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  1. #1
    Fєηix's Avatar
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    Fenix V1.0 Simple CANA.

    My First Hack For CANA.

    Fenix V1.0 Menu Gay

    Screen Shots.








    Packed PE Compact.

    Virus Scan.

    Scan Virus Total.

    Scan Jotti.

    Créditos
    @--Fenix--
    @WE11ington
    @gibam761
    @luizimloko
    @ChaosMagician
    @gellin
    @arun823
    @luccss
    @donoob
    @NOOB
    @ch4zz-Coder
    @mattypatty
    @gordon
    @_Debug_
    @Coder.DiasII //Bitch
    @experthack //Bitch
    @Coder.Anonymous //Bitch

    Aproved ?
    @Flengo <3
    @BACKD00R
    @YellowFever
    @Hero <3
    @Confin3d
    Last edited by Fєηix; 11-03-2013 at 10:45 AM.

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  3. #76
    Johnnboy00's Avatar
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    Quote Originally Posted by GetWrecked View Post
    After installing both Visual express 08 and Direct X SDK files, running admin, injecting both scrambled and unscrambled, manual and auto injecting, manual mapping, and trying every injector on the interwebs, I still crash at loading/login screen. Windows 7 64bit
    Same thing

  4. #77
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    Quote Originally Posted by Drakeagro View Post
    It works fine. Just download this from the web, d3dx9_43.dll - and it should work. NOOBS. ♥
    what injector you are using and the operating system?

  5. #78
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    I pressed Ins still no hack menu ... it says infect successfully but the menu does not show up help anyone ?

  6. #79
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    Exclamation Tutorial

    1. download the hack and extract it in to a folder with 7zip or winrar.
    2. cipher it using the 'simple PE cipher' on this forum.
    3. using extreme injector (which is what i used), go to the options and choose scramble .dll and scramble it - name it something random like cucumber.
    4. in the options, click start in secure mode, this will restart the injector with a weird name.
    5. check all the options on the top right hand corner and tick the third option on the left hand box. make sure it is set to auto inject.
    6. select your scrambled .dll and make sure that is all that is selected.
    7. the process is Engine.exe
    8. check that the .dll has weird name, the injector has a weird name, is set to auto-inject and that your anti-virus software is disabled.
    9. start up combat arms, when you press "game start" a pop-up window should say whatever it is meant to say. (i dont know yet)
    10. in the log in screen or before that, there should be a menu of hacks which i assume can be toggled with the arrow keys and "insert". im guessing anyways.
    11. wait until you are in-game before enabling a hack or activating any hacks(just to be sure).
    hope this helps.
    if you crash then you must've done something wrong or you have any internet browser open. according to one of those sticky threads, CA can detect your Internet and crash you if you have for example-a hack site open, clear your history and close your browser. you should be fine.
    if you have a missing .dll. simply search it up on the internet or PM me and i will somehow send it to you f you want and are lazy.
    i haven't used it yet

    ill give an update tommorrow if i can get this to work.
    Last edited by skillkill; 11-07-2013 at 04:07 AM.
    Thank me if i helped Listen to the music below as you scroll through for free eargasms...

  7. #80
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    Detected As:Suspicious.Cloud.7.L

  8. #81
    GetWrecked's Avatar
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    Quote Originally Posted by skillkill View Post
    1. download the hack and extract it in to a folder with 7zip or winrar.
    2. cipher it using the 'simple PE cipher' on this forum.
    3. using extreme injector (which is what i used), go to the options and choose scramble .dll and scramble it - name it something random like cucumber.
    4. in the options, click start in secure mode, this will restart the injector with a weird name.
    5. check all the options on the top right hand corner and tick the third option on the left hand box. make sure it is set to auto inject.
    6. select your scrambled .dll and make sure that is all that is selected.
    7. the process is Engine.exe
    8. check that the .dll has weird name, the injector has a weird name, is set to auto-inject and that your anti-virus software is disabled.
    9. start up combat arms, when you press "game start" a pop-up window should say whatever it is meant to say. (i dont know yet)
    10. in the log in screen or before that, there should be a menu of hacks which i assume can be toggled with the arrow keys and "insert". im guessing anyways.
    11. wait until you are in-game before enabling a hack or activating any hacks(just to be sure).
    hope this helps.
    if you crash then you must've done something wrong or you have any internet browser open. according to one of those sticky threads, CA can detect your Internet and crash you if you have for example-a hack site open, clear your history and close your browser. you should be fine.
    if you have a missing .dll. simply search it up on the internet or PM me and i will somehow send it to you f you want and are lazy.
    i haven't used it yet

    ill give an update tommorrow if i can get this to work.
    I followed this step by step, and first attempt crashed CA immediately "Combat Arms has stopped working".
    2nd, and 3rd attempt, error message "Oops! That wasn't supposed to happen" (I then have the option to send error report or cancel).
    4th and onward attempts (i did quite a few) just makes Extreme Injector crash.

    OS Version: Microsoft Windows 7 Ultimate, Service Pack 1, 64 bit
    Processor: AMD Phenom(tm) II X4 945 Processor, AMD64 Family 16 Model 4 Stepping 2
    Processor Count: 4
    RAM: 4095 Mb
    Graphics Card: ATI Radeon HD 4800 Series, 512 Mb
    Hard Drives: C: Total - 305234 MB, Free - 57155 MB;
    Motherboard: ASRock, M3A780GXH/128M

  9. #82
    drgnforce9's Avatar
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    I don't know if this matters but my Combat arms has been crashing and D/Cing all morning with or without hacks.
    ReSpEcT LiSt:
    WarPathSin666
    Thank me if i helped.
    Flame me if i didnt.
    Hate me because im awesome.


  10. #83
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    look I been using this hack scince it came out,on my 2 gig computer with no graphics card ,just the on it came with ,using windows 7 ,im using feinx perX injector and it woks like a champ,aimbot works,i mean everything works,and im a noob!!!

  11. #84
    skillkill's Avatar
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    Exclamation Stop further use!

    Quote Originally Posted by GetWrecked View Post
    I followed this step by step, and first attempt crashed CA immediately "Combat Arms has stopped working".
    2nd, and 3rd attempt, error message "Oops! That wasn't supposed to happen" (I then have the option to send error report or cancel).
    4th and onward attempts (i did quite a few) just makes Extreme Injector crash.

    OS Version: Microsoft Windows 7 Ultimate, Service Pack 1, 64 bit
    Processor: AMD Phenom(tm) II X4 945 Processor, AMD64 Family 16 Model 4 Stepping 2
    Processor Count: 4
    RAM: 4095 Mb
    Graphics Card: ATI Radeon HD 4800 Series, 512 Mb
    Hard Drives: C: Total - 305234 MB, Free - 57155 MB;
    Motherboard: ASRock, M3A780GXH/128M
    alrighty then. hack is detected. after my own tests, this is detected.
    i don't recommend further use. because this will probably result in a ban.
    Thank me if i helped Listen to the music below as you scroll through for free eargasms...

  12. #85
    demtrios's Avatar
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    Wow Nice Hack Bro

  13. #86
    Savethecheese951's Avatar
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    Quote Originally Posted by skillkill View Post
    alrighty then. hack is detected. after my own tests, this is detected.
    i don't recommend further use. because this will probably result in a ban.

    ive been using it for the past week and its been fine. I used it this morning for like 2 hours and nothing went wrong :P
    Im using NA combat arms with extreme injector. Its fine lol

  14. #87
    sdp2020's Avatar
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    how do i launch it? Its a DLL File.

  15. #88
    AVGN's Avatar
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    Still working 100% for me. I can play for hours and no d/c.

    One cool thing I noticed is that once you turn speed hack on and turn it back off, when you crouch and move you crawl at the normal walk speed it's pretty awesome.

    One thing though, please add a visibility check for the aimbot!


    Maybe this will help?
    aimbot.cpp
    Code:
    #include "aimbot.h"
    //#include "w2s.h"
    cAimbot*   aimbot    = NULL;
    
    
    CTimer ctGetNextPos[26];
    
    
    int cAimbot::GetNearestPlayer( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov )
    {
        
        int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if(esp->bValidObject( i ) && !esp->Players[i].bIsDead)
            {
            if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( Fov == 0 && !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                if( esp->Players[i].fDistance < fNearest )
                {
                    iAimAt = i;
                    fNearest = esp->Players[i].fDistance;
                }
            }
        }
        return iAimAt;
    }
    
    
    int cAimbot::GetNearestToCrosshair( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck )
    {
        int iAimAt = -1;
        double fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if( esp->bValidObject( i ) && esp->bValidCords( i ) && !esp->Players[i].bIsDead )
            {
                if( !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                    continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0.0f );
                D3DXVECTOR3 Pos = ( esp->Players[i].HeadScreen - Screen );
    
    
                double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                if( Dist < fNearest )
                {
                    fNearest = Dist;
                    iAimAt = i;
                }
            }
        }
        return iAimAt;
    }
    
    
    //new
    int cAimbot::GetNearestPlayer2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov )
    {
            int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if(esp->bValidObject( i ) && !esp->Players[i].bIsDead )
            {
            if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( Fov == 0 && !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                if( esp->Players[i].fDistance < fNearest )
                {
                    iAimAt = i;
                    fNearest = esp->Players[i].fDistance;
                    
                }
            }
        }
        switch( menu->iDistance )
        {
        case 0:
            return iAimAt;
    
    
        case 1:
            if(fNearest < 100){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 2:
            if(fNearest < 50){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 3:
            if(fNearest < 30){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 4:
            if(fNearest < 10){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 5:
            if(fNearest < 5){
                return iAimAt;
                }else{
                return -1;
            }
        
    }
    }
    
    
    
    
    int cAimbot::GetNearestToCrosshair2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck )
    {
        int iAimAt = -1;
        double fNearest = (float)INT_MAX;
        float fNearest2 = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if( esp->bValidObject( i ) && esp->bValidCords( i ) && !esp->Players[i].bIsDead )
            {
                if( !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                    continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0.0f );
                D3DXVECTOR3 Pos = ( esp->Players[i].HeadScreen - Screen );
    
    
                double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                if( Dist < fNearest )
                {
                    fNearest = Dist;
                    iAimAt = i;
                    fNearest2 = esp->Players[i].fDistance;
                }
            }
        }
            switch( menu->iDistance )
        {
        case 0:
            return iAimAt;
    
    
        case 1:
            if(fNearest2 < 100){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 2:
            if(fNearest2 < 50){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 3:
            if(fNearest2 < 30){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 4:
            if(fNearest2 < 10){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 5:
            if(fNearest2 < 5){
                return iAimAt;
                }else{
                return -1;
            }
        }
    }
    //end
    //new
    int cAimbot::GetNearestPlayer3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov )
    {
            int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if(esp->bValidObject( i ) )
            {
            if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( Fov == 0 && !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                if( esp->Players[i].fDistance < fNearest )
                {
                    iAimAt = i;
                    fNearest = esp->Players[i].fDistance;
                    
                }
            }
        }
        switch( menu->iDistance )
        {
        case 0:
            return iAimAt;
    
    
        case 1:
            if(fNearest < 100){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 2:
            if(fNearest < 50){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 3:
            if(fNearest < 30){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 4:
            if(fNearest < 10){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 5:
            if(fNearest < 5){
                return iAimAt;
                }else{
                return -1;
            }
        
    }
    }
    
    
    
    
    int cAimbot::GetNearestToCrosshair3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck )
    {
        int iAimAt = -1;
        double fNearest = (float)INT_MAX;
        float fNearest2 = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if( esp->bValidObject( i ) && esp->bValidCords( i ) )
            {
                //if( !esp->Players[i].bOnScreen )
                //    continue;
    
    
                if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                    continue;
    
    
                //if( VisCheck == 1 && !esp->Players[i].bVisible )
                //    continue;
    
    
                //if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                //    continue;
    
    
                D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0.0f );
                D3DXVECTOR3 Pos = ( esp->Players[i].HeadScreen - Screen );
    
    
                double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                if( Dist < fNearest )
                {
                    fNearest = Dist;
                    iAimAt = i;
                    fNearest2 = esp->Players[i].fDistance;
                }
            }
        }
        
                return iAimAt;
    
    
    }
    void cAimbot::Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AimAtTeam, int SpawnCheck, int AutoSwitch, int Prediction )
    {
        if( !esp->local.bDead )
        { 
            if( AutoAim || GetAsyncKeyState( menu->iAimKey ) < 0 )
            {
                if( NearestEnemy == -1 && Ready )
                {
                    if( AimType == 1 )
                        NearestEnemy = GetNearestPlayer( VisCheck, AimBone, AimAtTeam, SpawnCheck, menu->MaxFov );
                    else if( AimType == 2 )
                        NearestEnemy = GetNearestToCrosshair( VisCheck, AimBone, AimAtTeam, SpawnCheck );
                }
    
    
                if( NearestEnemy != -1 && Ready )
                {        
                    if( esp->bValidObject( NearestEnemy ) && !esp->Players[NearestEnemy].bIsDead )
                    {
                        D3DXVECTOR3 Angles, FinalAimSpot;
    
    
                        if( Prediction == 1 )
                            FinalAimSpot = GhettoPrediction( NearestEnemy, 55, esp->Players[NearestEnemy].AimTransform.Pos, ctGetNextPos );
                        else
                            FinalAimSpot = esp->Players[NearestEnemy].AimTransform.Pos;
    
    
                        if( VisCheck == 1 && !esp->Players[NearestEnemy].bVisible )
                        {
                            NearestEnemy = -1;
                            Ready = true;
                            return;
                        }
    
    
                        GetAngleToTarget( FinalAimSpot, esp->local.CameraPos, Angles );
                                cPlayerMgr*            pPlayerManager;
                                pPlayerManager      = *(cPlayerMgr**)ADDR_PLAYERMANAGER; 
                        pPlayerManager->Yaw  = DegToRad ( Angles[YAW] );
                        pPlayerManager->Pitch = DegToRad ( Angles[PITCH] );
    
    
                        if( AutoFire )
                        {            
                            mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
                            mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
                        }
    
    
                        if( AimType == 1 )
                        {
                            Ready = true;
                            NearestEnemy = -1;
                        }
                    }
                    else
                    {
                        if( AutoSwitch || AutoAim )
                        {
                            Ready = true;    
                            NearestEnemy = -1;
                        }
                        else
                        {
                            Ready = false;
                            NearestEnemy = -1;
                        }
                    }
                }
            }
            else
            {
                Ready = true;
                NearestEnemy = -1;
            }
        }
    }
    
    
    
    
    void cAimbot::NPC_Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AutoSwitch, int Prediction )
    {
        if( !esp->local.bDead && AutoAim || GetAsyncKeyState( menu->iAimKey ) < 0 )
        {
            if( engine->ValidGamePointers() )
            {
                if( BestNPC == -1 && Ready )
                {
                    if( AimType == 1 )
                        BestNPC = GetNearestNPC( VisCheck, AimBone, menu->MaxFov );
                    else if( AimType == 2 )
                        BestNPC = GetNearestNPCToCrosshair( VisCheck, AimBone );
                }
    
    
                if( BestNPC != -1 && Ready )
                {
                    D3DXVECTOR3 Angles, FinalAimSpot;
    
    
                    cCharacterFX* Character = (cCharacterFX*)engine->GetGameClientShell()->GetSFXMgr()->SFXList[SFX_CHARACTER].List[BestNPC];
    
    
                    if( engine->ValidPointer( Character ) && engine->ValidPointer( Character->Object ) )
                    {
                        Transform HeadTransform;
                        unsigned int AimSpot;
    
    
                        switch( AimBone )
                        {
                            case 1:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 8, &HeadTransform,  true );
                                HeadTransform.Pos.y += 5.8f;
                                break;
    
    
                            case 2:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 6, &HeadTransform,  true );
                                break;
    
    
                            case 3:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 7, &HeadTransform,  true );
                                break;
    
    
                            case 4:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 4, &HeadTransform,  true );
                                HeadTransform.Pos.y -= 6.0f;
                                break;
                        }
    
    
                        if( VisCheck == 1 && engine->IsVisible( HeadTransform.Pos ) == false )
                        {
                            BestNPC = -1;
                            Ready = true;
                            return;
                        }
    
    
                        GetAngleToTarget( HeadTransform.Pos, esp->local.CameraPos, Angles );
                                cPlayerMgr*            pPlayerManager;
                                pPlayerManager      = *(cPlayerMgr**)ADDR_PLAYERMANAGER; 
                        pPlayerManager->Yaw   = DegToRad ( Angles[YAW] );
                        pPlayerManager->Pitch = DegToRad ( Angles[PITCH] );
    
    
                        if( AutoFire )
                        {            
                            mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
                            mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
                        }
    
    
                        if( AimType == 1 )
                        {
                            BestNPC = -1;
                            Ready = true;
                        }
                    }
                    else 
                    {
                        if( AutoSwitch || AutoAim  )
                        {
                            BestNPC = -1;
                            Ready = true;
                        }
                        else
                        {
                            BestNPC = -1;
                            Ready = false;
                        }
                    }
                }
            }
        }
        else
        {
            BestNPC = -1;
            Ready = true;    
        }
    }
    
    
    int cAimbot::GetNearestNPCToCrosshair( int VisCheck, int AimBone )
    {
        if( !engine ) 
            return -1;
    
    
        int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        cSFXMgr* SFXMgr = engine->GetGameClientShell()->GetSFXMgr();
    
    
        if( engine->ValidPointer( SFXMgr ) ) 
        {
            for(int i = 0; i < SFXMgr->SFXList[SFX_CHARACTER].Num; i++)
            {
                cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[SFX_CHARACTER].List[i];
    
    
                if(engine->ValidPointer( NPC ) && engine->ValidPointer( NPC->Object ) )
                {
                    if( esp->local.Object == NPC->Object )    
                        continue; 
    
    
                    int Type = NPC->IsPlayer;
    
    
                    if( Type != 0 )
                        continue;
    
    
                    Transform HeadTransform;
                    unsigned int AimSpot;
    
    
                    switch( AimBone )
                    {
                        case 1:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 8, &HeadTransform,  true );
                            HeadTransform.Pos.y += 7.0f;
                            break;
                        case 2:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 6, &HeadTransform,  true );
                            break;
                        case 3:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 7, &HeadTransform,  true );
                            break;
                        case 4:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 4, &HeadTransform,  true );
                            HeadTransform.Pos.y -= 5.0f;
                            break;
                    }
    
    
                    if( VisCheck == 1 && !engine->IsVisible( HeadTransform.Pos ) )
                        continue;
    
    
                    D3DXVECTOR3 Out;
    
    
                    if( !d3d->WorldToScreen(d3d->pDevice  , HeadTransform.Pos, &Out ) )
                        continue;
    
    
                    Out.z = 0;
    
    
                    D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0 );
                    D3DXVECTOR3 Pos = ( Out - Screen );
    
    
                    float Dist = sqrt( (Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                    if( Dist < fNearest )
                    {
                        fNearest = Dist;
                        iAimAt = i;
                    }
                }
            }
        }
        return iAimAt;
    }
    
    
    int cAimbot::GetNearestNPC( int VisCheck, int AimBone, int Fov )
    {
        if( !engine )
            return -1;
    
    
        int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        cSFXMgr* SFXMgr = engine->GetGameClientShell()->GetSFXMgr();
    
    
        if( engine->ValidPointer( SFXMgr ) )
        {
            for( int i = 0; i < SFXMgr->SFXList[SFX_CHARACTER].Num; i++ )
            {
                cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[SFX_CHARACTER].List[i];
    
    
                if( engine->ValidPointer(NPC) && engine->ValidPointer(NPC->Object) )
                {
                    int* MyObj = engine->GetLTBase()->GetClientObject();
    
    
                    if( MyObj && MyObj == NPC->Object )    
                        continue; 
    
    
                    int Type = NPC->IsPlayer;
    
    
                    if( Type != 0 )
                        continue;
    
    
                    Transform HeadTransform;
                    unsigned int AimSpot;
    
    
                    switch( AimBone )
                    {
                        case 1:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 8, &HeadTransform,  true );
                            HeadTransform.Pos.y += 7.0f;
                            break;
                        case 2:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 6, &HeadTransform,  true );
                            break;
                        case 3:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 7, &HeadTransform,  true );
                            break;
                        case 4:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 4, &HeadTransform,  true );
                            HeadTransform.Pos.y -= main->fNutOff;
                            break;
                    }
    
    
                    if( VisCheck == 1 && !engine->IsVisible( HeadTransform.Pos ) )
                        continue;
    
    
                    D3DXVECTOR3 Dummy;
    
    
                    if( (int)menu->cBox[4].OnOff == 1 && Fov == 0 && !d3d->WorldToScreen(d3d->pDevice  ,   HeadTransform.Pos, &Dummy ) )
                        continue;
    
    
                    float v[3];
                    VectorSubtract( HeadTransform.Pos, esp->local.CameraPos, v );
                    float fTemp = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] ) / 48;
    
    
                    if( fTemp < fNearest )
                    {
                        iAimAt = i;
                        fNearest = fTemp;
                    }
                }
            }
        }
        return iAimAt;
    }
    
    
    void cAimbot::AngleVectors( const float* angles, float* forward, float* right, float* up )
    {
        float            angle;
        static float    sr, sp, sy, cr, cp, cy, t;
    
    
        angle = angles[YAW];
        sy = sin(angle);
        cy = cos(angle);
    
    
        angle = angles[PITCH];
        sp = sin(angle);
        cp = cos(angle);
    
    
        angle =  angles[ROLL];
        sr = sin(angle);
        cr = cos(angle);
    
    
        if( forward )
        {
            forward[0] = cp*cy;
            forward[1] = cp*sy;
            forward[2] = -sp;
        }
        if( right )
        {
            t = sr*sp;
            right[0] = ( -1*t*cy+-1*cr*-sy );
            right[1] = ( -1*t*sy+-1*cr*cy );
            right[2] = -1*sr*cp;
        }
        if( up )
        {
            t = cr*sp;
            up[0] = ( t*cy+-sr*-sy );
            up[1] = ( t*sy+-sr*cy );
            up[2] = cr*cp;
        }
    }
    
    
    void cAimbot::VectorAngles( const float* forward, float* angles )
    {
        float tmp, yaw, pitch;
    
    
        if( forward[2] == 0 && forward[0] == 0 )
        {
            yaw = 0;
    
    
            if( forward[2] > 0 )
                pitch = 90;
            else
                pitch = 270;
        }
        else 
        {
            yaw = ( atan2( forward[2], -forward[0] ) * 180 / M_PI )-90;
    
    
            if( yaw < 0 )
                yaw += 360;
    
    
            tmp = sqrt( forward[0] * forward[0] + forward[2] * forward[2] );
            pitch = ( atan2( forward[1], tmp) * 180 / M_PI );
    
    
            if( pitch < 0 )
                pitch += 360;
        }
    
    
        angles[0] = -pitch;
        angles[1] = yaw;
        angles[2] = 0;
    }
    
    
    
    
    void cAimbot::GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles)
    {
        D3DXVECTOR3 vDelta;
        vDelta.x = vTargetPos.x - vCameraPos.x;
        vDelta.y = vTargetPos.y - vCameraPos.y;
        vDelta.z = vTargetPos.z - vCameraPos.z;
    
    
        VectorAngles( (float*)&vDelta, (float*)&vAngles );
    
    
        if( vAngles.x > 180.0f )          
            vAngles.x  -= 360.0f; 
        else if( vAngles.x < -180.0f )    
            vAngles.x   += 360.0f; 
    
    
        if( vAngles.y > 180.0f )            
            vAngles.y     -= 360.0f; 
        else if( vAngles.y < -180.0f )      
            vAngles.y    += 360.0f; 
    }
    
    
    float cAimbot::GetAngleDistanceFromYaw( float fYaw, D3DXVECTOR3 vPos, D3DXVECTOR3 vTarget )
    {
        D3DXVECTOR2 vDist( vPos.x - vTarget.x, vPos.z - vTarget.z );
        
        float fHypot    = VectToHypot( vDist ) + 0.000001f;
        float fView        = acos( ( vDist.y + 0.000001f ) / fHypot );
        
        if( vDist.x < 0 && vDist.y < 0 || vDist.x < 0 && vDist.y > 0 )
            fView    = ( M_PI - fView );
        else
            fView    = ( M_PI + fView );
        
        return fabsf( fYaw - fView );
    }
    
    
    D3DXVECTOR3 cAimbot::GhettoPrediction( int i, int iWait, D3DXVECTOR3 Pos, CTimer* TimerList )
    {
        if( !TimerList[i].Running() )
        {
            this->oldPos = Pos;
            TimerList[i].Start( iWait );
        }
    
    
        if( Pos.x > this->oldPos.x )
        {
            this->diffPos.x = Pos.x - this->oldPos.x;
            Pos.x += this->diffPos.x;
        }
        else //if( Pos.x < this->oldPos.x )
        {
            this->diffPos.x = this->oldPos.x - Pos.x;
            Pos.x -= this->diffPos.x;
        }
    
    
        if( Pos.y > this->oldPos.y )
        {
            this->diffPos.y = Pos.y - this->oldPos.y;
            Pos.y += this->diffPos.y;
        }
        else //if( Pos.y < this->oldPos.y )
        {
            this->diffPos.y = this->oldPos.y - Pos.y;
            Pos.y -= this->diffPos.y;
        }
    
    
        if( Pos.z > this->oldPos.z )
        {
            this->diffPos.z = Pos.z - this->oldPos.z;
            Pos.z += this->diffPos.z;
        }
        else //if( Pos.z < this->oldPos.z )
        {
            this->diffPos.z = this->oldPos.z - Pos.z;
            Pos.z -= this->diffPos.z;
        }
        return Pos;
    }

    aimbot.h
    Code:
    #ifndef AIMBOTH
    #define AIMBOTH
    
    
    #pragma once
    
    
    #include "Files.h"
    
    
    #define M_PI 3.14159265358979323846f
    #define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
    #define PITCH 0
    #define YAW 1
    #define ROLL 2
    
    
    class cAimbot
    {
    public:
        cAimbot( void )
        {
            NearestEnemy = -1;
            BestNPC = -1;
            Ready = true;
        }
    
    
        inline float VectToHypot( D3DXVECTOR2 vPos )
        {
            return sqrt( vPos.x * vPos.x + vPos.y * vPos.y );
        }
    
    
        void LockToWeapon( void );
        int GetNearestNPC( int VisCheck, int AimBone, int Fov );
        float GetAngleDistanceFromYaw( float fYaw, D3DXVECTOR3 vPos, D3DXVECTOR3 vTarget );
        D3DXVECTOR3 GhettoPrediction( int i, int iWait, D3DXVECTOR3 Pos, CTimer* TimerList );
    
    
        void GetAngleToTarget( D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles );
        void NPC_Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AutoSwitch, int Prediction );
        void Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AimAtTeam, int SpawnCheck, int AutoSwitch, int Prediction );
            int GetNearestToCrosshair( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck );
            int GetNearestToCrosshair2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck );
            int GetNearestToCrosshair3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck );
                int GetNearestPlayer( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov );
                int GetNearestPlayer2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov );
                int GetNearestPlayer3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov );
            int GetNearestNPCToCrosshair( int VisCheck, int AimBone );
    
    
    private:
        bool Ready;
        int NearestEnemy, BestNPC;
        D3DXVECTOR3 oldPos, diffPos;
    
    
        int GetNearestWeapon( void );
        void VectorAngles( const float* forward, float* angles );
        
        void AngleVectors( const float* angles, float* forward, float* right, float* up );
    
    
    };
    
    
    extern class cAimbot* aimbot;
    
    
    #endif
    credits: gellin
    Last edited by AVGN; 11-08-2013 at 06:05 PM.



    ^Thanks to RJ^




  16. The Following User Says Thank You to AVGN For This Useful Post:

    McDominate (11-08-2013)

  17. #89
    ergmuffin's Avatar
    Join Date
    Jul 2013
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    male
    Location
    Dave's Basement
    Posts
    396
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    Hacks not starting up guys, I haven't hacked CA since 2010... Can some one link me to all the Redstributable downloads... thanks!!

  18. #90
    Joooooon's Avatar
    Join Date
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    any idea how to use the hack if you're using a windows laptop?

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