PLAYER_DATA GetMyPlayerData(void) PLAYER_DATA GetPlayerData(BYTE PlayerNumber) void SetCrosshairOnEnemy(BYTE PlayerNumber)
typedef struct _PLAYER_DATA {
DWORD baseadd; // base address of this current player
DWORD coordEW; // East/West (X) co-ord
DWORD coordNS; // North/South (Y) co-ord
DWORD coordUD; // Up/Down (Z) co-ord
DWORD coordEWa; // The address of the players EW co-ord
DWORD coordNSa; // The address of the players NS co-ord
DWORD coordUDa; // The address of the players UD (up/down..wtf was i thinking when naming this) co-ord
DWORD lookX; // The players X-axis look (what will change if you move the mouse side to side)
DWORD lookY; // The players Y-axis look (what will change if you move the mouse forwards and backwards)
DWORD lookXa; // The address of the X look
DWORD lookYa; // The address of the Y look
char name; // Holds the current players name
DWORD namea; // The address of the current players name
} PLAYER_DATA;
#define mBase 0xBD63D8 // mBase = My Base, always holds my players base address
#define hBase 0xB0D228 // hBase = Host Base, always holds th
///
PLAYER_DATA GetMyPlayerData(void)
{
PLAYER_DATA Player; // Create a blank PLAYER_DATA struct
ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0 (thanks L.Spiro, this solved some problems)
Peek((void*)mBase,(void*)&Player.baseadd,4); // Get our players Base Address from the pointer
Player.coordEWa = Player.baseadd + 0x8; // Get all the addies for everything...the 0x8, 0xC and shit are the offsets I found for DFX
Player.coordNSa = Player.baseadd + 0xC;
Player.coordUDa = Player.baseadd + 0x10;
Player.lookXa = Player.baseadd + 0x14;
Player.lookYa = Player.baseadd + 0x18;
Player.namea = Player.baseadd + 0xF4;
Peek((void*)Player.coordEWa,(void*)&Player.coordEW,4); // Now we got all the addies, read in the info from em all
Peek((void*)Player.coordNSa,(void*)&Player.coordNS,4);
Peek((void*)Player.coordUDa,(void*)&Player.coordUD,4);
Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
Peek((void*)Player.namea,(void*)&Player.name,15);
return Player; // Give our PLAYER_DATA Player, as the return value
}
///
PLAYER_DATA GetPlayerData(BYTE PlayerNum) // Takes the number of the player as a param
{
PLAYER_DATA Player;
ZeroMemory(&Player, sizeof(PLAYER_DATA));
Peek((void*)hBase,(void*)&Player.baseadd,4);
Player.baseadd = Player.baseadd + (PlayerNum*0x388); // 0x388 is the gap between players, starting with player 1
Player.coordEWa = Player.baseadd + 0x8;
Player.coordNSa = Player.baseadd + 0xC;
Player.coordUDa = Player.baseadd + 0x10;
Player.lookXa = Player.baseadd + 0x14;
Player.lookYa = Player.baseadd + 0x18;
Player.namea = Player.baseadd + 0xF4;
Peek((void*)Player.coordEWa,(void*)&Player.coordEW,4);
Peek((void*)Player.coordNSa,(void*)&Player.coordNS,4);
Peek((void*)Player.coordUDa,(void*)&Player.coordUD,4);
Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
Peek((void*)Player.namea,(void*)&Player.name,15);
return Player;
}
void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber); // oP = Opposition's Player
PLAYER_DATA cP = GetMyPlayerData(); // cP = Current Player (our player) .. sorry for bad var names :-)
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
}
}
void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();
double EWdif; // These need to be double for our Trig calculations to work later on :)
double NSdif;
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
}
}
void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();
double EWdif;
double NSdif;
double angleA; // The angle in degrees between the enemy, east, and us
double angleP; // The decimal percentage of the angle
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578; // Remember, the 57.29578 is to convert from radians to degrees :-)
angleP = (angleA/360);
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
}
}
void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();
double EWdif;
double NSdif;
double angleA;
double angleP;
double newValue; // To hold our new double value
DWORD newValue2; // To convert our double back into DWORD ready for writing
double halfCircle = 0xFFFFFFFF/2; // Just to make the code a bit more readable :-)
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP); // As described above :-)
newValue2 = newValue; // Put it into DWORD (may get compile warnings about losing data..thats the whole reason we're doing it :-)
Poke((void*)cP.lookXa, &newValue2,4); // Write our new value
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0 + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
}

void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();
double EWdif;
double NSdif;
double UDdif;
double angleA;
double angleP;
double angleB;
double angleBP;
double newValue;
DWORD newValue2;
double newValueb;
DWORD newValueb2;
double halfCircle = 0xFFFFFFFF/2;
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0 + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
// Done the X-look, now this is for the Y-look
double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)); // Get the level distance between us and the enemy, using pythagoras
if(oP.coordUD == cP.coordUD)
{
BYTE zero4[4] = {0x00,0x00,0x00,0x00};
Poke((void*)cP.lookYa,zero4, 4); // If we are equal height, set our Y-look to 0 (level)
} else if(oP.coordUD > cP.coordUD)
{
UDdif = oP.coordUD - cP.coordUD; // Work out our UDdif
angleB = atan(UDdif/flatDist) * 57.29578; // Same old stuff as before
angleBP = (angleB/360);
newValueb = 0 + (0xFFFFFFFF*angleBP);
newValueb2 = newValueb;
Poke((void*)cP.lookYa, &newValueb2,4);
} else if (oP.coordUD < cP.coordUD)
{
UDdif = cP.coordUD - oP.coordUD;
angleB = atan(UDdif/flatDist) * 57.29578;
angleBP = (angleB/360);
newValueb = 0xFFFFFFFF - (0xFFFFFFFF*angleBP);
newValueb2 = newValueb;
Poke((void*)cP.lookYa, &newValueb2,4);
}
}




It's turned more into a coding site tbh
)/*============================================================================
Usage:
CAimbot mybot;
mybot.CalcAim(MyX, MyY, MyZ, EnemyX, EnemyY, EnemyZ, true) for aiming in degrees
mybot.CalcAim(MyX, MyY, MyZ, EnemyX, EnemyY, EnemyZ, false) for aiming in radians
after CalcAim you can write mybot.rX and mybot.rY to your rotation
Credits:
sreaG
============================================================================*/
#ifndef CAimbot_H
#define CAimbot_H
#include <math.h>
#define M_PI 3.14159265359f
#define RadToDeg 57.2957795130f
class CAimbot
{
public:
void CalcAim(float pX, float pY, float pZ, float eX, float eY, float eZ, bool degrees)
{
float dX, dY;
/*Sector 1 = South-East of our position*/
if(pX > eX && pY <= eY)
{
dX = (eX-pX);
dY = (pY-eY);
rX = (M_PI-atan(dY/dX));
}
/*Sector 2 = South-West of our position*/
else if(pX >= eX && pY > eY)
{
dX = (pX-eX);
dY = (pY-eY);
rX = (M_PI+atan(dY/dX));
}
/*Sector 3 = North-West of our position*/
else if(pX < eX && pY >= eY)
{
dX = (pX-eX);
dY = (eY-pY);
rX = (M_PI*2-atan(dY/dX));
}
/*Sector 4 = North-East of our position*/
else if(pX <= eX && pY < eY)
{
dX = (eX-pX);
dY = (eY-pY);
rX = (0.0f+atan(dY/dX));
}
float distance;
distance = sqrt((dX*dX)+(dY*dY));
if(pZ <= eZ)
{
rY = 0.0f+atan((eZ-pZ)/distance);
}
else if(pZ > eZ)
{
rY = 0.0f-atan((pZ-eZ)/distance);
}
if(degrees==true)
{
rX = (rX * RadToDeg);
rY = (rY * RadToDeg);
}
}
float rX, rY;
};
#endif