1. ## cod 4 aimbot

I got the xyz for player and enemy

Mouse XY
Vector distance for XYZ
I took Atan((Z/X)* 180 / 3.14 / 360)
but then looking through some other aimbot source code
z/x / 360 * 3.14

2. Can you tell me how to find the xyz for player and enemy andmouse XY .I think you not let xyz for player and enemy change to xy for screen.

3. Originally Posted by dani-pro2
I got the xyz for player and enemy

Mouse XY
Vector distance for XYZ
I took Atan((Z/X)* 180 / 3.14 / 360)
but then looking through some other aimbot source code
z/x / 360 * 3.14

This is my Code :

#include <iostream>
#include <Windows.h>
#include <vector>
#include <math.h>
#include <algorithm>
using namespace std;

DWORD MX = 0xC84FDC;
DWORD MY = 0xC84FD8;

float MouseX;

DWORD X = 0x13255C8;
DWORD Y = 0x13255CC;
DWORD Z = 0x13255C4;

DWORD enX = X + 0x3184;
DWORD enY = Y + 0x3184;
DWORD enZ = Z + 0x3184;

float pX, pY, pZ;
float eX, eY, eZ;

int VecX;
int VecZ;

//X View
DWORD PID;

float angleA;
float angleP;

float halfCircle = 0xFFFFFFFF / 2;

float newValue;

const double PI = 3.14;
float Hyp;
int main() {

while (true)
{

HWND Cod = FindWindowA(0, ("Call of Duty 4"));
HANDLE pHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, PID);

cout << "Player Coords" << endl;
cout << "X: " << pX << endl;
cout << "Y: " << pY << endl;
cout << "Z: " << pZ << endl;

cout << endl;
cout << "Enemy Coords: " << endl;

cout << "X: " << eX << endl;
cout << "Y: " << eY << endl;;
cout << "Z: " << eZ << endl;

cout << "X Mouse: " << MouseX << endl;

//sector 1
if (eX > pX && eZ <= pZ)
{
VecX = eX - pX;
VecZ = pZ - eZ;

angleA = atan(VecZ / VecX) * 3.14f * 2 / 360;

cout << "Vector X: " << VecX << endl;
cout << "Vector Z: " << VecZ << endl;

cout << "Hyp: " << sqrt(pow(VecX, 2) + pow(VecZ, 2)) << endl;

Hyp = sqrt(pow(VecX, 2) + pow(VecZ, 2));
angleP = atan2(VecZ , VecX);

cout << endl;
cout << "ANGLE TEST: " << angleP << endl;
cout << endl;

newValue = 180.0f - (180.0f * angleA);

cout << newValue << endl;

//WriteProcessMemory(pHandle, (LPVOID)MX, &newValue, sizeof(newValue), 0);

}
//Sec 2
if (eX <= pX && eZ < pZ)
{
VecX = pX - eX;
VecZ = pZ - eZ;

cout << "Vector X: " << VecX << endl;
cout << "Vector Z: " << VecZ << endl;

cout << "Hyp: " << sqrt(pow(VecX, 2) + pow(VecZ, 2)) << endl;
Hyp = sqrt(pow(VecX, 2) + pow(VecZ, 2));
angleP = atan2(VecZ, VecX);

cout << endl;
cout << "ANGLE TEST: " << angleP << endl;
cout << endl;

angleA = atan(VecZ / VecX) * 3.14f * 2 / 360;

newValue = 0xFFFFFFFF - (0xFFFFFFFF * angleA);

cout << newValue << endl;
//WriteProcessMemory(pHandle, (LPVOID)MX, &newValue, sizeof(newValue), 0);

}

//Sec 3
if (eX < pX && eZ >= pZ)
{
VecX = pX - eX;
VecZ = eZ - pZ;

angleA = atan(VecZ / VecX) * 3.14f * 2 / 360;

cout << "Vector X: " << VecX << endl;
cout << "Vector Z: " << VecZ << endl;
Hyp = sqrt(pow(VecX, 2) + pow(VecZ, 2));

cout << "Hyp: " << Hyp << endl;

cout << endl;
angleP = atan2(VecZ, VecX);
cout << "ANGLE TEST: " << angleP << endl;
cout << endl;

newValue = 0xFFFFFFFF - (0xFFFFFFFF * angleA);

cout << newValue << endl;

//WriteProcessMemory(pHandle, (LPVOID)MX, &newValue, sizeof(newValue), 0);

}
//Sec 4
if (eX >= pX && eZ > pZ)
{
VecX = eX - pX;
VecZ = eZ - pZ;

angleA = atan(VecZ / VecX) * 3.14f * 2 / 360;
Hyp = sqrt(pow(VecX, 2) + pow(VecZ, 2));
angleP = atan2(VecZ, VecX) * 180;

cout << "Vector X: " << VecX << endl;
cout << "Vector Z: " << VecZ << endl;

cout << "Hyp: " << sqrt(pow(VecX, 2) + pow(VecZ, 2)) << endl;

cout << endl;
cout << "ANGLE TEST: " << angleP << endl;
cout << endl;

//newValue = 0xFFFFFFFF - (0xFFFFFFFF * angleA);

newValue = 180 - (180 * angleP);

cout << newValue << endl;

WriteProcessMemory(pHandle, (LPVOID)MX, &newValue, sizeof(newValue), 0);

}
system("CLS");

}
}

4. Originally Posted by tttttz
Can you tell me how to find the xyz for player and enemy andmouse XY .I think you not let xyz for player and enemy change to xy for screen.
move up /down ladder for Y, look through close in memory for X and Z
move mouse to left for increased X and to the left for decreased value to get X mouse, and up /down for Y mouse