### External Cheat Setup in C++ Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md Provides a basic example of how to set up an external cheat using the Xenon framework. This involves initializing the builder and specifying that it's an external cheat. ```cpp #include #include int main() { Builder builder("External Cheat Example"); builder.xenon->g_pSystem->IsInternal(false); // ... (setup configurations and features) Cheat cheat = builder.Build(); cheat.Run(); return 0; } ``` -------------------------------- ### Unity Integration with IL2CPP Resolver Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md Example of adapting Xenon for Unity games, including initialization of the IL2CPP Resolver for improved target acquisition and crash avoidance. This snippet demonstrates setting Unity-specific parameters and running the cheat. ```cpp pSystem->IsUnityEngine(true); // Unity-specific memory reading/writing logic goes here. //.. Cheat cheat = builder.Build(); cheat.Run(); if (IL2CPP::Initialize(true)) { spdlog::info("Il2Cpp initialize success."); } else { spdlog::error("Il2Cpp initialize failed."); Sleep(300); exit(0); } if (!cheat.FetchSDK()) return FALSE; ``` -------------------------------- ### External Cheat Example for 2D Games Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md A C++ example demonstrating how to create an external cheat for a 2D game using Xenon. It covers attaching to a game process, reading memory addresses, and setting up game dimension configurations. ```cpp #include #include int main() { Builder builder("External Cheat Example"); builder.xenon->g_pSystem->IsInternal(false); builder.SetConsoleEnabled(); builder.SetInfoLogLevel(); builder.xenon->g_pSystem->SetGameDimension(GameDimension::DIM_2D); builder.xenon->g_cMemoryService->AttachGame("Your\\Game\\Path.exe"); uintptr_t serverAddr = builder.xenon->g_cMemoryService->ReadPointer(offsets.staticServerAddr); uintptr_t clientAddr = builder.xenon->g_cMemoryService->ReadPointer(offsets.staticClientAddr); if (!serverAddr || !clientAddr) { spdlog::error("Failed to find server or client address"); return 1; } builder.GameManager->OnEvent("Update", [builder]() { // Update game variables and targets }); Cheat cheat = builder.Build(); cheat.UseUICustom(); cheat.UseUIMenu(); cheat.Run(); return 0; } ``` -------------------------------- ### Internal Cheat Setup in C++ Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md Demonstrates the basic structure for an internal cheat using the Xenon framework. It involves setting up a main thread for cheat logic and using DLL injection via DllMain. ```cpp #include #include "basic_ue.hpp" #include DWORD WINAPI MainThread(LPVOID lpReserved) { Builder builder("Internal Cheat Example"); std::shared_ptr pGameVariables = builder.xenonConfig->g_pGameVariables; // ... (setup configurations and features) Cheat cheat = builder.Build(); cheat.Run(); return TRUE; } BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { if (ul_reason_for_call == DLL_PROCESS_ATTACH) { CreateThread(nullptr, 0, MainThread, hModule, 0, nullptr); } return TRUE; } ``` -------------------------------- ### Xenon Configuration and Customization Examples Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md Illustrative C++ snippets showcasing Xenon's customization capabilities. This includes modifying Aimbot and UI configurations, such as setting distance scales and adding UI elements like sliders. ```cpp std::shared_ptr pAimConfig = builder.xenonConfig->g_pAimConfig; pAimConfig->m_fDistanceScale = 0.06f; pAimConfig->m_nLimitDistance = 100000; std::shared_ptr pUIConfig = builder.xenonConfig->g_pUIConfig; pUIConfig->m_qActions->AddSlider("Distance Scale", &pAimConfig->m_fDistanceScale, 0.001, 2); ``` -------------------------------- ### Internal Cheat Example for Unreal Engine 4 Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md A C++ example of an internal cheat for an Unreal Engine game using Xenon. It demonstrates setting up game-specific configurations like engine version, dimension, rendering type, and event handling for game updates. ```cpp #include #include DWORD WINAPI MainThread(LPVOID lpReserved) { Builder builder("Internal Cheat Example"); std::shared_ptr pGameVariables = builder.xenonConfig->g_pGameVariables; std::shared_ptr pEspConfig = builder.xenonConfig->g_pEspConfig; pSystem->IsInternal(true); pSystem->IsUnrealEngine(UnrealEngineVersion::UE4); // check your game pSystem->SetGameDimension(GameDimension::DIM_3D); pSystem->SetRenderingType(RenderingType::DX11); builder.SetInfoLogLevel(); builder.SetConsoleEnabled(); pEspConfig->m_nLimitDistance = 10000; pEspConfig->m_fHealthBarWidth = 40; builder.GameManager->OnEvent("Update", [pGameVariables]() { // Update game variables and targets, // so there you can get players in any way you need in any game }); Cheat cheat = builder.Build(); cheat.UseUICustom(RenderingHookType::KIERO); cheat.UseUIMenu(); cheat.Run(); return TRUE; } BOOL APIENTRY DllMain(HMODULE hModule, DWORD dReasonForCall, LPVOID lpReserved) { switch (dReasonForCall) { case DLL_PROCESS_ATTACH: DisableThreadLibraryCalls(hModule); CreateThread(nullptr, 0, MainThread, hModule, 0, nullptr); case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } ``` -------------------------------- ### Automatic DLL Injection using Xenon Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md Example C++ code demonstrating Xenon's built-in DLL injection functionality. This snippet shows how to open a target game process and inject a specified DLL, with options for launch parameters. ```cpp #include #include #include void Inject(std::string dllPath, std::string exePath, std::string launchOptions) { Builder builder("Custom Injector"); builder.SetDebugLogLevel(); spdlog::info("Game Path: {}", exePath); spdlog::info("DLL Path: {}", dllPath); HANDLE hProcess, hThread; if (!builder.xenon->g_cInjectionService->OpenGame(&hProcess, &hThread, exePath, launchOptions)) { spdlog::error("Failed to open game process."); system("pause"); return; } builder.xenon->g_cInjectionService->Inject(hProcess, dllPath, InjectionType::LoadLibraryDLL); Sleep(3000); ResumeThread(hThread); CloseHandle(hProcess); } int main() { // Example usage: Inject("E:\\Projects\\xenon\\example-redmatch2-internal\\build\\example-redmatch2-internal.dll", "D:\\Steam\\steamapps\\common\\Redmatch 2\\Redmatch 2.exe", ""); //Inject("E:\\Projects\\xenon\\example-amongus-internal\\build\\example-amongus-internal.dll", // "D:\\Among Us\\Among Us.exe", ""); return 0; } ``` -------------------------------- ### Kanban Board Settings Source: https://github.com/kiocode/xenon-cheats/blob/main/xenon-docs/Tasks Organization.md Configuration settings for the kanban board plugin, including board display options, list collapse states, checkbox visibility, and table sizing. ```json { "kanban-plugin":"board", "list-collapse":[false,false,false,false], "show-checkboxes":true, "table-sizing":{ "card":217 } } ``` -------------------------------- ### Git Branching and Committing Source: https://github.com/kiocode/xenon-cheats/blob/main/CONTRIBUTING.md Standard Git commands for creating a new feature branch, committing changes, and pushing them to a remote repository. ```git git checkout -b feature-branch git commit -m "Description of changes" git push origin feature-branch ``` -------------------------------- ### Unreal Engine World-to-Screen Conversion in C++ Source: https://github.com/kiocode/xenon-cheats/blob/main/README.md Shows how to implement a world-to-screen (W2S) conversion function for Unreal Engine games using Xenon. It utilizes the game's controller to project world coordinates to screen coordinates. ```cpp pSystem->IsUnrealEngine(UnrealEngineVersion::UE4); pSystem->m_fnW2S3D = [](Vec3 pos) { SDK::FVector2D screenPos; SDK::FVector unrealPos(pos.x, pos.z, pos.y); if (UE::m_pMyController->ProjectWorldLocationToScreen(unrealPos, &screenPos, false)) { return Vec2(screenPos.X, screenPos.Y); } return Vec2(-99, -99); }; ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.