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  1. #1
    burntcupcake's Avatar
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    Crosfire Aimbot Question?

    Will these codes work on crossfire
    done on Scite
    __________________________________________________ _______________
    PLAYER_DATA GetMyPlayerData(void)
    PLAYER_DATA GetPlayerData(BYTE PlayerNumber)
    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    typedef struct _PLAYER_DATA {
    DWORD baseadd; // base address of this current player
    DWORD coordEW; // East/West (X) co-ord
    DWORD coordNS; // North/South (Y) co-ord
    DWORD coordUD; // Up/Down (Z) co-ord
    DWORD coordEWa; // The address of the players EW co-ord
    DWORD coordNSa; // The address of the players NS co-ord
    DWORD coordUDa; // The address of the players UD (up/down..wth was i thinking when naming this) co-ord
    DWORD lookX; // The players X-axis look (what will change if you move the mouse side to side)
    DWORD lookY; // The players Y-axis look (what will change if you move the mouse forwards and backwards)
    DWORD lookXa; // The address of the X look
    DWORD lookYa; // The address of the Y look
    char name; // Holds the current players name
    DWORD namea; // The address of the current players name
    } PLAYER_DATA;
    #define mBase 0xBD63D8
    #define hBase 0xB0D228
    ///
    PLAYER_DATA GetMyPlayerData(void)
    {
    PLAYER_DATA Player; // Create a blank PLAYER_DATA struct
    ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0 (thanks L.Spiro, this solved some problems)
    Peek((void*)mBase,(void*)&Player.baseadd,4); // Get our players Base Address from the pointer
    /*****made by stickleback******/
    Player.coordEWa = Player.baseadd + 0×8; // Get all the addies for everything…the 0×8, 0xC and **** are the offsets I found for DFX
    Player.coordNSa = Player.baseadd + 0xC;
    Player.coordUDa = Player.baseadd + 0×10;
    Player.lookXa = Player.baseadd + 0×14;
    Player.lookYa = Player.baseadd + 0×18;
    Player.namea = Player.baseadd + 0xF4;
    Peek((void*)Player.coordEWa,(void*)&Player.coordEW ,4); // Now we got all the addies, read in the info from em all
    Peek((void*)Player.coordNSa,(void*)&Player.coordNS ,4);
    Peek((void*)Player.coordUDa,(void*)&Player.coordUD ,4);
    Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
    Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
    Peek((void*)Player.namea,(void*)&Player.name,15);

    return Player; // Give our PLAYER_DATA Player, as the return value
    }
    ///
    PLAYER_DATA GetPlayerData(BYTE PlayerNum) // Takes the number of the player as a param
    {
    PLAYER_DATA Player;
    ZeroMemory(&Player, sizeof(PLAYER_DATA));
    Peek((void*)hBase,(void*)&Player.baseadd,4);

    Player.baseadd = Player.baseadd + (PlayerNum*0×388); // 0×388 is the gap between players, starting with player 1

    Player.coordEWa = Player.baseadd + 0×8;
    Player.coordNSa = Player.baseadd + 0xC;
    Player.coordUDa = Player.baseadd + 0×10;
    Player.lookXa = Player.baseadd + 0×14;
    Player.lookYa = Player.baseadd + 0×18;
    Player.namea = Player.baseadd + 0xF4;

    Peek((void*)Player.coordEWa,(void*)&Player.coordEW ,4);
    Peek((void*)Player.coordNSa,(void*)&Player.coordNS ,4);
    Peek((void*)Player.coordUDa,(void*)&Player.coordUD ,4);
    Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
    Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
    Peek((void*)Player.namea,(void*)&Player.name,15);

    return Player;
    }
    ///
    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber); // oP = Opposition’s Player
    PLAYER_DATA cP = GetMyPlayerData(); // cP = Current Player (our player) .. sorry for bad var names

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    }
    }
    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif; // These need to be double for our Trig calculations to work later on
    double NSdif;

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    }
    }
    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double angleA; // The angle in degrees between the enemy, east, and us
    double angleP; // The decimal percentage of the angle

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578; // Remember, the 57.29578 is to convert from radians to degrees
    angleP = (angleA/360);
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    }
    }
    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double angleA;
    double angleP;
    double newValue; // To hold our new double value
    DWORD newValue2; // To convert our double back into DWORD ready for writing

    double halfCircle = 0xFFFFFFFF/2; // Just to make the code a bit more readable

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP); // As described above
    newValue2 = newValue; // Put it into DWORD (may get compile warnings about losing data..thats the whole reason we’re doing it
    Poke((void*)cP.lookXa, &newValue2,4); // Write our new value
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0 + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }
    }
    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double UDdif;

    double angleA;
    double angleP;
    double angleB;
    double angleBP;

    double newValue;
    DWORD newValue2;

    double newValueb;
    DWORD newValueb2;

    double halfCircle = 0xFFFFFFFF/2;

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0 + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    // Done the X-look, now this is for the Y-look

    double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)); // Get the level distance between us and the enemy, using pythagoras

    if(oP.coordUD == cP.coordUD)
    {
    BYTE zero4[4] = {0×00,0×00,0×00,0 ×00};
    Poke((void*)cP.lookYa,zero4, 4); // If we are equal height, set our Y-look to 0 (level)

    } else if(oP.coordUD > cP.coordUD)
    {
    UDdif = oP.coordUD - cP.coordUD; // Work out our UDdif
    angleB = atan(UDdif/flatDist) * 57.29578; // Same old stuff as before
    angleBP = (angleB/360);
    newValueb = 0 + (0xFFFFFFFF*angleBP);
    newValueb2 = newValueb;
    Poke((void*)cP.lookYa, &newValueb2,4);

    } else if (oP.coordUD < cP.coordUD)
    {
    UDdif = cP.coordUD - oP.coordUD;
    angleB = atan(UDdif/flatDist) * 57.29578;
    angleBP = (angleB/360);
    newValueb = 0xFFFFFFFF - (0xFFFFFFFF*angleBP);
    newValueb2 = newValueb;
    Poke((void*)cP.lookYa, &newValueb2,4);
    }
    }

  2. The Following User Says Thank You to burntcupcake For This Useful Post:

    Andrzej555 (04-13-2009)

  3. #2
    burntcupcake's Avatar
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    ohh

    i did not make these codes, credit goes to "evo" something. dont know his full name

  4. #3
    ShadowWrath's Avatar
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    ahh,im dont like to answer dumb questions...
    Quote Originally Posted by dk173 View Post
    i never had a gf -_-
    [IMG]https://i281.photobucke*****m/albums/kk231/drsynyster/ShadowWrath.png[/IMG]
    ^^Made by: Shayne^^
    I love those who can smile in trouble, who can gather strength from distress, and grow brave by reflection. 'Tis the business of little minds to shrink, but they whose heart is firm, and whose conscience approves their conduct, will pursue their principles unto death.
    Leonardo da Vinci

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    InHuman's Avatar
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    this is retarded
    /closed

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