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  1. #16
    WhiteHat PH's Avatar
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    how about in warrock ph. ????






    When Im gone dont forget me cause I will come back someday.



    Youtube Channel


     


  2. #17
    das11501's Avatar
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    tank Hack aimbot

  3. #18
    jassman62's Avatar
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    I completed the whole thing in the past 2 hours :S. Tired as hell. However, I have been getting a LOT of errors. Since I want to actually learn how to do this can someone look over the code? I watched the whole vid's and idk why im getting these errors. THanks in advance!

    ScanContents.h:
    #include <process.h>
    #include <iostream>
    #include <windows.h>
    #include <ctime>


    class ScanContents
    {
    public:
    BITMAP Bm;
    RECT RcWindow;
    RGBQUAD *PPixels;

    ScanContents(BITMAP bm, RECT rcWindow, RGBQUAD * pPixels)
    {
    Bm = bm;
    RcWindow = rcWindow;
    PPixels = pPixels;
    }
    };


    class MouseCoord
    {
    public:
    int X;
    int Y;
    MouseCoord(int x, int y)
    {
    X = x;
    Y = y;
    }
    };

    class AimbotThr
    {
    public:
    HWND AppWnd;
    std::string GameWindow;
    AimbotThr(HWND appWnd, std::string gameWindow)
    {
    AppWnd = appWnd;
    GameWindow = gameWindow;
    }
    };
    COlorAimbot.cpp:
    #include "ScanContents.h"

    bool TakeScreenshot(std::string WindowsToFind, BITMAP &hbmap, BITMAPINFO &bmi, HDC &hdcShot,
    HBITMAP &hbitmapOld, HWND &hwnd);

    void SetupBitmapInfo(BITMAPINFO &bmi, int bwidth, int bHeight, int bitsPerPixel);
    bool CompareColour(RGBQUAD * pPixels, int height, int width, int x, int y);
    void ScanBMP(ScanContents * scan);
    bool Aim_Bot(HWND appWnd, std::string GameWindow);
    bool Aim_BotThr(AimbotThr * aimthr);
    MouseCoord CurrentMouseXY(0, 0);


    int main()
    {
    std::string GameWindow = "Counter-Strike Source";
    HWND appWnd = FindWindow(0, GameWindow.c_str());

    while(!appWnd)
    {
    system("CLS");
    appWnd = FindWindow(0, GameWindow.c_str());
    std::cout << "Unable to find " << GameWindow.c_str() << std::endl;
    Sleep(500);
    }

    POINT currentPos;
    GetCursorPos(& currentPos);
    CurrentMouseXY.X = currentPos.x;
    CurrentMouseXY.Y = currentPos.y;

    AimbotThr aimThr1(appWnd, GameWindow);
    _beginthread((void(*)(void*))Aim_BotThr, 0, (void*)&aimThr1);

    AimbotThr aimThr1(appWnd, GameWindow);
    _beginthread((void(*)(void*))Aim_BotThr, 0, (void*)&aimThr1);

    Aim_Bot(appWnd, GameWindow);
    system("pause");
    return 0;
    }

    bool TakeScreenshot(std::string WindowsToFind, BITMAP &hbmap, BITMAPINFO &bmi, HDC &hdcShot,
    HBITMAP &hbitmapOld, HWND &hwnd);
    {
    RECT rc;
    GetWindowRect(hwnd, &rc);

    hdcShot = CreateCompatibleDC(0);
    hbmap = createcompatibleBitmap(GetDC(0), rc.right - rc.left, rc.bottom - rc.top);
    SelectObject(hdcShot, hbmap);

    BitBlt(hdcShot, 0, 0, rc.right - rc.left, rc.bottom - rc.top, GetDC(0), rc.left, rc.top, SRCCOPY);

    if(!GetObject(hbmap, sizeof(BITMAP), (LPSTR)&bm))
    return false;

    int bitsPerPixel = bm.bmBitsPixel;

    if(bitsPerPixel != 32 || bm.bmPlanes !=1)
    return false;

    SetupBitmapInfo(bmi, bm.bmWidth, bmHeight, bitsPerPixel);
    return true;
    }

    bool Aim_BotThr(AimbotThr * aimthr)
    {
    RECT rcWindow;
    GetWindowRect(aimthr->AppWnd, &rcWindow);
    BITMAP bm;
    HBITMAP hbmap;
    HBITMAP hbmapOld;
    BITMAPINFO bmi;
    HDC hdcShot;
    HDC hdcScreen;

    RGBQUAD * pPixels;

    int TimeTakenScreenAndScan;
    while(true)
    {
    if(!GetAsyncKeyState('X'))
    {
    TimeTakenScreenAndScan = clock();

    if(TakeScreenshot(aimthr->GameWindow, bm, hbmap, bmi, hdcShot, hbmapOld, aimthr->AppWnd))
    break;

    HBITMAP hbmapNew = CreateCompatibleBitmap(hdcShot, rcWindow.right - rcWindow.left, rcWindow.bottom - rcWindow.top);

    HDC hdcShotNew = CreateCompatibleDC(hdcShot);

    HBITMAP OldBmp = (HBITMAP) SelectObject(hdcShotNew, hbmapNew);

    BitBlt(hdcShotNew, 0, 0, rcWindow.right - rcWindow.left, rcWindow.bottom - rcWindow.top, hdcShot, 0, 0, SRCCOPY);

    pPixels = new RGBQUAD[bm.bmWidth * bm.bmHeight];
    if(!pPixels)return false;

    SelectObject(hdcShotNew, OldBmp);

    if(!GetDIBits(hdcShotNew, hbmapNew, 0, bm.bmHeight, pPixels, &bmi, DIB_RGB_COLORS))
    {
    ReleaseDC(aimthr->AppWnd, hdcShot);
    delete[] pPixels;
    return false;
    }
    ReleaseDC(aimthr->AppWnd, hdcShot);

    ScanContents scanContentsMain(bm,rcWindow, pPixels);

    ScanBMP(&scanContentsMain);


    if(pPixels)
    free(pPixels);
    SelectObject(hdcShot, hbmapOld);
    DeleteObject(hbmap);
    DeleteDC(hdcShot);
    DeleteObject(hbmapNew);
    DeleteObject(OldBmp);
    DeleteDC(hdcShotNew);
    //std::cout << "out of scan, took" << clock() - TimeTakenScreenAndScan << "miliiseconds" << std::endl;
    }
    }

    }

    bool Aim_Bot(HWND appWnd, std::string GameWindow);
    {
    RECT rcWindow;
    GetWindowRect(appWnd, &rcWindow);
    BITMAP bm;
    HBITMAP hbmap;
    HBITMAP hbmapOld;
    BITMAPINFO bmi;
    HDC hdcShot;
    HDC hdcScreen;

    RGBQUAD * pPixels;

    int TimeTakenScreenAndScan;
    while(true)
    {
    if(!GetAsyncKeyState('X'))
    {
    TimeTakenScreenAndScan = clock();

    if(TakeScreenshot(GameWindow, bm, hbmap, bmi, hdcShot, hbmapOld, appWnd))
    break;

    HBITMAP hbmapNew = CreateCompatibleBitmap(hdcShot, rcWindow.right - rcWindow.left, rcWindow.bottom - rcWindow.top);

    HDC hdcShotNew = CreateCompatibleDC(hdcShot);

    HBITMAP OldBmp = (HBITMAP) SelectObject(hdcShotNew, hbmapNew);

    BitBlt(hdcShotNew, 0, 0, rcWindow.right - rcWindow.left, rcWindow.bottom - rcWindow.top, hdcShot, 0, 0, SRCCOPY);

    pPixels = new RGBQUAD[bm.bmWidth * bm.bmHeight];
    if(!pPixels)return false;

    SelectObject(hdcShotNew, OldBmp);

    if(!GetDIBits(hdcShotNew, hbmapNew, 0, bm.bmHeight, pPixels, &bmi, DIB_RGB_COLORS))
    {
    ReleaseDC(appWnd, hdcShot);
    delete[] pPixels;
    return false;
    }
    ReleaseDC(appWnd, hdcShot);

    ScanContents scanContentsMain(bm,rcWindow, pPixels);

    ScanBMP(&scanContentsMain);


    if(pPixels)
    free(pPixels);
    SelectObject(hdcShot, hbmapOld);
    DeleteObject(hbmap);
    DeleteDC(hdcShot);
    DeleteObject(hbmapNew);
    DeleteObject(OldBmp);
    DeleteDC(hdcShotNew);
    //std::cout << "out of scan, took" << clock() - TimeTakenScreenAndScan << "miliiseconds" << std::endl;
    }
    }
    }

    void SetupBitmapInfo(BITMAPINFO &bmi, int bwidth, int bHeight, int bitsPerPixel);
    {
    bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
    bmi.bmiHeader.biWidth = bWidth;
    bmi.bmiHeader.biHeight = bHeight;
    bmi.bmiHeader.biPlanes = 1;
    bmi.bmiHeader.biBitCount = bitsPerPixel;
    bmi.bmiHeader.biCompression = BI_RGB;
    bmi.bmiHeader.biSizeImage = 0;
    }

    void ShootBot(int x, int y)
    {
    mouse_event(MOUSEEVENTF_LEFTDOWN, x, y, 0, 0);
    mouse_event(MOUSEEVENTF_LEFTUP, x, y, 0, 0);
    }

    void ScanBMP(ScanContents * scan)
    {
    for(int y = (scan->RcWindow.bottom - scan->RcWindow.top)/4;
    y < ((scan->RcWindow.bottom - scan->RcWindow.top) - scan->RcWindow.bottom - scan->RcWindow.top)/3.5);
    y++)
    {
    for(int x = (scan->RcWindow.right - scan->RcWindow.left)/4;
    x < ((scan->RcWindow.right - scan->RcWindow.left) - scan->RcWindow.right - scan->RcWindow.left)/4);
    x++)
    {
    if(CompareColour(scan->PPixels, scan->Bm.bmHeight, scan->Bm.bmWidth, x, y))
    {
    int z = x;
    while (z <(int)((scan->RcWindow.right - scan->RcWindow.left)-(scan->RcWindow.right - scan->RcWindow.left)/4))
    {
    if(CompareColour(scan->PPixels, scan->Bm.bmHeight, scan->Bm.bmWidth, x, y))
    {
    break;
    }
    z++;
    }
    SetCursorPos(z - (z - x)/2)+scan->RcWindow.left, (y+4)+scan->RcWindow.top);
    POINT currentPos;
    GetCursorPos(&currentPos);

    if(currentPos.x < CurrentMouseXY.Y + 4 && currentpos.x > CurrentMouseXY.X - 4)
    //ShootBot(x+scan->RcWindow.left, y+scan->RcWindow.top); plus brackets remember
    CurrentMouseXY.X = currentPos.x;
    CurrentMouseXY.Y = currentPos.y;
    return;
    }
    }
    }
    }

    bool CompareColour(RGBQUAD * pPixels, int height, int width, int x, int y);
    {
    int p = (height-y-1)*width+x;

    if((int)pPixels[p].rgbRed < 30 && (int)pPixels[p].rgbGreen < 30 && (int)pPixels[p].rgbBlue > 215)
    {
    return true;
    }

    if(GetAsyncKeyState(VK_ESCAPE))
    {
    exit(0);
    }
    return false;
    }

    my fail code attachment virus scan: https://www.virustotal.com/file/8752...is/1356418108/

    it says 1/46 but idk why... I just followed the tutorial ....
    Last edited by jassman62; 12-25-2012 at 12:58 AM. Reason: Added an attachment for my files....

  4. #19
    abuckau907's Avatar
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    what errors are you getting?

    The anti-virus (possibly/probably) flagged the code as suspicious because of TakeScreenShot or mouse_event ... sometimes, anything that moves the mouse is flagged as suspicious --> how many legit programs actually move the mouse for you? None that I've used yet today. In fact i get upset when my aim-bot won't give back control of the mouse Also taking a screenshot, could* be used to spy --> obviously in the code, it's not. But the av's aren't "smart" enough to know that...it's just saying "hey watch out, this program can/will record your screen" even though the code never actually 'saves the image.'
    And the worst of all, GetAsyncKeyState -- 99% of keyloggers use this function, which gives it a bad rep.
    Last edited by abuckau907; 12-27-2012 at 02:13 PM.

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  6. #20
    cupcake's Avatar
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    I cannot find any downloads connected to the attachments?
    There is only virus scan info.

    Thank you

    Edit: I guess not?
    Last edited by cupcake; 03-06-2013 at 06:55 AM.

  7. #21
    DEATHL's Avatar
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    very helpful thanks

  8. #22
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    Where I can find the source code?

  9. #23
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    Great work !

  10. #24
    littleworld's Avatar
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    good [Release] work make offline game

  11. #25
    doupegic's Avatar
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    sorry to push this topic, but I can not find the sources

  12. #26
    Bostrot's Avatar
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    If I am at home I will try it but it sounds great!

  13. #27
    lvous's Avatar
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    or use a d3d hook for color aimbot, which is better imo

    Code:
    LPDIRECT3DSURFACE9 pBackBuffer = NULL;
    LPDIRECT3DSURFACE9 pSurface = NULL;
    D3DVIEWPORT9 pViewport;
    D3DLOCKED_RECT pLockedRect;
    D3DCOLOR myColor;
    #define SAFE_RELEASE(n) if(n != NULL) {n->Release(); n = NULL;}
    DWORD gametick0 = timeGetTime();
    
    HRESULT PixelSearch ( LPDIRECT3DDEVICE9 Device, D3DXVECTOR2 *v, int left, int top, int right, int bottom, DWORD color, int variation, int step )
    {
     BYTE  red, green, blue;
     BYTE  red_low, red_high, green_low, green_high, blue_low, blue_high;
     int  q,r;
     RECT  rect;
     if(pSurface==NULL) Device->CreateOffscreenPlainSurface( pViewport.Width, pViewport.Height,
      D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pSurface, NULL );
     Device->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
     Device->GetRenderTargetData( pBackBuffer, pSurface );
     pSurface->LockRect(&pLockedRect,0,D3DLOCK_READONLY);
     rect.left = left;
     rect.top = top;
     rect.right = right;
     rect.bottom = bottom;
     red = (color >> 16) & 0xff;
     green = (color >> 8) & 0xff;
     blue = (color & 0xff);
     if (variation == 0)
     {
      red_low = red_high = red;
      green_low = green_high = green;
      blue_low = blue_high = blue;
     }
     else
     {
      red_low = (variation > red) ? 0 : red - variation;
      green_low = (variation > green) ? 0 : green - variation;
      blue_low = (variation > blue) ? 0 : blue - variation;
      red_high = (variation > 0xff - red) ? 0xff : red + variation;
      green_high = (variation > 0xff - green) ? 0xff : green + variation;
      blue_high = (variation > 0xff - blue) ? 0xff : blue + variation;
     }
    
     for( r=rect.top; r<=rect.bottom; r = r + step)
     {
      for( q=rect.left; q<=rect.right; q = q + step)
      {
       BYTE *pBits = (BYTE*)pLockedRect.pBits;
       blue = pBits[r*pLockedRect.Pitch+q*4];
       green = pBits[r*pLockedRect.Pitch+q*4+1];
       red = pBits[r*pLockedRect.Pitch+q*4+2];
       if (red >= red_low && red <= red_high && green >= green_low && green <= green_high
         && blue >= blue_low && blue <= blue_high)
       {
        v->x = (float)q;
        v->y = (float)r;
        pSurface->UnlockRect();
        SAFE_RELEASE(pSurface);
        return S_OK;
       }
      }
     }
     pSurface->UnlockRect();
     SAFE_RELEASE(pSurface);
           // Not found
    
     return E_FAIL ;
    }
    in endscene
    Code:
    Device->GetViewport(&Viewport);
    	if (GetAsyncKeyState(VK_SHIFT) <0)
    	{
    		if (timeGetTime() - gametick > 1)
    		{
    			D3DXVECTOR2 vCoord;
    			HRESULT Hr = PixelSearch(Device, &vCoord, Viewport.Width / 2 - 30, Viewport.Height / 2 - 30,
    				Viewport.Width / 2 + 30, Viewport.Height / 2 + 30, D3DCOLOR_ARGB(0, 175, 0, 0), 90, 1);
    
    			//don't crash me
    			if (pSurface != NULL){ pSurface->Release(); pSurface = NULL; }
    			if (pBackBuffer != NULL){ pBackBuffer->Release(); pBackBuffer = NULL; }
    
    			if (Hr == S_OK)
    			{
    				mouse_event(MOUSEEVENTF_MOVE, (DWORD)vCoord.x, (DWORD)vCoord.y, 0, 0);
    			}
    			gametick = timeGetTime();
    		}
    	}

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