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+ #pragma once
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+
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+ #pragma warning( disable : 4244 )
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+ #pragma warning( disable : 4309 )
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+ #pragma warning( disable : 4838 )
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+ #pragma warning( disable : 4800 )
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+ #pragma warning( disable : 4334 )
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+ #pragma warning( disable : 4305 )
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+ #pragma warning( disable : 4805 )
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+ #pragma warning( disable : 4018 )
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+ #pragma warning( disable : 4172 )
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+ #pragma warning( disable : 4042 )
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+ #pragma warning( disable : 4996 )
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+
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+ #include < SFML/Graphics.hpp>
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+ #include < SFML/Audio.hpp>
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+
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+
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+ #pragma comment(lib,"wininet.lib")
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+ #pragma comment(lib, "Dwmapi.lib")
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+
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+ #include < windows.h>
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+ #include < windowsx.h>
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+ #include < stdio.h>
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+ #include < psapi.h>
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+ #include < time.h>
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+ #include < math.h>
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+ #include < string>
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+ #include < iostream>
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+ #include < Dwmapi.h>
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+
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+
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+ #include < TlHelp32.h>
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+ #include < stack>
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+ #include < vector>
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+ #include < future>
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+ #include < wchar.h>
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+ #include < sstream>
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+ #include < thread>
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+ #include < chrono>
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+
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+ #include < list>
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+ #include < tchar.h>
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+
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+ #include < locale>
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+ #include < codecvt>
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+
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+ #define MAX_ENTITY 1024
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+
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+ // Entitiy type struct
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+ extern struct ItemAsset_t {
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+ int entityId;
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+ std::string className;
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+ std::string displayName;
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+
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+ int fontType = 1 ;
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+ int fontSize = 12 ;
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+ sf::Color textColor;
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+ sf::Color bgColor;
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+ sf::Color textOutlineColor;
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+ int textOutlineSize;
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+
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+ int inboxFontType = 1 ;
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+ int inboxFontSize = 12 ;
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+ sf::Color inboxTextColor;
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+
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+ int subtextFontType = 1 ;
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+ int subtextFontSize = 9 ;
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+ sf::Color subtextColor;
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+ sf::Color subtextOutlineColor;
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+ int subtextOutlineSize = 0 ;
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+
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+ int itemType = 0 ;
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+
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+ sf::Sprite icon;
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+ bool hasIcon;
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+ };
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+
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+ // Vectors
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+ extern struct Vector2 {
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+ float x = 0 ;
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+ float y = 0 ;
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+ };
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+ extern struct Vector3 {
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+ float x = 0 ;
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+ float y = 0 ;
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+ float z = 0 ;
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+ };
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+ extern struct Vector4 {
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+ float x = 0 ;
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+ float y = 0 ;
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+ float z = 0 ;
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+ float w = 0 ;
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+ };
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+ extern struct VectorRect {
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+ int x = 0 ;
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+ int y = 0 ;
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+ int w = 0 ;
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+ int h = 0 ;
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+ };
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+
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+ // its for Player Inventory Box Item
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+ extern struct BoxItem_t {
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+ int itemId = 0 ;
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+ int count = 0 ;
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+ std::string className = " " ;
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+ std::string displayName = " " ;
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+ ItemAsset_t itemConfig;
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+ sf::Sprite icon;
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+ bool hasIcon;
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+ };
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+ // its for entity player weapon details
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+ extern struct playerWeapon {
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+ int itemId = 0 ;
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+ int ammoCur = 0 ;
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+ int ammoMax = 0 ;
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+ std::string displayName = " " ;
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+ sf::Text textWeaponName;
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+ sf::Text textWeaponAmmo;
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+ };
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+
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+ // its for world to screen
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+ // i found this from ESP source for PUBGM v0.17.0 on Gameloop
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+ extern struct D3DMatrix {
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+ float _11, _12, _13, _14;
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+ float _21, _22, _23, _24;
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+ float _31, _32, _33, _34;
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+ float _41, _42, _43, _44;
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+ };
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+
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+ // its for player bound calculate
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+ // i found this from ESP source for PUBGM v0.17.0 on Gameloop
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+ extern struct FTTransform2_t {
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+ Vector4 Rotation;
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+ Vector3 Translation;
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+ float ddd;
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+ Vector3 Scale3D;
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+ };
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+
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+
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+ // Colorful terminal write lines
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+ #include " termcolor.hpp"
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+ // Converting types. Ex: str to float..
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+ #include " Convert.h"
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+ // Ini fine reader
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+ #include " INIReader.h"
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+
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+ /*
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+ Soryy for this
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+ but i removed some headers from this about bypass gameloop detection
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+ i can't share the my special method
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+ */
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+
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+ // these same like BypaPH - Process Hacker's bypass (read/write any process virtual memory & kernel mem)
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+ #include " Driver.hpp"
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+ #include " BypaPH.hpp"
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+
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+ // these about find process id and scanning memory
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+ // same like https://github.com/fly8888/pubg-mobile-esp
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+ #include " ProcManager.h"
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+ #include " MemoryManager.h"
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+
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+ // SFML library
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+ #include " Overlay.h"
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+ // Icons,fonts and audio
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+ #include " AssetManager.h"
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+ // Entity class and other details
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+ #include " EntityClasses.h"
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+ // An Entity object
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+ #include " Entity.h"
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+ // ESP scanner
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+ #include " Esp.h"
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