Rust External/Internal

Posts 1–13 of 13 · Page 1 of 1
Rust External/Internal
Hopefully anyone interested in making an external/internal Rust memory hack will find the following useful.
 
Game Object Manager:
#define GAME_OBJECT_MANAGER 0x125D5C0

class GameObjectManager
{
public:
LastObjectBase* lastTaggedObject; //0x0000
BaseObject* taggedObjects; //0x0008
LastObjectBase* lastActiveObject; //0x0010
BaseObject* activeObjects; //0x0018
};

class BaseObject
{
public:
char pad_0x0000[0x8]; //0x0000
BaseObject* nextObjectLink; //0x0008
GameObject* object; //0x0010
};

class LastObjectBase
{
public:
char pad_0x0000[0x10]; //0x0000
GameObject* lastObject; //0x0010
};

 
Game Objects:
class GameObject
{
public:
char pad_0x0000[0x8]; //0x0000
__int32 m_instanceID; //0x0008
char pad_0x000C[0x24]; //0x000C
__int32 m_label; //0x0030
char pad_0x0034[0x4]; //0x0034
__int32 m_size; //0x0038
char pad_0x003C[0x4]; //0x003C
__int32 m_capacity; //0x0040
char pad_0x0044[0x4]; //0x0044
__int32 m_layer; //0x0048
__int16 m_tag; //0x004C
unsigned char m_isActive; //0x004E
unsigned char m_isActiveCached; //0x004F
unsigned char m_isDestroying; //0x0050
unsigned char m_isActivating; //0x0051
char pad_0x0052[0x6]; //0x0052
String* m_objectName; //0x0058
};

Each GameObject also has a pointer to it's corresponding classes at 0x28.


The following Transform works for most GameObject's except for MISC( objectTag 20006 ).
Code:
class Transform
{
public:
	char pad_0x0000[0x34]; //0x0000
	Vector3 rotation; //0x0034 
	Vector3 origin; //0x0040 
};
 
class MiscTransform
{
public:
	char pad_0x0000[0x8C]; //0x0000
	D3DXVECTOR3 origin; //0x008C
};
Aimbot:
Code:
Inside BasePlayer/BaseEntity:
 
PlayerInput* input; //0x01E0
 
class PlayerInput
{
public:
	char pad_0x0000[0x44]; //0x0000
	Vector4 bodyRotation; //0x0044 
	Vector3 bodyAngles; //0x0054 //write to this
	Vector4 headRotation; //0x0060 
	Vector3 headAngles; //0x0070 
	Vector2 viewDelta; //0x007C 
	Vector3 headDelta; //0x0084 
	__int32 mouseWheelUp; //0x0090 
	__int32 mouseWheelDn; //0x0094 
	char pad_0x0098[0x13C]; //0x0098
 
};//Size=0x01D4
How to use this?
Quote Originally Posted by emir_223 View Post
How to use this?
Learn how to program first off, but cheers dude this will help those stuck with where to start!
When i try to run it, it wont work ingame, is there a key i need to press to start the aimbot ?
Quote Originally Posted by Ajar View Post
When i try to run it, it wont work ingame, is there a key i need to press to start the aimbot ?
skype me @ hiesenbug
Quote Originally Posted by Default View Post


skype me @ hiesenbug
added you
Hi I get error on "vector3" and "string*" how do I fix this? (I'm using visual studio 2015)


- - - Updated - - -

Quote Originally Posted by Ajar View Post
When i try to run it, it wont work ingame, is there a key i need to press to start the aimbot ?
I think you need to update the offsets
Quote Originally Posted by Default View Post
Hopefully anyone interested in making an external/internal Rust memory hack will find the following useful.
 
Game Object Manager:
#define GAME_OBJECT_MANAGER 0x125D5C0

class GameObjectManager
{
public:
LastObjectBase* lastTaggedObject; //0x0000
BaseObject* taggedObjects; //0x0008
LastObjectBase* lastActiveObject; //0x0010
BaseObject* activeObjects; //0x0018
};

class BaseObject
{
public:
char pad_0x0000[0x8]; //0x0000
BaseObject* nextObjectLink; //0x0008
GameObject* object; //0x0010
};

class LastObjectBase
{
public:
char pad_0x0000[0x10]; //0x0000
GameObject* lastObject; //0x0010
};

 
Game Objects:
class GameObject
{
public:
char pad_0x0000[0x8]; //0x0000
__int32 m_instanceID; //0x0008
char pad_0x000C[0x24]; //0x000C
__int32 m_label; //0x0030
char pad_0x0034[0x4]; //0x0034
__int32 m_size; //0x0038
char pad_0x003C[0x4]; //0x003C
__int32 m_capacity; //0x0040
char pad_0x0044[0x4]; //0x0044
__int32 m_layer; //0x0048
__int16 m_tag; //0x004C
unsigned char m_isActive; //0x004E
unsigned char m_isActiveCached; //0x004F
unsigned char m_isDestroying; //0x0050
unsigned char m_isActivating; //0x0051
char pad_0x0052[0x6]; //0x0052
String* m_objectName; //0x0058
};

Each GameObject also has a pointer to it's corresponding classes at 0x28.


The following Transform works for most GameObject's except for MISC( objectTag 20006 ).
Code:
class Transform
{
public:
	char pad_0x0000[0x34]; //0x0000
	Vector3 rotation; //0x0034 
	Vector3 origin; //0x0040 
};
 
class MiscTransform
{
public:
	char pad_0x0000[0x8C]; //0x0000
	D3DXVECTOR3 origin; //0x008C
};
Aimbot:
Code:
Inside BasePlayer/BaseEntity:
 
PlayerInput* input; //0x01E0
 
class PlayerInput
{
public:
	char pad_0x0000[0x44]; //0x0000
	Vector4 bodyRotation; //0x0044 
	Vector3 bodyAngles; //0x0054 //write to this
	Vector4 headRotation; //0x0060 
	Vector3 headAngles; //0x0070 
	Vector2 viewDelta; //0x007C 
	Vector3 headDelta; //0x0084 
	__int32 mouseWheelUp; //0x0090 
	__int32 mouseWheelDn; //0x0094 
	char pad_0x0098[0x13C]; //0x0098
 
};//Size=0x01D4
Maybe you want to give credits to the original poster of this info -_-
Hi guys, can someone help me with this? add me on Skype if you can!! jb_reptic-fusion would appreciate it!
How do I compile this? pls help-me, I want this so much
Posts 1–13 of 13 · Page 1 of 1

Post a Reply

Similar Threads

Talk with us