Thread: cod 4 aimbot

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  1. #1
    dani-pro2's Avatar
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    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

    did not work , please help ?

  2. #2
    tttttz's Avatar
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    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.

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    dani-pro2's Avatar
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    Quote Originally Posted by dani-pro2 View Post
    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

    did not work , please help ?

    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"));
    GetWindowThreadProcessId(Cod, &PID);
    HANDLE pHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, PID);
    HANDLE pRead = OpenProcess(PROCESS_VM_READ, FALSE, PID);
    ReadProcessMemory(pHandle, (LPVOID)X, &pX, sizeof(pX), 0);
    ReadProcessMemory(pHandle, (LPVOID)Y, &pY, sizeof(pY), 0);
    ReadProcessMemory(pHandle, (LPVOID)Z, &pZ, sizeof(pZ), 0);

    ReadProcessMemory(pHandle, (LPVOID)enX, &eX, sizeof(eX), 0);
    ReadProcessMemory(pHandle, (LPVOID)enY, &eY, sizeof(eY), 0);
    ReadProcessMemory(pHandle, (LPVOID)enZ, &eZ, sizeof(eZ), 0);

    ReadProcessMemory(pRead, (LPVOID)MX, &MouseX, sizeof(MouseX), 0);
    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. #4
    dani-pro2's Avatar
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    Quote Originally Posted by tttttz View Post
    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

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