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vbuban2018-08-02 18:45:48
C++ / C#
vbuban, 2018-08-02 18:45:48

Why is the id not found?

LootIsmıBul: ID not found
Help!

#include "Memory.h"
#include "Offsets.h"
#include "Utils.h"
#include "math.h"
#include <windows.h>

CMem* mem = nullptr;
bool LootESP = true;
bool SkeletonESP = true;
bool AracESP = true;
bool HeadShot = false;
float DisMesafe = 99999;
float uzaklik = 45.f;
float DisId = -1;
float DisDist = 99999;
int FOV = 100;
#pragma region Tuşlarım
void Tuslar()
{
  if (GetAsyncKeyState(VK_F1) & 1)
  {
    LootESP = LootESP ? false : true;
    system("cls");
    cout << "Loot : " << LootESP << endl;
    cout << "Iskelet : " << SkeletonESP << endl;
    cout << "Arac : " << AracESP << endl;
    cout << "HeadShot : " << HeadShot << endl;


  }

  if (GetAsyncKeyState(VK_F2) & 1)
  {
    SkeletonESP = SkeletonESP ? false : true;
    system("cls");
    cout << "Loot : " << LootESP << endl;
    cout << "Iskelet : " << SkeletonESP << endl;
    cout << "Arac : " << AracESP << endl;
    cout << "HeadShot : " << HeadShot << endl;


  }
  if (GetAsyncKeyState(VK_F3) & 1)
  {
    AracESP = AracESP ? false : true;
    system("cls");
    cout << "Loot : " << LootESP << endl;
    cout << "Iskelet : " << SkeletonESP << endl;
    cout << "Arac : " << AracESP << endl;
    cout << "HeadShot : " << HeadShot << endl;


  }
  if (GetAsyncKeyState(VK_F5) & 1)
  {
    HeadShot = HeadShot ? false : true;
    system("cls");
    cout << "Loot : " << LootESP << endl;
    cout << "Iskelet : " << SkeletonESP << endl;
    cout << "Arac : " << AracESP << endl;
    cout << "HeadShot : " << HeadShot << endl;


  }

}

#pragma endregion

void Dongum()
{
  Tuslar();
  UpdateAddresses();
  int EntitySayisi = EntitySayisiniCek();
  float Canlar = 0.f;
  float Mesafe = 0.f;
  float DonguMesafe = 99999;
  float DonguId = -1;
  float DonguDist = 99999;

  Vector3 BenimPositionum = BenimPozisyonumuBul();

  for (int i = 0; i < EntitySayisi; i++)
  {
    DWORD_PTR EntityDW = GetEntity(i);
    int EntID = ActorIDBul(i);
    Vector3 spos = WorldToScreen(ActorPozisyonuBul(i), GetCameraCache());  
    Mesafe = BenimPositionum.Distance(ActorPozisyonuBul(i)) / 100;		   

    if (Playermi(EntID))
    {
      Canlar = ActorCaniniBul(i);

      if (Canlar > 0.f)
      {
        auto mesh = mem->RPM<DWORD_PTR>(EntityDW + 0x410, 0x8);

        if (Mesafe > 500.f) { continue; }
        Vector3 kafam = IskeletBul(mesh, 5);
        Vector3 headshot = IskeletBul(mesh, 6);
        float Dist = DistanceBetweenCross(kafam.x, kafam.y);


        DrawString((int)spos.x - 10, (int)spos.y + 10, D3DCOLOR_ARGB(255, 255, 240, 0), pFont, "[%0.2f]", Mesafe);

        if (Mesafe <= 250) { DrawHealthBar((int)spos.x - 10, (int)spos.y + 25, (Canlar / 4), 4, 0, 204); }


        ///SKELETON
#pragma region Skeleton
        if (SkeletonESP == true)
        {
          if (!mesh || Mesafe > 350.f) { continue; }
          DrawSkeleton(mesh);
        }
#pragma endregion
        ///SKELETON

        ///AIM 
#pragma region AimBot
        if (GetKeyState(VK_CONTROL) & 0x8000 && Mesafe < 400 && TakimNumarasiBul(i) == NULL)
        {

          if ((Dist <= FOV) && Mesafe <= 400 && Dist < DonguDist&&  Mesafe < DonguMesafe)
          {
            DonguMesafe = Mesafe;
            DonguDist = Dist;
            DonguId = i;
          }

          if (i == DisId)
          {
            if (Mesafe <= 100)
            {
              if (HeadShot == true) { Aimbot(headshot.x, headshot.y); Circle((int)headshot.x, (int)headshot.y, 4, 30, 204, 0, 0, 255); }
              else { Aimbot(kafam.x, kafam.y + 5); Circle((int)kafam.x, (int)kafam.y + 5, 4, 30, 204, 0, 0, 255); }
            }


            else if (Mesafe > 100 && Mesafe <= 350)
            {
              if (HeadShot == true)
              {
                Aimbot(headshot.x, headshot.y);
                Circle((int)headshot.x, (int)headshot.y, 4, 30, 204, 0, 0, 255);
              }
              else { Aimbot(spos.x, spos.y + 3); }
            }
            else
            {
              Aimbot(spos.x, spos.y - 5);
            }
            DrawString((int)spos.x - 10, (int)spos.y + 35, D3DCOLOR_ARGB(255, 255, 255, 0), pFont, "Locked");
          }

        }
#pragma endregion
        ///AIM 


      }
    }

    ///ARACESP 
#pragma region AracEsp
    if (AracESP == true && !Playermi(EntID) && Mesafe <= 900.f)
    {
      if (isUaz(EntID) || isDacia(EntID) || isBike(EntID) || isBuggy(EntID))
      {
        DrawString((int)spos.x, (int)spos.y, D3DCOLOR_ARGB(255, 255, 255, 255), pFont, "Araç\n%0.2f", Mesafe);
      }
    }
#pragma endregion
    ///ARACESP 

    ///LOOTESP 
#pragma region LootEsp
    if (LootESP == true && EntID == entl.LootList[0])
    {
      DWORD_PTR DroppedItemGroupArray = mem->RPM<DWORD_PTR>(EntityDW + 0x2E8, sizeof(DroppedItemGroupArray));
      if (DroppedItemGroupArray == NULL)continue;
      int count = mem->RPM<int>(EntityDW + 0x2F0, 0x4);
      
      if (!count)
        continue;

      for (int j = 0; j < count; j++)
      {
        DWORD_PTR pADroppedItemGroup = mem->RPM<DWORD_PTR>(DroppedItemGroupArray + (j * 0x10), sizeof(pADroppedItemGroup));
        if (pADroppedItemGroup == NULL)continue;
        DWORD_PTR pRootcomp = mem->RPM<DWORD_PTR>(EntityDW + 0x188, sizeof(pRootcomp));
        if (pRootcomp == NULL)continue;
        Vector3 ItemPos = mem->RPM<Vector3>(pRootcomp + 0x254, sizeof(ItemPos));
        Vector3 ItemPosRelative = mem->RPM<Vector3>(pADroppedItemGroup + 0x2D0, sizeof(ItemPosRelative));
        Vector3 ItemPosAbsolute = (ItemPos + ItemPosRelative);
        float Mesafe = BenimPositionum.Distance(ItemPosAbsolute) / 100;
        if (Mesafe < 50.f)
        {
          Vector3 screenloc = WorldToScreen(ItemPosAbsolute, GetCameraCache());

          DWORD_PTR pUItem = mem->RPM<DWORD_PTR>(pADroppedItemGroup + 0x538, sizeof(pUItem));
          if (pUItem == NULL)continue;
          int ItemID = mem->RPM<int>(pUItem + 0x18, sizeof(ItemID));
          if (ItemID == NULL || ItemID > 200000 || ItemID < 0)continue;


          string ismi = GetNameFromId(ItemID);
          std::stringstream Ism;
          Ism << (string)LootIsmıBul(ismi);
          char * IsmInfo = new char[Ism.str().size() + 1];
          strcpy(IsmInfo, Ism.str().c_str());


          DrawString((int)screenloc.x, (int)screenloc.y, D3DCOLOR_ARGB(255, 255, 240, 0), pFont, IsmInfo);
        }
      }
    }
#pragma endregion
    ///LOOTESP 
  }

  DisMesafe = DonguMesafe;
  DisId = DonguId;
  DisDist = DonguDist;
}

int render()
{
  //d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
  //d3ddev->Clear(NULL, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, NULL);
  d3ddev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1.0f, 0); 
  d3ddev->BeginScene();

  Circle((int)s_width / 2, (int)s_height / 2, FOV, 30, 65, 65, 65, 225);
  Circle((int)s_width / 2, (int)s_height / 2, 5, 30, 255, 255, 255, 255);
  //FillRGB(s_width / 2 - 11, s_height / 2 - 4, 22, 1, 240, 240, 250, 255); // -
  //FillRGB(s_width / 2, s_height / 2 - 14, 1, 22, 240, 240, 250, 255); // |
  Dongum();

  d3ddev->EndScene();
  d3ddev->PresentEx(0, 0, 0, 0, 0);
  return 0;
}
int main(int argc, char* argv[])
{
  system("MODE CON COLS=33 LINES=10");
  mem = new CMem(reinterpret_cast<HANDLE>(atoi(argv[1])));
  atexit(Shutdown);
  SetupWindow();
  CacheNames();
  uint32_t ret = (uint32_t)MainLoop();
  cin.get();
  return ret;
}

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