Thread: ViewAngleX and ViewAngleY

1. ViewAngleX and ViewAngleY

Okay, so i look into the Sharing is Caring post and see for .182 that these are the offsets for the view angles:
Code:
```ViewAngleX = 0xB359C4 ?
ViewAngleY = 0xB359C0 ?```
i tried using them but instead my crosshairs move the oposite direction/spin around like crazy!

then i tried another method doing this:
Code:
```class ViewAngles_s
{
public:
float X;
float Y;
};
ViewAngles_s * viewangles = (ViewAngles_s*) 0xB359C0;```
and i got the same results! Please help if you can!

2. What do you want to do? I mean on what project are you working on?
If it's a aimbot, then those addies are unneeded.

3. yeah the aimbot. i try to use the ViewAngleX and Y that i found, but it no work! any solutions?

4. Well what do you expect when your hack and the game is trying to write to the addy at the same time.

5. ViewAngles aren't that needed.

You can get the position of the players vector just by building some structs.

6. you guys got any examples?

7. yes, this is the way:

define the angles:

float *ViewAngleX = (float *)0xB359C4;
float *ViewAngleY = (float *)0xB359C0;

after all the math required to modify the angles, u do it this way:

*ViewAngleX += x;
*ViewAngleY += y;

x= the math to modify angle x
y= the math to modify angle y

if u want more info, google: "Aimbot code in C++"

8. well i know that but it doesn't work with alteriwnet. yet it works with version .208 on steam

9. for me is working with alteriw pm me ur code; i ll fix it

10. So your saying its not reading? Put a 3.0; time difference in the middle of them

11. Wow what a bunch of scrubs , learn to trouble shoot it will come in handy.

Your view angles move thus your offsets are right. So its you calculations that are wrong make sure your aimbot has its own loop otherwise you might have inaccurate calculations.

Code:
```class CAimbot
{
public:
CAimbot( void )
{
ViewAngleX = (float *)0xB359C4;
ViewAngleY = (float *)0xB359C0;
}
BOOL SetAim( )
{
for( int i=0;i<18;i++)
{
m_Aim.SetIndex(i);

if(!m_Aim.ValidatePlayer())
continue;
if(m_Aim.GetTeam() == TEAM_ALLIES)
continue;

vec3_t Org;
Math::GameEngine.GetPlayerTag( Game::Bone::j_head , m_Aim.Ent() , Org );

if( Math::GameEngine.IsVisible( m_Aim.Ent() ) )
{
if((GetAsyncKeyState(VK_MENU) & 0x8000) == 0x8000)
{
Math::q3Math.VectorToViewangles( Org , x , y );

*ViewAngleX += x;
*ViewAngleY += y;

Game::Import.SendCommandToConsole(0,0,"+attack");
Game::Import.SendCommandToConsole(0,0,"-attack");
return true;
}
}
}return false;
}
private:
float x , y;
float *ViewAngleX,*ViewAngleY;
};```

12. very nice