IntelSDM / HuntDMA

DMA Cheat For Hunt Showdown. Aimbot/ESP/Chams
MIT License
59 stars 32 forks source link

I've updated this cheat #27

Open Whitebrim opened 3 days ago

Whitebrim commented 3 days ago

Dear reader, you might want to check this repo -> https://github.com/Whitebrim/HuntDMA

Yoss101 commented 3 days ago

I'm having issues with your fork. I updated the offsets and cannot see any boss, trap or players on esp. I can however see extractions.

Whitebrim commented 3 days ago

I'm having issues with your fork. I updated the offsets and cannot see any boss, trap or players on esp. I can however see extractions.

I've just updated SystemGlobalEnvironment offset for the latest update. Watch out if ObjectCount is less than 2000. If it is so, you need to restart Hunt.

Yoss101 commented 2 days ago

My object count always stays the same. I only saw one enemy in esp last game and there were at least 5 considering i killed four. Any ideas?

image

Whitebrim commented 2 days ago

My object count always stays the same. I only saw one enemy in esp last game and there were at least 5 considering i killed four. Any ideas?

When do you launch the cheat, relative to the game launch? I have 40-50k obj, sometimes 20k.

Yoss101 commented 2 days ago

After im in the main menu for a few minutes. I have even tried reopening in game. It's always 2900~ or lower.

NianGaoZai commented 2 days ago

Auto-aim works well. I added net to it. It's pretty good!

NianGaoZai commented 2 days ago

I'm having issues with your fork. I updated the offsets and cannot see any boss, trap or players on esp. I can however see extractions.

I've just updated SystemGlobalEnvironment offset for the latest update. Watch out if ObjectCount is less than 2000. If it is so, you need to restart Hunt.

Changing uint16_t to uint64_t will fix it,After the repair, there will be frame drops.

NianGaoZai commented 2 days ago

uint64_t ObjectCount = 0x0;
uint64_t ObjectCountOffset = 0x40092;
uint64_t GetObjectCount() { return ObjectCount; }

ObjectCount = TargetProcess.Read<uint64_t>(EntitySystem + ObjectCountOffset);
    printf(LIT("ObjectCount: %d\n"), ObjectCount);
    EntityList = EntitySystem + EntityListOffset;
``` `
Yoss101 commented 2 days ago

Can confirm his fix works perfectly! Thanks a ton NianGaoZai! hunt

Whitebrim commented 2 days ago

I'm having issues with your fork. I updated the offsets and cannot see any boss, trap or players on esp. I can however see extractions.

I've just updated SystemGlobalEnvironment offset for the latest update. Watch out if ObjectCount is less than 2000. If it is so, you need to restart Hunt.

Changing uint16_t to uint64_t will fix it,After the repair, there will be frame drops.

does uint32_t work?

NianGaoZai commented 2 days ago

definitely

Whitebrim commented 2 days ago

definitely

I have 495 objects if I use uint64 or 32 and 6786 if I use uint16.

Oddly, yesterday after offset update I tested and had 20k objects

NianGaoZai commented 2 days ago

Entering the game will be > 20000.

---- Replied Message ---- | From | @.> | | Date | 10/09/2024 04:20 | | To | @.> | | Cc | @.>@.> | | Subject | Re: [IntelSDM/HuntDMA] I've fixed this cheat (Issue #27) |

definitely

I have 495 objects if I use uint64 or 32 and 6786 if I use uint16.

Oddly, yesterday after offset update I tested and had 20k objects

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NianGaoZai commented 2 days ago

< 1500 in the lobby, normal in the game.

Whitebrim commented 1 day ago

Entering the game will be > 20000.

I'm testing on shooting range. Without your fix I have 24305 objects (uint16); With changes to uint64 I have 2543

NianGaoZai commented 1 day ago

Bounty mode test, mine is fine.

---- Replied Message ---- | From | @.> | | Date | 10/09/2024 04:38 | | To | @.> | | Cc | @.>@.> | | Subject | Re: [IntelSDM/HuntDMA] I've fixed this cheat (Issue #27) |

Entering the game will be > 20000.

I'm testing on shooting range. Without your fix I have 24305 objects (uint16); With changes to uint64 I have 2543

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Whitebrim commented 1 day ago

Bounty mode test, mine is fine.

I've encountered 0 object count and 6k object count early today with uint16 version, but currently with uint16 I launched game 5 times, I had 20k, 24k, 26k, 40k, 55k objects. I think I will not apply your "fix" because uint64_t EntityListOffset = 0x40098, but ObjectCountOffset = 0x40092. This offset is too close to each other for ObjectCountOffset to be uint_64.

I state that you need to restart the game if you have low object count. Might need to join shooting game first, then restart (what I did and it worked).

Whitebrim commented 1 day ago

Strangelly, after 3 minutes of shooting range, players stoped showing in esp in all versions of uint

NianGaoZai commented 1 day ago

The uint64 only prevents the game from restarting, Uint64 will cause the software to drop frames.

NianGaoZai commented 1 day ago

I'm still using uint16

Whitebrim commented 1 day ago

Using chams player are often occlusion culled. OMG, Crytek started working on the game?

NianGaoZai commented 1 day ago

I only found this method. I just started learning c++, and I'll leave the rest to you. Thank.

IntelSDM commented 1 day ago

Reading through these comments about the entitylist, The game's entitylist has always been an issue for a lot of people. I haven't taken a proper deep dive into the game as i made this cheat in about a day for a friend. That being said what you lot are describing sounds like an alignment issue with a struct. It is very possible that you are all reading incorrect values because the data structure could be a struct thats padded. I would advise you to dump the game, then open it in IDA and value search the objectcountoffset(this will give you the functions where it is used) and check the datatype allocation from there. Additionally, if you need help understanding within IDA the game's PDB was leaked some years ago so a lot of debug information, that is hashed, is mapped within the PDB(despite the engine recode).