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  1. #1
    Maui_Hawaii_USA's Avatar
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    May 2012
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    Again another aimbot source code!!!

    This isn't mine this is my 3rd private aimbot source code here:

    001 #include "../stdafx.h"
    002
    003 void aimbot::drop_current(void)
    004 {
    005 best_player = NULL;
    006 my_current_aim._init(0,0,0);
    007
    008 if ( m_pCvars->aim_randomizer->GetBool() )
    009 {
    010 if ( used_bone_index >= 20 )
    011 {
    012 used_bone_index = 0;
    013 }
    014 else
    015 {
    016 used_bone_index += 1;
    017 }
    018 }
    019 else
    020 {
    021 used_bone_index = m_pCvars->aim_point->GetInt();
    022 }
    023 return;
    024 }
    025
    026 bool aimbot::is_aimbot_enabled(void)
    027 {
    028 entity_info* me = m_pEntList->get_local();
    029
    030 if( !me || !me->is_alive() )
    031 {
    032 return false;
    033 }
    034
    035 if ( m_pCvars->aim_bot->GetInt() == 0 )
    036 {
    037 return false;
    038 }
    039
    040 if ( m_pCvars->aim_dont_aim_duck->GetBool() )
    041 {
    042 if( chk_flags(me->Getflags(),FL_DUCKING) )
    043 {
    044 return false;
    045 }
    046 }
    047
    048 if ( !m_pEntList->local.has_no_ammo() )
    049 {
    050 return false;
    051 }
    052
    053 if( !m_pCvars->aim_miscweapon->GetBool() && m_pEntList->local.has_misc_weapon() )
    054 {
    055 return false;
    056 }
    057
    058 return
    059 m_pCvars->aim_bot->GetInt() == 1 || //alltime
    060 m_pCvars->aim_bot->GetInt() == 2 && KEYDOWN( 0x01 ) || //mouse 1
    061 m_pCvars->aim_bot->GetInt() == 3 && KEYDOWN( 0x02 ) || //mouse 2
    062 m_pCvars->aim_bot->GetInt() == 4 && KEYDOWN( 0x04 ) || //mouse 3
    063 m_pCvars->aim_bot->GetInt() == 5 && KEYDOWN( 0x05 ) || //mouse 4
    064 m_pCvars->aim_bot->GetInt() == 6 && KEYDOWN( 0x06 ); //mouse 5
    065 }
    066
    067 entity_info* aimbot::get_first_avaiable(void)
    068 {
    069 entity_info* pl = NULL;
    070 for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
    071 {
    072 //m_pExport->add_logA("player_index %i",player_index);
    073 entity_info* pl = m_pEntList->get_entity(player_index);
    074 if ( pl == NULL ) continue;
    075 if ( !pl->is_a_player() ) continue;
    076 if ( pl->is_local_player() ) continue;
    077 if ( !pl->is_updated() ) continue;
    078 if ( !pl->is_alive() ) continue;
    079 if ( !check(pl) ) continue;
    080 return pl;
    081 }
    082 return NULL;
    083 }
    084
    085 entity_info* aimbot::get_nearest(void)
    086 {
    087 entity_info* thatguy = get_first_avaiable();
    088
    089 if ( thatguy != NULL )
    090 {
    091 for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
    092 {
    093 //m_pExport->add_logA("player_index %i",player_index);
    094 entity_info* pl = m_pEntList->get_entity(player_index);
    095 if ( pl == NULL ) continue;
    096 if ( (thatguy == pl) ) continue;
    097 if ( !pl->is_a_player() ) continue;
    098 if ( pl->is_local_player() ) continue;
    099 if ( !pl->is_updated() ) continue;
    100 if ( !pl->is_alive() ) continue;
    101 if ( !check(pl) ) continue;
    102
    103 //actual guy distance bigger ?
    104 if ( pl->get_distance() < thatguy->get_distance() )
    105 {
    106 return pl;
    107 }
    108 }
    109 }
    110 return thatguy;
    111 }
    112 entity_info* aimbot::get_nearest_fov(void)
    113 {
    114 entity_info* thatguy = get_first_avaiable();
    115
    116 if ( thatguy != NULL )
    117 {
    118 for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
    119 {
    120 //m_pExport->add_logA("player_index %i",player_index);
    121 entity_info* pl = m_pEntList->get_entity(player_index);
    122 if ( pl == NULL ) continue;
    123 if ( (thatguy == pl) ) continue;
    124 if ( !pl->is_a_player() ) continue;
    125 if ( pl->is_local_player() ) continue;
    126 if ( !pl->is_updated() ) continue;
    127 if ( !pl->is_alive() ) continue;
    128 if ( !check(pl) ) continue;
    129
    130 //is not the nearest of my crosshair
    131 if( pl->get_fov() <= thatguy->get_fov() )
    132 {
    133 return pl;
    134 }
    135 }
    136 }
    137 return thatguy;
    138 }
    139
    140 entity_info* aimbot::get_lower_health(void)
    141 {
    142 entity_info* thatguy = get_first_avaiable();
    143
    144 if ( thatguy != NULL )
    145 {
    146 for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
    147 {
    148 //m_pExport->add_logA("player_index %i",player_index);
    149 entity_info* pl = m_pEntList->get_entity(player_index);
    150 if ( pl == NULL ) continue;
    151 if ( (thatguy == pl) ) continue;
    152 if ( !pl->is_a_player() ) continue;
    153 if ( pl->is_local_player() ) continue;
    154 if ( !pl->is_updated() ) continue;
    155 if ( !pl->is_alive() ) continue;
    156 if ( !check(pl) ) continue;
    157
    158 //is not the low life player
    159 if ( pl->Gethealth() <= thatguy->Gethealth() )
    160 {
    161 return pl;
    162 }
    163 }
    164 }
    165 return thatguy;
    166 }
    167
    168 bool aimbot::search_best_player(void)
    169 {
    170 entity_info* me = m_pEntList->get_local();
    171
    172 if ( !is_aimbot_enabled()
    173 || me == NULL
    174 || me->is_alive() == false
    175 || best_player != NULL )
    176 {
    177 return false;
    178 }
    179 else
    180 {
    181 int typeval = m_pCvars->aim_at_best_player->GetInt();
    182 if ( typeval == 0 )
    183 {
    184 best_player = get_first_avaiable();
    185
    186 return (best_player != NULL)
    187 ? true
    188 : false;
    189 }
    190 else
    191 {
    192 if ( typeval == 1 )
    193 {
    194 best_player = get_nearest();
    195
    196 return (best_player != NULL)
    197 ? true
    198 : false;
    199 }
    200 else
    201 {
    202 if ( typeval == 2 )
    203 {
    204 best_player = get_lower_health();
    205
    206 return (best_player != NULL)
    207 ? true
    208 : false;
    209 }
    210 else
    211 {
    212 if ( typeval == 3 )
    213 {
    214 best_player = get_nearest_fov();
    215
    216 return (best_player != NULL)
    217 ? true
    218 : false;
    219 }
    220 else
    221 {
    222 best_player = NULL;
    223 return false;
    224 }
    225 }
    226 }
    227 }
    228 }
    229 return false;
    230 }
    231
    232 bool aimbot::is_this_visible(entity_info* target)
    233 {
    234 entity_info* me = m_pEntList->get_local();
    235
    236 if ( target == NULL || me == NULL )
    237 {
    238 return false;
    239 }
    240
    241 if ( m_pCvars->aim_thru->GetBool() )
    242 {
    243 return true;
    244 }
    245
    246 if ( target->is_visible() )
    247 {
    248 return true;
    249 }
    250
    251 if ( !m_pCvars->aim_autowall->GetBool() )
    252 {
    253 return false;
    254 }
    255
    256 Vector mr = me->GetEyesPos()._Convert<Vector>( );
    257 Vector tg = target->GetEyesPos()._Convert<Vector>( );
    258
    259 Ray_t ray;
    260 ray.Init(mr,tg);
    261
    262 trace_t tr;
    263
    264 __TRY;
    265 valve_games_interfaces::m_pEnginetrace->TraceRay(ray,MASK_NPCWORLDSTATIC|MASK_VISIBLE_AND _NPCS|MASK_SHOT,0,&tr);
    266 __CATCH;
    267
    268 if( tr.fraction >= 0.97 )
    269 {
    270 return true;
    271 }
    272
    273 if( tr.fraction <= 0.70 )
    274 {
    275 return false;
    276 }
    277
    278 if( tr.startsolid || tr.allsolid )
    279 {
    280 return false;
    281 }
    282
    283 surfacedata_t* pSurfaceData = NULL;
    284 short surf = 0;
    285 surf = tr.surface.surfaceProps;
    286
    287 __TRY;
    288 pSurfaceData = valve_games_interfaces::m_pPhysicAPI->GetSurfaceData(surf);
    289 __CATCH;
    290
    291 if ( pSurfaceData->game.material == 'N'/*CHAR_TEX_SAND*/
    292 || pSurfaceData->game.material == 'C'/*CHAR_TEX_CONCRETE*/
    293 || pSurfaceData->game.material == 'D'/*CHAR_TEX_DIRT*/
    294 || pSurfaceData->game.material == 'F'/*CHAR_TEX_FLESH*/ )
    295 {
    296 return false;
    297 }
    298
    299 Vector View = tg - mr;
    300 float length = View.Length();
    301
    302 if( length <= 0 )
    303 {
    304 return false;
    305 }
    306
    307 // penetrate to direction!
    308 Vector position;
    309 position[0] = tr.endpos[0] + Vector(View / length)[0] * 8.0f;
    310 position[1] = tr.endpos[1] + Vector(View / length)[1] * 8.0f;
    311 position[2] = tr.endpos[2] + Vector(View / length)[2] * 8.0f;
    312
    313 ray.Init(mr,position);
    314
    315 __TRY;
    316 valve_games_interfaces::m_pEnginetrace->TraceRay(ray,CONTENTS_SOLID|CONTENTS_GRATE|CONTEN TS_HITBOX,NULL,&tr);
    317 __CATCH;
    318
    319 if( tr.fraction >= 0.97 )
    320 {
    321 return true;
    322 }
    323
    324 if( tr.fraction <= 0.70 )
    325 {
    326 return false;
    327 }
    328
    329 if( tr.startsolid || tr.allsolid )
    330 {
    331 return false;
    332 }
    333
    334 surf = tr.surface.surfaceProps;
    335
    336 __TRY;
    337 pSurfaceData = valve_games_interfaces::m_pPhysicAPI->GetSurfaceData(surf);
    338 __CATCH;
    339
    340 if ( pSurfaceData->game.material == 'N'/*CHAR_TEX_SAND*/
    341 || pSurfaceData->game.material == 'C'/*CHAR_TEX_CONCRETE*/
    342 || pSurfaceData->game.material == 'D'/*CHAR_TEX_DIRT*/
    343 || pSurfaceData->game.material == 'F'/*CHAR_TEX_FLESH*/ )
    344 {
    345 return false;
    346 }
    347
    348 if( !(target->get_distance() < m_pNospread->max_weapon_dist) )
    349 {
    350 return false;
    351 }
    352
    353 if( 10 > (m_pNospread->damage * pow((float)m_pNospread->flBulletVelocity,(float)(tr.fraction * target->get_distance()))) )
    354 {
    355 return false;
    356 }
    357
    358 return true;
    359 }
    360
    361 bool aimbot::check(entity_info* target,bool triggerbot)
    362 {
    363 if( target == NULL )
    364 {
    365 return false;
    366 }
    367
    368 entity_info* me = m_pEntList->get_local();
    369 if( me == NULL )
    370 {
    371 return false;
    372 }
    373
    374 int t3am = me->Getteam();
    375 int team = target->Getteam();
    376 if( team == -1 || t3am == -1 )
    377 {
    378 /*error.mdl no hitbox cuz no model :(*/
    379 return false;
    380 }
    381
    382 //check if we can
    383 if ( m_pCvars->aim_team->GetInt() != 2 )
    384 {
    385 if( m_pCvars->aim_team->GetInt() == 0 && (team == t3am) )
    386 {
    387 return false;
    388 }
    389 if( m_pCvars->aim_team->GetInt() == 1 && (team != t3am) )
    390 {
    391 return false;
    392 }
    393 }
    394
    395 // don't waste our precious bullets
    396 if ( m_pCvars->anti_deathmatch_spawn_protect->GetBool() )
    397 {
    398 if ( target->Gethealth() >= 101 )
    399 {
    400 return false;
    401 }
    402 }
    403
    404 // don't check / that ain't needed
    405 if ( triggerbot == false )
    406 {
    407 if ( m_pCvars->aim_fov->GetFloat() <= 350 )
    408 {
    409 if( m_pCvars->aim_fov->GetFloat() <= target->get_fov() )
    410 {
    411 return false;
    412 }
    413 }
    414 // can hit ?
    415 if ( !is_this_visible(target) )
    416 {
    417 return false;
    418 }
    419 }
    420
    421 return true;
    422 }
    423
    424 void VectorNormalize_Spinbot( vector_3d &vIn, vector_3d * vOut )
    425 {
    426 float flLen = vIn._length();
    427
    428 if( flLen == 0 )
    429 {
    430 vOut->_init(0,0,1);
    431 return;
    432 }
    433
    434 flLen = 1 / (flLen + FLT_EPSILON);
    435
    436 vOut->_init(vIn.x* flLen,vIn.y* flLen,vIn.z* flLen);
    437 }
    438
    439 bool aimbot::aim_trigger_bot( vector_3d& end )
    440 {
    441 int val = m_pCvars->aim_triggerbot->GetInt();
    442
    443 // we continue if we plan to draw something
    444 if ( !val && !m_pCvars->aim_draw_bots->GetBool() )
    445 {
    446 return false;
    447 }
    448
    449 entity_info* me = m_pEntList->get_local();
    450 if( me == NULL )
    451 {
    452 return false;
    453 }
    454
    455 if( me->is_alive() == false )
    456 {
    457 return false;
    458 }
    459
    460 vector_3d
    461 s = me->GetEyesPos();
    462
    463 angles_3d
    464 v = me->GetEyesAngle();
    465
    466 // w/ recoil and spread k
    467 if ( val == 3 )
    468 {
    469 // why so serious? :p
    470 if( m_pCvars->aim_norecoil->GetBool() )
    471 {
    472 v += m_pNospread->qreco;
    473 }
    474 if( m_pCvars->aim_nospread->GetBool() )
    475 {
    476 if ( m_pCvars->aim_manual_nospread_angles->GetBool() )
    477 {
    478 v += m_pNospread->qsprd;
    479 }
    480 else
    481 {
    482 v -= m_pNospread->qsprd;
    483 }
    484 }
    485 }
    486
    487 vector_3d fw,ri,up;
    488 v._angle_vectors(&fw,&ri,&up);
    489
    490 Vector vStart = s._Convert<Vector>();
    491 Vector vEnd = vector_3d (s + (fw * 8192))._Convert<Vector>();
    492
    493 Ray_t ray;
    494 ray.Init(vStart,vEnd);
    495
    496 trace_t tr;
    497
    498 __TRY;
    499 valve_games_interfaces::m_pEnginetrace->TraceRay (ray,
    500 MASK_NPCWORLDSTATIC|MASK_VISIBLE_AND_NPCS|MASK_SHO T
    501 /*MASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEA BLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBR IS|CONTENTS_HITBOX*/
    502 /*CONTENTS_SOLID|CONTENTS_GRATE|CONTENTS_HITBOX*/,NULL,&tr);
    503 __CATCH;
    504
    505 // to draw
    506 end._init<Vector>(tr.endpos);
    507
    508 // dont go past here if you not intend to do anything else than draw
    509 if ( !val )
    510 {
    511 return false;
    512 }
    513
    514 if( tr.m_pEnt == NULL )
    515 {
    516 return false;
    517 }
    518
    519 int index = tr.m_pEnt->entindex()/*index*/;
    520 if( index < 0 )
    521 {
    522 return false;
    523 }
    524
    525 entity_info* pl = m_pEntList->get_entity(index);
    526
    527 if( pl == NULL )
    528 {
    529 return false;
    530 }
    531
    532 // dont shoot at barrels , weapons, etc...
    533 if( pl->is_a_player() == false )
    534 {
    535 return false;
    536 }
    537
    538 // is our enemy?
    539 // is allowed to die?
    540 if( check(pl,true) == false )
    541 {
    542 return false;
    543 }
    544
    545 // not needed
    546 // if( tr.fraction < 0.92 )
    547 // {
    548 // return;
    549 // }
    550
    551 // this will enable aimbot / no checks
    552 if ( val == 1 )
    553 {
    554 // bugged model?
    555 int m = pl->get_max_hitboxes();
    556 if( m == -1 )
    557 {
    558 return false;
    559 }
    560
    561 // auto aim at that guy
    562 // in the middle of the hitbox we point at
    563 best_player = pl;
    564 used_bone_index = tr.hitbox;
    565 }
    566
    567 // die now thanks
    568 return true;
    569 }
    570
    571 void aimbot::spinbot( CUserCmd*cmd )
    572 {
    573 if( cmd == NULL )
    574 {
    575 return;
    576 }
    577
    578 if ( !m_pCvars->aim_spinbot->GetBool() )
    579 {
    580 return;
    581 }
    582
    583 int rand_factor = -360;
    584 switch ( rand() % 5 )
    585 {
    586 case 0: rand_factor = -359.5416; break;
    587 case 1: rand_factor = 359.5416; break;
    588 case 2: rand_factor = -179.8137; break;
    589 case 3: rand_factor = 179.8137; break;
    590 case 4: rand_factor = -89.8549; break;
    591 case 5: rand_factor = 89.8549; break;
    592 }
    593
    594 angles_3d new_angles(0,0,0);
    595 switch ( m_pCvars->aim_spinbot->GetInt() )
    596 {
    597 case 1:
    598 // spin + invert view
    599 new_angles.x = -cmd->viewangles.x;
    600 new_angles.y = fmod(GetTickCount() / 0.001f* 360.0f, 360.0f);
    601 new_angles.z = rand_factor;
    602 break;
    603 case 2:
    604 // up / down,spin + invert view
    605 new_angles.x = fmod(GetTickCount() / 0.001f* 60.0f, 60.0f);
    606 new_angles.y = -cmd->viewangles.y;
    607 new_angles.z = rand_factor;
    608 break;
    609 case 3:
    610 // spin all the way out + invert view
    611 new_angles.x = fmod(GetTickCount() / 0.001f* 60.0f, 60.0f);
    612 new_angles.y = fmod(GetTickCount() / 0.001f* 360.0f, 360.0f);
    613 new_angles.z = rand_factor;
    614 break;
    615 case 4:
    616 // total inversion
    617 new_angles.x = -cmd->viewangles.x;
    618 new_angles.y = -cmd->viewangles.y;
    619 new_angles.z = rand_factor;
    620 break;
    621 case 5:
    622 // total inversion 2
    623 new_angles.x = cmd->viewangles.x + rand_factor;
    624 new_angles.y = cmd->viewangles.y + rand_factor;
    625 new_angles.z = rand_factor;
    626 break;
    627 case 6:
    628 // you may like pancakes?
    629 new_angles.x = cmd->viewangles.x - rand_factor;
    630 new_angles.y = cmd->viewangles.y + rand_factor;
    631 new_angles.z = rand_factor;
    632 break;
    633 }
    634
    635 // current move
    636 float forward = cmd->forwardmove;
    637 float right = cmd->sidemove;
    638 float up = cmd->upmove;
    639
    640 // untouched viewangles
    641 angles_3d viewangles(
    642 cmd->viewangles.x,
    643 cmd->viewangles.y,
    644 cmd->viewangles.z);
    645
    646 vector_3d viewforward, viewright, viewup;
    647 viewangles._angle_vectors(&viewforward, &viewright, &viewup);
    648
    649 // put our garbage instead of viewangles
    650 cmd->viewangles = new_angles._Convert<QAngle>();
    651
    652 // garbage viewangles
    653 viewangles._init(
    654 cmd->viewangles.x,
    655 cmd->viewangles.y,
    656 cmd->viewangles.z);
    657
    658 //------------------------------------------//
    659 // fix walking
    660 vector_3d aimforward, aimright, aimup;
    661 viewangles._angle_vectors(&aimforward, &aimright, &aimup);
    662
    663 vector_3d vForwardNorm, vRightNorm, vUpNorm;
    664 extern void VectorNormalize_Spinbot(vector_3d&,vector_3d*);
    665 VectorNormalize_Spinbot(viewforward, &vForwardNorm );
    666 VectorNormalize_Spinbot(viewright , &vRightNorm );
    667 VectorNormalize_Spinbot(viewup , &vUpNorm );
    668
    669 vector_3d
    670 fw = vForwardNorm * vector_3d(forward,forward,forward),
    671 ri = vRightNorm * vector_3d(right,right,right),
    672 uu = vUpNorm * vector_3d(up,up,up);
    673
    674 // now we walk normally
    675 cmd->forwardmove = fw._dot_product(aimforward) + ri._dot_product(aimforward) + uu._dot_product(aimforward);
    676 cmd->sidemove = fw._dot_product(aimright) + ri._dot_product(aimright) + uu._dot_product(aimright);
    677 cmd->upmove = fw._dot_product(aimup) + ri._dot_product(aimup) + uu._dot_product(aimup);
    678 }
    679
    680 void aimbot::aiming_doit(CUserCmd* cmd)
    681 {
    682 if ( cmd == NULL )
    683 {
    684 return;
    685 }
    686
    687 if( best_player == NULL )
    688 {
    689 return;
    690 }
    691
    692 my_current_aim = get_aim_point( best_player );
    693
    694 if( my_current_aim._is_zero() )
    695 {
    696 return;
    697 }
    698
    699 entity_info* me = m_pEntList->get_local();
    700
    701 if( me == NULL )
    702 {
    703 return;
    704 }
    705
    706 if( !me->is_alive() )
    707 {
    708 return;
    709 }
    710
    711 angles_3d meyes = me->GetEyesAngle();
    712 if( meyes._is_zero() )
    713 {
    714 return;
    715 }
    716
    717 //aim to kill
    718 if ( aim_at_this(meyes,my_current_aim,cmd) )
    719 {
    720 // if triggerbot is 3 just fix inside aimbot,
    721 // disable it for manual shot and triggerbot
    722 int val = m_pCvars->aim_triggerbot->GetInt();
    723 if ( val == 3 )
    724 {
    725 // fix angles
    726 extern void fix_angles( CUserCmd* cmd );
    727 fix_angles( cmd );
    728 }
    729 }
    730 }
    731
    732 void aimbot::aiming_time(CUserCmd* cmd)
    733 {
    734 drop_current();
    735
    736 if( cmd != NULL )
    737 {
    738 // normal try
    739 bool aimat = aim_trigger_bot(my_current_aim_draw);
    740 if ( aimat )
    741 {
    742 // fire then,
    743 add_flags(cmd->buttons,IN_ATTACK);
    744 my_current_aim = my_current_aim_draw;
    745 }
    746
    747 // will directly aim?
    748 bool got = (best_player != NULL) ? true : false;
    749 if ( got == false )
    750 {
    751 __TRY;
    752 // or we will search a poor victim :p
    753 got = search_best_player();
    754 __CATCH;
    755 }
    756
    757 // kill him already
    758 if ( got == true )
    759 {
    760 __TRY;
    761 aiming_doit(cmd);
    762 __CATCH;
    763 }
    764 }
    765
    766 drop_current();
    767 }
    768
    769 vector_3d aimbot::get_aim_point( entity_info* pl )
    770 {
    771 entity_info* me = m_pEntList->get_local();
    772
    773 if( pl == NULL || me == NULL )
    774 {
    775 return vector_3d(0,0,0);
    776 }
    777
    778 vector_3d aimdot(0,0,0);
    779 switch ( m_pCvars->aim_mode->GetInt() )
    780 {
    781 default:
    782 case 0:
    783 //BONE MODE
    784 aimdot._vector_add(pl->bone_pos(used_bone_index));
    785 break;
    786 case 1:
    787 //HITBOX MODE
    788 aimdot._vector_add(pl->hitbox_pos(used_bone_index));
    789 break;
    790 case 2:
    791 //VECTOR MODE
    792 aimdot._vector_add(pl->GetAbsOrigin());
    793 aimdot._vector_add(vector_3d(
    794 m_pCvars->aim_vector_x->GetFloat(),
    795 m_pCvars->aim_vector_y->GetFloat(),
    796 m_pCvars->aim_vector_z->GetFloat()));
    797
    798 uint fl = pl->Getflags();
    799 if ( fl )
    800 {
    801 if( !chk_flags(fl,FL_ONGROUND) )
    802 {
    803 aimdot._vector_add(vector_3d(0,0,25));
    804 }
    805 if( chk_flags(fl,FL_DUCKING) )
    806 {
    807 aimdot._vector_substract(vector_3d(0,0,25));
    808 }
    809 }
    810 break;
    811 }
    812
    813 if( m_pCvars->misc_aimbot_position_tweak->GetBool() )
    814 {
    815 aimdot._vector_add( vector_3d(
    816 m_pCvars->misc_aimbot_position_tweak_x->GetFloat(),
    817 m_pCvars->misc_aimbot_position_tweak_y->GetFloat(),
    818 m_pCvars->misc_aimbot_position_tweak_z->GetFloat()));
    819 }
    820
    821 if ( !aimdot._is_valid() || aimdot._is_zero() )
    822 {
    823 return vector_3d(0,0,0);
    824 }
    825
    826 // only need it if it's moving & if no speedhack
    827 if ( (pl->Getspeed() > 0 || me->Getspeed() > 0) )
    828 {
    829 INetChannelInfo* ntw = valve_games_interfaces::m_pEngine->GetNetChannelInfo();
    830 if ( ntw )
    831 {
    832 // get latency
    833 uint fLatency = ntw->GetLatency( FLOW_OUTGOING );
    834 if ( fLatency > 5 && fLatency < 500 )
    835 {
    836 // apply predict
    837 aimdot._vector_ma(aimdot,1 + fLatency);
    838 }
    839 else
    840 {
    841 if ( fLatency >= 499 )
    842 {
    843 // apply predict
    844 aimdot._vector_ma(aimdot,1 + 500);
    845 }
    846 }
    847 }
    848 }
    849
    850 //aim to kill
    851 return aimdot;
    852 }
    853
    854 bool aimbot::aim_at_this(angles_3d& your_angles, vector_3d position, CUserCmd*cmd )
    855 {
    856 if( cmd == NULL )
    857 {
    858 return false;
    859 }
    860
    861 if( !position._is_valid() || position._is_zero() )
    862 {
    863 return false;
    864 }
    865
    866 entity_info* me = m_pEntList->get_local();
    867
    868 if ( me == NULL )
    869 {
    870 return false;
    871 }
    872
    873 if ( me->is_alive() == false )
    874 {
    875 return false;
    876 }
    877
    878 vector_3d aim = position;
    879 vector_3d eyes = me->GetEyesPos();
    880 Vector eye = eyes._Convert<Vector>();
    881 QAngle old = cmd->viewangles;
    882
    883 // get aim angles
    884 your_angles._calculate_angle(eyes,aim);
    885
    886 if( !your_angles._is_valid() || your_angles._is_zero() )
    887 {
    888 return false;
    889 }
    890
    891 // slow aim is slow.
    892 if( m_pCvars->misc_slow_aimbot_move->GetBool() )
    893 {
    894 angles_3d qDelta;
    895 qDelta._init<QAngle>(your_angles._Convert<QAngle>( ) - cmd->viewangles);
    896
    897 while(qDelta.x > 180) qDelta.x -= 360;
    898 while(qDelta.y > 180) qDelta.y -= 360;
    899 while(qDelta.z > 180) qDelta.z -= 360;
    900
    901 while(qDelta.x < -180) qDelta.x += 360;
    902 while(qDelta.y < -180) qDelta.y += 360;
    903 while(qDelta.z < -180) qDelta.z += 360;
    904
    905 your_angles._init<QAngle>(
    906 cmd->viewangles + qDelta._Convert<QAngle>() / m_pCvars->misc_slow_aimbot_move->GetFloat());
    907
    908 while(your_angles.x > 180) your_angles.x -= 360;
    909 while(your_angles.y > 180) your_angles.y -= 360;
    910 while(your_angles.z > 180) your_angles.z -= 360;
    911
    912 while(your_angles.x < -180) your_angles.x += 360;
    913 while(your_angles.y < -180) your_angles.y += 360;
    914 while(your_angles.z < -180) your_angles.z += 360;
    915 }
    916
    917 // set aim angles
    918 cmd->viewangles = your_angles._Convert<QAngle>();
    919
    920 // silent aim (set view yes/no)
    921 if ( !m_pCvars->aim_silent->GetBool() )
    922 {
    923 QAngle bak = cmd->viewangles;
    924 QAngle rec = bak - m_pNospread->qreco._Convert<QAngle>();
    925
    926 // remove visual recoil on aim , or not
    927 if ( m_pCvars->aim_norecoil->GetInt() == 2 )
    928 {
    929 if( m_pCvars->misc_slow_aimbot_move->GetBool() )
    930 {
    931 // set aim angles
    932 rec = bak;
    933 }
    934 else
    935 {
    936 // set aim angles , and remove punch angles
    937 rec = bak - m_pNospread->qreco._Convert<QAngle>();
    938 }
    939 }
    940 else
    941 {
    942 // set aim angles
    943 rec = bak;
    944 }
    945
    946 // traditional aim way
    947 valve_games_interfaces::m_pEngine->SetViewAngles(rec);
    948
    949 //
    950 // // and this too, but that's clearly not needed
    951 // valve_games_interfaces::m_pPrediction->SetViewAngles(rec);
    952 //
    953 // // multiple things that are supposed to do the same action
    954 // valve_games_interfaces::m_pRender->SetMainView(eye,rec);
    955 //
    956 // // we'll do that also
    957 // valve_games_interfaces::m_pClient->SetCrosshairAngle(rec);
    958 // one of them paint black over the screen(randomly on use),
    959 // i let you find which one of them lulz
    960 }
    961
    962 //////////////////////////////////////////////////////////////////////////
    963 // Disconnect: Kicked by Console : [zBlock] Invalid Eye-Angles Detected.
    964 C_BaseEntity* be = me->base_entity();
    965
    966 if ( be != NULL )
    967 {
    968 if ( hl2_offsets::m_iEyeAnglesX && hl2_offsets::m_iEyeAnglesY )
    969 {
    970 m_pExport->SetClass_float(be,hl2_offsets::m_iEyeAnglesX,old. x);
    971 m_pExport->SetClass_float(be,hl2_offsets::m_iEyeAnglesY,old. y);
    972
    973 be->OnDataChanged( DATA_UPDATE_DATATABLE_CHANGED );
    974 }
    975 }
    976
    977 if ( !m_pCvars->aim_fire->GetBool() )
    978 {
    979 return true;
    980 }
    981
    982 //ATTACK?
    983 add_flags(cmd->buttons,IN_ATTACK);
    984 return true;
    985 }
    986
    987 &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
    Yakubum's Avatar
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    Nice Finally some real hacks on this site.

  4. #4
    lollarka's Avatar
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    how do i use it ?

  5. #5
    Larity2056's Avatar
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    Quote Originally Posted by lollarka View Post
    how do i use it ?
    Source code...

  6. #6
    johnnyblack's Avatar
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    Quote Originally Posted by lollarka View Post
    how do i use it ?
    https://lmgtfy.com/?q=how+to+use+source+codes

  7. #7
    distiny's Avatar
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    copy it into a txt, change it to .exe and run >.>
    FBI got my PC...Hardcore cheating is paused atm..

  8. #8
    Olof123's Avatar
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    Would someone mind explaining how you compile this?

  9. #9
    superman_is_here's Avatar
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    Is this Source Code for C++? I think you gonna copy this into the Visual Basic C++ and save it as Aimbot.exe. Or not?

  10. #10
    cdriza's Avatar
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    It doesn't work for me I think i have 64 bit windows is there any possible way to make this work for windows 7 64 bit?

  11. #11
    thedavcraft's Avatar
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    Can you paste it in raw so there are no numbers. Id like to compile it without having to delete all the numbers or atleast comment them out

  12. #12
    tylormartin's Avatar
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    how do i make it where its an Exucutable?. cuz i have nooooo clue

  13. #13
    cenac's Avatar
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    Quote Originally Posted by distiny View Post
    copy it into a txt, change it to .exe and run >.>
    U SIR ..U;'RE stupid as hell stfup!!!!

  14. #14
    distiny's Avatar
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    Quote Originally Posted by cenac View Post
    U SIR ..U;'RE stupid as hell stfup!!!!
    Hard to spot sarcasm isn't it.

    Y u no use brainz ?
    FBI got my PC...Hardcore cheating is paused atm..

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