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CleanCheat

Game cheat base and clean architecture for your next cheat, even it's a cheat it should be clean

Why CleanCheat

Project maintenance

Let's say i have level objects loop that have like 10k object, and every type of objects have different task to do, if i have PlayerObject and WeaponObject, and i want to make ESP for players and zero recoil for weapons, then that is a different tasks but related to same task(object iterate).

Problem example code will be very UGLY and very hard to maintain fast:

for (int i = 0; i < OBJECT_COUNT; ++i)
{
    if (OBJECT[i] is PlayerObject) // Condition
    {
        if (!OBJECT[i]->IsDead() && OBJECT[i]->Distance < 100.f) // Condition
        {
            // Collect/Prepare data
            ...
            
            // Draw
            ...
        }
    }
    
    if (OBJECT[i] is WeaponObject) // Condition
    {
        if (!OBJECT[i]->IsEmpty()) // Condition
        {
            // Collect/Prepare data
            ...
            
            // Handle
            OBJECT[i]->Recoil = 0.f;
        }
    }
}

Reusability

With some tweaks you can write Runners, DataProviders and Features only once and share them in all your projects

Table Of Content

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Features

Usage

To use CleanCheat you need to do 3 simple steps

Step1: Adding includes

At first your project need to know about CleanCheat.

First option:

Copy src/CleanCheat and src/CleanCheat.h OR download Latest Release to your project dir

Second option:

Copy CleanCheat repo or add as git submodule (git submodule add https://github.com/CorrM/CleanCheat.git CleanCheat)

Edit .vcxproj file:

Add this to ItemGroup that have ClCompile tags (Exmaple)

<ClCompile Include=".\CleanCheat\src\CleanCheat\**\*.cpp">
    <PrecompiledHeader>NotUsing</PrecompiledHeader>
</ClCompile>

Add this to ItemGroup that have ClInclude tags (Example)

<ClInclude Include=".\CleanCheat\src\CleanCheat\**\*.h" />

Now include CleanCheat in your project

Note:
In cpp/h files you need to include CleanCheat.h NOT CleanCheat/CleanCheatManager.h

Step2: Initialization

CleanCheatSettings

Create CleanCheatSettings.h file in your project folder and its content should be like that

#pragma once

#include "CleanCheat/RunnersCollectionBase.h"
#include "SHARED_DATA_FILENAME.h"
#include "Runners/BasicRunner.h"

#define SHARED_DATA_TYPE        SHARED_DATA_CLASS_NAME

class RunnersCollection final : public RunnersCollectionBase
{
public:
    // RUNNERS
};

This file is the only file you need to edit to start using CleanCheat, so that are things you need to change:

NameDescription
SHARED_DATA_FILENAMEShared data header file name
SHARED_DATA_CLASS_NAMEShared data class name
RUNNERSRunners you want to register

Example CleanCheatSettings.h
RUNNERS must to be pointer to runner, any other field type will lead to unexpected behavior

Initialize CleanCheat

First thing to do after create CleanCheatSettings.h is initialize CleanCheat with Options you prefer, actually this should be first code you be executed in your project, this is how to initialize CleanCheat:

CleanCheatOptions options;
options.UseLogger = true;
options.ConsoleTitle = L"CleanCheat";

if (!CleanCheat::Init(options))
    CleanCheat::Discard();

Initialize Runners

To initialize Runner you need first to initialize all DataProviders and Features it hold:
(Prefer to initialize DataProviders first)

// # BasicRunner
// Get basic runner
BasicRunner* basicRunner = CleanCheat::Runners->Basic;
BasicRunnerDataProviders* basicDataProviders = basicRunner->DataProviders;
BasicRunnerFeatures* basicDataFeatures = basicRunner->Features;

// # DataProviders
// Get BasicDataProvider and initalize
basicDataProviders->Basic->Init();

// # Features
// Get BasicFeature and initalize
basicDataFeatures->Basic->Init(&initData);
// Get TestFeature and initalize
basicDataFeatures->Test->Init();

// Init runner after its tasks
basicRunner->Init();

// Other runners
// ...

(BasicRunner)

Start

After initialize runners your need to start CleanCheat:

CleanCheat::Start();

Execute

CleanCheat do all it's operation by CleanCheat::Tick so it needs to be called from any where that get called at least once per frame: You can hook any (DirectX, OpenGL, Vulkan, etc) that called every frame InternalUnrealExample use PostRender hooked function to do it.

int sharedDataTickParam = 0;
CleanCheat::Tick(&sharedDataTickParam);

Discard

Discard, stop and clean every operation done by CleanCheat, should only called once before exit.
(that should give you ability to unload your internal dll without need to restart or kill current process)

CleanCheat::Discard();

Step3: Use

Use Shared data

You can access shared data related stuff using CleanCheat::SharedData

// Access shared data
CleanCheat::SharedData->ANY_DATA;

Logger

You can log by LOG macro that's only work if UseLogger option are ture

int main(int argc, char* argv[])
{
    // Init CleanCheat
    ...
    
    // Log
    LOG("Hello '%s' users", "CleanCheat");
    return 0;
}

// Output
// [Main.cpp:main:11] Hello 'CleanCheat' users

Hooks

You can access hooking related stuff using CleanCheat::Hook

// Swap VMT method address
void* outOrignalMethodAddress = nullptr;
CleanCheat::Hook->SwapVmt(INSTANCE_ADDRESS, METHOD_INDEX, &HOOK_FUNC, &outOrignalMethodAddress);

// Detour function
void* functionAddress = 0x123456CD;
CleanCheat::Hook->Detour(&functionAddress, &HOOK_FUNC);

Memory

You can access memory related stuff using CleanCheat::Memory

// Pattern scan
// Look for "48 89 5C 24" in main module, and maximum result 2 (0 for get all result)
std::vector<void*> addrs = CleanCheat::Memory->PatternScan("48 89 5C 24", 2);

Options

Options presented by CleanCheatOptions struct that are passed when initialize CleanCheat

OptionTypeDescription
UseLoggerboolEnable console logging by attaching or allocate console window
ConsoleTitlestringConsole window title

Concepts

Shared data

The place where you would store global status and shared data, you could also add functions too. As every code need it's own collection of shared data you will need to make your own class.

Shared data basic setup

  1. Follow CleanCheatSettings Initialization
  2. Make a class that inherits from SharedDataBase
  3. Include its header in CleanCheatSettings.h
  4. Edit SHARED_DATA_TYPE in CleanCheatSettings.h with your shared data class name

Runner

Runner concept present task that can be split into tasks(Features) with providing input to that tasks to check and handle.

In our example runner will present the loop for (int i = 0; i < OBJECT_COUNT; ++i) and iterator Object as input for our Features.

bool LevelObjectsRunner::Condition()
{
    return CleanCheat::SharedData && CleanCheat::SharedData->World;
}

void LevelObjectsRunner::OnExecute()
{
    for (int32_t i = 0; i < curLevel->Objects.Count(); i++)
    {
        auto* curObject = curLevel->Objects[i];
        if (!curObject)
            continue;

        // Here we execute all registered features with 'curObject' as input
        ExecuteFeatures(curObject);
    }
}

Runner life cycle

FuncDescription
OnExecuteCalled by CleanCheat every tick
ConditionCalled before OnExecute by CleanCheat to determine run it or not
DiscardCalled by CleanCheat when CleanCheat itself get discarded

Runner Task

Runner task is the concept of any task that run under Runner wings.

TypeDescription
DataProviderTask that exist to provide data to runner itself or one of its features
FeatureTask runner will invoke to handle part of your project logic

DataProvider

DataProvider concept present Runner sub-task that can do calculate/grab data with one input after pass a condition.

bool BestTargetDataProvider::Condition(Actor* curActor)
{
    return CleanCheat::SharedData
        && CleanCheat::SharedData->CurrentCanvas
        && CleanCheat::SharedData->CurrentWorld
        && CleanCheat::SharedData->GCharacter
        && curActor->IsA(ACharacterBP_C);
}

void BestTargetDataProvider::AfterExecute()
{
    SetData(LastBestTargetPlayer.Player);
}

void BestTargetDataProvider::OnExecute(AActor* curActor)
{
    // ...
}

Feature

Feature concept present Runner sub-task that can do one thing with one input after pass a condition. So you can't pass same feature to multi runner (unexpected behavior). Feature are there to spilt runner code and make it easy to maintain easy to read.

In our example feature can be presented as a Player ESP drawer or Weapon no recoil in separate isolated classes like that:

bool EspFeature::Condition(Object* curObject)
{
    return curObject is PlayerObject && !curObject->IsDead() && curObject->Distance < 100.f;
}

void EspFeature::OnExecute(Object* curObject)
{
    // Collect/Preper data
    ...
            
    // Draw
    ...
}
bool WeaponZeroRecoilFeature::Condition(Object* curObject)
{
    return curObject is WeaponObject && !curObject->IsEmpty();
}

void WeaponZeroRecoilFeature::OnExecute(Object* curObject)
{
    // Collect/Preper data
    ...
            
    // Handle
    curObject->Recoil = 0.f;
}

Feature life cycle

FuncDescription
OnInitCalled only once by user before it get registers by runner
ConditionCalled before OnExecute by runner to determine whether it will call it or not
OnExecuteCalled by runner during runner executive once or more depend on the runner
BeforeExecuteCalled by runner before call OnExecute always get called, doesn't care about Condition
AfterExecuteCalled by runner after call OnExecute always get called, doesn't care about Condition
DiscardCalled by runner when runner itself get discarded

Examples

There are a number of examples that demonstrate various aspects of using CleanCheat. They can be found in the examples folder:

ExampleDescription
SimpleSimple example
InternalUnrealEngineShows how to use with CheatGear

Contributors

<a href="https://github.com/CorrM/CleanCheat/graphs/contributors"> <img src="https://contrib.rocks/image?repo=CorrM/CleanCheat" /> </a>

Third-party libraries

Detours