Thread: [code/release]

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  1. #1
    teh1337pr0's Avatar
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    [code/release] bf2 AIMBOT

    Hi mpgh,

    i'm new on the forums but here you have an nice aimbot for it
    probarly detected and an older version CAN'T REMEMBER, but it worked fine so have fun, you NEED to update it.!
    Don't ask me how to compile this.

    Code:
     PPEnemytargetCheat::PPEnemytargetCheat(){	encryptedtarget_helper__name = estr_PPEnemytarget; 	virtual_key = VK_NUMPAD9;	disable_key = VK_SHIFT; 	ConfigParam param; 	param.type = ConfigParam::param_vkey;	param.address = &disable_key;	config_parameters.push_back(param); 	Enable(TRUE);}  BOOL PPEnemytargetCheat::Apply(BOOL apply){	if(apply && !player_manager) return FALSE;	return TRUE;}  void PPEnemytargetCheat::Refresh(void){	if(         !GetAsyncKeyState(VK_SHIFT) 		|| !_VECvectors_To__player		|| hud_manager->mouseActive		|| !_VECvectors_To__info.Refresh()		)		return;       	INPUT input; 	list<BF2BasePlayer*>::iterator PPEnemy_iter; 	D3DXVECTOR3 temp_vector; 	BF2BasePlayer*	PPEnemy_player; 	PPEnemyInformation	PPEnemy;	D3DXVECTOR3			PPEnemy_pos;	D3DXVECTOR3			dir_to_PPEnemy;	float				PPEnemy_importance;	float				PPEnemy_z; 	PPEnemyInformation	best_PPEnemy;	D3DXVECTOR3			best_dir;	D3DXVECTOR3			best_projected;	float				best_importance;	BOOL				got_PPEnemy;		  	if( !_VECvectors_To__player->player_object		|| !_VECvectors_To__player->player_object->ptr		||  _VECvectors_To__player->vehicle_seat_num < 0		|| !_VECvectors_To__player->player_alive		||  _VECvectors_To__player->player_down		) return;  		best_importance = 20.0f;		got_PPEnemy = FALSE;  	// lets list through the bastards :)	for( PPEnemy_iter = player_manager->player_list.begin();		 PPEnemy_iter != player_manager->player_list.end();		 PPEnemy_iter++ )	{               		PPEnemy_player = *PPEnemy_iter; 		if(		PPEnemy_player == _VECvectors_To__player			||	PPEnemy_player->vehicle_seat_num < 0	// not spawned or is in limbo			||	!PPEnemy_player->player_alive			||	PPEnemy_player->player_down			||	PPEnemy_player->player_team == _VECvectors_To__player->player_team			||     !PPEnemy_player->player_object			||     !PPEnemy_player->player_object->ptr			)			continue; 		if( !PPEnemy.NewPPEnemy(PPEnemy_player)			||     !PPEnemy.IsGoodDistance()			||     !PPEnemy.GetDirectionToPPEnemy(&dir_to_PPEnemy)			)			continue; 		PPEnemy_z = D3DXVec3Dot( _VECvectors_To__info.AIMVECSDir(), &dir_to_PPEnemy);  		if(PPEnemy_z < cosf(PPEnemytarget__VECvectors_ANGLE))			continue; 		PPEnemy_importance = 1.0f - PPEnemy_z;  		PPEnemy_importance += PPEnemy.GetDistanceToPPEnemy() / 100.0f; 				if( PPEnemy_importance < best_importance )		{               			best_importance = PPEnemy_importance;			best_PPEnemy = PPEnemy;			best_dir = dir_to_PPEnemy;			got_PPEnemy = TRUE;		}	} 	if(got_PPEnemy && best_PPEnemy.AIMVECSVector(&dir_to_PPEnemy))	{               		float angle_x, angle_y; 		angle_x = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSRight(), &dir_to_PPEnemy) );		angle_y = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSUp(), &dir_to_PPEnemy) ); 		if(_VECvectors_To__info.GetObject() == _VECvectors_To__info.GetSoldier())			SoldierAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y );		else			VehicleAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y );   		aimset.multipli.dx *= 0.5f + 0.5f * cosf(angle_x / PPEnemytarget__VECvectors_ANGLE * M_PI * 2);		aimset.multipli.dy *= 0.5f + 0.5f * cosf(angle_y / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); 		aimset.multipli.mouseData = 0;		aimset.multipli.dwFlags = 0;		aimset.multipli.time = 0;		aimset.multipli.dwExtraInfo = GetMessageExtraInfo();		input.type = INPUT_MOUSE; 		SendInput( 1, &input, sizeof(input) );	}	}
    Last edited by teh1337pr0; 04-25-2009 at 07:44 AM. Reason: forgot

  2. #2
    teh1337pr0's Avatar
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    HAVE PHUN!

    you onley need to bypass some anti-cheat

    easy isn't it?

  3. #3
    zmansquared's Avatar
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    where do we enter it to

  4. #4
    iceman666999's Avatar
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    lol thanks?

  5. #5
    Noxit's Avatar
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    Its for coders, you cant hack with this you need to code a hack. And this is an code for aimbot.
    --














  6. #6
    zmansquared's Avatar
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    is this C++ , VB or what. please let me know

  7. #7
    zmansquared's Avatar
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    and does anyone have a good link to get the code complier

  8. #8
    killzone12's Avatar
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    will this work for other fps?

  9. #9
    zmansquared's Avatar
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    what .DLL compiler should i use?

  10. #10
    ultimate-tester's Avatar
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    vc++ 2005 or vc++ 2008. I use vc++ 2008 myself.
    But this source is incomplete. U will not get it to work with only this.

  11. #11
    zmansquared's Avatar
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    you have a better code?

  12. #12
    Kuro Tenshi's Avatar
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    Quote Originally Posted by zmansquared View Post
    you have a better code?
    ill give it a go if its complete ill post it but im affraid that its gona take long to post since im gona go on vacation soon it cant be ready untill september, idk?
    DigiDrawing|+ ( (Elfen Archer) )
    Link:
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    @ Anime Section,Otaku/weeabo (orz.) @Graphics Section, Novice DigiArtist


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    come on you know that don't want to push that ordinary button

  13. #13
    bug_NOT_ME's Avatar
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    Post Wow N00b

    Quote Originally Posted by teh1337pr0 View Post
    Hi mpgh,

    i'm new on the forums but here you have an nice aimbot for it
    probarly detected and an older version CAN'T REMEMBER, but it worked fine so have fun, you NEED to update it.!
    Don't ask me how to compile this.

    Code:
     PPEnemytargetCheat::PPEnemytargetCheat(){	encryptedtarget_helper__name = estr_PPEnemytarget; 	virtual_key = VK_NUMPAD9;	disable_key = VK_SHIFT; 	ConfigParam param; 	param.type = ConfigParam::param_vkey;	param.address = &disable_key;	config_parameters.push_back(param); 	Enable(TRUE);}  BOOL PPEnemytargetCheat::Apply(BOOL apply){	if(apply && !player_manager) return FALSE;	return TRUE;}  void PPEnemytargetCheat::Refresh(void){	if(         !GetAsyncKeyState(VK_SHIFT) 		|| !_VECvectors_To__player		|| hud_manager->mouseActive		|| !_VECvectors_To__info.Refresh()		)		return;       	INPUT input; 	list<BF2BasePlayer*>::iterator PPEnemy_iter; 	D3DXVECTOR3 temp_vector; 	BF2BasePlayer*	PPEnemy_player; 	PPEnemyInformation	PPEnemy;	D3DXVECTOR3			PPEnemy_pos;	D3DXVECTOR3			dir_to_PPEnemy;	float				PPEnemy_importance;	float				PPEnemy_z; 	PPEnemyInformation	best_PPEnemy;	D3DXVECTOR3			best_dir;	D3DXVECTOR3			best_projected;	float				best_importance;	BOOL				got_PPEnemy;		  	if( !_VECvectors_To__player->player_object		|| !_VECvectors_To__player->player_object->ptr		||  _VECvectors_To__player->vehicle_seat_num < 0		|| !_VECvectors_To__player->player_alive		||  _VECvectors_To__player->player_down		) return;  		best_importance = 20.0f;		got_PPEnemy = FALSE;  	// lets list through the bastards :)	for( PPEnemy_iter = player_manager->player_list.begin();		 PPEnemy_iter != player_manager->player_list.end();		 PPEnemy_iter++ )	{               		PPEnemy_player = *PPEnemy_iter; 		if(		PPEnemy_player == _VECvectors_To__player			||	PPEnemy_player->vehicle_seat_num < 0	// not spawned or is in limbo			||	!PPEnemy_player->player_alive			||	PPEnemy_player->player_down			||	PPEnemy_player->player_team == _VECvectors_To__player->player_team			||     !PPEnemy_player->player_object			||     !PPEnemy_player->player_object->ptr			)			continue; 		if( !PPEnemy.NewPPEnemy(PPEnemy_player)			||     !PPEnemy.IsGoodDistance()			||     !PPEnemy.GetDirectionToPPEnemy(&dir_to_PPEnemy)			)			continue; 		PPEnemy_z = D3DXVec3Dot( _VECvectors_To__info.AIMVECSDir(), &dir_to_PPEnemy);  		if(PPEnemy_z < cosf(PPEnemytarget__VECvectors_ANGLE))			continue; 		PPEnemy_importance = 1.0f - PPEnemy_z;  		PPEnemy_importance += PPEnemy.GetDistanceToPPEnemy() / 100.0f; 				if( PPEnemy_importance < best_importance )		{               			best_importance = PPEnemy_importance;			best_PPEnemy = PPEnemy;			best_dir = dir_to_PPEnemy;			got_PPEnemy = TRUE;		}	} 	if(got_PPEnemy && best_PPEnemy.AIMVECSVector(&dir_to_PPEnemy))	{               		float angle_x, angle_y; 		angle_x = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSRight(), &dir_to_PPEnemy) );		angle_y = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSUp(), &dir_to_PPEnemy) ); 		if(_VECvectors_To__info.GetObject() == _VECvectors_To__info.GetSoldier())			SoldierAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y );		else			VehicleAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y );   		aimset.multipli.dx *= 0.5f + 0.5f * cosf(angle_x / PPEnemytarget__VECvectors_ANGLE * M_PI * 2);		aimset.multipli.dy *= 0.5f + 0.5f * cosf(angle_y / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); 		aimset.multipli.mouseData = 0;		aimset.multipli.dwFlags = 0;		aimset.multipli.time = 0;		aimset.multipli.dwExtraInfo = GetMessageExtraInfo();		input.type = INPUT_MOUSE; 		SendInput( 1, &input, sizeof(input) );	}	}
    U... Notice that it came out junk? Such a n00b..

    Here is the fixed up code it looks like a aimbot include file. It will compile but do nothing as the functions are not called... D3D DirectX is needed to compile and use in your own code...

    Look for Fixed_C_CODE.h
    DOWNLOAD HERE
    Hey just noticed that |M|E|D|I|A| FIRE is blocked... Lol bypass is linked
    Last edited by bug_NOT_ME; 08-18-2009 at 07:21 PM.

  14. #14
    bug_NOT_ME's Avatar
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    Wow N00b

    REMOVE MODS THX
    Last edited by bug_NOT_ME; 08-18-2009 at 07:09 PM.

  15. #15
    Ranger11's Avatar
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    Anyone figured out that you can Edit your post instead of making another? And that that code is like 5% of a Aimbot, doesn't even have the Classes, or is tabbed right.

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