QuestionI found some source codes for CA hacks (Ithink-Aimbot)

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I found some source codes for CA hacks (Ithink-Aimbot)
I just found these in my old Hardrive , never noticed them. I don't know if they still work though . (I can't attach files O.e)
so i just have this aimbot for right now. I don't know if they even work anymore

Code:
//08/10/2013

#define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
#define PITCH 0
#define YAW 1

int AimJogador = -1;
int AimBone = -1;
bool AimRobo = false;

void 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 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 AngleNormalize(float angle)
{
    while( angle < -180 )   angle += 360;
    while( angle > 180 )    angle -= 360;

    return angle;
}

bool FOV(D3DXVECTOR3 Camera, D3DXVECTOR3 Target)
{
	if(Caixa[5][14].Ativo)
		return true;

	float angle = 360.0f;

	if(Caixa[5][12].Ativo)
		angle = 45.0f;
	else if(Caixa[5][13].Ativo)
		angle = 180.0f;
	else if(Caixa[5][14].Ativo)
		angle = 360.0f;

    angle /= 2;

    D3DXVECTOR3 newAngles( 0, 0, 0 );
    D3DXVECTOR3 curAngles( 0, 0, 0 );
    GetAngleToTarget( Target, Camera, newAngles );

    newAngles[YAW]        = AngleNormalize( newAngles[YAW] );
    newAngles[PITCH]    = AngleNormalize( newAngles[PITCH] );

	curAngles[YAW]        = AngleNormalize( D3DXToDegree( pPlayerManager->Yaw ) );
	curAngles[PITCH]    = AngleNormalize( D3DXToDegree( pPlayerManager->Pitch ) );

    if( newAngles[YAW]   >= ( curAngles[YAW]   - angle ) && 
        newAngles[YAW]   <= ( curAngles[YAW]   + angle ) &&    
        newAngles[PITCH] >= ( curAngles[PITCH] - angle ) && 
        newAngles[PITCH] <= ( curAngles[PITCH] + angle ) )
        return true;

    return false;
}

int AimJogadores()
{
	double fNearest = (float)INT_MAX;
	int iAimAt = -1;

	int tipo;

	for(int i = 0; i < 24; i++)
	{
		if(bValidObject(i))
		{
			if(Players[i].bIsDead)
				continue;

			if(Caixa[5][1].Ativo && !Caixa[5][2].Ativo && Players[i].Charector->pTeam == local.iTeam)
				continue;

			if(Caixa[5][2].Ativo && !Caixa[5][1].Ativo && Players[i].Charector->pTeam != local.iTeam)
				continue;

			if(Caixa[5][4].Ativo && Players[i].bSpawnShield)
				continue;

			int Bone;

			do
			{
				Bone = rand() % 14 + 1;
			}
			while(!Caixa[10][Bone].Ativo);

			int NodeID = 0;

			Transform NodeFX1;
			Transform NodeFX2;

			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, 44, &NodeFX1, true);
			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, 45, &NodeFX2, true);

			if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
			{
				switch(Bone)
				{
					case 1: NodeID = 8; break;
					case 2: NodeID = 7; break;
					case 3: NodeID = 25; break;
					case 4: NodeID = 12; break;
					case 5: NodeID = 26; break;
					case 6: NodeID = 13; break;
					case 7: NodeID = 27; break;
					case 8: NodeID = 14; break;
					case 9: NodeID = 6; break;
					case 10: NodeID = 3; break;
					case 11: NodeID = 44; break;
					case 12: NodeID = 40; break;
					case 13: NodeID = 45; break;
					case 14: NodeID = 41; break;

					default: NodeID = 8;
				}
			}
			else
			{
				switch(Bone)
				{
					case 1: NodeID = 8; break;
					case 2: NodeID = 7; break;
					case 3: NodeID = 34; break;
					case 4: NodeID = 21; break;
					case 5: NodeID = 35; break;
					case 6: NodeID = 22; break;
					case 7: NodeID = 36; break;
					case 8: NodeID = 23; break;
					case 9: NodeID = 6; break;
					case 10: NodeID = 3; break;
					case 11: NodeID = 55; break;
					case 12: NodeID = 51; break;
					case 13: NodeID = 56; break;
					case 14: NodeID = 52; break;

					default: NodeID = 8;
				}
			}

			Transform NodeFX;
			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, NodeID, &NodeFX, true);
			if(NodeID == 8)
				NodeFX.Pos.y += 5.8f;

			if(!FOV(local.CameraPos, NodeFX.Pos))
				continue;

			if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
				continue;

			if(Caixa[5][6].Ativo)
			{
				if(tipo == 1)
					fNearest = (float)INT_MAX;
				tipo = 0;

				D3DXVECTOR3 NodeTela(0, 0, 0);

				WorldToScreen(g_pDevice, NodeFX.Pos, &NodeTela);

				D3DXVECTOR3 Pos;

				Pos.x = NodeTela.x - (Resolucao.x / 2);
				Pos.y = NodeTela.y - (Resolucao.y / 2);

				if(Pos.x < 0)
					Pos.x *= -1;

				if(Pos.y < 0)
					Pos.y *= -1;

				/*D3DXVECTOR3 Screen((float)(Resolucao.x / 2), (float)(Resolucao.y / 2), 0.0f);
				D3DXVECTOR3 Pos = ( NodeFX.Pos - Screen );*/

				//double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );

				double Dist = (Pos.x + Pos.y);

				if( Dist < fNearest )
				{
					fNearest = Dist;
					iAimAt = i;
					AimBone = NodeID;
					AimRobo = false;
				}
			}
			else if(Caixa[5][7].Ativo)
			{
				if(tipo == 0)
					fNearest = (float)INT_MAX;
				tipo = 1;

				float Distancia = PegarDistancia(local.CameraPos, NodeFX.Pos) / 48;

				if( Distancia < fNearest )
				{
					fNearest = Distancia;
					iAimAt = i;
					AimBone = NodeID;
					AimRobo = false;
				}
			}
		}
	}

	if(Caixa[5][1].Ativo && local.iGameMode == 5)
	{		
		cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();

		if(ValidPointer(SFXMgr))
		{
			for(int i = 0; i < SFXMgr->SFXList[0x18].Num; i++)
			{
				cCharacterFX* fx = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];

				if(ValidPointer(fx) && ValidPointer(fx->Object))
				{					
					if(!fx->IsPlayer)
					{
						int Bone;

						do
						{
							Bone = rand() % 14 + 1;
						}
						while(!Caixa[10][Bone].Ativo);

						int NodeID = 0;

						Transform NodeFX1;
						Transform NodeFX2;

						pLTModel->GetNodeTransform(fx->Object, 44, &NodeFX1, true);
						pLTModel->GetNodeTransform(fx->Object, 45, &NodeFX2, true);

						if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
						{
							switch(Bone)
							{
								case 1: NodeID = 8; break;
								case 2: NodeID = 7; break;
								case 3: NodeID = 25; break;
								case 4: NodeID = 12; break;
								case 5: NodeID = 26; break;
								case 6: NodeID = 13; break;
								case 7: NodeID = 27; break;
								case 8: NodeID = 14; break;
								case 9: NodeID = 6; break;
								case 10: NodeID = 3; break;
								case 11: NodeID = 44; break;
								case 12: NodeID = 40; break;
								case 13: NodeID = 45; break;
								case 14: NodeID = 41; break;

								default: NodeID = 8;
							}
						}
						else
						{
							switch(Bone)
							{
								case 1: NodeID = 8; break;
								case 2: NodeID = 7; break;
								case 3: NodeID = 34; break;
								case 4: NodeID = 21; break;
								case 5: NodeID = 35; break;
								case 6: NodeID = 22; break;
								case 7: NodeID = 36; break;
								case 8: NodeID = 23; break;
								case 9: NodeID = 6; break;
								case 10: NodeID = 3; break;
								case 11: NodeID = 55; break;
								case 12: NodeID = 51; break;
								case 13: NodeID = 56; break;
								case 14: NodeID = 52; break;

								default: NodeID = 8;
							}
						}

						Transform NodeFX;
						pLTModel->GetNodeTransform(fx->Object, NodeID, &NodeFX, true);
						if(NodeID == 8)
							NodeFX.Pos.y += 5.8f;

						if(!FOV(local.CameraPos, NodeFX.Pos))
							continue;

						if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
							continue;

						if(Caixa[5][6].Ativo)
						{
							if(tipo == 1)
								fNearest = (float)INT_MAX;
							tipo = 0;

							D3DXVECTOR3 NodeTela(0, 0, 0);

							WorldToScreen(g_pDevice, NodeFX.Pos, &NodeTela);

							D3DXVECTOR3 Pos;

							Pos.x = NodeTela.x - (Resolucao.x / 2);
							Pos.y = NodeTela.y - (Resolucao.y / 2);

							if(Pos.x < 0)
								Pos.x *= -1;

							if(Pos.y < 0)
								Pos.y *= -1;

							/*D3DXVECTOR3 Screen((float)(Resolucao.x / 2), (float)(Resolucao.y / 2), 0.0f);
							D3DXVECTOR3 Pos = ( NodeFX.Pos - Screen );*/

							//double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );

							double Dist = (Pos.x + Pos.y);

							if( Dist < fNearest )
							{
								fNearest = Dist;
								iAimAt = i;
								AimBone = NodeID;
								AimRobo = true;
							}
						}
						else if(Caixa[5][7].Ativo)
						{
							if(tipo == 0)
								fNearest = (float)INT_MAX;
							tipo = 1;

							float Distancia = PegarDistancia(local.CameraPos, NodeFX.Pos) / 48;

							if( Distancia < fNearest )
							{
								fNearest = Distancia;
								iAimAt = i;
								AimBone = NodeID;
								AimRobo = true;
							}
						}
					}
				}
			}
		}
	}

	return iAimAt;
}

void Aimbot(LPDIRECT3DDEVICE9 pDevice)
{
	if(Caixa[11][1].Ativo ^ ((Caixa[11][2].Ativo && (GetAsyncKeyState(VK_LBUTTON)<0)) ||
							 (Caixa[11][3].Ativo && (GetAsyncKeyState(VK_RBUTTON)<0)) ||
							 (Caixa[11][4].Ativo && (GetAsyncKeyState(VK_MBUTTON)<0)) ||
							 (Caixa[11][5].Ativo && (GetAsyncKeyState(VK_CAPITAL)<0)) ||
							 (Caixa[11][6].Ativo && (GetAsyncKeyState(VK_SHIFT)<0))   ||
							 (Caixa[11][7].Ativo && (GetAsyncKeyState(VK_CONTROL)<0)) ||
							 (Caixa[11][8].Ativo && (GetAsyncKeyState(VK_MENU)<0))    ||
							 (Caixa[11][9].Ativo && (GetAsyncKeyState(VK_HOME)<0))    ||
							 (Caixa[11][10].Ativo && (GetAsyncKeyState(VK_END)<0))
							))
	{
		if(AimJogador == -1)
		{
			COR_MIRA = Black/*ForestGreen*/;
			AimJogador = AimJogadores();
		}

		if(AimJogador != -1)
		{
			if(!AimRobo)
			{
				if(bValidObject(AimJogador) && !Players[AimJogador].bIsDead)
				{
					Transform NodeFX;
					pLTModel->GetNodeTransform(Players[AimJogador].SFXOBJ->Object, AimBone, &NodeFX, true);
					if(AimBone == 8)
						NodeFX.Pos.y += 5.8f;

					if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
					{
						AimJogador = -1;
						return;
					}

					D3DXVECTOR3 Angles;

					GetAngleToTarget(NodeFX.Pos, local.CameraPos, Angles);

					pPlayerManager->Yaw   = DegToRad(Angles[YAW]);
					pPlayerManager->Pitch = DegToRad(Angles[PITCH]);

					COR_MIRA = Red;

					if(Caixa[5][9].Ativo)
					{
						mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
						mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
					}
				}
				else
					AimJogador = -1;
			}
			else
			{
				cCharacterFX* fx = (cCharacterFX*)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[AimJogador];

				if(ValidPointer(fx) && ValidPointer(fx->Object))
				{
					if(!fx->IsPlayer)
					{
						Transform NodeFX;
						pLTModel->GetNodeTransform(fx->Object, AimBone, &NodeFX, true);
						if(AimBone == 8)
							NodeFX.Pos.y += 5.8f;

						if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
						{
							AimJogador = -1;
							return;
						}

						D3DXVECTOR3 Angles;

						GetAngleToTarget(NodeFX.Pos, local.CameraPos, Angles);

						pPlayerManager->Yaw   = DegToRad(Angles[YAW]);
						pPlayerManager->Pitch = DegToRad(Angles[PITCH]);

						COR_MIRA = Red;

						if(Caixa[5][9].Ativo)
						{
							mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
							mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
						}
					}
					else
						AimJogador = -1;
				}
				else
					AimJogador = -1;
			}
		}
	}
	else
	{
		AimJogador = -1;
		COR_MIRA = Black/*ForestGreen*/;
	}
}
yeah , I don't know if it works though
Quote Originally Posted by XarutoUsoCrack View Post
nice leeched base, cool.
.... PLEASE SHUT UP
You say shit only...

Thread:

Thanks for sharing!
Quote Originally Posted by _PuRe.LucK* View Post


.... PLEASE SHUT UP
You say shit only...

Thread:

Thanks for sharing!
He's helped me before. And this is leeched, I would have said something similar if he didn't beat me to it. No credits were given.
Quote Originally Posted by Skaterforeva1 View Post
He's helped me before. And this is leeched, I would have said something similar if he didn't beat me to it. No credits were given.
But he is spamming all the time at the forum to get posts...
Have you ever heard of the code tags?
Well Excuse Me ******.
I'm new to this site.
Quote Originally Posted by trane25 View Post
Well Excuse Me ******.
I'm new to this site.
dat answer from a question someone asked u...

nvm but there have some essentiel parts u need.. 'THE CLASSES' and i think your code is from 'Code64 5.0' vip base cause the method in the function for the aimbot u putted in the code is used with a special menu.. so... for user who want 2 use it they need 2 ajust it for their menu cause of the method how it made.
Quote Originally Posted by trane25 View Post
Well Excuse Me ******.
I'm new to this site.
Right back at you, you won't gain respect by becoming a name caller. Simply say you did not know, no one will say anything back.
-****** :-0
Lol all this Leach fom fux base
Code64 Base '-'
OMG Scammer!
Leecher Code64 Base!
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