This commit is contained in:
Magnus von Wachenfeldt 2017-12-06 16:54:16 +01:00
commit 3d30f7754f
10 changed files with 783 additions and 0 deletions

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.gitignore vendored Normal file
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injector64.exe --dll "D:\Projekt\tarkov-hax\TarkovHax\bin\Debug\TarkovHax.dll" --target EscapeFromTarkov.exe --namespace TarkovHax --class TarkovHaxBehaviour --method Load

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Injector/injector64.exe Normal file

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Add Assembly-CSharp.dll, UnityEngine.dll and UnityEngine.Networking.dll from Escape from Tarkov/EscapeFromTarkov_Data/Managed
Edit dll path in Injector/h4x.bat, or use another injector
Start game, run h4x.bat
creds to gummy8unny who first made the hax

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References/dummy.txt Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.27004.2010
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TarkovHax", "TarkovHax\TarkovHax.csproj", "{10B1EFC0-649C-4CFF-8D13-0D36E868F95D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{10B1EFC0-649C-4CFF-8D13-0D36E868F95D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{10B1EFC0-649C-4CFF-8D13-0D36E868F95D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{10B1EFC0-649C-4CFF-8D13-0D36E868F95D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{10B1EFC0-649C-4CFF-8D13-0D36E868F95D}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {38AD8D0C-7278-431E-947E-3BB14B90C957}
EndGlobalSection
EndGlobal

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace TarkovHax
{
public static class GuiHelper
{
private static Texture2D _coloredLineTexture;
private static Color _coloredLineColor;
public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Color color)
{
DrawLine(lineStart, lineEnd, color, 1);
}
public static void DrawBox(float x, float y, float w, float h, Color color)
{
DrawLine(new Vector2(x, y), new Vector2(x + w, y), color);
DrawLine(new Vector2(x, y), new Vector2(x, y + h), color);
DrawLine(new Vector2(x + w, y), new Vector2(x + w, y + h), color);
DrawLine(new Vector2(x, y + h), new Vector2(x + w, y + h), color);
}
public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Color color, int thickness)
{
if (_coloredLineTexture == null || _coloredLineColor != color)
{
_coloredLineColor = color;
_coloredLineTexture = new Texture2D(1, 1);
_coloredLineTexture.SetPixel(0, 0, _coloredLineColor);
_coloredLineTexture.wrapMode = 0;
_coloredLineTexture.Apply();
}
DrawLineStretched(lineStart, lineEnd, _coloredLineTexture, thickness);
}
public static void DrawLineStretched(Vector2 lineStart, Vector2 lineEnd, Texture2D texture, int thickness)
{
var vector = lineEnd - lineStart;
float num = 57.29578f * Mathf.Atan(vector.y / vector.x);
if (vector.x < 0f)
{
num += 180f;
}
if (thickness < 1)
{
thickness = 1;
}
int yOffset = (int)Mathf.Ceil((float)(thickness / 2));
GUIUtility.RotateAroundPivot(num, lineStart);
GUI.DrawTexture(new Rect(lineStart.x, lineStart.y - (float)yOffset, vector.magnitude, (float)thickness), texture);
GUIUtility.RotateAroundPivot(-num, lineStart);
}
public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Texture2D texture)
{
DrawLine(lineStart, lineEnd, texture, 1);
}
public static void DrawLine(Vector2 lineStart, Vector2 lineEnd, Texture2D texture, int thickness)
{
var vector = lineEnd - lineStart;
float pivot = 57.29578f * Mathf.Atan(vector.y / vector.x);
if (vector.x < 0f)
{
pivot += 180f;
}
if (thickness < 1)
{
thickness = 1;
}
int num2 = (int)Mathf.Ceil((float)(thickness / 2));
var rect = new Rect(lineStart.x, lineStart.y - (float)num2, Vector2.Distance(lineStart, lineEnd), (float)thickness);
GUIUtility.RotateAroundPivot(pivot, lineStart);
GUI.BeginGroup(rect);
int num3 = Mathf.RoundToInt(rect.width);
int num4 = Mathf.RoundToInt(rect.height);
for (int i = 0; i < num4; i += texture.height)
{
for (int j = 0; j < num3; j += texture.width)
{
GUI.DrawTexture(new Rect((float)j, (float)i, (float)texture.width, (float)texture.height), texture);
}
}
GUI.EndGroup();
GUIUtility.RotateAroundPivot(-pivot, lineStart);
}
}
}

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using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
[assembly: AssemblyVersion("1.0.6544.33693")]
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: AssemblyTitle("UnityTest")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("UnityTest")]
[assembly: AssemblyCopyright("Copyright © 2017")]
[assembly: AssemblyTrademark("")]
[assembly: ComVisible(false)]
[assembly: Guid("87a9c8b1-7e18-410f-b75a-4f3b99f20f53")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{10B1EFC0-649C-4CFF-8D13-0D36E868F95D}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>TarkovHax</RootNamespace>
<AssemblyName>TarkovHax</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="UnityEngine">
<HintPath>..\References\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\References\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>..\References\UnityEngine.Networking.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<AppDesigner Include="Properties\" />
</ItemGroup>
<ItemGroup>
<Compile Include="GuiHelper.cs" />
<Compile Include="TarkovHaxBehaviour.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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using System;
using EFT;
using UnityEngine;
namespace TarkovHax
{
public class TarkovHaxBehaviour : MonoBehaviour
{
public static GameObject GameObjectHolder;
private float _playerNextUpdateTime;
private float _lootNextUpdateTime;
private float _lootContainerNextUpdateTime;
private UnityEngine.Object[] _playerObjects;
private UnityEngine.Object[] _lootableObjects;
private UnityEngine.Object[] _lootableContainerObjects;
private bool _isESPMenuActive;
private bool _showPlayersESP;
private bool _showLootESP;
private bool _showLootableContainersESP;
private float _maxDrawingDistance = 15000f;
private static void Load()
{
GameObjectHolder = new GameObject();
GameObjectHolder.AddComponent<TarkovHaxBehaviour>();
DontDestroyOnLoad(GameObjectHolder);
}
public static void Unload()
{
var component = GameObjectHolder.GetComponent<TarkovHaxBehaviour>();
if (component != null)
{
DestroyImmediate(component, true);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.End))
{
Unload();
}
if (Input.GetKeyDown(KeyCode.Insert))
{
this._isESPMenuActive = !this._isESPMenuActive;
}
if (Input.GetKeyDown(KeyCode.Keypad0))
{
OpenDoors();
}
if (Input.GetKeyDown(KeyCode.Keypad1))
{
ToggleNightVision();
}
if (Input.GetKeyDown(KeyCode.KeypadPlus))
{
IncreaseFov();
}
if (Input.GetKeyDown(KeyCode.KeypadMinus))
{
DecreaseFov();
}
}
private void IncreaseFov()
{
Camera.main.fieldOfView += 1f;
}
private void DecreaseFov()
{
Camera.main.fieldOfView -= 1f;
}
private void OpenDoors()
{
var doors = FindObjectsOfType(typeof(Door));
foreach (Door door in doors)
{
if (door.DoorState == WorldInteractiveObject.EDoorState.Locked)
{
door.DoorState = WorldInteractiveObject.EDoorState.Shut;
}
}
}
private bool _nightVisionOn = false;
private void ToggleNightVision()
{
//var camera = (PlayerCameraController)FindObjectOfType(typeof(PlayerCameraController));
//if (_nightVisionOn)
//{
// var component = camera.gameObject.AddComponent<NightVision>();
// if (component != null)
// {
// DestroyImmediate(component);
// }
//}
//else
//{
// camera.gameObject.AddComponent<NightVision>();
//}
//_nightVisionOn = !_nightVisionOn;
}
private void OnGUI()
{
if (this._isESPMenuActive)
{
DrawESPMenu();
}
GUI.color = Color.red;
GUI.Label(new Rect(10f, 10f, 100f, 50f), "tarkov h4x");
if (Time.time >= this._playerNextUpdateTime)
{
this._playerObjects = FindObjectsOfType(typeof(Player));
this._playerNextUpdateTime = Time.time + 0.5f;
}
if (this._showLootESP && Time.time >= this._lootNextUpdateTime)
{
this._lootableObjects = FindObjectsOfType(typeof(LootItem));
this._lootNextUpdateTime = Time.time + 0.01f;
}
if (this._showLootableContainersESP && Time.time >= this._lootContainerNextUpdateTime)
{
this._lootableContainerObjects = FindObjectsOfType(typeof(LootableContainer));
this._lootContainerNextUpdateTime = Time.time + 0.01f;
}
if (this._showLootESP)
{
DrawLoot();
}
if (this._showLootableContainersESP)
{
DrawLootableContainers();
}
if (this._showPlayersESP)
{
DrawPlayers();
}
}
private void DrawLoot()
{
foreach (LootItem lootItem in this._lootableObjects)
{
float distanceToObject = Vector3.Distance(Camera.main.transform.position, lootItem.transform.position);
var viewTransform = new Vector3(
Camera.main.WorldToScreenPoint(lootItem.transform.position).x,
Camera.main.WorldToScreenPoint(lootItem.transform.position).y,
Camera.main.WorldToScreenPoint(lootItem.transform.position).z);
if (distanceToObject <= _maxDrawingDistance && viewTransform.z > 0.01f)
{
GUI.color = Color.green;
GUI.Label(new Rect(viewTransform.x - 50f, (float)Screen.height - viewTransform.y, 100f, 50f), lootItem.name);
}
}
}
private void DrawLootableContainers()
{
foreach (LootableContainer lootableContainer in this._lootableContainerObjects)
{
float distanceToObject = Vector3.Distance(Camera.main.transform.position, lootableContainer.transform.position);
var viewTransform = new Vector3(
Camera.main.WorldToScreenPoint(lootableContainer.transform.position).x,
Camera.main.WorldToScreenPoint(lootableContainer.transform.position).y,
Camera.main.WorldToScreenPoint(lootableContainer.transform.position).z);
if (distanceToObject <= _maxDrawingDistance && viewTransform.z > 0.01f)
{
GUI.color = Color.cyan;
GUI.Label(new Rect(viewTransform.x - 50f, (float)Screen.height - viewTransform.y, 100f, 50f), lootableContainer.name);
}
}
}
private void DrawPlayers()
{
foreach (Player player in this._playerObjects)
{
var playerBoundingVector = new Vector3(
Camera.main.WorldToScreenPoint(player.Transform.position).x,
Camera.main.WorldToScreenPoint(player.Transform.position).y,
Camera.main.WorldToScreenPoint(player.Transform.position).z);
var playerHeadVector = new Vector3(
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x,
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y,
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
float distanceToObject = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
float boxXOffset = Camera.main.WorldToScreenPoint(player.Transform.position).x;
float boxYOffset = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
float boxHeight = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
float boxWidth = boxHeight * 0.65f;
if (distanceToObject <= _maxDrawingDistance)
{
var uiColor = player.Profile.Health.IsAlive ? Color.red : Color.white;
GUI.color = uiColor;
GuiHelper.DrawBox(boxXOffset - boxWidth / 2f, (float)Screen.height - boxYOffset, boxWidth, boxHeight, uiColor);
GuiHelper.DrawLine(new Vector2(playerHeadVector.x - 2f, (float)Screen.height - playerHeadVector.y), new Vector2(playerHeadVector.x + 2f, (float)Screen.height - playerHeadVector.y), uiColor);
GuiHelper.DrawLine(new Vector2(playerHeadVector.x, (float)Screen.height - playerHeadVector.y - 2f), new Vector2(playerHeadVector.x, (float)Screen.height - playerHeadVector.y + 2f), uiColor);
string playerName = player.Profile.Health.IsAlive ? player.Profile.Info.Nickname : player.Profile.Info.Nickname + " (DEAD)";
int playerHealth = (int)player.HealthController.SummaryHealth.CurrentValue / 435 * 100;
int distance = (int)distanceToObject;
string playerText = $"[{playerHealth}%] {playerName} [{distance}m]";
var playerTextVector = GUI.skin.GetStyle(playerText).CalcSize(new GUIContent(playerText));
GUI.Label(new Rect(playerBoundingVector.x - playerTextVector.x / 2f, (float)Screen.height - boxYOffset - 20f, 300f, 50f), playerText);
var weaponTextVector = GUI.skin.GetStyle(player.Weapon.Template.ShortName).CalcSize(new GUIContent(player.Weapon.Template.ShortName));
GUI.Label(new Rect(playerBoundingVector.x - weaponTextVector.x / 2f, (float)Screen.height - playerBoundingVector.y + 2f, 100f, 20f), player.Weapon.Template.ShortName);
}
}
}
private void DrawESPMenu()
{
GUI.color = Color.black;
GUI.Box(new Rect(100f, 100f, 190f, 190f), "");
GUI.color = Color.white;
GUI.Label(new Rect(180f, 110f, 50f, 20f), "ESP");
this._showPlayersESP = GUI.Toggle(new Rect(110f, 140f, 120f, 20f), this._showPlayersESP, " Players");
this._showLootESP = GUI.Toggle(new Rect(110f, 160f, 120f, 20f), this._showLootESP, " Loot");
this._showLootableContainersESP = GUI.Toggle(new Rect(110f, 180f, 120f, 20f), this._showLootableContainersESP, " Lootables");
}
private double GetDistance(double x1, double y1, double x2, double y2)
{
return Math.Sqrt(Math.Pow(x2 - x1, 2.0) + Math.Pow(y2 - y1, 2.0));
}
}
}