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app.py
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app.py
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import memprocfs
import struct
import time
import pygame
import pygame_gui
import json
import math
import numpy as np
import os
import re
from requests import get
import threading
import random
from pygame.locals import *
with open(f'config.json', 'r') as f:
settings = json.load(f)
triangle_length = settings['triangle_length']
circle_size = settings['circle_size']
hp_font_size = settings['hp_font_size']
rot_angle = settings['rot_angle']
cross_size = settings['cross_size']
teammate_setting = settings['teammates']
altgirlpic_instead_nomappic = settings['altgirlpic_instead_nomappic']
update_offsets = str(settings['update_offsets'])
maxclients = int(settings['maxclients'])
#######################################
if update_offsets == '1':
try:
offsets = get('https://raw.githubusercontent.com/a2x/cs2-dumper/main/output/offsets.json').json()
clientdll = get('https://raw.githubusercontent.com/a2x/cs2-dumper/main/output/client.dll.json').json()
except Exception as e:
print(e)
try:
print('[-] Unable to parse offsets. Using from current folder')
with open(f'client.dll.json', 'r') as a:
clientdll = json.load(a)
with open(f'offsets.json', 'r') as b:
offsets = json.load(b)
except:
print('[-] Put offsets.json and client.dll.json in main folder')
exit()
else:
with open('offsets.json', 'r') as file:
offsets = json.load(file)
with open('client.dll.json', 'r') as file:
clientdll = json.load(file)
#######################################
maps_with_split = ['de_nuke','de_vertigo']
dwEntityList = offsets['client.dll']['dwEntityList']
mapNameVal = offsets['matchmaking.dll']['dwGameTypes_mapName']
dwLocalPlayerPawn = offsets['client.dll']['dwLocalPlayerPawn']
dwPlantedC4 = offsets['client.dll']['dwPlantedC4']
dwGameRules = offsets['client.dll']['dwGameRules']
dwGlobalVars = offsets['client.dll']['dwGlobalVars']
m_angEyeAngles = clientdll['client.dll']['classes']['C_CSPlayerPawnBase']['fields']['m_angEyeAngles']
m_iTeamNum = clientdll['client.dll']['classes']['C_BaseEntity']['fields']['m_iTeamNum']
m_hPlayerPawn = clientdll['client.dll']['classes']['CCSPlayerController']['fields']['m_hPlayerPawn']
m_vOldOrigin = clientdll['client.dll']['classes']['C_BasePlayerPawn']['fields']['m_vOldOrigin']
m_iIDEntIndex = clientdll['client.dll']['classes']['C_CSPlayerPawnBase']['fields']['m_iIDEntIndex']
m_iHealth = clientdll['client.dll']['classes']['C_BaseEntity']['fields']['m_iHealth']
m_bIsDefusing = clientdll['client.dll']['classes']['C_CSPlayerPawn']['fields']['m_bIsDefusing']
m_iCompTeammateColor = clientdll['client.dll']['classes']['CCSPlayerController']['fields']['m_iCompTeammateColor']
m_flFlashOverlayAlpha = clientdll['client.dll']['classes']['C_CSPlayerPawnBase']['fields']['m_flFlashOverlayAlpha']
m_iszPlayerName = clientdll['client.dll']['classes']['CBasePlayerController']['fields']['m_iszPlayerName']
m_pClippingWeapon = clientdll['client.dll']['classes']['C_CSPlayerPawnBase']['fields']['m_pClippingWeapon']
m_pInGameMoneyServices = clientdll['client.dll']['classes']['CCSPlayerController']['fields']['m_pInGameMoneyServices']
m_iAccount = clientdll['client.dll']['classes']['CCSPlayerController_InGameMoneyServices']['fields']['m_iAccount']
m_pItemServices = clientdll['client.dll']['classes']['C_BasePlayerPawn']['fields']['m_pItemServices']
m_bHasDefuser = clientdll['client.dll']['classes']['CCSPlayer_ItemServices']['fields']['m_bHasDefuser']
m_pGameSceneNode = clientdll['client.dll']['classes']['C_BaseEntity']['fields']['m_pGameSceneNode']
m_vecAbsOrigin = clientdll['client.dll']['classes']['CGameSceneNode']['fields']['m_vecAbsOrigin']
m_hOwnerEntity = clientdll['client.dll']['classes']['C_BaseEntity']['fields']['m_hOwnerEntity']
m_bFreezePeriod = clientdll['client.dll']['classes']['C_CSGameRules']['fields']['m_bFreezePeriod']
print('[+] Offsets parsed')
#######################################
zoom_scale = 2
map_folders = [f for f in os.listdir('maps') if os.path.isdir(os.path.join('maps', f))]
global_entity_list = []
playerpawn = 0
def get_weapon(ptr):
try:
b1 = struct.unpack("<Q", cs2.memory.read(ptr + m_pClippingWeapon, 8, memprocfs.FLAG_NOCACHE))[0]
base = struct.unpack("<Q", cs2.memory.read(b1 + 0x10, 8, memprocfs.FLAG_NOCACHE))[0]
data = struct.unpack("<Q", cs2.memory.read(base + 0x20, 8, memprocfs.FLAG_NOCACHE))[0]
finall = read_string_memory(data)
return str(finall)[7:]
except:
return 'None'
def world_to_minimap(x, y, pos_x, pos_y, scale, map_image, screen, zoom_scale, rotation_angle):
try:
image_x = int((x - pos_x) * screen.get_width() / (map_image.get_width() * scale * zoom_scale))
image_y = int((y - pos_y) * screen.get_height() / (map_image.get_height() * scale * zoom_scale))
center_x, center_y = screen_height // 2, screen_width // 2
image_x, image_y = rotate_point((center_x, center_y), (image_x, image_y), rotation_angle)
return image_x * 0.85, image_y * 0.95
except:
return 0,0
def rotate_point(center, point, angle):
angle_rad = math.radians(angle)
temp_point = point[0] - center[0], center[1] - point[1]
temp_point = (temp_point[0]*math.cos(angle_rad)-temp_point[1]*math.sin(angle_rad), temp_point[0]*math.sin(angle_rad)+temp_point[1]*math.cos(angle_rad))
temp_point = temp_point[0] + center[0], center[1] - temp_point[1]
return temp_point
def toggle_state():
global teammate_setting
teammate_setting = (teammate_setting + 1) % 3
def getmapdata(mapname):
with open(f'maps/{mapname}/meta.json', 'r') as f:
data = json.load(f)
scale = data['scale']
x = data['offset']['x']
y = data['offset']['y']
return scale,x,y
def getlowermapdata(mapname):
with open(f'maps/{mapname}/meta.json', 'r') as f:
data = json.load(f)
lowerx = data['splits']['offset']['x']
lowery = data['splits']['offset']['y']
z = data['splits']['zRange']['z']
return lowerx,lowery,z
def checkissplit(mapname):
for name in maps_with_split:
if name in mapname:
return True
def read_string_memory(address):
data = b""
try:
while True:
byte = cs2.memory.read(address, 1)
if byte == b'\0':
break
data += byte
address += 1
decoded_data = data.decode('utf-8')
return decoded_data
except UnicodeDecodeError:
return data
def readmapfrommem():
dwGlobalVarsvar = struct.unpack("<Q", cs2.memory.read(client_base + dwGlobalVars, 8, memprocfs.FLAG_NOCACHE))[0]
dwGlobalVarsvaradress = struct.unpack("<Q", cs2.memory.read(dwGlobalVarsvar + 0x1B8, 8, memprocfs.FLAG_NOCACHE))[0]
mapname = read_string(dwGlobalVarsvaradress)
for folder in map_folders:
if folder in mapname:
mapname = folder
break
if mapname != 'empty':
print('[+] ' + Fore.GREEN + f'Found map {mapname}' + Style.RESET_ALL)
mapname = str(mapname)
return mapname
def get_only_mapname():
try:
dwGlobalVarsvar = struct.unpack("<Q", cs2.memory.read(client_base + dwGlobalVars, 8, memprocfs.FLAG_NOCACHE))[0]
dwGlobalVarsvaradress = struct.unpack("<Q", cs2.memory.read(dwGlobalVarsvar + 0x1B8, 8, memprocfs.FLAG_NOCACHE))[0]
mapname1 = read_string(dwGlobalVarsvaradress)
return mapname1
except Exception as e:
return 'empty'
def pawnhandler():
global global_entity_list
global playerTeam
global playerpawn
while True:
try:
entityss = getentitypawns()
if global_entity_list == entityss:
pass
else:
global_entity_list = entityss
playerpawn = struct.unpack("<Q", cs2.memory.read(client_base + dwLocalPlayerPawn, 8, memprocfs.FLAG_NOCACHE))[0]
playerTeam = struct.unpack("<I", cs2.memory.read(playerpawn + m_iTeamNum, 4, memprocfs.FLAG_NOCACHE))[0]
except:
pass
time.sleep(10)
def rotate_image(image, angle):
rotated_image = pygame.transform.rotate(image, angle)
new_rect = rotated_image.get_rect(center = image.get_rect().center)
return rotated_image, new_rect
def getentitypawns():
entitys = []
EntityList = struct.unpack("<Q", cs2.memory.read(client_base + dwEntityList, 8, memprocfs.FLAG_NOCACHE))[0]
EntityList = struct.unpack("<Q", cs2.memory.read(EntityList + 0x10, 8, memprocfs.FLAG_NOCACHE))[0]
for i in range(0,64):
try:
EntityAddress = struct.unpack("<Q", cs2.memory.read(EntityList + (i + 1) * 0x78, 8, memprocfs.FLAG_NOCACHE))[0]
EntityPawnListEntry = struct.unpack("<Q", cs2.memory.read(client_base + dwEntityList, 8, memprocfs.FLAG_NOCACHE))[0]
Pawn = struct.unpack("<Q", cs2.memory.read(EntityAddress + m_hPlayerPawn, 8, memprocfs.FLAG_NOCACHE))[0]
EntityPawnListEntry = struct.unpack("<Q", cs2.memory.read(EntityPawnListEntry + 0x10 + 8 * ((Pawn & 0x7FFF) >> 9), 8, memprocfs.FLAG_NOCACHE))[0]
Pawn = struct.unpack("<Q", cs2.memory.read(EntityPawnListEntry + 0x78 * (Pawn & 0x1FF), 8, memprocfs.FLAG_NOCACHE))[0]
entitys.append((Pawn, EntityAddress))
except:
pass
return(entitys)
vmm = memprocfs.Vmm(['-device', 'fpga', '-disable-python', '-disable-symbols', '-disable-symbolserver', '-disable-yara', '-disable-yara-builtin', '-debug-pte-quality-threshold', '64'])
cs2 = vmm.process('cs2.exe')
client = cs2.module('client.dll')
client_base = client.base
print(f"[+] Finded client base")
entList = struct.unpack("<Q", cs2.memory.read(client_base + dwEntityList, 8, memprocfs.FLAG_NOCACHE))[0]
print(f"[+] Entered entitylist")
mapNameAddress_dll = cs2.module('matchmaking.dll')
mapNameAddressbase = mapNameAddress_dll.base
pygame.init()
manager = pygame_gui.UIManager((800, 800))
clock = pygame.time.Clock()
screen_width, screen_height = 800, 800
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("CS2 Radar")
font = pygame.font.Font(None, hp_font_size)
fontt = pygame.font.Font(None, 24)
rot_plus_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((50, screen_height-60), (120, 30)), text='ANGLE+90', manager=manager)
teammates_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((170, screen_height-60), (120, 30)), text='TEAMMATES', manager=manager)
EntityList = struct.unpack("<Q", cs2.memory.read(client_base + dwEntityList, 8, memprocfs.FLAG_NOCACHE))[0]
EntityList = struct.unpack("<Q", cs2.memory.read(EntityList + 0x10, 8, memprocfs.FLAG_NOCACHE))[0]
running = True
while running:
mapname = readmapfrommem()
if 'empty' in mapname:
if altgirlpic_instead_nomappic == 1:
png_files = [f for f in os.listdir('data/nomap_pics') if f.endswith('.png')]
if png_files:
random_file = random.choice(png_files)
image = pygame.image.load(f'data/nomap_pics/{random_file}')
else:
image = pygame.image.load(f'maps/empty/1.png')
image = pygame.transform.scale(image, (screen_width, screen_height))
screen.blit(image, (0, 0))
pygame.display.flip()
time.sleep(8)
continue
if os.path.exists(f'maps/{mapname}'):
pass
else:
print(f'[-] Please, import this map first ({mapname})')
continue
if mapname in maps_with_split:
lowerx,lowery,lowerz = getlowermapdata(mapname)
scale,x,y = getmapdata(mapname)
map_image = pygame.image.load(f'maps/{mapname}/radar.png')
while not 'empty' in get_only_mapname():
time_delta = clock.tick(60)/1000.0
for event in pygame.event.get():
manager.process_events(event)
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == rot_plus_button:
rot_angle += 90
if event.ui_element == teammates_button:
toggle_state()
elif event.type == VIDEORESIZE:
screen_width, screen_height = event.size
manager.update(time_delta)
screen.fill((0, 0, 0))
triangle_color = (255, 255, 255)
rotated_map_image, map_rect = rotate_image(pygame.transform.scale(map_image, screen.get_size()), rot_angle)
new_width = int(screen_width * 0.85)
new_height = int(screen_height * 0.95)
rotated_map_image = pygame.transform.scale(rotated_map_image, (new_width, new_height))
screen.blit(rotated_map_image, (0, 0))
manager.draw_ui(screen)
try:
playerpawn = struct.unpack("<Q", cs2.memory.read(client_base + dwLocalPlayerPawn, 8, memprocfs.FLAG_NOCACHE))[0]
playerTeam = struct.unpack("<I", cs2.memory.read(playerpawn + m_iTeamNum, 4, memprocfs.FLAG_NOCACHE))[0]
EntityPawnListEntry = struct.unpack("<Q", cs2.memory.read(client_base + dwEntityList, 8, memprocfs.FLAG_NOCACHE))[0]
for i in range(maxclients):
try:
EntityAddress = struct.unpack("<Q", cs2.memory.read(EntityList + (i + 1) * 0x78, 8, memprocfs.FLAG_NOCACHE))[0]
Pawn = struct.unpack("<Q", cs2.memory.read(EntityAddress + m_hPlayerPawn, 8, memprocfs.FLAG_NOCACHE))[0]
newEntityPawnListEntry = struct.unpack("<Q", cs2.memory.read(EntityPawnListEntry + 0x10 + 8 * ((Pawn & 0x7FFF) >> 9), 8, memprocfs.FLAG_NOCACHE))[0]
entity_id = struct.unpack("<Q", cs2.memory.read(newEntityPawnListEntry + 0x78 * (Pawn & 0x1FF), 8, memprocfs.FLAG_NOCACHE))[0]
Hp = struct.unpack("<I", cs2.memory.read(entity_id + m_iHealth, 4, memprocfs.FLAG_NOCACHE))[0]
if Hp != 0:
pX = struct.unpack("<f", cs2.memory.read(entity_id + m_vOldOrigin +0x4, 4, memprocfs.FLAG_NOCACHE))[0]
pY = struct.unpack("<f", cs2.memory.read(entity_id + m_vOldOrigin, 4, memprocfs.FLAG_NOCACHE))[0]
pZ = struct.unpack("<f", cs2.memory.read(entity_id + m_vOldOrigin +0x8, 4, memprocfs.FLAG_NOCACHE))[0]
team = struct.unpack("<I", cs2.memory.read(entity_id + m_iTeamNum, 4, memprocfs.FLAG_NOCACHE))[0]
EyeAngles = struct.unpack("<fff", cs2.memory.read(entity_id +(m_angEyeAngles +0x4) , 12, memprocfs.FLAG_NOCACHE))
EyeAngles = math.radians(EyeAngles[0]+rot_angle)
isdefusing = struct.unpack("<I", cs2.memory.read(entity_id + m_bIsDefusing, 4, memprocfs.FLAG_NOCACHE))[0]
flash_alpha = int(struct.unpack("<f", cs2.memory.read(entity_id + m_flFlashOverlayAlpha, 4, memprocfs.FLAG_NOCACHE))[0])
if checkissplit(mapname):
if pZ<lowerz:
transformed_x, transformed_y = world_to_minimap(pX, pY, lowerx, lowery, scale, map_image, screen, zoom_scale, rot_angle)
else:
transformed_x, transformed_y = world_to_minimap(pX, pY, x, y, scale, map_image, screen, zoom_scale, rot_angle)
else:
transformed_x, transformed_y = world_to_minimap(pX, pY, x, y, scale, map_image, screen, zoom_scale, rot_angle)
triangle_top_x = transformed_x + math.sin(EyeAngles) * triangle_length
triangle_top_y = transformed_y + math.cos(EyeAngles) * triangle_length
triangle_left_x = transformed_x + math.sin(EyeAngles + math.pi / 3) * triangle_length / 2
triangle_left_y = transformed_y + math.cos(EyeAngles + math.pi / 3) * triangle_length / 2
triangle_right_x = transformed_x + math.sin(EyeAngles - math.pi / 3) * triangle_length / 2
triangle_right_y = transformed_y + math.cos(EyeAngles - math.pi / 3) * triangle_length / 2
if teammate_setting == 2:
if team == playerTeam:
color = struct.unpack("<I", cs2.memory.read(EntityAddress + m_iCompTeammateColor, 4, memprocfs.FLAG_NOCACHE))[0]
if color == 0:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (0, 0, 255), (transformed_x, transformed_y), circle_size)
elif color == 1:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (0, 255, 0), (transformed_x, transformed_y), circle_size)
elif color == 2:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (255, 255, 0), (transformed_x, transformed_y), circle_size)
elif color == 3:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (255, 106, 2), (transformed_x, transformed_y), circle_size)
elif color == 4:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (167, 107, 243), (transformed_x, transformed_y), circle_size)
if Hp>30:
text_surface = font.render(f' {Hp}', True, (0, 255, 0))
text_surface.set_alpha(255)
elif Hp<=30:
text_surface = font.render(f' {Hp}', True, (255, 0, 0))
text_surface.set_alpha(255)
if flash_alpha == 255:
pygame.draw.circle(screen, (255, 255, 255, flash_alpha), (transformed_x, transformed_y), circle_size)
elif team != playerTeam:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (255, 0, 0), (transformed_x, transformed_y), circle_size)
if Hp>30:
text_surface = font.render(f' {Hp}', True, (0, 255, 0))
text_surface.set_alpha(255)
elif Hp<=30:
text_surface = font.render(f' {Hp}', True, (255, 0, 0))
text_surface.set_alpha(255)
if flash_alpha == 255:
pygame.draw.circle(screen, (255, 255, 255, flash_alpha), (transformed_x, transformed_y), circle_size)
elif teammate_setting == 1:
if team == playerTeam:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (0, 0, 255), (transformed_x, transformed_y), circle_size)
if Hp>30:
text_surface = font.render(f' {Hp}', True, (0, 255, 0))
text_surface.set_alpha(255)
elif Hp<=30:
text_surface = font.render(f' {Hp}', True, (255, 0, 0))
text_surface.set_alpha(255)
if flash_alpha == 255:
pygame.draw.circle(screen, (255, 255, 255, flash_alpha), (transformed_x, transformed_y), circle_size)
elif team != playerTeam:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (255, 0, 0), (transformed_x, transformed_y), circle_size)
if Hp>30:
text_surface = font.render(f' {Hp}', True, (0, 255, 0))
text_surface.set_alpha(255)
if Hp<=30:
text_surface = font.render(f' {Hp}', True, (255, 0, 0))
text_surface.set_alpha(255)
if flash_alpha == 255:
pygame.draw.circle(screen, (255, 255, 255, flash_alpha), (transformed_x, transformed_y), circle_size)
name = read_string_memory(EntityAddress + m_iszPlayerName)
elif teammate_setting == 0:
if entity_id == playerpawn:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (75, 0, 130), (transformed_x, transformed_y), circle_size)
text_surface = font.render(f' {Hp}', True, (0, 255, 0) if Hp > 30 else (255, 0, 0))
screen.blit(text_surface, (transformed_x, transformed_y))
elif team == playerTeam:
text_surface = font.render(f' {Hp}', True, (0, 255, 0) if Hp > 30 else (255, 0, 0))
text_surface.set_alpha(0)
screen.blit(text_surface, (transformed_x, transformed_y))
elif team != playerTeam:
pygame.draw.polygon(screen, triangle_color, [(triangle_top_x, triangle_top_y), (triangle_left_x, triangle_left_y), (triangle_right_x, triangle_right_y)])
pygame.draw.circle(screen, (255, 0, 0), (transformed_x, transformed_y), circle_size)
text_surface = font.render(f' {Hp}', True, (0, 255, 0) if Hp > 30 else (255, 0, 0))
screen.blit(text_surface, (transformed_x, transformed_y))
name = read_string_memory(EntityAddress + m_iszPlayerName)
if isdefusing == 1:
hasdefuser = struct.unpack("?", cs2.memory.read(EntityAddress + m_bPawnHasDefuser, 1, memprocfs.FLAG_NOCACHE))[0]
if hasdefuser:
pygame.draw.line(screen, (255, 0, 0), (transformed_x - cross_size, transformed_y - cross_size), (transformed_x + cross_size, transformed_y + cross_size), 2)
pygame.draw.line(screen, (255, 0, 0), (transformed_x + cross_size, transformed_y - cross_size), (transformed_x - cross_size, transformed_y + cross_size), 2)
else:
pygame.draw.line(screen, (0, 255, 0), (transformed_x - cross_size, transformed_y - cross_size), (transformed_x + cross_size, transformed_y + cross_size), 2)
pygame.draw.line(screen, (0, 255, 0), (transformed_x + cross_size, transformed_y - cross_size), (transformed_x - cross_size, transformed_y + cross_size), 2)
screen.blit(text_surface, (transformed_x, transformed_y))
except:
continue
except Exception as e:
print(e)
screenx = screen_width-200
screeny = 60
pygame.display.flip()
pygame.quit()