TalkingESP & Aimbot

Posts 115 of 21 · Page 1 of 2
ESP & Aimbot
HI GUYS, TODAY I,M GOING TO RELEASE ESP AND AIMBOT
1- ESP

Code:
#pragma once
#define GetPlayerByIndex(LTClientShell, dwID) (CPlayer*)(LTClientShell + (dwID * dwCPlayerSize) + dwCPlayerStart)
LPD3DXFONT pFont;

void StartFont(LPDIRECT3DDEVICE9 pDevice)
{
	bool bFont = false;
	if (pFont)
	{
		pFont->Release();
		pFont = NULL;
		bFont = FALSE;
	}
	if (!bFont)
	{
		D3DXCreateFont(pDevice, 14, 0, 400, 1, 0, 1, 0, 4, 0 | (0 << 4), "Arial", &pFont);
		bFont = TRUE;
	}
}

void lWriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_RIGHT, color);
}

void cWriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_CENTER, color);
}

void FillRGB(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, D3DCOLOR color)
{
	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}
void DrawBorder(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, int px, D3DCOLOR BorderColor)
{
	FillRGB(pDevice, x, (y + h - px), w, px, BorderColor);
	FillRGB(pDevice, x, y, px, h, BorderColor);
	FillRGB(pDevice, x, y, w, px, BorderColor);
	FillRGB(pDevice, x + w - px, y, px, h, BorderColor);
}

bool Trans3DTo2D(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 *InOut)
{
	D3DXVECTOR3 vScreen;
	D3DXVECTOR3 PlayerPos(InOut->x, InOut->y, InOut->z);
	D3DVIEWPORT9 viewPort = { 0 };
	D3DXMATRIX projection, view, world;
	pDevice->GetTransform(D3DTS_VIEW, &view);
	pDevice->GetTransform(D3DTS_PROJECTION, &projection);
	pDevice->GetTransform(D3DTS_WORLD, &world);
	pDevice->GetViewport(&viewPort);
	D3DXVec3Project(&vScreen, &PlayerPos, &viewPort, &projection, &view, &world);
	if (vScreen.z < 1.0f && vScreen.x > 0.0f && vScreen.y > 0.0f && vScreen.x < viewPort.Width && vScreen.y < viewPort.Height)
	{
		*InOut = vScreen;
		return true;
	}
	return false;
}
bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 vWorld, D3DXVECTOR3 *Position)
{
	D3DVIEWPORT9 ViewPort;

	D3DXMATRIX Projection, View, World;

	pDevice->GetTransform(D3DTS_VIEW, &View);
	pDevice->GetTransform(D3DTS_PROJECTION, &Projection);
	pDevice->GetTransform(D3DTS_WORLD, &World);
	pDevice->GetViewport(&ViewPort);

	D3DXVec3Project(Position, &vWorld, &ViewPort, &Projection, &View, &World);

	if (Position->x < 0.0f || Position->y < 0.0f || Position->x > ViewPort.Width || Position->y > ViewPort.Height)
		return 0;

	return(Position->z < 1.0f);
}
struct D3DTLVERTEX
{
	float x, y, z, rhw;
	DWORD color;
};
void DrawLine(LPDIRECT3DDEVICE9 pDevice, float X, float Y, float X2, float Y2, DWORD dwColor)
{
	if (!pDevice) return;
	D3DTLVERTEX qV[2] =
	{
		{ (float)X, (float)Y, 0.0f, 1.0f, dwColor },
		{ (float)X2, (float)Y2, 0.0f, 1.0f, dwColor },
	};
	pDevice->SetTexture(0, NULL);
	pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
	pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
	pDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, qV, sizeof(D3DTLVERTEX));

}
char GetMyIndex(DWORD pLTCLientShell)
{
	if (pLTCLientShell)
	{
		BYTE clients = *(BYTE*)(pLTCLientShell + dwCPlayerStart);
		if (clients < 16)
			return *(char*)(pLTCLientShell + clients * dwCPlayerSize + MEOffset);
	}
	return -1;
}
bool IsValidClient(CPlayer* Clients)
{
	if ((Clients != 0) && (Clients->Object != 0) && (!Clients->CharacterFX->IsDead))
		return true;
	return false;
}
bool IsTM(DWORD pLTClientShell, CPlayer* pPlayer)
{
	bool IsAlly = true;
	CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));

	if (Me->Team != pPlayer->Team)
		IsAlly = false;

	return IsAlly;
}

D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1, D3DXVECTOR3 V2)
{
	D3DXVECTOR3 Mid;
	Mid.x = (V1.x + V2.x) / 2;
	Mid.y = (V1.y + V2.y) / 2;
	Mid.z = (V1.z + V2.z) / 2;
	return Mid;
}

void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	if (!CShell) return;
	DWORD pLTModel = *(DWORD*)(CShell + aLTModel);

	__asm
	{
		MOV ECX, pLTModel
			MOV EDX, DWORD PTR DS : [ECX]
			MOV EDX, DWORD PTR DS : [EDX + 0x3C]
			PUSH 1
			PUSH Trans
			PUSH Bone
			PUSH obj
			CALL EDX
	}
}
//006BAE98   68 048A1701      PUSH crossfir.01178A04
void GetNodePosition(cObject* obj, UINT Bone, D3DXVECTOR3 &Out)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	Out = Trans.Pos;
	Out.y += 5;
}

void DrawBone(LPDIRECT3DDEVICE9 pDevice, cObject *Obj, UINT iStart, UINT iEnd, D3DCOLOR Color)
{
	D3DXVECTOR3 StartPos, EndPos;
	GetNodePosition(Obj, iStart, StartPos);
	GetNodePosition(Obj, iEnd, EndPos);

	if (Trans3DTo2D(pDevice, &StartPos) && Trans3DTo2D(pDevice, &EndPos))
		DrawLine(pDevice, StartPos.x, StartPos.y, EndPos.x, EndPos.y, hWhite);
}
D3DXVECTOR3 GetBonePosition(cObject* obj, UINT Bone)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	return (Trans.Pos);
}

float CalculateDist(D3DXVECTOR3 from, D3DXVECTOR3 to)
{
	float _x, _y, _z;
	_x = to.x - from.x;
	_y = to.y - from.y;
	_z = to.z - from.z;
	return sqrt(_x*_x + _y*_y + _z*_z);
}
IntersectQuery iQuery;
IntersectInfo iInfo;

typedef bool(*IntersectSegment)(const IntersectQuery& Query, IntersectInfo *pInfo);
IntersectSegment oIntersectSegment;
bool __cdecl IsVisible2(D3DXVECTOR3 MePos, D3DXVECTOR3 TargetPos)
{
	oIntersectSegment = (IntersectSegment)(aIntersectSegment);

	iQuery.m_From = MePos;
	iQuery.m_To = TargetPos;

	return !oIntersectSegment(iQuery, &iInfo);
}
void FillRGB2(int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice)
{
	if (w < 0)w = 1;
	if (h < 0)h = 1;
	if (x < 0)x = 1;
	if (y < 0)y = 1;

	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}
ID3DXLine *pLine = NULL;
// DrawBordere
void DrawBordere(int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice)
{
	FillRGB2(x, (y + h - px), w, px, BorderColor, pDevice);
	FillRGB2(x, y, px, h, BorderColor, pDevice);
	FillRGB2(x, y, w, px, BorderColor, pDevice);
	FillRGB2((x + w - px), y, px, h, BorderColor, pDevice);
}
void DrawEspBox2(CPlayer* Player, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice)
{

	D3DXVECTOR3 Head = GetBonePosition(Player->Object, 6);
	D3DXVECTOR3 Foot = GetBonePosition(Player->Object, 28);
	if (Trans3DTo2D(pDevice, &Head) && Trans3DTo2D(pDevice, &Foot))
	{
		D3DXVECTOR3 Box = Head - Foot;

		if (Box.y < 0)
			Box.y *= -1;

		int BoxWidth = (int)Box.y / 2;
		int DrawX = (int)Head.x - (BoxWidth / 2);
		int DrawY = (int)Head.y;

		DrawBordere(DrawX, DrawY, BoxWidth, Box.y, 1, dwColor, pDevice);
	}
}
void DrawHealthBar2(LPDIRECT3DDEVICE9 pDevice, float x, float y, DWORD health)
{
	DWORD dwColor;

	if (health > 100)
		health = 100;

	if (health > 75)
		dwColor = 0xFF00FF00;
	else if (health > 40)
		dwColor = 0xFFFF9B00;
	else
		dwColor = 0xFFFF0000;

	DWORD dwDrawWidth = health / 10;

	if (dwDrawWidth <= 2)
		dwDrawWidth = 4;

	FillRGB2(x + 8, y - 1, 12, 0xFF000000, 5, pDevice);
	FillRGB2(x + 8, y, dwDrawWidth, 3, dwColor, pDevice);
}
void WriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_LEFT, color);
}
void DrawHealthBars(D3DXVECTOR3 head, D3DXVECTOR3 foot, WORD health, LPDIRECT3DDEVICE9 pDevice)
{
	DWORD dwColor;

	D3DXVECTOR3 Box = head - foot;

	if (Box.y < 0)
		Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)head.x - (BoxWidth / 2);
	int DrawY = (int)head.y;

	DWORD dwDrawWidth = health * (foot.y - head.y) / 100;


	if (health > 75)
		dwColor = hGreen;
	else if (health > 40)
		dwColor = hOrange;
	else
		dwColor = hRed;

	FillRGB2(DrawX - 6, DrawY - 1, 5, (int)Box.y + 2, hBlack, pDevice);
	FillRGB2(DrawX - 5, DrawY, 3, dwDrawWidth, dwColor, pDevice);
}
void DrawBBox(D3DXVECTOR3 Head, D3DXVECTOR3 Foot, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice)
{
	D3DXVECTOR3 Box = Head - Foot;

	if (Box.y  < 0)
		Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)Head.x - (BoxWidth / 2);
	int DrawY = (int)Head.y;

	DrawBordere(DrawX + 1, DrawY, BoxWidth, (int)Box.y, 1, hBlack, pDevice);
	DrawBordere(DrawX, DrawY, BoxWidth, (int)Box.y, 1, dwColor, pDevice);
}
void PlayerESP(LPDIRECT3DDEVICE9 pDevice)
{
	if (!GetModuleHandle(eCShell)) return;
	if (!GetModuleHandle(eClient)) return;
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
	CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
	CPlayer *pLocal;

	for (int i = 0; i < 16; i++)
	{
		CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);


		D3DXVECTOR3 Body = GetBonePosition(pPlayer->Object, 2);
		D3DXVECTOR3 Head = GetBonePosition(pPlayer->Object, 6);
		D3DXVECTOR3 Foot = GetBonePosition(pPlayer->Object, 23);
		D3DXVECTOR3 MidPosition = GetMidPoint(GetBonePosition(pPlayer->Object, 6), GetBonePosition(pPlayer->Object, 3));
		D3DXVECTOR3 pLeftFoot = MidPosition + D3DXVECTOR3(-50, -180, 0); // <- Left Bottom
		Transform Foot2, vHead, vFoot;
		int BONE_ID = 6;
		DWORD ESP_Color = 0;
		DWORD healthcolor = 0xFF00FF00;
		CPlayer* Target = GetPlayerByIndex(pLTClientShell, i);
		if (Me->Team != pPlayer->Team)
		{

			if (IsVisible2(GetBonePosition(Me->Object, BONE_ID), GetBonePosition(Target->Object, BONE_ID)))
			{
				if (VisibleCheck)
				{
					ESP_Color = YourColor;
				}
				else
				{
					ESP_Color = YourColor;
				}

			}
			else
			{
				ESP_Color = YourColor;
			}
		}
		else
		{
			ESP_Color = YourColor;
		}

		DWORD pCLTPlayerClient = *(DWORD*)(CShell + aCLTPlayerClient + CLTPlayerClientOffset);

		if (WorldToScreen(pDevice, Foot, &vFoot.Pos) && WorldToScreen(pDevice, Head, &vHead.Pos) && WorldToScreen(pDevice, pLeftFoot, &Foot2.Pos))
		{


			if (pCLTPlayerClient != 0)
			{
				if (IsValidClient(pPlayer) && pPlayer != Me)
				{
					if (pPlayer->CharacterFX->IsVulnerable)
					{
						ESP_Color = hWhite;
						pPlayer->Health = 100;
					}
					if (pPlayer->CharacterFX->IsDead && pPlayer->Health == 0)
					{
						pPlayer->Health = 100;
					}
					D3DVIEWPORT9 viewP;
					pDevice->GetViewport(&viewP);
					DWORD ScreenCenterX = viewP.Width / 2;
					DWORD ScreenCenterY = viewP.Height / 20;
					char pNAME[10000];
					char pHealth[10000];
					char Weapon[100000];
					char szRank[100];
					char txt[0x30];
					char txtt[0x30];
					char *HasC4 = "->Has C4<-";

					if (NameESP)
					{
						sprintf_s(pNAME, "%s", (int)pPlayer->Name);
						draw.Text(vHead.Pos.x - 4, vHead.Pos.y - 20, pNAME, ESP_Color, false, kCenter);
					}
					if (BoxESP)
					{
						//DrawEspBox2(pPlayer, ESP_Color, pDevice);
						DrawBBox(vHead.Pos, Foot2.Pos, ESP_Color, pDevice);
					}
					if (DistanceESP)
					{
						sprintf_s(txt, "[%d M]", (DWORD)(CalculateDist(Me->Object->Body, pPlayer->Object->Body) / 100));
						draw.Text(vHead.Pos.x - 4, Foot2.Pos.y, txt, ESP_Color, false, kCenter);

					}
					if (HealthBarESP)
					{
						int drawY = vHead.Pos.y - 15;
						if (pPlayer->Health > 100)
						{
							pPlayer->Health = 100;
						}
						//DrawHealthBar2(pDevice, vHead.Pos.x - 13, drawY + 8, pPlayer->Health);
						DrawHealthBars(vHead.Pos, Foot2.Pos, pPlayer->Health, pDevice);
					}
					if (LineESP)
					{
						DrawLine(pDevice, ScreenCenterX, ScreenCenterY, vHead.Pos.x, vHead.Pos.y, ESP_Color);
					}
					if (SkeletonESP)
					{
						DrawBone(pDevice, pPlayer->Object, 6, 0, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 5, 6, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 4, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 3, 4, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 2, 3, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 1, 2, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 21, 1, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 22, 21, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 23, 22, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 24, 23, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 25, 1, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 26, 25, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 27, 26, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 28, 27, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 14, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 15, 14, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 16, 15, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 17, 16, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 18, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 19, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 20, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 7, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 8, 7, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 9, 8, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 10, 9, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 11, 10, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 12, 10, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 13, 10, ESP_Color);
					}
				}
			}
		}

	}
}
2- AIMBOT

Code:
int PI2 = 6.283185307179586;
float GetDistance(float Xx, float Yy, float xX, float yY)
{
	return sqrt((yY - Yy) * (yY - Yy) + (xX - Xx) * (xX - Xx));
}
DWORD Aimkey;

D3DTLVERTEX CreateD3DTLVERTEX(float X, float Y, float Z, float RHW, D3DCOLOR color, float U, float V) { D3DTLVERTEX v = { X, Y, Z, RHW, color }; return v; }
void DrawCircle(int x, int y, float radius, D3DCOLOR color, IDirect3DDevice9* pDevice)
{
	const DWORD D3D_FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
	const int NUMPOINTS = 30;
	const float PI = (float)3.141592654f;

	D3DTLVERTEX Circle[NUMPOINTS + 1];
	float X, Y, Theta, WedgeAngle;
	WedgeAngle = (float)((2 * PI) / NUMPOINTS);

	for (int i = 0; i <= NUMPOINTS; i++)
	{
		Theta = i * WedgeAngle;
		X = (float)(x + radius * cos(Theta));
		Y = (float)(y - radius * sin(Theta));
		Circle[i] = CreateD3DTLVERTEX(X, Y, 0.0f, 1.0f, color, 0.0f, 0.0f);
	}

	pDevice->SetRenderState(D3DRS_ZENABLE, 0);
	pDevice->SetRenderState(D3DRS_FOGENABLE, false);
	pDevice->SetRenderState(D3DRS_LIGHTING, false);
	pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true);
	pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
	pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
	pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	pDevice->SetFVF(D3D_FVF);
	pDevice->SetTexture(0, NULL);
	pDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, NUMPOINTS, &Circle[0], sizeof(Circle[0]));
	pDevice->SetTexture(0, NULL);
}

bool inGame() 
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	//DWORD pLTClientShell = *(DWORD*)(CShell + dw_pLTClientShell);
	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
	CPlayer* player = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
	if ((player != NULL) && (strlen(player->Name) > 2) && (player->Object != NULL))
		return true;
	return false;
}


bool IsValidClientAim(CPlayer* Clients)
{
	if ((Clients != 0) && (Clients->Object != 0) && (!Clients->CharacterFX->IsDead) && (!Clients->CharacterFX->IsVulnerable))
		return true;
	return false;
}

void PlayerAimbot(LPDIRECT3DDEVICE9 pDevice)
{
	if (!GetModuleHandle(eCShell)) return;
	if (!GetModuleHandle(eClient)) return;
	//here allready if ngame
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pCLTPlayerClient = *(DWORD*)(CShell + aCLTPlayerClient + CLTPlayerClientOffset);
	if (pCLTPlayerClient && inGame() && Aimbot)
	{
		int TargetIndex, BONE_ID;
		BONE_ID = 6;//HEAD
		switch (AimbotPostion)
		{
		case 1: BONE_ID = 6; break;//Head
		case 2: BONE_ID = 5; break;//Neck
		case 3: BONE_ID = 2; break;//Body
		case 4: BONE_ID = 10; break;//LeftHand
		case 5: BONE_ID = 17; break;//RightHand
		case 6: BONE_ID = 23; break;//FeftFoot
		case 7: BONE_ID = 28; break;//RightFoot
		default: BONE_ID = 6;//HEAD
		}
		int iAimAt = -1;
		float MaxDistance = 0xFFFFFFF;

		D3DVIEWPORT9 viewP;
		pDevice->GetViewport(&viewP);
		float ScreenX = viewP.Width / 2;
		float ScreenY = viewP.Height / 2;

		DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
		CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
		if (pLTClientShell != NULL)
		{
			for (int i = 0; i < 16; i++)
			{
				CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);
				D3DXVECTOR3 pos = GetBonePosition(pPlayer->Object, 6);

				if (Trans3DTo2D(pDevice, &pos))
				{
					POINT pt;
					D3DVIEWPORT9 Viewport;
					pDevice->GetViewport(&Viewport);
					DWORD x1 = Viewport.Width / 2;
					DWORD y1 = Viewport.Height / 2;
					pt.x = x1;
					pt.y = y1;

					float aimfov = 360.0f;// FOV Aimbot
					float radiusx = (aimfov * 5.0f) * (ScreenX / 100.0f);
					float radiusy = (aimfov * 5.0f) * (ScreenY / 100.0f);

					if (aimfov == 0)
					{
						radiusx = 5.0f * (ScreenX / 100.0f);
						radiusy = 5.0f * (ScreenY / 100.0f);
					}

					float Tmp = GetDistance(pos.x, pos.y, ScreenX, ScreenY);

					//if in fov
					if (pos.x >= ScreenX - radiusx && pos.x <= ScreenX + radiusx && pos.y >= ScreenY - radiusy && pos.y <= ScreenY + radiusy)
					{
						if (Tmp < MaxDistance)
						{
							MaxDistance = Tmp;
							iAimAt = i;
						}
					}
				}

			}

			if (iAimAt == -1)
				return;

			// Now, if we have a target aim at them.
			if (iAimAt > -1)
			{
				//because we got the target ok now can try ? yes
				CPlayer* Target = GetPlayerByIndex(pLTClientShell, iAimAt);
				D3DXVECTOR3 AimPos = GetBonePosition(Target->Object, BONE_ID);
				if (IsVisible2(GetBonePosition(Me->Object, BONE_ID), GetBonePosition(Target->Object, BONE_ID)))
				{
					if (Target != Me && !IsTM(pLTClientShell, Target) && IsValidClientAim(Target))
					{
						if (Trans3DTo2D(pDevice, &AimPos))
						{
							float DistX = AimPos.x - ScreenX;
							float DistY = AimPos.y - ScreenY;

							int aimsens = 3;
							DistX /= (0.5f + (float)aimsens*0.5f);
							DistY /= (0.5f + (float)aimsens*0.5f);

							if (LMOUSE)
							{
								Aimkey = VK_LBUTTON;
							}
							else if (RMOUSE)
							{
								Aimkey = VK_RBUTTON;
							}
							else if (LSHIFT)
							{
								Aimkey = VK_LSHIFT;
							}
							else if (LCTRL)
							{
								Aimkey = VK_LCONTROL;
							}
							else if (AUTO)
							{
								Aimkey = VK_MENU;
							}
							else
							{
								Aimkey = VK_LBUTTON;
							}
							if (GetAsyncKeyState(Aimkey))
							{
								mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);

							}
						}
					}

				}
			}
		}
	}

}
3- CLASS

Code:
#pragma once
typedef unsigned int        uint;
typedef char				int8;
typedef unsigned char		uint8;
typedef short int			int16;
typedef unsigned short int	uint16;
typedef int					int32;
typedef unsigned int		uint32;
typedef unsigned int		LTBOOL;
typedef float				LTFLOAT;
typedef double				LTDOUBLE;
typedef uint32				LTRESULT;
typedef void*				HOBJECT;
typedef void*				HLOCALOBJ;
typedef uint32 HMODELPIECE;
#define INVALID_MODEL_PIECE		((HMODELPIECE)-1)
typedef uint32 HMODELSOCKET;
#define INVALID_MODEL_SOCKET	((HMODELSOCKET)-1)
typedef uint32 HMODELNODE;
#define INVALID_MODEL_NODE		((HMODELNODE)-1)
typedef uint32 HMODELWEIGHTSET;
#define INVALID_MODEL_WEIGHTSET ((HMODELWEIGHTSET)-1)
typedef uint32 HMODELANIM;
#define INVALID_MODEL_ANIM		((HMODELANIM)-1)

struct UnkStruct
{
	char spacer[0x11740];
	short CurrentGun;
	char spacer2[3];
	char IsMutant;
	char IsVisible;
	bool IsDead;
};
struct Transform
{
	D3DXVECTOR3  Pos;
	unsigned char Spacer[0x100];
};

struct cObject
{
public:
	char Spacer[4];
	D3DXVECTOR3 Body;
	D3DXVECTOR3 Foot;
	D3DXVECTOR3 Head;
};
class CCharacterHitBox 
{
public:
	char pad_0000[324]; //0x0000
}; //Size: 0x0144

class LTVector
{
public:
	float x, y, z;
};
class LTRotation
{
public:
	float x, y, z, w;
};
class LTObject
{
public:
	char _0x0000[4];
	LTVector BoxMin; //0x0004 
	LTVector BoxMax; //0x0010 
	char _0x001C[128];
	LTVector Scale; //0x009C 
	char _0x00A8[4];
	unsigned int Type; //0x00AC 
	char _0x00B0[8];
	LTVector Dimentions; //0x00B8 
	char _0x00C4[12];
	LTVector ModelCullingPosition; //0x00D0 
	char _0x00DC[4];
	LTVector Position; //0x00E0 
	LTRotation Rotation; //0x00EC 
	D3DXVECTOR3 Velocity; //0x00FC 
	LTVector GlobalForceOverride; //0x0108 
	char _0x0114[8];
	LTVector Acceleration; //0x011C 
};//Size=0x0128
class cLTCharacterFX
{
public:
	char pad_0000[0x204]; //0x0000
	BYTE IsDead; //0x204
	char pad_0208[0xF]; //0x0205
	BYTE IsVulnerable; //0x0214
	char pad_0218[0x49667]; //0x0215
	unsigned int CurrentWeapon; //0x4987C
};

struct CPlayer
{
	char Spacer00[8];
	cObject* Object;
	char ClientID;
	char Team;
	char Name[12];
	char Spacer01[2];
	cLTCharacterFX* CharacterFX;
	int PlayerSlotTeam;
	int unkstruct1;
	bool Has_C4;
	int State;
	int Rank;
	int unkstruct2;
	int unkstruct3;
	short Health;
	short Kills;
	__int32 Deaths;
	__int32 HeadShots;
	__int32 TeamID;
	__int32 Ping;
};

struct CPlayer2
{
	char Spacer00[8];
	LTObject* Object;
	char ClientID;
	char Team;
	char Name[12];
	char Spacer01[2];
	UnkStruct *unk; //int SHIT; //
	int PlayerSlotTeam;
	int unkstruct1;
	bool Has_C4;
	int State;
	int Rank;
	int unkstruct2;
	int unkstruct3;
	short Health;
	short Kills;
	__int32 Deaths;
	__int32 HeadShots;
	__int32 TeamID;
	__int32 Ping;
};

typedef bool(*ObjectFilterFn)(cObject* hObj, void *pUserData);

struct IntersectInfo
{
	D3DXVECTOR3 vImpactPos;		//0x0000
	char unknown12[16];
	cObject* hObjImpact;		//0x001C
	DWORD nSomething;			//0x0020
	DWORD nSomething2;			//0x0024
	DWORD nSomething3;			//0x0028
};

struct IntersectQuery
{
	D3DXVECTOR3 m_From;					//0x0000
	D3DXVECTOR3 m_To;					//0x000C
	char unknown24[12];
	unsigned int Flags;					//0x0024
	ObjectFilterFn FilterFn;			//0x0028
	void* FilterIntersectParam;			//0x002C
	ObjectFilterFn FilterIntersectFn;	//0x0030
	void* FilterParam;					//0x0034
	void* PolyFilterParam;				//0x0038
	//PolyFilterFn PolyFilterFn;		//0x003C
};


class CPlayerPos
{
public:
	char Spacer[0xDC];
	D3DXVECTOR3 Pos;
};

class thirdperson
{
public:
	char _0x0000[100];
	__int32 Mode;
};

class CLTPlayerClient
{
public:
	char _0x0000[40];
	thirdperson *thrdperson;
};


static char* ranks[] =
{
	"Trainee 1",
	"Trainee 2",
	"Private",
	"PFC",
	"Corporal",
	"Sergeant 1",
	"Sergeant 2",
	"Sergeant 3",
	"Sergeant 4",
	"Staff Sergeant 1",
	"Staff Sergeant 2",
	"Staff Sergeant 3",
	"Staff Sergeant 4",
	"Staff Sergeant 5",
	"Staff Sergeant 6",
	"SFC 1",
	"SFC 2",
	"SFC 3",
	"SFC 4",
	"SFC 5",
	"SFC 6",
	"Master Sergeant 1",
	"Master Sergeant 2",
	"Master Sergeant 3",
	"Master Sergeant 4",
	"Master Sergeant 5",
	"Master Sergeant 6",
	"2nd Lieutenant 1",
	"2nd Lieutenant 2",
	"2nd Lieutenant 3",
	"2nd Lieutenant 4",
	"2nd Lieutenant 5",
	"2nd Lieutenant 6",
	"2nd Lieutenant 7",
	"2nd Lieutenant 8",
	"1st Lieutenant 1",
	"1st Lieutenant 2",
	"1st Lieutenant 3",
	"1st Lieutenant 4",
	"1st Lieutenant 5",
	"1st Lieutenant 6",
	"1st Lieutenant 7",
	"1st Lieutenant 8",
	"Captain 1",
	"Captain 2",
	"Captain 3",
	"Captain 4",
	"Captain 5",
	"Captain 6",
	"Captain 7",
	"Captain 8",
	"Major 1",
	"Major 2",
	"Major 3",
	"Major 4",
	"Major 5",
	"Major 6",
	"Major 7",
	"Major 8",
	"Lieutenant Colonel 1",
	"Lieutenant Colonel 2",
	"Lieutenant Colonel 3",
	"Lieutenant Colonel 4",
	"Lieutenant Colonel 5",
	"Lieutenant Colonel 6",
	"Lieutenant Colonel 7",
	"Lieutenant Colonel 8",
	"Colonel 1",
	"Colonel 2",
	"Colonel 3",
	"Colonel 4",
	"Colonel 5",
	"Colonel 6",
	"Colonel 7",
	"Colonel 8",
	"Brigadiar General 1",
	"Brigadiar General 2",
	"Brigadiar General 3",
	"Brigadiar General 4",
	"Brigadiar General 5",
	"Brigadiar General 6",
	"Major General 1",
	"Major General 2",
	"Major General 3",
	"Major General 4",
	"Major General 5",
	"Major General 6",
	"Lieutenant General 1",
	"Lieutenant General 2",
	"Lieutenant General 3",
	"Lieutenant General 4",
	"Lieutenant General 5",
	"Lieutenant General 6",
	"General 1",
	"General 2",
	"General 3",
	"General 4",
	"General 5",
	"General 6",
	"Marshal"
};
YOU NEED SOME CHANGES TO RUN AIMBOT AND ESP

CREDITS : ~FALLEN~ ME FOR POSTING

THIS IS NOT MY CODE OKAY !!!!!!

CLICK THANKS IF I HELPED YOU
This is not yours! then put credits
and this is already published 50000000 times
n[oob] stupid
Quote Originally Posted by CaiozinhoFC1 View Post
This is not yours! then put credits
and this is already published 50000000 times
n[oob] stupid
i don't know it Published 5000000000000000000000000000 times , This does not concern you !

and you are N O O B AND S T U P I D AND L E E C H E R !
Quote Originally Posted by Confirm- View Post
i don't know it Published 5000000000000000000000000000 times , This does not concern you !

and you are N O O B AND S T U P I D AND L E E C H E R !
then at least put credits cuz it'snot ur code
Quote Originally Posted by I2espect View Post
then at least put credits cuz it'snot ur code
bro i know it's not my code okay, i share it for anyone okay, to anyone need aimbot or esp No talk about this again okay
it's not your code, but thank you for the structs, i may need them later for my B1G crossfire open src project that i will be posting on github.
Quote Originally Posted by uNdExEd_CheAtEr View Post
it's not your code, but thank you for the structs, i may need them later for my B1G crossfire open src project that i will be posting on github.
give link when you post
It's time to leeching !
Quote Originally Posted by Confirm- View Post
HI GUYS, TODAY I,M GOING TO RELEASE ESP AND AIMBOT
1- ESP

Code:
#pragma once
#define GetPlayerByIndex(LTClientShell, dwID) (CPlayer*)(LTClientShell + (dwID * dwCPlayerSize) + dwCPlayerStart)
LPD3DXFONT pFont;

void StartFont(LPDIRECT3DDEVICE9 pDevice)
{
	bool bFont = false;
	if (pFont)
	{
		pFont->Release();
		pFont = NULL;
		bFont = FALSE;
	}
	if (!bFont)
	{
		D3DXCreateFont(pDevice, 14, 0, 400, 1, 0, 1, 0, 4, 0 | (0 << 4), "Arial", &pFont);
		bFont = TRUE;
	}
}

void lWriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_RIGHT, color);
}

void cWriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_CENTER, color);
}

void FillRGB(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, D3DCOLOR color)
{
	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}
void DrawBorder(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, int px, D3DCOLOR BorderColor)
{
	FillRGB(pDevice, x, (y + h - px), w, px, BorderColor);
	FillRGB(pDevice, x, y, px, h, BorderColor);
	FillRGB(pDevice, x, y, w, px, BorderColor);
	FillRGB(pDevice, x + w - px, y, px, h, BorderColor);
}

bool Trans3DTo2D(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 *InOut)
{
	D3DXVECTOR3 vScreen;
	D3DXVECTOR3 PlayerPos(InOut->x, InOut->y, InOut->z);
	D3DVIEWPORT9 viewPort = { 0 };
	D3DXMATRIX projection, view, world;
	pDevice->GetTransform(D3DTS_VIEW, &view);
	pDevice->GetTransform(D3DTS_PROJECTION, &projection);
	pDevice->GetTransform(D3DTS_WORLD, &world);
	pDevice->GetViewport(&viewPort);
	D3DXVec3Project(&vScreen, &PlayerPos, &viewPort, &projection, &view, &world);
	if (vScreen.z < 1.0f && vScreen.x > 0.0f && vScreen.y > 0.0f && vScreen.x < viewPort.Width && vScreen.y < viewPort.Height)
	{
		*InOut = vScreen;
		return true;
	}
	return false;
}
bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 vWorld, D3DXVECTOR3 *Position)
{
	D3DVIEWPORT9 ViewPort;

	D3DXMATRIX Projection, View, World;

	pDevice->GetTransform(D3DTS_VIEW, &View);
	pDevice->GetTransform(D3DTS_PROJECTION, &Projection);
	pDevice->GetTransform(D3DTS_WORLD, &World);
	pDevice->GetViewport(&ViewPort);

	D3DXVec3Project(Position, &vWorld, &ViewPort, &Projection, &View, &World);

	if (Position->x < 0.0f || Position->y < 0.0f || Position->x > ViewPort.Width || Position->y > ViewPort.Height)
		return 0;

	return(Position->z < 1.0f);
}
struct D3DTLVERTEX
{
	float x, y, z, rhw;
	DWORD color;
};
void DrawLine(LPDIRECT3DDEVICE9 pDevice, float X, float Y, float X2, float Y2, DWORD dwColor)
{
	if (!pDevice) return;
	D3DTLVERTEX qV[2] =
	{
		{ (float)X, (float)Y, 0.0f, 1.0f, dwColor },
		{ (float)X2, (float)Y2, 0.0f, 1.0f, dwColor },
	};
	pDevice->SetTexture(0, NULL);
	pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
	pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
	pDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, qV, sizeof(D3DTLVERTEX));

}
char GetMyIndex(DWORD pLTCLientShell)
{
	if (pLTCLientShell)
	{
		BYTE clients = *(BYTE*)(pLTCLientShell + dwCPlayerStart);
		if (clients < 16)
			return *(char*)(pLTCLientShell + clients * dwCPlayerSize + MEOffset);
	}
	return -1;
}
bool IsValidClient(CPlayer* Clients)
{
	if ((Clients != 0) && (Clients->Object != 0) && (!Clients->CharacterFX->IsDead))
		return true;
	return false;
}
bool IsTM(DWORD pLTClientShell, CPlayer* pPlayer)
{
	bool IsAlly = true;
	CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));

	if (Me->Team != pPlayer->Team)
		IsAlly = false;

	return IsAlly;
}

D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1, D3DXVECTOR3 V2)
{
	D3DXVECTOR3 Mid;
	Mid.x = (V1.x + V2.x) / 2;
	Mid.y = (V1.y + V2.y) / 2;
	Mid.z = (V1.z + V2.z) / 2;
	return Mid;
}

void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	if (!CShell) return;
	DWORD pLTModel = *(DWORD*)(CShell + aLTModel);

	__asm
	{
		MOV ECX, pLTModel
			MOV EDX, DWORD PTR DS : [ECX]
			MOV EDX, DWORD PTR DS : [EDX + 0x3C]
			PUSH 1
			PUSH Trans
			PUSH Bone
			PUSH obj
			CALL EDX
	}
}
//006BAE98   68 048A1701      PUSH crossfir.01178A04
void GetNodePosition(cObject* obj, UINT Bone, D3DXVECTOR3 &Out)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	Out = Trans.Pos;
	Out.y += 5;
}

void DrawBone(LPDIRECT3DDEVICE9 pDevice, cObject *Obj, UINT iStart, UINT iEnd, D3DCOLOR Color)
{
	D3DXVECTOR3 StartPos, EndPos;
	GetNodePosition(Obj, iStart, StartPos);
	GetNodePosition(Obj, iEnd, EndPos);

	if (Trans3DTo2D(pDevice, &StartPos) && Trans3DTo2D(pDevice, &EndPos))
		DrawLine(pDevice, StartPos.x, StartPos.y, EndPos.x, EndPos.y, hWhite);
}
D3DXVECTOR3 GetBonePosition(cObject* obj, UINT Bone)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	return (Trans.Pos);
}

float CalculateDist(D3DXVECTOR3 from, D3DXVECTOR3 to)
{
	float _x, _y, _z;
	_x = to.x - from.x;
	_y = to.y - from.y;
	_z = to.z - from.z;
	return sqrt(_x*_x + _y*_y + _z*_z);
}
IntersectQuery iQuery;
IntersectInfo iInfo;

typedef bool(*IntersectSegment)(const IntersectQuery& Query, IntersectInfo *pInfo);
IntersectSegment oIntersectSegment;
bool __cdecl IsVisible2(D3DXVECTOR3 MePos, D3DXVECTOR3 TargetPos)
{
	oIntersectSegment = (IntersectSegment)(aIntersectSegment);

	iQuery.m_From = MePos;
	iQuery.m_To = TargetPos;

	return !oIntersectSegment(iQuery, &iInfo);
}
void FillRGB2(int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice)
{
	if (w < 0)w = 1;
	if (h < 0)h = 1;
	if (x < 0)x = 1;
	if (y < 0)y = 1;

	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}
ID3DXLine *pLine = NULL;
// DrawBordere
void DrawBordere(int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice)
{
	FillRGB2(x, (y + h - px), w, px, BorderColor, pDevice);
	FillRGB2(x, y, px, h, BorderColor, pDevice);
	FillRGB2(x, y, w, px, BorderColor, pDevice);
	FillRGB2((x + w - px), y, px, h, BorderColor, pDevice);
}
void DrawEspBox2(CPlayer* Player, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice)
{

	D3DXVECTOR3 Head = GetBonePosition(Player->Object, 6);
	D3DXVECTOR3 Foot = GetBonePosition(Player->Object, 28);
	if (Trans3DTo2D(pDevice, &Head) && Trans3DTo2D(pDevice, &Foot))
	{
		D3DXVECTOR3 Box = Head - Foot;

		if (Box.y < 0)
			Box.y *= -1;

		int BoxWidth = (int)Box.y / 2;
		int DrawX = (int)Head.x - (BoxWidth / 2);
		int DrawY = (int)Head.y;

		DrawBordere(DrawX, DrawY, BoxWidth, Box.y, 1, dwColor, pDevice);
	}
}
void DrawHealthBar2(LPDIRECT3DDEVICE9 pDevice, float x, float y, DWORD health)
{
	DWORD dwColor;

	if (health > 100)
		health = 100;

	if (health > 75)
		dwColor = 0xFF00FF00;
	else if (health > 40)
		dwColor = 0xFFFF9B00;
	else
		dwColor = 0xFFFF0000;

	DWORD dwDrawWidth = health / 10;

	if (dwDrawWidth <= 2)
		dwDrawWidth = 4;

	FillRGB2(x + 8, y - 1, 12, 0xFF000000, 5, pDevice);
	FillRGB2(x + 8, y, dwDrawWidth, 3, dwColor, pDevice);
}
void WriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_LEFT, color);
}
void DrawHealthBars(D3DXVECTOR3 head, D3DXVECTOR3 foot, WORD health, LPDIRECT3DDEVICE9 pDevice)
{
	DWORD dwColor;

	D3DXVECTOR3 Box = head - foot;

	if (Box.y < 0)
		Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)head.x - (BoxWidth / 2);
	int DrawY = (int)head.y;

	DWORD dwDrawWidth = health * (foot.y - head.y) / 100;


	if (health > 75)
		dwColor = hGreen;
	else if (health > 40)
		dwColor = hOrange;
	else
		dwColor = hRed;

	FillRGB2(DrawX - 6, DrawY - 1, 5, (int)Box.y + 2, hBlack, pDevice);
	FillRGB2(DrawX - 5, DrawY, 3, dwDrawWidth, dwColor, pDevice);
}
void DrawBBox(D3DXVECTOR3 Head, D3DXVECTOR3 Foot, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice)
{
	D3DXVECTOR3 Box = Head - Foot;

	if (Box.y  < 0)
		Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)Head.x - (BoxWidth / 2);
	int DrawY = (int)Head.y;

	DrawBordere(DrawX + 1, DrawY, BoxWidth, (int)Box.y, 1, hBlack, pDevice);
	DrawBordere(DrawX, DrawY, BoxWidth, (int)Box.y, 1, dwColor, pDevice);
}
void PlayerESP(LPDIRECT3DDEVICE9 pDevice)
{
	if (!GetModuleHandle(eCShell)) return;
	if (!GetModuleHandle(eClient)) return;
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
	CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
	CPlayer *pLocal;

	for (int i = 0; i < 16; i++)
	{
		CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);


		D3DXVECTOR3 Body = GetBonePosition(pPlayer->Object, 2);
		D3DXVECTOR3 Head = GetBonePosition(pPlayer->Object, 6);
		D3DXVECTOR3 Foot = GetBonePosition(pPlayer->Object, 23);
		D3DXVECTOR3 MidPosition = GetMidPoint(GetBonePosition(pPlayer->Object, 6), GetBonePosition(pPlayer->Object, 3));
		D3DXVECTOR3 pLeftFoot = MidPosition + D3DXVECTOR3(-50, -180, 0); // <- Left Bottom
		Transform Foot2, vHead, vFoot;
		int BONE_ID = 6;
		DWORD ESP_Color = 0;
		DWORD healthcolor = 0xFF00FF00;
		CPlayer* Target = GetPlayerByIndex(pLTClientShell, i);
		if (Me->Team != pPlayer->Team)
		{

			if (IsVisible2(GetBonePosition(Me->Object, BONE_ID), GetBonePosition(Target->Object, BONE_ID)))
			{
				if (VisibleCheck)
				{
					ESP_Color = YourColor;
				}
				else
				{
					ESP_Color = YourColor;
				}

			}
			else
			{
				ESP_Color = YourColor;
			}
		}
		else
		{
			ESP_Color = YourColor;
		}

		DWORD pCLTPlayerClient = *(DWORD*)(CShell + aCLTPlayerClient + CLTPlayerClientOffset);

		if (WorldToScreen(pDevice, Foot, &vFoot.Pos) && WorldToScreen(pDevice, Head, &vHead.Pos) && WorldToScreen(pDevice, pLeftFoot, &Foot2.Pos))
		{


			if (pCLTPlayerClient != 0)
			{
				if (IsValidClient(pPlayer) && pPlayer != Me)
				{
					if (pPlayer->CharacterFX->IsVulnerable)
					{
						ESP_Color = hWhite;
						pPlayer->Health = 100;
					}
					if (pPlayer->CharacterFX->IsDead && pPlayer->Health == 0)
					{
						pPlayer->Health = 100;
					}
					D3DVIEWPORT9 viewP;
					pDevice->GetViewport(&viewP);
					DWORD ScreenCenterX = viewP.Width / 2;
					DWORD ScreenCenterY = viewP.Height / 20;
					char pNAME[10000];
					char pHealth[10000];
					char Weapon[100000];
					char szRank[100];
					char txt[0x30];
					char txtt[0x30];
					char *HasC4 = "->Has C4<-";

					if (NameESP)
					{
						sprintf_s(pNAME, "%s", (int)pPlayer->Name);
						draw.Text(vHead.Pos.x - 4, vHead.Pos.y - 20, pNAME, ESP_Color, false, kCenter);
					}
					if (BoxESP)
					{
						//DrawEspBox2(pPlayer, ESP_Color, pDevice);
						DrawBBox(vHead.Pos, Foot2.Pos, ESP_Color, pDevice);
					}
					if (DistanceESP)
					{
						sprintf_s(txt, "[%d M]", (DWORD)(CalculateDist(Me->Object->Body, pPlayer->Object->Body) / 100));
						draw.Text(vHead.Pos.x - 4, Foot2.Pos.y, txt, ESP_Color, false, kCenter);

					}
					if (HealthBarESP)
					{
						int drawY = vHead.Pos.y - 15;
						if (pPlayer->Health > 100)
						{
							pPlayer->Health = 100;
						}
						//DrawHealthBar2(pDevice, vHead.Pos.x - 13, drawY + 8, pPlayer->Health);
						DrawHealthBars(vHead.Pos, Foot2.Pos, pPlayer->Health, pDevice);
					}
					if (LineESP)
					{
						DrawLine(pDevice, ScreenCenterX, ScreenCenterY, vHead.Pos.x, vHead.Pos.y, ESP_Color);
					}
					if (SkeletonESP)
					{
						DrawBone(pDevice, pPlayer->Object, 6, 0, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 5, 6, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 4, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 3, 4, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 2, 3, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 1, 2, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 21, 1, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 22, 21, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 23, 22, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 24, 23, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 25, 1, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 26, 25, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 27, 26, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 28, 27, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 14, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 15, 14, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 16, 15, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 17, 16, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 18, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 19, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 20, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 7, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 8, 7, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 9, 8, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 10, 9, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 11, 10, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 12, 10, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 13, 10, ESP_Color);
					}
				}
			}
		}

	}
}
2- AIMBOT

Code:
int PI2 = 6.283185307179586;
float GetDistance(float Xx, float Yy, float xX, float yY)
{
	return sqrt((yY - Yy) * (yY - Yy) + (xX - Xx) * (xX - Xx));
}
DWORD Aimkey;

D3DTLVERTEX CreateD3DTLVERTEX(float X, float Y, float Z, float RHW, D3DCOLOR color, float U, float V) { D3DTLVERTEX v = { X, Y, Z, RHW, color }; return v; }
void DrawCircle(int x, int y, float radius, D3DCOLOR color, IDirect3DDevice9* pDevice)
{
	const DWORD D3D_FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
	const int NUMPOINTS = 30;
	const float PI = (float)3.141592654f;

	D3DTLVERTEX Circle[NUMPOINTS + 1];
	float X, Y, Theta, WedgeAngle;
	WedgeAngle = (float)((2 * PI) / NUMPOINTS);

	for (int i = 0; i <= NUMPOINTS; i++)
	{
		Theta = i * WedgeAngle;
		X = (float)(x + radius * cos(Theta));
		Y = (float)(y - radius * sin(Theta));
		Circle[i] = CreateD3DTLVERTEX(X, Y, 0.0f, 1.0f, color, 0.0f, 0.0f);
	}

	pDevice->SetRenderState(D3DRS_ZENABLE, 0);
	pDevice->SetRenderState(D3DRS_FOGENABLE, false);
	pDevice->SetRenderState(D3DRS_LIGHTING, false);
	pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true);
	pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
	pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
	pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	pDevice->SetFVF(D3D_FVF);
	pDevice->SetTexture(0, NULL);
	pDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, NUMPOINTS, &Circle[0], sizeof(Circle[0]));
	pDevice->SetTexture(0, NULL);
}

bool inGame() 
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	//DWORD pLTClientShell = *(DWORD*)(CShell + dw_pLTClientShell);
	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
	CPlayer* player = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
	if ((player != NULL) && (strlen(player->Name) > 2) && (player->Object != NULL))
		return true;
	return false;
}


bool IsValidClientAim(CPlayer* Clients)
{
	if ((Clients != 0) && (Clients->Object != 0) && (!Clients->CharacterFX->IsDead) && (!Clients->CharacterFX->IsVulnerable))
		return true;
	return false;
}

void PlayerAimbot(LPDIRECT3DDEVICE9 pDevice)
{
	if (!GetModuleHandle(eCShell)) return;
	if (!GetModuleHandle(eClient)) return;
	//here allready if ngame
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pCLTPlayerClient = *(DWORD*)(CShell + aCLTPlayerClient + CLTPlayerClientOffset);
	if (pCLTPlayerClient && inGame() && menu.items[21].value > 0)
	{
		int TargetIndex, BONE_ID;
		BONE_ID = 6;//HEAD
		switch (AimbotPostion)
		{
		case 1: BONE_ID = 6; break;//Head
		case 2: BONE_ID = 5; break;//Neck
		case 3: BONE_ID = 2; break;//Body
		case 4: BONE_ID = 10; break;//LeftHand
		case 5: BONE_ID = 17; break;//RightHand
		case 6: BONE_ID = 23; break;//FeftFoot
		case 7: BONE_ID = 28; break;//RightFoot
		default: BONE_ID = 6;//HEAD
		}
		int iAimAt = -1;
		float MaxDistance = 0xFFFFFFF;

		D3DVIEWPORT9 viewP;
		pDevice->GetViewport(&viewP);
		float ScreenX = viewP.Width / 2;
		float ScreenY = viewP.Height / 2;

		DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
		CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
		if (pLTClientShell != NULL)
		{
			for (int i = 0; i < 16; i++)
			{
				CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);
				D3DXVECTOR3 pos = GetBonePosition(pPlayer->Object, 6);

				if (Trans3DTo2D(pDevice, &pos))
				{
					POINT pt;
					D3DVIEWPORT9 Viewport;
					pDevice->GetViewport(&Viewport);
					DWORD x1 = Viewport.Width / 2;
					DWORD y1 = Viewport.Height / 2;
					pt.x = x1;
					pt.y = y1;

					float aimfov = 360.0f;// FOV Aimbot
					float radiusx = (aimfov * 5.0f) * (ScreenX / 100.0f);
					float radiusy = (aimfov * 5.0f) * (ScreenY / 100.0f);

					if (aimfov == 0)
					{
						radiusx = 5.0f * (ScreenX / 100.0f);
						radiusy = 5.0f * (ScreenY / 100.0f);
					}

					float Tmp = GetDistance(pos.x, pos.y, ScreenX, ScreenY);

					//if in fov
					if (pos.x >= ScreenX - radiusx && pos.x <= ScreenX + radiusx && pos.y >= ScreenY - radiusy && pos.y <= ScreenY + radiusy)
					{
						if (Tmp < MaxDistance)
						{
							MaxDistance = Tmp;
							iAimAt = i;
						}
					}
				}

			}

			if (iAimAt == -1)
				return;

			// Now, if we have a target aim at them.
			if (iAimAt > -1)
			{
				//because we got the target ok now can try ? yes
				CPlayer* Target = GetPlayerByIndex(pLTClientShell, iAimAt);
				D3DXVECTOR3 AimPos = GetBonePosition(Target->Object, BONE_ID);
				if (IsVisible2(GetBonePosition(Me->Object, BONE_ID), GetBonePosition(Target->Object, BONE_ID)))
				{
					if (Target != Me && !IsTM(pLTClientShell, Target) && IsValidClientAim(Target))
					{
						if (Trans3DTo2D(pDevice, &AimPos))
						{
							float DistX = AimPos.x - ScreenX;
							float DistY = AimPos.y - ScreenY;

							int aimsens = 3;
							DistX /= (0.5f + (float)aimsens*0.5f);
							DistY /= (0.5f + (float)aimsens*0.5f);

							if (LMOUSE)
							{
								Aimkey = VK_LBUTTON;
							}
							else if (RMOUSE)
							{
								Aimkey = VK_RBUTTON;
							}
							else if (LSHIFT)
							{
								Aimkey = VK_LSHIFT;
							}
							else if (LCTRL)
							{
								Aimkey = VK_LCONTROL;
							}
							else if (AUTO)
							{
								Aimkey = VK_MENU;
							}
							else
							{
								Aimkey = VK_LBUTTON;
							}
							if (GetAsyncKeyState(Aimkey))
							{
								mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);

							}
						}
					}

				}
			}
		}
	}

}
3- CLASS

Code:
#pragma once
typedef unsigned int        uint;
typedef char				int8;
typedef unsigned char		uint8;
typedef short int			int16;
typedef unsigned short int	uint16;
typedef int					int32;
typedef unsigned int		uint32;
typedef unsigned int		LTBOOL;
typedef float				LTFLOAT;
typedef double				LTDOUBLE;
typedef uint32				LTRESULT;
typedef void*				HOBJECT;
typedef void*				HLOCALOBJ;
typedef uint32 HMODELPIECE;
#define INVALID_MODEL_PIECE		((HMODELPIECE)-1)
typedef uint32 HMODELSOCKET;
#define INVALID_MODEL_SOCKET	((HMODELSOCKET)-1)
typedef uint32 HMODELNODE;
#define INVALID_MODEL_NODE		((HMODELNODE)-1)
typedef uint32 HMODELWEIGHTSET;
#define INVALID_MODEL_WEIGHTSET ((HMODELWEIGHTSET)-1)
typedef uint32 HMODELANIM;
#define INVALID_MODEL_ANIM		((HMODELANIM)-1)

struct UnkStruct
{
	char spacer[0x11740];
	short CurrentGun;
	char spacer2[3];
	char IsMutant;
	char IsVisible;
	bool IsDead;
};
struct Transform
{
	D3DXVECTOR3  Pos;
	unsigned char Spacer[0x100];
};

struct cObject
{
public:
	char Spacer[4];
	D3DXVECTOR3 Body;
	D3DXVECTOR3 Foot;
	D3DXVECTOR3 Head;
};
class CCharacterHitBox 
{
public:
	char pad_0000[324]; //0x0000
}; //Size: 0x0144

class LTVector
{
public:
	float x, y, z;
};
class LTRotation
{
public:
	float x, y, z, w;
};
class LTObject
{
public:
	char _0x0000[4];
	LTVector BoxMin; //0x0004 
	LTVector BoxMax; //0x0010 
	char _0x001C[128];
	LTVector Scale; //0x009C 
	char _0x00A8[4];
	unsigned int Type; //0x00AC 
	char _0x00B0[8];
	LTVector Dimentions; //0x00B8 
	char _0x00C4[12];
	LTVector ModelCullingPosition; //0x00D0 
	char _0x00DC[4];
	LTVector Position; //0x00E0 
	LTRotation Rotation; //0x00EC 
	D3DXVECTOR3 Velocity; //0x00FC 
	LTVector GlobalForceOverride; //0x0108 
	char _0x0114[8];
	LTVector Acceleration; //0x011C 
};//Size=0x0128
class cLTCharacterFX
{
public:
	char pad_0000[0x204]; //0x0000
	BYTE IsDead; //0x204
	char pad_0208[0xF]; //0x0205
	BYTE IsVulnerable; //0x0214
	char pad_0218[0x49667]; //0x0215
	unsigned int CurrentWeapon; //0x4987C
};

struct CPlayer
{
	char Spacer00[8];
	cObject* Object;
	char ClientID;
	char Team;
	char Name[12];
	char Spacer01[2];
	cLTCharacterFX* CharacterFX;
	int PlayerSlotTeam;
	int unkstruct1;
	bool Has_C4;
	int State;
	int Rank;
	int unkstruct2;
	int unkstruct3;
	short Health;
	short Kills;
	__int32 Deaths;
	__int32 HeadShots;
	__int32 TeamID;
	__int32 Ping;
};

struct CPlayer2
{
	char Spacer00[8];
	LTObject* Object;
	char ClientID;
	char Team;
	char Name[12];
	char Spacer01[2];
	UnkStruct *unk; //int SHIT; //
	int PlayerSlotTeam;
	int unkstruct1;
	bool Has_C4;
	int State;
	int Rank;
	int unkstruct2;
	int unkstruct3;
	short Health;
	short Kills;
	__int32 Deaths;
	__int32 HeadShots;
	__int32 TeamID;
	__int32 Ping;
};

typedef bool(*ObjectFilterFn)(cObject* hObj, void *pUserData);

struct IntersectInfo
{
	D3DXVECTOR3 vImpactPos;		//0x0000
	char unknown12[16];
	cObject* hObjImpact;		//0x001C
	DWORD nSomething;			//0x0020
	DWORD nSomething2;			//0x0024
	DWORD nSomething3;			//0x0028
};

struct IntersectQuery
{
	D3DXVECTOR3 m_From;					//0x0000
	D3DXVECTOR3 m_To;					//0x000C
	char unknown24[12];
	unsigned int Flags;					//0x0024
	ObjectFilterFn FilterFn;			//0x0028
	void* FilterIntersectParam;			//0x002C
	ObjectFilterFn FilterIntersectFn;	//0x0030
	void* FilterParam;					//0x0034
	void* PolyFilterParam;				//0x0038
	//PolyFilterFn PolyFilterFn;		//0x003C
};


class CPlayerPos
{
public:
	char Spacer[0xDC];
	D3DXVECTOR3 Pos;
};

class thirdperson
{
public:
	char _0x0000[100];
	__int32 Mode;
};

class CLTPlayerClient
{
public:
	char _0x0000[40];
	thirdperson *thrdperson;
};


static char* ranks[] =
{
	"Trainee 1",
	"Trainee 2",
	"Private",
	"PFC",
	"Corporal",
	"Sergeant 1",
	"Sergeant 2",
	"Sergeant 3",
	"Sergeant 4",
	"Staff Sergeant 1",
	"Staff Sergeant 2",
	"Staff Sergeant 3",
	"Staff Sergeant 4",
	"Staff Sergeant 5",
	"Staff Sergeant 6",
	"SFC 1",
	"SFC 2",
	"SFC 3",
	"SFC 4",
	"SFC 5",
	"SFC 6",
	"Master Sergeant 1",
	"Master Sergeant 2",
	"Master Sergeant 3",
	"Master Sergeant 4",
	"Master Sergeant 5",
	"Master Sergeant 6",
	"2nd Lieutenant 1",
	"2nd Lieutenant 2",
	"2nd Lieutenant 3",
	"2nd Lieutenant 4",
	"2nd Lieutenant 5",
	"2nd Lieutenant 6",
	"2nd Lieutenant 7",
	"2nd Lieutenant 8",
	"1st Lieutenant 1",
	"1st Lieutenant 2",
	"1st Lieutenant 3",
	"1st Lieutenant 4",
	"1st Lieutenant 5",
	"1st Lieutenant 6",
	"1st Lieutenant 7",
	"1st Lieutenant 8",
	"Captain 1",
	"Captain 2",
	"Captain 3",
	"Captain 4",
	"Captain 5",
	"Captain 6",
	"Captain 7",
	"Captain 8",
	"Major 1",
	"Major 2",
	"Major 3",
	"Major 4",
	"Major 5",
	"Major 6",
	"Major 7",
	"Major 8",
	"Lieutenant Colonel 1",
	"Lieutenant Colonel 2",
	"Lieutenant Colonel 3",
	"Lieutenant Colonel 4",
	"Lieutenant Colonel 5",
	"Lieutenant Colonel 6",
	"Lieutenant Colonel 7",
	"Lieutenant Colonel 8",
	"Colonel 1",
	"Colonel 2",
	"Colonel 3",
	"Colonel 4",
	"Colonel 5",
	"Colonel 6",
	"Colonel 7",
	"Colonel 8",
	"Brigadiar General 1",
	"Brigadiar General 2",
	"Brigadiar General 3",
	"Brigadiar General 4",
	"Brigadiar General 5",
	"Brigadiar General 6",
	"Major General 1",
	"Major General 2",
	"Major General 3",
	"Major General 4",
	"Major General 5",
	"Major General 6",
	"Lieutenant General 1",
	"Lieutenant General 2",
	"Lieutenant General 3",
	"Lieutenant General 4",
	"Lieutenant General 5",
	"Lieutenant General 6",
	"General 1",
	"General 2",
	"General 3",
	"General 4",
	"General 5",
	"General 6",
	"Marshal"
};
YOU NEED SOME CHANGES TO RUN AIMBOT AND ESP

CREDITS : ~FALLEN~ ME FOR POSTING

THIS IS NOT MY CODE OKAY !!!!!!

CLICK THANKS IF I HELPED YOU
omg where you found it esp codes ?
Quote Originally Posted by gaerGAERHGaerherh View Post
omg where you found it esp codes ?
Thats Yours
Quote Originally Posted by (Virus) View Post


Thats Yours

msg2short
Quote Originally Posted by DarkKnight2016 View Post
thanks so much
Your welcome bro , CLICK THANKS IF I HELP YOU

- - - Updated - - -

Quote Originally Posted by [K]akashi View Post
It's time to leeching !
yeah is time !
How to fix errors?
Quote Originally Posted by Confirm- View Post
HI GUYS, TODAY I,M GOING TO RELEASE ESP AND AIMBOT
1- ESP

Code:
#pragma once
#define GetPlayerByIndex(LTClientShell, dwID) (CPlayer*)(LTClientShell + (dwID * dwCPlayerSize) + dwCPlayerStart)
LPD3DXFONT pFont;

void StartFont(LPDIRECT3DDEVICE9 pDevice)
{
	bool bFont = false;
	if (pFont)
	{
		pFont->Release();
		pFont = NULL;
		bFont = FALSE;
	}
	if (!bFont)
	{
		D3DXCreateFont(pDevice, 14, 0, 400, 1, 0, 1, 0, 4, 0 | (0 << 4), "Arial", &pFont);
		bFont = TRUE;
	}
}

void lWriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_RIGHT, color);
}

void cWriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_CENTER, color);
}

void FillRGB(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, D3DCOLOR color)
{
	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}
void DrawBorder(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, int px, D3DCOLOR BorderColor)
{
	FillRGB(pDevice, x, (y + h - px), w, px, BorderColor);
	FillRGB(pDevice, x, y, px, h, BorderColor);
	FillRGB(pDevice, x, y, w, px, BorderColor);
	FillRGB(pDevice, x + w - px, y, px, h, BorderColor);
}

bool Trans3DTo2D(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 *InOut)
{
	D3DXVECTOR3 vScreen;
	D3DXVECTOR3 PlayerPos(InOut->x, InOut->y, InOut->z);
	D3DVIEWPORT9 viewPort = { 0 };
	D3DXMATRIX projection, view, world;
	pDevice->GetTransform(D3DTS_VIEW, &view);
	pDevice->GetTransform(D3DTS_PROJECTION, &projection);
	pDevice->GetTransform(D3DTS_WORLD, &world);
	pDevice->GetViewport(&viewPort);
	D3DXVec3Project(&vScreen, &PlayerPos, &viewPort, &projection, &view, &world);
	if (vScreen.z < 1.0f && vScreen.x > 0.0f && vScreen.y > 0.0f && vScreen.x < viewPort.Width && vScreen.y < viewPort.Height)
	{
		*InOut = vScreen;
		return true;
	}
	return false;
}
bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3 vWorld, D3DXVECTOR3 *Position)
{
	D3DVIEWPORT9 ViewPort;

	D3DXMATRIX Projection, View, World;

	pDevice->GetTransform(D3DTS_VIEW, &View);
	pDevice->GetTransform(D3DTS_PROJECTION, &Projection);
	pDevice->GetTransform(D3DTS_WORLD, &World);
	pDevice->GetViewport(&ViewPort);

	D3DXVec3Project(Position, &vWorld, &ViewPort, &Projection, &View, &World);

	if (Position->x < 0.0f || Position->y < 0.0f || Position->x > ViewPort.Width || Position->y > ViewPort.Height)
		return 0;

	return(Position->z < 1.0f);
}
struct D3DTLVERTEX
{
	float x, y, z, rhw;
	DWORD color;
};
void DrawLine(LPDIRECT3DDEVICE9 pDevice, float X, float Y, float X2, float Y2, DWORD dwColor)
{
	if (!pDevice) return;
	D3DTLVERTEX qV[2] =
	{
		{ (float)X, (float)Y, 0.0f, 1.0f, dwColor },
		{ (float)X2, (float)Y2, 0.0f, 1.0f, dwColor },
	};
	pDevice->SetTexture(0, NULL);
	pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
	pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
	pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
	pDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, qV, sizeof(D3DTLVERTEX));

}
char GetMyIndex(DWORD pLTCLientShell)
{
	if (pLTCLientShell)
	{
		BYTE clients = *(BYTE*)(pLTCLientShell + dwCPlayerStart);
		if (clients < 16)
			return *(char*)(pLTCLientShell + clients * dwCPlayerSize + MEOffset);
	}
	return -1;
}
bool IsValidClient(CPlayer* Clients)
{
	if ((Clients != 0) && (Clients->Object != 0) && (!Clients->CharacterFX->IsDead))
		return true;
	return false;
}
bool IsTM(DWORD pLTClientShell, CPlayer* pPlayer)
{
	bool IsAlly = true;
	CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));

	if (Me->Team != pPlayer->Team)
		IsAlly = false;

	return IsAlly;
}

D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1, D3DXVECTOR3 V2)
{
	D3DXVECTOR3 Mid;
	Mid.x = (V1.x + V2.x) / 2;
	Mid.y = (V1.y + V2.y) / 2;
	Mid.z = (V1.z + V2.z) / 2;
	return Mid;
}

void GetBonePositionEx(cObject* obj, UINT Bone, Transform* Trans)
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	if (!CShell) return;
	DWORD pLTModel = *(DWORD*)(CShell + aLTModel);

	__asm
	{
		MOV ECX, pLTModel
			MOV EDX, DWORD PTR DS : [ECX]
			MOV EDX, DWORD PTR DS : [EDX + 0x3C]
			PUSH 1
			PUSH Trans
			PUSH Bone
			PUSH obj
			CALL EDX
	}
}
//006BAE98   68 048A1701      PUSH crossfir.01178A04
void GetNodePosition(cObject* obj, UINT Bone, D3DXVECTOR3 &Out)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	Out = Trans.Pos;
	Out.y += 5;
}

void DrawBone(LPDIRECT3DDEVICE9 pDevice, cObject *Obj, UINT iStart, UINT iEnd, D3DCOLOR Color)
{
	D3DXVECTOR3 StartPos, EndPos;
	GetNodePosition(Obj, iStart, StartPos);
	GetNodePosition(Obj, iEnd, EndPos);

	if (Trans3DTo2D(pDevice, &StartPos) && Trans3DTo2D(pDevice, &EndPos))
		DrawLine(pDevice, StartPos.x, StartPos.y, EndPos.x, EndPos.y, hWhite);
}
D3DXVECTOR3 GetBonePosition(cObject* obj, UINT Bone)
{
	Transform Trans;
	GetBonePositionEx(obj, Bone, &Trans);
	return (Trans.Pos);
}

float CalculateDist(D3DXVECTOR3 from, D3DXVECTOR3 to)
{
	float _x, _y, _z;
	_x = to.x - from.x;
	_y = to.y - from.y;
	_z = to.z - from.z;
	return sqrt(_x*_x + _y*_y + _z*_z);
}
IntersectQuery iQuery;
IntersectInfo iInfo;

typedef bool(*IntersectSegment)(const IntersectQuery& Query, IntersectInfo *pInfo);
IntersectSegment oIntersectSegment;
bool __cdecl IsVisible2(D3DXVECTOR3 MePos, D3DXVECTOR3 TargetPos)
{
	oIntersectSegment = (IntersectSegment)(aIntersectSegment);

	iQuery.m_From = MePos;
	iQuery.m_To = TargetPos;

	return !oIntersectSegment(iQuery, &iInfo);
}
void FillRGB2(int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice)
{
	if (w < 0)w = 1;
	if (h < 0)h = 1;
	if (x < 0)x = 1;
	if (y < 0)y = 1;

	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}
ID3DXLine *pLine = NULL;
// DrawBordere
void DrawBordere(int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice)
{
	FillRGB2(x, (y + h - px), w, px, BorderColor, pDevice);
	FillRGB2(x, y, px, h, BorderColor, pDevice);
	FillRGB2(x, y, w, px, BorderColor, pDevice);
	FillRGB2((x + w - px), y, px, h, BorderColor, pDevice);
}
void DrawEspBox2(CPlayer* Player, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice)
{

	D3DXVECTOR3 Head = GetBonePosition(Player->Object, 6);
	D3DXVECTOR3 Foot = GetBonePosition(Player->Object, 28);
	if (Trans3DTo2D(pDevice, &Head) && Trans3DTo2D(pDevice, &Foot))
	{
		D3DXVECTOR3 Box = Head - Foot;

		if (Box.y < 0)
			Box.y *= -1;

		int BoxWidth = (int)Box.y / 2;
		int DrawX = (int)Head.x - (BoxWidth / 2);
		int DrawY = (int)Head.y;

		DrawBordere(DrawX, DrawY, BoxWidth, Box.y, 1, dwColor, pDevice);
	}
}
void DrawHealthBar2(LPDIRECT3DDEVICE9 pDevice, float x, float y, DWORD health)
{
	DWORD dwColor;

	if (health > 100)
		health = 100;

	if (health > 75)
		dwColor = 0xFF00FF00;
	else if (health > 40)
		dwColor = 0xFFFF9B00;
	else
		dwColor = 0xFFFF0000;

	DWORD dwDrawWidth = health / 10;

	if (dwDrawWidth <= 2)
		dwDrawWidth = 4;

	FillRGB2(x + 8, y - 1, 12, 0xFF000000, 5, pDevice);
	FillRGB2(x + 8, y, dwDrawWidth, 3, dwColor, pDevice);
}
void WriteText(int x, int y, DWORD color, char *text)
{
	RECT rect;
	SetRect(&rect, x, y, x, y);
	pFont->DrawText(0, text, -1, &rect, DT_NOCLIP | DT_LEFT, color);
}
void DrawHealthBars(D3DXVECTOR3 head, D3DXVECTOR3 foot, WORD health, LPDIRECT3DDEVICE9 pDevice)
{
	DWORD dwColor;

	D3DXVECTOR3 Box = head - foot;

	if (Box.y < 0)
		Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)head.x - (BoxWidth / 2);
	int DrawY = (int)head.y;

	DWORD dwDrawWidth = health * (foot.y - head.y) / 100;


	if (health > 75)
		dwColor = hGreen;
	else if (health > 40)
		dwColor = hOrange;
	else
		dwColor = hRed;

	FillRGB2(DrawX - 6, DrawY - 1, 5, (int)Box.y + 2, hBlack, pDevice);
	FillRGB2(DrawX - 5, DrawY, 3, dwDrawWidth, dwColor, pDevice);
}
void DrawBBox(D3DXVECTOR3 Head, D3DXVECTOR3 Foot, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice)
{
	D3DXVECTOR3 Box = Head - Foot;

	if (Box.y  < 0)
		Box.y *= -1;

	int BoxWidth = (int)Box.y / 2;
	int DrawX = (int)Head.x - (BoxWidth / 2);
	int DrawY = (int)Head.y;

	DrawBordere(DrawX + 1, DrawY, BoxWidth, (int)Box.y, 1, hBlack, pDevice);
	DrawBordere(DrawX, DrawY, BoxWidth, (int)Box.y, 1, dwColor, pDevice);
}
void PlayerESP(LPDIRECT3DDEVICE9 pDevice)
{
	if (!GetModuleHandle(eCShell)) return;
	if (!GetModuleHandle(eClient)) return;
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
	CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
	CPlayer *pLocal;

	for (int i = 0; i < 16; i++)
	{
		CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);


		D3DXVECTOR3 Body = GetBonePosition(pPlayer->Object, 2);
		D3DXVECTOR3 Head = GetBonePosition(pPlayer->Object, 6);
		D3DXVECTOR3 Foot = GetBonePosition(pPlayer->Object, 23);
		D3DXVECTOR3 MidPosition = GetMidPoint(GetBonePosition(pPlayer->Object, 6), GetBonePosition(pPlayer->Object, 3));
		D3DXVECTOR3 pLeftFoot = MidPosition + D3DXVECTOR3(-50, -180, 0); // <- Left Bottom
		Transform Foot2, vHead, vFoot;
		int BONE_ID = 6;
		DWORD ESP_Color = 0;
		DWORD healthcolor = 0xFF00FF00;
		CPlayer* Target = GetPlayerByIndex(pLTClientShell, i);
		if (Me->Team != pPlayer->Team)
		{

			if (IsVisible2(GetBonePosition(Me->Object, BONE_ID), GetBonePosition(Target->Object, BONE_ID)))
			{
				if (VisibleCheck)
				{
					ESP_Color = YourColor;
				}
				else
				{
					ESP_Color = YourColor;
				}

			}
			else
			{
				ESP_Color = YourColor;
			}
		}
		else
		{
			ESP_Color = YourColor;
		}

		DWORD pCLTPlayerClient = *(DWORD*)(CShell + aCLTPlayerClient + CLTPlayerClientOffset);

		if (WorldToScreen(pDevice, Foot, &vFoot.Pos) && WorldToScreen(pDevice, Head, &vHead.Pos) && WorldToScreen(pDevice, pLeftFoot, &Foot2.Pos))
		{


			if (pCLTPlayerClient != 0)
			{
				if (IsValidClient(pPlayer) && pPlayer != Me)
				{
					if (pPlayer->CharacterFX->IsVulnerable)
					{
						ESP_Color = hWhite;
						pPlayer->Health = 100;
					}
					if (pPlayer->CharacterFX->IsDead && pPlayer->Health == 0)
					{
						pPlayer->Health = 100;
					}
					D3DVIEWPORT9 viewP;
					pDevice->GetViewport(&viewP);
					DWORD ScreenCenterX = viewP.Width / 2;
					DWORD ScreenCenterY = viewP.Height / 20;
					char pNAME[10000];
					char pHealth[10000];
					char Weapon[100000];
					char szRank[100];
					char txt[0x30];
					char txtt[0x30];
					char *HasC4 = "->Has C4<-";

					if (NameESP)
					{
						sprintf_s(pNAME, "%s", (int)pPlayer->Name);
						draw.Text(vHead.Pos.x - 4, vHead.Pos.y - 20, pNAME, ESP_Color, false, kCenter);
					}
					if (BoxESP)
					{
						//DrawEspBox2(pPlayer, ESP_Color, pDevice);
						DrawBBox(vHead.Pos, Foot2.Pos, ESP_Color, pDevice);
					}
					if (DistanceESP)
					{
						sprintf_s(txt, "[%d M]", (DWORD)(CalculateDist(Me->Object->Body, pPlayer->Object->Body) / 100));
						draw.Text(vHead.Pos.x - 4, Foot2.Pos.y, txt, ESP_Color, false, kCenter);

					}
					if (HealthBarESP)
					{
						int drawY = vHead.Pos.y - 15;
						if (pPlayer->Health > 100)
						{
							pPlayer->Health = 100;
						}
						//DrawHealthBar2(pDevice, vHead.Pos.x - 13, drawY + 8, pPlayer->Health);
						DrawHealthBars(vHead.Pos, Foot2.Pos, pPlayer->Health, pDevice);
					}
					if (LineESP)
					{
						DrawLine(pDevice, ScreenCenterX, ScreenCenterY, vHead.Pos.x, vHead.Pos.y, ESP_Color);
					}
					if (SkeletonESP)
					{
						DrawBone(pDevice, pPlayer->Object, 6, 0, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 5, 6, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 4, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 3, 4, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 2, 3, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 1, 2, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 21, 1, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 22, 21, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 23, 22, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 24, 23, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 25, 1, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 26, 25, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 27, 26, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 28, 27, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 14, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 15, 14, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 16, 15, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 17, 16, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 18, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 19, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 20, 17, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 7, 5, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 8, 7, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 9, 8, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 10, 9, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 11, 10, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 12, 10, ESP_Color);
						DrawBone(pDevice, pPlayer->Object, 13, 10, ESP_Color);
					}
				}
			}
		}

	}
}
2- AIMBOT

Code:
int PI2 = 6.283185307179586;
float GetDistance(float Xx, float Yy, float xX, float yY)
{
	return sqrt((yY - Yy) * (yY - Yy) + (xX - Xx) * (xX - Xx));
}
DWORD Aimkey;

D3DTLVERTEX CreateD3DTLVERTEX(float X, float Y, float Z, float RHW, D3DCOLOR color, float U, float V) { D3DTLVERTEX v = { X, Y, Z, RHW, color }; return v; }
void DrawCircle(int x, int y, float radius, D3DCOLOR color, IDirect3DDevice9* pDevice)
{
	const DWORD D3D_FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
	const int NUMPOINTS = 30;
	const float PI = (float)3.141592654f;

	D3DTLVERTEX Circle[NUMPOINTS + 1];
	float X, Y, Theta, WedgeAngle;
	WedgeAngle = (float)((2 * PI) / NUMPOINTS);

	for (int i = 0; i <= NUMPOINTS; i++)
	{
		Theta = i * WedgeAngle;
		X = (float)(x + radius * cos(Theta));
		Y = (float)(y - radius * sin(Theta));
		Circle[i] = CreateD3DTLVERTEX(X, Y, 0.0f, 1.0f, color, 0.0f, 0.0f);
	}

	pDevice->SetRenderState(D3DRS_ZENABLE, 0);
	pDevice->SetRenderState(D3DRS_FOGENABLE, false);
	pDevice->SetRenderState(D3DRS_LIGHTING, false);
	pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true);
	pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
	pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
	pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	pDevice->SetFVF(D3D_FVF);
	pDevice->SetTexture(0, NULL);
	pDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, NUMPOINTS, &Circle[0], sizeof(Circle[0]));
	pDevice->SetTexture(0, NULL);
}

bool inGame() 
{
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	//DWORD pLTClientShell = *(DWORD*)(CShell + dw_pLTClientShell);
	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
	CPlayer* player = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
	if ((player != NULL) && (strlen(player->Name) > 2) && (player->Object != NULL))
		return true;
	return false;
}


bool IsValidClientAim(CPlayer* Clients)
{
	if ((Clients != 0) && (Clients->Object != 0) && (!Clients->CharacterFX->IsDead) && (!Clients->CharacterFX->IsVulnerable))
		return true;
	return false;
}

void PlayerAimbot(LPDIRECT3DDEVICE9 pDevice)
{
	if (!GetModuleHandle(eCShell)) return;
	if (!GetModuleHandle(eClient)) return;
	//here allready if ngame
	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
	DWORD pCLTPlayerClient = *(DWORD*)(CShell + aCLTPlayerClient + CLTPlayerClientOffset);
	if (pCLTPlayerClient && inGame() && Aimbot)
	{
		int TargetIndex, BONE_ID;
		BONE_ID = 6;//HEAD
		switch (AimbotPostion)
		{
		case 1: BONE_ID = 6; break;//Head
		case 2: BONE_ID = 5; break;//Neck
		case 3: BONE_ID = 2; break;//Body
		case 4: BONE_ID = 10; break;//LeftHand
		case 5: BONE_ID = 17; break;//RightHand
		case 6: BONE_ID = 23; break;//FeftFoot
		case 7: BONE_ID = 28; break;//RightFoot
		default: BONE_ID = 6;//HEAD
		}
		int iAimAt = -1;
		float MaxDistance = 0xFFFFFFF;

		D3DVIEWPORT9 viewP;
		pDevice->GetViewport(&viewP);
		float ScreenX = viewP.Width / 2;
		float ScreenY = viewP.Height / 2;

		DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
		CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
		if (pLTClientShell != NULL)
		{
			for (int i = 0; i < 16; i++)
			{
				CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);
				D3DXVECTOR3 pos = GetBonePosition(pPlayer->Object, 6);

				if (Trans3DTo2D(pDevice, &pos))
				{
					POINT pt;
					D3DVIEWPORT9 Viewport;
					pDevice->GetViewport(&Viewport);
					DWORD x1 = Viewport.Width / 2;
					DWORD y1 = Viewport.Height / 2;
					pt.x = x1;
					pt.y = y1;

					float aimfov = 360.0f;// FOV Aimbot
					float radiusx = (aimfov * 5.0f) * (ScreenX / 100.0f);
					float radiusy = (aimfov * 5.0f) * (ScreenY / 100.0f);

					if (aimfov == 0)
					{
						radiusx = 5.0f * (ScreenX / 100.0f);
						radiusy = 5.0f * (ScreenY / 100.0f);
					}

					float Tmp = GetDistance(pos.x, pos.y, ScreenX, ScreenY);

					//if in fov
					if (pos.x >= ScreenX - radiusx && pos.x <= ScreenX + radiusx && pos.y >= ScreenY - radiusy && pos.y <= ScreenY + radiusy)
					{
						if (Tmp < MaxDistance)
						{
							MaxDistance = Tmp;
							iAimAt = i;
						}
					}
				}

			}

			if (iAimAt == -1)
				return;

			// Now, if we have a target aim at them.
			if (iAimAt > -1)
			{
				//because we got the target ok now can try ? yes
				CPlayer* Target = GetPlayerByIndex(pLTClientShell, iAimAt);
				D3DXVECTOR3 AimPos = GetBonePosition(Target->Object, BONE_ID);
				if (IsVisible2(GetBonePosition(Me->Object, BONE_ID), GetBonePosition(Target->Object, BONE_ID)))
				{
					if (Target != Me && !IsTM(pLTClientShell, Target) && IsValidClientAim(Target))
					{
						if (Trans3DTo2D(pDevice, &AimPos))
						{
							float DistX = AimPos.x - ScreenX;
							float DistY = AimPos.y - ScreenY;

							int aimsens = 3;
							DistX /= (0.5f + (float)aimsens*0.5f);
							DistY /= (0.5f + (float)aimsens*0.5f);

							if (LMOUSE)
							{
								Aimkey = VK_LBUTTON;
							}
							else if (RMOUSE)
							{
								Aimkey = VK_RBUTTON;
							}
							else if (LSHIFT)
							{
								Aimkey = VK_LSHIFT;
							}
							else if (LCTRL)
							{
								Aimkey = VK_LCONTROL;
							}
							else if (AUTO)
							{
								Aimkey = VK_MENU;
							}
							else
							{
								Aimkey = VK_LBUTTON;
							}
							if (GetAsyncKeyState(Aimkey))
							{
								mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);

							}
						}
					}

				}
			}
		}
	}

}
3- CLASS

Code:
#pragma once
typedef unsigned int        uint;
typedef char				int8;
typedef unsigned char		uint8;
typedef short int			int16;
typedef unsigned short int	uint16;
typedef int					int32;
typedef unsigned int		uint32;
typedef unsigned int		LTBOOL;
typedef float				LTFLOAT;
typedef double				LTDOUBLE;
typedef uint32				LTRESULT;
typedef void*				HOBJECT;
typedef void*				HLOCALOBJ;
typedef uint32 HMODELPIECE;
#define INVALID_MODEL_PIECE		((HMODELPIECE)-1)
typedef uint32 HMODELSOCKET;
#define INVALID_MODEL_SOCKET	((HMODELSOCKET)-1)
typedef uint32 HMODELNODE;
#define INVALID_MODEL_NODE		((HMODELNODE)-1)
typedef uint32 HMODELWEIGHTSET;
#define INVALID_MODEL_WEIGHTSET ((HMODELWEIGHTSET)-1)
typedef uint32 HMODELANIM;
#define INVALID_MODEL_ANIM		((HMODELANIM)-1)

struct UnkStruct
{
	char spacer[0x11740];
	short CurrentGun;
	char spacer2[3];
	char IsMutant;
	char IsVisible;
	bool IsDead;
};
struct Transform
{
	D3DXVECTOR3  Pos;
	unsigned char Spacer[0x100];
};

struct cObject
{
public:
	char Spacer[4];
	D3DXVECTOR3 Body;
	D3DXVECTOR3 Foot;
	D3DXVECTOR3 Head;
};
class CCharacterHitBox 
{
public:
	char pad_0000[324]; //0x0000
}; //Size: 0x0144

class LTVector
{
public:
	float x, y, z;
};
class LTRotation
{
public:
	float x, y, z, w;
};
class LTObject
{
public:
	char _0x0000[4];
	LTVector BoxMin; //0x0004 
	LTVector BoxMax; //0x0010 
	char _0x001C[128];
	LTVector Scale; //0x009C 
	char _0x00A8[4];
	unsigned int Type; //0x00AC 
	char _0x00B0[8];
	LTVector Dimentions; //0x00B8 
	char _0x00C4[12];
	LTVector ModelCullingPosition; //0x00D0 
	char _0x00DC[4];
	LTVector Position; //0x00E0 
	LTRotation Rotation; //0x00EC 
	D3DXVECTOR3 Velocity; //0x00FC 
	LTVector GlobalForceOverride; //0x0108 
	char _0x0114[8];
	LTVector Acceleration; //0x011C 
};//Size=0x0128
class cLTCharacterFX
{
public:
	char pad_0000[0x204]; //0x0000
	BYTE IsDead; //0x204
	char pad_0208[0xF]; //0x0205
	BYTE IsVulnerable; //0x0214
	char pad_0218[0x49667]; //0x0215
	unsigned int CurrentWeapon; //0x4987C
};

struct CPlayer
{
	char Spacer00[8];
	cObject* Object;
	char ClientID;
	char Team;
	char Name[12];
	char Spacer01[2];
	cLTCharacterFX* CharacterFX;
	int PlayerSlotTeam;
	int unkstruct1;
	bool Has_C4;
	int State;
	int Rank;
	int unkstruct2;
	int unkstruct3;
	short Health;
	short Kills;
	__int32 Deaths;
	__int32 HeadShots;
	__int32 TeamID;
	__int32 Ping;
};

struct CPlayer2
{
	char Spacer00[8];
	LTObject* Object;
	char ClientID;
	char Team;
	char Name[12];
	char Spacer01[2];
	UnkStruct *unk; //int SHIT; //
	int PlayerSlotTeam;
	int unkstruct1;
	bool Has_C4;
	int State;
	int Rank;
	int unkstruct2;
	int unkstruct3;
	short Health;
	short Kills;
	__int32 Deaths;
	__int32 HeadShots;
	__int32 TeamID;
	__int32 Ping;
};

typedef bool(*ObjectFilterFn)(cObject* hObj, void *pUserData);

struct IntersectInfo
{
	D3DXVECTOR3 vImpactPos;		//0x0000
	char unknown12[16];
	cObject* hObjImpact;		//0x001C
	DWORD nSomething;			//0x0020
	DWORD nSomething2;			//0x0024
	DWORD nSomething3;			//0x0028
};

struct IntersectQuery
{
	D3DXVECTOR3 m_From;					//0x0000
	D3DXVECTOR3 m_To;					//0x000C
	char unknown24[12];
	unsigned int Flags;					//0x0024
	ObjectFilterFn FilterFn;			//0x0028
	void* FilterIntersectParam;			//0x002C
	ObjectFilterFn FilterIntersectFn;	//0x0030
	void* FilterParam;					//0x0034
	void* PolyFilterParam;				//0x0038
	//PolyFilterFn PolyFilterFn;		//0x003C
};


class CPlayerPos
{
public:
	char Spacer[0xDC];
	D3DXVECTOR3 Pos;
};

class thirdperson
{
public:
	char _0x0000[100];
	__int32 Mode;
};

class CLTPlayerClient
{
public:
	char _0x0000[40];
	thirdperson *thrdperson;
};


static char* ranks[] =
{
	"Trainee 1",
	"Trainee 2",
	"Private",
	"PFC",
	"Corporal",
	"Sergeant 1",
	"Sergeant 2",
	"Sergeant 3",
	"Sergeant 4",
	"Staff Sergeant 1",
	"Staff Sergeant 2",
	"Staff Sergeant 3",
	"Staff Sergeant 4",
	"Staff Sergeant 5",
	"Staff Sergeant 6",
	"SFC 1",
	"SFC 2",
	"SFC 3",
	"SFC 4",
	"SFC 5",
	"SFC 6",
	"Master Sergeant 1",
	"Master Sergeant 2",
	"Master Sergeant 3",
	"Master Sergeant 4",
	"Master Sergeant 5",
	"Master Sergeant 6",
	"2nd Lieutenant 1",
	"2nd Lieutenant 2",
	"2nd Lieutenant 3",
	"2nd Lieutenant 4",
	"2nd Lieutenant 5",
	"2nd Lieutenant 6",
	"2nd Lieutenant 7",
	"2nd Lieutenant 8",
	"1st Lieutenant 1",
	"1st Lieutenant 2",
	"1st Lieutenant 3",
	"1st Lieutenant 4",
	"1st Lieutenant 5",
	"1st Lieutenant 6",
	"1st Lieutenant 7",
	"1st Lieutenant 8",
	"Captain 1",
	"Captain 2",
	"Captain 3",
	"Captain 4",
	"Captain 5",
	"Captain 6",
	"Captain 7",
	"Captain 8",
	"Major 1",
	"Major 2",
	"Major 3",
	"Major 4",
	"Major 5",
	"Major 6",
	"Major 7",
	"Major 8",
	"Lieutenant Colonel 1",
	"Lieutenant Colonel 2",
	"Lieutenant Colonel 3",
	"Lieutenant Colonel 4",
	"Lieutenant Colonel 5",
	"Lieutenant Colonel 6",
	"Lieutenant Colonel 7",
	"Lieutenant Colonel 8",
	"Colonel 1",
	"Colonel 2",
	"Colonel 3",
	"Colonel 4",
	"Colonel 5",
	"Colonel 6",
	"Colonel 7",
	"Colonel 8",
	"Brigadiar General 1",
	"Brigadiar General 2",
	"Brigadiar General 3",
	"Brigadiar General 4",
	"Brigadiar General 5",
	"Brigadiar General 6",
	"Major General 1",
	"Major General 2",
	"Major General 3",
	"Major General 4",
	"Major General 5",
	"Major General 6",
	"Lieutenant General 1",
	"Lieutenant General 2",
	"Lieutenant General 3",
	"Lieutenant General 4",
	"Lieutenant General 5",
	"Lieutenant General 6",
	"General 1",
	"General 2",
	"General 3",
	"General 4",
	"General 5",
	"General 6",
	"Marshal"
};
YOU NEED SOME CHANGES TO RUN AIMBOT AND ESP

CREDITS : ~FALLEN~ ME FOR POSTING

THIS IS NOT MY CODE OKAY !!!!!!

CLICK THANKS IF I HELPED YOU
I got so many errors, how to fix them? I just copy and paste the code xD
Quote Originally Posted by disgrace69 View Post
I got so many errors, how to fix them? I just copy and paste the code xD
Learn to actually do something instead of C+P
Posts 115 of 21 · Page 1 of 2

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