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sXe-Injected Anti-Cheat Undetectable BASE [CS 1.6 v3266]

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  • sXe-Injected Anti-Cheat Undetectable BASE [CS 1.6 v3266]

    Coded By: darkko

    This base are undetectable under the last version of sXe Injected Anti-Cheat, use it as you want! ^_^

    Main.cpp:
    Code:
    #include <windows.h>
    #include "Engine.h"
    
    engine_studio_api_s* pEngstudio = (engine_studio_api_s*) 0x01ED3460;
    cl_enginefuncs_s* pEngfuncs = (cl_enginefuncs_s*) 0x01EB72D8;
    playermove_s* ppmove = (playermove_s*) 0x02D5FCE0;
    
    void ClientDllThread ( );
    
    BOOL __stdcall DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    switch ( dwReason )
    {
    case DLL_PROCESS_ATTACH :
    {
    CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) ClientDllThread, NULL, NULL, NULL );
    }
    }
    
    return TRUE;
    }

    Client.cpp:
    Code:
    #include <windows.h>
    #include "Client.h"
    #include "Engine.h"
    
    void UnHookFunction ( int iFunction );
    
    void HUD_Redraw ( float x, int y )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_HUD_Redraw );
    }
    
    void CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_CL_CreateMove );
    }
    
    void HUD_PlayerMove ( struct playermove_s *a, int b )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_HUD_PlayerMove );
    }
    
    void HUD_PostRunCmd ( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_HUD_PostRunCmd );
    }
    
    void HUD_TempEntUpdate ( double *pframetime, double *pclient_time, double *pcl_gravity, TEMPENTITY*** pppTempEntFree, TEMPENTITY*** pppTempEntActive, int( **pCallback_AddVisibleEntity )( cl_entity_t *pEntity ), void( **pCallback_TempEntPlaySound )( TEMPENTITY *pTemp, float damp ) )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_HUD_TempEntUpdate );
    }
    
    void HUD_AddEntity ( int type, struct cl_entity_s *ent, const char *modelname )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_HUD_AddEntity );
    }
    
    void HUD_Key_Event ( int eventcode, int keynum, const char *pszCurrentBinding )
    {
    /*
    Your Code Here
    */
    
    UnHookFunction ( U_HUD_Key_Event );
    }

    Gateways.cpp:
    Code:
    #include <windows.h>
    #include "Client.h"
    
    DWORD* Slots = (DWORD*) 0x01EB74E8;
    
    DWORD dwTempEntUpdate = NULL;
    DWORD dwCreateMove = NULL;
    DWORD dwRedraw = NULL;
    DWORD dwPlayerMove = NULL;
    DWORD dwAddEnt = NULL;
    DWORD dwPostRunCmd = NULL;
    
    DWORD dwOriginal_HUD_Redraw = NULL;
    DWORD dwOriginal_CL_CreateMove = NULL;
    DWORD dwOriginal_HUD_PlayerMove = NULL;
    DWORD dwOriginal_HUD_PostRunCmd = NULL;
    DWORD dwOriginal_HUD_TempEntUpdate = NULL;
    DWORD dwOriginal_HUD_AddEntity = NULL;
    DWORD dwOriginal_HUD_Key_Event = NULL;
    
    int AddEntResult = 1;
    int KeyEventResult = 1;
    DWORD dwRetAddress = NULL;
    
    __declspec ( naked ) void Gateway2_CL_CreateMove ( void )
    {
    __asm
    {
    call CL_CreateMove;
    jmp dwRetAddress;
    }
    }
    
    __declspec ( naked ) void Gateway1_CL_CreateMove ( void )
    {
    __asm
    {
    push esi;
    mov esi,dword ptr ss:[esp+0x28];
    mov dwRetAddress,esi;
    push dwCreateMove;
    pop esi;
    mov dword ptr ss:[esp+0x28],esi;
    pop esi;
    ret;
    }
    }
    
    __declspec ( naked ) void Gateway2_HUD_Redraw ( void )
    {
    __asm
    {
    call HUD_Redraw;
    jmp dwRetAddress;
    }
    }
    
    __declspec ( naked ) void Gateway1_HUD_Redraw ( void )
    {
    __asm
    {
    push esi;
    mov esi,dword ptr ss:[esp+0x10];
    mov dwRetAddress,esi;
    push dwRedraw
    pop esi;
    mov dword ptr ss:[esp+0x10],esi;
    pop esi;
    ret;
    }
    }
    
    __declspec ( naked ) void Gateway2_HUD_PlayerMove ( void )
    {
    __asm
    {
    call HUD_PlayerMove;
    jmp dwRetAddress;
    }
    }
    
    __declspec ( naked ) void Gateway1_HUD_PlayerMove ( void )
    {
    __asm
    {
    push esi;
    mov esi,dword ptr ss:[esp+0x10];
    mov dwRetAddress,esi;
    push dwPlayerMove
    pop esi;
    mov dword ptr ss:[esp+0x10],esi;
    pop esi;
    ret;
    }
    }
    
    __declspec ( naked ) void Gateway2_HUD_AddEntity ( void )
    {
    __asm
    {
    mov AddEntResult, eax;
    call HUD_AddEntity;
    mov eax, AddEntResult;
    jmp dwRetAddress;
    }
    }
    
    __declspec ( naked ) void Gateway1_HUD_AddEntity ( void )
    {
    __asm
    {
    push esi;
    mov esi,dword ptr ss:[esp+0x14];
    mov dwRetAddress,esi;
    push dwAddEnt
    pop esi;
    mov dword ptr ss:[esp+0x14],esi;
    pop esi;
    ret;
    }
    }
    
    __declspec ( naked ) void Gateway2_HUD_Key_Event ( void )
    {
    __asm
    {
    mov KeyEventResult, eax;
    call HUD_Key_Event;
    mov eax, KeyEventResult;
    jmp dwRetAddress;
    }
    }
    
    DWORD KeyEvent = (DWORD) &Gateway2_HUD_Key_Event;
    __declspec ( naked ) void Gateway1_HUD_Key_Event ( void )
    {
    __asm
    {
    push esi;
    mov esi,dword ptr ss:[esp+0x14];
    mov dwRetAddress,esi;
    push KeyEvent
    pop esi;
    mov dword ptr ss:[esp+0x14],esi;
    pop esi;
    ret;
    }
    }
    
    __declspec ( naked ) void Gateway2_HUD_PostRunCmd ( void )
    {
    __asm
    {
    nop;
    nop;
    nop;
    call HUD_PostRunCmd;
    nop;
    nop;
    nop;
    jmp dwRetAddress;
    }
    }
    
    __declspec ( naked ) void Gateway1_HUD_PostRunCmd ( void )
    {
    __asm
    {
    nop;
    nop;
    nop;
    push esi;
    mov esi,dword ptr ss:[esp+0x38];
    mov dwRetAddress,esi;
    push dwPostRunCmd
    pop esi;
    mov dword ptr ss:[esp+0x38],esi;
    pop esi;
    ret;
    }
    }
    
    __declspec ( naked ) void Gateway2_HUD_TempEntUpdate ( void )
    {
    __asm
    {
    nop;
    nop;
    nop;
    call HUD_TempEntUpdate;
    nop;
    nop;
    nop;
    jmp dwRetAddress;
    }
    }
    
    __declspec ( naked ) void Gateway1_HUD_TempEntUpdate ( void )
    {
    __asm
    {
    nop;
    nop;
    nop;
    push esi;
    mov esi,dword ptr ss:[esp+0x100];
    mov dwRetAddress,esi;
    push dwTempEntUpdate;
    pop esi;
    mov dword ptr ss:[esp+0x100],esi;
    pop esi;
    ret;
    }
    }
    
    void ClientDllThread ( )
    {
    dwRedraw = (DWORD) &Gateway2_HUD_Redraw;
    dwPlayerMove = (DWORD) &Gateway2_HUD_PlayerMove;
    dwCreateMove = (DWORD) &Gateway2_CL_CreateMove;
    dwAddEnt = (DWORD) &Gateway2_HUD_AddEntity;
    dwPostRunCmd = (DWORD) &Gateway2_HUD_PostRunCmd;
    dwTempEntUpdate = (DWORD) &Gateway2_HUD_TempEntUpdate;
    
    dwOriginal_HUD_Redraw = Slots[3];
    dwOriginal_HUD_PlayerMove = Slots[6];
    dwOriginal_CL_CreateMove = Slots[14];
    dwOriginal_HUD_AddEntity = Slots[20];
    dwOriginal_HUD_PostRunCmd = Slots[25];
    dwOriginal_HUD_Key_Event = Slots[34];
    dwOriginal_HUD_TempEntUpdate = Slots[35];
    
    for ( ; ; Sleep ( 1 ) )
    {
    Slots[3] = (DWORD) &Gateway1_HUD_Redraw;
    Slots[6] = (DWORD) &Gateway1_HUD_PlayerMove;
    Slots[14] = (DWORD) &Gateway1_CL_CreateMove;
    Slots[20] = (DWORD) &Gateway1_HUD_AddEntity;
    Slots[25] = (DWORD) &Gateway1_HUD_PostRunCmd;
    Slots[34] = (DWORD) &Gateway1_HUD_Key_Event;
    Slots[35] = (DWORD) &Gateway1_HUD_TempEntUpdate;
    }
    
    }
    
    void UnHookFunction ( int iFunction )
    {
    switch ( iFunction )
    {
    case 1:
    {
    Slots[3] = dwOriginal_HUD_Redraw;
    break;
    }
    case 2:
    {
    Slots[6] = dwOriginal_HUD_PlayerMove;
    break;
    }
    case 3:
    {
    Slots[14] = dwOriginal_CL_CreateMove;
    break;
    }
    case 4:
    {
    Slots[20] = dwOriginal_HUD_AddEntity;
    break;
    }
    case 5:
    {
    Slots[25] = dwOriginal_HUD_AddEntity;
    break;
    }
    case 6:
    {
    Slots[34] = dwOriginal_HUD_Key_Event;
    break;
    }
    case 7:
    {
    Slots[35] = dwOriginal_HUD_TempEntUpdate;
    break;
    }
    }
    
    }

    Client.h:
    Code:
    #define U_HUD_Redraw 1
    #define U_HUD_PlayerMove 2
    #define U_CL_CreateMove 3
    #define U_HUD_AddEntity 4
    #define U_HUD_PostRunCmd 5
    #define U_HUD_Key_Event 6
    #define U_HUD_TempEntUpdate 7
    
    #include "Engine.h"
    
    void HUD_Redraw ( float x, int y );
    void PreV_CalcRefdef ( struct ref_params_s *pparams );
    void CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active );
    void HUD_PlayerMove ( struct playermove_s *a, int b );
    void HUD_PostRunCmd ( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
    void HUD_TempEntUpdate ( double *pframetime, double *pclient_time, double *pcl_gravity, TEMPENTITY*** pppTempEntFree, TEMPENTITY*** pppTempEntActive, int ( **pCallback_AddVisibleEntity )( cl_entity_t *pEntity ), void( **pCallback_TempEntPlaySound )( TEMPENTITY *pTemp, float damp ) );
    void HUD_AddEntity (int type, struct cl_entity_s *ent, const char *modelname );
    void HUD_Key_Event ( int eventcode, int keynum, const char *pszCurrentBinding );

    Engine.h:
    Code:
     #ifndef Engine_H
    #define Engine_H
    #include "ValveSDK/engine/wrect.h"
    #include "ValveSDK/engine/cl_dll.h"
    #include "ValveSDK/engine/cdll_int.h"
    #include "ValveSDK/engine/const.h"
    #include "ValveSDK/engine/progdefs.h"
    #include "ValveSDK/engine/eiface.h"
    #include "ValveSDK/engine/edict.h"
    #include "ValveSDK/engine/studio_event.h"
    #include "ValveSDK/engine/entity_types.h"
    #include "ValveSDK/engine/pmtrace.h"
    #include "ValveSDK/engine/r_studioint.h"
    #include "ValveSDK/engine/triangleapi.h"
    #include "ValveSDK/engine/pm_defs.h"
    #include "ValveSDK/engine/r_efx.h"
    #include "ValveSDK/engine/studio.h"
    #include "ValveSDK/engine/event_flags.h"
    #include "ValveSDK/engine/entity_state.h"
    #include "ValveSDK/engine/parsemsg.h"
    #include "ValveSDK/common/com_model.h"
    #include "ValveSDK/common/net_api.h"
    #include "ValveSDK/common/event_api.h"
    #include "ValveSDK/common/ref_params.h"
    #include "ValveSDK/common/event_api.h"
    #include "ValveSDK/common/screenfade.h"
    #endif

    Note: There are some engine functions that are detected when you call they, AVOID use these fuctions:

    pfnFillRGBA
    pfnGetPlayerInfo
    pfnDrawCharacter
    pfnDrawConsoleString
    pfnDrawSetTextColor
    GetLocalPlayer
    GetEntityByIndex
    CL_CreateVisibleEntity
    PlayerInfo_ValueForKey

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