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Hook.cpp
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Hook.cpp
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#include "nuklear_d3d11.h"
#include "Hook.h"
#include "Utils.h"
#include "Globals.h"
#include "D3D11Renderer.h"
#include "Settings.h"
#include "SDKMisc.h"
#include "Features.h"
#include "Menu.h"
nk_context* g_pNkContext;
D3D11Renderer* Renderer;
Hooks g_Hooks;
Menu g_Menu;
IDXGISwapChain* SwapChain = nullptr;
LRESULT CALLBACK DXGIMsgProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
uintptr_t* Hooks::CreateDeviceAndSwap()
{s
WNDCLASSEXA wc = { sizeof(WNDCLASSEX), CS_CLASSDC, DXGIMsgProc, 0L, 0L, GetModuleHandleA(NULL), NULL, NULL, NULL, NULL, " ", NULL };
RegisterClassExA(&wc);
D3D_FEATURE_LEVEL requestedLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
D3D_FEATURE_LEVEL obtainedLevel;
HWND hWnd = CreateWindowA(" ", NULL, WS_OVERLAPPEDWINDOW, 5, 5, 7, 8, NULL, NULL, wc.hInstance, NULL);
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(scd));
scd.BufferCount = 1; scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; scd.BufferDesc.RefreshRate.Denominator = 1; scd.OutputWindow = hWnd; scd.BufferDesc.Width = 1;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
scd.OutputWindow = hWnd; scd.SampleDesc.Count = 1; scd.Windowed = true; scd.BufferDesc.Height = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; scd.BufferDesc.RefreshRate.Numerator = 0;
HRESULT hr = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, requestedLevels, sizeof(requestedLevels) / sizeof(D3D_FEATURE_LEVEL), D3D11_SDK_VERSION, &scd,
&SwapChain, &g_Hooks.pD3DDevice, &obtainedLevel, &g_Hooks.pD3DContext);
return (uintptr_t*)SwapChain;
}
void Hooks::HookInit()
{
Utils::Log("Initializing Hooks!");
// Get rainbow window handle
while (!(g_Hooks.hWindow = FindWindowA(NULL, "Rainbow Six")));
// Get swap chain address and create class object
g_Hooks.pD3DSwap = std::make_unique<VMTHook>(CreateDeviceAndSwap());
// Hooks
g_Hooks.oD3D11Present = reinterpret_cast<D3D11Present_o>(g_Hooks.pD3DSwap->Hook(Hooks::HookedPresent, 8));
g_Hooks.pOriginalWNDProc = reinterpret_cast<WNDPROC>(SetWindowLongPtr(g_Hooks.hWindow, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(g_Hooks.WndProc)));
Utils::Log("Finished!");
return;
}
D3D11_VIEWPORT vpNew, vpOld; UINT nViewPorts = 1;
HRESULT __stdcall Hooks::HookedPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
static bool Init = true;
if (Init)
{
pSwapChain->GetDevice(__uuidof(g_Hooks.pD3DDevice), reinterpret_cast<void**>(&g_Hooks.pD3DDevice));
g_Hooks.pD3DDevice->GetImmediateContext(&g_Hooks.pD3DContext);
ID3D11Texture2D* renderTargetTexture = nullptr;
if (SUCCEEDED(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<PVOID*>(&renderTargetTexture))))
{
g_Hooks.pD3DDevice->CreateRenderTargetView(renderTargetTexture, NULL, &g_Hooks.pD3DRenderTargetView);
renderTargetTexture->Release();
}
Renderer = new D3D11Renderer(pSwapChain);
Renderer->Initialize();
vpNew.Width = 1920;
vpNew.Height = 1080;
g_Hooks.pD3DContext->RSGetViewports(&nViewPorts, &vpOld);
g_pNkContext = nk_d3d11_init(g_Hooks.pD3DDevice, Globals::g_iWindowWidth, Globals::g_iWindowHeight, MAX_VERTEX_BUFFER, MAX_INDEX_BUFFER);
nk_font_atlas* pNkAtlas;
nk_d3d11_font_stash_begin(&pNkAtlas);
nk_d3d11_font_stash_end();
set_style(g_pNkContext, THEME_DARK);
Init = false;
}
// Set new viewport
g_Hooks.pD3DContext->RSSetViewports(1, &vpNew);
g_Hooks.pD3DContext->OMSetRenderTargets(1, &g_Hooks.pD3DRenderTargetView, NULL);
Renderer->BeginScene();
if (g_pEngine->IsInGame())
{
g_pLocalEntity = g_pEngine->GetLocal();
Features::RenderESP(Renderer, g_pNkContext);
if (Globals::PressedKeys[VK_RBUTTON])
Features::DoAimbot();
g_pLocalEntity->NoRecoil();
g_pLocalEntity->NoSpread();
g_pLocalEntity->NoReload();
g_pLocalEntity->SetGlow();
g_pLocalEntity->SetSpeed();
g_pLocalEntity->SetFOV();
}
if (g_Settings::bMenu)
g_Menu.RenderMenu(g_pNkContext, g_Hooks.pD3DContext);
Renderer->EndScene();
// restore old viewport
g_Hooks.pD3DContext->RSSetViewports(1, &vpOld);
if (g_Settings::bShutDown)
{
// call original first so dont fuck up game
g_Hooks.oD3D11Present(pSwapChain, SyncInterval, Flags);
// unhook
g_Hooks.pD3DSwap->UnHook(8);
reinterpret_cast<WNDPROC>(SetWindowLongPtr(g_Hooks.hWindow, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(g_Hooks.pOriginalWNDProc)));
// shut down menu
nk_d3d11_shutdown();
g_Hooks.pD3DContext->Release();
g_Hooks.pD3DContext->Release();
pSwapChain ->Release();
FreeConsole();
//FreeLibraryAndExitThread(static_cast<HMODULE>(g_Settings::hModule), 1);
}
return g_Hooks.oD3D11Present(pSwapChain, SyncInterval, Flags);
}
LRESULT Hooks::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
// for now as a lambda, to be transfered somewhere
// Thanks uc/WasserEsser for pointing out my mistake!
// Working when you HOLD th button, not when you press it.
const auto getButtonHeld = [uMsg, wParam](bool& bButton, int vKey)
{
if (wParam != 2)
return;
if (uMsg == 256)
bButton = true;
else if (uMsg == 257)
bButton = false;
};
const auto getButtonToggle = [uMsg, wParam](bool& bButton, int vKey)
{
if (wParam != vKey) // 45
return;
if (uMsg == WM_KEYUP) // KEY_UP == 257
bButton = !bButton;
};
getButtonToggle(g_Settings::bMenu, VK_INSERT);
switch (uMsg)
{
case WM_SIZE: break;
case WM_RBUTTONDOWN:
Globals::PressedKeys[VK_RBUTTON] = true;
break;
case WM_RBUTTONUP:
Globals::PressedKeys[VK_RBUTTON] = false;
break;
default:
break;
}
// our wndproc capture fn
if (g_Settings::bMenu)
{
if (nk_d3d11_handle_event(hWnd, uMsg, wParam, lParam));
return true;
}
// Call original wndproc to make game use input again
return CallWindowProcA(g_Hooks.pOriginalWNDProc, hWnd, uMsg, wParam, lParam);
}
delete <<