Fatboyankee by HardBuzzer(Cheat for RustClient)(In DEVELOPMENT!!!)
But... I'm Make RustSDK.hpp
#pragma once
#include "ConnectIL2CPP.h"
using namespace Unity;
enum PlayerFlags //Flags for Fake Rust Flags :D
{
Unused1 = 1,
Unused2 = 2,
IsAdmin = 4,
ReceivingSnapshot = 8,
Sleeping = 16,
Spectating = 32,
Wounded = 64,
IsDeveloper = 128,
Connected = 256,
ThirdPersonViewmode = 1024,
EyesViewmode = 2048,
ChatMute = 4096,
NoSprint = 8192,
Aiming = 16384,
DisplaySash = 32768,
Relaxed = 65536,
SafeZone = 131072,
ServerFall = 262144,
Incapacitated = 524288,
Workbench1 = 1048576,
Workbench2 = 2097152,
Workbench3 = 4194304
};
bool Il2CppHasEstablished() {
if (!ConnectIL2CPP()) {
return false;
}
else {
return true;
}
}
void* GetBasePlayer()
{
Unity::CGameObject* game_object = Unity::GameObject::Find("BasePlayer"); //Finding BasePlayer :D
if (game_object == NULL) {
printf("[-] BasePlayer Not Founded");
return 0;
}
Unity::CComponent* localplayer = game_object->GetComponent("InitLocalPlayer"); //If You Want, You will Try Get Address Of Local Player :D
if (localplayer == NULL) {
return 0; //Return 0 if Address or Offset Not Founded :D
}
return localplayer;
}
int BasePlayerAddress()
{
int base_player = 0;
base_player = (int)GetBasePlayer();
if (!base_player) {
printf("[-] Address Not Found");
return 0;
}
return base_player; //Returning of Result Address BasePlayer :D
}
namespace RustSDK
{
CComponent* GetRecoilProperties()
{
Unity::CGameObject* rec = Unity::GameObject::Find("BasePlayer");
Unity::CComponent* rec_comp = rec->GetComponent("RecoilProperties");
if (!rec_comp) {
return NULL;
}
return rec_comp;
}
CComponent* NoRecoil()
{
Unity::CGameObject* recoil = Unity::GameObject::Find("RecoilProperties");
Unity::CComponent* rec_component = recoil->GetComponent("GetRecoil");
if (!rec_component)
{
return 0;
}
return rec_component; //Getting RecoilProperties Address :D
}
}
namespace RustSDKOffsets {
int yawmax = 0; //Yawmax :D
int yawmin = 0; //Yawmin :D
int pitchmin = 0; //Pitch Minimum :D
int pitchmax = 0; //Pitch Max :D
int recoil_override = 0; //Recoil :D
// BasePlayer Address :D
int base_player = 0;
int initlocalplayer = 0;
}
/*
WARNING: If this Cheat has not Founded Offsets, otherwise cheat will be not working :D
*/
int GetYawMin() {
RustSDKOffsets::yawmin = IL2CPP::Class::Utils::GetFieldOffset("RecoilProperties", "recoilYawMin");
if (RustSDKOffsets::yawmin == 0) {
printf("[-] YawMin Offset Not Founded");
}
return RustSDKOffsets::yawmin;
}
int GetYawMax()
{
RustSDKOffsets::yawmax == IL2CPP::Class::Utils::GetFieldOffset("RecoilProperties", "recoilYawMax");
if (RustSDKOffsets::yawmax == 0) {
printf("[-] YawMax Offset Not Founded");
}
return RustSDKOffsets::yawmax;
}
int PitchMin() {
RustSDKOffsets::pitchmin = IL2CPP::Class::Utils::GetFieldOffset("RecoilProperties", "recoilPitchMin");
if (RustSDKOffsets::pitchmin == 0) {
}
}
int PitchMax() {
RustSDKOffsets::pitchmax = IL2CPP::Class::Utils::GetFieldOffset("RecoilProperties", "recoilPitchMax");
if (RustSDKOffsets::pitchmax == 0) {
printf("[-] PitchMax Offset Not Founded");
}
return RustSDKOffsets::pitchmax;
}
int NewRecoilOffset() {
RustSDKOffsets::recoil_override = IL2CPP::Class::Utils::GetFieldOffset("RecoilProperties", "newRecoilOverride");
if (RustSDKOffsets::recoil_override == 0) {
printf("[-] RecoilOverride Offset Not Founded");
}
return RustSDKOffsets::recoil_override;
}
int GetBasePlayerAddress()
{
//Soon...
}
int InitLocPlayer()
{
//Soon...
}
namespace RustSDKCheat {
void InitNoRecoil() {
CGameObject* game_obj = Unity::GameObject::Find("BasePlayer");
game_obj->CallMethod<float>(""); //Method :D
}
}
And I'm Make structures_il2cpprust.hpp for Declaring Structures RustClient...
#pragma once
#include "../IlToCppResolveIncludes.h"
struct StructuresIl2CppGame_RustClient //Game Client of Rust :D
{
Unity::CCamera* camera;
Unity::CComponent* component;
Unity::CGameObject* game_object;
Unity::CObject* object;
Unity::CRigidbody* rigidbody;
Unity::CTransform* transform;
Unity::Matrix4x4* matrix;
Unity::Vector3* vektor3;
Unity::Vector4* vector_4;
};
struct Il2Cpp_RustClient //Structures of Il2CppRustClient :D
{
IL2CPP::CClass* il2cpp_class;
IL2CPP::CThread* thread;
};
struct UnityVectorColor {
Unity::Bounds* bounds;
Unity::Color* color_unity;
};
StructuresIl2CppGame_RustClient rust_cl; //GameClient Initialization :D
Il2Cpp_RustClient il2cpp_rust; //Il2Cpp Initialization :D
UnityVectorColor vec; //VectorColor
float BlueColor(float blue_color) {
return vec.color_unity->b = blue_color;
}
float RedColor(float red_color) {
return vec.color_unity->r = red_color;
}
float GreenColor(float green_color) {
return vec.color_unity->g = green_color;
}
float AlphaBlend(float alphablend) {
return vec.color_unity->a = alphablend;
}