This is a source code, for all noobs out there, don't ask how to use it!
Alright here is a triggerbot source code i do not know how to compile so here it is and again don't ask where i got it.
001 bool triggerBot2()
002 {
003 triggerbotEnabled = true;
004
005 ExAddress clientBase = exGetModuleAddress("client.dll");
006 ExAddress engineBase = exGetModuleAddress("engine.dll");
007
008 randomNum trigRand;
009
010 CClientEntityList entList;
011 CAimbot trigBot;
012 CPlayer me;
013
014 //int myScreenPos[2];
015 //int enemyScreenPos2[2];
016
017 //float localOrigin[3];
018
019 ExAddress localPlayerBase = clientBase + localPlayerOffset;
020
021 entList.SetBaseEnt(clientBase + entListOffset);
022
023 me.pos.SetPositionAddress(exReadAddress(localPlaye rBase) + 0x2CC);
024 me.viewAngles.SetViewAnglesAddress(engineBase + viewAnglesOffset);
025
026 //trigBot.SetRecoilAddress(exReadAddress(localPlayer Base) + 0xD90);
027 //trigBot.SetWeapRecoil(2.0f);
028
029 trigBot.SetPlayer(&me);
030
031 struct player
032 {
033 struct origin_
034 {
035 float x;
036 float y;
037 float z;
038
039 ExAddress address;
040 };
041
042 struct viewAngles_
043 {
044 float pitch;
045 float yaw;
046 float roll;
047
048 ExAddress address;
049 };
050
051 origin_ origin;
052 viewAngles_ viewAngles;
053
054 ExAddress m_bDormant_address;
055 bool m_bDormant;
056
057 ExAddress m_iTeamNum_address;
058 int m_iTeamNum;
059
060 ExAddress m_iLifestate_address;
061 BYTE m_iLifestate;
062
063 ExAddress m_nSequence_address;
064 int m_nSequence;
065
066
067 ExAddress address;
068
069 int screenPos[2];
070 float m_vecAbsOrigin[3];
071 float m_angRotation[3];
072
073 float forwardOffset;
074 float rightOffset;
075
076 float vForward[3];
077 float vRight[3];
078 float vUp[3];
079 };
080
081 player players[32];
082 player localPlayer;
083
084 localPlayer.viewAngles.address = engineBase + viewAnglesOffset;
085
086 int lastTime = timeGetTime();
087
088 //DWORD weapPtrHandle;
089
090 ExAddress weapPtr;
091
092 int lastSequence;
093
094 int mid[2] = {gScreenSize[0]/2, gScreenSize[1]/2};
095
096 //float div = (gScreenSize[0]/341.3);
097 float div = (gScreenSize[0]/400);
098 float div2 = (gScreenSize[1]/200);
099 //float div2 = (gScreenSize[1]/192);
100
101 while(true)
102 {
103 localPlayer.address = exReadAddress(clientBase + localPlayerOffset);
104
105 float punchAngles[3];
106 exReadBuffer(localPlayer.address+0xD90, &punchAngles, sizeof(float) * 3);
107
108 localPlayer.m_iTeamNum = (int)exReadDword(localPlayer.address+0x98);
109
110 int ecx = (int)exReadDword(exReadAddress(engineBase+seqNumOf fset + 0x10));
111 int edx = (int)exReadDword(exReadAddress(engineBase+seqNumOf fset + 0x16));
112
113 float localFov = exReadFloat(clientBase+clientPredictionOffset+loca lFovOffset);
114
115 if(ecx+edx+1 > lastSequence)
116 {
117 int random_seed = MD5_PseudoRandom(ecx+edx+1) & 0x7fffffff;
118 trigRand.SetSeed((random_seed & 255) + 1);
119
120 DWORD weapHandle = exReadDword(localPlayer.address + 0xCD0);
121 weapPtr = entList.GetEntityByIndex((weapHandle & 0xFFF) - 1);
122
123 exReadBuffer(localPlayer.viewAngles.address, &localPlayer.viewAngles, sizeof(float) * 3);
124 exReadBuffer(localPlayer.address+0x2CC, &localPlayer.origin, sizeof(float) * 3);
125
126 localPlayer.m_vecAbsOrigin[0] = localPlayer.origin.x;
127 localPlayer.m_vecAbsOrigin[1] = localPlayer.origin.y;
128 localPlayer.m_vecAbsOrigin[2] = localPlayer.origin.z;
129
130 localPlayer.m_angRotation[0] = localPlayer.viewAngles.pitch;
131 localPlayer.m_angRotation[1] = localPlayer.viewAngles.yaw;
132 localPlayer.m_angRotation[2] = localPlayer.viewAngles****ll;
133
134 x = trigRand.RandomFloat( -0.5, 0.5 ) + trigRand.RandomFloat( -0.5, 0.5 );
135 y = trigRand.RandomFloat( -0.5, 0.5 ) + trigRand.RandomFloat( -0.5, 0.5 );
136
137 float vecSpread;
138
139 vecSpread = getSpread(weapPtr);
140
141 x *= vecSpread;
142 y *= vecSpread;
143
144 float vForward[3], vRight[3], vUp[3];
145
146 //float *angles = localPlayer.m_angRotation;
147
148 gMath.AngleVectors(localPlayer.m_angRotation, vForward, vRight, vUp);
149
150 float newView[3];
151
152 vecDir[0] = vForward[0] + x * vRight[0] + y * vUp[0];
153 newView[0] = 8192 * vecDir[0];
154 vecDir[1] = vForward[1] + x * vRight[1] + y * vUp[1];
155 newView[1] = 8192 * vecDir[1];
156 vecDir[2] = vForward[2] + x * vRight[2] + y * vUp[2];
157 newView[2] = 8192 * vecDir[2];
158
159 //vecDir = vForward2 + (x * vecSpread * vRight2) + (y * vecSpread * vUp2);
160
161 VectorNormalize(vecDir);
162
163 float angles3[3];
164
165 //VectorAngles(vecDir, angles2);
166 gMath.VectorAngles(newView, angles3);
167
168 angles3[0] *= -1;
169
170 localPlayer.m_angRotation[0] = angles3[0];
171 localPlayer.m_angRotation[1] = angles3[1];
172 localPlayer.m_angRotation[2] = angles3[2];
173
174 localPlayer.m_angRotation[0] += punchAngles[0] * 2;
175 localPlayer.m_angRotation[1] += punchAngles[1] * 2;
176 localPlayer.m_angRotation[2] += punchAngles[2] * 2;
177
178 lastSequence = ecx+edx+1;
179 }
180
181 if(GetAsyncKeyState(VK_LMENU))
182 {
183 for(int i=0;i<32;++i)
184 {
185 ExAddress readBase = entList.GetEntityByIndex(i);
186
187 if(readBase == 0x0)
188 continue;
189
190 players[i].address = readBase;
191
192 if(players[i].address == localPlayer.address)
193 continue;
194
195 ent_s entBuffer;
196
197 exReadBuffer(readBase, &entBuffer, sizeof(entBuffer));
198
199 players[i].m_nSequence = (int)entBuffer.sequence;
200 players[i].m_iTeamNum = (int)entBuffer.team;
201 players[i].m_iLifestate = (int)entBuffer.lifeState;
202 players[i].m_bDormant = (bool)entBuffer.dormant;
203 players[i].m_vecAbsOrigin[0] = entBuffer.vecAbsOrigin[0];
204 players[i].m_vecAbsOrigin[1] = entBuffer.vecAbsOrigin[1];
205 players[i].m_vecAbsOrigin[2] = entBuffer.vecAbsOrigin[2];
206
207 if(players[i].m_iLifestate != 0x0 || players[i].m_bDormant == true || players[i].m_iTeamNum == localPlayer.m_iTeamNum)
208 continue;
209
210 //exReadBuffer(players[i].origin.address, &players[i].origin, sizeof(float) * 3);
211
212 players[i].viewAngles.address = readBase + m_vecRotationOffset;
213 exReadBuffer(players[i].viewAngles.address, &players[i].viewAngles, sizeof(float) * 3);
214
215 players[i].m_angRotation[0] = players[i].viewAngles.pitch;
216 players[i].m_angRotation[1] = players[i].viewAngles.yaw;
217 players[i].m_angRotation[2] = players[i].viewAngles****ll;
218
219 players[i].forwardOffset = 10;
220 players[i].rightOffset = 4;
221
222 if(players[i].m_nSequence == 2 || players[i].m_nSequence == 5)
223 {
224 players[i].m_vecAbsOrigin[2] -= 17.5;
225
226 players[i].rightOffset = 2;
227 }
228
229 // CALCULATIONS
230 //exPrintf("%f", players[i].m_angRotation[0]);
231 gMath.AngleVectors(players[i].m_angRotation, players[i].vForward, players[i].vRight, players[i].vUp);
232
233 players[i].m_vecAbsOrigin[0] += (players[i].vForward[0]*players[i].forwardOffset) + (players[i].vRight[0]*players[i].rightOffset);
234 players[i].m_vecAbsOrigin[1] += (players[i].vForward[1]*players[i].forwardOffset) + (players[i].vRight[1]*players[i].rightOffset);
235
236 float dist = gMath.GetDistance(localPlayer.m_vecAbsOrigin, players[i].m_vecAbsOrigin) / 1000;
237
238 float var;
239 float var2;
240
241 if(localFov > 40)
242 {
243 var = div/dist;
244 var2 = div2/dist;
245 }
246 else if (localFov > 10)
247 {
248 var = (div*2.2)/dist;
249 var2 = (div2*2.2)/dist;
250 }
251 else
252 {
253 var = (div*5.6)/dist;
254 var2 = (div2*5.6)/dist;
255 }
256 //exPrintf("X: %i, Y: %i, %i", players[i].screenPos[0], players[i].screenPos[1], i);
257
258 if(gMath.WorldToScreen(players[i].m_vecAbsOrigin, localPlayer.m_vecAbsOrigin, localPlayer.m_angRotation, (int)localFov, gScreenSize, players[i].screenPos))
259 {
260 if(players[i].screenPos[0] >= mid[0]-var && players[i].screenPos[0] <= mid[0]+var && players[i].screenPos[1] >= mid[1]-var2 && players[i].screenPos[1] <= mid[1]+var2)
261 {
262 mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
263 mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
264 }
265 }
266 }
267 }
268
269 Sleep(1);
270 }
271
272 return true;
273 }
274
275
Last edited by Maui_Hawaii_USA; 05-28-2012 at 10:47 PM.
This is a source code, for all noobs out there, don't ask how to use it!
Ex Middleman
ha, wow einstein einstein you.
BY THE WAY THAT YOU UNDERSTAND YOUR ONLY.
NO?.
has.
boring.
look xp rank.
and learn.
i not look u.
see u in game you are expulsed and any server.
you change name i see u easy and expulse it.
but good vibes,
not angry with me just point you mania and I have.
comes, they give you for Maui.
Maui works if you compile with Dev C + + in fact I program small applications in c # c + + but there is a problem I compiled to run help maui please and feel it would be a waste to have installed Dev and not use it since I finished my semester of high school . please help me
Im learning C++, when I finish, IŽll find someone to help me out and release this triggerbot
are missing the declarations to be an .exe
I think that's the .dll is in the crysis2.exe injected
but I do not know exactly , me not busy trying.
I'm c++ noob
Last edited by mrzulo; 04-06-2013 at 05:55 PM.
C2 OR C3 OR WAHT GAMEs ??????????????
i dont know anything technical
if anybody can waste thier time and guide us noobs step by step
Crysis 2 of course.C2 OR C3 OR WAHT GAMEs ??????????????