Red face[HELP]Aimbot isnt working right!

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[HELP]Aimbot isnt working right!
Hey,


I have a big problem with my aimbot.

I never done one before, but i thought okay lets try it (I have a good knowledge of c++ and gamehacking. Also made some hacks before in C++, but not an aimbot/esp hack (yet)).

My problem is that the mouse isnt moving to the player i want.


Code:
AimStruct.cpp:
#include "cAimStruct.h"

void __stdcall stAimbot::Input(){
 if ( GetAsyncKeyState(VK_F6) ){
  if(IsEnabled){
  IsEnabled=false;
  }
  else
  IsEnabled=true;
 }

 if ( GetAsyncKeyState(VK_UP) ){
  currentPlayer += 1 ;
 }

 if ( GetAsyncKeyState(VK_DOWN) ){
  currentPlayer -= 1 ;
 }


}

void __stdcall stAimbot::Start(){
 if(IsEnabled == true){
  Move(currentPlayer);
 }
}


void __fastcall stAimbot::Move( DWORD index ){


 /*DWORD Base = 0; //  censored
 DWORD Offsets[] = {0,0,0}; // censored

 DWORD crosshair_height_addr = CalculatePointer(3,Base,Offsets);
 DWORD crosshair_width_addr   = crosshair_height_addr - 0x4

 (type : float)
 
 ;*/

 


 // Error is here.
 // The mouse don't move to the player.
 // Coordinates are right.

 SetCursorPos(Players[index].x,Players[index].y);
}


 




void __fastcall stAimbot::GetPlayerStruct(){
 for(int i=0;i<MAX_PLAYERS;i++){
  DWORD Offsets_one[4] = {0,0,0,0}; // censored
  DWORD Offsets_two[4] = {0,0,0,0}; // censored
  DWORD addr = CalculatePointer(4,0,Offsets_one);
  DWORD naddr = CalculatePointer(4,0,Offsets_two);
  if( i == 0 ){
   DWORD x = addr-4;
   DWORD y = addr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)addr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = addr;
  }

  if( i == 1 )
  {
   DWORD x = naddr-4;
   DWORD y = naddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)naddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = naddr;
  }
  if( i == 2 ){
   DWORD nnaddr = naddr +  0xA20;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 3 ){
   DWORD nnaddr = naddr +  0xF30;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 4 ){
   DWORD nnaddr = naddr +  0x1440;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 5 ){
   DWORD nnaddr = naddr +  0x1950;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 6 ){
   DWORD nnaddr = naddr +  0x1E60;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 7 ){
   DWORD nnaddr = naddr +  0x2370;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 8 ){
   DWORD nnaddr = naddr +  0x2880;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 9 ){
   DWORD nnaddr = naddr +  0x2D90;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 10 ){;
   DWORD nnaddr = naddr +  0x5100;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 11 ){
   DWORD nnaddr = naddr +  0x5610;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 12 ){
   DWORD nnaddr = naddr + 0x5B20;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 13 ){
   DWORD nnaddr = naddr +  0x6030;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 14 ){
   DWORD nnaddr = naddr +  0x6540;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 15 ){
   DWORD nnaddr = naddr +  0x6A50;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  
  if( i == 16 ){
   DWORD nnaddr = naddr +  i*16;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 17 ){
   DWORD nnaddr = naddr +  i*17;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 18 ){
   DWORD nnaddr = naddr +  i*18;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 19 ){
   DWORD nnaddr = naddr +  i*19;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 20 ){
   DWORD nnaddr = naddr +  i*20;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }

  if( i == 21 ){
   DWORD nnaddr = naddr +  i*21;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 22 ){
   DWORD nnaddr = naddr +  i*22;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x;
   Players[i].y_addr = y;
   Players[i].z_addr = nnaddr;
  }
  if( i == 23 ){
   DWORD nnaddr = naddr +  i*23;
   DWORD x = nnaddr-4;
   DWORD y = nnaddr-8;
   Players[i].x = *(float*)x;
   Players[i].y = *(float*)y;
   Players[i].z = *(float*)nnaddr;
   Players[i].x_addr = x..

So thats the code atm.


Would be really nice if someone could help me out here!


Thanks!
// Error is here.
// The mouse don't move to the player.
// Coordinates are right.

SetCursorPos(Players[index].x,Players[index].y);
Have you heard about the "windows message pump" ? Basically how each window gets messages sent to it, so it knows about things like mouse movement, key presses, and other things like "move/resize/close window". Anyway, SetCursorPos() sends a mouse-move message to the game's message-pump.

Maybe the target game is using DirectInput, which doesn't use the windows message pump?

 
edit: just to be sure

Players[].x and Players[].y are SCREEN coordinates right? Not world position.. ?

&

To crudely check if the game is using DirectInput...enumerate (list) the modules being used, and check for DirectInput.dll
Quote Originally Posted by abuckau907 View Post
Have you heard about the "windows message pump" ? Basically how each window gets messages sent to it, so it knows about things like mouse movement, key presses, and other things like "move/resize/close window". Anyway, SetCursorPos() sends a mouse-move message to the game's message-pump.

Maybe the target game is using DirectInput, which doesn't use the windows message pump?

 
edit: just to be sure

Players[].x and Players[].y are SCREEN coordinates right? Not world position.. ?

&

To crudely check if the game is using DirectInput...enumerate (list) the modules being used, and check for DirectInput.dll

Thanks!

I will take a look
if(IsEnabled){
IsEnabled=false;
}
else
IsEnabled=true;

short:
IsEnabled = !IsEnabled;
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