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  1. #1
    trane25's Avatar
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    Question I found some source codes for CA hacks (Ithink-Aimbot)

    I just found these in my old Hardrive , never noticed them. I don't know if they still work though . (I can't attach files O.e)
    so i just have this aimbot for right now. I don't know if they even work anymore

    Code:
    //08/10/2013
    
    #define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
    #define PITCH 0
    #define YAW 1
    
    int AimJogador = -1;
    int AimBone = -1;
    bool AimRobo = false;
    
    void 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 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 AngleNormalize(float angle)
    {
        while( angle < -180 )   angle += 360;
        while( angle > 180 )    angle -= 360;
    
        return angle;
    }
    
    bool FOV(D3DXVECTOR3 Camera, D3DXVECTOR3 Target)
    {
    	if(Caixa[5][14].Ativo)
    		return true;
    
    	float angle = 360.0f;
    
    	if(Caixa[5][12].Ativo)
    		angle = 45.0f;
    	else if(Caixa[5][13].Ativo)
    		angle = 180.0f;
    	else if(Caixa[5][14].Ativo)
    		angle = 360.0f;
    
        angle /= 2;
    
        D3DXVECTOR3 newAngles( 0, 0, 0 );
        D3DXVECTOR3 curAngles( 0, 0, 0 );
        GetAngleToTarget( Target, Camera, newAngles );
    
        newAngles[YAW]        = AngleNormalize( newAngles[YAW] );
        newAngles[PITCH]    = AngleNormalize( newAngles[PITCH] );
    
    	curAngles[YAW]        = AngleNormalize( D3DXToDegree( pPlayerManager->Yaw ) );
    	curAngles[PITCH]    = AngleNormalize( D3DXToDegree( pPlayerManager->Pitch ) );
    
        if( newAngles[YAW]   >= ( curAngles[YAW]   - angle ) && 
            newAngles[YAW]   <= ( curAngles[YAW]   + angle ) &&    
            newAngles[PITCH] >= ( curAngles[PITCH] - angle ) && 
            newAngles[PITCH] <= ( curAngles[PITCH] + angle ) )
            return true;
    
        return false;
    }
    
    int AimJogadores()
    {
    	double fNearest = (float)INT_MAX;
    	int iAimAt = -1;
    
    	int tipo;
    
    	for(int i = 0; i < 24; i++)
    	{
    		if(bValidObject(i))
    		{
    			if(Players[i].bIsDead)
    				continue;
    
    			if(Caixa[5][1].Ativo && !Caixa[5][2].Ativo && Players[i].Charector->pTeam == local.iTeam)
    				continue;
    
    			if(Caixa[5][2].Ativo && !Caixa[5][1].Ativo && Players[i].Charector->pTeam != local.iTeam)
    				continue;
    
    			if(Caixa[5][4].Ativo && Players[i].bSpawnShield)
    				continue;
    
    			int Bone;
    
    			do
    			{
    				Bone = rand() % 14 + 1;
    			}
    			while(!Caixa[10][Bone].Ativo);
    
    			int NodeID = 0;
    
    			Transform NodeFX1;
    			Transform NodeFX2;
    
    			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, 44, &NodeFX1, true);
    			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, 45, &NodeFX2, true);
    
    			if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
    			{
    				switch(Bone)
    				{
    					case 1: NodeID = 8; break;
    					case 2: NodeID = 7; break;
    					case 3: NodeID = 25; break;
    					case 4: NodeID = 12; break;
    					case 5: NodeID = 26; break;
    					case 6: NodeID = 13; break;
    					case 7: NodeID = 27; break;
    					case 8: NodeID = 14; break;
    					case 9: NodeID = 6; break;
    					case 10: NodeID = 3; break;
    					case 11: NodeID = 44; break;
    					case 12: NodeID = 40; break;
    					case 13: NodeID = 45; break;
    					case 14: NodeID = 41; break;
    
    					default: NodeID = 8;
    				}
    			}
    			else
    			{
    				switch(Bone)
    				{
    					case 1: NodeID = 8; break;
    					case 2: NodeID = 7; break;
    					case 3: NodeID = 34; break;
    					case 4: NodeID = 21; break;
    					case 5: NodeID = 35; break;
    					case 6: NodeID = 22; break;
    					case 7: NodeID = 36; break;
    					case 8: NodeID = 23; break;
    					case 9: NodeID = 6; break;
    					case 10: NodeID = 3; break;
    					case 11: NodeID = 55; break;
    					case 12: NodeID = 51; break;
    					case 13: NodeID = 56; break;
    					case 14: NodeID = 52; break;
    
    					default: NodeID = 8;
    				}
    			}
    
    			Transform NodeFX;
    			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, NodeID, &NodeFX, true);
    			if(NodeID == 8)
    				NodeFX.Pos.y += 5.8f;
    
    			if(!FOV(local.CameraPos, NodeFX.Pos))
    				continue;
    
    			if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
    				continue;
    
    			if(Caixa[5][6].Ativo)
    			{
    				if(tipo == 1)
    					fNearest = (float)INT_MAX;
    				tipo = 0;
    
    				D3DXVECTOR3 NodeTela(0, 0, 0);
    
    				WorldToScreen(g_pDevice, NodeFX.Pos, &NodeTela);
    
    				D3DXVECTOR3 Pos;
    
    				Pos.x = NodeTela.x - (Resolucao.x / 2);
    				Pos.y = NodeTela.y - (Resolucao.y / 2);
    
    				if(Pos.x < 0)
    					Pos.x *= -1;
    
    				if(Pos.y < 0)
    					Pos.y *= -1;
    
    				/*D3DXVECTOR3 Screen((float)(Resolucao.x / 2), (float)(Resolucao.y / 2), 0.0f);
    				D3DXVECTOR3 Pos = ( NodeFX.Pos - Screen );*/
    
    				//double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    				double Dist = (Pos.x + Pos.y);
    
    				if( Dist < fNearest )
    				{
    					fNearest = Dist;
    					iAimAt = i;
    					AimBone = NodeID;
    					AimRobo = false;
    				}
    			}
    			else if(Caixa[5][7].Ativo)
    			{
    				if(tipo == 0)
    					fNearest = (float)INT_MAX;
    				tipo = 1;
    
    				float Distancia = PegarDistancia(local.CameraPos, NodeFX.Pos) / 48;
    
    				if( Distancia < fNearest )
    				{
    					fNearest = Distancia;
    					iAimAt = i;
    					AimBone = NodeID;
    					AimRobo = false;
    				}
    			}
    		}
    	}
    
    	if(Caixa[5][1].Ativo && local.iGameMode == 5)
    	{		
    		cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
    
    		if(ValidPointer(SFXMgr))
    		{
    			for(int i = 0; i < SFXMgr->SFXList[0x18].Num; i++)
    			{
    				cCharacterFX* fx = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
    
    				if(ValidPointer(fx) && ValidPointer(fx->Object))
    				{					
    					if(!fx->IsPlayer)
    					{
    						int Bone;
    
    						do
    						{
    							Bone = rand() % 14 + 1;
    						}
    						while(!Caixa[10][Bone].Ativo);
    
    						int NodeID = 0;
    
    						Transform NodeFX1;
    						Transform NodeFX2;
    
    						pLTModel->GetNodeTransform(fx->Object, 44, &NodeFX1, true);
    						pLTModel->GetNodeTransform(fx->Object, 45, &NodeFX2, true);
    
    						if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
    						{
    							switch(Bone)
    							{
    								case 1: NodeID = 8; break;
    								case 2: NodeID = 7; break;
    								case 3: NodeID = 25; break;
    								case 4: NodeID = 12; break;
    								case 5: NodeID = 26; break;
    								case 6: NodeID = 13; break;
    								case 7: NodeID = 27; break;
    								case 8: NodeID = 14; break;
    								case 9: NodeID = 6; break;
    								case 10: NodeID = 3; break;
    								case 11: NodeID = 44; break;
    								case 12: NodeID = 40; break;
    								case 13: NodeID = 45; break;
    								case 14: NodeID = 41; break;
    
    								default: NodeID = 8;
    							}
    						}
    						else
    						{
    							switch(Bone)
    							{
    								case 1: NodeID = 8; break;
    								case 2: NodeID = 7; break;
    								case 3: NodeID = 34; break;
    								case 4: NodeID = 21; break;
    								case 5: NodeID = 35; break;
    								case 6: NodeID = 22; break;
    								case 7: NodeID = 36; break;
    								case 8: NodeID = 23; break;
    								case 9: NodeID = 6; break;
    								case 10: NodeID = 3; break;
    								case 11: NodeID = 55; break;
    								case 12: NodeID = 51; break;
    								case 13: NodeID = 56; break;
    								case 14: NodeID = 52; break;
    
    								default: NodeID = 8;
    							}
    						}
    
    						Transform NodeFX;
    						pLTModel->GetNodeTransform(fx->Object, NodeID, &NodeFX, true);
    						if(NodeID == 8)
    							NodeFX.Pos.y += 5.8f;
    
    						if(!FOV(local.CameraPos, NodeFX.Pos))
    							continue;
    
    						if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
    							continue;
    
    						if(Caixa[5][6].Ativo)
    						{
    							if(tipo == 1)
    								fNearest = (float)INT_MAX;
    							tipo = 0;
    
    							D3DXVECTOR3 NodeTela(0, 0, 0);
    
    							WorldToScreen(g_pDevice, NodeFX.Pos, &NodeTela);
    
    							D3DXVECTOR3 Pos;
    
    							Pos.x = NodeTela.x - (Resolucao.x / 2);
    							Pos.y = NodeTela.y - (Resolucao.y / 2);
    
    							if(Pos.x < 0)
    								Pos.x *= -1;
    
    							if(Pos.y < 0)
    								Pos.y *= -1;
    
    							/*D3DXVECTOR3 Screen((float)(Resolucao.x / 2), (float)(Resolucao.y / 2), 0.0f);
    							D3DXVECTOR3 Pos = ( NodeFX.Pos - Screen );*/
    
    							//double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    							double Dist = (Pos.x + Pos.y);
    
    							if( Dist < fNearest )
    							{
    								fNearest = Dist;
    								iAimAt = i;
    								AimBone = NodeID;
    								AimRobo = true;
    							}
    						}
    						else if(Caixa[5][7].Ativo)
    						{
    							if(tipo == 0)
    								fNearest = (float)INT_MAX;
    							tipo = 1;
    
    							float Distancia = PegarDistancia(local.CameraPos, NodeFX.Pos) / 48;
    
    							if( Distancia < fNearest )
    							{
    								fNearest = Distancia;
    								iAimAt = i;
    								AimBone = NodeID;
    								AimRobo = true;
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    
    	return iAimAt;
    }
    
    void Aimbot(LPDIRECT3DDEVICE9 pDevice)
    {
    	if(Caixa[11][1].Ativo ^ ((Caixa[11][2].Ativo && (GetAsyncKeyState(VK_LBUTTON)<0)) ||
    							 (Caixa[11][3].Ativo && (GetAsyncKeyState(VK_RBUTTON)<0)) ||
    							 (Caixa[11][4].Ativo && (GetAsyncKeyState(VK_MBUTTON)<0)) ||
    							 (Caixa[11][5].Ativo && (GetAsyncKeyState(VK_CAPITAL)<0)) ||
    							 (Caixa[11][6].Ativo && (GetAsyncKeyState(VK_SHIFT)<0))   ||
    							 (Caixa[11][7].Ativo && (GetAsyncKeyState(VK_CONTROL)<0)) ||
    							 (Caixa[11][8].Ativo && (GetAsyncKeyState(VK_MENU)<0))    ||
    							 (Caixa[11][9].Ativo && (GetAsyncKeyState(VK_HOME)<0))    ||
    							 (Caixa[11][10].Ativo && (GetAsyncKeyState(VK_END)<0))
    							))
    	{
    		if(AimJogador == -1)
    		{
    			COR_MIRA = Black/*ForestGreen*/;
    			AimJogador = AimJogadores();
    		}
    
    		if(AimJogador != -1)
    		{
    			if(!AimRobo)
    			{
    				if(bValidObject(AimJogador) && !Players[AimJogador].bIsDead)
    				{
    					Transform NodeFX;
    					pLTModel->GetNodeTransform(Players[AimJogador].SFXOBJ->Object, AimBone, &NodeFX, true);
    					if(AimBone == 8)
    						NodeFX.Pos.y += 5.8f;
    
    					if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
    					{
    						AimJogador = -1;
    						return;
    					}
    
    					D3DXVECTOR3 Angles;
    
    					GetAngleToTarget(NodeFX.Pos, local.CameraPos, Angles);
    
    					pPlayerManager->Yaw   = DegToRad(Angles[YAW]);
    					pPlayerManager->Pitch = DegToRad(Angles[PITCH]);
    
    					COR_MIRA = Red;
    
    					if(Caixa[5][9].Ativo)
    					{
    						mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
    						mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
    					}
    				}
    				else
    					AimJogador = -1;
    			}
    			else
    			{
    				cCharacterFX* fx = (cCharacterFX*)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[AimJogador];
    
    				if(ValidPointer(fx) && ValidPointer(fx->Object))
    				{
    					if(!fx->IsPlayer)
    					{
    						Transform NodeFX;
    						pLTModel->GetNodeTransform(fx->Object, AimBone, &NodeFX, true);
    						if(AimBone == 8)
    							NodeFX.Pos.y += 5.8f;
    
    						if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
    						{
    							AimJogador = -1;
    							return;
    						}
    
    						D3DXVECTOR3 Angles;
    
    						GetAngleToTarget(NodeFX.Pos, local.CameraPos, Angles);
    
    						pPlayerManager->Yaw   = DegToRad(Angles[YAW]);
    						pPlayerManager->Pitch = DegToRad(Angles[PITCH]);
    
    						COR_MIRA = Red;
    
    						if(Caixa[5][9].Ativo)
    						{
    							mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
    							mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
    						}
    					}
    					else
    						AimJogador = -1;
    				}
    				else
    					AimJogador = -1;
    			}
    		}
    	}
    	else
    	{
    		AimJogador = -1;
    		COR_MIRA = Black/*ForestGreen*/;
    	}
    }
    Last edited by trane25; 12-18-2013 at 05:12 PM. Reason: Missing something

  2. #2
    XarutoUsoCrack's Avatar
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    nice leeched base, cool.

  3. #3
    trane25's Avatar
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    yeah , I don't know if it works though

  4. #4
    lilghost8631's Avatar
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    Have you ever heard of the code tags?

  5. The Following User Says Thank You to lilghost8631 For This Useful Post:

    Timboy67678 (12-18-2013)

  6. #5
    trane25's Avatar
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    Well Excuse Me Faggot.
    I'm new to this site.

  7. #6
    deaddead1's Avatar
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    Quote Originally Posted by trane25 View Post
    Well Excuse Me Faggot.
    I'm new to this site.
    dat answer from a question someone asked u...

    nvm but there have some essentiel parts u need.. 'THE CLASSES' and i think your code is from 'Code64 5.0' vip base cause the method in the function for the aimbot u putted in the code is used with a special menu.. so... for user who want 2 use it they need 2 ajust it for their menu cause of the method how it made.

  8. #7
    zikox's Avatar
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    Lol all this Leach fom fux base

  9. #8
    Boomdocks's Avatar
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    Quote Originally Posted by trane25 View Post
    Well Excuse Me Faggot.
    I'm new to this site.
    Right back at you, you won't gain respect by becoming a name caller. Simply say you did not know, no one will say anything back.
    -Faggot :-0
    " The Ground Is Above, This Noobs Have Mastered Gravity " - Aeir/Boomdocks
    Started Hacking in 2009, don't be too quick to say your a pro... ok theirs many of us who retired.. call us legends, if it was not for them... most of hacks & d3d designs won't be around ok.. #RespectOldNiggas

  10. #9
    Coder.DiasII's Avatar
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    • Registered - February 03, 2012
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    CombatArms Brasil


    PointBlank Brasil


  11. #10
    B4NDiT26's Avatar
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    Thanks for posting.

  12. #11
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    Code64 Base '-'
    Last edited by pDevice; 12-20-2013 at 06:12 PM.



  13. #12
    ForeverRed's Avatar
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  14. #13
    I'm not lazy, I just really enjoy doing nothing.
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    _PuRe.LucK*'s Avatar
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    Quote Originally Posted by XarutoUsoCrack View Post
    nice leeched base, cool.
    .... PLEASE SHUT UP
    You say shit only...

    Thread:

    Thanks for sharing!

  15. #14
    Skaterforeva1's Avatar
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    Quote Originally Posted by NIK! View Post


    .... PLEASE SHUT UP
    You say shit only...

    Thread:

    Thanks for sharing!
    He's helped me before. And this is leeched, I would have said something similar if he didn't beat me to it. No credits were given.

    ^Suck it!


  16. #15
    I'm not lazy, I just really enjoy doing nothing.
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    Quote Originally Posted by Skaterforeva1 View Post
    He's helped me before. And this is leeched, I would have said something similar if he didn't beat me to it. No credits were given.
    But he is spamming all the time at the forum to get posts...

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