
Originally Posted by
Blueblood1
Why are you keeping the "true == true" if statements in? There not needed, also you can just put "true" in, If statements work like calculators, and return either True or False no matter what. So if you put the statement to "true" then it knows to run as True will return True, Just like False will return False.
Also to find your target for an aimbot this all really isn't needed. Just get the PlayerBase of the CrosshairID and use an If statement to check that the player isn't dead, that he isn't on your team, and that your aim key is on. If you aim at a wall, nothing well happen as CrosshairID will return 0, If you aim at a player it will return the checks and confirm if the person your aiming at is an enemy or not. That's the best way to do a subtle aimbot.
If your looking to make a full out rage aimbot, the code above works as it filters out all other Entitys that aren't players. Last thing you need is a Visual Check, InSaNe's idea of Ray tracing is probably best for this. There should be some documentation on the internet for it.
A "Leecher" refers to someone who just takes code instead of writing it themselves. They expect others just to write code here and they can copy paste it. You are not a leecher.
aimbot done
parts of the code in case anyone is interested
if (RAGE){
if (GetKeyState(AimVkeyCodee) != 0x0000 && GetKeyState(AimVkeyCodee) != 0x0001 && GetKeyState(AimVkeyCodee) != 0x8000) {
AIMON3 = true;
}
else {
AIMON3 = false;
}
}
else {
if (GetAsyncKeyState(AimVkeyCodee) & 0x8000) {
while (GetAsyncKeyState(AimVkeyCodee) & 0x8000) {
Sleep(50);
}
AIMON2 = !AIMON2;
if (AIMON2) {
cout << "$ AIM: " << aimval << " | TRIG: " << trigval << " | Head: ON" << endl;
}
else {
cout << "$ AIM: " << aimval << " | TRIG: " << trigval << " | Head: OFF" << endl;
}
}
if (AIMON2 == true) {
me.dwBase = mem.Read<DWORD>(DwClient + DwLocalPlayer);
ReadData(&me);
for (int i = 1; i < 64; i++) {
players[i].dwBase = mem.Read<DWORD>(DwClient + DwEntityList + i * 0x10);
ReadData(&players[i]);
}
DWORD pointerGlow = mem.Read<DWORD>(DwClient + DwGlow);
int objectCount = mem.Read<int>(DwClient + DwGlow + 0x4);
for (int i = 0; i < objectCount; i++) {
DWORD mObj = pointerGlow + i * sizeof(GlowObjectDefinition_t);
GlowObjectDefinition_t glowObj = mem.ReadNew<GlowObjectDefinition_t>(mObj);
if (glowObj.pEntity != NULL) {
int f_i = -1;
for (int j = 1; j < 64; j++) {
if (players[j].dwBase == EntityList.GetBaseEntity(NewPlayer.GetCrosshairId( ))) {
AIMON = true;
DISABLE = false;
}
else if (AIMON == true){
DISABLE = true;
AIMON = false;
}
}
}
}
}
and
if (AIM)
{
int PlayerNumber = NewPlayer.GetCrosshairId();
if (RAGE){
if (AIMON3 == true){
headval = "ON";
while (PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
{
int TempPlayerNumber = NewPlayer.GetCrosshairId();
if (TempPlayerNumber < 64 && TempPlayerNumber >= 0 && EntityList.GetTeam(TempPlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(TempPlayerNumber) != true)
{
PlayerNumber = TempPlayerNumber;
}
float PlayerPos[3];
float EnemyPos[3];
float AimAngle[3];
float CurrentAngle[3];
NewPlayer.GetPosition(PlayerPos);
EntityList.GetBonePosition(PlayerNumber, EnemyPos);
VelocityComp(PlayerNumber, EnemyPos);
calcang(PlayerPos, EnemyPos, AimAngle);
AngleNormalize(AimAngle);
NewPlayer.GetAngles(CurrentAngle);
//AngleNormalize(CurrentAngle);
SmoothAngleSet(AimAngle, CurrentAngle);
Sleep(1);
}
}
else {
headval = "OFF";
while (GetAsyncKeyState(AimVkeyCode) < 0 && NewPlayer.GetShotsFired() > 1 && PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
{
int TempPlayerNumber = NewPlayer.GetCrosshairId();
if (TempPlayerNumber < 64 && TempPlayerNumber >= 0 && EntityList.GetTeam(TempPlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(TempPlayerNumber) != true)
{
PlayerNumber = TempPlayerNumber;
}
float PlayerPos[3];
float EnemyPos[3];
float AimAngle[3];
float CurrentAngle[3];
NewPlayer.GetPosition(PlayerPos);
EntityList.GetBonePosition(PlayerNumber, EnemyPos);
VelocityComp(PlayerNumber, EnemyPos);
calcang(PlayerPos, EnemyPos, AimAngle);
AngleNormalize(AimAngle);
NewPlayer.GetAngles(CurrentAngle);
AngleNormalize(CurrentAngle);
SmoothAngleSet(AimAngle, CurrentAngle);
Sleep(1);
}
}
}
else {
if (AIMON == true){
//headval = "ON";
while (PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
{
int TempPlayerNumber = NewPlayer.GetCrosshairId();
if (TempPlayerNumber < 64 && TempPlayerNumber >= 0 && EntityList.GetTeam(TempPlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(TempPlayerNumber) != true)
{
PlayerNumber = TempPlayerNumber;
}
if (DISABLE == true){
DISABLE = false;
PlayerNumber = -1;
}
float PlayerPos[3];
float EnemyPos[3];
float AimAngle[3];
float CurrentAngle[3];
NewPlayer.GetPosition(PlayerPos);
EntityList.GetBonePosition(PlayerNumber, EnemyPos);
VelocityComp(PlayerNumber, EnemyPos);
calcang(PlayerPos, EnemyPos, AimAngle);
AngleNormalize(AimAngle);
NewPlayer.GetAngles(CurrentAngle);
//AngleNormalize(CurrentAngle);
SmoothAngleSet(AimAngle, CurrentAngle);
Sleep(1);
}
}
else {
while (GetAsyncKeyState(AimVkeyCode) < 0 && NewPlayer.GetShotsFired() > 1 && PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
{
int TempPlayerNumber = NewPlayer.GetCrosshairId();
if (TempPlayerNumber < 64 && TempPlayerNumber >= 0 && EntityList.GetTeam(TempPlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(TempPlayerNumber) != true)
{
PlayerNumber = TempPlayerNumber;
}
float PlayerPos[3];
float EnemyPos[3];
float AimAngle[3];
float CurrentAngle[3];
NewPlayer.GetPosition(PlayerPos);
EntityList.GetBonePosition(PlayerNumber, EnemyPos);
VelocityComp(PlayerNumber, EnemyPos);
calcang(PlayerPos, EnemyPos, AimAngle);
AngleNormalize(AimAngle);
NewPlayer.GetAngles(CurrentAngle);
AngleNormalize(CurrentAngle);
SmoothAngleSet(AimAngle, CurrentAngle);
Sleep(1);
}
}
}
}
if (TRIG)
{
if (GetAsyncKeyState(TrigVkeyCode) < 0 && TrigVkeyCode != 1)
{
int PlayerNumber = NewPlayer.GetCrosshairId();
if (PlayerNumber < 64 && PlayerNumber >= 0 && EntityList.GetTeam(PlayerNumber) != NewPlayer.GetTeam() && EntityList.IsDead(PlayerNumber) != true)
{
Click();
}
else
{
Sleep(1);
}
}
}
}
I know it's not the best or the most efficient code, but it works and it reaches me
