🙁 Help my aimbot (point through the wall)

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🙁 Help my aimbot (point through the wall)
hi
my problem is:
the point if hidden in a wall follows the aim through wall

this aimbot is PolySubtleAim modified by me


gift: http://gyazo.com/98050200f2c0cb71ae51e43121b8cee0
sorry for my english :S
I would have to learn English
Quote Originally Posted by gabygamer View Post
hi
my problem is:
the point if hidden in a wall follows the aim through wall

this aimbot is PolySubtleAim modified by me


gift: http://gyazo.com/98050200f2c0cb71ae51e43121b8cee0ⓘ
sorry for my english :S
I would have to learn English
That is supposed to happen. The hack doesn't have a visible check.
Quote Originally Posted by skylarr View Post
That is supposed to happen. The hack doesn't have a visible check.
yes i needed visible check

this is part of the code

var AimVkeyCodee is a middle mouse
DWORD AimVkeyCodee = 4;


if (GetKeyState(AimVkeyCodee) != 0x0000 && GetKeyState(AimVkeyCodee) != 0x0001 && GetKeyState(AimVkeyCodee) != 0x8000){
DWORD PlayerBase = Mem.R<DWORD>(DwClient + DwLocalPlayer);
BYTE Spotted = Mem.R<BYTE>(PlayerBase + offSpotted);
//this is when they look at me but what I want is when I looked
if (Spotted == 1) {
AIMON = true;
AIMON2 = true;
}
else {
AIMON = false;
}

sorry for my english again
Quote Originally Posted by MarkHC View Post
Use Ray Tracing.
Or just keep checking that the players CrosshairID returns something that isn't 0. If it does return 0 then the player must not be in direct line of sight. Alot simpler than Ray tracing.

- - - Updated - - -

Quote Originally Posted by gabygamer View Post
yes i needed visible check

this is part of the code

var AimVkeyCodee is a middle mouse
DWORD AimVkeyCodee = 4;


if (GetKeyState(AimVkeyCodee) != 0x0000 && GetKeyState(AimVkeyCodee) != 0x0001 && GetKeyState(AimVkeyCodee) != 0x8000){
DWORD PlayerBase = Mem.R<DWORD>(DwClient + DwLocalPlayer);
BYTE Spotted = Mem.R<BYTE>(PlayerBase + offSpotted);
//this is when they look at me but what I want is when I looked
if (Spotted == 1) {
AIMON = true;
AIMON2 = true;
}
else {
AIMON = false;
}

sorry for my english again
If your teammate spots him, this will still return true, you would need to use SpottedByMask and check that the person spotting your target is you.
Quote Originally Posted by Blueblood1 View Post
Or just keep checking that the players CrosshairID returns something that isn't 0. If it does return 0 then the player must not be in direct line of sight. Alot simpler than Ray tracing.

- - - Updated - - -



If your teammate spots him, this will still return true, you would need to use SpottedByMask and check that the person spotting your target is you.
But that requires you to aim at the target first. When I hear someone wants to do an aimbot with vis check I assume that the aimbot will only aim at visible targets. If you use the inCross then the aimbot has to aim at the target, then test if he is on the crosshair. If he's not then you have to aim at another target, etc, etc.

That's really bad.
Quote Originally Posted by MarkHC View Post


But that requires you to aim at the target first. When I hear someone wants to do an aimbot with vis check I assume that the aimbot will only aim at visible targets. If you use the inCross then the aimbot has to aim at the target, then test if he is on the crosshair. If he's not then you have to aim at another target, etc, etc.

That's really bad.
Well I'm assuming this is for a subtle aimbot and not a full out rage aimbot, so they would be looking at the target anyway, they point of the aimbot would to just adjust to the head and stay there so long as they don't go behind a wall. In that case CrosshairID would be the way to go. If your looking for a full out rage aimbot just to snap to peoples heads when there visible Ray Tracing would be the way to go. Depends on what your looking for.

To the OP: I'm not here to give you code just so it can be leeched. There should be enough info above to make atleast a decent attempt at it. I can help you so long as you try it, Post any more problems your having here.
Quote Originally Posted by Blueblood1 View Post
Well I'm assuming this is for a subtle aimbot and not a full out rage aimbot, so they would be looking at the target anyway, they point of the aimbot would to just adjust to the head and stay there so long as they don't go behind a wall. In that case CrosshairID would be the way to go. If your looking for a full out rage aimbot just to snap to peoples heads when there visible Ray Tracing would be the way to go. Depends on what your looking for.

To the OP: I'm not here to give you code just so it can be leeched. There should be enough info above to make atleast a decent attempt at it. I can help you so long as you try it, Post any more problems your having here.

This code works for me:

if (true == 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);
if (true == true) {
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( ))) {
cout << "ON HOLA" << endl; //this is for testing
AIMON = true;


}
else {
//cout << "OFF HOLA" << endl; this spam console xD
AIMON = false;





}
}
}
}
}
}



This code is a poly glow (polybluehack) , modified to my aimbot

I have to accommodate and probably eliminate more things but it works
thanks for the help,
you get mad if I changed some code and brought it to aimbot?

sorry for my english



To the OP: I'm not here to give you code just so it can be leeched. There should be enough info above to make atleast a decent attempt at it. I can help you so long as you try it, Post any more problems your having here.
what is "leeched"?
Quote Originally Posted by gabygamer View Post
This code works for me:

if (true == 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);
if (true == true) {
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( ))) {
cout << "ON HOLA" << endl; //this is for testing
AIMON = true;


}
else {
//cout << "OFF HOLA" << endl; this spam console xD
AIMON = false;





}
}
}
}
}
}



This code is a poly glow (polybluehack) , modified to my aimbot

I have to accommodate and probably eliminate more things but it works
thanks for the help,
you get mad if I changed some code and brought it to aimbot?

sorry for my english





what is "leeched"?
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.
Quote Originally Posted by Blueblood1 View Post
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
I did not understand the process, you may explain, thanks
Use Ray Tracing.
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