Agradeço Desde ja
Ou Dizer o Que Esta Sendo Detectado NeleVOID DoAimbot(INT &var)
{
if( var && GetAsyncKeyState(VK_LBUTTON) < 0)
{
GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
cPlayerMgr *pPlayerManager = *(cPlayerMgr **)PlayerManager;
INT i = iGetBestPlayer();
if(i != -1)
{
cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
D3DXVECTOR3 enemyPos = pPlayer->Object->Pos, localPos = pLocal->Object->Pos, AimAngle;
GetAngleToTarget(enemyPos, localPos, AimAngle);
if(pLocal->pTeam != pPlayer->pTeam)
{
pPlayerManager->Yaw = DegToRad(AimAngle[YAW]);
pPlayerManager->Pitch = DegToRad(AimAngle[PITCH] + 1.0f);
}
}
}
}

Codigo Que Estou Usando E Muito Antigo.-. Olha O Codigo Do Aimbot Completo.INT iGetBestPlayer()
{
FLOAT fNearest = (FLOAT)INT_MAX;
INT iAimAt = -1;
GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
for(INT i = 0; i < 16; i++)
{
D3DXVECTOR3 localPos, targetPos;
cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
if(pLocal != 0 && pPlayer != 0 && pLocal->Object != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pPlayer->Index != pLocal->Index)
{
if(pPlayer->pTeam != pLocal->pTeam)
{
localPos = pLocal->Object->Pos;
targetPos = pPlayer->Object->Pos;
if((GetDistance(localPos, targetPos) < fNearest))
{
iAimAt = i;
fNearest = (GetDistance(localPos, targetPos));
}
}
}
}
return iAimAt;
}
VOID DoAimbot(INT &var)
{
if( var && GetAsyncKeyState(VK_LBUTTON) < 0)
{
GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
cPlayerMgr *pPlayerManager = *(cPlayerMgr **)PlayerManager;
INT i = iGetBestPlayer();
if(i != -1)
{
cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
D3DXVECTOR3 enemyPos = pPlayer->Object->Pos, localPos = pLocal->Object->Pos, AimAngle;
GetAngleToTarget(enemyPos, localPos, AimAngle);
if(pLocal->pTeam != pPlayer->pTeam)
{
pPlayerManager->Yaw = DegToRad(AimAngle[YAW]);
pPlayerManager->Pitch = DegToRad(AimAngle[PITCH] + 1.0f);
}
}
}
}