Silent aim?

Posts 1–12 of 12 · Page 1 of 1
Silent aim?
Hey, anybody has silent aim sourcecode? ty
I have just made one. Internal one, and imidietly Untrusted account (No Ow) ... what ever here you go.

Code:
#define M_RADPI 57.295779513082

typedef void(__stdcall* CreateMoveFn)(int, float, bool);
CreateMoveFn oCreateMove;

typedef void(__cdecl *MsgFn)(char const* pMsg, va_list);
void __cdecl Msg(char const* msg, ...)
{
	static MsgFn oMsg = (MsgFn)GetProcAddress(GetModuleHandle("tier0.dll"), "Msg");
	char buffer[989];
	va_list list;
	va_start(list, msg);
	vsprintf(buffer, msg, list);
	va_end(list);
	oMsg(buffer, list);
}


void LeftClick()
{
	INPUT    Input = { 0 };
	// left down 
	Input.type = INPUT_MOUSE;
	Input.mi.dwFlags = MOUSEEVENTF_LEFTDOWN;
	::SendInput(1, &Input, sizeof(INPUT));

	// left up
	::ZeroMemory(&Input, sizeof(INPUT));
	Input.type = INPUT_MOUSE;
	Input.mi.dwFlags = MOUSEEVENTF_LEFTUP;
	::SendInput(1, &Input, sizeof(INPUT));
}


void CalcAngle(Vector& src, Vector& dst, Vector& angles, CBaseEntity* ent)
{
	Vector MyPunch = ent->Punch();
	double delta[3] = { (src.x - dst.x), (src.y - dst.y), (src.z - dst.z) };
	double hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
	angles.x = (float)(atan(delta[2] / hyp) * M_RADPI - MyPunch.x  * 2.0f);
	angles.y= (float)(atan(delta[1] / delta[0]) * M_RADPI - MyPunch.y  * 2.0f);
	angles.z = 0.0f;
	if (delta[0] >= 0.0) {
		angles.y += 180.0f;
	}
}

/*
bool GetBonePosition(CBaseEntity* pPlayer, Vector& Hitbox, int Bone)
{
	matrix3x4_t MatrixArray[128];
	float fTime = Interfaces.Globals->curtime;
	if (fTime < 0.001f)
		return false;
	if (!pPlayer->SetupBones(&MatrixArray[0], 128, 0x00000100, fTime))
		return false;
	printf("OK!\n");
	matrix3x4_t HitboxMatrix = MatrixArray[Bone];
	Hitbox = Vector(HitboxMatrix[0][3], HitboxMatrix[1][3], HitboxMatrix[2][3]);
	return true;
}
*/
bool silent;
void __stdcall hkCreateMove(int sequence_number,
	float input_sample_frametime,
	bool active)
{
	oCreateMove(sequence_number, input_sample_frametime, active);
	CUserCmd* cmdlist = *(CUserCmd**)((DWORD)Interfaces.Input + 0xEC);
	CUserCmd* cmd = &cmdlist[sequence_number % 150];
	//Work here
	CBaseEntity* me = Interfaces.ClientEntList->GetClientEntity(Interfaces.Engine->GetLocalPlayer());
	if (!me)
		return;

	if (GetAsyncKeyState(VK_END))
	{
		silent = !silent;
		if (silent)
			Msg("Silent on!\n");
		else
			Msg("Silent off!\n");
	}
	if (me->GetFlags() & FL_ONGROUND && me->GetCrossId() != 0 && me->GetCrossId() <= Interfaces.Globals->maxClients && GetAsyncKeyState(VK_MBUTTON) & 0x8000)
	{
		CBaseEntity* enemy = Interfaces.ClientEntList->GetClientEntity(me->GetCrossId());
		if(enemy->GetTeamNum() != me->GetTeamNum())
			LeftClick();
	}
	if (silent && me->GetFlags() & FL_ONGROUND && me->GetCrossId() != 0 && me->GetCrossId() <= Interfaces.Globals->maxClients && cmd->buttons & IN_ATTACK)
	{
		CBaseEntity* enemy = Interfaces.ClientEntList->GetClientEntity(me->GetCrossId());
		if (enemy->GetTeamNum() != me->GetTeamNum())
		{
			Vector AimAngles;
			Vector HeadPos;
			//GetBonePosition(enemy, HeadPos, 10);
			CalcAngle(me->GetEyePosition(), enemy->GetEyePosition(), AimAngles, me);
			//printf("Headpos: %g, %g, %g\n", HeadPos.x, HeadPos.y, HeadPos.z);
			cmd->viewangles = AimAngles;
		}
	}
	//Stop work here
	CVerifiedUserCmd* verifiedlist = *(CVerifiedUserCmd**)((DWORD)Interfaces.Input + 0xF0);
	CVerifiedUserCmd* verified = &verifiedlist[sequence_number % 150];
	verified->m_cmd = *cmd;
	verified->m_crc = gCRC.CRC32_ProcessSingleBuffer(cmd, sizeof(cmd));
}
http://steamcommunity.com/id/Louskacek5454
Btw what untrusted account? 0.O
Quote Originally Posted by jjjamer View Post
I have just made one. Internal one, and imidietly Untrusted account (No Ow) ... what ever here you go.

Code:
#define M_RADPI 57.295779513082

typedef void(__stdcall* CreateMoveFn)(int, float, bool);
CreateMoveFn oCreateMove;

typedef void(__cdecl *MsgFn)(char const* pMsg, va_list);
void __cdecl Msg(char const* msg, ...)
{
	static MsgFn oMsg = (MsgFn)GetProcAddress(GetModuleHandle("tier0.dll"), "Msg");
	char buffer[989];
	va_list list;
	va_start(list, msg);
	vsprintf(buffer, msg, list);
	va_end(list);
	oMsg(buffer, list);
}


void LeftClick()
{
	INPUT    Input = { 0 };
	// left down 
	Input.type = INPUT_MOUSE;
	Input.mi.dwFlags = MOUSEEVENTF_LEFTDOWN;
	::SendInput(1, &Input, sizeof(INPUT));

	// left up
	::ZeroMemory(&Input, sizeof(INPUT));
	Input.type = INPUT_MOUSE;
	Input.mi.dwFlags = MOUSEEVENTF_LEFTUP;
	::SendInput(1, &Input, sizeof(INPUT));
}


void CalcAngle(Vector& src, Vector& dst, Vector& angles, CBaseEntity* ent)
{
	Vector MyPunch = ent->Punch();
	double delta[3] = { (src.x - dst.x), (src.y - dst.y), (src.z - dst.z) };
	double hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
	angles.x = (float)(atan(delta[2] / hyp) * M_RADPI - MyPunch.x  * 2.0f);
	angles.y= (float)(atan(delta[1] / delta[0]) * M_RADPI - MyPunch.y  * 2.0f);
	angles.z = 0.0f;
	if (delta[0] >= 0.0) {
		angles.y += 180.0f;
	}
}

/*
bool GetBonePosition(CBaseEntity* pPlayer, Vector& Hitbox, int Bone)
{
	matrix3x4_t MatrixArray[128];
	float fTime = Interfaces.Globals->curtime;
	if (fTime < 0.001f)
		return false;
	if (!pPlayer->SetupBones(&MatrixArray[0], 128, 0x00000100, fTime))
		return false;
	printf("OK!\n");
	matrix3x4_t HitboxMatrix = MatrixArray[Bone];
	Hitbox = Vector(HitboxMatrix[0][3], HitboxMatrix[1][3], HitboxMatrix[2][3]);
	return true;
}
*/
bool silent;
void __stdcall hkCreateMove(int sequence_number,
	float input_sample_frametime,
	bool active)
{
	oCreateMove(sequence_number, input_sample_frametime, active);
	CUserCmd* cmdlist = *(CUserCmd**)((DWORD)Interfaces.Input + 0xEC);
	CUserCmd* cmd = &cmdlist[sequence_number % 150];
	//Work here
	CBaseEntity* me = Interfaces.ClientEntList->GetClientEntity(Interfaces.Engine->GetLocalPlayer());
	if (!me)
		return;

	if (GetAsyncKeyState(VK_END))
	{
		silent = !silent;
		if (silent)
			Msg("Silent on!\n");
		else
			Msg("Silent off!\n");
	}
	if (me->GetFlags() & FL_ONGROUND && me->GetCrossId() != 0 && me->GetCrossId() <= Interfaces.Globals->maxClients && GetAsyncKeyState(VK_MBUTTON) & 0x8000)
	{
		CBaseEntity* enemy = Interfaces.ClientEntList->GetClientEntity(me->GetCrossId());
		if(enemy->GetTeamNum() != me->GetTeamNum())
			LeftClick();
	}
	if (silent && me->GetFlags() & FL_ONGROUND && me->GetCrossId() != 0 && me->GetCrossId() <= Interfaces.Globals->maxClients && cmd->buttons & IN_ATTACK)
	{
		CBaseEntity* enemy = Interfaces.ClientEntList->GetClientEntity(me->GetCrossId());
		if (enemy->GetTeamNum() != me->GetTeamNum())
		{
			Vector AimAngles;
			Vector HeadPos;
			//GetBonePosition(enemy, HeadPos, 10);
			CalcAngle(me->GetEyePosition(), enemy->GetEyePosition(), AimAngles, me);
			//printf("Headpos: %g, %g, %g\n", HeadPos.x, HeadPos.y, HeadPos.z);
			cmd->viewangles = AimAngles;
		}
	}
	//Stop work here
	CVerifiedUserCmd* verifiedlist = *(CVerifiedUserCmd**)((DWORD)Interfaces.Input + 0xF0);
	CVerifiedUserCmd* verified = &verifiedlist[sequence_number % 150];
	verified->m_cmd = *cmd;
	verified->m_crc = gCRC.CRC32_ProcessSingleBuffer(cmd, sizeof(cmd));
}
http://steamcommunity.com/id/Louskacek5454
Btw what untrusted account? 0.O
If you just made this the offsets would be updated yes?
Quote Originally Posted by mythicalllll View Post
If you just made this the offsets would be updated yes?
Yes, but you can't just paste it in visual studio and compile it, and expect it to work.

- - - Updated - - -

Quote Originally Posted by biryulin04 View Post
How to lunch it?
open notepad & paste that code in, then save as .html and launch

- - - Updated - - -

Quote Originally Posted by jjjamer View Post
I have just made one. Internal one, and imidietly Untrusted account (No Ow) ... what ever here you go.

Code:
#define M_RADPI 57.295779513082

typedef void(__stdcall* CreateMoveFn)(int, float, bool);
CreateMoveFn oCreateMove;

typedef void(__cdecl *MsgFn)(char const* pMsg, va_list);
void __cdecl Msg(char const* msg, ...)
{
	static MsgFn oMsg = (MsgFn)GetProcAddress(GetModuleHandle("tier0.dll"), "Msg");
	char buffer[989];
	va_list list;
	va_start(list, msg);
	vsprintf(buffer, msg, list);
	va_end(list);
	oMsg(buffer, list);
}


void LeftClick()
{
	INPUT    Input = { 0 };
	// left down 
	Input.type = INPUT_MOUSE;
	Input.mi.dwFlags = MOUSEEVENTF_LEFTDOWN;
	::SendInput(1, &Input, sizeof(INPUT));

	// left up
	::ZeroMemory(&Input, sizeof(INPUT));
	Input.type = INPUT_MOUSE;
	Input.mi.dwFlags = MOUSEEVENTF_LEFTUP;
	::SendInput(1, &Input, sizeof(INPUT));
}


void CalcAngle(Vector& src, Vector& dst, Vector& angles, CBaseEntity* ent)
{
	Vector MyPunch = ent->Punch();
	double delta[3] = { (src.x - dst.x), (src.y - dst.y), (src.z - dst.z) };
	double hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
	angles.x = (float)(atan(delta[2] / hyp) * M_RADPI - MyPunch.x  * 2.0f);
	angles.y= (float)(atan(delta[1] / delta[0]) * M_RADPI - MyPunch.y  * 2.0f);
	angles.z = 0.0f;
	if (delta[0] >= 0.0) {
		angles.y += 180.0f;
	}
}

/*
bool GetBonePosition(CBaseEntity* pPlayer, Vector& Hitbox, int Bone)
{
	matrix3x4_t MatrixArray[128];
	float fTime = Interfaces.Globals->curtime;
	if (fTime < 0.001f)
		return false;
	if (!pPlayer->SetupBones(&MatrixArray[0], 128, 0x00000100, fTime))
		return false;
	printf("OK!\n");
	matrix3x4_t HitboxMatrix = MatrixArray[Bone];
	Hitbox = Vector(HitboxMatrix[0][3], HitboxMatrix[1][3], HitboxMatrix[2][3]);
	return true;
}
*/
bool silent;
void __stdcall hkCreateMove(int sequence_number,
	float input_sample_frametime,
	bool active)
{
	oCreateMove(sequence_number, input_sample_frametime, active);
	CUserCmd* cmdlist = *(CUserCmd**)((DWORD)Interfaces.Input + 0xEC);
	CUserCmd* cmd = &cmdlist[sequence_number % 150];
	//Work here
	CBaseEntity* me = Interfaces.ClientEntList->GetClientEntity(Interfaces.Engine->GetLocalPlayer());
	if (!me)
		return;

	if (GetAsyncKeyState(VK_END))
	{
		silent = !silent;
		if (silent)
			Msg("Silent on!\n");
		else
			Msg("Silent off!\n");
	}
	if (me->GetFlags() & FL_ONGROUND && me->GetCrossId() != 0 && me->GetCrossId() <= Interfaces.Globals->maxClients && GetAsyncKeyState(VK_MBUTTON) & 0x8000)
	{
		CBaseEntity* enemy = Interfaces.ClientEntList->GetClientEntity(me->GetCrossId());
		if(enemy->GetTeamNum() != me->GetTeamNum())
			LeftClick();
	}
	if (silent && me->GetFlags() & FL_ONGROUND && me->GetCrossId() != 0 && me->GetCrossId() <= Interfaces.Globals->maxClients && cmd->buttons & IN_ATTACK)
	{
		CBaseEntity* enemy = Interfaces.ClientEntList->GetClientEntity(me->GetCrossId());
		if (enemy->GetTeamNum() != me->GetTeamNum())
		{
			Vector AimAngles;
			Vector HeadPos;
			//GetBonePosition(enemy, HeadPos, 10);
			CalcAngle(me->GetEyePosition(), enemy->GetEyePosition(), AimAngles, me);
			//printf("Headpos: %g, %g, %g\n", HeadPos.x, HeadPos.y, HeadPos.z);
			cmd->viewangles = AimAngles;
		}
	}
	//Stop work here
	CVerifiedUserCmd* verifiedlist = *(CVerifiedUserCmd**)((DWORD)Interfaces.Input + 0xF0);
	CVerifiedUserCmd* verified = &verifiedlist[sequence_number % 150];
	verified->m_cmd = *cmd;
	verified->m_crc = gCRC.CRC32_ProcessSingleBuffer(cmd, sizeof(cmd));
}
http://steamcommunity.com/id/Louskacek5454
Btw what untrusted account? 0.O
ty, check ur clamp angles maybe
Quote Originally Posted by hurenzohnkiller View Post
open notepad & paste that code in, then save as .html and launch


well np, but I don't know why it is detected . btw I used snorflake's sdk
Quote Originally Posted by hurenzohnkiller View Post
Yes, but you can't just paste it in visual studio and compile it, and expect it to work.
Obviously.. lmao I was just asking a simple question no reason to assume I know jack shit about coding..

- - - Updated - - -

Quote Originally Posted by jjjamer View Post


well np, but I don't know why it is detected . btw I used snorflake's sdk
It probably writes memory to csgo (Insta-Detection)
Quote Originally Posted by mythicalllll View Post
It probably writes memory to csgo (Insta-Detection)
You are 100% wrong,
Quote Originally Posted by mythicalllll View Post
Obviously.. lmao I was just asking a simple question no reason to assume I know jack shit about coding..

- - - Updated - - -



It probably writes memory to csgo (Insta-Detection)
you just proved you know jackshit about coding. You asked a obvious question. Anyway, by saying "writes to memory" you proved you know jackshit about coding anyway
Quote Originally Posted by hurenzohnkiller View Post
you just proved you know jackshit about coding. You asked a obvious question. Anyway, by saying "writes to memory" you proved you know jackshit about coding anyway
Got my shit mixed up with BE.
Quote Originally Posted by mythicalllll View Post
Got my shit mixed up with BE.
Still know jackshit about coding, you cant actually WPM Dayz/Arma cause you'll never find the process
All the public methods of silent aim are patched afaik, better luck making it yourself.
Posts 1–12 of 12 · Page 1 of 1

Post a Reply

Similar Threads

Tags for this Thread

None

Talk with us