CoD4 - [HFH]AimAssistance [HD]

Posts 115 of 16 · Page 1 of 2
CoD4 - [HFH]AimAssistance [HD]
watch in HD!

Quote Originally Posted by FrostyTheSnowCone View Post
I jizz in pants now.
It epic .
does noone of you know that the entire code for nospread and silent aim (aim assistance)can be found online?
it's all public, don't know why he is showing something off which was released as entire c/p code
Quote Originally Posted by KillerMorfed View Post
are you going 2 release this
Nope bro, Only maybe.

Quote Originally Posted by aapje0906 View Post
does noone of you know that the entire code for nospread and silent aim (aim assistance)can be found online?
it's all public, don't know why he is showing something off which was released as entire c/p code
Proofit or GTFO.
Code:
VOID CorrectSpread( )
{
    if(cg->snap)
    {
        
        input_t* input = (input_t*)0xcc4ff8;
        usercmd_t * cmd = input->GetUserCmd( input->currentCmdNum - 1);
        cmd->servertime        =  *(int*)0x794464 + 1;

        FirstBulletFix();//from king-orgy can be found on UC at cod4 section

        Vector3 ForwardVec, RightVec, UpVec, CalculatedSpreadView, SpreadView, DestinationVec;

        int seed     =  *(int*)0x794474;
        
        Vector3 vWeaponAngles;

        GetWeaponView( vWeaponAngles );
        
        CMath.NSAngleVectors( vWeaponAngles, ForwardVec, RightVec, UpVec ); 
        
        float flSpread;
        
        weapon_t * pWeapon = GetPlayerWeapon( cg_entities2[cg->clientNum].nWeaponID );
        
        GetWeaponSpread( pWeapon, &flSpread );

        flSpread *= 0.01745329238474369f;
        flSpread = tan(flSpread) * 8192.0f; 

        float flSpreadRight, flSpreadUp;

        Vector3 myViewpoint = {0, 0, 0 };
        GetViewPoint ( myViewpoint );

        GetRandomFloats( seed,  &flSpreadRight, &flSpreadUp );
        flSpreadRight *= flSpread;
        flSpreadUp    *= flSpread;

        SpreadView[ 0 ] = myViewpoint[ 0 ] + ForwardVec[ 0 ] * 8192 + RightVec[ 0 ] * flSpreadRight + UpVec[ 0 ] * flSpreadUp;
        SpreadView[ 1 ] = myViewpoint[ 1 ] + ForwardVec[ 1 ] * 8192 + RightVec[ 1 ] * flSpreadRight + UpVec[ 1 ] * flSpreadUp;
        SpreadView[ 2 ] = myViewpoint[ 2 ] + ForwardVec[ 2 ] * 8192 + RightVec[ 2 ] * flSpreadRight + UpVec[ 2 ] * flSpreadUp;

        CalculatedSpreadView[ 0 ] = SpreadView[ 0 ] - myViewpoint[ 0 ];
        CalculatedSpreadView[ 1 ] = SpreadView[ 1 ] - myViewpoint[ 1 ];
        CalculatedSpreadView[ 2 ] = SpreadView[ 2 ] - myViewpoint[ 2 ];

        CMath.NSVectorAngles( CalculatedSpreadView, DestinationVec );

        Vector3 FinalVecAngles;
        
        DestinationVec[ 0 ] *= -1;

        FinalVecAngles[ 0 ] = viewMatrix->viewAngles[ 0 ] - DestinationVec[ 0 ];
        FinalVecAngles[ 1 ] = viewMatrix->viewAngles[ 1 ] - DestinationVec[ 1 ];
        FinalVecAngles[ 2 ] = 0;
        
        if ( !clientInfo[cg->clientNum].zoomed )// WE NEED DO IT ONLY WHEN NOT ZOOMED
        {
            cmd->viewangles[ 0 ] += ANGLE2SHORT( FinalVecAngles[ 0 ] );
            cmd->viewangles[ 1 ] += ANGLE2SHORT( FinalVecAngles[ 1 ] );
            cmd->viewangles[ 2 ] += ANGLE2SHORT( FinalVecAngles[ 2 ] );
        }

        //viewangles->ViewAngle[ 0 ] -= vFinalSpreadAngles[ 0 ];
        //viewangles->ViewAngle[ 1 ] -= vFinalSpreadAngles[ 1 ];
    }
}
Code:
CMath.GetAngleToOrigin( vOrg, ViewAngle[ 0 ], ViewAngle[ 1 ] );
        if ( cvar.silentaim )
        {
            stealthAimAngles[ 0 ] = ViewAngle[ 1 ];
            stealthAimAngles[ 1 ] = ViewAngle[ 0 ];
            stealthAimAngles[ 2 ] = 0;
        }
        else
        {
            /*D3DXVECTOR3 CalculatedPos;
            CalculatedPos = *(D3DXVECTOR3*)&vOrg - *(D3DXVECTOR3*)&camera->Location;
            D3DXVec3Normalize( &CalculatedPos, &CalculatedPos );
            
            viewangles->ViewAngle[ 1 ] += D3***oDegree( asin( D3DXVec3Dot((D3DXVECTOR3*)&camera->ViewMatrix[ 1 ], &CalculatedPos )));
            viewangles->ViewAngle[ 0 ] -= D3***oDegree( asin( D3DXVec3Dot((D3DXVECTOR3*)&camera->ViewMatrix[ 2 ], &CalculatedPos )));*/

            viewangles->ViewAngle[ 1 ] += ViewAngle[ 0 ];
            viewangles->ViewAngle[ 0 ] += ViewAngle[ 1 ];
        }
cba to copy the rest

for the full code: google "NoSpread (!copy & paste!)" and click on the first link
Quote Originally Posted by aapje0906 View Post
does noone of you know that the entire code for nospread and silent aim (aim assistance)can be found online?
it's all public, don't know why he is showing something off which was released as entire c/p code
I have the code for both ^_^

Quote Originally Posted by aapje0906 View Post
Code:
VOID CorrectSpread( )
{
    if(cg->snap)
    {
        
        input_t* input = (input_t*)0xcc4ff8;
        usercmd_t * cmd = input->GetUserCmd( input->currentCmdNum - 1);
        cmd->servertime        =  *(int*)0x794464 + 1;

        FirstBulletFix();//from king-orgy can be found on UC at cod4 section

        Vector3 ForwardVec, RightVec, UpVec, CalculatedSpreadView, SpreadView, DestinationVec;

        int seed     =  *(int*)0x794474;
        
        Vector3 vWeaponAngles;

        GetWeaponView( vWeaponAngles );
        
        CMath.NSAngleVectors( vWeaponAngles, ForwardVec, RightVec, UpVec ); 
        
        float flSpread;
        
        weapon_t * pWeapon = GetPlayerWeapon( cg_entities2[cg->clientNum].nWeaponID );
        
        GetWeaponSpread( pWeapon, &flSpread );

        flSpread *= 0.01745329238474369f;
        flSpread = tan(flSpread) * 8192.0f; 

        float flSpreadRight, flSpreadUp;

        Vector3 myViewpoint = {0, 0, 0 };
        GetViewPoint ( myViewpoint );

        GetRandomFloats( seed,  &flSpreadRight, &flSpreadUp );
        flSpreadRight *= flSpread;
        flSpreadUp    *= flSpread;

        SpreadView[ 0 ] = myViewpoint[ 0 ] + ForwardVec[ 0 ] * 8192 + RightVec[ 0 ] * flSpreadRight + UpVec[ 0 ] * flSpreadUp;
        SpreadView[ 1 ] = myViewpoint[ 1 ] + ForwardVec[ 1 ] * 8192 + RightVec[ 1 ] * flSpreadRight + UpVec[ 1 ] * flSpreadUp;
        SpreadView[ 2 ] = myViewpoint[ 2 ] + ForwardVec[ 2 ] * 8192 + RightVec[ 2 ] * flSpreadRight + UpVec[ 2 ] * flSpreadUp;

        CalculatedSpreadView[ 0 ] = SpreadView[ 0 ] - myViewpoint[ 0 ];
        CalculatedSpreadView[ 1 ] = SpreadView[ 1 ] - myViewpoint[ 1 ];
        CalculatedSpreadView[ 2 ] = SpreadView[ 2 ] - myViewpoint[ 2 ];

        CMath.NSVectorAngles( CalculatedSpreadView, DestinationVec );

        Vector3 FinalVecAngles;
        
        DestinationVec[ 0 ] *= -1;

        FinalVecAngles[ 0 ] = viewMatrix->viewAngles[ 0 ] - DestinationVec[ 0 ];
        FinalVecAngles[ 1 ] = viewMatrix->viewAngles[ 1 ] - DestinationVec[ 1 ];
        FinalVecAngles[ 2 ] = 0;
        
        if ( !clientInfo[cg->clientNum].zoomed )// WE NEED DO IT ONLY WHEN NOT ZOOMED
        {
            cmd->viewangles[ 0 ] += ANGLE2SHORT( FinalVecAngles[ 0 ] );
            cmd->viewangles[ 1 ] += ANGLE2SHORT( FinalVecAngles[ 1 ] );
            cmd->viewangles[ 2 ] += ANGLE2SHORT( FinalVecAngles[ 2 ] );
        }

        //viewangles->ViewAngle[ 0 ] -= vFinalSpreadAngles[ 0 ];
        //viewangles->ViewAngle[ 1 ] -= vFinalSpreadAngles[ 1 ];
    }
}
Code:
CMath.GetAngleToOrigin( vOrg, ViewAngle[ 0 ], ViewAngle[ 1 ] );
        if ( cvar.silentaim )
        {
            stealthAimAngles[ 0 ] = ViewAngle[ 1 ];
            stealthAimAngles[ 1 ] = ViewAngle[ 0 ];
            stealthAimAngles[ 2 ] = 0;
        }
        else
        {
            /*D3DXVECTOR3 CalculatedPos;
            CalculatedPos = *(D3DXVECTOR3*)&vOrg - *(D3DXVECTOR3*)&camera->Location;
            D3DXVec3Normalize( &CalculatedPos, &CalculatedPos );
            
            viewangles->ViewAngle[ 1 ] += D3***oDegree( asin( D3DXVec3Dot((D3DXVECTOR3*)&camera->ViewMatrix[ 1 ], &CalculatedPos )));
            viewangles->ViewAngle[ 0 ] -= D3***oDegree( asin( D3DXVec3Dot((D3DXVECTOR3*)&camera->ViewMatrix[ 2 ], &CalculatedPos )));*/

            viewangles->ViewAngle[ 1 ] += ViewAngle[ 0 ];
            viewangles->ViewAngle[ 0 ] += ViewAngle[ 1 ];
        }
cba to copy the rest

for the full code: google "NoSpread (!copy & paste!)" and click on the first link
That's fail nospread and silent aim.
Quote Originally Posted by IHaxYou! View Post
I have the code for both ^_^



That's fail nospread and silent aim
.
that was ima tryin to tell him.
but do you know how to hook it? dumb.
i'm not going to pick a fight or whatever you're aiming at
i am simply stating that it's public code so there is no reason to show it off
and yes ofc, but i only code out of boredom

so also don't come with the smartass question *show me how you would hook it then !!¡¡¡* as i won't do it
omg u noob. gtfo pl0x
well atleast you use a very strong arguement to get me out of here.

i'm outta here, atleast people know now that what you did isn't special or from your soclaimed "friend who gave it to you" but that it's simple copypaste work you did which still costed you roughly a couple weeks to get it working since it was made public
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