-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathconfig.py
More file actions
325 lines (277 loc) · 16.2 KB
/
config.py
File metadata and controls
325 lines (277 loc) · 16.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
"""
CS2 External — Konfigürasyon Modülü
=====================================
Tüm offset'leri JSON'dan yükler, ayarları merkezi olarak yönetir.
"""
from utils import get_screen_resolution
class Config:
"""Merkezi konfigürasyon sınıfı."""
def __init__(self):
self.process_name = "cs2.exe"
# ── Offset Loader ──
from offset_loader import get_loader
loader = get_loader()
# ── Client Offsets (offsets.json) ──
self.client_offsets = {}
self.client_offsets["dwEntityList"] = loader.get_client_offset("dwEntityList")
self.client_offsets["dwLocalPlayerPawn"] = loader.get_client_offset("dwLocalPlayerPawn")
self.client_offsets["dwViewMatrix"] = loader.get_client_offset("dwViewMatrix")
self.client_offsets["dwViewAngles"] = loader.get_client_offset("dwViewAngles")
self.client_offsets["dwCSGOInput"] = loader.get_client_offset("dwCSGOInput")
self.client_offsets["dwGlobalVars"] = loader.get_client_offset("dwGlobalVars")
self.client_offsets["dwLocalPlayerController"] = loader.get_client_offset("dwLocalPlayerController")
self.client_offsets["dwSensitivity"] = loader.get_client_offset("dwSensitivity")
self.client_offsets["dwSensitivity_sensitivity"] = loader.get_client_offset("dwSensitivity_sensitivity") or 88
self.client_offsets["dwPlantedC4"] = loader.get_client_offset("dwPlantedC4")
# CGlobalVars: curtime (oyun zamanı) — Source2'de genelde +0x10
self.GLOBALVARS_CURTIME_OFFSET = 0x10
# ── NetVars (client_dll.json) ──
self.netvars = {}
# Helper to cleaner loading
def nv(key, cls, field):
self.netvars[key] = loader.get_netvar(cls, field)
# Temel Entity
nv("C_BaseEntity.m_iTeamNum", "C_BaseEntity", "m_iTeamNum")
nv("C_BaseEntity.m_iHealth", "C_BaseEntity", "m_iHealth")
nv("C_BaseEntity.m_fFlags", "C_BaseEntity", "m_fFlags")
nv("C_BaseEntity.m_pGameSceneNode", "C_BaseEntity", "m_pGameSceneNode")
# Player Pawn
nv("C_BasePlayerPawn.m_vOldOrigin", "C_BasePlayerPawn", "m_vOldOrigin")
nv("C_CSPlayerPawn.m_iIDEntIndex", "C_CSPlayerPawn", "m_iIDEntIndex")
nv("C_CSPlayerPawn.m_ArmorValue", "C_CSPlayerPawn", "m_ArmorValue")
nv("C_CSPlayerPawn.m_bIsScoped", "C_CSPlayerPawn", "m_bIsScoped")
nv("C_CSPlayerPawn.m_bIsDefusing", "C_CSPlayerPawn", "m_bIsDefusing")
nv("C_CSPlayerPawn.m_bIsDefusing", "C_CSPlayerPawn", "m_bIsDefusing")
nv("C_CSPlayerPawn.m_entitySpottedState", "C_CSPlayerPawn", "m_entitySpottedState")
nv("C_CSPlayerPawn.m_aimPunchAngle", "C_CSPlayerPawn", "m_aimPunchAngle")
nv("C_CSPlayerPawn.m_iShotsFired", "C_CSPlayerPawn", "m_iShotsFired")
# Node & Bone
nv("CGameSceneNode.m_vecAbsOrigin", "CGameSceneNode", "m_vecAbsOrigin")
# Controller
nv("CCSPlayerController.m_hPlayerPawn", "CCSPlayerController", "m_hPlayerPawn")
nv("CCSPlayerController.m_sSanitizedPlayerName", "CCSPlayerController", "m_sSanitizedPlayerName")
# Spotted State Struct
nv("EntitySpottedState_t.m_bSpotted", "EntitySpottedState_t", "m_bSpotted")
# FOV (oyun görüş açısı)
nv("CBasePlayerController.m_iDesiredFOV", "CBasePlayerController", "m_iDesiredFOV")
# Bomba (C4)
nv("C_PlantedC4.m_flC4Blow", "C_PlantedC4", "m_flC4Blow")
nv("C_PlantedC4.m_bBombTicking", "C_PlantedC4", "m_bBombTicking")
nv("C_PlantedC4.m_bHasExploded", "C_PlantedC4", "m_bHasExploded")
# Sahipsiz entity (yere atılan silah)
nv("C_BaseEntity.m_hOwnerEntity", "C_BaseEntity", "m_hOwnerEntity")
# Flashbang Duration
nv("C_CSPlayerPawnBase.m_flFlashDuration", "C_CSPlayerPawnBase", "m_flFlashDuration")
# ── Ekran ──
sw, sh = get_screen_resolution()
self.screen_width = sw
self.screen_height = sh
# ══════════════════════════════════
# ESP
# ══════════════════════════════════
self.esp_enabled = True
self.esp_box = True
self.esp_health_bar = True
self.esp_name = True
self.esp_distance = True
self.esp_snaplines = False
self.esp_team_check = True # Enemy Only default
self.obs_bypass = True
self.esp_radar = False # 2D radar (üstten görünüm)
self.radar_radius = 65 # piksel
self.radar_scale = 0.028 # dünya birimi -> radar piksel (küçük = daha uzak görünür)
self.local_position = None # her frame güncellenir (x,y,z)
self.overlay_show_fps = False
self.overlay_show_enemy_count = False
self.esp_bomb_timer = True # Kurulu bomba kalan süre
self.bomb_remaining_sec = 0.0 # ESP tarafından güncellenir
self.bomb_ticking = False
self.crosshair_style = 0 # 0=çarpı, 1=nokta, 2=daire
self.crosshair_size = 6
self.crosshair_gap = 2
self.aim_auto_focus = False # En yakın düşmana odaklan (FOV dışı olsa bile)
self.aim_auto_dist = 500.0 # Auto-focus mesafe limiti
# Flick Aimbot (Headshot Trigger)
self.flick_enabled = False
self.flick_fov = 15.0 # Daha dar bir alan
self.flick_key = 0x01 # VK_LBUTTON (Sol Tık)
self.flick_smooth = 1.0 # Çok hızlı (neredeyse instant)
self.flick_bone = 6 # Head
# ══════════════════════════════════
# Bones & Connections
# ══════════════════════════════════
self.aim_enabled = True
self.aim_key = 0x02 # VK_RBUTTON
self.aim_fov = 5.0
self.aim_fov_circle = True
self.aim_fov_color = [130, 80, 255] # Default Purple
self.aim_smoothness = 12.0 # Increased for smoother tracking
self.aim_team_check = True
self.aim_auto_focus = False
self.aim_auto_dist = 300.0
self.aim_max_distance = 80.0 # Metre cinsinden üst sınır (sadece açıksa uygulanır)
self.aim_max_distance_enabled = False # False = sınır yok (tüm FOV içi), True = sadece X m içindekiler
self.aim_bone = "head"
# RCS (Recoil Control)
self.rcs_enabled = False
self.rcs_scale_x = 2.0
self.rcs_scale_y = 2.0
self.rcs_start_bullet = 1
self.bone_offsets = {"head": 65.0, "neck": 60.0, "chest": 45.0}
self.bone_offset_crouching = {"head": 50.0, "neck": 46.0, "chest": 34.0}
# ══════════════════════════════════
# Skeleton ESP Config
# ══════════════════════════════════
self.skeleton_enabled = False
# Load m_modelState dynamically
# CSkeletonInstance -> m_modelState
self.m_modelState = loader.get_netvar("CSkeletonInstance", "m_modelState")
if self.m_modelState == 0:
self.m_modelState = 0x160 # Fallback
self.bone_array_offset = 0x80 # Usually static in CModelState
# Bone Indices (CS2 Standard)
self.bones = {
'head': 6, 'neck': 5, 'spine': 4, 'pelvis': 0,
'l_shoulder': 13, 'l_arm': 8, 'l_hand': 9,
'r_shoulder': 18, 'r_arm': 13, 'r_hand': 14, # 13 might be wrong for R, check standard
'l_hip': 22, 'l_knee': 23, 'l_foot': 24,
'r_hip': 25, 'r_knee': 26, 'r_foot': 27
}
# Correcting right arm chain based on common CS2 dumps:
# arm_upper_R=13?, usually it is:
# 8=arm_upper_L, 9=arm_lower_L, 10=hand_L
# 13=arm_upper_R, 14=arm_lower_R, 15=hand_R
# Let's use a safer set.
self.bones = {
'head': 6, 'neck': 5, 'spine': 4, 'pelvis': 0,
'l_shoulder': 8, 'l_eblow': 9, 'l_hand': 10,
'r_shoulder': 13, 'r_elbow': 14, 'r_hand': 15,
'l_hip': 22, 'l_knee': 23, 'l_feet': 24,
'r_hip': 25, 'r_knee': 26, 'r_feet': 27
}
self.bone_connections = [
('head', 'neck'),
('neck', 'spine'),
('spine', 'pelvis'),
('neck', 'l_shoulder'), ('l_shoulder', 'l_eblow'), ('l_eblow', 'l_hand'),
('neck', 'r_shoulder'), ('r_shoulder', 'r_elbow'), ('r_elbow', 'r_hand'),
('pelvis', 'l_hip'), ('l_hip', 'l_knee'), ('l_knee', 'l_feet'),
('pelvis', 'r_hip'), ('r_hip', 'r_knee'), ('r_knee', 'r_feet')
]
# ══════════════════════════════════
# Weapon ESP Config
# ══════════════════════════════════
self.esp_weapon_enemies = True
self.esp_weapon_team = True
# Silah offset'leri (client_dll.json ile; silah pointer zinciri için)
# Pawn -> m_pWeaponServices (C_CSPlayerPawn / C_CSPlayerPawnBase)
self.m_pWeaponServices = loader.get_netvar("C_CSPlayerPawn", "m_pWeaponServices") or loader.get_netvar("C_CSPlayerPawnBase", "m_pWeaponServices") or 5080
# CPlayer_WeaponServices -> m_hActiveWeapon
self.m_hActiveWeapon = loader.get_netvar("CPlayer_WeaponServices", "m_hActiveWeapon") or 96
# Silah entity: C_CSWeaponBaseGun=5048, C_EconEntity=4984 (fallback)
self.m_WeaponAttributeManager = loader.get_netvar("C_CSWeaponBaseGun", "m_AttributeManager") or 5048
self._m_WeaponAttr_Econ = loader.get_netvar("C_EconEntity", "m_AttributeManager") or 4984
# C_AttributeContainer -> m_Item (pointer)
self.m_Item = loader.get_netvar("C_AttributeContainer", "m_Item") or 80
# C_EconItemView -> m_iItemDefinitionIndex (uint16)
self.m_iItemDefinitionIndex = loader.get_netvar("C_EconItemView", "m_iItemDefinitionIndex") or 442
# Eski kod uyumluluğu (bazı modüllerde m_AttributeManager kullanılıyor)
self.m_AttributeManager = self.m_WeaponAttributeManager
self.weapon_names = {
1: "DESERT EAGLE", 2: "DUAL BERETTAS", 3: "FIVE-SEVEN", 4: "GLOCK",
7: "AK-47", 8: "AUG", 9: "AWP", 10: "FAMAS", 11: "G3SG1", 13: "GALIL AR",
14: "M249", 16: "M4A4", 17: "MAC-10", 19: "P90", 23: "MP5-SD", 24: "UMP-45",
25: "XM1014", 26: "BIZON", 27: "MAG-7", 28: "NEGEV", 29: "SAWED-OFF",
30: "TEC-9", 31: "ZEUS", 32: "P2000", 33: "MP7", 34: "MP9", 35: "NOVA",
36: "P250", 38: "SCAR-20", 39: "SG 553", 40: "SSG 08", 42: "KNIFE",
43: "FLASHBANG", 44: "HE GRENADE", 45: "SMOKE", 46: "MOLOTOV",
47: "DECOY", 48: "INCENDIARY", 49: "C4", 59: "KNIFE", 60: "M4A1-S",
61: "USP-S", 63: "CZ75-AUTO", 64: "R8 REVOLVER", 500: "BAYONET",
503: "CLASSIC KNIFE", 505: "FLIP KNIFE", 506: "GUT KNIFE", 507: "KARAMBIT",
508: "M9 BAYONET", 509: "HUNTSMAN", 512: "FALCHION", 514: "BOWIE",
515: "BUTTERFLY", 516: "DAGGERS", 519: "URSUS", 520: "NAVAJA",
522: "STILETTO", 523: "TALON", 525: "SKELETON KNIFE", 526: "KUKRI"
}
# ══════════════════════════════════
# Triggerbot
# ══════════════════════════════════
self.trigger_enabled = False
self.trigger_delay_ms = 60
self.trigger_auto = False
# ══════════════════════════════════
# Bhop
# ══════════════════════════════════
self.bhop_enabled = False
self.bhop_key = 0x20 # VK_SPACE
# ══════════════════════════════════
# Spinbot (Mevlana)
# ══════════════════════════════════
self.spin_enabled = False
self.spin_speed = 30.0
self.spin_key = 0x58 # VK_X
# ══════════════════════════════════
# No Flash & Radar
# ══════════════════════════════════
self.no_flash_enabled = False
self.radar_hack_enabled = False
# ══════════════════════════════════
# Skeleton ESP
# ══════════════════════════════════
self.skeleton_enabled = False
self.skeleton_color = (255, 255, 255) # Beyaz
# Offsets
self.m_modelState = loader.get_netvar("CSkeletonInstance", "m_modelState")
self.m_pGameSceneNode = loader.get_netvar("C_BaseEntity", "m_pGameSceneNode")
self.bone_array_offset = 0x80 # Hardcoded common offset
# Bone IDs (CS2)
self.bones = {
"head": 6, "neck": 5, "spine": 4, "spine_1": 2,
"shoulder_l": 13, "arm_l": 14, "hand_l": 16,
"shoulder_r": 8, "arm_r": 9, "hand_r": 11,
"hip_l": 22, "knee_l": 23, "foot_l": 24,
"hip_r": 25, "knee_r": 26, "foot_r": 27
}
self.bone_connections = [
("head", "neck"), ("neck", "spine"), ("spine", "spine_1"),
("neck", "shoulder_l"), ("shoulder_l", "arm_l"), ("arm_l", "hand_l"),
("neck", "shoulder_r"), ("shoulder_r", "arm_r"), ("arm_r", "hand_r"),
("spine_1", "hip_l"), ("hip_l", "knee_l"), ("knee_l", "foot_l"),
("spine_1", "hip_r"), ("hip_r", "knee_r"), ("knee_r", "foot_r")
]
self.spin_check_shoot = True
# ══════════════════════════════════
# Oyun FOV (görüş açısı)
# ══════════════════════════════════
self.game_fov_enabled = False
self.game_fov_value = 90
# ══════════════════════════════════
# Viewmodel FOV (el/silah görüş açısı)
# ══════════════════════════════════
self.viewmodel_fov_enabled = False
self.viewmodel_fov_value = 68
# Hardcoded fallback offsets for Viewmodel if not in JSON
self.m_pViewModelServices = 0x1420 # C_CSPlayerPawn
self.m_hViewModel = 0x40 # CCSPlayer_ViewModelServices
self.m_hPlayerPawn = 2316 # CCSPlayerController::m_hPlayerPawn
# Backup: Direct handle offset from Pawn (found by scanning)
self.viewmodel_handle_offset = 0x3ECC
self.viewmodel_fov_enabled = False
self.viewmodel_fov_value = 68
# C_CSPlayerPawn / C_BasePlayerPawn; birden fazla olası offset (build farkı)
self.m_flViewmodelFOV = (
loader.get_netvar("C_CSPlayerPawn", "m_flViewmodelFOV")
or loader.get_netvar("C_BasePlayerPawn", "m_flViewmodelFOV")
or 9252
)
self._viewmodel_fov_offsets = [9252, 0x2424]
# ── Hızlı erişim ──
def get_bone_offset(self, is_crouching: bool) -> float:
offsets = self.bone_offset_crouching if is_crouching else self.bone_offsets
return offsets.get(self.aim_bone, 65.0)
def client(self, key: str) -> int:
return self.client_offsets.get(key, 0)
def netvar(self, key: str) -> int:
return self.netvars.get(key, 0)
@property
def m_flFlashDuration(self):
return self.netvars.get("C_CSPlayerPawnBase.m_flFlashDuration", 5624)