#include <iostream> #include <Windows.h> #include "window.h" #include <Windows.h> #include "main.h" #include "../imgui/imgui.h" #include "../imgui/imgui_shadow.h" #include "../protection/skStr.h" #include "../protection/protection.h" #include "../login/login.hpp" #include "../login/color.hpp" int APIENTRY WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { std::thread(Protection_Loop).detach(); // Protection loop for debuggers etc. AllocConsole(); // Call system console // Define in/outs to work in console freopen("CONOUT$", "w", stdout); freopen("conin$", "r+t", stdin); freopen("conout$", "w+t", stdout); freopen("conout$", "w+t", stderr); if (!doneLogin) { ShowWindow(GetConsoleWindow(), SW_HIDE); std::string key; system("MODE CON COLS=55 LINES=12"); SetLayeredWindowAttributes(GetConsoleWindow(), NULL, 195, LWA_ALPHA); std::string consoleTitle = (std::string)skCrypt("Loader base by [gamesense.su]"); SetConsoleTitleA(consoleTitle.c_str()); ShowWindow(GetConsoleWindow(), SW_SHOW); std::cout << termcolor::bright_yellow << skCrypt("\n [!] Enter your license: "); std::cin >> key; login(key); doneLogin = true; // Login is done } if (doneLogin) { ShowWindow(GetConsoleWindow(), SW_HIDE); // Hide main console window // Create the main window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, WINDOW_NAME, NULL }; RegisterClassEx(&wc); main_hwnd = CreateWindow(wc.lpszClassName, WINDOW_NAME, WS_POPUP, 0, 0, 5, 5, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (!CreateDeviceD3D(main_hwnd)) { CleanupDeviceD3D(); UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Window settings ShowWindow(main_hwnd, SW_HIDE); UpdateWindow(main_hwnd); // Setup context ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = nullptr; //crutial for not leaving the imgui.ini file io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } // Setup Platform/Renderer backends ImGui_ImplWin32_Init(main_hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); MSG msg; ZeroMemory(&msg, sizeof(msg)); SetConsoleTitleA(skCrypt("Service Host: Microsoft Account x64")); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } // Start the frame ImGui_ImplDX9_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); { static float r = 1.0f; static float g = 0.f; static float b = 0.f; if (r == 1.f && g >= 0.f && b <= 0.f) { g += 0.005f; b = 0.f; } if (r <= 1.f && g >= 1.f && b == 0.f) { g = 1.f; r -= 0.005f; } if (r <= 0.f && g == 1.f && b >= 0.f) { r = 0.f; b += 0.005f; } if (r == 0.f && g <= 1.f && b >= 1.f) { b = 1.f; g -= 0.005f; } if (r >= 0.f && g <= 0.f && b == 1.f) { g = 0.f; r += 0.005f; } if (r >= 1.f && g >= 0.f && b <= 1.f) { r = 1.f; b -= 0.005f; } ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiCond_Once); ImGui::SetNextWindowSize(ImVec2(400, 300)); ImGui::SetNextWindowBgAlpha(1.0f); ImGui::Begin("Loader base by [gamesense.su]", &loader_active, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBringToFrontOnFocus); { ImGui::StyleColorsClassic(); // Purple theme ImGui::TextColored(ImVec4(r - 0.15f, g - 0.35f, b, 1.0f), ("Loader Base")); ImGui::Spacing(); if (ImGui::BeginTabBar("#tabs")) { if (ImGui::BeginTabItem("Main")) { static int slider_float = 0.f; ImGui::Spacing(); if (ImGui::Button("Load")) { // Действия при нажатии кнопки "Load" } ImGui::EndTabItem(); } ImGui::EndTabBar(); } } ImGui::End(); } ImGui::EndFrame(); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } // Update and Render platform windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) { ResetDevice(); } if (!loader_active) { msg.message = WM_QUIT; } } ImGui_ImplDX9_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); DestroyWindow(main_hwnd); UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } } LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) { g_d3dpp.BackBufferWidth = LOWORD(lParam); g_d3dpp.BackBufferHeight = HIWORD(lParam); ResetDevice(); } return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } Code #include <iostream> #include <Windows.h> #include "window.h" #include <Windows.h> #include "main.h" #include "../imgui/imgui.h" #include "../imgui/imgui_shadow.h" #include "../protection/skStr.h" #include "../protection/protection.h" #include "../login/login.hpp" #include "../login/color.hpp" int APIENTRY WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { std::thread(Protection_Loop).detach(); // Protection loop for debuggers etc. AllocConsole(); // Call system console // Define in/outs to work in console freopen("CONOUT$", "w", stdout); freopen("conin$", "r+t", stdin); freopen("conout$", "w+t", stdout); freopen("conout$", "w+t", stderr); if (!doneLogin) { ShowWindow(GetConsoleWindow(), SW_HIDE); std::string key; system("MODE CON COLS=55 LINES=12"); SetLayeredWindowAttributes(GetConsoleWindow(), NULL, 195, LWA_ALPHA); std::string consoleTitle = (std::string)skCrypt("Loader base by [gamesense.su]"); SetConsoleTitleA(consoleTitle.c_str()); ShowWindow(GetConsoleWindow(), SW_SHOW); std::cout << termcolor::bright_yellow << skCrypt("\n [!] Enter your license: "); std::cin >> key; login(key); doneLogin = true; // Login is done } if (doneLogin) { ShowWindow(GetConsoleWindow(), SW_HIDE); // Hide main console window // Create the main window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, WINDOW_NAME, NULL }; RegisterClassEx(&wc); main_hwnd = CreateWindow(wc.lpszClassName, WINDOW_NAME, WS_POPUP, 0, 0, 5, 5, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (!CreateDeviceD3D(main_hwnd)) { CleanupDeviceD3D(); UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Window settings ShowWindow(main_hwnd, SW_HIDE); UpdateWindow(main_hwnd); // Setup context ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = nullptr; //crutial for not leaving the imgui.ini file io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } // Setup Platform/Renderer backends ImGui_ImplWin32_Init(main_hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); MSG msg; ZeroMemory(&msg, sizeof(msg)); SetConsoleTitleA(skCrypt("Service Host: Microsoft Account x64")); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } // Start the frame ImGui_ImplDX9_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); { static float r = 1.0f; static float g = 0.f; static float b = 0.f; if (r == 1.f && g >= 0.f && b <= 0.f) { g += 0.005f; b = 0.f; } if (r <= 1.f && g >= 1.f && b == 0.f) { g = 1.f; r -= 0.005f; } if (r <= 0.f && g == 1.f && b >= 0.f) { r = 0.f; b += 0.005f; } if (r == 0.f && g <= 1.f && b >= 1.f) { b = 1.f; g -= 0.005f; } if (r >= 0.f && g <= 0.f && b == 1.f) { g = 0.f; r += 0.005f; } if (r >= 1.f && g >= 0.f && b <= 1.f) { r = 1.f; b -= 0.005f; } ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiCond_Once); ImGui::SetNextWindowSize(ImVec2(400, 300)); ImGui::SetNextWindowBgAlpha(1.0f); ImGui::Begin("Loader base by [gamesense.su]", &loader_active, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBringToFrontOnFocus); { ImGui::StyleColorsClassic(); // Purple theme ImGui::TextColored(ImVec4(r - 0.15f, g - 0.35f, b, 1.0f), ("Loader Base")); ImGui::Spacing(); if (ImGui::BeginTabBar("#tabs")) { if (ImGui::BeginTabItem("Main")) { static int slider_float = 0.f; ImGui::Spacing(); if (ImGui::Button("Load")) { // Действия при нажатии кнопки "Load" } ImGui::EndTabItem(); } ImGui::EndTabBar(); } } ImGui::End(); } ImGui::EndFrame(); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } // Update and Render platform windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) { ResetDevice(); } if (!loader_active) { msg.message = WM_QUIT; } } ImGui_ImplDX9_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); DestroyWindow(main_hwnd); UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } } LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) { g_d3dpp.BackBufferWidth = LOWORD(lParam); g_d3dpp.BackBufferHeight = HIWORD(lParam); ResetDevice(); } return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } в кнопке load нужно зделать инжект в процес csgo.exe дллка скачивалась с сайта или гитхаба и сохранялась в %localappdata%