AimCorrection [CABR]

Posts 1–15 of 24 · Page 1 of 2
AimCorrection [CABR]
Algumas classes...

Code:
#ifndef _CLASSES_H
#define _CLASSES_H

class cWeaponInfo;
class cWeaponMgr;

class cWeaponMgr
{
public:
			char unknown0[5564];
	cWeaponInfo** Weapons; //15BC
	__int32 WeaponCount; //15C0
};



class cWeaponInfo
{
public:

char _0x0000[12];
	DWORD dwClientWeaponType; //0x000C 
	DWORD dwAniType; //0x0010 
	DWORD dwLowerAniType; //0x0014 
	//D3DXVECTOR3 Pos; //0x0018 Not Sure :P
char _0x0024[508];
	DWORD dwFireSndRadius; //0x021C 
	DWORD dwFireSndVolume; //0x0220 
char _0x0224[4];
	DWORD dwCrossHairA; //0x0228 
	DWORD dwCrossHairR; //0x022C 
	DWORD dwCrossHairG; //0x0230 
	DWORD dwCrossHairB; //0x0234 
	BYTE TripleShotMode; //0x0238 
char _0x0239[3];
	DWORD dwTripleShotRoundNum; //0x023C 
char _0x0240[24];
	DWORD dwReloadSndRadius; //0x0258 
	DWORD dwSelectSndRadius; //0x025C 
	DWORD dwEnvironmentMap; //0x0260 
	DWORD dwInfiniteAmmo; //0x0264 
	DWORD dwHideWhenEmpty; //0x0268 
	DWORD dwIsAmmo; //0x026C 
char _0x0270[4];
	DWORD dwShotsPerClip; //0x0274 
	BYTE ReloadPerBullet; //0x0278 MovZX
char _0x0279[35];
	float fDynamicPerturbFactor; //0x029C 
	float fDynnamicPerturbFactorRun; //0x02A0 
	float fDynnamicPerturbFactorWalk; //0x02A4 
	float fDynnamicPerturbFactorJump; //0x02A8 
	float fZoomTime; //0x02AC 
	DWORD dwMinPerturb; //0x02B0 
	DWORD dwMaxPerturb; //0x02B4 
	float fDuckPerturb; //0x02B8 
	float fMoveDuckPerturb; //0x02BC 
	DWORD dwZoomedMinPerturb; //0x02C0 
	DWORD dwZoomedMaxPerturb; //0x02C4 
	DWORD dwRange; //0x02C8 
char _0x02CC[12];
	DWORD dwVectorsPerRound; //0x02D8 
char _0x02DC[32];
	DWORD dwFireDelay; //0x02FC 
	float fMovePenalty; //0x0300 
	float fPerturbIncSpeed; //0x0304 
	float fPerturbDecSpeed; //0x0308 
	float fZoomedMovePenalty; //0x030C 
	float fZoomedPerturbIncSpeed; //0x0310 
	float fZoomedPerturbDecSpeed; //0x0314 
	float fMaxCamRecoilPitch; //0x0318 
	float fBaseCamRecoilPitch; //0x031C 
	float fBaseCamRecoilAccelPitch; //0x0320 
	float fMaxCamRecoilYaw; //0x0324 
	float fBaseCamRecoilYaw; //0x0328 
	float fMaxCamRecoilWag; //0x032C 
	float fBaseCamRecoilWagR; //0x0330 
	float fBaseCamRecoilWagL; //0x0334 
	float fMaxRandomPitch; //0x0338 
	float fMaxRandomWag; //0x033C 
	float fWhiteScreenDecl; //0x0340 
	float fCapturedDecl; //0x0344 
	float fTripleShotMaxCamRecoilPitch; //0x0348 
	float fTripleShotBaseCamRecoilPitch; //0x034C 
	float fBaseCamBackJitter; //0x0350 
	float fBackJitterRecover; //0x0354 
	DWORD dwTripleShotMinPerturb; //0x0358 
	DWORD dwTripleShotMaxPerturb; //0x035C 
	float fTripleShotPerturbIncSpeed; //0x0360 
	float fTripleShotPerturbDecSpeed; //0x0364 
	DWORD dwHudFireMode; //0x0368 
char _0x036C[144];
	DWORD dwTripleShotDelay; //0x03FC 
	DWORD dwTripleShotSelectDelay; //0x0400 
	BYTE DisableCrosshair; //0x0404 
char _0x0405[3];
	DWORD dwRapidFireCount; //0x0408 
char _0x040C[4];
	DWORD dwNoSelect; //0x0410 
char _0x0414[4];
	float fCameraSwayXSpeed; //0x0418 
	float fCameraSwayYSpeed; //0x041C 
	float fCameraSwayXFreq; //0x0420 
	float fCameraSwayYFreq; //0x0424 
	float fGrenadeSpeed ; //0x0428 
	DWORD dwGrenadeAttach; //0x042C 
	DWORD dwGrenadeSlide; //0x0430 
	DWORD dwTargetCrossHairFlag; //0x0434 
	DWORD dwEffectRange; //0x0438 
char _0x043C[4];
	DWORD dwGuntype; //0x0440 
char _0x0444[16];
	DWORD dwMuzzleOPtion; //0x0454 
	DWORD dwSightOption; //0x0458 
	DWORD dwMagazineOption; //0x045C 
	DWORD dwAirStrikeID; //0x0460 
char _0x0464[4];
	float fAirDropHeight; //0x0468 
	float fAirDropDelay; //0x046C 
char _0x0470[32];
	DWORD dwAlt_Effectrange; //0x0490 
char _0x0494[24];
	DWORD dwShoutMsgShowTime; //0x04AC 
	DWORD dwScanSendTime; //0x04B0 
	DWORD dwScanDist; //0x04B4 
	DWORD dwBatteryRefillQuantity; //0x04B8 
	DWORD dwBatteryUsingQuantity; //0x04BC 
	DWORD dwBatteryMaxQuantity; //0x04C0 
	DWORD dwBatteryRefillTime; //0x04C4 
char _0x04C8[108];
	BYTE DamageWeapon; //0x0534 
char _0x0535[3];


};//Size=0x0538


#endif
E agora o AimCorrection:

Code:
void cHacks::hAimCorrection(int Flag)
{
	if( !Hacks.Flags.Check )
	{	
		cWeaponMgr* WepMgr = *(cWeaponMgr**)Addresses.Address[WeaponInfo].Value;
			
		if( WepMgr != 0 )
		{
			for( int i = 0; i < WepMgr->WeaponCount; i++ )
			{ 
				cWeaponInfo* Wep = WepMgr->Weapons[i];

				if( Wep  != 0 ) 
				{	
					Hacks.fValues[0][i] = Wep->fDuckPerturb;
					Hacks.fValues[1][i] = Wep->fMoveDuckPerturb;
					Hacks.fValues[2][i] = Wep->fPerturbIncSpeed;
					Hacks.fValues[3][i] = Wep->fPerturbDecSpeed;
					Hacks.fValues[4][i] = Wep->fCameraSwayXFreq;
					Hacks.fValues[5][i] = Wep->fCameraSwayYFreq;
					Hacks.fValues[6][i] = Wep->fZoomedPerturbIncSpeed;
					Hacks.fValues[7][i] = Wep->fZoomedPerturbDecSpeed; 
					Hacks.fValues[8][i] = Wep->fTripleShotMaxCamRecoilPitch;
					Hacks.fValues[9][i] = Wep->fTripleShotBaseCamRecoilPitch;
					Hacks.fValues[10][i] = Wep->fTripleShotPerturbIncSpeed;
					Hacks.fValues[11][i] = Wep->fTripleShotPerturbDecSpeed;
					Hacks.fValues[12][i] = Wep->fBaseCamRecoilPitch;
					Hacks.fValues[13][i] = (float)Wep->fBaseCamRecoilAccelPitch;
					Hacks.fValues[14][i] = (float)Wep->dwTripleShotMinPerturb;
					Hacks.fValues[15][i] = (float)Wep->dwTripleShotMaxPerturb;
					Hacks.fValues[16][i] = (float)Wep->dwMaxPerturb;
					Hacks.fValues[17][i] = (float)Wep->dwMinPerturb;
					Hacks.fValues[18][i] = (float)Wep->dwZoomedMaxPerturb;
					Hacks.fValues[19][i] = (float)Wep->dwZoomedMinPerturb;
				} 
			}
		}
		Hacks.Flags.Check  = true;
	}

	if( Flag )
	{
		if( Hacks.Flags.Check )
		{
			cWeaponMgr* WepMgr = (cWeaponMgr*)Addresses.Address[WeaponInfo].Value;

			if( WepMgr )
			{
				for( int i = 0; i < WepMgr->WeaponCount; i++ )
				{ 
					cWeaponInfo* Wep = WepMgr->Weapons[i];

					if( Wep ) 
					{	
						Wep->fDuckPerturb					= 0.0f;
						Wep->fMoveDuckPerturb				= 0.0f;
						Wep->fPerturbIncSpeed				= 0.0f;
						Wep->fPerturbDecSpeed				= 0.0f;
						Wep->fCameraSwayXFreq				= 0.0f;
						Wep->fCameraSwayYFreq				= 0.0f;
						Wep->fZoomedPerturbIncSpeed         = 0.0f;
						Wep->fZoomedPerturbDecSpeed         = 0.0f; 
						Wep->fTripleShotMaxCamRecoilPitch   = 0.0f;
						Wep->fTripleShotBaseCamRecoilPitch  = 0.0f;
						Wep->fTripleShotPerturbIncSpeed     = 0.0f;
						Wep->fTripleShotPerturbDecSpeed     = 0.0f;
						Wep->fBaseCamRecoilPitch			= 0.0f;
						Wep->fBaseCamRecoilAccelPitch		= 0.0f;
						Wep->dwTripleShotMinPerturb			= 0;
						Wep->dwTripleShotMaxPerturb			= 0;
						Wep->dwMaxPerturb					= 0;
						Wep->dwMinPerturb					= 0;
						Wep->dwZoomedMaxPerturb				= 0;
						Wep->dwZoomedMinPerturb				= 0;
					} 
				}
			}
		}
	}
	else
	{	
		if( Hacks.Flags.Check  )
		{
			cWeaponMgr* WepMgr = (cWeaponMgr*)Addresses.Address[WeaponInfo].Value;

			if( WepMgr )
			{
				for( int i = 0; i < WepMgr->WeaponCount; i++ )
				{ 
					cWeaponInfo* Wep = WepMgr->Weapons[i];

					if( Wep ) 
					{	
						Wep->fDuckPerturb                  = Hacks.fValues[0][i];
						Wep->fMoveDuckPerturb			   = Hacks.fValues[1][i];
						Wep->fPerturbIncSpeed              = Hacks.fValues[2][i];
						Wep->fPerturbDecSpeed              = Hacks.fValues[3][i];
						Wep->fCameraSwayXFreq              = Hacks.fValues[4][i];
						Wep->fCameraSwayYFreq              = Hacks.fValues[5][i];
						Wep->fZoomedPerturbIncSpeed        = Hacks.fValues[6][i];
						Wep->fZoomedPerturbDecSpeed        = Hacks.fValues[7][i]; 
						Wep->fTripleShotMaxCamRecoilPitch  = Hacks.fValues[8][i];
						Wep->fTripleShotBaseCamRecoilPitch = Hacks.fValues[9][i];
						Wep->fTripleShotPerturbIncSpeed    = Hacks.fValues[10][i];
						Wep->fTripleShotPerturbDecSpeed    = Hacks.fValues[11][i];
						Wep->fBaseCamRecoilPitch           = Hacks.fValues[12][i];
						Wep->fBaseCamRecoilAccelPitch      = Hacks.fValues[13][i];
						Wep->dwTripleShotMinPerturb        = (DWORD)Hacks.fValues[14][i];
						Wep->dwTripleShotMaxPerturb        = (DWORD)Hacks.fValues[15][i];
						Wep->dwMaxPerturb                  = (DWORD)Hacks.fValues[16][i];
						Wep->dwMinPerturb                  = (DWORD)Hacks.fValues[17][i];
						Wep->dwZoomedMaxPerturb            = (DWORD)Hacks.fValues[18][i];
						Wep->dwZoomedMinPerturb            = (DWORD)Hacks.fValues[19][i];
					} 
				}
			}
			Hacks.Flags.Check  = false;
		}
	}
}
Créditos:

Gellin
mo3ad001
Quote Originally Posted by FR1GHT View Post
Base VIP Gellin né
Sim
Só que tem muito noob que não vai saber tirar isso ai da base.
A base está cheio de classes, não sei se eu estou certo
Mas está ai né
Quote Originally Posted by FR1GHT View Post


Good Job né já que eu já tenho essa base
E eu fiz a melhor das façanhas me bani testando um anti kick
Eu também sem querer bani minha conta
Só que eu já sai do ban '-' ( level ban à 1 semana ).
Quote Originally Posted by FR1GHT View Post


Aquele código não da ban permanente né
Aqui não deu
Quote Originally Posted by FR1GHT View Post


O teu por acaso não é o do id 376
Vish agora não me lembro.
Mas só sei que era em uma conta fake
Quote Originally Posted by FR1GHT View Post


Esqueci a senha da conta fake e usei na original
Qual patente?
Pessoal eu comprei o microsoft detour v3.0 alguém sabe como faço para utiliza-lo?
Quote Originally Posted by experthack_backup View Post
Tira de uma base e facil quero ver e fazer funcionar
Tenho ele no meu hacker dês do ano passado...
Quote Originally Posted by TokolocoSK View Post


Tenho ele no meu hacker dês do ano passado...
Eu Também
Quote Originally Posted by experthack_backup View Post
Tira de uma base e facil quero ver e fazer funcionar
Falou o lecheer que tudo o que postam aqui, sai correndo para postar lá na wz.
tenho desde que o gellin postou isso...
LOL, prefiro coloca no spread, no recoil, no treamer e mais umas gambiarra para fazer aim correction mais facil.
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