"Complex" and "Simple"
When I make a base, change some, update something, people say it is "Complex" but is it really? Most of your bases are filled with "Messy" code. These bases come can barely understand, any when I come make "improvements" or recommend something the first thing most people say is "complex". I am here to show you why you people just lazy. There is nothing complex about it, I mean most of you already look at me and say you "know C++", and i believe most of you understand the syntax of c++. So tell me this, my bases, menus or improved function, are those not made in C++? Cant you simply read them and understand them? Yes i can say that I may be more experience at somethings, and program these algorithm with more in mind, but that shouldn't stop you from understanding what the algorithm is doing. I mean if you do not understand the meaning behind something but not if you do not understand it in general.
Lets do with examples, This is ghost mode someone sent to me something last year.
What I want you to do, is look at this carefully, and tell me why would this be less complex than the ghost mode I have below. Is it not the same code, but more organized? I do not understand your terms for simple and complex code.
Lets go with ESP, I know that most of you have esp, and seem to understand it a little. So this is your everyday esp.
Now what I want you to tell me is, How my esp is more complex.
You say these things are complex... I call bullshit. You are just saying this hide your laziness and your ignorance. You live in this world where all of you pretend to be something you are not. You want to be respected by all and lie to our faces. You want something from someone and you play games with this person. What is wrong with you? Why must everything be a lie. Why cant you just ask me for what you want? Are you scared for how i might class you as a person? Why? Most of you don't even live in the same countries.
This is my conclusion.
If you do not understand something, say you do not understand and what you do not understand. I am preparing you'll for something, Normally I just drop things in randomly. I believe it is time you try. You cannot learn more by saying with the simple, you already got the "almost" simple, it is time you step into deeper waters otherwise, you'll never learn how to swim.
I know most of you know of Hyperion, the base but Hyperion was just one of the Titans and he had 3 children. Helios was one of them, which is gathering of everything into the hack. Helios means Sun, the center of everything.
The next is Selene this is the hack manager for Helios, kinda how Sisters keep their brothers all balanced out. You do not want the waters to be all one sided. Selene means moon.
(If you have any idea on the tidal forces, you will get where I am going with this and what is to come)
Lets do with examples, This is ghost mode someone sent to me something last year.
Code:
void GhostMode() {
if(gmode) {
cPlayerMgr* pPlayerManager;
pPlayerManager= *(cPlayerMgr**)ADDR_PLAYERMGR;
float PlayerPitch = pPlayerManager->Pitch;
float PlayerYaw = pPlayerManager->Yaw;
if (clock() < ghostwait)
{
//Do Nothing
} else {
ghostwait = clock () + 0.02 * CLOCKS_PER_SEC;
bool Forward = (GetAsyncKeyState('W') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('S') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('A') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('D') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 20.0f * sinf(PlayerYaw);
Posy += Sign * 20.0f * sinf(-PlayerPitch);
Posz += Sign * 20.0f * cosf(PlayerYaw);
}
if (Left)
{
Posx += 20.0f * sinf(PlayerYaw - (MATH_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw - (MATH_PI / 2.0f));
}
if (Right)
{
Posx += 20.0f * sinf(PlayerYaw + (MATH_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw + (MATH_PI / 2.0f));
}
}
}
DWORD dwClientFxEntry = (DWORD)GetModuleHandleA("Clientfx.fxd");
DWORD dwClass = *(DWORD*)( dwClientFxEntry + ADDR_CLIENTFX );
if(dwClass)
{
*(float*)( dwClass + 0xC8 ) = Posx;
*(float*)( dwClass + 0xCC ) = Posy;
*(float*)( dwClass + 0xD0 ) = Posz;
}
}
}
Code:
void GhostMode(bool val){
if (!val)
return;
static D3DXVECTOR3 pos = GetLocalPlayerPosition();
auto pManager = GetPlayerManager();
if (!pManager)
goto SettingPosition;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
pos.x += Sign * 10.0f * std::sinf(pManager->Yaw);
pos.y += Sign * 10.0f * std::sinf(-pManager->Pitch);
pos.z += Sign * 10.0f * std::cosf(pManager->Yaw);
}
if (GetAsyncKeyState('J') & 0x8000)
{
pos.x += 10.0f * std::sinf(pManager->Yaw - (M_PI_2));
pos.z += 10.0f * std::cosf(pManager->Yaw - (M_PI_2));
}
else if (GetAsyncKeyState('L') & 0x8000)
{
pos.x += 10.0f * std::sinf(pManager->Yaw + (M_PI_2));
pos.z += 10.0f * std::cosf(pManager->Yaw + (M_PI_2));
}
SettingPosition:
SetLocalPlayerPosition(pos);
}
Code:
void ESP(){
INT CenterX = GetSystemMetrics(0) / 2-1;
INT CenterY = GetSystemMetrics(1) / 2-1;
CHAR CName[50], CDistance[50];
if((*(BYTE *)ADDR_GAMESTATUS == 1) && (espNames || espLines || espDistances || espBoxes) || espWarning))
{
GetPlayerByIndex3 = (lpGetPlayerByIndex3)ADDR_PLAYERBYINDEX;
unsigned long ulThis = *(unsigned long *)ADDR_CLIENTINFOMGR;
GetLocalPlayer3 = (lpGetLocalPlayer3)ADDR_LOCALPLAYER;
for(int i = 0; i < 24; i++)
{
pPlayerInfo *pLocal = GetLocalPlayer3(ulThis);
pPlayerInfo *pPlayer = GetPlayerByIndex3(ulThis, i, 0);
if(pPlayer != 0 && pPlayer->Object != 0 && pPlayer->IsDead == 0)
{
D3DXVECTOR3 vPos, vFootScreen, vScreen;
vPos.x = pPlayer->Object->Pos.x;
vPos.y = pPlayer->Object->yBound2;
vPos.z = pPlayer->Object->Pos.z;
if(WorldToScreen(vPos, &vScreen))
{
if(pPlayer->Team != pLocal->Team) {
if(getESPTextIndex(Menu->espNames->GetText()) == 1 || getESPTextIndex(Menu->espNames->GetText()) == 3)
{
//sprintf(CName, "%s", pPlayer->Name);
Main->D3D->DrawTextA(vScreen.x, vScreen.y, Red, TCenter, pPlayer->Name);// TCenter, pFont, pPlayer->Name);
}
if(getESPTextIndex(Menu->espLines->GetText()) == 1 || getESPTextIndex(Menu->espLines->GetText()) == 3)
{
Main->D3D->DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, 1, Red);
}
if(getESPTextIndex(Menu->espBoxes->GetText()) == 1 || getESPTextIndex(Menu->espBoxes->GetText()) == 3)
{
vPos.x = pPlayer->Object->Pos.x;
vPos.y = pPlayer->Object->yBound1;
vPos.z = pPlayer->Object->Pos.z;
if(WorldToScreen(vPos, &vFootScreen))
{
INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
Main->D3D->DrawBox(vScreen.x - BoxDist, vScreen.y , 1, vFootScreen.y-vScreen.y , Red);
Main->D3D->DrawBox(vScreen.x - BoxDist, vFootScreen.y, BoxDist*2, 1, Red);
Main->D3D->DrawBox(vScreen.x + BoxDist, vScreen.y , 1, vFootScreen.y-vScreen.y, Red);
Main->D3D->DrawBox(vScreen.x - BoxDist, vScreen.y , BoxDist*2, 1, Red);
}
}
if(Menu->espWarning->Checkbox()->IsChecked())
{
if(GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos) < 10.0f)
Main->D3D->DrawTextA(CenterX, 100, Red, TCenter, "Enemy under 10m");
}
}
if(pPlayer->Team == pLocal->Team) {
if(getESPTextIndex(Menu->espNames->GetText()) == 2 || getESPTextIndex(Menu->espNames->GetText()) == 3)
{
sprintf(CName, "%s", pPlayer->Name);
Main->D3D->DrawTextA(vScreen.x, vScreen.y, Blue, TCenter, CName);
}
if(getESPTextIndex(Menu->espLines->GetText()) == 2 || getESPTextIndex(Menu->espLines->GetText()) == 3)
{
Main->D3D->DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, 1, Blue);
}
if(getESPTextIndex(Menu->espBoxes->GetText()) == 2 || getESPTextIndex(Menu->espBoxes->GetText()) == 3)
{
vPos.x = pPlayer->Object->Pos.x;
vPos.y = pPlayer->Object->yBound1;
vPos.z = pPlayer->Object->Pos.z;
if(WorldToScreen(vPos, &vFootScreen))
{
INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
Main->D3D->DrawBox(vScreen.x - BoxDist, vScreen.y , 1, vFootScreen.y-vScreen.y , Blue);
Main->D3D->DrawBox(vScreen.x - BoxDist, vFootScreen.y, BoxDist*2, 1, Blue);
Main->D3D->DrawBox(vScreen.x + BoxDist, vScreen.y , 1, vFootScreen.y-vScreen.y, Blue);
Main->D3D->DrawBox(vScreen.x - BoxDist, vScreen.y , BoxDist*2, 1, Blue);
}
}
}
}
}
}
}
}
Code:
void esp_player_event_call(PlayerInfo_t* player, CharacterFX_t* fx, PlayerInfo_t* lplayer){
auto color = (player->iTeam == lplayer->iTeam) ? 0xFF00FF00 : 0xFFFF0000;
D3DXVECTOR3 vScreen, vFootScreen;
auto vPos = player->Object->RootPosition;
vPos.y = player->Object->MinRootPosition.y;
if (!WorldToScreen(vPos, &vScreen, pDevice))
return;
if (box)
{
vPos.y = player->Object->MaxRootPosition.y;
if (WorldToScreen(vPos, &vFootScreen, pDevice))
{
auto BoxDist = 0.2f * (vFootScreen.y - vScreen.y);
Graphics::DrawBorder(vScreen.x - BoxDist, vScreen.y, BoxDist * 2, vFootScreen.y - vScreen.y, 1, color);
}
}
if (name)
{
Graphics::DrawFont(vScreen.x, vScreen.y - 5, color, player->sName, D3DFONT_CENTERED);
}
if (healthbar)
{
if (fx)
{
DrawHealthBars(vScreen.x - 13, vScreen.y - 7, (int)fx->wHealth, fx->bSpawnSheild);
}
}
}
void HackManager::ESP(bool val){
if (!val)
return;
auto lPlayer = GetLocalPlayer();
if (!lPlayer)
return;
auto gcs = GetGameClientShell();
auto count = (gcs) ? gcs->GetSFXMgr()->SFXList[SFX_CHARACTER].Num : 24;
CharacterFX_t* fx = nullptr;
for (int i = 0; i < count; i++)
{
fx = nullptr;
if (gcs)
{
fx = (CharacterFX_t*)gcs->GetSFXMgr()->SFXList[SFX_CHARACTER].List[i];
}
auto player = GetPlayerByIndex(i);
if (!player || player->bIsDead != 0 || !player->Object || player->iIndex == lPlayer->iIndex)
continue;
esp_player_event_call(player, fx, lPlayer);
}
}
This is my conclusion.
If you do not understand something, say you do not understand and what you do not understand. I am preparing you'll for something, Normally I just drop things in randomly. I believe it is time you try. You cannot learn more by saying with the simple, you already got the "almost" simple, it is time you step into deeper waters otherwise, you'll never learn how to swim.
I know most of you know of Hyperion, the base but Hyperion was just one of the Titans and he had 3 children. Helios was one of them, which is gathering of everything into the hack. Helios means Sun, the center of everything.
The next is Selene this is the hack manager for Helios, kinda how Sisters keep their brothers all balanced out. You do not want the waters to be all one sided. Selene means moon.
(If you have any idea on the tidal forces, you will get where I am going with this and what is to come)

