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  1. #1
    Motion HD's Avatar
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    Exclamation [Release]Aimbot source.

    Ok , Credits dont go to me.

    Idk who made this, i stumbled upon this.

    PHP CODE:

    PLAYER_DATA GetMyPlayerData(void)
    PLAYER_DATA GetPlayerData(BYTE PlayerNumber)
    void SetCrosshairOnEnemy(BYTE PlayerNumber)


    PLAYER_DATA - I like to use some structs as well as functions. I was taught this way by evolution so i got used to it mu PLAYER_DATA structure holds valuable information about a player. Such as:

    PHP CODE:

    typedef struct _PLAYER_DATA {
    DWORD baseadd; // base address of this current player
    DWORD coordEW; // East/West (X) co-ord
    DWORD coordNS; // North/South (Y) co-ord
    DWORD coordUD; // Up/Down (Z) co-ord
    DWORD coordEWa; // The address of the players EW co-ord
    DWORD coordNSa; // The address of the players NS co-ord
    DWORD coordUDa; // The address of the players UD (up/down..wth was i thinking when naming this) co-ord
    DWORD lookX; // The players X-axis look (what will change if you move the mouse side to side)
    DWORD lookY; // The players Y-axis look (what will change if you move the mouse forwards and backwards)
    DWORD lookXa; // The address of the X look
    DWORD lookYa; // The address of the Y look
    char name; // Holds the current players name
    DWORD namea; // The address of the current players name

    I don’t really know why I put all the addresses for everything in the struct, but helloo, might come in use when making something one day. All the stuff in there will come to use when making our aimbot, so here’s how to search for each of them (in DFX at least).
    The easiest to start with is name, use Artmoney’s Text search
    Co-ords:
    NS - Move north, search increased, move south, search decreased
    EW - Move east, search increased, move west, search decreased
    UD - Move up (a hill/ladder), search increased, move down, search decreased
    LookX - Move mouse left/right, search has changed…set your search range to around the other addies to narrow search down (this value may be different to DFX. In DFX, 0 was east, and it increased as you went anti-clockwise until you got to just before east, which was 0xFFFFFFFF)
    LookY - Move mouse forward/backward, search has changed
    You should be able to get the player base address from near enough any of these, and a pointer to get it in game. I use 2 pointers, 1 which always points to player 0’s (or 1, the 1st player in memory)’s base address, and 1 which always points to the base address of my player. Now we can modify the GetMyPlayerData and GetPlayerData functions to get us this info:

    Now at the top of the C++, I define the bases:

    PHP CODE

    #define mBase 0xBD63D8
    #define hBase 0xB0D228
    ///
    PLAYER_DATA GetMyPlayerData(void)
    {
    PLAYER_DATA Player; // Create a blank PLAYER_DATA struct
    ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0 (thanks L.Spiro, this solved some problems)
    Peek((void*)mBase,(void*)&Player.baseadd,4); // Get our players Base Address from the pointer
    /*****made by stickleback******/
    Player.coordEWa = Player.baseadd + 0×8; // Get all the addies for everything…the 0×8, 0xC and **** are the offsets I found for DFX
    Player.coordNSa = Player.baseadd + 0xC;
    Player.coordUDa = Player.baseadd + 0×10;
    Player.lookXa = Player.baseadd + 0×14;
    Player.lookYa = Player.baseadd + 0×18;
    Player.namea = Player.baseadd + 0xF4;
    Peek((void*)Player.coordEWa,(void*)&Player.coordEW ,4); // Now we got all the addies, read in the info from em all
    Peek((void*)Player.coordNSa,(void*)&Player.coordNS ,4);
    Peek((void*)Player.coordUDa,(void*)&Player.coordUD ,4);
    Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
    Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
    Peek((void*)Player.namea,(void*)&Player.name,15);

    return Player; // Give our PLAYER_DATA Player, as the return value
    }
    ///
    PLAYER_DATA GetPlayerData(BYTE PlayerNum) // Takes the number of the player as a param
    {
    PLAYER_DATA Player;
    ZeroMemory(&Player, sizeof(PLAYER_DATA));
    Peek((void*)hBase,(void*)&Player.baseadd,4);

    Player.baseadd = Player.baseadd + (PlayerNum*0×388); // 0×388 is the gap between players, starting with player 1

    Player.coordEWa = Player.baseadd + 0×8;
    Player.coordNSa = Player.baseadd + 0xC;
    Player.coordUDa = Player.baseadd + 0×10;
    Player.lookXa = Player.baseadd + 0×14;
    Player.lookYa = Player.baseadd + 0×18;
    Player.namea = Player.baseadd + 0xF4;

    Peek((void*)Player.coordEWa,(void*)&Player.coordEW ,4);
    Peek((void*)Player.coordNSa,(void*)&Player.coordNS ,4);
    Peek((void*)Player.coordUDa,(void*)&Player.coordUD ,4);
    Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
    Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
    Peek((void*)Player.namea,(void*)&Player.name,15);

    return Player;
    }
    ///


    Now that we’ve made our functions to collect all the data we need, it’s time to get to the core of the aimbot. This will be some Hcore reading so take a brake and make sure you really suck this in
    This uses Trigganometry
    Maths knowledge is needed to make this! If you’re useless at maths, and still reading, you’re also useless at english for not understanding the knowledge requirements at the top Let’s start with the X look.
    Because DFX works around the East point (, facing Directly east = 0×00000000/0xFFFFFFFF), then all our calculations will be made off it. To help the understanding with this tutorial, I’ll include some snazzy little photoshuppered drawings, woo
    The aimbot works in 4 sectors. This makes things easier when finding out distances. Here are the sectors and how to determine what sector an enemy is in :

    Sector 1 = South-East of our position
    Sector 2 = South-West of our position
    Sector 3 = North-West of our position
    Sector 4 = North-East of our position

    So, let’s add these sectors to our source code. Note that also we have to tell our aimbot what to do if they are, for example, east of us, but the same on the NS axis. No need to put the code for if they are the same on both the NS and the EW axis, as otherwise you won’t need it to set an aim for you, you’re on them

    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber); // oP = Opposition’s Player
    PLAYER_DATA cP = GetMyPlayerData(); // cP = Current Player (our player) .. sorry for bad var names

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    }
    }

    Now, to get the angle we need to look, we have to make a triangle between the EW axis, us, and the player. Then we have to find the angle of which we are the apex. Here’s 1 of the snazzy little drawings:



    This is a top view :
    Blue dot = Our player
    Red dot = enemy
    Green = The triangle we make
    Purple = The angle we need to find
    Orange = The difference’s we need to work out for the angle

    Incase you’ve forgotten Triganometry, then due to the 2 side we can get the easiest we will the Tangent function :
    Tan(angle) = Opposite/Adjacent

    In all our sectors, the Adjacent is the EW difference, and the Opposite is the NS difference. So let’s add some coding to our function :


    PHP CODE:

    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif; // These need to be double for our Trig calculations to work later on
    double NSdif;

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    }
    }


    Please note that in each sector, the calculations ARE NOT the same. You need to do the biggest take away the smallest…hope that’s obvious. Right, so now we have this, we need to get the angle in degrees. For this, we need to do go back to the formula :

    Tan(angle) = Opposite/Adjacent
    Tan(angle) = NSdif/EWdif

    We need to do the Inverse Tangent function of this, so that we get the angle rather than the Tangent of the angle. The function to do this is atan (could have used atan2 but didn’t know of this function at the time of programming). It takes 1 double parameter, and returns a double value of the angle in radians. But this is no good for us, we want it in degrees. Well, to turn radians into degrees, its a multiplication of ‘57.29578′, as found off the tinternet Remember to include <math.h> for the atan function

    Then, due to our X-look not having a maximum of 360, it goes upto 0xFFFFFFFF (4294967295), we need to find the percentage what this angle is of 360. This is so that we can find out what value we need to use, for example:

    If the angle was 90 degrees
    90/360 = 0.25 (decimal percentage of the angle)
    0xFFFFFFFF * 0.25 = 3FFFFFFF (roughly), which is the new value we need to use

    Let’s put this in the code.


    PHP:

    Please note that in each sector, the calculations ARE NOT the same. You need to do the biggest take away the smallest…hope that’s obvious. Right, so now we have this, we need to get the angle in degrees. For this, we need to do go back to the formula :

    Tan(angle) = Opposite/Adjacent
    Tan(angle) = NSdif/EWdif

    We need to do the Inverse Tangent function of this, so that we get the angle rather than the Tangent of the angle. The function to do this is atan (could have used atan2 but didn’t know of this function at the time of programming). It takes 1 double parameter, and returns a double value of the angle in radians. But this is no good for us, we want it in degrees. Well, to turn radians into degrees, its a multiplication of ‘57.29578′, as found off the tinternet Remember to include <math.h> for the atan function

    Then, due to our X-look not having a maximum of 360, it goes upto 0xFFFFFFFF (4294967295), we need to find the percentage what this angle is of 360. This is so that we can find out what value we need to use, for example:

    If the angle was 90 degrees
    90/360 = 0.25 (decimal percentage of the angle)
    0xFFFFFFFF * 0.25 = 3FFFFFFF (roughly), which is the new value we need to use

    Let’s put this in the code.

    Next, we need to know what to do with that code now we got a Ss stickleback special coming rite up for ya



    To understand, remember that 0 on our X-Look is EAST…and that the values go counter-clockwise. Lets revert back to the sectors :

    Sector 1 (SE) = 0xFFFFFFFF (east) - our new value
    Sector 2 (SW) = 0xFFFFFFFF/2 (west) + our new value
    Sector 3 (NW) = 0xFFFFFFFF/2 (west) - our new value
    Sector 4 (NE) = 0 (east) + our new value

    Before we write them though, we have to convert them back to DWORDs, from doubles. Here’s the new code :

    PHP CODE

    void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double angleA;
    double angleP;
    double newValue; // To hold our new double value
    DWORD newValue2; // To convert our double back into DWORD ready for writing

    double halfCircle = 0xFFFFFFFF/2; // Just to make the code a bit more readable

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP); // As described above
    newValue2 = newValue; // Put it into DWORD (may get compile warnings about losing data..thats the whole reason we’re doing it
    Poke((void*)cP.lookXa, &newValue2,4); // Write our new value
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0 + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }
    }

    WOOOO, we now have our X look tracking the enemy we specify (or at least, if you copied and pasted right you should have )

    If you’ve managed to read this all in 1 go, well done *round of applause*, this ****er’s taking me ages to write. Okey doke, snack time again, then it’s onto setting the Y-look

    //-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//-//

    Right, for our Y-look it’s still trig, it’s still tan, and we still have to make a triangle. This time, imagine we already have X-look locked on them, and are looking straight infront….the point infront which is the same level distance away from us as he is, which is right above/below him. That is 1 point, then our player, then the enemy player. Here is another class drawing (man, I should put this **** on deviantart :-P) :
    This time there are only 2 ’sectors’â ⠬¦if the enemy is below us, or above us.
    The distance from us to him along a level view is obtained by pythagoras on the EWdif and NWdif. We then use that, and the UDdif as the Opposite and Adjacent and do the same stuff as before. This time though, we need to include a bit for if the enemy is at the same height as us too
    Here’s the updated code :

    PHP CODE

    oid SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double UDdif;

    double angleA;
    double angleP;
    double angleB;
    double angleBP;

    double newValue;
    DWORD newValue2;

    double newValueb;
    DWORD newValueb2;

    double halfCircle = 0xFFFFFFFF/2;

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = halfCircle - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    newValue = 0 + (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    // Done the X-look, now this is for the Y-look

    double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)); // Get the level distance between us and the enemy, using pythagoras

    if(oP.coordUD == cP.coordUD)
    {
    BYTE zero4[4] = {0×00,0×00,0×00,0 ×00};
    Poke((void*)cP.lookYa,zero4, 4); // If we are equal height, set our Y-look to 0 (level)

    } else if(oP.coordUD > cP.coordUD)
    {
    UDdif = oP.coordUD - cP.coordUD; // Work out our UDdif
    angleB = atan(UDdif/flatDist) * 57.29578; // Same old stuff as before
    angleBP = (angleB/360);
    newValueb = 0 + (0xFFFFFFFF*angleBP);
    newValueb2 = newValueb;
    Poke((void*)cP.lookYa, &newValueb2,4);

    } else if (oP.coordUD < cP.coordUD)
    {
    UDdif = cP.coordUD - oP.coordUD;
    angleB = atan(UDdif/flatDist) * 57.29578;
    angleBP = (angleB/360);
    newValueb = 0xFFFFFFFF - (0xFFFFFFFF*angleBP);
    newValueb2 = newValueb;
    Poke((void*)cP.lookYa, &newValueb2,4);
    }
    }



    If you want to Say thanks .!

  2. #2
    whit's Avatar
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    where you get this?

  3. #3
    ilovechise's Avatar
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    Wait...isn't PHP a web scripting language?

  4. #4
    Motion HD's Avatar
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    I got my ways,

    Yes php is web scripting.

  5. #5
    whit's Avatar
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    All i want to know if you wrote yourself??
    dont really care were you got it ..

  6. #6
    matypatty's Avatar
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    hasnt this been posted 10000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 0000000000000000000000000000000000



    times aready?

  7. The Following User Says Thank You to matypatty For This Useful Post:

    mwb1234 (06-16-2010)

  8. #7
    whit's Avatar
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    a mat you forgot a zero..xD

  9. #8
    TawksinJr's Avatar
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    Has this been tested?

  10. #9
    Invidus's Avatar
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    This is a C+P From another vBulletin website

  11. #10
    Zoom's Avatar
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    Your going on my 24/7 DDoS hit list.
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    Copy and paste, what ever.

    This has been posted many times.

    /Closed
    -Rest in peace leechers-

    Your PM box is 100% full.

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