------------------------------------------------------------------
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-- func: apply_cham
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-- desc: Applies the cham coloring to the given entity.
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----------------------------------------------------------------------------------------------------
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local function apply_cham(e)
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local f = e.SpawnFlags;
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-- PC
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if (bit.band(f, 0x0001) == 0x0001) then
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local c1 = imgui.GetVarValue(variables['var_ColorPc'][1]);
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local c2 = math.d3dcolor(c1[4] * 255, c1[3] * 255, c1[2] * 255, c1[1] * 255);
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ashita.memory.write_uint32(e.WarpPointer + chamcham.offset, c2);
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-- NPC (Friendly)
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elseif (bit.band(f, 0x0002) == 0x0002) then
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local c1 = imgui.GetVarValue(variables['var_ColorMonster'][1]);
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local c2 = math.d3dcolor(c1[4] * 255, c1[3] * 255, c1[2] * 255, c1[1] * 255);
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ashita.memory.write_uint32(e.WarpPointer + chamcham.offset, c2);
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-- NPC (Monster)
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else
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local c1 = imgui.GetVarValue(variables['var_ColorNpc'][1]);
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local c2 = math.d3dcolor(c1[4] * 255, c1[3] * 255, c1[2] * 255, c1[1] * 255);
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ashita.memory.write_uint32(e.WarpPointer + chamcham.offset, c2);
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end
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end
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----------------------------------------------------------------------------------------------------
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-- func: render
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-- desc: Event called when the addon is being rendered.
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----------------------------------------------------------------------------------------------------
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ashita.register_event('render', function()
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for x = 0, 2303 do
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local e = GetEntity(x);
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if (e ~= nil and e.WarpPointer ~= 0) then
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apply_cham(e);
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end
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end
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-- Don't render the editor if its hidden..
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if (not imgui.GetVarValue(variables['var_ShowEditor'][1])) then
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return;
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end
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-- Begin rendering the the editor UI..
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imgui.SetNextWindowSize(400, 92, ImGuiSetCond_Always);
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if (not imgui.Begin('ChamCham Editor', variables['var_ShowEditor'][1])) then
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imgui.End();
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return;
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end
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imgui.ColorEdit4('pc', variables['var_ColorPc'][1], true);
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imgui.ColorEdit4('npc', variables['var_ColorNpc'][1], true);
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imgui.ColorEdit4('monster', variables['var_ColorMonster'][1], true);
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imgui.End();
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end);
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