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cyth's Introduction

Cyth

A gmod internal ESP hack

Features

  • Dynamic box size and color
  • Name ESP
  • Team ESP
  • Health ESP

Usage

Inject the .dll using your favorite injector and presto! You now have ESP

If for any reason the .dll starts a global thermonuclear war then simply press the HOME key. It will unload the cheat

Compiling

  • Any C++17 compliant compiler

License

This project is licensed under the MIT license

cyth's People

Contributors

m-tass avatar focuzjs avatar

Stargazers

8dcc  avatar 深代ゆかり avatar  avatar Brandon avatar  avatar  avatar Illyan Garte avatar Dmitry avatar Phillip L. avatar nirinium avatar  avatar  avatar  avatar  avatar

Watchers

Brandon avatar  avatar

cyth's Issues

nice job!

i got this working, i hope to make it better and that it doesn't end up on mpgayh

Can you help me get this compiled

I had the same problem as the other guy with esp not showing unless I pressed ESC, so I am trying to setup the new version but I have no idea how to even get this into a dll, I put it in visual studio(2013) and also in another compiler(resource hacker) but there is always some errors and I just can't seem to get it working and I really wanna try this hack, if you have any spare time I hope you wouldn't mind helping me with this. My discord name is meatwad#9449

Weapon ESP

While making weapon esp I saw that garry's mod hl2 weapons look ugly, I was wondering if there was a way to filter out #HL2_ (I know theres a way) but how would I go about doing it
unknown

Safe to call functions that set stuff?

I'm about to try to make a linear path regression aimbot and thought I'd ask if there was any stipulation on using functions that set things as such they may more easily trigger detection vectors. I believe it will be fine. But worst case, angles can be written other ways I suppose.

Function in question

Signatures outdated

I'd love to contribute to this somehow but i've never used IDA, but title says it all. There was just a May 2018 update that broke sigs 🔢 :/

Unresolved external symbols...

under the d3d9.hpp file, there are two externals
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); extern inline void render();

I have no idea why, but they are marked as unresolved external symbols. This is what i get in the console:
Severity Code Description Project File Line Suppression State Error LNK1120 2 unresolved externals Ascienth_Gmod_v1 C:\Users\Leonl\source\repos\Ascienth_Gmod_v1\Debug\Ascienth_Gmod_v1.dll 1 Error LNK2019 unresolved external symbol "long __cdecl ImGui_ImplDX9_WndProcHandler(struct HWND__ *,unsigned int,unsigned int,long)" (?ImGui_ImplDX9_WndProcHandler@@YAJPAUHWND__@@IIJ@Z) referenced in function "long __stdcall detours::proc(struct HWND__ *,unsigned int,unsigned int,long)" (?proc@detours@@YGJPAUHWND__@@IIJ@Z) Ascienth_Gmod_v1 C:\Users\Leonl\source\repos\Ascienth_Gmod_v1\Ascienth_Gmod_v1\dllmain.obj 1 Error LNK2019 unresolved external symbol "void __cdecl render(void)" (?render@@YAXXZ) referenced in function "long __stdcall detours::present(struct IDirect3DDevice9 *,struct tagRECT const *,struct tagRECT const *,struct HWND__ *,struct _RGNDATA const *)" (?present@detours@@YGJPAUIDirect3DDevice9@@PBUtagRECT@@1PAUHWND__@@PBU_RGNDATA@@@Z) Ascienth_Gmod_v1 C:\Users\Leonl\source\repos\Ascienth_Gmod_v1\Ascienth_Gmod_v1\dllmain.obj 1

Any ideas? Im new to d3d hooking and i figured i should start from here.
Thanks.

discord?

would you like to work on some other games? ;D

Players in vehicles show incorrect world position of boxes for that player

Title says it all, players boxes on screen are supper bugged when THEY are inside a vehicle, I haven't tested in sandbox but i doubt it's vcmod.

When I created my own extensions to this cheat such as player aimbot and some other things like player eye angle line drawn when an m9k_ gun out, but my locations are correct still while player in vehicle.

I understand that the wallhack isn't lua and resolves it's locations/angles differently than i did, and i was wondering if you knew the cause for this weird bug before i overhauled the cheat with more lua.

I can post screenshot if you'd like to see what I mean.

Having trouble passing tables into functions

So I've worked with tables as far as pulling values from a table goes, I'm using ents.FindByClass to return a table on the stack and then i want to use the Count method of table and when I make a call to Count with Push(-2) assuming its the table, but I must not know something about tables, because this call to Count fails with tried to call a table value when i use ents.GetAll() or tried to call a nil value with FindByClass. I've tried switching from Count to IsValid and get the same lua errors.

Some example code:

auto glua = globals::lua->create_interface(lua::type::client);

if (glua) {
	glua->PushSpecial(lua::special::glob);
	glua->GetField(-1, "ents");
	glua->GetField(-1, "FindByClass");
	glua->PushString("bit_miner_*", 11);
	glua->Call(1, 1);

	glua->GetField(-1, "IsValid");
	glua->Push(-2);
	glua->Call(1, 1);

	if (!glua->GetBool())
	{
		glua->Pop(4);
		continue;
	}

	glua->Pop();

	glua->PushString("1");
	glua->GetTable(-2);

	//the way this part was done may be a misunderstanding of stacks but im sure this is not the root cause of my issue because i've tried other combinations without this

	glua->GetField(-1, "IsValid");
	glua->Call(1, 1);

	//glua->GetField(-2, "Count");
	//glua->Push(-2);
	//glua->Call(1, 1);
	//auto x = glua->GetNumber();

	//char s[50];

	//sprintf(s, "%f", x);
	if (glua->GetBool()) {
		globals::print({ 255, 0, 0, 255 }, "boolin");
	}
	else {
		globals::print({ 255, 0, 0, 255 }, "not boolin");
	}

	glua->Pop(5);
}

maybe if you could show me an example of passing a table into a function, i would probably be able to figure this out on my own :)

Player:ScreenFade Breaking visuals

Although, I am not sure if this still breaks visuals after the recent update, I will test and post back results. (Someone on UC said this was breaking visuals)

Issue making somewhat advanced lua calls

So I understand this code:

inline std::string get_name()
	{
		auto glua = globals::lua->create_interface(lua::type::client);

		if (!glua)
			return {};

		glua->PushSpecial(lua::special::glob);
		glua->GetField(-1, "Entity");
		glua->PushNumber(this->get_index());
		glua->Call(1, 1);

		glua->GetField(-1, "Nick");
		glua->Push(-2);
		glua->Call(1, 1);

		std::string name = glua->GetString();
		glua->Pop(3);

		return name;
	}

but when i want to chain together some calls, for example:

inline std::string get_active_weap_name()
	{
		auto glua = globals::lua->create_interface(lua::type::client);

		if (!glua)
			return {};

		glua->PushSpecial(lua::special::glob);
		glua->GetField(-1, "Entity");
		glua->PushNumber(this->get_index());
		glua->Call(1, 1);

		glua->GetField(-1, "GetActiveWeapon");
		glua->Push(-2);
		glua->Call(1, 1);

		glua->GetField(-1, "GetClass");
		glua->Push(-2);
		glua->Call(1, 1);

		std::string name = glua->GetString();
		glua->Pop(3);

		return name;
	}

for a lua call would be Entity( 1 ):GetActiveWeapon():GetClass()

any help understanding or just a solution would be greatly appreciated

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