External Silent Aim?

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External Silent Aim?
How would I go about doing this?
I already have a working aimbot.

Does it have anything to do with this?
Code:
DT_CSPlayer -> m_angEyeAngles: ________________ 0x00008C98
Quote Originally Posted by sethxi View Post
How would I go about doing this?
I already have a working aimbot.

Does it have anything to do with this?
Code:
DT_CSPlayer -> m_angEyeAngles: ________________ 0x00008C98
you have to set angles back to the original position with setviewangle, and the silent position should be set thru cmd (you need to hit it at correct time)
Quote Originally Posted by pean153 View Post
you have to set angles back to the original position with setviewangle, and the silent position should be set thru cmd (you need to hit it at correct time)
can you even do that without noticing the switch? i mean, it really needed for it to be fast in order to be unnoticeable
Quote Originally Posted by mik334 View Post
can you even do that without noticing the switch? i mean, it really needed for it to be fast in order to be unnoticeable
client side its not noticable, thats why its called silent aim, its noticable in demo, thats why there is perfect silent aim that is fixed but still works sort of

its not about being fast, its about writing angles to cmd instead of engine
Quote Originally Posted by pean153 View Post
you have to set angles back to the original position with setviewangle, and the silent position should be set thru cmd (you need to hit it at correct time)
how do i set the silent position externally?
mem.write vector (dwUser + 0xC)
you have to get sequence number etc and when the sequences are same write to the user, you get the user with engine + cinput + user offset
then you have to do dwuser += isequence % 150 * 0x64

there are pretty nice tuts on it on uc
well im still studying angles for my own aimbot, but thanks for the tip pean
Bumping because I couldn't find any external tutorials/code.
Quote Originally Posted by Skips View Post
Bumping because I couldn't find any external tutorials/code.
Ready to "c&p" [ at least almost ready, "hard job trying to figure out how it works for you" ]

 
Check if weapon is valid
Code:
bool IsAbleToShoot( CBaseEntity* pLocal )
{
    if( !pLocal )
        return false;
        
    if( !pLocal->GetActiveWeapon( )->IsValid( ) )
        return false;
        
    float m_flNextPrimaryAttack = g_Memory.Read< float >( pLocal->GetActiveWeapon( )->GetBaseWeapon( ) + Offsets::m_flNextPrimaryAttack );
    float flServerTime = ( float )g_Memory.Read< int >( pLocal->GetBaseEntity( ) + Offsets::m_nTickBase ); 
    
    return ( !( m_flNextPrimaryAttack > flServerTime ) );    
}


 
pSilent
Code:
#define MULTIPLAYER_BACKUP    150
 
void SetViewAnglesSilent( Vector& vecViewAngles )
{
    // 521EEF91   0387 544C0000    ADD EAX,DWORD PTR DS:[EDI+4C54] ; EDI: CLientState (EnginePointer)
    int iCurrentSequenceNumber = g_pEngineClient->GetCommandNumber( ); // Don't forgett cmdnr + 1
 
    // Input Pointer is: DWORD dwInput = Client.dll + OFFSET_INPUT;
    DWORD dwUserCMD = g_Memory.Read< DWORD >( g_pBaseEntityList->GetLocalEntity( )->GetInput( ) );
    dwUserCMD += ( iCurrentSequenceNumber % MULTIPLAYER_BACKUP ) * 0x64;
 
    // Store the old ViewAngles
    Vector vecOldViewAngles;
 
    // Store the command number in UserCMD
    int iUserCMDSequenceNumber = 0;
 
    // Disable packet sending
    //
    // 521EEED9   8B3D 14846552    MOV EDI,DWORD PTR DS:[52658414]
    // 521EEEDF   8AF9             MOV BH,CL
    // 521EEEE1   F3:0F1145 F8     MOVSS DWORD PTR SS:[EBP-8],XMM0
    // 521EEEE6   83BF E8000000 02 CMP DWORD PTR DS:[EDI+E8],2
    // 521EEEED   0F8C 78030000    JL engine.521EF26B
    // 521EEEF3   E8 F8F11200      CALL engine.5231E0F0
    // 521EEEF8   84C0             TEST AL,AL
    // 521EEEFA   0F84 6B030000    JE engine.521EF26B
    // 521EEF00   8B0D 08776552    MOV ECX,DWORD PTR DS:[52657708]          ; engine.52716EE8
    // 521EEF06   B3 01            MOV BL,1                                    ; bSendPackets = true
    //
    // WriteProcessMemory at Engine.dll + Offset, Buffer is a BYTE (0 or 1)
    g_pEngineClient->SetPacketSending( false );
 
    while( iUserCMDSequenceNumber != iCurrentSequenceNumber )
    {
        g_pEngineClient->GetViewAngles( vecOldViewAngles ); // ClientState + 0x4CB8
        iUserCMDSequenceNumber = g_Memory.Read< int >( dwUserCMD + 0x4 );
    }
 
    for( int i = 0; i < 20; i++ )
        g_Memory.Write< Vector >( dwUserCMD + 0xC, vecViewAngles ); // Write ViewAngles into the UserCMD
 
    g_pEngineClient->SetViewAngles( vecOldViewAngles ); // ClientState(EnginePointer) + 0x4CB8
 
    Sleep( 6 );
 
    g_pEngineClient->SetPacketSending( true );
}


Taken from another forum, but original credits are: 1337floesen AND reactiioN'

-----------------
Next time try using google and your keyboard they are usefull
Quote Originally Posted by PhY'z View Post
~Snip~
GetCommandNumber()? g_pEngineClient->SetPacketSending(true);? I managed to fix everything else.
Quote Originally Posted by Skips View Post
GetCommandNumber()? g_pEngineClient->SetPacketSending(true);? I managed to fix everything else.
Try deleting it, if no work, dump all offsets / netvars and see if something matchs, as i said, i never made a psilent external, just searched for you.
silent aim still works if you set viewangles through usercmd, but will be seen on the server.

'p'Silent is fixed for the most part.

i wouldn't recommend external for this.
Quote Originally Posted by Skips View Post
GetCommandNumber()? g_pEngineClient->SetPacketSending(true);? I managed to fix everything else.
SendPacket: 0xF28C7 //only for psilent

you might get fucked by vac tho

- - - Updated - - -

sequence is engine pointer + 0x4C7C
Quote Originally Posted by pean153 View Post
SendPacket: 0xF28C7 //only for psilent

you might get fucked by vac tho

- - - Updated - - -

sequence is engine pointer + 0x4C7C
Thanks, I read the part about psilent on the UC thread so I just removed it. Couldn't find Sequence number tho.

- - - Updated - - -

Also, what is 0x4C7C
I never understood what silent aim is, since it's in the same subject can someone explain to me what that is?

What's the difference between a silent aim and aimbot?
Posts 115 of 18 · Page 1 of 2

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