View Full Version : [C++ Code] Independent C++ Unreal Engine SDK For RvS 1.6
temp2
7th November 2005, 12:10
I got a bit bored last week and since Kizzamp asked me nicely I decided to make an c++ SDK for RvS 1.6.
There are clearly some differences between RvS and many other Unreal games though SDK generation was straight forward enough. The current SDK is a in a beta state and line checks cannot currently be performed using it.
Like in AA:O, releasing a full SDK for the latest version of the game would not IMO be a good idea. I’m thinking of getting a couple of beta testers onboard. Their task would be to sort out onscreen drawing after which I will fix the line check code. I already know how to do that it’s just a manual step that is pointless if the SDK is not going to be used.
DarkCode is interested any other thoughts or takers? Email me if you are interested explaining why you should be considered. I’m only thinking I will need one person from the beta team going forwards to take charge of the RvS compiling situation, etc… much like Reho does for AA:O
/* ************************************************** ***************************
** .tt;;;i,:. .:,;,;ii;
** ;;: :i, ,i ,j.
** ,.: tt: .;: .;:.
** it; jG ,j, :i.
** i,, :i: tE iE .:;. ., .
** j;.t;: .;, .i: ,,; .t,. :,, L
** .,: ,:: ;;: :,. :i ;Gj
** :; .:;, .;:, ;i
** .ii,.: ::. ;;i. ::...: :t;. .:. :,,i:
** ,, .,i, .ti,;j;;;: ...;ii.:,, .ii. .,.
** ;. ,,i:;t, .::.i,: .,t,
** .i;.,t,;;. i; t; :it.
** ..i.. :,.t:..
** .t .;
** .j :;
** f ;,..it. .i..:;; ;
** .t tji. ,,;; ,i, .;: ;,
** ;j G: i. ;; jt E
** .j f ,..;; ;,.,: ,t .j
** j t: ,;i.. ;,,: tt ;,
** :; ,;:i :,,, t:i .t :.
** ;ii.t. f..;; j:.,:,.
** .i; j,,i j;, f .t.;: :ii
** ,::::::,i .j:.t,. i,,,, .i,::i ,i::::::..
** :t;:. :j.;ji. j,.,i. .,;;
** .t: ;,, :; ;t ;t i. .:i. :,
** ;i :tj it .j ,,i. .ti, .t .i, ;;, .W
** G,:t: ;i .j. :tt;. .;;.. itt. ;j .j: it.D#
** j,i ;,. iG ;D ,, : #
** :t: tt ;. .i,
** .;,i t: ii .:,i
** :;; ..,i. :j,. .;.:
** E, ,,j , ,#
**
** ************************************************** ***************************
** Presenting for your gaming pleasure:
** Unreal native C++ headers for the Core package of RVS 1.6.
** © 2005 Temp2 temp1290@hotmail.com
** ************************************************** ***************************
*/
#if _MSC_VER
#pragma pack (push,4)
#endif
#ifndef NAMES_ONLY
#define AUTOGENERATE_NAME(name) extern DLL_IMPORT FName CORE_##name;
#define AUTOGENERATE_FUNCTION(cls,idx,name)
#endif
enum ECamOrientation{
CAMORIENT_None=0
,CAMORIENT_LookAtActor=1
,CAMORIENT_FacePath=2
,CAMORIENT_Interpolate=3
,CAMORIENT_Dolly=4
};
enum ePlayerTeamSelection{
PTS_UnSelected=0
,PTS_AutoSelect=1
,PTS_Alpha=2
,PTS_Bravo=3
,PTS_Spectator=4
};
enum ENodeNotify{
NODEMSG_NewAction=0
,NODEMSG_NewMode=1
,NODEMSG_NewSpeed=2
,NODEMSG_NewNode=3
,NODEMSG_GoCodeLaunched=4
,NODEMSG_ActionNodeCompleted=5
,NODEMSG_WaitingGoCode=6
,NODEMSG_NodeReached=7
,NODEMSG_PlayerLeft=8
,NODEMSG_SnipeUntilGoCode=9
,NODEMSG_BreachDoorAtGoCode=10
};
enum EPlanActionType{
PACTTYP_Normal=0
,PACTTYP_Milestone=1
,PACTTYP_GoCodeA=2
,PACTTYP_GoCodeB=3
,PACTTYP_GoCodeC=4
,PACTTYP_Delete=5
};
enum EPlanAction{
PACT_None=0
,PACT_Frag=1
,PACT_Flash=2
,PACT_Gas=3
,PACT_Smoke=4
,PACT_SnipeGoCode=5
,PACT_Breach=6
,PACT_OpenDoor=7
};
enum EMovementSpeed{
SPEED_Blitz=0
,SPEED_Normal=1
,SPEED_Cautious=2
};
enum EMovementMode{
MOVE_Assault=0
,MOVE_Infiltrate=1
,MOVE_Recon=2
};
enum EGoCode{
GOCODE_Alpha=0
,GOCODE_Bravo=1
,GOCODE_Charlie=2
,GOCODE_Zulu=3
,GOCODE_None=4
};
// -----------------------------------------------------------------------------
// FInterpCurvePoint ('Struct' From Unreal)
// -----------------------------------------------------------------------------
class DLL_IMPORT FInterpCurvePoint
{
public:
FLOAT InVal; //CPF_Edit
FLOAT OutVal; //CPF_Edit
FInterpCurvePoint(FLOAT, FLOAT);
FInterpCurvePoint();
class FInterpCurvePoint & operator=(class FInterpCurvePoint const &);
INT operator==(class FInterpCurvePoint const &);
};
// -----------------------------------------------------------------------------
// FInterpCurve ('Struct' From Unreal)
// -----------------------------------------------------------------------------
class DLL_IMPORT FInterpCurve
{
public:
TArray<class FInterpCurvePoint> Points; //CPF_Edit|CPF_NeedCtorLink
~FInterpCurve();
void AddPoint(FLOAT, FLOAT);
FLOAT Eval(FLOAT);
FInterpCurve(class FInterpCurve const &);
FInterpCurve();
class FInterpCurve & operator=(class FInterpCurve const &);
};
KizZamP-
7th November 2005, 13:46
ah nice man,thanks for releasing,really needed this...and fixing the native headers that darkcode exported took me too long,so i quitted it...and now you release this,thanks ;)
Kizzamp-
HUMM3R
7th November 2005, 14:01
I got a bit bored last week and since Kizzamp asked me nicely I decided to make an c++ SDK for RvS 1.6.
Kizzamp asked me too to make one, I even borrowed a key from him to test it, since I don't buy games; Tami asked me for it long time ago too. It took me a few minutes to modify my generator ( basicly because of my buggy code for aao), as I said to people, its just a plain UE2R, with 2 minutes of manual modification needs.
Beside UObject, I didn't modify anything either.
My FCheckResult, UFunction and UStruct thus still needs to be modified to fit RvS.
I thought I will be the first to RvS ( lol, beside the good old hackers), but now I'll let you take over here too, 'cause you deserve it better anyway.
Me dissapointed :(, but didn't had enough time for RvS anyway.
Of course I'm respecting your policy about headers, so mine will be 100% private, until you decide to release it.
My short RvS endeavour ends here ;)
DotProduct
7th November 2005, 14:23
nj temp, i wouldnt mind assisting u guys in anyway... i would really enjoy deepening my c++ knowledge. and knowing this game inside out through uscript would make it a helpful task :)
RuffianSoldier
7th November 2005, 18:06
wow nice job - i would not mind helping either
superdupe
7th November 2005, 23:08
ill contribute all i can.. i nominate dtp' for president
drewpaul86
8th November 2005, 00:49
email sent
DarkCode
8th November 2005, 05:06
Can't wait to help contribute to this.
Nice work Temp2.
tamimego
8th November 2005, 08:02
My emails ****ed atm so ill say it here.
Im quite intrieged with your intrest to RvS and if I had the chance I would like to work on a project with you much like you and reho did for AA with Protobot for RvS. I would also suggest drewpaul being upon the team as he would learn alot on how natives work and he is a very good coder. You know what level of Native Coding im at so I don't have to go into detail upon that but if you would like to know any projects I have been working on, Ill get the Src's to you at you command, governer.
temp2
8th November 2005, 13:05
Of course I'm respecting your policy about headers, so mine will be 100% private, until you decide to release it.
My short RvS endeavour ends here ;)
Apologies Humm3r I did not realise you were active here. As I explained to Killa I am bored already with the latest AA:O. The vehicle code is there, the "military grade" AI is there but there are no vehicles or AI soldiers. CDeath has also given up on his AI bots and Unreal function de-compilation is pointless and too easy ... so I though I would tinker with some improvements to the old generator and compare that to the extant headers (minus core) that the UCC produces for RvS.
Congratulations on your SDK generator. darkz and I recently did some comparisons on what it produces compared to ours to establish if any improvements were necessary in our own.
Please contact me via email (below). The tool makers like us operate an informal invite only cartel to limit the loss of valuable techniques to AC detection mechanisms and warn other each other of problem people, etc…
...
I have emailed you and a few other people.
tamimego
8th November 2005, 13:17
h4t3d just sent you my reply, btw my email is working now. aussie@clerk.com. feel free to forward stuff to me.
drewpaul86
8th November 2005, 19:31
reply sent.
DyslexicCheater
8th November 2005, 19:52
I may be able to help you guys out a bit from time to time. But I'm also working on a couple other projects right now.
superdupe
8th November 2005, 22:37
I may be able to help you guys out a bit from time to time. But I'm also working on a couple other projects right now.
DC im curious to know what type of projects ur working on.... i wanna see ur madness, get inspired etc...u keep all ur ideas bottled up....i think it would be cool if you would show us some of the things uve made...
DyslexicCheater
9th November 2005, 04:39
Well, right this second I'm writing a universal Winsock 2.0 hook.
A lot of my projects aren't gamehacking related, I just randomly move from unfinished project to unfinished project until they're all done then I devise a new set.
Another project I'm doing is Hijack! v2, I'm combining all my old Gamehacking Tool projects into one huge project: the first completely plugin driven GH utility. It'll have a plugin for a DLL Injector, a plugin for a cheat loader, a plugin for a packet sniffer, a system level debugger, etc.
This is a great idea because each application is treated as it's own object, and therefore can be loaded/unloaded from memory when they are and aren't needed.
Damage Inc.
9th November 2005, 05:35
that sounds nice.. heh would replace quite a few tools :)
superdupe
9th November 2005, 05:48
agreed... all the different plugins would be great
tamimego
11th November 2005, 12:46
Yeh temp2 humm3r told us that the reason we were criting was probly becuz of the Virtual Function ordering. Humm3r showed us a fixed way to access the functions after drew found the games main drawtext function was WrappedPrintf. Drew will email you the fix.
Screenshot of Hook: http://img490.imageshack.us/img490/9462/rvshook2ms.jpg
drewpaul86
11th November 2005, 12:49
that's after less than 2 hours of coding right? just was annoying to get the damn text to get on the screen.
yes it is WrappedPrintf that is the game's main function for drawing text. I found that by both hooking the main drawing functions and also i traced execDrawText (uscript side) to eventually call WrappedPrintf in Engine.dll
at least we got it working now :)
KizZamP-
11th November 2005, 12:55
cool peeps ;) keep up the good work,nice pic tamimego,after 10mins of work :p
Kizzamp-
tamimego
11th November 2005, 13:07
Drew did all the work. I had school and came home and hes like look @ this, im like alright. then we got humm3r to give us his oppinion and now we are here.
HUMM3R
11th November 2005, 14:04
Yeh temp2 humm3r told us that the reason we were criting was probly becuz of the Virtual Function ordering. Humm3r showed us a fixed way to access the functions after drew found the games main drawtext function was WrappedPrintf. Drew will email you the fix.
I wouldn't call it tho a fixed way, well its not the natural way to use a virtual function in oop, but it works at least. Anyway, I just posted, cause Im really amazed of the way Tami throws together a bot :) Like in 30 minutes, lol, for a totally new game or environment ;)
tamimego
12th November 2005, 09:56
Even though I only worked with the Q3 Engine for about 3 weeks it tought me alot on how to code dynamically and stuff to make hacks more non gamedependant
tamimego
13th November 2005, 07:20
Just a quick update on my Progress:
http://img334.imageshack.us/img334/963/rvshook5pq.jpg
Finished Features:
SS Cleaning
Auto Aim (Head + Chest Bones)
Auto Fire
ESP ( Grenades Aswell )
Radar
Team Kill
No Recoil
Perfect Accuracy
No Gas
No Smoke
No Flash
No Scope
Instant Actions
and More.
Unfinished Features:
Deep Visiblity
Slow Aim
Player Warning
Custom Crosshair
RuffianSoldier
13th November 2005, 08:05
GREAT JOB TAMI!
Looks great
temp2
13th November 2005, 09:38
Just a quick update on my Progress:
Superb progress tamimego & drewpaul86. You should both now have the latest SDK which has SingleLineCheck etc... fixed. Personally I prefer a "v" or "+" indicator for potential target locations.
For virtual functions observe the order in my SDK's CoreClasses.h. They are always correctly generated. Substitute those for the ones defined in the Epic public core files. I'm considering reducing the dependancy on Epic core files. :-)
SingleLineCheck has further problems. It is a virtual function of a derived class itself derived from two classes with virtual functions. The current Object data structure in Unreal does not handle objects with multiple inheritance so a section always requires a bit of my old hand crafted magic.
I how have a fully functional SDK for UT 3334 for which I knocked up an example bot this weekend. If you fancy giving the [ELF] boys and girls a run for their money your certainly ready :-). For such a contest minimal GUI overhead is necessary.
Anyone got any request for further SDK's?
tamimego
13th November 2005, 12:05
Something I thought I should show you temp2 :P
PlayerMesh Found!
Head Bone Found: 6
Coords.X: 2363.889160 | Coords.Y: -4496.010254 | Coords.Z: -21.272211
Automatically Found. Ty for showing me that onslaught src with your Web Goldmines Thread. Got the thing working :)
YAY I got the bones:
Bone Name: R6 PonyTail1 | Bone Index: 7
Bone Name: R6 Pelvis | Bone Index: 1
Bone Name: R6 Spine | Bone Index: 2
Bone Name: R6 Spine2 | Bone Index: 4
Bone Name: R6 Head | Bone Index: 6
Bone Name: R6 R Clavicle | Bone Index: 15
Bone Name: R6 Spine1 | Bone Index: 3
Bone Name: R6 L Clavicle | Bone Index: 10
Bone Name: R6 Neck | Bone Index: 5
Bone Name: R6 R Hand | Bone Index: 18
Bone Name: R6 R UpperArm | Bone Index: 16
Bone Name: R6 R Foot | Bone Index: 26
Bone Name: R6 R Thigh | Bone Index: 24
Bone Name: R6 L UpperArm | Bone Index: 11
Bone Name: R6 L Foot | Bone Index: 22
Bone Name: R6 PonyTail2 | Bone Index: 8
Bone Name: R6 L Hand | Bone Index: 13
Bone Name: R6 R Toe0 | Bone Index: 27
Bone Name: R6 R Calf | Bone Index: 25
Bone Name: R6 L Finger0 | Bone Index: 14
Bone Name: R6 Jaw | Bone Index: 9
Bone Name: R6 L Toe0 | Bone Index: 23
Bone Name: R6 L Calf | Bone Index: 21
Bone Name: R6 R ForeArm | Bone Index: 17
Bone Name: R6 R Finger0 | Bone Index: 19
Bone Name: R6 L Thigh | Bone Index: 20
Bone Name: R6 L ForeArm | Bone Index: 12
Aranged Form:
enum EBoneList{
Bone_Pelvis = 1
,Bone_Spine = 2
,Bone_Spine1 = 3
,Bone_Spine2 = 4
,Bone_Neck = 5
,Bone_Head = 6
,Bone_PonyTail1 = 7
,Bone_PonyTail2 = 8
,Bone_Jaw = 9
,Bone_LClavicle = 10
,Bone_LUpperArm = 11
,Bone_LForeArm = 12
,Bone_LHand = 13
,Bone_LFinger0 = 14
,Bone_RClavicle = 15
,Bone_RUpperArm = 16
,Bone_RForeArm = 17
,Bone_RHand = 18
,Bone_RFinger0 = 19
,Bone_LThigh = 20
,Bone_LCalf = 21
,Bone_LFoot = 22
,Bone_LToe0 = 23
,Bone_RThigh = 24
,Bone_RCalf = 25
,Bone_RFoot = 26
,Bone_RToe0 = 27
};
temp2
13th November 2005, 13:18
Ty for showing me that onslaught src with your Web Goldmines Thread. Got the thing working :)
Psyonix code is some of the best I have ever seen. Look n' learn.
YAY I got the bones:
A FNames List walk followed by INT MatchRefBone(class FName) I presume... When the virtuals are sorted all is possible :-)
KizZamP-
13th November 2005, 13:37
tamimego,damn your mom made you good && leet ;) .
terrible nice job man!you even already have an winamp controller,you are god.
i'm still a noob on native,but i already have an aimbot and wallhack and almost radar in my native :P.
also have a question...you can use FCoords Coords = Target->GetBoneCoords('R6 Head');
but can't you also just use FVector AimVector = Target->GetBoneCoords('R6 Head');
i saw that Fcoords coords in some open sources,but none having an aimbot using a vector for a bone,or isn't that possible?
Kizzamp-
temp2
13th November 2005, 14:44
FCoords Coords = Target->GetBoneCoords('R6 Head');
but can't you also just use FVector AimVector = Target->GetBoneCoords('R6 Head');
Nope you must translate it ro a Vector.
FCoords Coords = Mesh->GetBoneCoords(PawnBones[i]);
TargetLocation = Coords.Origin + Coords.XAxis + Coords.YAxis + Coords.ZAxis;
Do I percieve the rise of the bonebot in RvS :-)
KizZamP-
13th November 2005, 15:23
k thx temp ;) only need to edit that little thing,and it'll be ready hehe.
tamimego
13th November 2005, 23:53
temp2, I also got this working on America's Army last night xD. And you said your SDK couldnt do it. I used the new method of calling Virtual Voids hummer showed us, worx perfect. Btw You know what the DWORD in GetBoneCoords is?
Jurgis
14th November 2005, 04:03
is it just me or should temp2 be made like, emporer of like the universe just for the making the skull and wrenches in ASCII alone
superdupe
14th November 2005, 05:16
i agree
drewpaul86
14th November 2005, 06:38
http://drewpaul.agerage.net/downloads/Ravenshield-Native/NativeAimbot.avi
just what i've been working on last hour or so :)
native btw.
tamimego
14th November 2005, 07:50
Very nice drew. I dont have any fast fire or no reload on mine and still 1 shot kills :) using my prediction from america's army with fixed ExactPing correction and stuff. I cant be beaten in America's Army so im guessing its the same with RvS :P Still can't play MP :( Fkn Ubi login shit. Any account will not work for me, just freezes up.
temp2
14th November 2005, 12:07
temp2, I also got this working on America's Army last night xD. And you said your SDK couldnt do it. I used the new method of calling Virtual Voids hummer showed us, worx perfect. Btw You know what the DWORD in GetBoneCoords is?
Maybe I said the public SDK could not do it?
I dont understand why you would want to call "virtual voids" when the virtuals work just as is in the SDK?
Hazarding a guess I'd say it'd be the FName index value. class FCoords GetBoneCoords(DWORD);
$T$
14th November 2005, 16:06
nice work guys, looks great so far!
valenti1232289
14th November 2005, 18:12
Nice work on that native drew ;) Tami, doing good as always and temp2.... Cool of you to bring this native shit to RvS :)
GLoGG
14th November 2005, 18:36
damn that looks nice tami and drew ;)
wouldn't mind to try it out myself.. idk.. till hat time ima keep it with .u though.
btw nice job on releasen temp2 ;)
KizZamP-
14th November 2005, 19:03
http://drewpaul.agerage.net/downloads/Ravenshield-Native/NativeAimbot.avi
just what i've been working on last hour or so :)
native btw.
nice job ;) though i still think i'll kill you :) hehe...
but yeah it's native,so good job anyway!
RuffianSoldier
14th November 2005, 19:21
lol Kizzamp - when we all played it was Drew at the top - then me - then you
anyway gj drew
drewpaul86
17th November 2005, 06:48
http://drewpaul.agerage.net/Presidio_11-16-2005_001.bmp
RuffianSoldier
17th November 2005, 09:20
looks great drew
KizZamP-
17th November 2005, 18:10
lol Kizzamp - when we all played it was Drew at the top - then me - then you
anyway gj drew
that must be damn ages ago...tommy and glogg know my aimbot increased much...
i have some screenshots(of in vlr servers,laggy for me) of me standing above drew,tommy,glogg,but hey,i only take screenshots when the match is over,even when i'm a loser with 0 kills,69 deaths.
GLoGG
19th November 2005, 23:01
that must be damn ages ago...tommy and glogg know my aimbot increased much...
i have some screenshots(of in vlr servers,laggy for me) of me standing above drew,tommy,glogg,but hey,i only take screenshots when the match is over,even when i'm a loser with 0 kills,69 deaths.
damn... bro just lets not get offtopic here.. its temp2's release... not ur brag tread..
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.