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    asqapro's Avatar
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    Pixel Aimbot [WORK IN PROGRESS]

    Made in C++

    I kinda burned out on making it, but it's a mostly-done pixel aimbot. Takes a screenshot of the game, reads the pixels, looks for a player, moves and shoots them.

    I got it done up to detecting the colors correctly.

    How it works: Grab the player's colors before aimbotting, saves them to a text file to be searched for later (best done with friends). Then, every time you click, it screenshots and reads the pixels, looking for colors grouped close enough to signify a player, then moves the crosshairs to the center of the grouping.

    Code:
    #include <windows.h>
    #include <iostream>
    #define Winver 0x500
    #include <tlhelp32.h>
    #include <stdio.h>
    #include <winable.h>
    #include <fstream>
    #include <istream>
    #include <string>
    #include <time.h>
    #include <sys/timeb.h>
    #include <vector>
    #include <algorithm>
    #include <sstream>
    #include <iterator>
    
    using namespace std;
    
    int ScreenWidth; //the width of the screen
    int ScreenHeight; //the height of the screen
    
    RECT ava_rect;
    
    HWND ava_wind;
    
    ofstream pixel_file; //to-be-written to file that will hold the pixel colors
    ifstream pixel_check; //to-be-read from file that holds the pixel colors
    
    bool operator == (vector<unsigned int> const& v1, vector<unsigned int> const& v2){ //for comparing 2 vectors
        return (v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]);
    }
    
    int getMilliCount(){ //timing function, used to test speed
        timeb tb;
        ftime(&tb);
        int nCount = tb.millitm + (tb.time & 0xfffff) * 1000;
        return nCount;
    }
    
    int getMilliSpan(int nTimeStart){ //timing function, used to test speed
        int nSpan = getMilliCount() - nTimeStart;
        if(nSpan < 0)
            nSpan += 0x100000 * 1000;
        return nSpan;
    }
    
    void mouseMove(float x_coord, float y_coord) //moves the mouse x and y amounts
    {
        //x_coord *= (65335/ScreenWidth);
        //y_coord *= (65335/ScreenWidth);
        //cout << x_coord << endl;
        //cout << y_coord << endl;
        INPUT mouse;
        memset(&mouse, 0, sizeof(INPUT));
        mouse.type = INPUT_MOUSE;
        // flag for the mouse hook to tell that it's a synthetic event.
        mouse.mi.dwExtraInfo = 0x200;
        //POINT p;
        //p.x = x_coord;
        //p.y = y_coord;
        //ClientToScreen(ava_wind, &p);
        mouse.mi.dx = x_coord;
        mouse.mi.dy = y_coord;
        mouse.mi.dwFlags = mouse.mi.dwFlags | MOUSEEVENTF_MOVE;
        SendInput(1, &mouse, sizeof(mouse));
    }
    
    int curr_color[2]; //the current pixel color
    unsigned int pix_data[1000][2]; //reference radius for specific size
    unsigned int found_pix[100][2]; //to avoid repeat colors
    int found_pix_counter = 0;
    int pix_pos_piece[1]; //a pixel x, y coordinate
    int pix_pos_counter = 0; //the counter for all of the positions
    
    void get_bitmap_ava(HWND ava_hwnd, int size_x, int size_y, bool get_pixel_color){ //grabs the bitma
        int pix_pos_full[size_x * size_y][1]; //use max possible positions just in case
        if(get_pixel_color){ //if the user pressed enter to grab pixels
            pixel_file.open("pixels.dat"); //open the write-to file
        }
    
        int pos_x, pos_y; //the starting x and y position
        pos_x = size_x / 2; //crosshairs are always center screen
        pos_y = size_y / 2;
        //POINT p; //used for special testing
        //GetCursorPos(&p);
        //pos_x = p.x;
        //pos_y = p.y;
    
        int radius = 10; //the amount of pixels to grab if saving pixel colors
    
        //int start = getMilliCount(); //track screenread speed in milliseconds
    
        HDC ava_dc = GetDC(ava_hwnd); //get the device context of the window
        HDC ava_dc_cap = CreateCompatibleDC(ava_dc); //create a compatible dc out of that
        HBITMAP hCaptureBitmap = CreateCompatibleBitmap(ava_dc, size_x, size_y); //make a bitmap
        SelectObject(ava_dc_cap, hCaptureBitmap); //select it in memory
        BitBlt(ava_dc_cap, 0, 0, size_x, size_y, ava_dc, 0, 0, SRCCOPY); //and bitblt it
    
        //getting the size of the picture
        BITMAP bm;
        GetObject(hCaptureBitmap, sizeof(bm), &bm);
        int width(bm.bmWidth), height(bm.bmHeight);
    
        //creating a bitmapheader for getting the dibits
        BITMAPINFOHEADER bminfoheader;
        ::ZeroMemory(&bminfoheader, sizeof(BITMAPINFOHEADER));
        bminfoheader.biSize        = sizeof(BITMAPINFOHEADER);
        bminfoheader.biWidth       = width;
        bminfoheader.biHeight      = -height;
        bminfoheader.biPlanes      = 1;
        bminfoheader.biBitCount    = 32;
        bminfoheader.biCompression = BI_RGB;
    
        bminfoheader.biSizeImage = width * 4 * height;
        bminfoheader.biClrUsed = 0;
        bminfoheader.biClrImportant = 0;
    
    
        //ALL THAT IS COMMENTED OUT BELOW IS TO SAVE THE PICTURE TO A FILE
    
        /*DWORD dwBmpSize = ((size_x * bminfoheader.biBitCount + 31) / 32) * 4 * size_y;
    
        HANDLE hDIB = GlobalAlloc(GHND,dwBmpSize);
        char *lpbitmap = (char *)GlobalLock(hDIB);
    
        // Gets the "bits" from the bitmap and copies them into a buffer
        // which is pointed to by lpbitmap.
        GetDIBits(CreateCompatibleDC(0), hCaptureBitmap, 0,
            (UINT)bm.bmHeight,
            lpbitmap,
            (BITMAPINFO *)&bminfoheader, DIB_RGB_COLORS);
    
        // A file isz3 created, this is where we will save the screen capture.
        HANDLE hFile = CreateFile("captureqwsx.bmp",
            GENERIC_WRITE,
            0,
            NULL,
            CREATE_ALWAYS,
            FILE_ATTRIBUTE_NORMAL, NULL);
    
    
        // Add the size of the headers to the size of the bitmap to get the total file size
        DWORD dwSizeofDIB = dwBmpSize + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
    
        BITMAPFILEHEADER bmfh;
    
    
        //Offset to where the actual bitmap bits start.
        bmfh.bfOffBits = (DWORD)sizeof(BITMAPFILEHEADER) + (DWORD)sizeof(BITMAPINFOHEADER);
    
    
        //Size of the file
        bmfh.bfSize = dwSizeofDIB;
    
    
        //bfType must always be BM for Bitmaps
        bmfh.bfType = 0x4D42; //BM
    
    
        DWORD dwBytesWritten = 0;
        WriteFile(hFile, (LPSTR)&bmfh, sizeof(BITMAPFILEHEADER), &dwBytesWritten, NULL);
        WriteFile(hFile, (LPSTR)&bminfoheader, sizeof(BITMAPINFOHEADER), &dwBytesWritten, NULL);
        WriteFile(hFile, (LPSTR)lpbitmap, dwBmpSize, &dwBytesWritten, NULL);
    
    
        //Unlock and Free the DIB from the heap
        GlobalUnlock(hDIB);
        GlobalFree(hDIB);
    
        //Close the handle for the file that was created
        CloseHandle(hFile);*/
    
    
        //FILE SAVING PROCESS ENDS HERE
    
    
        //create a buffer and let the GetDIBits fill in the buffer
        unsigned char* pPixels = new unsigned char[(width * 4 * height)];
        if( !GetDIBits(CreateCompatibleDC(0), hCaptureBitmap, 0, height, pPixels, (BITMAPINFO*) &bminfoheader, DIB_RGB_COLORS)) // load pixel info
        {
            //return if fails but first delete the resources
            DeleteObject(hCaptureBitmap);
            delete [] pPixels; // delete the array of objects
            cout << "fail" << endl;
    
            return;
        }
    
        int x, y; // fill the x and y coordinate for grabbing pixels
        x = 0;
        y = 0;
    
        int total_found = 0; //the total amount of pixels matching pixels being searched for
        int previous_x = -1; //set the initial prev_x and y to -1 to avoid issues
        int previous_y = -1;
        for(int iter = 0; iter < (size_x * size_y); iter++){ //loop through all of the pixels in the screen
            if(x < size_x){ //if the pixels have not reached the right of the screen
                x++; //keep going
            }
            else{
                x = 0; //if they do reach the right, reset to the left
                y++; //and go down one row
            }
            unsigned int r = pPixels[(width*y+x) * 4 + 2]; //the pixel color in r g b color format
            unsigned int g = pPixels[(width*y+x) * 4 + 1];
            unsigned int b = pPixels[(width*y+x) * 4 + 0];
            curr_color[0] = r; //set the current color array values
            curr_color[1] = g; //old values wrote over with each new pixel
            curr_color[2] = b;
            pix_pos_piece[0] = x; //set the current position
            pix_pos_piece[1] = y; //wrote over with each new pixel
            if(!get_pixel_color){ //if we are looking for pixels (not saving them)
                bool done = false; //a bool to check if we have gone through the entire set of pixels to look for
                for(unsigned int iter2 = 0; iter2 < sizeof(pix_data)/sizeof(pix_data[0]); iter2++){
                    if(abs(int(curr_color[0] - pix_data[iter2][0])) < 1 && abs(int(curr_color[1] - pix_data[iter2][1])) < 1 && abs(int(curr_color[2] - pix_data[iter2][2])) < 1){
                        found_pix[found_pix_counter][0] = curr_color[0];
                        found_pix[found_pix_counter][1] = curr_color[1];
                        found_pix[found_pix_counter][2] = curr_color[2];
                        found_pix_counter++;
                        //if all of the current pixel colors are within 1 color difference of the pixels being searched for
                        break; //exit the loop
                    }
                    if(sizeof(pix_data)/sizeof(unsigned int) - 1 == iter2){ //if it reaches the end of the loop
                        done = true;
                    }
                }
                if((abs(int(previous_x - x)) < 10 || abs(int(previous_y - y)) < 10) && (!done)){
                    //cout << "incr" << endl;
                    //cout << x << endl;
                    //cout << y << endl;
                    //cout << endl;
                    //if the found pixel was within 10 pixels of the last found one
                    total_found++; //increment the total found
                    pix_pos_full[pix_pos_counter][0] = pix_pos_piece[0]; //fill in the pix_pos array
                    pix_pos_full[pix_pos_counter][1] = pix_pos_piece[1]; //with the x, y values of the current pixel
                }
                else{ //if it was not found within 10 pixels or not the right color
                    //cout << "Reset" << endl;
                    total_found = 0; //reset the total found (needs to be a grouping to match a pattern)
                    pix_pos_counter = 0; //reset the pix_pos_counter
                }
                if(total_found > 6){
                    break;
                }
            }
    
            if(get_pixel_color){ //if the user wants to save pixels
                if((abs(int(100-r)) > 10) && (abs(int(100-g)) > 10) && (abs(int(100-b)) > 10)){
                    if(abs(x - pos_x) < radius && abs(y - pos_y) < radius){ //if the x and y positions of the pixels are within radius amount of the center of the screen
                        pixel_file << r << " " << g << " " << b << "\n"; //write the r g b to the file
                    }
                }
            }
        }
    
        //cout << total_found << endl; //for testing purposes, to see how many were found. Currently, either 0 or all of them are "found"
        if(!get_pixel_color){ //make sure the user did not want to save pixels
            if(total_found > 6){ //if more than 6 were found (arbitrary number, will be worked into percentage later)
                int other_x_pos = pix_pos_full[(sizeof(pix_pos_full)/sizeof(int))/2][0]; //grab the center position
                int other_y_pos = pix_pos_full[(sizeof(pix_pos_full)/sizeof(int))/2][1]; //of the pixel positions
                //I am having trouble determining how much to move
                //the mouse moves by x amount (the distance between pos_x and other_pos_x)
                //but I can't determine it correctly
                cout << other_x_pos - pos_x << endl;
                cout << other_y_pos - pos_y << endl;
                mouseMove(other_x_pos - pos_x, other_y_pos - pos_y);
            }
        }
        total_found = 0; //reset the variables
        pix_pos_counter = 0; //for the next screen grab
        found_pix_counter = 0;
        if(get_pixel_color){ //if the save-to file was opened
            pixel_file.close(); //close it
        }
    
        //clean up the bitmap and buffer unless you still need it
        DeleteObject(hCaptureBitmap);
        delete [] pPixels; // delete the array of objects
    
        ReleaseDC(ava_hwnd, ava_dc);
        DeleteDC(ava_dc_cap);
        DeleteObject(hCaptureBitmap);
    
        //int end = getMilliSpan(start);
        //cout << end << endl;
    }
    
    int main()
    {
        //use for testing
        /*RECT desktop_rect;
        HWND desktop_hwnd;
        desktop_hwnd = GetDesktopWindow();
        GetWindowRect(desktop_hwnd, &desktop_rect);
        while(true){
            if((GetKeyState(VK_RETURN) & 0x80) != 0){
                get_bitmap_ava(desktop_hwnd, desktop_rect.right, desktop_rect.bottom, true);
                Sleep(500);
            }
            if((GetKeyState(VK_LBUTTON) & 0x80) != 0){
                get_bitmap_ava(desktop_hwnd, desktop_rect.right, desktop_rect.bottom);
            }
            if((GetKeyState(VK_END) & 0x80) != 0){
                pixel_file.close();
                break;
            }
        }
        return 0;*/
        pixel_check.open("pixels.dat"); //the file that contains pixels to look for
        string line; //a line to hold each set up numbers
        if(pixel_check.is_open()){ //if the file open ok
            vector<string> tokens; //to hold the 3 numbers as strings
            unsigned int tokints[2]; //to hold the 3 numbers as ints
            int counter = 0; //indexing for the pix_data array
            while(getline(pixel_check,line)){ //get each line in the file
                istringstream iss(line); //create a stringstream
                copy(istream_iterator<string>(iss), istream_iterator<string>(), back_inserter<vector<string> >(tokens)); //copy the sstream elements into tokens
                for(unsigned int it = 0; it < sizeof(tokints)/sizeof(tokints[0]); it++){
                    tokints[it] = atoi(tokens.at(it).c_str()); //and convert/ copy tokens into tokints as ints
                }
                pix_data[counter][0] = tokints[0]; //fill pix_data
                pix_data[counter][1] = tokints[1];
                pix_data[counter][2] = tokints[2];
                counter++;
            }
        }
        pixel_check.close(); //close the file
    
        ifstream ava_settings("C:/AeriaGames/AVA/avaGame/Config/AVAOptionSettings.ini");
        size_t found;
        int file_counter = 0;
        if(ava_settings.is_open()){
            while(getline(ava_settings,line) && file_counter < 3){
                found = line.find("=");
                if(found != string::npos){
                    line.replace(0, found+1,"");
                    if(file_counter == 1){
                        ScreenWidth = int(atof(line.c_str()));
                    }
                    else if(file_counter == 2){
                        ScreenHeight = int(atof(line.c_str()));
                    }
                }
                file_counter++;
            }
            ava_settings.close();
        }
    
        TCHAR title[500];
        while(true){
            if(GetWindowText(GetForegroundWindow(), title, 500) == 24){
                ava_wind = GetActiveWindow();
                break;
            }
            Sleep(100);
        }
        while(true){
            if((GetKeyState(VK_RETURN) & 0x80) != 0){ //if the user presses enter
                get_bitmap_ava(ava_wind, ScreenWidth, ScreenHeight, true); //screen read and save the pixels the center of the screen is on
                Sleep(500);
            }
            if((GetKeyState(VK_LBUTTON) & 0x80) != 0){ //if the user left-clicks
                get_bitmap_ava(ava_wind, ScreenWidth, ScreenHeight, false); //screen read and search for pixels
                Sleep(100);
            }
            if((GetKeyState(VK_END) & 0x80) != 0){ //killswitch
                break;
            }
        }
        return 0;
    }

    There's some commented-out code to save the bitmap to a file, to prove it works. There's also come commented-out code for testing it on the desktop. I made this myself, but there's stuff in there I didn't personally write. The timing functions are not mine, nor is the save bitmap to file.

    NOTE: Run AVA in windowed mode for this to work. Something about graphic acceleration and Overlays prevents fullscreen from working.

    ALSO NOTE: The 0x200 flag for the mouse movement, and making it relative, rather than absolute, are how it works. The crosshairs will not move otherwise.

    LAST NOTE: Undetectable (kinda). Since it does not actually inject into the game, it is harder for XIGN to detect it.

    If anyone wants to finish this (fix the actual color detection), be my guest. Just credit the main part to me (if you use my code).
    Last edited by Hunter; 02-02-2016 at 06:36 AM. Reason: NeverAim asked for this

  2. The Following 2 Users Say Thank You to asqapro For This Useful Post:

    c4eu (01-25-2014),MonsterAl (11-25-2014)

  3. #2
    haim855's Avatar
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    Hello
    I would like to know what you mean
    What is these files and posted

    What Aniamor do with it
    I'd love an explanation

  4. #3
    asqapro's Avatar
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    Save this code into a .cpp file, run it through a compiler, and it makes an almost working aimbot for AvA. I quit making it because I got bored/ moved on to other projects, but I'm offering it as a pretty substantial base for anyone else who wants to make their own aimbot. Everything but detecting colors correctly works.

  5. #4
    Frought's Avatar
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    Basically , A pixel aimbot sucks because If they made a new character or w/e with another pixels / colors this will make it don't work. The memory aimbot is better than the pixel's one x100 .... I remember when I had my own memory aimbot ... I didn't care about if they released a new character or not ...

  6. #5
    boof3001's Avatar
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    looks legitt can i just shoot this thru mingw

  7. #6
    asqapro's Avatar
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    Quote Originally Posted by [D]opeDog View Post
    Basically , A pixel aimbot sucks because If they made a new character or w/e with another pixels / colors this will make it don't work. The memory aimbot is better than the pixel's one x100 .... I remember when I had my own memory aimbot ... I didn't care about if they released a new character or not ...
    I added functionality to compensate for new characters. If you click enter when using the aimbot instead of left clicking, it will record a x-by-x size (size determined by variable radius in get_bitmap_ava() function) square around your crosshairs.That also means you can port this to other games (just change the way it grabs screen resolution). The issue of the crosshair colors throwing off the aimbot can be fixed if you turn off HUD using F12.

  8. #7
    asqapro's Avatar
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    Quote Originally Posted by boof3001 View Post
    looks legitt can i just shoot this thru mingw
    Yeah, but link gdi32, user32, and kernel32 for the bitmap function. Also, if your AVA resolution info is in a different folder than the one I included (I hardcoded it because I was lazy), make sure to change that.

    Make sure to run as administrator.

  9. #8
    zakiya230's Avatar
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    So i basically rename it to a .cpp file, run it in C++ and release. AND IM GOOD TO GO. or not

  10. #9
    asqapro's Avatar
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    Quote Originally Posted by zakiya230 View Post
    So i basically rename it to a .cpp file, run it in C++ and release. AND IM GOOD TO GO. or not
    For it to compile, you have to link against gdi32, user32, and kernel32. Otherwise, it's going to give you errors about missing functions. Those libraries should be standard with any Windows C++ compiler you download.

  11. #10
    haim855's Avatar
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    Quote Originally Posted by asqapro View Post
    Save this code into a .cpp file, run it through a compiler, and it makes an almost working aimbot for AvA. I quit making it because I got bored/ moved on to other projects, but I'm offering it as a pretty substantial base for anyone else who wants to make their own aimbot. Everything but detecting colors correctly works.
    Save this code into a. Cpp file How I do it
    Dosage request to help me figure out how to keep it

  12. #11
    haim855's Avatar
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    Quote Originally Posted by haim855 View Post
    Save this code into a. Cpp file How I do it
    Dosage request to help me figure out how to keep it


    Uploaded with ImageShack.us

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    asqapro's Avatar
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    Quote Originally Posted by haim855 View Post
    Save this code into a. Cpp file How I do it
    Dosage request to help me figure out how to keep it
    It looks like when you copied/ pasted the source, it turned all <'s and >'s into &lt; and &gt;. Replace all &lt; with < and all &gt; with >

  14. #13
    haim855's Avatar
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    Quote Originally Posted by asqapro View Post
    It looks like when you copied/ pasted the source, it turned all <'s and >'s into < and >. Replace all < with < and all > with >
    How can I copy your source code properly?


    Uploaded with ImageShack.us



    Uploaded with ImageShack.us



    Uploaded with ImageShack.us



    This again gives me an error
    I'd love to thank you very help me with Skype = haimmalka85
    Last edited by haim855; 12-24-2013 at 02:54 PM.

  15. #14
    asqapro's Avatar
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    Quote Originally Posted by haim855 View Post
    How can I copy your source code properly?
    It works for me, it might be a problem with how VB accepts the paste. Or something. Just manually change the <'s and >'s back.

  16. #15
    haim855's Avatar
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    Quote Originally Posted by asqapro View Post
    It looks like when you copied/ pasted the source, it turned all <'s and >'s into < and >. Replace all < with < and all > with >

    Can you please give me a few minutes of your time to enter my computer via TeamViewer
    And do this for me please

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