UnhappySome know-leg for memory AIMBOT

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Some know-leg for memory AIMBOT
This tut can help you to make aimbot for any FPS game

Here is my Struct for M-Aimbot(memory aimbot)

Code:
typedef struct _PLAYER_DATA { 
long baseadd;
long basehp;
long basename;
long basexy;
float coordEW; 
float coordNS; 
float coordUD;
float coordDS; 
long coordEWa;
int zoombie;
int menumber;
int hp; 
long coordNSa; 
long coordUDa; 
float lookX; 
float lookY;
long lookXa; 
long lookYa; 
long name; 
DWORD namea; 
} PLAYER_DATA;

Code:
cP = GetMyPlayerData();
PLAYER_DATA Player;

ZeroMemory(&Player, sizeof(PLAYER_DATA)); 

ReadProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(hShellBASE+POSXYBASE+(PlayerNum * HP)), &Player.baseadd, 4,NULL);

Player.coordEWa = Player.baseadd + EWPLAYER;
Player.coordNSa = Player.baseadd + NSPLAYER;
Player.coordUDa = Player.baseadd + HIGHPLAYER;
Now we have 4 secs

Code:
if(oP.coordEW > cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;

angleA = atanf(NSdif/EWdif) * 57.29578f;


newValue = (90-angleA)*(3.14159265f/180);

if(GetAsyncKeyState(keybota)){

if(aimbot == true)
{
	if((value == 3 ) || (value == 4 ))
	{
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);
	}
	if((value == 1 ) || (value == 2 ))
	{
	if(aim == true){
	WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);}
	}
}
}
}

/*Sec 2*/
if(oP.coordEW < cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;


angleA = atanf(NSdif/EWdif) * 57.29578f;

newValue = -(90-angleA)*(3.14159265f/180);

if(GetAsyncKeyState(keybota)){
	if((value == 3 ) || (value == 4 ))
	{
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);
	}
	if((value == 1 ) || (value == 2 ))
	{
	if(aim == true){
	WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);}
	}
}
}

/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;

angleA = atanf(NSdif/EWdif) * 57.29578f;

newValue = -(90+angleA)*(3.14159265f/180);


if(GetAsyncKeyState(keybota)){
	if((value == 3 ) || (value == 4 ))
	{
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);
	}
	if((value == 1 ) || (value == 2 ))
	{
	if(aim == true){
	WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);}
	}
}
}

/*Sec 4*/
if(oP.coordEW > cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;

angleA = atanf(NSdif/EWdif) * 57.29578f;

newValue = (90+angleA)*(3.14159265f/180);

if(GetAsyncKeyState(keybota)){
	if((value == 3 ) || (value == 4 ))
	{
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);
	}
	if((value == 1 ) || (value == 2 ))
	{
	if(aim == true){
	WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(BASE+LOOKX), &newValue, 4,NULL);}
	}
}
}
Done X Look. Next step is Y LOOK:

Code:
if(oP.coordUD > cP.coordUD)
{
UDdif = oP.coordUD - cP.coordUD;
angleB = atanf(UDdif/flatDist) * 57.29578f; 

newValueb = -angleB*(3.14159265f/180);
if(GetAsyncKeyState(keybota)){
	if((value == 3 ) || (value == 4 ))
	{
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(cP.lookYa), &newValueb ,4,NULL);
	}
	if((value == 1 ) || (value == 2 ))
	{
	if(aim == true){
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(cP.lookYa), &newValueb ,4,NULL);}
	}
}
} 


if (oP.coordUD < cP.coordUD)
{
UDdif = cP.coordUD - oP.coordUD;
angleB = atanf(UDdif/flatDist) * 57.29578f;

newValueb = angleB*(3.14159265f/180);
if(GetAsyncKeyState(keybota)){
	if((value == 3 ) || (value == 4 ))
	{
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(cP.lookYa), &newValueb ,4,NULL);
	}
	if((value == 1 ) || (value == 2 ))
	{
	if(aim == true){
		WriteProcessMemory(GetCurrentProcess(),(LPVOID*)(DWORD)(cP.lookYa), &newValueb ,4,NULL);}
	}
}
}
You must aim the nearest distance.

Code:
PLAYER_DATA CharNumber1  = GetPlayerData(1);
PLAYER_DATA CharNumber2  = GetPlayerData(2);
PLAYER_DATA CharNumber3  = GetPlayerData(3);
PLAYER_DATA CharNumber4  = GetPlayerData(4);
PLAYER_DATA CharNumber5  = GetPlayerData(5);
PLAYER_DATA CharNumber6  = GetPlayerData(6);
PLAYER_DATA CharNumber7  = GetPlayerData(7);
PLAYER_DATA CharNumber8  = GetPlayerData(8);
PLAYER_DATA CharNumber9  = GetPlayerData(9);
PLAYER_DATA CharNumber10 = GetPlayerData(10);
PLAYER_DATA CharNumber11 = GetPlayerData(11);
PLAYER_DATA CharNumber12 = GetPlayerData(12);
PLAYER_DATA CharNumber13 = GetPlayerData(13);
PLAYER_DATA CharNumber14 = GetPlayerData(14);
PLAYER_DATA CharNumber15 = GetPlayerData(15);
PLAYER_DATA CharNumber16 = GetPlayerData(16);
If you want to D3D aim. Create New function.
Code:
void SetMouseCursor( LPDIRECT3DDEVICE9 pDevice,float x,float y)
{
}
Develop from : http://www.mpgh.net/forum/287-crossf...-fps-game.html
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