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  1. #1
    Maui_Hawaii_USA's Avatar
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    Another aimbot source code

    001 // -------------------------------------------------------------------------------- //
    002 // CAimbot/ESP by Capt. Micro
    003 // -------------------------------------------------------------------------------- //
    004 class CAimbot
    005 {
    006 public:
    007 CAimbot();
    008 ~CAimbot();
    009 bool bShowRays;
    010 bool bAimbot;
    011 bool bFindHits;
    012 bool bEsp;
    013 float fMaxDist;
    014 IVDebugOverlay *debugoverlay;
    015 bool ReadyForUse(void);
    016 void ModifyUserCmd(CUserCmd *cmd);
    017 void DrawEspOverlay(void);
    018 //private:
    019 C_BaseEntity *target;
    020 C_BaseEntity *local;
    021 bool AimbotTraceRay(C_BaseEntity *ent, Vector &start, Vector &end);
    022 void AimbotGetAimPos(C_BaseEntity *ent, Vector &out);
    023 void AimbotGetAimAngle(C_BaseEntity *ent, QAngle &out);
    024 bool IsVisibleToLocalPlayer(C_BaseEntity *ent);
    025 void AimbotGetTarget(void);
    026 };
    027 CAimbot::CAimbot()
    028 {
    029 bShowRays = true;
    030 bAimbot = false;
    031 bFindHits = false;
    032 bEsp = true;
    033 fMaxDist = 4096.0f;
    034 debugoverlay = 0;
    035 target = 0;
    036 local = 0;
    037 }
    038 CAimbot::~CAimbot()
    039 {
    040 bShowRays = false;
    041 bAimbot = false;
    042 bFindHits = false;
    043 bEsp = false;
    044 fMaxDist = 0.0f;
    045 debugoverlay = 0;
    046 target = 0;
    047 local = 0;
    048 }
    049 bool CAimbot::ReadyForUse(void)
    050 {
    051 return (local != 0) || (debugoverlay != 0);
    052 }
    053 void CAimbot::ModifyUserCmd(CUserCmd *cmd)
    054 {
    055 if ((!bAimbot) || (target == 0) || (local == 0)) return;
    056
    057 QAngle aimang;
    058 AimbotGetAimAngle(target, aimang);
    059 cmd->viewangles = aimang;
    060 }
    061 bool CAimbot::AimbotTraceRay(C_BaseEntity *ent, Vector &start, Vector &end)
    062 {
    063 Ray_t ray;
    064 trace_t trace;
    065 Vector scr;
    066 ray.Init(start, end);
    067 UTIL_TraceRay(ray, MASK_SHOT, local->GetBaseEntity(),
    068 COLLISION_GROUP_NONE, &trace);
    069 bool valid = (trace.m_pEnt == ent) && (ScreenTransform(end, scr) == 0);
    070 if (bShowRays && (debugoverlay != 0))
    071 debugoverlay->AddLineOverlay(start, end, (valid?0:255), (valid?255:0), 0, true, 0.1f);
    072 return valid;
    073 }
    074 void CAimbot::AimbotGetAimPos(C_BaseEntity *ent, Vector &out)
    075 {
    076 ent->EntityToWorldSpace(ent->CollisionProp()->OBBCenter(), &out);
    077 if (ent == local->GetBaseEntity())
    078 {
    079 out = local->EyePosition();
    080 }
    081 else
    082 {
    083 if (bFindHits)
    084 {
    085 Vector lbottom, wbottom;
    086 lbottom = ent->CollisionProp()->OBBMins();
    087 lbottom.x = abs(lbottom.x) / 2;
    088 lbottom.y = abs(lbottom.y) / 2;
    089 ent->EntityToWorldSpace(lbottom, &wbottom);
    090 Vector ltop, wtop;
    091 ltop = ent->CollisionProp()->OBBMaxs();
    092 ltop.x = abs(ltop.x) / 2;
    093 ltop.y = abs(ltop.y) / 2;
    094 ent->EntityToWorldSpace(ltop, &wtop);
    095 Vector wscan = wtop;
    096 Vector lpAimPos;
    097 AimbotGetAimPos(local, lpAimPos);
    098 for (; wscan.z <= wtop.z && wscan.z >= wbottom.z; wscan.z -= 1.0f)
    099 {
    100 if (AimbotTraceRay(ent, lpAimPos, wscan)) {
    101 if (bShowRays && (debugoverlay != 0))
    102 debugoverlay->AddLineOverlay(lpAimPos, wscan, 0, 255, 0, true, 0.1f);
    103 out = wscan;
    104 return;
    105 }
    106 }
    107 return;
    108 }
    109
    110 out = ent->EyePosition();
    111 if (ent->BoundingRadius() >= 16) out.z -= 8;
    112 }
    113 }
    114 bool CAimbot::IsVisibleToLocalPlayer(C_BaseEntity *ent)
    115 {
    116 Vector start, end;
    117 AimbotGetAimPos(local, start);
    118 AimbotGetAimPos(ent, end);
    119 return AimbotTraceRay(ent, start, end);
    120 }
    121 void CAimbot::AimbotGetAimAngle(C_BaseEntity *ent, QAngle &out)
    122 {
    123 Vector epos, lpos;
    124 AimbotGetAimPos(ent, epos);
    125 AimbotGetAimPos(local, lpos);
    126 VectorAngles((epos - lpos), out);
    127 }
    128 void CAimbot::AimbotGetTarget(void)
    129 {
    130 if (!bAimbot || (local == 0)) return;
    131
    132 C_BaseEntity *scanner[256];
    133 int ent_count = UTIL_EntitiesInSphere(scanner, 256,
    134 local->GetAbsOrigin(), fMaxDist, 0);
    135 float closest = fMaxDist;
    136 for (int i = 0; i < ent_count; i++)
    137 {
    138 if (target == 0 && (scanner[i] != NULL)
    139 && scanner[i]->IsAlive() && scanner[i]->IsNPC()
    140 && (scanner[i]->GetMoveType() != MOVETYPE_NONE)
    141 && (scanner[i]->GetMoveType() != MOVETYPE_OBSERVER)
    142 && IsVisibleToLocalPlayer(scanner[i]))
    143 {
    144 float dist = local->GetAbsOrigin().DistTo(scanner[i]->GetAbsOrigin());
    145 if (dist < closest) { closest = dist; target = scanner[i]; }
    146 break;
    147 }
    148 else if (target != 0)
    149 {
    150 if ((scanner[i] == target) &&
    151 (!scanner[i]->IsAlive() || !scanner[i]->IsNPC()
    152 || (scanner[i]->GetMoveType() == MOVETYPE_NONE)
    153 || (scanner[i]->GetMoveType() == MOVETYPE_OBSERVER)
    154 || !IsVisibleToLocalPlayer(scanner[i])))
    155 {
    156 target = 0;
    157 break;
    158 }
    159 }
    160 }
    161 }
    162 void CAimbot::DrawEspOverlay(void)
    163 {
    164 if (debugoverlay != 0)
    165 {
    166 debugoverlay->AddScreenTextOverlay(0.005f, 0.005f, 0.1f,
    167 0, 0, 255, 200, "CAimbot/ESP");
    168 debugoverlay->AddScreenTextOverlay(0.005f, 0.020f, 0.1f,
    169 bAimbot?0:255, bAimbot?255:0, 0, 200, "bAimbot");
    170 debugoverlay->AddScreenTextOverlay(0.005f, 0.030f, 0.1f,
    171 bEsp?0:255, bEsp?255:0, 0, 200, "bEsp");
    172 debugoverlay->AddScreenTextOverlay(0.005f, 0.040f, 0.1f,
    173 bFindHits?0:255, bFindHits?255:0, 0, 200, "bFindHits");
    174 debugoverlay->AddScreenTextOverlay(0.005f, 0.050f, 0.1f,
    175 bShowRays?0:255, bShowRays?255:0, 0, 200, "bShowRays");
    176 }
    177
    178 if (!bEsp || (debugoverlay == 0) || (local == 0)) return;
    179
    180 C_BaseEntity *scanner[256];
    181 int ent_count = UTIL_EntitiesInSphere(scanner, 256,
    182 local->GetAbsOrigin(), fMaxDist, 0);
    183 for (int i = 0; i < ent_count; i++)
    184 {
    185 if ((scanner[i] != NULL)
    186 && scanner[i]->IsAlive() && scanner[i]->IsNPC())
    187 {
    188 /*Vector vec;
    189 AimbotGetAimPos(scanner[i], vec);
    190 debugoverlay->AddTextOverlayRGB(vec, 0, 0.05f, 0, 0, 255, 200, "^");*/
    191 CCollisionProperty *pCollide = scanner[i]->CollisionProp();
    192 if (pCollide == 0) continue;
    193 debugoverlay->AddBoxOverlay(scanner[i]->GetAbsOrigin(),
    194 pCollide->OBBMins(), pCollide->OBBMaxs(),
    195 scanner[i]->GetAbsAngles(), 255, 0, 0, 5, 0.1f);
    196 }
    197 }
    198
    199 if (target != 0)
    200 {
    201 CCollisionProperty *pCollide = target->CollisionProp();
    202 debugoverlay->AddBoxOverlay(target->GetAbsOrigin(),
    203 pCollide->OBBMins(), pCollide->OBBMaxs(),
    204 target->GetAbsAngles(), 0, 0, 255, 10, 0.1f);
    205 }
    206 }
    207
    208 &nbsp;
    Last edited by Maui_Hawaii_USA; 05-29-2012 at 11:58 AM.

  2. #2
    Insane's Avatar
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    This is a source code, for all noobs out there, don't ask how to use it!

    Ex Middleman

  3. #3
    captmicro's Avatar
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    um this was made for hl2... why is it in crysis 2 forums lol?

    I made this aimbot for a singleplayer mod, it buggy as fuck (crash after you leave server) and really i doubt would actually *work* in multiplayer. And if your gonna use it i guess here is how (single player ofcourse)

    Code:
    //place this where all your globals are
    float fSelX_CAimbot = 0.02f;
    float fLast_CAimbot = 0.0f;
    GAimbot *g_aimbot = 0;
    
    //place this in a CreateMove hook, or modify it to work with something else
    if (IsLocalPlayer() && !IsInVGuiInputMode() && debugoverlay)
    {
            if (g_aimbot == 0) g_aimbot = new CAimbot();
            debugoverlay->AddScreenTextOverlay(0.000f, fSelX_CAimbot, 0.1f,
                    (pCmd->buttons&IN_WALK)?255:0, 0, 0, 200, ">");
            if (pCmd->buttons & IN_WALK)
            {
                    if ((pCmd->buttons & IN_ZOOM) && (engine->Time() > fLast_CAimbot)) {
                            if (fSelX_CAimbot <= 0.04f) fSelX_CAimbot += 0.01f;
                            else fSelX_CAimbot = 0.02f;
                            fLast_CAimbot = engine->Time() + 0.1f;
                    } else if ((pCmd->buttons & IN_JUMP) && (engine->Time() > fLast_CAimbot)) {
                            if (fSelX_CAimbot == 0.02f) g_aimbot->bAimbot = !g_aimbot->bAimbot;
                            if (fSelX_CAimbot == 0.03f) g_aimbot->bEsp = !g_aimbot->bEsp;
                            if (fSelX_CAimbot == 0.04f) g_aimbot->bFindHits = !g_aimbot->bFindHits;
                            if (fSelX_CAimbot == 0.05f) { Msg("rays\n"); g_aimbot->bShowRays = !g_aimbot->bShowRays; }
                            fLast_CAimbot = engine->Time() + 0.1f;
                    }
            }
     
            if (g_aimbot->local == 0) g_aimbot->local = this;
            if (g_aimbot->debugoverlay == 0) g_aimbot->debugoverlay = debugoverlay;
            if (g_aimbot->local == 0) Msg("[CAimbot/ESP] local is NULL\n");
            if (g_aimbot->debugoverlay == 0) Msg("[CAimbot/ESP] debugoverlay is NULL\n");
     
            if (g_aimbot->ReadyForUse())
            {
                    g_aimbot->DrawEspOverlay();
                    g_aimbot.AimbotGetTarget();
                    g_aimbot.ModifyUserCmd(pCmd);
            }
    }
    Last edited by captmicro; 06-10-2012 at 09:39 PM.

  4. #4
    Maui_Hawaii_USA's Avatar
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    I was going to resale as a VIP and it doesn't work for Crysis 2

  5. #5
    macke369's Avatar
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    Ty, bro ^^

  6. #6
    Blackdawn's Avatar
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    TY for that source ill go try it now

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