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  1. #1
    Fєηix's Avatar
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    Fenix V1.0 Simple CANA.

    My First Hack For CANA.

    Fenix V1.0 Menu Gay

    Screen Shots.








    Packed PE Compact.

    Virus Scan.

    Scan Virus Total.

    Scan Jotti.

    Créditos
    @--Fenix--
    @WE11ington
    @gibam761
    @luizimloko
    @ChaosMagician
    @gellin
    @arun823
    @luccss
    @donoob
    @NOOB
    @ch4zz-Coder
    @mattypatty
    @gordon
    @_Debug_
    @Coder.DiasII //Bitch
    @experthack //Bitch
    @Coder.Anonymous //Bitch

    Aproved ?
    @Flengo <3
    @BACKD00R
    @YellowFever
    @Hero <3
    @Confin3d
    Last edited by Fєηix; 11-03-2013 at 09:45 AM.

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  3. #91
    Joooooon's Avatar
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    anyone know how to fix my situation?

  4. #92
    skillkill's Avatar
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    Quote Originally Posted by Joooooon View Post
    anyone know how to fix my situation?
    you didnt explain what your situation was. to vague is what i mean. your using a windows laptop, so what? please explain what you mean.

    oh, and earlier when i said the hack was detected. it still works perfectly. the language i don't understand even though this is a CANA hack. i suffered no crashes. sorry for being misleading. any improvements? yes. the colour changing aspect and also visibility check or atleast make it aim at closest to crosshair instead of distance based.
    Thank me if I helped Listen to the music below as you scroll through for free eargasms...
    If you want me to feature & promote your music in my signature for free and you believe it worthy, PM me a YouTube link

  5. #93
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    Not working :c
    Any help plx
    Injected it
    Nothing happened :3

  6. #94
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    Quote Originally Posted by skillkill View Post
    1. download the hack and extract it in to a folder with 7zip or winrar.
    2. cipher it using the 'simple PE cipher' on this forum.
    3. using extreme injector (which is what i used), go to the options and choose scramble .dll and scramble it - name it something random like cucumber.
    4. in the options, click start in secure mode, this will restart the injector with a weird name.
    5. check all the options on the top right hand corner and tick the third option on the left hand box. make sure it is set to auto inject.
    6. select your scrambled .dll and make sure that is all that is selected.
    7. the process is Engine.exe
    8. check that the .dll has weird name, the injector has a weird name, is set to auto-inject and that your anti-virus software is disabled.
    9. start up combat arms, when you press "game start" a pop-up window should say whatever it is meant to say. (i dont know yet)
    10. in the log in screen or before that, there should be a menu of hacks which i assume can be toggled with the arrow keys and "insert". im guessing anyways.
    11. wait until you are in-game before enabling a hack or activating any hacks(just to be sure).
    hope this helps.
    if you crash then you must've done something wrong or you have any internet browser open. according to one of those sticky threads, CA can detect your Internet and crash you if you have for example-a hack site open, clear your history and close your browser. you should be fine.
    if you have a missing .dll. simply search it up on the internet or PM me and i will somehow send it to you f you want and are lazy.
    i haven't used it yet

    ill give an update tommorrow if i can get this to work.
    This worked. Thanks dude!

  7. #95
    Coder.Anonymous's Avatar
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    Quote Originally Posted by AVGN View Post
    Still working 100% for me. I can play for hours and no d/c.

    One cool thing I noticed is that once you turn speed hack on and turn it back off, when you crouch and move you crawl at the normal walk speed it's pretty awesome.

    One thing though, please add a visibility check for the aimbot!


    Maybe this will help?
    aimbot.cpp
    Code:
    #include "aimbot.h"
    //#include "w2s.h"
    cAimbot*   aimbot    = NULL;
    
    
    CTimer ctGetNextPos[26];
    
    
    int cAimbot::GetNearestPlayer( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov )
    {
        
        int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if(esp->bValidObject( i ) && !esp->Players[i].bIsDead)
            {
            if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( Fov == 0 && !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                if( esp->Players[i].fDistance < fNearest )
                {
                    iAimAt = i;
                    fNearest = esp->Players[i].fDistance;
                }
            }
        }
        return iAimAt;
    }
    
    
    int cAimbot::GetNearestToCrosshair( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck )
    {
        int iAimAt = -1;
        double fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if( esp->bValidObject( i ) && esp->bValidCords( i ) && !esp->Players[i].bIsDead )
            {
                if( !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                    continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0.0f );
                D3DXVECTOR3 Pos = ( esp->Players[i].HeadScreen - Screen );
    
    
                double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                if( Dist < fNearest )
                {
                    fNearest = Dist;
                    iAimAt = i;
                }
            }
        }
        return iAimAt;
    }
    
    
    //new
    int cAimbot::GetNearestPlayer2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov )
    {
            int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if(esp->bValidObject( i ) && !esp->Players[i].bIsDead )
            {
            if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( Fov == 0 && !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                if( esp->Players[i].fDistance < fNearest )
                {
                    iAimAt = i;
                    fNearest = esp->Players[i].fDistance;
                    
                }
            }
        }
        switch( menu->iDistance )
        {
        case 0:
            return iAimAt;
    
    
        case 1:
            if(fNearest < 100){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 2:
            if(fNearest < 50){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 3:
            if(fNearest < 30){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 4:
            if(fNearest < 10){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 5:
            if(fNearest < 5){
                return iAimAt;
                }else{
                return -1;
            }
        
    }
    }
    
    
    
    
    int cAimbot::GetNearestToCrosshair2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck )
    {
        int iAimAt = -1;
        double fNearest = (float)INT_MAX;
        float fNearest2 = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if( esp->bValidObject( i ) && esp->bValidCords( i ) && !esp->Players[i].bIsDead )
            {
                if( !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                    continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0.0f );
                D3DXVECTOR3 Pos = ( esp->Players[i].HeadScreen - Screen );
    
    
                double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                if( Dist < fNearest )
                {
                    fNearest = Dist;
                    iAimAt = i;
                    fNearest2 = esp->Players[i].fDistance;
                }
            }
        }
            switch( menu->iDistance )
        {
        case 0:
            return iAimAt;
    
    
        case 1:
            if(fNearest2 < 100){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 2:
            if(fNearest2 < 50){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 3:
            if(fNearest2 < 30){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 4:
            if(fNearest2 < 10){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 5:
            if(fNearest2 < 5){
                return iAimAt;
                }else{
                return -1;
            }
        }
    }
    //end
    //new
    int cAimbot::GetNearestPlayer3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov )
    {
            int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if(esp->bValidObject( i ) )
            {
            if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                continue;
    
    
                if( VisCheck == 1 && !esp->Players[i].bVisible )
                    continue;
    
    
                if( Fov == 0 && !esp->Players[i].bOnScreen )
                    continue;
    
    
                if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                    continue;
    
    
                if( esp->Players[i].fDistance < fNearest )
                {
                    iAimAt = i;
                    fNearest = esp->Players[i].fDistance;
                    
                }
            }
        }
        switch( menu->iDistance )
        {
        case 0:
            return iAimAt;
    
    
        case 1:
            if(fNearest < 100){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 2:
            if(fNearest < 50){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 3:
            if(fNearest < 30){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 4:
            if(fNearest < 10){
                return iAimAt;
                }else{
                return -1;
            }
    
    
        case 5:
            if(fNearest < 5){
                return iAimAt;
                }else{
                return -1;
            }
        
    }
    }
    
    
    
    
    int cAimbot::GetNearestToCrosshair3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck )
    {
        int iAimAt = -1;
        double fNearest = (float)INT_MAX;
        float fNearest2 = (float)INT_MAX;
    
    
        for( int i = 0; i <= 24; i++ )
        {
            if( esp->bValidObject( i ) && esp->bValidCords( i ) )
            {
                //if( !esp->Players[i].bOnScreen )
                //    continue;
    
    
                if( AimAtTeam == 0 && esp->Players[i].Charector->pTeam == esp->local.iTeam )
                    continue;
    
    
                //if( VisCheck == 1 && !esp->Players[i].bVisible )
                //    continue;
    
    
                //if( SpawnCheck == 1 && esp->Players[i].bSpawnShield )
                //    continue;
    
    
                D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0.0f );
                D3DXVECTOR3 Pos = ( esp->Players[i].HeadScreen - Screen );
    
    
                double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                if( Dist < fNearest )
                {
                    fNearest = Dist;
                    iAimAt = i;
                    fNearest2 = esp->Players[i].fDistance;
                }
            }
        }
        
                return iAimAt;
    
    
    }
    void cAimbot::Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AimAtTeam, int SpawnCheck, int AutoSwitch, int Prediction )
    {
        if( !esp->local.bDead )
        { 
            if( AutoAim || GetAsyncKeyState( menu->iAimKey ) < 0 )
            {
                if( NearestEnemy == -1 && Ready )
                {
                    if( AimType == 1 )
                        NearestEnemy = GetNearestPlayer( VisCheck, AimBone, AimAtTeam, SpawnCheck, menu->MaxFov );
                    else if( AimType == 2 )
                        NearestEnemy = GetNearestToCrosshair( VisCheck, AimBone, AimAtTeam, SpawnCheck );
                }
    
    
                if( NearestEnemy != -1 && Ready )
                {        
                    if( esp->bValidObject( NearestEnemy ) && !esp->Players[NearestEnemy].bIsDead )
                    {
                        D3DXVECTOR3 Angles, FinalAimSpot;
    
    
                        if( Prediction == 1 )
                            FinalAimSpot = GhettoPrediction( NearestEnemy, 55, esp->Players[NearestEnemy].AimTransform.Pos, ctGetNextPos );
                        else
                            FinalAimSpot = esp->Players[NearestEnemy].AimTransform.Pos;
    
    
                        if( VisCheck == 1 && !esp->Players[NearestEnemy].bVisible )
                        {
                            NearestEnemy = -1;
                            Ready = true;
                            return;
                        }
    
    
                        GetAngleToTarget( FinalAimSpot, esp->local.CameraPos, Angles );
                                cPlayerMgr*            pPlayerManager;
                                pPlayerManager      = *(cPlayerMgr**)ADDR_PLAYERMANAGER; 
                        pPlayerManager->Yaw  = DegToRad ( Angles[YAW] );
                        pPlayerManager->Pitch = DegToRad ( Angles[PITCH] );
    
    
                        if( AutoFire )
                        {            
                            mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
                            mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
                        }
    
    
                        if( AimType == 1 )
                        {
                            Ready = true;
                            NearestEnemy = -1;
                        }
                    }
                    else
                    {
                        if( AutoSwitch || AutoAim )
                        {
                            Ready = true;    
                            NearestEnemy = -1;
                        }
                        else
                        {
                            Ready = false;
                            NearestEnemy = -1;
                        }
                    }
                }
            }
            else
            {
                Ready = true;
                NearestEnemy = -1;
            }
        }
    }
    
    
    
    
    void cAimbot::NPC_Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AutoSwitch, int Prediction )
    {
        if( !esp->local.bDead && AutoAim || GetAsyncKeyState( menu->iAimKey ) < 0 )
        {
            if( engine->ValidGamePointers() )
            {
                if( BestNPC == -1 && Ready )
                {
                    if( AimType == 1 )
                        BestNPC = GetNearestNPC( VisCheck, AimBone, menu->MaxFov );
                    else if( AimType == 2 )
                        BestNPC = GetNearestNPCToCrosshair( VisCheck, AimBone );
                }
    
    
                if( BestNPC != -1 && Ready )
                {
                    D3DXVECTOR3 Angles, FinalAimSpot;
    
    
                    cCharacterFX* Character = (cCharacterFX*)engine->GetGameClientShell()->GetSFXMgr()->SFXList[SFX_CHARACTER].List[BestNPC];
    
    
                    if( engine->ValidPointer( Character ) && engine->ValidPointer( Character->Object ) )
                    {
                        Transform HeadTransform;
                        unsigned int AimSpot;
    
    
                        switch( AimBone )
                        {
                            case 1:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 8, &HeadTransform,  true );
                                HeadTransform.Pos.y += 5.8f;
                                break;
    
    
                            case 2:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 6, &HeadTransform,  true );
                                break;
    
    
                            case 3:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 7, &HeadTransform,  true );
                                break;
    
    
                            case 4:
                                AimSpot = engine->GetLTModel()->GetNodeTransform( Character->Object, 4, &HeadTransform,  true );
                                HeadTransform.Pos.y -= 6.0f;
                                break;
                        }
    
    
                        if( VisCheck == 1 && engine->IsVisible( HeadTransform.Pos ) == false )
                        {
                            BestNPC = -1;
                            Ready = true;
                            return;
                        }
    
    
                        GetAngleToTarget( HeadTransform.Pos, esp->local.CameraPos, Angles );
                                cPlayerMgr*            pPlayerManager;
                                pPlayerManager      = *(cPlayerMgr**)ADDR_PLAYERMANAGER; 
                        pPlayerManager->Yaw   = DegToRad ( Angles[YAW] );
                        pPlayerManager->Pitch = DegToRad ( Angles[PITCH] );
    
    
                        if( AutoFire )
                        {            
                            mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
                            mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
                        }
    
    
                        if( AimType == 1 )
                        {
                            BestNPC = -1;
                            Ready = true;
                        }
                    }
                    else 
                    {
                        if( AutoSwitch || AutoAim  )
                        {
                            BestNPC = -1;
                            Ready = true;
                        }
                        else
                        {
                            BestNPC = -1;
                            Ready = false;
                        }
                    }
                }
            }
        }
        else
        {
            BestNPC = -1;
            Ready = true;    
        }
    }
    
    
    int cAimbot::GetNearestNPCToCrosshair( int VisCheck, int AimBone )
    {
        if( !engine ) 
            return -1;
    
    
        int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        cSFXMgr* SFXMgr = engine->GetGameClientShell()->GetSFXMgr();
    
    
        if( engine->ValidPointer( SFXMgr ) ) 
        {
            for(int i = 0; i < SFXMgr->SFXList[SFX_CHARACTER].Num; i++)
            {
                cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[SFX_CHARACTER].List[i];
    
    
                if(engine->ValidPointer( NPC ) && engine->ValidPointer( NPC->Object ) )
                {
                    if( esp->local.Object == NPC->Object )    
                        continue; 
    
    
                    int Type = NPC->IsPlayer;
    
    
                    if( Type != 0 )
                        continue;
    
    
                    Transform HeadTransform;
                    unsigned int AimSpot;
    
    
                    switch( AimBone )
                    {
                        case 1:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 8, &HeadTransform,  true );
                            HeadTransform.Pos.y += 7.0f;
                            break;
                        case 2:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 6, &HeadTransform,  true );
                            break;
                        case 3:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 7, &HeadTransform,  true );
                            break;
                        case 4:
                            AimSpot = engine->GetLTModel()->GetNodeTransform  ( NPC->Object, 4, &HeadTransform,  true );
                            HeadTransform.Pos.y -= 5.0f;
                            break;
                    }
    
    
                    if( VisCheck == 1 && !engine->IsVisible( HeadTransform.Pos ) )
                        continue;
    
    
                    D3DXVECTOR3 Out;
    
    
                    if( !d3d->WorldToScreen(d3d->pDevice  , HeadTransform.Pos, &Out ) )
                        continue;
    
    
                    Out.z = 0;
    
    
                    D3DXVECTOR3 Screen( (float)main->ScreenW2, (float)main->ScreenH2, 0 );
                    D3DXVECTOR3 Pos = ( Out - Screen );
    
    
                    float Dist = sqrt( (Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );
    
    
                    if( Dist < fNearest )
                    {
                        fNearest = Dist;
                        iAimAt = i;
                    }
                }
            }
        }
        return iAimAt;
    }
    
    
    int cAimbot::GetNearestNPC( int VisCheck, int AimBone, int Fov )
    {
        if( !engine )
            return -1;
    
    
        int iAimAt = -1;
        float fNearest = (float)INT_MAX;
    
    
        cSFXMgr* SFXMgr = engine->GetGameClientShell()->GetSFXMgr();
    
    
        if( engine->ValidPointer( SFXMgr ) )
        {
            for( int i = 0; i < SFXMgr->SFXList[SFX_CHARACTER].Num; i++ )
            {
                cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[SFX_CHARACTER].List[i];
    
    
                if( engine->ValidPointer(NPC) && engine->ValidPointer(NPC->Object) )
                {
                    int* MyObj = engine->GetLTBase()->GetClientObject();
    
    
                    if( MyObj && MyObj == NPC->Object )    
                        continue; 
    
    
                    int Type = NPC->IsPlayer;
    
    
                    if( Type != 0 )
                        continue;
    
    
                    Transform HeadTransform;
                    unsigned int AimSpot;
    
    
                    switch( AimBone )
                    {
                        case 1:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 8, &HeadTransform,  true );
                            HeadTransform.Pos.y += 7.0f;
                            break;
                        case 2:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 6, &HeadTransform,  true );
                            break;
                        case 3:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 7, &HeadTransform,  true );
                            break;
                        case 4:
                            AimSpot = engine->GetLTModel()->GetNodeTransform( NPC->Object, 4, &HeadTransform,  true );
                            HeadTransform.Pos.y -= main->fNutOff;
                            break;
                    }
    
    
                    if( VisCheck == 1 && !engine->IsVisible( HeadTransform.Pos ) )
                        continue;
    
    
                    D3DXVECTOR3 Dummy;
    
    
                    if( (int)menu->cBox[4].OnOff == 1 && Fov == 0 && !d3d->WorldToScreen(d3d->pDevice  ,   HeadTransform.Pos, &Dummy ) )
                        continue;
    
    
                    float v[3];
                    VectorSubtract( HeadTransform.Pos, esp->local.CameraPos, v );
                    float fTemp = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] ) / 48;
    
    
                    if( fTemp < fNearest )
                    {
                        iAimAt = i;
                        fNearest = fTemp;
                    }
                }
            }
        }
        return iAimAt;
    }
    
    
    void cAimbot::AngleVectors( const float* angles, float* forward, float* right, float* up )
    {
        float            angle;
        static float    sr, sp, sy, cr, cp, cy, t;
    
    
        angle = angles[YAW];
        sy = sin(angle);
        cy = cos(angle);
    
    
        angle = angles[PITCH];
        sp = sin(angle);
        cp = cos(angle);
    
    
        angle =  angles[ROLL];
        sr = sin(angle);
        cr = cos(angle);
    
    
        if( forward )
        {
            forward[0] = cp*cy;
            forward[1] = cp*sy;
            forward[2] = -sp;
        }
        if( right )
        {
            t = sr*sp;
            right[0] = ( -1*t*cy+-1*cr*-sy );
            right[1] = ( -1*t*sy+-1*cr*cy );
            right[2] = -1*sr*cp;
        }
        if( up )
        {
            t = cr*sp;
            up[0] = ( t*cy+-sr*-sy );
            up[1] = ( t*sy+-sr*cy );
            up[2] = cr*cp;
        }
    }
    
    
    void cAimbot::VectorAngles( const float* forward, float* angles )
    {
        float tmp, yaw, pitch;
    
    
        if( forward[2] == 0 && forward[0] == 0 )
        {
            yaw = 0;
    
    
            if( forward[2] > 0 )
                pitch = 90;
            else
                pitch = 270;
        }
        else 
        {
            yaw = ( atan2( forward[2], -forward[0] ) * 180 / M_PI )-90;
    
    
            if( yaw < 0 )
                yaw += 360;
    
    
            tmp = sqrt( forward[0] * forward[0] + forward[2] * forward[2] );
            pitch = ( atan2( forward[1], tmp) * 180 / M_PI );
    
    
            if( pitch < 0 )
                pitch += 360;
        }
    
    
        angles[0] = -pitch;
        angles[1] = yaw;
        angles[2] = 0;
    }
    
    
    
    
    void cAimbot::GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles)
    {
        D3DXVECTOR3 vDelta;
        vDelta.x = vTargetPos.x - vCameraPos.x;
        vDelta.y = vTargetPos.y - vCameraPos.y;
        vDelta.z = vTargetPos.z - vCameraPos.z;
    
    
        VectorAngles( (float*)&vDelta, (float*)&vAngles );
    
    
        if( vAngles.x > 180.0f )          
            vAngles.x  -= 360.0f; 
        else if( vAngles.x < -180.0f )    
            vAngles.x   += 360.0f; 
    
    
        if( vAngles.y > 180.0f )            
            vAngles.y     -= 360.0f; 
        else if( vAngles.y < -180.0f )      
            vAngles.y    += 360.0f; 
    }
    
    
    float cAimbot::GetAngleDistanceFromYaw( float fYaw, D3DXVECTOR3 vPos, D3DXVECTOR3 vTarget )
    {
        D3DXVECTOR2 vDist( vPos.x - vTarget.x, vPos.z - vTarget.z );
        
        float fHypot    = VectToHypot( vDist ) + 0.000001f;
        float fView        = acos( ( vDist.y + 0.000001f ) / fHypot );
        
        if( vDist.x < 0 && vDist.y < 0 || vDist.x < 0 && vDist.y > 0 )
            fView    = ( M_PI - fView );
        else
            fView    = ( M_PI + fView );
        
        return fabsf( fYaw - fView );
    }
    
    
    D3DXVECTOR3 cAimbot::GhettoPrediction( int i, int iWait, D3DXVECTOR3 Pos, CTimer* TimerList )
    {
        if( !TimerList[i].Running() )
        {
            this->oldPos = Pos;
            TimerList[i].Start( iWait );
        }
    
    
        if( Pos.x > this->oldPos.x )
        {
            this->diffPos.x = Pos.x - this->oldPos.x;
            Pos.x += this->diffPos.x;
        }
        else //if( Pos.x < this->oldPos.x )
        {
            this->diffPos.x = this->oldPos.x - Pos.x;
            Pos.x -= this->diffPos.x;
        }
    
    
        if( Pos.y > this->oldPos.y )
        {
            this->diffPos.y = Pos.y - this->oldPos.y;
            Pos.y += this->diffPos.y;
        }
        else //if( Pos.y < this->oldPos.y )
        {
            this->diffPos.y = this->oldPos.y - Pos.y;
            Pos.y -= this->diffPos.y;
        }
    
    
        if( Pos.z > this->oldPos.z )
        {
            this->diffPos.z = Pos.z - this->oldPos.z;
            Pos.z += this->diffPos.z;
        }
        else //if( Pos.z < this->oldPos.z )
        {
            this->diffPos.z = this->oldPos.z - Pos.z;
            Pos.z -= this->diffPos.z;
        }
        return Pos;
    }

    aimbot.h
    Code:
    #ifndef AIMBOTH
    #define AIMBOTH
    
    
    #pragma once
    
    
    #include "Files.h"
    
    
    #define M_PI 3.14159265358979323846f
    #define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
    #define PITCH 0
    #define YAW 1
    #define ROLL 2
    
    
    class cAimbot
    {
    public:
        cAimbot( void )
        {
            NearestEnemy = -1;
            BestNPC = -1;
            Ready = true;
        }
    
    
        inline float VectToHypot( D3DXVECTOR2 vPos )
        {
            return sqrt( vPos.x * vPos.x + vPos.y * vPos.y );
        }
    
    
        void LockToWeapon( void );
        int GetNearestNPC( int VisCheck, int AimBone, int Fov );
        float GetAngleDistanceFromYaw( float fYaw, D3DXVECTOR3 vPos, D3DXVECTOR3 vTarget );
        D3DXVECTOR3 GhettoPrediction( int i, int iWait, D3DXVECTOR3 Pos, CTimer* TimerList );
    
    
        void GetAngleToTarget( D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles );
        void NPC_Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AutoSwitch, int Prediction );
        void Lock( int AimType, int AimBone, int AutoAim, int AutoFire, int VisCheck, int AimAtTeam, int SpawnCheck, int AutoSwitch, int Prediction );
            int GetNearestToCrosshair( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck );
            int GetNearestToCrosshair2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck );
            int GetNearestToCrosshair3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck );
                int GetNearestPlayer( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov );
                int GetNearestPlayer2( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov );
                int GetNearestPlayer3( int VisCheck, int AimBone, int AimAtTeam, int SpawnCheck, int Fov );
            int GetNearestNPCToCrosshair( int VisCheck, int AimBone );
    
    
    private:
        bool Ready;
        int NearestEnemy, BestNPC;
        D3DXVECTOR3 oldPos, diffPos;
    
    
        int GetNearestWeapon( void );
        void VectorAngles( const float* forward, float* angles );
        
        void AngleVectors( const float* angles, float* forward, float* right, float* up );
    
    
    };
    
    
    extern class cAimbot* aimbot;
    
    
    #endif
    credits: gellin
    He does not use this aimbot .. uses a simpler, I have,
    Beautiful hack Bitch !
    @--Fenix--







    Claro[...]


    WFBR:


    PBBR:


    CABR:



  8. #96
    swiftley's Avatar
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    i dont know what to do if you can help me that would be great i am new to the site for about 2 days i love it and could you have given some instructions on how to inject the file in to the game thx.

  9. #97
    ergmuffin's Avatar
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    Hacks detected I just got banned...

  10. #98
    skillkill's Avatar
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    Quote Originally Posted by YourMan View Post
    This worked. Thanks dude!
    wheres the thanks?

    iv'e been thinking, whether or not for each hack, if people are having trouble, if i should make a video tutorial for each new CANA hack that comes out just so you know what to do. should i do this? or is it just a waste of time. i personally don't mind.
    Last edited by skillkill; 11-09-2013 at 11:15 PM.
    Thank me if I helped Listen to the music below as you scroll through for free eargasms...
    If you want me to feature & promote your music in my signature for free and you believe it worthy, PM me a YouTube link

  11. #99
    Coder.Anonymous's Avatar
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    I need someone to test my cheat for CANA and send me a message with your Skype. Thx







    Claro[...]


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    PBBR:


    CABR:



  12. #100
    ergmuffin's Avatar
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    Quote Originally Posted by Coder.Anonymous View Post
    I need someone to test my cheat for CANA and send me a message with your Skype. Thx
    Yo Pmed you my skype!! Add me!!

  13. #101
    skillkill's Avatar
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    Quote Originally Posted by Coder.Anonymous View Post
    I need someone to test my cheat for CANA and send me a message with your Skype. Thx
    i can only do this on friday's, AU sydney time. would help/10
    Last edited by skillkill; 11-10-2013 at 02:12 AM.
    Thank me if I helped Listen to the music below as you scroll through for free eargasms...
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  14. #102
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    its not hack...

  15. #103
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    the point clicker is on the aimbot i cant open the menu it wont let me any suggestions

  16. #104
    Coder.Anonymous's Avatar
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    I need someone to test my cheat for CANA and send me a message with your Skype. Thx


    @AVGN
    Last edited by Coder.Anonymous; 11-10-2013 at 08:55 AM.







    Claro[...]


    WFBR:


    PBBR:


    CABR:



  17. #105
    Staniel's Avatar
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    Quote Originally Posted by Coder.Anonymous View Post
    I need someone to test my cheat for CANA and send me a message with your Skype. Thx

    @AVGN
    I will help you, I will message you as soon as I can.
    By the way, I could not get the hack to work. I will try the Extreme Injector method listed above.

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