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1372 lines (1203 loc) · 53.2 KB
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#!/usr/bin/env python3
"""
Production-ready external box ESP for MECCHA CHAMELEON (UE5.6).
Fully external: scans GUObjectArray, walks objects, renders overlay.
"""
import sys
import struct
import math
import ctypes
from dataclasses import dataclass
from typing import Tuple
import pymem
from PyQt5.QtWidgets import (
QApplication, QWidget, QCheckBox, QComboBox, QLabel,
QVBoxLayout, QHBoxLayout, QPushButton, QFrame, QColorDialog,
QSpinBox, QDoubleSpinBox
)
from PyQt5.QtCore import Qt, QTimer
from PyQt5.QtGui import QPainter, QPen, QColor, QFont
# ---------------------------------------------------------------------------
# Bootstrap offsets: stable UObject/UStruct/FField layout used to resolve
# everything else dynamically at runtime.
# ---------------------------------------------------------------------------
OFFSETS = {
"UObjectBase::ClassPrivate": 0x10,
"UObjectBase::NamePrivate": 0x18,
"UObjectBase::OuterPrivate": 0x20,
"UStruct::SuperStruct": 0x40,
"UStruct::ChildProperties": 0x50,
"FField::Next": 0x18,
"FField::NamePrivate": 0x20,
"FProperty::Offset_Internal": 0x44,
# Nested struct layouts are extremely stable; keep as fallback.
"FCameraCacheEntry::POV": 0x10,
"FMinimalViewInfo::Location": 0x0,
"FMinimalViewInfo::Rotation": 0x18,
"FMinimalViewInfo::FOV": 0x30,
}
# ---------------------------------------------------------------------------
# Dynamic offset resolver: walks class FField property chains.
# ---------------------------------------------------------------------------
class OffsetResolver:
"""Resolves engine class property offsets by walking ChildProperties."""
def __init__(self, pm, objects):
self.pm = pm
self.objects = objects
self.cache = dict(OFFSETS)
def _field_name(self, field):
return self.objects.fnames.resolve(ru32(self.pm, field + self.cache["FField::NamePrivate"]))
def _resolve_on_class(self, cls, prop_name):
prop = rp(self.pm, cls + self.cache["UStruct::ChildProperties"])
depth = 0
while prop and depth < 512:
name = self._field_name(prop)
if name == prop_name:
return ru32(self.pm, prop + self.cache["FProperty::Offset_Internal"])
prop = rp(self.pm, prop + self.cache["FField::Next"])
depth += 1
return None
def resolve(self, class_name, prop_name):
key = f"{class_name}::{prop_name}"
if key in self.cache:
return self.cache[key]
cls = self.objects.find_class(class_name)
if not cls:
return None
offset = self._resolve_on_class(cls, prop_name)
seen = {cls}
while offset is None:
super_cls = rp(self.pm, cls + self.cache["UStruct::SuperStruct"])
if not super_cls or super_cls in seen:
break
seen.add(super_cls)
offset = self._resolve_on_class(super_cls, prop_name)
if offset is not None:
self.cache[key] = offset
return offset
def resolve_map(self, mapping):
out = {}
for key, (cls, prop) in mapping.items():
val = self.resolve(cls, prop)
if val is None:
raise RuntimeError(f"Could not resolve offset {key} ({cls}.{prop})")
out[key] = val
return out
# ---------------------------------------------------------------------------
# Memory primitives
# ---------------------------------------------------------------------------
def rp(pm, addr):
try:
return struct.unpack("<Q", pm.read_bytes(addr, 8))[0]
except Exception:
return 0
def ru32(pm, addr):
try:
return struct.unpack("<I", pm.read_bytes(addr, 4))[0]
except Exception:
return 0
def ru16(pm, addr):
try:
return struct.unpack("<H", pm.read_bytes(addr, 2))[0]
except Exception:
return 0
def rfloat(pm, addr):
try:
return struct.unpack("<f", pm.read_bytes(addr, 4))[0]
except Exception:
return 0.0
def wfloat(pm, addr, value):
try:
pm.write_bytes(addr, struct.pack("<f", value), 4)
return True
except Exception:
return False
def rvec3(pm, addr):
try:
return struct.unpack("<ddd", pm.read_bytes(addr, 24))
except Exception:
return (0.0, 0.0, 0.0)
def rrot(pm, addr):
"""Read an FRotator (Pitch/Yaw/Roll as floats, 12 bytes)."""
try:
return struct.unpack("<fff", pm.read_bytes(addr, 12))
except Exception:
return (0.0, 0.0, 0.0)
def read_array(pm, addr):
try:
data = rp(pm, addr)
count = ru32(pm, addr + 8)
cap = ru32(pm, addr + 0x10)
return data, count, cap
except Exception:
return 0, 0, 0
def dist(a, b):
return math.sqrt((a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2 + (a[2] - b[2]) ** 2)
# ---------------------------------------------------------------------------
# Pattern scanner
# ---------------------------------------------------------------------------
class PatternScanner:
CHUNK_SIZE = 0x200000 # 2 MiB chunks to avoid huge allocations on shipping exes
def __init__(self, pm, module_name):
self.pm = pm
self.module = pymem.process.module_from_name(pm.process_handle, module_name)
if not self.module:
raise RuntimeError(f"Module {module_name} not found")
self.base = self.module.lpBaseOfDll
self.size = self.module.SizeOfImage
def _match_at(self, data, offset, pattern, mask):
pat_len = len(pattern)
for j in range(pat_len):
if mask[j] and data[offset + j] != pattern[j]:
return False
return True
def scan_all(self, pattern, mask):
"""Yield every match address in ascending order."""
pat_len = len(pattern)
if pat_len == 0 or self.size == 0:
return
step = self.CHUNK_SIZE
for start in range(0, self.size, step):
# Overlap reads by pat_len so patterns spanning chunk boundaries aren't missed.
end = min(start + step + pat_len, self.size)
read_size = end - start
try:
data = self.pm.read_bytes(self.base + start, read_size)
except Exception:
continue
scan_len = len(data) - pat_len
for i in range(scan_len):
if self._match_at(data, i, pattern, mask):
yield self.base + start + i
def scan(self, pattern, mask):
for addr in self.scan_all(pattern, mask):
return addr
return 0
# ---------------------------------------------------------------------------
# FName + object array
# ---------------------------------------------------------------------------
class FNameResolver:
# FNamePool block-pointer tables sit at different offsets depending on UE5 version.
BLOCK_TABLE_OFFSETS = (0x8, 0x10, 0x18, 0x20, 0x28, 0x30, 0x38,
0x40, 0x48, 0x50, 0x58, 0x60, 0x68, 0x70)
def __init__(self, pm, fname_pool):
self.pm = pm
self.fname_pool = fname_pool
self.block_table_off = 0x10
self.header_style = "ue5" # or "ue4"
self._detect_layout()
def _read_entry(self, entry_id, table_off, style):
block_idx = entry_id >> 16
within = (entry_id & 0xFFFF) << 1
block_addr = rp(self.pm, self.fname_pool + table_off + block_idx * 8)
if not block_addr:
return None
hdr = ru16(self.pm, block_addr + within)
if style == "ue4":
# UE4: bIsWide (1 bit), Len (15 bits)
is_wide = hdr & 1
length = hdr >> 1
elif style == "custom":
# MECCHA CHAMELEON build: bIsWide (bit 0), Len (bits 6-15)
is_wide = hdr & 1
length = (hdr >> 6) & 0x3FF
else:
# Standard UE5: Len (10 bits), bIsWide (1 bit), LowercaseProbeHash (5 bits)
length = hdr & 0x3FF
is_wide = (hdr >> 10) & 1
if length == 0 or length > 512:
return None
if is_wide:
raw = self.pm.read_bytes(block_addr + within + 2, length * 2)
return raw.decode("utf-16-le", errors="ignore")
else:
raw = self.pm.read_bytes(block_addr + within + 2, length)
return raw.decode("latin-1")
def _detect_layout(self):
"""Probe block-table offsets and header styles until entry 0 is 'None'."""
for off in self.BLOCK_TABLE_OFFSETS:
for style in ("custom", "ue5", "ue4"):
try:
if self._read_entry(0, off, style) == "None":
self.block_table_off = off
self.header_style = style
return
except Exception:
continue
def resolve(self, entry_id):
try:
name = self._read_entry(entry_id, self.block_table_off, self.header_style)
if name is not None:
return name
except Exception:
pass
# If the cached layout fails, re-probe once per call until something works.
for off in self.BLOCK_TABLE_OFFSETS:
for style in ("custom", "ue5", "ue4"):
if off == self.block_table_off and style == self.header_style:
continue
try:
name = self._read_entry(entry_id, off, style)
if name is not None:
self.block_table_off = off
self.header_style = style
return name
except Exception:
continue
return None
class UObjectArray:
def __init__(self, pm, guobject_array, fname_pool):
self.pm = pm
self.guobject_array = guobject_array
self.fnames = FNameResolver(pm, fname_pool)
self._meta_class_addr = None
self._class_cache = {}
def _obj_name(self, obj):
return self.fnames.resolve(ru32(self.pm, obj + OFFSETS["UObjectBase::NamePrivate"]))
def _obj_class(self, obj):
return rp(self.pm, obj + OFFSETS["UObjectBase::ClassPrivate"])
def iter_objects(self):
objects_ptr = rp(self.pm, self.guobject_array + 0x10)
if not objects_ptr:
return
chunk_idx = 0
while chunk_idx < 64:
chunk = rp(self.pm, objects_ptr + chunk_idx * 8)
if not chunk:
break
for within in range(0x10000):
obj = rp(self.pm, chunk + within * 0x18)
if obj:
yield obj
chunk_idx += 1
def _meta_class(self):
# Don't cache a failed search; the object array may still be loading.
if self._meta_class_addr is None or not self._meta_class_addr:
for obj in self.iter_objects():
if self._obj_name(obj) == "Class":
self._meta_class_addr = obj
break
return self._meta_class_addr
def find_class(self, name):
cached = self._class_cache.get(name)
if cached:
# Validate the cached pointer still names itself correctly.
if self._obj_name(cached) == name:
return cached
del self._class_cache[name]
meta = self._meta_class()
if not meta:
return 0
for obj in self.iter_objects():
if self._obj_class(obj) == meta and self._obj_name(obj) == name:
self._class_cache[name] = obj
return obj
return 0
def find_first_instance(self, class_name, skip_default=True):
cls = self.find_class(class_name)
if not cls:
return 0
for obj in self.iter_objects():
if self._obj_class(obj) == cls:
name = self._obj_name(obj)
if skip_default and name and name.startswith("Default__"):
continue
return obj
return 0
# ---------------------------------------------------------------------------
# Game reader
# ---------------------------------------------------------------------------
class MecchaESP:
PROCESS_NAME = "PenguinHotel-Win64-Shipping.exe"
MODULE_NAME = "PenguinHotel-Win64-Shipping.exe"
GUOBJECT_SIG = bytes([
0x48, 0x8D, 0x05, 0x00, 0x00, 0x00, 0x00,
0x48, 0x89, 0x01, 0x45, 0x8B, 0xD1
])
GUOBJECT_MASK = bytes([1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1])
# Multiple FNamePool references can appear; we verify by trying to read names.
FNAMEPOOL_PATTERNS = (
# lea rcx,[FNamePool]; call FName::FName; mov r8,rax
(bytes([0x48, 0x8D, 0x0D, 0x00, 0x00, 0x00, 0x00,
0xE8, 0x00, 0x00, 0x00, 0x00,
0x4C, 0x8B, 0xC0]),
bytes([1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1])),
# lea rcx,[FNamePool]; call FName::FName; mov rax,[rbx+...]
(bytes([0x48, 0x8D, 0x0D, 0x00, 0x00, 0x00, 0x00,
0xE8, 0x00, 0x00, 0x00, 0x00,
0x48, 0x8B]),
bytes([1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1])),
# lea rsi,[FNamePool]
(bytes([0x48, 0x8D, 0x35, 0x00, 0x00, 0x00, 0x00]),
bytes([1, 1, 1, 0, 0, 0, 0])),
# lea rdi,[FNamePool]
(bytes([0x48, 0x8D, 0x3D, 0x00, 0x00, 0x00, 0x00]),
bytes([1, 1, 1, 0, 0, 0, 0])),
)
FNAMEPOOL_DELTA = 0xE3B40
OFFSET_MAP = {
"UWorld::GameState": ("World", "GameState"),
"UWorld::OwningGameInstance": ("World", "OwningGameInstance"),
"UGameInstance::LocalPlayers": ("GameInstance", "LocalPlayers"),
"UPlayer::PlayerController": ("Player", "PlayerController"),
"UEngine::GameViewport": ("Engine", "GameViewport"),
"UGameViewportClient::World": ("GameViewportClient", "World"),
"AGameStateBase::PlayerArray": ("GameStateBase", "PlayerArray"),
"APlayerState::PawnPrivate": ("PlayerState", "PawnPrivate"),
"AController::PlayerState": ("Controller", "PlayerState"),
"AController::ControlRotation": ("Controller", "ControlRotation"),
"APlayerController::AcknowledgedPawn": ("PlayerController", "AcknowledgedPawn"),
"APlayerController::PlayerCameraManager": ("PlayerController", "PlayerCameraManager"),
"APlayerCameraManager::CameraCachePrivate": ("PlayerCameraManager", "CameraCachePrivate"),
"AActor::RootComponent": ("Actor", "RootComponent"),
"USceneComponent::RelativeLocation": ("SceneComponent", "RelativeLocation"),
# Note: UWorld::PersistentLevel and ULevel::Actors are only used in the
# level-actors fallback; they are resolved lazily with hardcoded defaults.
}
def __init__(self):
self.pm = pymem.Pymem(self.PROCESS_NAME)
self.guobject_array = self._scan_guobject_array()
if not self.guobject_array:
raise RuntimeError("Could not find GUObjectArray via pattern scan")
self.fname_pool = self._scan_fname_pool()
if not self.fname_pool:
raise RuntimeError("Could not find FNamePool via pattern scan or delta fallback")
self.objects = UObjectArray(self.pm, self.guobject_array, self.fname_pool)
# Sanity-check globals; on failure we still open, but warn in overlay.
self._globals_ok = self._verify_globals()
self.resolver = OffsetResolver(self.pm, self.objects)
self.offsets = self.resolver.resolve_map(self.OFFSET_MAP)
# Fill in the stable nested struct offsets from the bootstrap dict.
for key in ("FCameraCacheEntry::POV", "FMinimalViewInfo::Location",
"FMinimalViewInfo::Rotation", "FMinimalViewInfo::FOV"):
self.offsets[key] = OFFSETS[key]
self.gengine = self.objects.find_first_instance("GameEngine")
if not self.gengine:
raise RuntimeError("Could not find GEngine instance")
def _scan_guobject_array(self):
scanner = PatternScanner(self.pm, self.MODULE_NAME)
addr = scanner.scan(self.GUOBJECT_SIG, self.GUOBJECT_MASK)
if not addr:
return 0
rel = struct.unpack("<i", self.pm.read_bytes(addr + 3, 4))[0]
return addr + 7 + rel
def _scan_fname_pool(self):
# The delta has been stable for this build; use it as the default.
delta_candidate = self.guobject_array - self.FNAMEPOOL_DELTA
if self._verify_fname_pool(delta_candidate):
return delta_candidate
# Try a few common FNamePool signatures as backups.
scanner = PatternScanner(self.pm, self.MODULE_NAME)
for sig, mask in self.FNAMEPOOL_PATTERNS:
for addr in scanner.scan_all(sig, mask):
rel = struct.unpack("<i", self.pm.read_bytes(addr + 3, 4))[0]
candidate = addr + 7 + rel
if self._verify_fname_pool(candidate):
return candidate
# Even if unverified, fall back to the delta so the ESP can still open.
# Name resolution may self-correct via the resolver's lazy offset probe.
return delta_candidate
def _verify_fname_pool(self, pool_addr):
resolver = FNameResolver(self.pm, pool_addr)
if resolver.resolve(0) == "None":
return True
# Some builds don't keep "None" at id 0; settle for any printable name.
for probe in (0, 1, 2, 3, 4, 5):
name = resolver.resolve(probe)
if name and 0 < len(name) <= 128 and name.isprintable():
return True
return False
def _verify_globals(self):
# GUObjectArray + 0x10 is TUObjectArray::Objects; read its header.
obj_array = self.guobject_array + 0x10
num = ru32(self.pm, obj_array + 0x14)
max_chunks = ru32(self.pm, obj_array + 0x18)
if num == 0 or num > 10_000_000 or max_chunks == 0 or max_chunks > 64:
return False
# We should be able to find the meta Class object.
return self.objects.find_class("Class") != 0
def _get_world(self):
viewport = rp(self.pm, self.gengine + self.offsets["UEngine::GameViewport"])
if not viewport:
return 0
return rp(self.pm, viewport + self.offsets["UGameViewportClient::World"])
def _get_local_controller(self, world):
if not world:
return 0
gi = rp(self.pm, world + self.offsets["UWorld::OwningGameInstance"])
if not gi:
return 0
lp_data, lp_count, _ = read_array(self.pm, gi + self.offsets["UGameInstance::LocalPlayers"])
if not lp_data or lp_count == 0:
return 0
local_player = rp(self.pm, lp_data)
if not local_player:
return 0
return rp(self.pm, local_player + self.offsets["UPlayer::PlayerController"])
def _read_pov(self, pov_addr):
"""Read a minimal view POV from the given address."""
return {
"loc": rvec3(self.pm, pov_addr + self.offsets["FMinimalViewInfo::Location"]),
"rot": rvec3(self.pm, pov_addr + self.offsets["FMinimalViewInfo::Rotation"]),
"fov": rfloat(self.pm, pov_addr + self.offsets["FMinimalViewInfo::FOV"]),
}
def get_camera(self):
world = self._get_world()
if not world:
return None
pc = self._get_local_controller(world)
if not pc:
return None
cam = rp(self.pm, pc + self.offsets["APlayerController::PlayerCameraManager"])
if not cam:
return None
# Primary: CameraCachePrivate (always reflects the current camera).
cc = cam + self.offsets["APlayerCameraManager::CameraCachePrivate"]
pov = cc + self.offsets["FCameraCacheEntry::POV"]
try:
camera = self._read_pov(pov)
except Exception:
camera = None
# Fallback: PlayerCameraManager->ViewTarget.POV (some spectate/free-look modes).
if (camera is None or
(abs(camera["loc"][0]) < 0.01 and abs(camera["loc"][1]) < 0.01 and abs(camera["loc"][2]) < 0.01) or
camera["fov"] <= 0.0):
vt_off = self.offsets.get("APlayerCameraManager::ViewTarget")
vt_pov_off = self.offsets.get("FTViewTarget::POV")
if vt_off is not None and vt_pov_off is not None:
try:
fallback = self._read_pov(cam + vt_off + vt_pov_off)
if fallback["fov"] > 0.0:
camera = fallback
except Exception:
pass
if camera is None or camera["fov"] <= 0.0:
return None
return camera
def _class_name(self, obj):
if not obj:
return ""
cls = rp(self.pm, obj + OFFSETS["UObjectBase::ClassPrivate"])
return self.objects._obj_name(cls) if cls else ""
def _pawn_controller(self, pawn):
if not pawn:
return 0
off = self.offsets.get("APawn::Controller")
if off is None:
return 0
return rp(self.pm, pawn + off)
def _pawn_playerstate(self, pawn):
if not pawn:
return 0
off = self.offsets.get("APawn::PlayerState")
if off is None:
return 0
return rp(self.pm, pawn + off)
def _actor_owner(self, actor):
if not actor:
return 0
off = self.offsets.get("AActor::Owner")
if off is None:
return 0
return rp(self.pm, actor + off)
def _component_world_pos(self, component):
"""Read a USceneComponent's world translation from ComponentToWorld."""
if not component:
return None
ctw_off = self.offsets.get("USceneComponent::ComponentToWorld")
trans_off = self.offsets.get("FTransform::Translation")
if ctw_off is None or trans_off is None:
return None
try:
return rvec3(self.pm, component + ctw_off + trans_off)
except Exception:
return None
def _actor_position(self, actor):
"""Return the best available world position for an actor.
The old RelativeLocation path was working for this game, so it stays
primary. ComponentToWorld is only used as a fallback if RelativeLocation
is missing or clearly uninitialized.
"""
if not actor:
return None
root = rp(self.pm, actor + self.offsets["AActor::RootComponent"])
if root:
rel_off = self.offsets.get("USceneComponent::RelativeLocation")
if rel_off is not None:
try:
pos = rvec3(self.pm, root + rel_off)
# Only fall through to ComponentToWorld if RelativeLocation
# is clearly uninitialized (origin-only).
if not (abs(pos[0]) < 0.01 and abs(pos[1]) < 0.01 and abs(pos[2]) < 0.01):
return pos
except Exception:
pass
# Fallback: world-space transform.
pos = self._component_world_pos(root)
if pos is not None:
return pos
# Last resort: mesh world transform.
mesh_off = self.offsets.get("ACharacter::Mesh")
if mesh_off is not None:
mesh = rp(self.pm, actor + mesh_off)
if mesh:
pos = self._component_world_pos(mesh)
if pos is not None:
return pos
return None
def iter_players(self, include_local=False, players_only=False):
world = self._get_world()
if not world:
self._last_iter_stats = {"pa_total": 0, "pa_valid": 0,
"level_total": 0, "level_valid": 0,
"rendered": 0}
return
gamestate = rp(self.pm, world + self.offsets["UWorld::GameState"])
pc = self._get_local_controller(world)
local_pawn = rp(self.pm, pc + self.offsets["APlayerController::AcknowledgedPawn"]) if pc else 0
local_ps = rp(self.pm, pc + self.offsets["AController::PlayerState"]) if pc else 0
stats = {"pa_total": 0, "pa_valid": 0,
"level_total": 0, "level_valid": 0,
"rendered": 0}
seen = set()
def _is_valid_target(pawn):
if not pawn:
return False
cls_name = self._class_name(pawn)
if not cls_name:
return False
# Default logic: show every live Character in the world. Team filters
# are intentionally gone because they hide players in free-look/spectate
# and across game modes where pawn classes overlap.
return "Character" in cls_name and "Spectate" not in cls_name
def _emit_actor(actor, idx, stat_key):
pos = self._actor_position(actor)
if pos is None:
return
# Drop uninitialized / origin-only positions.
if abs(pos[0]) < 0.01 and abs(pos[1]) < 0.01 and abs(pos[2]) < 0.01:
return
stats[stat_key] += 1
stats["rendered"] += 1
yield False, pos, idx
# Local marker for calibration.
if include_local and local_pawn:
pos = self._actor_position(local_pawn)
if pos is not None:
stats["rendered"] += 1
yield True, pos, 0
# Pass 1: GameState->PlayerArray. This is the only source the aimbot uses,
# because the level-actor scan can include NPCs/dummies with garbage positions.
yielded = 0
if gamestate:
pa_data, pa_count, _ = read_array(self.pm, gamestate + self.offsets["AGameStateBase::PlayerArray"])
stats["pa_total"] = pa_count
if pa_data and pa_count > 0:
for i in range(pa_count):
ps = rp(self.pm, pa_data + i * 8)
if not ps or ps == local_ps:
continue
pawn = rp(self.pm, ps + self.offsets["APlayerState::PawnPrivate"])
if not pawn or pawn == local_pawn or pawn in seen:
continue
pawn_cls = self._class_name(pawn)
if not pawn_cls:
continue
seen.add(pawn)
if not _is_valid_target(pawn):
continue
yield from _emit_actor(pawn, i, "pa_valid")
yielded += 1
# Pass 2: Persistent level actors (fallback / merge).
# ESP uses this to catch players PlayerArray hasn't updated yet. The aimbot
# intentionally skips it to avoid locking onto random NPCs or dummy pawns.
if not players_only:
persistent_level_off = self.offsets.get("UWorld::PersistentLevel", 0x30)
level = rp(self.pm, world + persistent_level_off)
if level:
actors_off = self.offsets.get("ULevel::Actors", 0xA0)
actors_data, actors_count, _ = read_array(self.pm, level + actors_off)
stats["level_total"] = actors_count
if actors_data and actors_count > 0 and actors_count < 10000:
for i in range(actors_count):
actor = rp(self.pm, actors_data + i * 8)
if not actor or actor == local_pawn or actor in seen:
continue
cls_name = self._class_name(actor)
if not cls_name or "Character" not in cls_name:
continue
seen.add(actor)
if not _is_valid_target(actor):
continue
yield from _emit_actor(actor, i, "level_valid")
self._last_iter_stats = stats
# ---------------------------------------------------------------------------
# World-to-screen
# ---------------------------------------------------------------------------
def rotation_to_axes(rot):
pitch, yaw, roll = [math.radians(x) for x in rot]
sp, cp = math.sin(pitch), math.cos(pitch)
sy, cy = math.sin(yaw), math.cos(yaw)
sr, cr = math.sin(roll), math.cos(roll)
forward = (cp * cy, cp * sy, sp)
right = (sr * sp * cy - cr * sy, sr * sp * sy + cr * cy, -sr * cp)
up = (-(cr * sp * cy + sr * sy), cy * sr - cr * sp * sy, cr * cp)
return forward, right, up
def w2s(world_pos, camera, screen_w, screen_h):
cam_loc = camera["loc"]
cam_rot = camera["rot"]
fov = camera["fov"]
forward, right, up = rotation_to_axes(cam_rot)
dx = world_pos[0] - cam_loc[0]
dy = world_pos[1] - cam_loc[1]
dz = world_pos[2] - cam_loc[2]
view_x = dx * forward[0] + dy * forward[1] + dz * forward[2]
view_y = dx * right[0] + dy * right[1] + dz * right[2]
view_z = dx * up[0] + dy * up[1] + dz * up[2]
if view_x <= 0.1:
return None
aspect = screen_w / screen_h
tan_hfov = math.tan(math.radians(fov) / 2.0)
ndc_x = view_y / (view_x * tan_hfov)
ndc_y = view_z / (view_x * tan_hfov / aspect)
screen_x = (1.0 + ndc_x) * screen_w / 2.0
screen_y = (1.0 - ndc_y) * screen_h / 2.0
if not (0 <= screen_x <= screen_w and 0 <= screen_y <= screen_h):
return None
return (screen_x, screen_y)
# ---------------------------------------------------------------------------
# Config
# ---------------------------------------------------------------------------
@dataclass
class Config:
enabled: bool = True
box_esp: bool = True # now draws a dot instead of a box
show_local: bool = True
show_names: bool = True
show_distance: bool = True
snap_lines: bool = True
enemy_color: Tuple[int, int, int] = (255, 0, 0)
local_color: Tuple[int, int, int] = (0, 255, 0)
box_height_world: float = 100.0
box_y_offset: int = 0
dot_radius: int = 8
show_debug: bool = False
# Aimbot
aimbot_enabled: bool = False
aimbot_key: str = "MB5"
aimbot_fov: int = 150
aimbot_smooth: float = 0.30
aimbot_target_offset: float = 0.0 # 0 = lock on ESP dot; raise for head/chest
aimbot_show_fov: bool = True
# ---------------------------------------------------------------------------
# Menu window
# ---------------------------------------------------------------------------
class Menu(QWidget):
def __init__(self, config: Config):
super().__init__()
self.config = config
self.setWindowTitle("MECCHA ESP Menu")
self.setWindowFlags(Qt.WindowStaysOnTopHint | Qt.FramelessWindowHint | Qt.Tool)
self.setAttribute(Qt.WA_TranslucentBackground)
self._drag_pos = None
self._build_ui()
self.setFixedSize(260, 640)
def _build_ui(self):
container = QFrame(self)
container.setStyleSheet("""
QFrame {
background-color: rgba(20, 20, 20, 220);
border: 1px solid #444;
border-radius: 8px;
}
QLabel {
color: #eee;
font-size: 12px;
}
QCheckBox {
color: #eee;
font-size: 12px;
spacing: 8px;
}
QCheckBox::indicator {
width: 16px;
height: 16px;
}
QComboBox {
background-color: #333;
color: #eee;
border: 1px solid #555;
padding: 4px;
}
QPushButton {
background-color: #333;
color: #eee;
border: 1px solid #555;
padding: 6px;
border-radius: 4px;
}
QPushButton:hover {
background-color: #444;
}
""")
layout = QVBoxLayout(container)
layout.setContentsMargins(12, 12, 12, 12)
layout.setSpacing(8)
title = QLabel("MECCHA ESP")
title.setStyleSheet("font-size: 16px; font-weight: bold; color: #0f0;")
layout.addWidget(title)
self.cb_enabled = self._chk("ESP Enabled", "enabled")
self.cb_box = self._chk("Dot ESP", "box_esp")
self.cb_local = self._chk("Show Local Player", "show_local")
self.cb_names = self._chk("Show Names", "show_names")
self.cb_dist = self._chk("Show Distance", "show_distance")
self.cb_snap = self._chk("Snap Lines", "snap_lines")
self.cb_debug = self._chk("Show Debug Counters", "show_debug")
layout.addWidget(self.cb_enabled)
layout.addWidget(self.cb_box)
layout.addWidget(self.cb_local)
layout.addWidget(self.cb_names)
layout.addWidget(self.cb_dist)
layout.addWidget(self.cb_snap)
layout.addWidget(self.cb_debug)
dot_row = QHBoxLayout()
dot_row.addWidget(QLabel("Dot Radius:"))
self.spn_dot = QSpinBox()
self.spn_dot.setRange(2, 32)
self.spn_dot.setValue(self.config.dot_radius)
self.spn_dot.valueChanged.connect(lambda v: setattr(self.config, "dot_radius", v))
dot_row.addWidget(self.spn_dot)
layout.addLayout(dot_row)
aim_title = QLabel("AIMBOT")
aim_title.setStyleSheet("font-size: 14px; font-weight: bold; color: #f0f;")
layout.addWidget(aim_title)
self.cb_aimbot = self._chk("Aimbot Enabled", "aimbot_enabled")
self.cb_aim_fov = self._chk("Show FOV Circle", "aimbot_show_fov")
layout.addWidget(self.cb_aimbot)
layout.addWidget(self.cb_aim_fov)
aim_key_row = QHBoxLayout()
self.lbl_aim_key = QLabel(f"Aim Key: {self.config.aimbot_key}")
self.btn_record_key = QPushButton("Record Key")
self.btn_record_key.clicked.connect(self._start_record_key)
aim_key_row.addWidget(self.lbl_aim_key)
aim_key_row.addWidget(self.btn_record_key)
layout.addLayout(aim_key_row)
fov_row = QHBoxLayout()
fov_row.addWidget(QLabel("FOV Radius:"))
self.spn_aim_fov = QSpinBox()
self.spn_aim_fov.setRange(10, 600)
self.spn_aim_fov.setValue(self.config.aimbot_fov)
self.spn_aim_fov.valueChanged.connect(lambda v: setattr(self.config, "aimbot_fov", v))
fov_row.addWidget(self.spn_aim_fov)
layout.addLayout(fov_row)
smooth_row = QHBoxLayout()
smooth_row.addWidget(QLabel("Smooth:"))
self.spn_aim_smooth = QDoubleSpinBox()
self.spn_aim_smooth.setRange(0.01, 1.0)
self.spn_aim_smooth.setSingleStep(0.05)
self.spn_aim_smooth.setValue(self.config.aimbot_smooth)
self.spn_aim_smooth.valueChanged.connect(lambda v: setattr(self.config, "aimbot_smooth", v))
smooth_row.addWidget(self.spn_aim_smooth)
layout.addLayout(smooth_row)
aim_off_row = QHBoxLayout()
aim_off_row.addWidget(QLabel("Target Offset:"))
self.spn_aim_off = QSpinBox()
self.spn_aim_off.setRange(-200, 200)
self.spn_aim_off.setValue(int(self.config.aimbot_target_offset))
self.spn_aim_off.valueChanged.connect(lambda v: setattr(self.config, "aimbot_target_offset", float(v)))
aim_off_row.addWidget(self.spn_aim_off)
layout.addLayout(aim_off_row)
color_row = QHBoxLayout()
self.btn_enemy_color = QPushButton("Enemy Color")
self.btn_enemy_color.clicked.connect(self._pick_enemy_color)
self.btn_local_color = QPushButton("Local Color")
self.btn_local_color.clicked.connect(self._pick_local_color)
color_row.addWidget(self.btn_enemy_color)
color_row.addWidget(self.btn_local_color)
layout.addLayout(color_row)
height_row = QHBoxLayout()
height_row.addWidget(QLabel("Model Height:"))
self.spn_height = QSpinBox()
self.spn_height.setRange(50, 250)
self.spn_height.setValue(int(self.config.box_height_world))
self.spn_height.valueChanged.connect(lambda v: setattr(self.config, "box_height_world", float(v)))
height_row.addWidget(self.spn_height)
layout.addLayout(height_row)
offset_row = QHBoxLayout()
offset_row.addWidget(QLabel("Y Offset:"))
self.spn_yoff = QSpinBox()
self.spn_yoff.setRange(-50, 50)
self.spn_yoff.setValue(self.config.box_y_offset)
self.spn_yoff.valueChanged.connect(lambda v: setattr(self.config, "box_y_offset", v))
offset_row.addWidget(self.spn_yoff)
layout.addLayout(offset_row)
hint = QLabel("Insert / F1 to toggle menu")
hint.setStyleSheet("color: #888; font-size: 10px;")
layout.addWidget(hint)
outer = QVBoxLayout(self)
outer.addWidget(container)
outer.setContentsMargins(0, 0, 0, 0)
self.setLayout(outer)
def _chk(self, text, attr):
cb = QCheckBox(text)
cb.setChecked(getattr(self.config, attr))
cb.stateChanged.connect(lambda s, a=attr: setattr(self.config, a, bool(s)))
return cb
def _pick_enemy_color(self):
c = QColorDialog.getColor(QColor(*self.config.enemy_color), self)
if c.isValid():
self.config.enemy_color = (c.red(), c.green(), c.blue())
def _pick_local_color(self):
c = QColorDialog.getColor(QColor(*self.config.local_color), self)
if c.isValid():
self.config.local_color = (c.red(), c.green(), c.blue())
# Key recording for aimbot
AIM_KEY_NAMES = {
0x01: "LMB", 0x02: "RMB", 0x04: "MMB", 0x05: "MB4", 0x06: "MB5",
0x08: "Backspace", 0x09: "Tab", 0x0D: "Enter", 0x10: "Shift",
0x11: "Ctrl", 0x12: "Alt", 0x13: "Pause", 0x1B: "Esc", 0x20: "Space",
0x21: "PageUp", 0x22: "PageDown", 0x23: "End", 0x24: "Home",
0x25: "Left", 0x26: "Up", 0x27: "Right", 0x28: "Down",
0x2D: "Insert", 0x2E: "Delete",
0x30: "0", 0x31: "1", 0x32: "2", 0x33: "3", 0x34: "4",
0x35: "5", 0x36: "6", 0x37: "7", 0x38: "8", 0x39: "9",
0x41: "A", 0x42: "B", 0x43: "C", 0x44: "D", 0x45: "E", 0x46: "F",
0x47: "G", 0x48: "H", 0x49: "I", 0x4A: "J", 0x4B: "K", 0x4C: "L",
0x4D: "M", 0x4E: "N", 0x4F: "O", 0x50: "P", 0x51: "Q", 0x52: "R",
0x53: "S", 0x54: "T", 0x55: "U", 0x56: "V", 0x57: "W", 0x58: "X",
0x59: "Y", 0x5A: "Z",
0x60: "Num0", 0x61: "Num1", 0x62: "Num2", 0x63: "Num3", 0x64: "Num4",
0x65: "Num5", 0x66: "Num6", 0x67: "Num7", 0x68: "Num8", 0x69: "Num9",
0x70: "F1", 0x71: "F2", 0x72: "F3", 0x73: "F4", 0x74: "F5",
0x75: "F6", 0x76: "F7", 0x77: "F8", 0x78: "F9", 0x79: "F10",
0x7A: "F11", 0x7B: "F12",
0xBA: ";", 0xBB: "=", 0xBC: ",", 0xBD: "-", 0xBE: ".", 0xBF: "/",
0xC0: "`", 0xDB: "[", 0xDC: "\\", 0xDD: "]", 0xDE: "'",
}
def _start_record_key(self):