Awesome
battlefield-2042-internal-sdk
Internal Software Development Kit for Battlefield 2042
SDK Includes the following:
- Entity Classes
- Player Classes
- Vehicle Classes
- Weapon Classes
- GameContext Class
- GameRenderer Class
- ClientPlayerManager Class
- WorldToScreen Utility
- Other Useful Utilities
Note: SDK may have issues as it is not fully complete yet, I am still working on it. Entity list iteration is kind of broken as I cannot find the array count to properly iterate it
Usage:
/* Initialize Module Address and Resolution */
SDK::Init();
const auto GameRenderer = cGameRenderer::GetInstance();
if (!IsValidPtr((void*)GameRenderer))
return;
const auto RenderView = GameRenderer->GetRenderView();
if (!IsValidPtr((void*)RenderView))
return;
const auto GameContext = cGameContext::GetInstance();
if (!IsValidPtr((void*)GameContext))
return;
const auto ClientPlayerManager = GameContext->GetClientPlayerMgr();
if (!IsValidPtr((void*)ClientPlayerManager))
return;
const auto LocalPlayer = ClientPlayerManager->GetLocalPlayer();
if (!IsValidPtr((void*)LocalPlayer))
return;
const auto lpTeamId = LocalPlayer->GetTeamId();
const auto lpSoldierEntity = LocalPlayer->GetSoldierEntity();
if (!IsValidPtr((void*)lpSoldierEntity))
return;
const auto lpPosition = lpSoldierEntity->GetPosition();
if (lpPosition.empty())
return;
const auto ClientPlayerArray = ClientPlayerManager->GetClientPlayersArray();
if (!IsValidPtr((void*)ClientPlayerArray))
return;
auto IsSoldier = [](cClientEntity* const clPlayer) -> bool {
return IsValidPtr((void*)static_cast<cClientPlayer*>(clPlayer)->GetSoldierEntity());
};
auto IsInVehicle = [](cClientEntity* const clPlayer) -> bool {
return IsValidPtr((void*)static_cast<cClientVehicle*>(clPlayer)->GetVehicleEntity());
};
for (const auto ClientPlayer :
ClientPlayerManager->GetAllClientPlayers(ClientPlayerArray, LocalPlayer))
{
if (IsSoldier(ClientPlayer))
{
const auto SoldierEntity = static_cast<cClientPlayer*>(ClientPlayer)->GetSoldierEntity();
if (!IsValidPtr((void*)SoldierEntity))
continue;
const auto TeamId = static_cast<cClientPlayer*>(ClientPlayer)->GetTeamId();
if (TeamId == lpTeamId)
continue;
const auto HealthComponent = SoldierEntity->GetHealthComponent();
if (!IsValidPtr((void*)HealthComponent))
continue;
auto Health = HealthComponent->GetHealth();
auto MaxHealth = HealthComponent->GetMaxHealth();
if (Health <= 0.f || MaxHealth <= 0.f)
continue;
auto PlayerName = static_cast<cClientPlayer*>(ClientPlayer)->GetName().c_str();
const auto CurrentPosition = SoldierEntity->GetPosition();
if (CurrentPosition.empty())
continue;
auto Distance = lpPosition.distance(CurrentPosition);
utils::maths::vec3_t ScreenPosition;
if (!functions::WorldToScreen(RenderView, CurrentPosition, &ScreenPosition))
continue;
if (ConfigSys.esp_player)
{
rendering::Renderer::GetInstance()->DrawNameTag(PlayerName,
{ ScreenPosition.x, ScreenPosition.y + 5.f },
{ 139.f, 69.f, 19.f, 255.f },
Distance,
ConfigSys.font_size,
true,
Health,
MaxHealth);
}
}
if (IsInVehicle(ClientPlayer))
{
const auto VehicleEnity = static_cast<cClientVehicle*>(ClientPlayer)->GetVehicleEntity();
if (!IsValidPtr((void*)VehicleEnity))
continue;
utils::maths::vec3_t CurrentPosition;
if (!VehicleEnity->GetPosition(&CurrentPosition))
continue;
if (CurrentPosition.empty())
continue;
utils::maths::vec3_t ScreenPosition;
if (!functions::WorldToScreen(RenderView, CurrentPosition, &ScreenPosition))
continue;
auto Distance = lpPosition.distance(CurrentPosition);
if (ConfigSys.esp_player)
{
rendering::Renderer::GetInstance()->DrawNameTag("Vehicle",
{ ScreenPosition.x, ScreenPosition.y + 5.f },
{ 119.f, 80.f, 19.f, 255.f },
Distance,
ConfigSys.font_size,
false);
}
}
}