mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-28 18:37:16 +09:00
death aura
# FEATURES - Death Aura ( distance, dmg amount , scalar, vFx ) - Debug print engine globals - attempt restore default values for some toggles # PROJECT - include SDK solution to base project
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@ -3,7 +3,9 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 16
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VisualStudioVersion = 16.0.32802.440
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DX11-Base", "DX11-Base.vcxproj", "{EB52DDF1-EFC4-4222-9D86-6918D4D891A5}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetCrack-PalWorld", "DX11-Base.vcxproj", "{EB52DDF1-EFC4-4222-9D86-6918D4D891A5}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PalworldSDK", "libs\SDKLibrary\PalworldSDK.vcxproj", "{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -21,6 +23,14 @@ Global
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{EB52DDF1-EFC4-4222-9D86-6918D4D891A5}.Release|x64.Build.0 = Release|x64
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{EB52DDF1-EFC4-4222-9D86-6918D4D891A5}.Release|x86.ActiveCfg = Release|Win32
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{EB52DDF1-EFC4-4222-9D86-6918D4D891A5}.Release|x86.Build.0 = Release|Win32
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Debug|x64.ActiveCfg = Debug|x64
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Debug|x64.Build.0 = Debug|x64
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Debug|x86.ActiveCfg = Debug|Win32
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Debug|x86.Build.0 = Debug|Win32
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Release|x64.ActiveCfg = Release|x64
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Release|x64.Build.0 = Release|x64
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Release|x86.ActiveCfg = Release|Win32
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{202F0C63-0183-4CE5-AAB4-4ABD2EA773D9}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -164,7 +164,14 @@ bool config::GetTAllPals(SDK::TArray<class SDK::APalCharacter*>* outResult)
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return true;
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}
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bool GetPartyPals(std::vector<SDK::AActor*> outResult)
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// @TODO:
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bool config::GetPartyPals(std::vector<SDK::AActor*>* outResult)
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{
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return false;
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}
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// @TODO:
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bool config::GetPlayerDeathChests(std::vector<SDK::FVector>* outLocations)
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{
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return false;
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}
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6
config.h
6
config.h
@ -17,6 +17,7 @@ public:
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bool IsFullbright = false;
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bool IsForgeMode = false;
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bool IsTeleportAllToXhair = false;
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bool IsDeathAura = false;
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bool IsAimbot = false;
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bool IsSpeedHack = false;
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bool IsAttackModiler = false;
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@ -38,6 +39,8 @@ public:
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//def and value
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float mDebugESPDistance = 5.0f;
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float mDebugEntCapDistance = 10.0f;
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float mDeathAuraDistance = 10.f;
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int mDeathAuraAmount = 1.f;
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int DamageUp = 0;
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int DefuseUp = 0;
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int EXP = 0;
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@ -96,7 +99,8 @@ public:
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static bool GetTAllImpNPC(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetTAllNPC(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetTAllPals(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetPartyPals(std::vector<SDK::AActor*> outResult);
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static bool GetPartyPals(std::vector<SDK::AActor*>* outResult);
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static bool GetPlayerDeathChests(std::vector<SDK::FVector>* outLocations);
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static bool GetAllActorsofType(SDK::UClass* mType, std::vector<SDK::AActor*>* outArray, bool bLoopAllLevels = false, bool bSkipLocalPlayer = false);
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static void Init();
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static void Update(const char* filterText);
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39
feature.cpp
39
feature.cpp
@ -532,7 +532,7 @@ void ForgeActor(SDK::AActor* pTarget, float mDistance, float mHeight, float mAng
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}
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// credit:
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void SendDamageToActor(APalCharacter* character, int32 damage, bool bSpoofAttacker)
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void SendDamageToActor(APalCharacter* pTarget, int32 damage, bool bSpoofAttacker)
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{
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APalPlayerState* pPalPlayerState = Config.GetPalPlayerState();
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APalPlayerCharacter* pPalPlayerCharacter = Config.GetPalPlayerCharacter();
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@ -549,7 +549,42 @@ void SendDamageToActor(APalCharacter* character, int32 damage, bool bSpoofAttack
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info.bAttackableToFriend = true;
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info.IgnoreShield = true;
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info.NativeDamageValue = damage;
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pPalPlayerState->SendDamage_ToServer(character, info);
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pPalPlayerState->SendDamage_ToServer(pTarget, info);
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}
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// NOTE: only targets pals
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void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect, bool bVisualAffect, EPalVisualEffectID visID)
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{
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APalCharacter* pPalCharacter = Config.GetPalPlayerCharacter();
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TArray<APalCharacter*> outPals;
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if (!Config.GetTAllPals(&outPals))
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return;
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DWORD palsCount = outPals.Count();
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for (auto i = 0; i < palsCount; i++)
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{
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APalCharacter* cEnt = outPals[i];
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if (!cEnt || !cEnt->IsA(APalMonsterCharacter::StaticClass()))
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continue;
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float distanceTo = GetDistanceToActor(pPalCharacter, cEnt);
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if (distanceTo > mDistance)
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continue;
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float dmgScalar = dmgAmount * (1.0f - distanceTo / mDistance);
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if (bIntensityEffect)
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dmgAmount = dmgScalar;
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UPalVisualEffectComponent* pVisComp = cEnt->VisualEffectComponent;
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if (bVisualAffect && pVisComp)
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{
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FPalVisualEffectDynamicParameter fvedp;
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pVisComp->AddVisualEffect_ToServer(visID, fvedp, 1); // uc: killer1478
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}
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SendDamageToActor(cEnt, dmgAmount);
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}
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}
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// credit: xCENTx
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@ -55,7 +55,9 @@ float GetDistanceToActor(SDK::AActor* pLocal, SDK::AActor* pTarget);
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void ForgeActor(SDK::AActor* pTarget, float mDistance, float mHeight = 0.0f, float mAngle = 0.0f);
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void SendDamageToActor(SDK::APalCharacter* character, int32 damage, bool bSpoofAttacker = false);
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void SendDamageToActor(SDK::APalCharacter* pTarget, int32 damage, bool bSpoofAttacker = false);
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void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect = false, bool bVisualEffect = false, SDK::EPalVisualEffectID visID = SDK::EPalVisualEffectID::None);
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void TeleportAllPalsToCrosshair(float mDistance);
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50
src/Menu.cpp
50
src/Menu.cpp
@ -361,14 +361,17 @@ namespace DX11_Base
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void TABDebug()
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{
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ImGui::Checkbox("DEBUG ESP", &Config.isDebugESP);
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if (ImGui::Checkbox("DEBUG ESP", &Config.isDebugESP) && !Config.isDebugESP)
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Config.mDebugESPDistance = 10.f;
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if (Config.isDebugESP)
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{
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x);
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ImGui::SliderFloat("##DISTANCE", &Config.mDebugESPDistance, 1.0f, 100.f, "%.0f", ImGuiSliderFlags_AlwaysClamp);
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}
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ImGui::Checkbox("TELEPORT PALS TO XHAIR", &Config.IsTeleportAllToXhair);
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if (ImGui::Checkbox("TELEPORT PALS TO XHAIR", &Config.IsTeleportAllToXhair) && !Config.IsTeleportAllToXhair)
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Config.mDebugEntCapDistance = 10.f;
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if (Config.IsTeleportAllToXhair)
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{
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ImGui::SameLine();
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@ -376,12 +379,43 @@ namespace DX11_Base
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ImGui::SliderFloat("##ENT_CAP_DISTANCE", &Config.mDebugEntCapDistance, 1.0f, 100.f, "%.0f", ImGuiSliderFlags_AlwaysClamp);
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}
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// @TODO: print additional debug information
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if (ImGui::Button("PrintPlayerAddr", ImVec2(ImGui::GetContentRegionAvail().x - 3, 20)))
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if (ImGui::Checkbox("DEATH AURA", &Config.IsDeathAura) && !Config.IsDeathAura)
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{
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SDK::APalPlayerCharacter* p_appc = Config.GetPalPlayerCharacter();
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if (p_appc)
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g_Console->printdbg("\n\n[+] APalPlayerCharacter: 0x%llX\n", Console::Colors::green, p_appc);
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Config.mDeathAuraDistance = 10.0f;
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Config.mDeathAuraAmount = 1;
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}
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if (Config.IsDeathAura)
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{
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * .7);
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ImGui::SliderFloat("##AURA_DISTANCE", &Config.mDeathAuraDistance, 1.0f, 100.f, "%.0f", ImGuiSliderFlags_AlwaysClamp);
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x);
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ImGui::SliderInt("##AURA_DMG", &Config.mDeathAuraAmount, 1, 10, "%d", ImGuiSliderFlags_AlwaysClamp);
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}
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if (ImGui::Button("PRINT ENGINE GLOBALS", ImVec2(ImGui::GetContentRegionAvail().x - 3, 20)))
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{
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g_Console->printdbg("[+] [UNREAL ENGINE GLOBALS]\n"
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"UWorld:\t\t\t0x%llX\n"
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"ULocalPlayer:\t\t0x%llX\n"
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"APalPlayerController:\t0x%llX\n"
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"APalPlayerCharacter:\t0x%llX\n"
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"APalPlayerState:\t0x%llX\n"
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"UCharacterImpMan:\t0x%llX\n"
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"UPalPlayerInventory:\t0x%llX\n"
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"APalWeaponBase:\t\t0x%llX\n",
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Console::Colors::yellow,
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Config.gWorld,
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Config.GetLocalPlayer(),
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Config.GetPalPlayerController(),
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Config.GetPalPlayerCharacter(),
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Config.GetPalPlayerState(),
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Config.GetCharacterImpManager(),
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Config.GetInventoryComponent(),
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Config.GetPlayerEquippedWeapon()
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);
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}
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@ -742,6 +776,8 @@ namespace DX11_Base
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if (Config.IsTeleportAllToXhair)
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TeleportAllPalsToCrosshair(Config.mDebugEntCapDistance);
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if (Config.IsDeathAura)
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DeathAura(Config.mDeathAuraAmount, Config.mDeathAuraDistance);
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//
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// SetDemiGodMode(Config.IsMuteki);
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}
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