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// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark
//====================
// Global
//====================
bool EspSkeleton2 = false;
ImVec4 SkeletonColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
//====================
// Draw Bone
//====================
struct BonePos {
std::string name;
Vector3 pos;
};
// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark
std::vector<BonePos> GetAllNodePositions(void* enemy) {
static const struct { const char* name; uintptr_t offset; } bones[] = {
{"Head", m_HeadNode},
{"Neck", m_Neck},
{"Hip", m_HipNode},
{"LeftShoulder", m_LeftShoulder},
{"RightShoulder", m_RightShoulder},
{"LeftElbow", m_LeftElbow},
{"RightElbow", m_RightElbow},
{"LeftHand", m_LeftHand},
{"RightHand", m_RightHand},
{"LeftKnee", m_LeftKnee},
{"RightKnee", m_RightKnee},
{"LeftFoot", m_LeftFoot},
{"RightFoot", m_RightFoot},
{"Root", m_Root},
};
std::vector<BonePos> result;
result.reserve(std::size(bones));
for (auto& b : bones) {
void* iTransformNode = *(void**)((uintptr_t)enemy + b.offset);
if (!iTransformNode) continue;
void* transform = get_itransform(iTransformNode);
if (!transform) continue;
Vector3 pos = Transform_GetPosition(transform);
result.push_back({ b.name, pos });
}
return result;
}
void DrawBones(const std::vector<BonePos>& bones, ImDrawList* drawList, float distance, float screenHeight) {
if (distance <= 0.0f) return;
const float lineThickness = 0.05f;
const ImU32 boneColor = ImGui::ColorConvertFloat4ToU32(ThemeColer);
auto findIdx = [&](const char* name) -> int {
for (int i = 0; i < (int)bones.size(); ++i)
if (bones[i].name == name) return i;
return -1;
};
std::vector<ImVec2> screen(bones.size());
std::vector<bool> visible(bones.size());
for (size_t i = 0; i < bones.size(); ++i) {
Vector3 s3 = WorldToScreenPoint(mainCamera, bones[i].pos);
visible[i] = (s3.z > 0.0f);
screen[i] = ImVec2(s3.x, screenHeight - s3.y);
}
auto Line = [&](const char* a, const char* b) {
int ia = findIdx(a), ib = findIdx(b);
if (ia >= 0 && ib >= 0 && visible[ia] && visible[ib])
drawList->AddLine(screen[ia], screen[ib], boneColor, lineThickness);
};
Line("Neck", "Hip");
Line("Neck", "LeftShoulder");
Line("Neck", "RightShoulder");
Line("LeftShoulder", "LeftElbow");
Line("RightShoulder", "RightElbow");
Line("LeftElbow", "LeftHand");
Line("RightElbow", "RightHand");
Line("Hip", "LeftKnee");
Line("Hip", "RightKnee");
Line("LeftKnee", "LeftFoot");
Line("RightKnee", "RightFoot");
int headIdx = findIdx("Head");
int neckIdx = findIdx("Neck");
if (headIdx >= 0 && neckIdx >= 0 && visible[headIdx] && visible[neckIdx]) {
ImVec2 neckPos = screen[neckIdx];
ImVec2 headPos = screen[headIdx];
float dx = headPos.x - neckPos.x;
float dy = headPos.y - neckPos.y;
ImVec2 extendedHead = ImVec2(neckPos.x + (dx * 2.5f), neckPos.y + (dy * 2.5f));
drawList->AddLine(neckPos, extendedHead, boneColor, lineThickness);
}
}
// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark
//============================
// Add In Your Loop (DrawESP)
//============================
if (EspSkeleton2) {
std::vector<BonePos> bonePositions = GetAllNodePositions(closestEnemy);
DrawBones(bonePositions, draw, distance, screenHeight);
}
//====================
// Offset
//====================
#define m_itransformNode (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("GCommon"), OBFUSCATE("TransformNode"), OBFUSCATE("get_transform"), 0)
static auto get_itransform(void *player) {
auto (*_get_itransform)(void *player) = (void *(*)(void *))(m_itransformNode);
return _get_itransform(player);
}
#define m_HeadNode (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GBKFHDFCPMD"))
#define m_Neck (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("FFFPCADFFGA"))
#define m_HipNode (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("COBFGNOIPMF"))
#define m_LeftShoulder (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("FFDPGNIKAEK"))
#define m_RightShoulder (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("FOELKAHABCD"))
#define m_LeftElbow (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IMLDFGHNLBP"))
#define m_RightElbow (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("DJAOGHBOBOJ"))
#define m_LeftHand (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("CLCEEJMGBGE"))
#define m_RightHand (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("JLAECGNPCHC"))
#define m_LeftKnee (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GPIBDOCMHBE"))
#define m_RightKnee (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("EMNIJJCEKDD"))
#define m_LeftFoot (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GMJLIMFHMAE"))
#define m_RightFoot (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("JMHBBGIKBNO"))
#define m_Root (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IIPBIDIBJDK"))
// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Starkbool SpeedLite = false;
float CustomSpeedValue = 9.0f;
void UpdateSpeedHack() {
if (!Enable11) return;
void* match = Curent_Match();
if (!match) return;
void* local_player = GetLocalPlayer(match);
if (!local_player) return;
void* playerAttributes = *(void**)((uintptr_t)local_player + 0x770);
if (!playerAttributes) return;
float* speedPtr = (float*)((uintptr_t)playerAttributes + 0x3C8);
if (speedPtr) {
if (SpeedLite) {
*speedPtr = CustomSpeedValue;
} else {
*speedPtr = 1.0f;
}
}
}
//Credit @DxD_ALOK0 Rα΄α΄α΄Κα΄s α΄Κα΄ BΚα΄α΄α΄α΄α΄
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ΚΚ @teleprotectorbot
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