Aim script
void AimAtPlayer(UCanvas* Canvas, APawn* TargetPawn)
{
if (TargetPawn != NULL && mAPBPawn != NULL){
FName NameHeadBone = TargetPawn->Mesh->GetBoneName(6);
FVector VectorHead = TargetPawn->Mesh->GetBoneLocation(NameHeadBone,0);
FVector2D vHead = CalculateScreenCoordinate(pCanvas,TargetPawn->Mesh->GetBoneLocation(NameHeadBone,0));
pCanvas->Draw2DLine(pCanvas->ClipX/2,pCanvas->ClipY/2,vHead.X,vHead.Y,Red);
VectorHead = VectorHead -MyCameraLocation ;
AimAtRot = VectorHead****tation();
NormalizeRotation(AimAtRot);
FRotator* pAimAtRot = &AimAtRot;
if(GetAsyncKeyState(VK_RBUTTON))
{
mAPBPawn->SetCameraAimRotPawn(pAimAtRot);
}
}
}
Aim script
float CurrentAngle = GetViewAngle( Target->Location, ViewLocation );
if ( CheckAngle( CurrentAngle, pPC->PlayerCamera->GetFOVAngle() ) )
{
if ( ( !TargetPawn
|| RadianToDegree(CurrentAngle) > BestAngle ) && APBPawn->PlayerCanSeeMe() )
{
BestAngle = RadianToDegree(CurrentAngle);
TargetPawn = Target;
}
}
--------------------------------------------------------------------------------------------
PHP Code:
Small anti recoil
//================================================== ===========================
// Function: No Recoil
void NoRecoil(AcItem* pItem = NULL)
{
if (!pItem)
return;
AcRaycastWeapon* pRaycastWeapon = NULL;
if (pItem->IsA(AcRaycastWeapon::StaticClass()))
pRaycastWeapon = reinterpret_cast<AcRaycastWeapon*>(pItem);
else
return;
pRaycastWeapon->m_WeaponRecoilSettings.m_fEndYawMin = 0.0f;
pRaycastWeapon->m_WeaponRecoilSettings.m_fEndYawMax = 0.0f;
pRaycastWeapon->m_RangedWeaponTypeSettings.m_fMaxRange = 0.0f;
pRaycastWeapon->m_RangedWeaponTypeSettings.m_fRampDistance = 0.0f;
/* Return old values... */
}
...
NoRecoil(pPlayerController->m_HoldableItemManager->m_CurrentItem)
-----------------------------------------------------------------------------------------
no recoil/no spread
void tweakWeapon(UCanvas* Canvas, AcItem* pItem)
{
if (!pItem) return;
AcWeapon* pAcWeapon = NULL;
AcProjectileWeapon* pPjWeapon = NULL;
AcRaycastWeapon* pRayWeapon = NULL;
AWeapon* pAWeapon = NULL;
if (pItem->IsA(AcWeapon::StaticClass()))
{
pAcWeapon = (AcWeapon *)pItem;
if(pAcWeapon->IsA(AcRaycastWeapon::StaticClass()))
{
pRayWeapon = (AcRaycastWeapon *)pAcWeapon;
pRayWeapon->m_WeaponRecoilSettings.m_fEndPitchMax = 0.0f;
pRayWeapon->m_WeaponRecoilSettings.m_fEndPitchMin = 0.0f;
pRayWeapon->m_WeaponRecoilSettings.m_fEndYawMax = 0.0f;
pRayWeapon->m_WeaponRecoilSettings.m_fEndYawMin = 0.0f;
pRayWeapon->m_WeaponRecoilSettings.m_eWeaponRecoil = 0;
pRayWeapon->m_TanSpreadAngle = 0.0f;
pRayWeapon->m_TanPelletSpread = 0.0f;
pRayWeapon->m_RangedWeaponTypeSettings.m_fRunModifier = 0.0f;
pRayWeapon->m_RangedWeaponTypeSettings.m_fWalkModifier = 0.0f;
pRayWeapon->m_RangedWeaponTypeSettings.m_fCrouchModifier = 0.0f;
pRayWeapon->m_RangedWeaponTypeSettings.m_fRampDistance = 0.0f;
pRayWeapon->m_RangedWeaponTypeSettings.m_eRecoil = 0;
pRayWeapon->m_RangedWeaponTypeSettings.m_fRaySpreadAtTenMetre s = 0.0f;
pRayWeapon->m_RangedWeaponTypeSettings.m_fMaxRange = 0.0f;
}
}
if(pAcWeapon->IsA(AWeapon::StaticClass()))
{
pAWeapon = (AWeapon *)pAWeapon;
for(int k = 0; k < pAWeapon->Spread.Num(); k++) pAWeapon->Spread(k) = 0.0f;
}
return;
}
Fix no recoil/no spread
if(pAcWeapon->IsA(AWeapon::StaticClass()))
{
pAWeapon = (AWeapon *)pAWeapon;
for(int k = 0; k < pAWeapon->Spread.Num(); k++) pAWeapon->Spread(k) = 0.0f;
}
--------------------------------------------------------------------------------------
No Recoil addy
Code ASM
10ACAF24 66 DB 66 ; CHAR 'f'
10ACAF25 0F DB 0F
10ACAF26 . D6 SALC
10ACAF27 . 54 PUSH ESP
10ACAF28 . 24 10 AND AL,10
10ACAF2A . F3:0F1015 E013>MOVSS XMM2,DWORD PTR DS:[11BD13E0] <-- <--
10ACAF32 . 0F28DA MOVAPS XMM3,XMM2
10ACAF35 . F3:0F59D0 MULSS XMM2,XMM0
10ACAF39 . F3:0F2A4424 10 CVTSI2SS XMM0,DWORD PTR SS:[ESP+10]
10ACAF3F . F3:0F59D9 MULSS XMM3,XMM1
10ACAF43 . F3:0F2A4C24 14 CVTSI2SS XMM1,DWORD PTR SS:[ESP+14]
10ACAF49 . F3:0F58D0 ADDSS XMM2,XMM0
10ACAF4D . F3:0F2CC2 CVTTSS2SI EAX,XMM2
10ACAF51 . 894C24 18 MOV DWORD PTR SS:[ESP+18],ECX
10ACAF55 . F3:0F2C8E E403>CVTTSS2SI ECX,DWORD PTR DS:[ESI+3E4]
10ACAF5D . F3:0F58D9 ADDSS XMM3,XMM1
Constant. Change the value to 0.0
*( float* )0x11BD13E0 = 0.0f; or edit the exe in olly.
Can't remember where I got this address from. Someone gave it to me a long time ago.
I opened it up in olly and found the updated address. Tested yesterday and it still works 100% and it's undetected
Pretty sure the person that gave it to me is banned now so meh.... use and abuse
You can update this yourself using olly. Make a sig or do a byte search instead of spamming the thread with "meh needs deh updated address".
Code:
Quote from prokiller099
Ollydbg instructions
just open olly
open apb.exe in olly
press the start button( its the blue)
when it's finished right click/go to/expression and put 10ACAF24
when you see this line 10ACAF2A . F3:0F1015 E013>MOVSS XMM2,DWORD PTR DS:[11BD13E0]
click on it and click on binary/edit.
look at last numbers and you will see 11
just change it to 0F
don't forget to apply modifications
---------------------------------------------------------------------
Menu Class
Code c++
int bESP = Menu.AddItem<bool>(L"ESP", false); //Bool value with an inital value of 0
int bAimbot = Menu.AddItem<bool>(L"Aimbot", false); //Same as above
int iFOV = Menu.AddItem<int>(L"AimFOV", 0, 0, 360, 1); //Integer with an inital value of 0, minimum of 0, maximum of 360 and an increment of 1
Menu.Render(pCanvas, LightGrey, DarkGrey, White, 10, 10) //Call this in your render thread. Passing pCanvas, outer box color, inner box color, text color, X and Y
if(Menu.GetValue<bool>(bAimbot))
{
DoAimbot();
}
Here's a pic of what it currently looks like:
Credits:
Lewt
bwarrior
BydloCoder
lowHertz
Kryonix