Thread: Aimbot

Results 1 to 14 of 14
  1. #1
    RatoAtômico's Avatar
    Join Date
    Oct 2013
    Gender
    male
    Location
    Brasil
    Posts
    118
    Reputation
    10
    Thanks
    6

    Aimbot

    Alguem pode me dizer se esse código de aimbot tá atualizado?
    Eu tirei duma base antiga do @--Fenix--
    Aimbot.h
    Code:
    #define M_PI 3.14159265358979323846f
    #define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
    #define PITCH 0
    #define YAW 1
    #define ROLL 2
    #define ADDR_PLAYERMGR		0x379D2F14
    #define ADDR_PLAYERBYINDEX	0x371A0A40
    #define ADDR_PLAYERSTATUS	0x379B2894
    #define ADDR_LOCALPLAYER	0x371A1460
    #define ADDR_GCS		0x379D2E30
    #define ADDR_CLIENTINFOMGR	0x37994AFC
    #define GameStatus	0x379AD7C8
    #pragma warning(disable: 4482 4305 4083 4309 C4482 4244 C4002 C4996 )
    #pragma warning(disable: 4731 4996 4101 4129 4002 C4996 C4101 C4102 C4102)
    #include "class2.h"
    int Bones;
    int Tecla;
    
    float DistanceAim(D3DXVECTOR3 my,D3DXVECTOR3 other,cPlayerInfo* pPlayer,cPlayerInfo* pLocal)
    {
    	return sqrt(((MyGetObjectMaxPos(pLocal->obj)).x-(MyGetObjectMaxPos(pPlayer->obj)).x)*((MyGetObjectMaxPos(pLocal->obj)).x-(MyGetObjectMaxPos(pPlayer->obj)).x) + ((MyGetObjectMaxPos(pLocal->obj)).y-(MyGetObjectMaxPos(pPlayer->obj)).y)*((MyGetObjectMaxPos(pLocal->obj)).y-(MyGetObjectMaxPos(pPlayer->obj)).y) + ((MyGetObjectMaxPos(pLocal->obj)).z-(MyGetObjectMaxPos(pPlayer->obj)).z)*((MyGetObjectMaxPos(pLocal->obj)).z-(MyGetObjectMaxPos(pPlayer->obj)).z));
    }
    
    int GetClosestPlayer()
    {
    	float fNearest = (float) INT_MAX;
    
    	int iAimAt = -1;
    	float Distance;
    
    	float fDistPitch = 0;
    	float fDistYaw = 0;
    
    	typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
    	lpGetPlayerByIndex GetPlayerByIndex;
    
    	GetPlayerByIndex = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
    
    	typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
        lpGetLocalPlayer GetLocalPlayer;
    
    	GetLocalPlayer = (lpGetLocalPlayer) ADDR_LOCALPLAYER;
    
    	unsigned long ulThis = *(unsigned long *) ADDR_CLIENTINFOMGR;
    
    	D3DXVECTOR3 Position;
    
    	cPlayerInfo* pPlayer;
    	cPlayerInfo* pLocal;
    
    	pPlayerManager = *(cPlayerMgr **) ADDR_PLAYERMGR;
    
    	for (int i = 0; i < 16; i++)
    	{
    	
    		pPlayer = GetPlayerByIndex(ulThis, i, 0);
    		pLocal = GetLocalPlayer(ulThis);
    
    		if(pPlayer != 0 && pLocal != 0 && pLocal->obj != 0 && pPlayer->obj != 0 && pPlayer->IsDead == 0 && pPlayer->index != pLocal->index)
    		{
    			if(pLocal->Team != pPlayer->Team)
    			{
    				GetAngleToTarget(ObjConv(pPlayer->obj), ObjConv(pLocal->obj), Position);
    
    				fDistPitch = pPlayerManager->Pitch - DegToRad(Position[0]);
    				fDistYaw = pPlayerManager->Yaw - DegToRad(Position[1]);
    
    				Distance = sqrt((fDistPitch * fDistPitch) + (fDistYaw * fDistYaw)); 
    				//Distance = FindDistance(pPlayer, pLocal);
    
    				//if ((Distance / 100) < fNearest)
    				if (Distance < fNearest) 
    				{
    					iAimAt = i;
    
    					fNearest = Distance;
    					//fNearest = (Distance / 100);
    				}
    			}
    		} 
    	}
    	
    	return iAimAt;
    }
    void doaimbot() //Cabeça
    {	
             
    	if((*(BYTE *)GameStatus == 1) && Bones == 1){
    							int i = GetClosestPlayer();
    							pPlayerManager      = *(cPlayerMgr**)(ADDR_PLAYERMGR);
    							typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
    	                        lpGetPlayerByIndex GetPlayerByIndex;
    							GetPlayerByIndex    = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
    							unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
    							typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
                                lpGetLocalPlayer GetLocalPlayer;
       							GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
    							cPlayerInfo* pLocal = GetLocalPlayer(ulThis); 
    						if(i != -1){
    							  cPlayerInfo* pPlayer = GetPlayerByIndex( ulThis,i,0);
    							  D3DXVECTOR3 Position;
    							  GetAngleToTarget( (MyGetObjectMaxPos(pPlayer->obj)), (MyGetObjectMaxPos(pLocal->obj)), Position ); 
    							  pPlayerManager->Yaw = DegToRad( Position[YAW] );
    							  pPlayerManager->Pitch = DegToRad( Position[PITCH] ); 
    						}
    				}
    }
    void doaimbot2() //Peito
    {	
             
    				if((*(BYTE *)GameStatus == 1) && Bones == 2){
    							int i = GetClosestPlayer();
    							pPlayerManager      = *(cPlayerMgr**)(ADDR_PLAYERMGR);
    							typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
    	                        lpGetPlayerByIndex GetPlayerByIndex;
    							GetPlayerByIndex    = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
    							unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
    							typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
                                lpGetLocalPlayer GetLocalPlayer;
       							GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
    							cPlayerInfo* pLocal = GetLocalPlayer(ulThis); 
    						if(i != -1){
    							  cPlayerInfo* pPlayer = GetPlayerByIndex( ulThis,i,0);
    							  D3DXVECTOR3 Position;
    							  GetAngleToTarget( (MyGetObjectMaxPos(pPlayer->obj)), (MyGetObjectMaxPos(pLocal->obj)), Position ); 
    							  pPlayerManager->Yaw = DegToRad( Position[YAW] );
    							  pPlayerManager->Pitch = DegToRad( Position[PITCH] +1 ); 
    						}
    				}
    }
    void doaimbot3() //Nutshot
    {	
             
    	if((*(BYTE *)GameStatus == 1) && Bones == 3){
    							int i = GetClosestPlayer();
    							pPlayerManager      = *(cPlayerMgr**)(ADDR_PLAYERMGR);
    							typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
    	                        lpGetPlayerByIndex GetPlayerByIndex;
    							GetPlayerByIndex    = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
    							unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
    							typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
                                lpGetLocalPlayer GetLocalPlayer;
       							GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
    							cPlayerInfo* pLocal = GetLocalPlayer(ulThis); 
    						if(i != -1){
    							  cPlayerInfo* pPlayer = GetPlayerByIndex( ulThis,i,0);
    							  D3DXVECTOR3 Position;
    							  GetAngleToTarget( (MyGetObjectMaxPos(pPlayer->obj)), (MyGetObjectMaxPos(pLocal->obj)), Position ); 
    							  pPlayerManager->Yaw = DegToRad( Position[YAW] );
    							  pPlayerManager->Pitch = DegToRad( Position[PITCH] +5,2 ); 
    						}
    				}
    }
    3 segundos antes do dc

  2. #2
    luizimloko's Avatar
    Join Date
    Feb 2011
    Gender
    male
    Location
    fs:[0]
    Posts
    1,879
    Reputation
    136
    Thanks
    10,137
    My Mood
    Yeehaw
    aimbot do pasha, correto até esta, usei ele nos meus primeiros hacks, porém tem que atualizar as classes ...

  3. #3
    Eu sou Daleste cheguei mais to saindo fora
    MPGH Member
    experthack's Avatar
    Join Date
    Aug 2011
    Gender
    male
    Posts
    1,178
    Reputation
    90
    Thanks
    626
    My Mood
    Aggressive
    Caralho esse forum ainda existe isso nunca morre? pqp

  4. #4
    RatoAtômico's Avatar
    Join Date
    Oct 2013
    Gender
    male
    Location
    Brasil
    Posts
    118
    Reputation
    10
    Thanks
    6
    Quote Originally Posted by luizimloko View Post
    aimbot do pasha, correto até esta, usei ele nos meus primeiros hacks, porém tem que atualizar as classes ...
    Onde se acha as class atualizada?
    3 segundos antes do dc

  5. #5
    luizimloko's Avatar
    Join Date
    Feb 2011
    Gender
    male
    Location
    fs:[0]
    Posts
    1,879
    Reputation
    136
    Thanks
    10,137
    My Mood
    Yeehaw
    Quote Originally Posted by RatoAtômico View Post
    Onde se acha as class atualizada?
    ollydbg, ida pro, cérebro, técnicas em eng. reversa.

  6. The Following User Says Thank You to luizimloko For This Useful Post:

    6ixth (02-07-2015)

  7. #6
    Coder.DiasII's Avatar
    Join Date
    Feb 2013
    Gender
    male
    Location
    In My World
    Posts
    1,515
    Reputation
    156
    Thanks
    6,461
    tem em algum post aqui na mpgh so da uma procurada @experthack oi Gostoso
    • Registered - February 03, 2012
    • Contributor since August 05, 2014



    CombatArms Brasil


    PointBlank Brasil


  8. #7
    RatoAtômico's Avatar
    Join Date
    Oct 2013
    Gender
    male
    Location
    Brasil
    Posts
    118
    Reputation
    10
    Thanks
    6
    Essa classe taria atualizada?
    Code:
    class cPlayerInfo
    {
    public:
    	char unknown0[4]; //0x0000 
    	DWORD index; //0x0004 
    	char unknown1[12]; //0x0008 
    	char pName[20]; //0x0014 
    	char unknown2[4]; //0x0028 
    	__int32 *obj; //0x002C 
    	__int32 pKills; //0x0030 
    	__int32 pDeaths; //0x0034 
    	__int32 pKillsaLive; //0x0038 
    	char unknown3[12]; //0x003C 
    	__int32 pSuicides; //0x0048 
    	__int32 pKillsAfterJoin; //0x004C 
    	__int32 pDoubleKills; //0x0050 
    	__int32 pMultiKills; //0x0054 
    	__int32 pUltraKills; //0x0058 
    	__int32 pFantastic; //0x005C 
    	char unknown4[4]; //0x0060 
    	__int32 pHeadShots; //0x0064 
    	__int32 pFTMission; //0x0068 
    	char unknown5[8]; //0x006C 
    	__int32 Team; //0x0074 
    	char unknown6[4]; //0x0078 
    	BYTE pIsDead; //0x007C 
    	char unknown7[307]; //0x0080 
    	__int32 pRank; //0x01B3 
    	char unknown8[80]; //0x01B7 
    	__int32 pFTScore; //0x0207 
    	__int32 pFTSpawn; //0x020B 
    	char unknown9[3]; //0x020F 
    	__int32 pFTLongestLife; //0x0212 
    	__int32 pFTKill; //0x0216 
    	char unknown10[80]; //0x021A 
    	cPlayerInfo* pPrev; //0x026A 
    	cPlayerInfo* pNext; //0x026E
    
    };
    3 segundos antes do dc

  9. #8
    Coder.Hu3's Avatar
    Join Date
    Aug 2014
    Gender
    male
    Posts
    107
    Reputation
    10
    Thanks
    39
    Quote Originally Posted by RatoAtômico View Post
    Essa classe taria atualizada?
    Code:
    class cPlayerInfo
    {
    public:
    	char unknown0[4]; //0x0000 
    	DWORD index; //0x0004 
    	char unknown1[12]; //0x0008 
    	char pName[20]; //0x0014 
    	char unknown2[4]; //0x0028 
    	__int32 *obj; //0x002C 
    	__int32 pKills; //0x0030 
    	__int32 pDeaths; //0x0034 
    	__int32 pKillsaLive; //0x0038 
    	char unknown3[12]; //0x003C 
    	__int32 pSuicides; //0x0048 
    	__int32 pKillsAfterJoin; //0x004C 
    	__int32 pDoubleKills; //0x0050 
    	__int32 pMultiKills; //0x0054 
    	__int32 pUltraKills; //0x0058 
    	__int32 pFantastic; //0x005C 
    	char unknown4[4]; //0x0060 
    	__int32 pHeadShots; //0x0064 
    	__int32 pFTMission; //0x0068 
    	char unknown5[8]; //0x006C 
    	__int32 Team; //0x0074 
    	char unknown6[4]; //0x0078 
    	BYTE pIsDead; //0x007C 
    	char unknown7[307]; //0x0080 
    	__int32 pRank; //0x01B3 
    	char unknown8[80]; //0x01B7 
    	__int32 pFTScore; //0x0207 
    	__int32 pFTSpawn; //0x020B 
    	char unknown9[3]; //0x020F 
    	__int32 pFTLongestLife; //0x0212 
    	__int32 pFTKill; //0x0216 
    	char unknown10[80]; //0x021A 
    	cPlayerInfo* pPrev; //0x026A 
    	cPlayerInfo* pNext; //0x026E
    
    };

    Ta errada.

  10. #9
    RatoAtômico's Avatar
    Join Date
    Oct 2013
    Gender
    male
    Location
    Brasil
    Posts
    118
    Reputation
    10
    Thanks
    6
    Quote Originally Posted by Coder.Hu3 View Post
    Ta errada.
    tú tem a correta?
    3 segundos antes do dc

  11. #10
    diegosarria12's Avatar
    Join Date
    Oct 2012
    Gender
    male
    Location
    Min ser o incrível Hulk
    Posts
    326
    Reputation
    10
    Thanks
    709
    My Mood
    Cheerful
    // VER_BR_1410.04

    class cSFXList
    {
    public:
    DWORD unknown1;
    DWORD* List; //0x0004
    DWORD unknown2;
    __int32 Num; //0x000C
    };//Size=0x0010

    class cSFXMgr
    {
    public:
    cSFXList SFXList[0x3D]; //0x0000
    };//Size=0x00F4

    class cGameClientShell
    {
    public:
    virtual void Function0();
    virtual void Function1();
    virtual void Function2();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual void Function7();
    virtual void Function8();
    virtual void Function9();
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual void Function13();
    virtual void Function14();
    virtual void Function15();
    virtual void Function16();
    virtual void Function17();
    virtual void Function18();
    virtual void Function19();
    virtual void Function20();
    virtual void Function21();
    virtual void Function22();
    virtual void Function23();
    virtual void Function24();
    virtual void Function25();
    virtual void Function26();
    virtual void Function27();
    virtual void Function28();
    virtual void Function29();
    virtual void Function30();
    virtual void Function31();
    virtual void Function32();
    virtual void Function33();
    virtual void Function34();
    virtual void Function35();
    virtual void Function36();
    virtual void Function37();
    virtual void Function38();
    virtual void Function39();
    virtual void Function40();
    virtual void Function41();
    virtual void Function42();
    virtual void Function43();
    virtual void Function44();
    virtual void Function45();
    virtual void Function46();
    virtual void Function47();
    virtual void Function48();
    virtual void Function49();
    virtual void Function50();
    virtual void Function51();
    virtual void Function52();
    virtual void Function53();
    virtual void Function54();
    virtual void Function55();
    virtual void Function56();
    virtual DWORD GetClientInfoMgr(); //0x00E4
    virtual DWORD GetInterfaceManager(); //0x00E8
    virtual DWORD GetPlayerManager(); //0x00EC
    virtual void Function60();
    virtual void Function61();
    virtual void Function62();
    virtual void Function63();
    virtual void Function64();
    virtual void Function65();
    virtual cSFXMgr* GetSFXMgr(); //0x0108
    virtual void Function67();
    virtual void Function68();
    virtual void Function69();
    };

    class Transform
    {
    public:
    D3DXVECTOR3 Pos; //0x0000
    unsigned char Space [0x100];
    }; //Size=0x000C

    class cLTModel
    {
    public:
    virtual void Function0();
    virtual void Function1();
    virtual void Function2();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual void Function7();
    virtual void Function8();
    virtual void Function9();
    virtual void Function10();
    virtual void Function11();
    virtual void Function12();
    virtual void Function13();
    virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); //0x0038
    virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); //0x003C
    virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace ); //0x0040
    virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next ); //0x0044
    virtual void Function18();
    virtual void Function19();
    virtual void Function20();
    virtual void Function21();
    virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); //0x0058
    };

    class cLTClientShellBase
    {
    public:
    CLTBase* ILTBase; //0x0000
    char unknown1[16];
    __int32 ILTDrawPrim; //0x0014
    char unknown2[12];
    cLTModel** ILTModel; //0x0024
    char unknown3[144];
    cGameClientShell* ILTGameClientShell; //0x00B8
    };//Size=0x00BC

    class IntersectQueryCA
    {
    public:
    D3DXVECTOR3 Start; //0x0000
    D3DXVECTOR3 End; //0x000C
    char unknown1[12];
    unsigned int Flags; //0x0024
    ObjectFilterFn FilterFn; //0x0028
    void* FilterIntersectParam; //0x002C
    ObjectFilterFn FilterIntersectFn; //0x0030
    void* FilterParam; //0x0034
    void* PolyFilterParam; //0x0038
    };//Size=0x003C

    class IntersectInfoCA
    {
    public:
    D3DXVECTOR3 vImpactPos; //0x0000
    char unknown1[16];
    int* hObjImpact; //0x001C
    DWORD nSomething1; //0x0020
    DWORD nSomething2; //0x0024
    DWORD nSomething3; //0x0028
    };//Size=0x002C

    class cLTBase
    {
    public:
    __int32 ILTClient; //0x0000
    char unknown1[96];
    bool( WINAPIV* IntersectSegment )( IntersectQueryCA& Query, IntersectInfoCA* pInfo ); //0x0064
    char unknown2[28];
    unsigned int ( WINAPIV* GetLocalClientID )( unsigned int* pIDOut ); //0x0084
    char unknown3[412];
    unsigned int( WINAPIV* RunConsoleCommand )( const char* szCommand ); //0x0224
    int*( WINAPIV* GetClientObject )(); //0x0228
    char unknown4[16];
    unsigned int( WINAPIV* GetObjectScale )( int* pObject, float* scale ); //0x023C
    unsigned int( WINAPIV* SetObjectScale )( int* pObject, float scale ); //0x0240
    char unknown5[4];
    unsigned int( WINAPIV* GetObjectColor )( int* pObject, float* r, float* g, float* b, float* a ); //0x0248
    unsigned int( WINAPIV* SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x024C
    };

    class cClientWeapon
    {
    public:
    char unknown1[0xE0];
    __int32 fireWeapon; //0x00E0

    void Fire(bool fire = true)
    {
    if(fire) fireWeapon = 1;
    }
    };//Size=0x00E4

    class cClientWeaponMgr
    {
    public:
    cClientWeapon** WeaponList; //0x0000
    __int32 MaxWeapons; //0x0004
    __int32 WeapIndex; //0x0008
    cClientWeapon* CurrentWeapon; //0x000C
    BYTE WeaponsEnabled; //0x0010
    BYTE WeaponsVisible; //0x0011
    char unknown1[16];
    __int32 nCurrentWeaponID; //0x0020
    };//Size=0x0024

    class cPlayerMgr
    {
    public:
    char unknown1[24];
    cClientWeaponMgr* WeaponMgr; //0x0018
    char unknown2[56];
    float Pitch; //0x0054
    float Yaw; //0x0058
    float Roll; //0x005C
    char unknown3[220];
    __int32* CameraObject; //0x013C

    __inline cClientWeapon* GetCurrentWeapon()
    {
    if( WeaponMgr && WeaponMgr->CurrentWeapon )
    return WeaponMgr->CurrentWeapon;

    return NULL;
    }
    };//Size=0x0138

    class PlayerInfo
    {
    public:
    __int32 pPing; //0x0000
    __int32 index; //0x0004
    __int32 ID; //0x0008
    char unknown1[8];
    char pName[20]; //0x0014
    char unknown2[4];
    __int32* Object; //0x002C
    __int32 Kills; //0x0030
    __int32 Deaths; //0x0034
    char unknown3[44];
    __int32 HeadShots; //0x0064
    char unknown4[12];
    __int32 pTeam; //0x0074
    char unknown5[4];
    bool pIsDead; //0x007C
    char unknown6[655];
    PlayerInfo* PlayerPrev; //0x030C
    PlayerInfo* PlayerNext; //0x0310
    };//Size=0x0314

    class ClienteInfo
    {
    public:
    DWORD unknown1;
    PlayerInfo* Primeiro; //0x0004
    unsigned int LocalIndex; //0x0008

    inline PlayerInfo* JogadorIndex(int id)
    {
    PlayerInfo* ptr = Primeiro;

    while(ptr)
    {
    if(ptr->index == id)
    return ptr;

    ptr = ptr->PlayerNext;
    }
    return NULL;
    }
    };//Size=0x000C

    class Info
    {
    public:
    char unknown1[12];
    __int32 iHP; //0x000C
    __int32 iAP; //0x0010
    __int32 iMaxHP; //0x0014
    __int32 iMaxAP; //0x0018
    __int32 gotoWepInfo; //0x001C
    __int32 goToSomething; //0x0020
    char unknown2[388];
    float fStamina; //0x01A8
    __int32 iIsRunning; //0x01AC
    __int32 iIsJumping; //0x01B0
    __int32 iWeaponSlotInUse; //0x01B4
    char unknown3[44];
    PlayerInfo* goToPlayers; //0x01E4
    };//Size=0x01E8

    class LocalInfo
    {
    public:
    Info* goToInfoClass; //0x0000
    };//Size=0x0004

    class cCharacterFX
    {
    public:
    char unknown1[16];
    __int32* Object; //0x0010
    char unknown2[44];
    __int32 IsPlayer; //0x0040
    char unknown3[52];
    BYTE Index; //0x0078
    char unknown4[1240];
    BYTE bIsDead; //0x0551
    bool bSpawnSheild; //0x0552
    char unknown5[9];
    __int32* hHitbox; //0x055C
    char unknown6[92];
    WORD wHealth; //0x05BC
    WORD wArmor; //0x05BE
    char unknown7[4];
    __int32 Index2; //0x05C4
    };//Size=0x05C8

    class cWeaponInfo
    {
    public:
    char unknown1[12];
    DWORD dwClientWeaponType; //0x000C
    char unknown2[16];
    DWORD dwAlt_InstDamage; //0x0020
    DWORD dwInstDamage; //0x0024
    char unknown3[108];
    DWORD dwFireSnd; //0x0094
    char unknown4[108];
    float fFireDelay1; //0x0104
    float ffiredelay1; //0x0108
    DWORD dwMaxAmmo3; //0x010C
    DWORD dwMaxAmmo2; //0x0110
    char unknown5[316];
    BYTE TripleShotMode; //0x0250
    char unknown6[3];
    DWORD dwTripleShotRoundNum; //0x0254
    float fDamageRFacter; //0x0258
    char unknown7[20];
    DWORD dwInfiAmmo2; //0x0270
    DWORD dwInfiniteAmmo; //0x0274
    DWORD dwHideWhenEmpty; //0x0278
    char unknown8[4];
    DWORD dwShotsPerClip; //0x0280
    char unknown9[52];
    float fZoomTime; //0x02B8
    DWORD dwMinPerturb; //0x02BC
    DWORD dwMaxPerturb; //0x02C0
    float fDuckPerturb; //0x02C4
    float fMoveDuckPerturb; //0x02C8
    DWORD dwZoomedMinPerturb; //0x02CC
    DWORD dwZoomedMaxPerturb; //0x02D0
    DWORD dwRange; //0x02D4
    char unknown10[12];
    DWORD VectorsPerRound; //0x02E4
    char unknown11[40];
    float fPerturbIncSpeed; //0x0310
    float fPerturbDecSpeed; //0x0314
    char unknown12[4];
    float fZoomedPerturbIncSpeed; //0x031C
    float fZoomedPerturbDecSpeed; //0x0320
    char unknown13[4];
    float fBaseCamRecoilPitch; //0x0328
    float fBaseCamRecoilAccelPitch; //0x032C
    char unknown14[36];
    float fTripleShotMaxCamRecoilPitch; //0x0354
    float fTripleShotBaseCamRecoilPitch; //0x0358
    char unknown15[8];
    DWORD dwTripleShotMinPerturb; //0x0364
    DWORD dwTripleShotMaxPerturb; //0x0368
    float fTripleShotPerturbIncSpeed; //0x036C
    float fTripleShotPerturbDecSpeed; //0x0370
    char unknown16[108];
    BYTE DisableCrosshair; //0x03E0
    char unknown17[27];
    float fCameraSwayXFreq; //0x03FC
    float fCameraSwayYFreq; //0x0400
    char unknown18[8];
    DWORD dwEffectRange; //0x040C
    };//Size=0x0410(1040)

    class cWeaponMgr
    {
    public:
    char unknown1[5600];
    cWeaponInfo** Weapons; //0x15E0
    __int32 WeaponCount; //0x15E4
    };//Size=0x15E8

    class CILTDrawPrim
    {
    public:
    char unknown1[16184];
    D3DVIEWPORT9 ViewPort; //0x3F38
    D3DXMATRIX World; //0x3F50
    D3DXMATRIX View; //0x3F90
    D3DXMATRIX Projection; //0x3FD0
    };//Size=0x4010

    class cObjName
    {
    public:
    char unknown1[4];
    char Name[28]; //0x0004
    };//Size=0x0008

    class cBaseFX
    {
    public:
    char unknown1[16];
    int* Object; //0x0010
    D3DXVECTOR3 Pos; //0x0014
    char unknown2[28];
    cObjName* gotoObjName; //0x0034
    char unknown3[8];
    int NaoArma; //0x0040
    char unknown4[4];
    BYTE Unknown5;
    BYTE OwnerID; //0x004C
    char unknown6[40];
    };//Size=0x0054

    /pedef bool (*ObjectFilterFnCA)(int* hObj, void* pUserData);
    Class atualizada foi um tal de Reclass-Pro-Auto que posto isso na net

  12. The Following User Says Thank You to diegosarria12 For This Useful Post:

    RatoAtômico (11-01-2014)

  13. #11
    RatoAtômico's Avatar
    Join Date
    Oct 2013
    Gender
    male
    Location
    Brasil
    Posts
    118
    Reputation
    10
    Thanks
    6
    Quote Originally Posted by diegosarria12 View Post
    Class atualizada foi um tal de Reclass-Pro-Auto que posto isso na net
    valeu cara!
    3 segundos antes do dc

  14. #12
    RatoAtômico's Avatar
    Join Date
    Oct 2013
    Gender
    male
    Location
    Brasil
    Posts
    118
    Reputation
    10
    Thanks
    6
    Ainda năo funciona, vô leecha outro code
    3 segundos antes do dc

  15. #13
    Fellas1704's Avatar
    Join Date
    Nov 2013
    Gender
    male
    Location
    C+,C#,VB
    Posts
    53
    Reputation
    10
    Thanks
    6
    My Mood
    Amazed
    Champs Eu uso esse aim...O mesmo q passe para o N1GG4 bom..Tem q atualizar uma coisa na source do aim e tirar algumas coisas desnesessárias com os lugares de mirar tipo shift rbutton e talz.. o de resto esta funcionando me add no skype..

    Code4Change

    vlw

  16. #14
    kalamidade's Avatar
    Join Date
    Mar 2013
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    My Mood
    Lonely
    Quote Originally Posted by experthack View Post
    Caralho esse forum ainda existe isso nunca morre? pqp
    MPGH é o melhor mano!!!!

Similar Threads

  1. GBWC Aimbot
    By Super-Man in forum GunBound Hacks / Bots
    Replies: 7
    Last Post: 08-05-2010, 05:49 PM
  2. Hacks for Warrock (Aimbot, Wallhack)
    By Clarity in forum WarRock - International Hacks
    Replies: 32
    Last Post: 01-19-2006, 05:30 PM
  3. [SEARCHING] Color Aimbot v3
    By stfustfu in forum WarRock - International Hacks
    Replies: 4
    Last Post: 01-13-2006, 02:51 AM
  4. GPS Aimbot
    By Paolo1993 in forum Hack Requests
    Replies: 0
    Last Post: 01-09-2006, 03:10 AM
  5. America's Army aimbot
    By garebear in forum General Game Hacking
    Replies: 6
    Last Post: 12-30-2005, 04:52 PM