Hi mpgh,
i'm new on the forums but here you have an nice aimbot for it
probarly detected and an older version CAN'T REMEMBER, but it worked fine so have fun, you NEED to update it.!
Don't ask me how to compile this.
Code:
PPEnemytargetCheat::PPEnemytargetCheat(){ encryptedtarget_helper__name = estr_PPEnemytarget; virtual_key = VK_NUMPAD9; disable_key = VK_SHIFT; ConfigParam param; param.type = ConfigParam::param_vkey; param.address = &disable_key; config_parameters.push_back(param); Enable(TRUE);} BOOL PPEnemytargetCheat::Apply(BOOL apply){ if(apply && !player_manager) return FALSE; return TRUE;} void PPEnemytargetCheat::Refresh(void){ if( !GetAsyncKeyState(VK_SHIFT) || !_VECvectors_To__player || hud_manager->mouseActive || !_VECvectors_To__info.Refresh() ) return; INPUT input; list<BF2BasePlayer*>::iterator PPEnemy_iter; D3DXVECTOR3 temp_vector; BF2BasePlayer* PPEnemy_player; PPEnemyInformation PPEnemy; D3DXVECTOR3 PPEnemy_pos; D3DXVECTOR3 dir_to_PPEnemy; float PPEnemy_importance; float PPEnemy_z; PPEnemyInformation best_PPEnemy; D3DXVECTOR3 best_dir; D3DXVECTOR3 best_projected; float best_importance; BOOL got_PPEnemy; if( !_VECvectors_To__player->player_object || !_VECvectors_To__player->player_object->ptr || _VECvectors_To__player->vehicle_seat_num < 0 || !_VECvectors_To__player->player_alive || _VECvectors_To__player->player_down ) return; best_importance = 20.0f; got_PPEnemy = FALSE; // lets list through the bastards :) for( PPEnemy_iter = player_manager->player_list.begin(); PPEnemy_iter != player_manager->player_list.end(); PPEnemy_iter++ ) { PPEnemy_player = *PPEnemy_iter; if( PPEnemy_player == _VECvectors_To__player || PPEnemy_player->vehicle_seat_num < 0 // not spawned or is in limbo || !PPEnemy_player->player_alive || PPEnemy_player->player_down || PPEnemy_player->player_team == _VECvectors_To__player->player_team || !PPEnemy_player->player_object || !PPEnemy_player->player_object->ptr ) continue; if( !PPEnemy.NewPPEnemy(PPEnemy_player) || !PPEnemy.IsGoodDistance() || !PPEnemy.GetDirectionToPPEnemy(&dir_to_PPEnemy) ) continue; PPEnemy_z = D3DXVec3Dot( _VECvectors_To__info.AIMVECSDir(), &dir_to_PPEnemy); if(PPEnemy_z < cosf(PPEnemytarget__VECvectors_ANGLE)) continue; PPEnemy_importance = 1.0f - PPEnemy_z; PPEnemy_importance += PPEnemy.GetDistanceToPPEnemy() / 100.0f; if( PPEnemy_importance < best_importance ) { best_importance = PPEnemy_importance; best_PPEnemy = PPEnemy; best_dir = dir_to_PPEnemy; got_PPEnemy = TRUE; } } if(got_PPEnemy && best_PPEnemy.AIMVECSVector(&dir_to_PPEnemy)) { float angle_x, angle_y; angle_x = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSRight(), &dir_to_PPEnemy) ); angle_y = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSUp(), &dir_to_PPEnemy) ); if(_VECvectors_To__info.GetObject() == _VECvectors_To__info.GetSoldier()) SoldierAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y ); else VehicleAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y ); aimset.multipli.dx *= 0.5f + 0.5f * cosf(angle_x / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); aimset.multipli.dy *= 0.5f + 0.5f * cosf(angle_y / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); aimset.multipli.mouseData = 0; aimset.multipli.dwFlags = 0; aimset.multipli.time = 0; aimset.multipli.dwExtraInfo = GetMessageExtraInfo(); input.type = INPUT_MOUSE; SendInput( 1, &input, sizeof(input) ); } }