Halo 3 Online hack built on top of ElDorito.
The hacked
branch contains the hacked code, the master
branch has the upstream code that can be pulled and merged over into hacked
on updates.
- Aimbot
- Projectile prediction with accurate time-to-impact and player position estimation/confidence by calculating derivatives
- Chams
- ESP
- Markers
- Service tag changing
- No fog
- Speed hack
- Air acceleration (flying)
- Easily extensible via hooks
Copy the fully patched and updated ElDorito
runtime to ./HaloOnline/
, open the solution, and set ElDorito as the startup project, along with the following configuration options set:
Option | Setting |
---|---|
General | |
Windows SDK Version | 8.1 |
Output Directory | $(SolutionDir)HaloOnline\ |
Intermediate Directory |
|
Target Name | mtndew |
Target Extension | .dll |
Platform Toolset | Visual Studio 2017 (v141) |
Debugging | |
Command | $(SolutionDir)HaloOnline\eldorado.exe |
Working Directory | $(ProjectDir) |
The same can be done for CefProcess too, using custom_menu.exe
instead of mtndew.dll
.
To keep the hacked code all together, and to make it easy to merge upstream changes, hack implementations must live in ./ElDorito/Source/ThePringle/
and be fully namespaced, with code changes outside being:
- As minimal as possible.
- Hook where behavior can be implemented by subscribing to those hooks.
- Not changing program flow unless absolutely necessary.
The function Patches/PlayerScale.cpp:833: void BipedMovementPhysics(s_biped_physics_data1 *data, ...)
is responsible for moving and accelerating the physics object the local player controls. In this function, there is a local variable scale
, that if modified, will adjust the speed the player runs at. We can then create the following struct with a reference to that scale as such:
struct ModifySpeedMultiplier
{
float& Speed;
ModifySpeedMultiplier(float& speed) : Speed(speed) { }
};
We can then add the line:
Pringle::Hook::Call<Pringle::Hooks::ModifySpeedMultiplier>(scale);
To just below where the scale is initialized. Due to a reference to the scale being passed (in the member variable Speed
), the hack side code can subscribe to the ModifySpeedMultiplier
event, and mutate the Speed variable to control it in an extensible way, as such:
Hook::SubscribeMember<ModifySpeedMultiplier>(this, &SpeedHack::OnModifySpeedMultiplier);
// ...
void SpeedHack::OnModifySpeedMultiplier(const ModifySpeedMultiplier & msg)
{
if (this->Enabled->ValueInt != 0)
msg.Speed *= this->Factor->ValueFloat;
}
Note how the logic is done hack side and not game side, with the change compounding (i.e. not overwriting) the existing value. This allows the functionality to be extended in many places, not just one place. For example, you could add jitter to the speed to make you harder to hit without changing the overall average running speed, while maintaining compatibility with the speedhack.