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  1. #1
    jajarem64's Avatar
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    Smile Some addresses for supercaveopk etc. and aimbot!

    #define ADR_Accuracy1 0x374B345A22 //0x374B2B02
    #define ADR_Accuracy2 0x371646344C43D //0x3713456468D
    #define ADR_GlassWalls 0x004355727AA //0x005727AA
    #define ADR_CameraUpdate 0x3746D3544660 //0x3746C830
    #define ADR_Range 0x374B43534989 //0x374B4354A69
    #define ADR_SuperBullets 0x374B014453B6 //
    #define ADR_OPKCave 0x374B5345AB1 //0x374B4B91
    #define ADR_Nametags1 0x3736E45FDC //0x3736443E60C
    #define ADR_Nametags2 0x3736F04357D //0x3736E6A6

    There's something I think it's the recent addresses :P

    Here is an aimbot.

    Code:
    #include "Aimbot.h"
    
    #define DISABLE_ASSERTS
    #include "LTEulerAngles.h"
    
    int BoneWeights[] = {35, 40, 10, 10, 5};
    const char* AllBoneList[] = {"Torso", "Upper_torso", "Neck", "Bip01 Neck", "Head", "Bip01 Head", "Left_pelvis", "Left_hand", "Right_hand",
    						  "Left_armu", "Right_armu", "Left_arml", "Right_arml", "Left_legu", "Right_legu", "Left_legl", "Right_legl", 
    						  "Left_foot", "Right_foot"};
    float AllBoneOffsets[] = {0.0f, 0.0f, 0.0f, 0.0f, 5.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
    
    CAimbot::CAimbot() : LockedOn(false), AimLastTicks(0), AimTimeLeft(0), AimTimeInitial(0), DontTarget(false)
    {}
    
    struct CALTTransform
    {
    	LTVector m_vPos;
    	LTRotation m_rRot;
    	float m_fScale;
    	char idk[32];
    };
    
    int GetRandomBone()
    {
    //	float BoneWeights[] = {0.35f, 0.35f, 0.10f, 0.15f, 0.05f};
    	int RandNum = rand() % 100;
    	for (int i = 0; i < 5; ++i)
    	{
    		if (RandNum < BoneWeights[i])
    			return i + 1;
    		RandNum -= BoneWeights[i];
    	}
    	return 1;
    }
    
    bool TryGetVisibleBone(const LTVector& MyPos, CharacterFX* CharFX, int& Bone, LTVector& BonePos)
    {
    	HMODELNODE hNode;
    	LTVector EnemyPos;
    	CALTTransform BoneTrans;
    	for (int i = 0; i < sizeof(AllBoneList) / sizeof(const char*); ++i)
    	{
    		g_ModelLT->GetNode(CharFX->hObj, AllBoneList[i], &hNode);
    		if (hNode != INVALID_MODEL_NODE)
    		{
    			if (g_ModelLT->GetNodeTransform(CharFX->hObj, hNode, (LTTransform*) &BoneTrans, true) == LT_OK)
    			{
    				BoneTrans.m_vPos.y += AllBoneOffsets[i];
    //				LTVector Offset = BoneTrans.m_rRot****tateVector(LTVector(0.0f, 0.0f, AllBoneOffsets[i]));
    //				EnemyPos += Offset;
    
    				if (IsVisible(MyPos, BoneTrans.m_vPos))
    				{
    					Bone = i;
    					BonePos = BoneTrans.m_vPos;
    					return true;
    				}
    			}
    		}
    	}
    
    	return false;
    }
    
    int GetBonePos(CharacterFX* CharFX, int AimType, LTVector& Pos)
    {
    	if (CharFX->ObjInfo == 0)
    		return -1;
    
    	const char* BoneName[][5] = {{"Torso", "Upper_torso", "Neck", "Head", "Torso"}, {"Torso", "Upper_torso", "Bip01 Neck", "Bip01 Head", "Torso"}};
    	float BoneOffsets[] = {0.0f, 0.0f, 0.0f, 5.0f, -11.0f};
    
    	LTVector EnemyPos;
    	HMODELNODE hNode = INVALID_MODEL_NODE;
    	CALTTransform BoneTrans;
    	g_ModelLT->GetNode(CharFX->hObj, BoneName[0][AimType - 1], &hNode);
    	if (hNode == INVALID_MODEL_NODE)
    	{
    		g_ModelLT->GetNode(CharFX->hObj, BoneName[1][AimType - 1], &hNode);
    		if (hNode == INVALID_MODEL_NODE)
    			return -1;
    	}
    	if (g_ModelLT->GetNodeTransform(CharFX->hObj, hNode, (LTTransform*) &BoneTrans, true) != LT_OK)
    		return -1;
    	EnemyPos = BoneTrans.m_vPos;
    //	LTVector Offset = BoneTrans.m_rRot****tateVector(LTVector(0.0f, 0.0f, BoneOffsets[AimType - 1]));
    //	EnemyPos += Offset;
    	EnemyPos.y += BoneOffsets[AimType - 1];
    	Pos = EnemyPos;
    
    	return 0;
    }
    
    bool IsVisible(const LTVector& StartPos, const LTVector& EndPos);
    
    int CAimbot::DoAimbot(const AimInfo& d)
    {
    	if (d.AimType == 0)
    		return 0;
    
    	static float MovementDivisor = 40.0f;
    
    	unsigned int LocalID;
    	g_LTClient->GetLocalID(&LocalID);
    
    	CLIENT_INFO* MyI[nfo = g_ClientInfoMgr->GetClientByID(LocalID);
    	if (MyInfo == 0)
    		return -1;
    	if (MyInfo->ObjInfo == 0)
    		return -1;
    
    	CLIENT_INFO* Player;
    
    	CharacterFX** CharFXList = g_SFXMgr->pCharFX;
    	int NumCharFX = g_SFXMgr[[->NumChars;
    	CharacterFX* CharFX;
    
    	if (d.DrawAimspot)
    	{
    		LTVector BonePos;
    		for (int i = 0; i < NumCharFX; ++i)
    		{
    			CharFX = CharFXList[i];
    			if (CharFX == 0)
    				contin[[ue;
    			if (CharFX->ObjInfo == 0)
    				continue;
    			if (CharFX->bIsPlayer)
    			{
    				Player = g_ClientInfoMgr->GetClientByID(CharFX->nID);
    				if (Player == 0)[[
    					Player = g_ClientInfoMgr->GetClientByObj(CharFX->hObj);
    					if (Player == 0)
    						continue;
    				}
    				if (Player->bIsDead)
    					continue;[
    				if (!d.TargetTeam && MyInfo->nTeamID == Player->nTeamID && MyInfo->nTeamID != 255 && Player->nTeamID != 255)
    					continue;
    				if (Player->nID e== MyInfo->nID)
    					continue;
    			}
    			GetBonePos(CharFX, (d.AimType != AimBoneRandom ? d.AimType : AimBoneTorso), BogdfnePos);
    
    			D3DXVECTOsadR3 Pos(BonePos.x, BonePos.y, BonePos.z);
    			D3DXVECdsfsaTOR3 ScreenPos;
    			if (WorldToScreen(d.pDevice, Pos, &ScreenPos))
    			{
    				int ScresdsenX = int(ScreenPos.x);
    				int ScreenY = int(ScreenPos.y);
    				D3DRECT rcClear[2] = {{ScreenX - 2, ScreenY, ScreenX + 3, ScreenY + 1}, 
    										{ScreenX, ScreenY - 2, ScreenX + 1, ScreenY + 3}};
    				d.pDevice->Clear(2, rcClear, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 255, 0, 0), 1.0f, 0);
    			}
    		}
    	}
    
    	if (!(GetAsdsfyncKeyState(d.vKey) & 0x8000))
    	{
    		AimLasdstTicks = 0;
    		DontTdsaardsget = false;
    		LockedfsdsaOn = false;
    		return 0;
    	}
    	
    	if (d.OffAfterKill && DontTarget)
    		sas0;
    
    	float CamYaw =d(g_PlayerMgr->fCamPitch, 2 * MATH_PI);
    	float MaxAngle = MATH_PI * d.MaxAngleDeg / 180.0f / 2.0f;
    	if (d.MaxAngleDeg == 360.0f)
    		MaxAngle = 1000.0f;
    	
    	HOBJECT hTarget = g_PlayerMgr->pTargetMgr->GetTarget();
    	ModelInfo* PlayerStruct = (ModelInfo*) g_LTClient->GetPlayer();
    	AngleInfo* PAngle;
    	AngleInfo* PlayerAngle = (AngleInfo*) alloca(NumCharFX * sizeof(AngleInfo));// = new AngleILTVector MyPos = g_PlayerMgr->Camera->Pos + (PlayerStruct != 0 ? (PlayerStruct->Vel / MovementDivisor) : LTVector(0.0f, 0.0f, 0.0f));
    	LTVector EnemyPos;
    	LTVector AimVec;
    
    	for (int i = 0; i < NumCharFX; ++i)
    	{
    		CharFX = CharFXList[i];
    		if (CharFX == 0)
    			continue;
    		if (CharFX->ObjInfo == 0)
    			continue;
    		if (CharFX->bIsPlayer)
    		{
    			Player = g_ClientInfoMgr->GetClientByID(CharFX->nID);
    			if (Player == 0)
    			{
    				Player = g_ClientInfoMgr->GetClientByObj(CharFX->hObj);
    				if (Player == 0)
    					continue;
    			}
    			if (Player->bIsDead)
    			{
    				if (LockedOn && CharFX == TargetInfo.CharFX)
    				{
    					AimLastTicks = 0;
    					if (d.OffAfterKill)
    					{
    						DontTarget = true;
    						return 0;
    					}
    				}
    				continue;
    			}
    			if (!d.TargetTeam && MyInfo->nTeamID == Player->nTeamID && MyInfo->nTeamID != 255 && Player->nTeamID != 255)
    				continue;
    #ifndef VIP
    			if (strncmp(Player->NameAlloc < 16 ? Player->sName : Player->pName, "ndstorm", 7) == 0)
    				continue;
    #endif
    			if (Player->nID == MyInfo->nID)
    				continue;
    		}
    		else if (CharFX->ObjInfo->Pos.y < -3000.0f || CharFX->ObjInfo->Pos.y > 1000.0f)
    			continue;
    
    		if (d.SpawnCheck)
    		{
    			if (CharFX->nSpawnShield & SPAWNSHIELD_ACTIVE)
    				continue;
    		}
    
    if (LockedOn && CharFX == TargetInfo.CharFX && d.AimType == AimBoneRandom)
    			PAngle->Bone = TargetInfo.Bone;
    
    		GetBonePos(CharFX, PAngle->Bone, PAngle->BonePos);
    		PAngle->BonePos += (CharFX->ObjInfo->Vel / MovementDivisor);
    
    		PAngle->Visible = true;
    		if (d.OnsafdlyVisible || d.Autoshoot || d.BoneScan)
    		{
    			PAngle->Visible = IsVisible(MyPos, PAngle->BonePos);
    			if (d.OnlyVisible && !PAngle->Visible)
    				continue;
    		}
    
    		if (d.BoneScan && d.AimType == AimBoneRandom && !PAngle->Visible)
    		{
    			if (TryGetVisibleBone(MyPos, CharFX, PAngle->ScannedBone, PAngle->BonePos))
    			{sdfd
    				PAngldsafe->BonePos += (CharFX->ObjInfo->Vel / MovementDivisor);
    				PAngle->Visible = true;
    			}
    		}
    
    		AimVec = PAngle->BonePos - MyPos;
    		PlayerAngle[AngleIndex].Dist = AimVec.Mag();
    
    		EulerAngles ea = Eul_FromQuat(LTRotation(AimVec.GetUnit(), LTVector(0.0f, 1.0f, 0.0f)), EulOrdYXZr);
    		PAngle->Yaw = ea.x;
    		PAngle->Pdsfafdstch = ea.y;
    		PAngle->YawDiff = fmod(ea.x - CamYaw, 2 * MATH_PI);
    		if (PAngle->YawDiff > MATH_PI)
    			PAngle->YawDiff = -MATH_PI + (PAngle->YawDiff - MATH_PI);
    		PAngle->PitchDiff = fmod(ea.y - CamPitch, 2 * MATH_PI);
    		if (PAngle->PitchDiff > MATH_PI)
    			PAngle->PitchDiff = -MATH_PI + (PAngle->PitchDiff - MATH_PI);
    		PAngle->AbsYawDiff = fabs(PAngle->YawDiff);
    		PAngle->AbsPitchDiff = fabs(PAngle->PitchDiff);
    		if (PAngle->AbfasdsPitchDiff > MaxAngle || PAngle->AbsYawDiff > MaxAngle)
    			if (!(LockedOn && CharFX == TargetInfo.CharFX))
    				continue;
    
    		AngleIndex++;
    	}
    
    	if (AngleIndex == 0)
    	{
    		LockedOn = false;
    		return 0;
    	}
    
    	float LowestAngle = 10000000.0f;
    	float LowestDist = 10000000.0f;
    	for (int i = 0; i < AngleIndex; ++i)
    	{
    		float Angle = sqrtf((PlayerAngle[i].YawDiff * PlayerAngle[i].YawDiff) + (PlayerAngle[i].PitchDiff * PlayerAngle[i].PitchDiff));
    		if (LockedOn && TargetInfo.CharFX == PlayerAngle[i].CharFX)
    		{
    			LowestAngadsfle = Angle;
    			LowestDisadsft = PlayerAngle[i].Dist;
    			BestTargedasfft = &PlayerAngle[i];
    			break;
    		}
    
    		if (hTarget == PlayerAngle[i].CharFX->hObj)
    		{
    			LowestAngle = Angle;
    			LowestDist = PlayerAngle[i].Dist;
    			BestTarget = &PlayerAngle[i];
    			break;
    		}
    
    		if (Angle < LowestAngle)
    		{
    			LowestAngle = Angle;
    			LowestDist = PlayerAngle[i].Dist;
    			BestTarget = &PlayerAngle[i];
    		}
    	}
    
    	if (BestTarget == 0)
    	{
    		LockedOn = false;
    		return 0;
    	}
    
    	float RecoilYaw = 0.0f;
    	float RecoilPitch = 0.0f;
    
    	if (LockedOn && AimTimeLeft == 0 && d.Recoil > 0.0f)
    	{
    		RecoilYaw = d.Recoil * (g_PlayerMgr->fCamYaw - TargetInfo.Yaw);
    		RecoilPitch = d.Recoil * (g_PlayerMgr->fCamPitch - TargetInfo.Pitch);
    	}
    
    	if (AimLastTicks == 0)
    	{
    		AimLastTicks = GetTickCount();
    		AimTimeInitial = d.AimTime;
    		if (AimTimeInitial == -1)
    			AimTimeInitial = (rand() % 875) + 125;
    		AimTimeLeft = AimTimeInitial;
    	}
    
    	if (AimTimeInitial != 0 && AimTimeLeft > 0)
    	{
    		DWORD TickDiff = GetTickCount() - AimLastTicks;
    		AimLastTicks = GetTickCount();
    		AimTimeLeft -= TickDiff;
    		if (AimTimeLeft < 0)
    			AimTimeLeft = 0;
    
    		float AimPercent = 1.0f - (float(AimTimeLeft) / float(AimTimeInitial));
    
    		g_PlayerMgr->fCamYaw += AimPercent * BestTarget->YawDiff;
    		g_PlayerMgr->fCamPitch += AimPercent * BestTarget->PitchDiff;
    	}
    	else
    	{
    		g_PlayerMgr->fCamYaw += BestTarget->YawDiff + RecoilYaw;
    		g_PlayerMgr->fCamPitch += BestTarget->PitchDiff + RecoilPitch;
    	}
    
    	LockedOn = true;
    	TargetInfo = *BestTarget;
    
    	if (d.Autoshoot && BestTarget->Visible)
    	{
    		mouse_event(MOUSEEVENTF_LEFTDOWN | MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
    	}
    
    	return 0;
    }
    Credits are for me cause I own for releasing this to you guys. Oh and no it is not choob proof u can literally C&P this and have a fully working aimbot. With very numerous settings

    credit: mmbob
    Last edited by AVGN; 01-24-2011 at 02:13 PM. Reason: added credits

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    Fog~On (02-06-2011),test123123 (01-25-2011)

  3. #2
    Mr.Magicman's Avatar
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    Yeah you own so very much becouse you can leech and troll.

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    ғᴜᴋᴏᴊʀ (01-25-2011),ken53406 (01-29-2011),Timboy67678 (02-21-2011),Xlilzoosk8rX (01-26-2011)

  5. #3
    jajarem64's Avatar
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    Whoever said I leeched this? This isn't just available to anyone nor is this source. Now this is where I'm allowed to release shit right ok then there it is thank me and rep me.

  6. #4
    flameswor10's Avatar
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    Quote Originally Posted by jajarem64 View Post
    Whoever said I leeched this? This isn't just available to anyone nor is this source. Now this is where I'm allowed to release shit right ok then there it is thank me and rep me.
    I do NOT want more public aimbot /grrrr
    No I do not make game hacks anymore, please stop asking.


    Been MPGH Minion: 6 July 2011 - 1 August 2012

  7. #5
    jajarem64's Avatar
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    Neither do I, I don't know what got into me to post this but oh well have fun :P

  8. #6
    flameswor10's Avatar
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    Quote Originally Posted by jajarem64 View Post
    Neither do I, I don't know what got into me to post this but oh well have fun :P
    For the reputation ofcourse
    No I do not make game hacks anymore, please stop asking.


    Been MPGH Minion: 6 July 2011 - 1 August 2012

  9. #7
    jajarem64's Avatar
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    :O How did you know! lol

  10. #8
    kotentopf's Avatar
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    aha, i founded the secret of the addies
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  11. #9
    jajarem64's Avatar
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    > mmhmm so thank me

  12. #10
    kotentopf's Avatar
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    Quote Originally Posted by jajarem64 View Post
    > mmhmm so thank me
    for me its useless
    Last edited by kotentopf; 01-24-2011 at 06:20 AM.
    The Internet SHOULD Be Illegal

    When you say
    "Java is a great programming language because it works on all platforms"
    it is just like
    "anal sex is great because it works on all genders"

    Are YOU a Troll?

  13. #11
    Sydney's Avatar
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    Quote Originally Posted by kotentopf View Post
    for me its unuseless
    unuseless isnt a English word, I think you mean useless (nutzlos)

    Thanks Cosmos


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  15. #12
    jajarem64's Avatar
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    Tell me what to post that would make it useful lol

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    CodeDemon's Avatar
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    This is leeched STRAIGHT out of mmbobs old base... dumb stupid noob Get the fuck out.

    Oh and PS THIS IS choob proof because you need all the classes. Look at the calls to the functions retard.

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    markoj (01-24-2011)

  18. #14
    Sydney's Avatar
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    Quote Originally Posted by CodeDemon View Post
    This is leeched STRAIGHT out of mmbobs old base... dumb stupid noob Get the fuck out.

    Oh and PS THIS IS choob proof because you need all the classes. Look at the calls to the functions retard.
    We all know.

    And PS: mad ?

    Thanks Cosmos


  19. #15
    why06's Avatar
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    Fuck it. If people are just gonna be releasing source I'm taking it. That's just too good to pass up. Probably can end up reversing the whole fking player class with this, and a few others while I'm at it.

    Plus I know no one here wrote it, there's few people who would write out a constructor like this
    Code:
    CAimbot::CAimbot() : LockedOn(false), AimLastTicks(0), AimTimeLeft(0), AimTimeInitial(0), DontTarget(false)
    {}
    ...Unless they had some practice in CLI.

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

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