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