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  1. #1
    veryniceguy's Avatar
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    HOW TO MAKE AIMBOT (UNDETECTED)

    Code:
    typedef WORD (*RegisterTag)( char *, int, size_t );
    RegisterTag RegisterTag_ = (RegisterTag)0x518290;
    
    Code:
    
    bool GetBoneOrigin ( CEntity* Ent, Vector3 * Origin, WORD Bone )
    {
    if(!Ent||!Ent->bIsValidEnt||!Ent->bIsAlive) return 0;
    if(!CODGetTagPos ( Bone, Ent, Origin ) )
    Origin = &Ent->Location;
    return Ent->Location;
    }
    
    Code:
    
    class CGameServer
    {
    public:
    char unknown0[8]; //0x0000
    DWORD screenX; //0x0008 screenX
    DWORD screenY; //0x000C screenY
    float screenAspect; //0x0010 screenXBias
    DWORD serverCommandSequence; //0x0014 serverCommandSequence
    DWORD processedSnapshotNum; //0x0018 processedSnapshotNum
    DWORD boolLocalServer; //0x001C
    char GameType[4]; //0x0020 Dom, sd, sab, war, koth=HQ, dm = free for al
    };
    CGameServer* server = (CGameServer*)0x0074A908;
    
    Code:
    
    class CViewAngles
    {
    public:
    float ViewAngleY;
    float ViewAngleX;
    };
    CViewAngles* viewangles = (CViewAngles*)0xC84FD8;
    
    Code:
    
    BOOL DoAimbot( void )
    {__try{
    CEntity * pCurTarget = NULL;
    CEntity * pBestTarget = NULL;
    CClientInfo * pClientInfo = NULL;
    float fClosestDistance = 999.0f;
    D3DXVECTOR3 vAimPos, vLocalPos,ViewOrigin, Trajectory;
    int iFound = -1;
    
    WORD HeadBone = RegisterTag_( "j_helmet", 1,7 );
    int nIndex;
    for (nIndex = 0; nIndex < MAX_PLAYERS; nIndex++ )
    {
    pCurTarget = GetEntityIndex( nIndex );
    pClientInfo = GetClientIndex( nIndex );
    //below we check valid target, enemy team and is target alive
    if ( ! ( IsValidEntity ( pCurTarget, pClientInfo )))
    continue;
    
    if ( !IsAlive( pCurTarget ) )
    continue;
    
    bool bEnemyTarget = ( pClientInfo->iTeamID != gLocalInfo->iTeamID || gLocalInfo->iTeamID == TEAM_FREE );
    if ( bEnemyTarget == FALSE )
    continue;
    //FFA check for aimbot
    if (!memcmp(server->GameType,"dm",2))
    if(nIndex == gCG->iLocalClient)
    continue;
    
    if(!GetBoneOrigin( pCurTarget, VecAimSpot, HeadBone ))
    continue;
    
    float flCurrent = CMath.GetDistance(camera->Location, pCurTarget->Location ) / 48.0f;
    //we check for target visibility on our just gotten aim location
    if( Trace_Target ( camera->Location, VecAimSpot ) )
    
    edit- Creditz Tetsuo Umezawa,K@N@VEL and Sfab1
    
    PRESS THANKS IF YOU USE IT!

  2. The Following 13 Users Say Thank You to veryniceguy For This Useful Post:

    Artix23412 (04-27-2013),Cypher567 (12-16-2012),Drinking Water (12-16-2012),kiisselitornaado (02-20-2013),kuky11 (04-12-2013),lowbotnoob (11-27-2012),maniixo10 (06-01-2013),MrShpigun (12-08-2012),pizdariks (08-10-2013),raoulster (01-09-2013),robin32138 (12-16-2012),TheVixD (01-13-2013),vistamtigamami (11-27-2012)

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