09355869616 (09-12-2017),acuiisitomas (05-13-2016),crcrcrcr551 (06-02-2015),JEmarc (09-24-2015),[MPGH]Mayion (04-18-2015),MOLTERS (06-23-2015)
CreditosCode:DWORD dwTempEcx, dwTempEbx, dwTempEsp4; int AimSlot; float fX, fY, fZ, fzX = 10.0f; _declspec(naked) void hkSetEnd() { __asm { mov[dwTempEcx], ecx mov[dwTempEbx], ebx mov ebx, [esp + 4] mov[dwTempEsp4], ebx mov eax, [esp] cmp eax, 0x588393 jne Back } if (AimSlot != -1 && Fun.iSuperAimbot &&*(DWORD*) (g_pPlayer) != 0) { GetUserBone(vEn, AimSlot, Fun.Aimbone); fX = vEn.x; fY = vEn.y + 0.1f; fZ = vEn.z; __asm { mov ecx, [ebp + 0x0C]; mov ebx, [fX]; mov[ecx], ebx; mov ebx, [fY]; mov[ecx + 0x04], ebx; mov ebx, [fZ]; mov[ecx + 0x08], ebx; mov[dwTempEsp4], ecx } } _asm { Back: mov eax, [dwTempEsp4] mov ebx, [dwTempEbx] mov ecx, [dwTempEcx] cmp ecx, 0 je Fimal fld dword ptr[eax] fstp dword ptr[ecx + 18h] fld dword ptr[eax + 4] fstp dword ptr[ecx + 1Ch] fld dword ptr[eax + 8] fstp dword ptr[ecx + 20h] fld dword ptr[ecx + 18h] fsub dword ptr[ecx + 0Ch] fstp dword ptr[ecx + 24h] fld dword ptr[ecx + 1Ch] fsub dword ptr[ecx + 10h] fstp dword ptr[ecx + 28h] fld dword ptr[ecx + 20h] fsub dword ptr[ecx + 14h] fstp dword ptr[ecx + 2Ch] Fimal: retn 4 } } void SuperAimbot() { if (*(DWORD*) (g_pPlayer) != 0) { AimSlot = GetNearestToCrosshair(); } DWORD InSnce = (DWORD) GetModuleHandleA("i3SceneDx.dll"); MakeJMP((PBYTE) InSnce + 0xA6220, (DWORD) hkSetEnd, 0x5); }
Mcclane
BinLaden
AceStryker
09355869616 (09-12-2017),acuiisitomas (05-13-2016),crcrcrcr551 (06-02-2015),JEmarc (09-24-2015),[MPGH]Mayion (04-18-2015),MOLTERS (06-23-2015)
adampogi (06-06-2015),alecsan2ru (02-18-2016)
Possible extent understands me good
how to add this code into the gAME ?>>>
DWORD dwTempEcx, dwTempEbx, dwTempEsp4;
int AimSlot;
float fX, fY, fZ, fzX = 10.0f;
_declspec(naked) void hkSetEnd()
{
__asm
{
mov[dwTempEcx], ecx
mov[dwTempEbx], ebx
mov ebx, [esp + 4]
mov[dwTempEsp4], ebx
mov eax, [esp]
cmp eax, 0x588393
jne Back
}
if (AimSlot != -1 && Fun.iSuperAimbot &&*(DWORD*) (g_pPlayer) != 0)
{
GetUserBone(vEn, AimSlot, Fun.Aimbone);
fX = vEn.x;
fY = vEn.y + 0.1f;
fZ = vEn.z;
__asm
{
mov ecx, [ebp + 0x0C];
mov ebx, [fX];
mov[ecx], ebx;
mov ebx, [fY];
mov[ecx + 0x04], ebx;
mov ebx, [fZ];
mov[ecx + 0x08], ebx;
mov[dwTempEsp4], ecx
}
}
_asm
{
Back:
mov eax, [dwTempEsp4]
mov ebx, [dwTempEbx]
mov ecx, [dwTempEcx]
cmp ecx, 0
je Fimal
fld dword ptr[eax]
fstp dword ptr[ecx + 18h]
fld dword ptr[eax + 4]
fstp dword ptr[ecx + 1Ch]
fld dword ptr[eax + 8]
fstp dword ptr[ecx + 20h]
fld dword ptr[ecx + 18h]
fsub dword ptr[ecx + 0Ch]
fstp dword ptr[ecx + 24h]
fld dword ptr[ecx + 1Ch]
fsub dword ptr[ecx + 10h]
fstp dword ptr[ecx + 28h]
fld dword ptr[ecx + 20h]
fsub dword ptr[ecx + 14h]
fstp dword ptr[ecx + 2Ch]
Fimal:
retn 4
}
}
void SuperAimbot()
{
if (*(DWORD*) (g_pPlayer) != 0)
{
AimSlot = GetNearestToCrosshair();
}
DWORD InSnce = (DWORD) GetModuleHandleA("i3SceneDx.dll");
MakeJMP((PBYTE) InSnce + 0xA6220, (DWORD) hkSetEnd, 0x5);
}
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