- [14.2] - [Modified Auto Aim]

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- [14.2] - [Modified Auto Aim]
Modified doesn't ignore enemies from autoaim that won't be shooted when invulnerable. I've added a list of enemies what it will shoot while they are invulnerable.

That's because some enemies for example when Dr. Terrible goes to his capsule other autoaims think that Dr. Terrible is invulnerable and shoot the capsule. And you can't ignore Dr. Terrible from autoaim either, cause that would be stupid.

Modified autoaim shoots enemies from that list when they're invulnerable so i can make it to not shoot Dr. Terrible when he is on capsule (Invulnerable) just by leaving him out from the list.

I know this won't make big change, but it's bit more advanced than the current one. Also people haven't updated isInvulnerable function for few builds and now I am confused what's the new name for it, so someone should update it.

I could have just made tutorial for this, but I was lazy.

Screenshot:

I didn't really know what to screenshot so I just took this

Virusscans:
VirusTotal 0/47
Jotti 0/22
14.2.0_jNoobAutoAim_mpgh.net.zip4 KB · 71 downloads Clean
Moved to source code section.
Quote Originally Posted by CrazyJani View Post
Modified doesn't ignore enemies from autoaim that won't be shooted when invulnerable. I've added a list of enemies what it will shoot while they are invulnerable.

That's because some enemies for example when Dr. Terrible goes to his capsule other autoaims think that Dr. Terrible is invulnerable and shoot the capsule. And you can't ignore Dr. Terrible from autoaim either, cause that would be stupid.

Modified autoaim shoots enemies from that list when they're invulnerable so i can make it to not shoot Dr. Terrible when he is on capsule (Invulnerable) just by leaving him out from the list.

I know this won't make big change, but it's bit more advanced than the current one. Also people haven't updated isInvulnerable function for few builds and now I am confused what's the new name for it, so someone should update it.

I could have just made tutorial for this, but I was lazy.

Screenshot:

I didn't really know what to screenshot so I just took this

Virusscans:
VirusTotal 0/47
Jotti 0/22
Or you can use your mouse *cough cough*

Anyway, i like when people code themselves. Good job !
Finding the IsInvulnerable Function
Quote Originally Posted by CrazyJani View Post
Modified doesn't ignore enemies from autoaim that won't be shooted when invulnerable. I've added a list of enemies what it will shoot while they are invulnerable.

That's because some enemies for example when Dr. Terrible goes to his capsule other autoaims think that Dr. Terrible is invulnerable and shoot the capsule. And you can't ignore Dr. Terrible from autoaim either, cause that would be stupid.

Modified autoaim shoots enemies from that list when they're invulnerable so i can make it to not shoot Dr. Terrible when he is on capsule (Invulnerable) just by leaving him out from the list.

I know this won't make big change, but it's bit more advanced than the current one. Also people haven't updated isInvulnerable function for few builds and now I am confused what's the new name for it, so someone should update it.

I could have just made tutorial for this, but I was lazy.

Screenshot:

I didn't really know what to screenshot so I just took this

Virusscans:
VirusTotal 0/47
Jotti 0/22
Thanks for this!

I wrote this a while back for someone and figured it may help you.




If you search for "Invincible" with Astrogrep in your decompiled client-1 folder you will find:

Code:
    dup
    pushbyte            24
    getlocal0
    pushstring          "Invincible"
    getlex              QName(PackageNamespace("", "#0"), "_-0Vz")
    pushnull
    getlex              QName(PackageNamespace("_-1gd"), "_-0fc")
    getproperty        QName(PackageNamespace("", "#0"), "_-lI")
    construct          4
    setproperty        MultinameL([PackageNamespace("", "#0")])
In the ConditionEffects.class.asasm. This is where all of the Conditions are stored.
Next Search for _-0Vz which I bolded in the code above and you will find:

Code:
      getproperty        QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty        QName(PackageNamespace("", "#0"), "_-0Vz")
In GameObject.class.asasm
Scroll up and you will see that the trait method you are in is:
trait method QName(PackageNamespace("", "#0"), "_-Cd")

Now go in the Autoaim code: */mods/jNoobAutoAim/14.1.0_jNoobAutoAim.txt

Code:
;----------------------------------
;AIMBOT
;----------------------------------
; NAMES TO UPDATE
;
    #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
    #set functionname "aim_"                                      ; the function name
    #set mouseClass "com.company.assembleegameclient.game:_-0n1#0" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
    #set mouseClicked "_-Oc"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
    #set playerNamespace "_-Cu"                                    ; Namespace of the Player class
    #set characterNamespace "_-0wU"                                ; Namespace of the Character class
    #set gameobjectNamespace "_-67"                                ; Namespace of the GameObject class
    #set basicobjectNamespace "_-RO"                              ; Namespace of the BasicObject class
    #set projectileNamespace "_-093"                                ; Namespace of the Projectile class
    #set Aimbot_charMaxHealth "_-0Ix"                              ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
    #set ObjLibDictionary "_-0mX"                                  ; Found in ObjectLibraray class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
    #set gameobjVector "_-1Qj"                                    ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
    #set ObjPropertiesDictionary "_-0JZ"                            ; Found in ObjProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
#set FunctionIsInvincible "_-0ks"
    #set FunctionsIsStasis "_-1Xp"
I bolded the part that references the Invincibility check. This is for 14.1 of course. the first bolded part _-0ks would be replaced with _-Cd for 14.2 that I found earlier
@maat7043
What is the connection between ConditionEffect.class.asasm and GameObject.class.asasm?
Find the Trait slot "condition_" in game object.
I am not good at explaining things like this, but I believe that it holds all of the conditions currently affecting each object whether it be
the player or an enemy.

If you search down in GameObject.class to see where it is used you will see a series of Boolean trait methods defined that call the "condition_" trait.
Then a particular "ConditionEffect" like Invulnerable is called from ConditionEffect.class. The method checks to see if the object it is checking has that particular
effect and either pushs true or false.
15.0
GameObject.class.asasm
Code:
 trait slot QName(PackageNamespace("", "#0"), "condition_") type QName(PackageNamespace("", "#0"), "uint") value Integer(0) end
ConditionEffect.class.asasm
Code:
    dup
    pushbyte            25
    getlocal0
    pushstring          "Invulnerable"
    getlex              QName(PackageNamespace("", "#0"), "_-0Gd")
    pushbyte            17
    newarray            1
    getlex              QName(PackageNamespace("_-16y"), "_-1HV")
    getproperty         QName(PackageNamespace("", "#0"), "_-0rT")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])
Where Invulnerability Condition is checked:
Code:
getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "_-0Gd")
      bitand
      pushbyte            0
      equals
      getlocal1
      iftrue              L24
Trait method containing above check:
**Notice its Boolean**
Code:
trait method QName(PackageNamespace("", "#0"), "_-88")
   method
    refid "com.company.assembleegameclient.objects:GameObject/_-88"
    returns QName(PackageNamespace("", "#0"), "Boolean")
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