Aimbot um pouco modificado

Posts 1–6 of 6 · Page 1 of 1
Aimbot um pouco modificado
Peguei o aimbot desta base aqui : http://www.mpgh.net/forum/showthread.php?t=538730 , e apenas dei uma modificada..
Eis o que modifiquei :

AimBones
AimKey
AimAtTeam
VisibleCheck
AutoAim
FOV

Code:
#define M_PI				3.14159265358979323846f
#define DegToRad(degree)	((degree) * (M_PI / 180.0f))
#define PITCH				0
#define YAW					1
#define ROLL				2

class cCharacterFX
{
public:
	char unknown1[16];
	__int32* Object; //0x0010
	char unknown2[44];
	__int32 IsPlayer; //0x0040
	char unknown3[52];
	BYTE Index; //0x0078
	char unknown4[1240];
	BYTE bIsDead; //0x0551
	bool bVisPlayer; //0x0552
	char unknown5[9];
	__int32* hHitbox; //0x055C
	char unknown6[92];
	WORD wHealth; //0x05BC
	WORD wArmor; //0x05BE
	char unknown7[4];
	__int32 Index2; //0x05C4
};//Size=0x05C8

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; 
}

D3DXVECTOR3 ObjConv(int *obj)
{
	return *(D3DXVECTOR3 *) (obj + 0x4);
}

int GetClosestPlayer(int AimAtTeam, int VisibleCheck, int AutoAim, int FOV)
{
	float fNearest = (float) INT_MAX;

	int iAimAt = -1;
	float Distance;

	float fDistPitch = 0;
	float fDistYaw = 0;

	GetPlayerByIndex = (lpGetPlayerByIndex) PlayerByIndex;
	GetLocalPlayer = (lpGetLocalPlayer) LocalPlayer;

	unsigned long ulThis = *(unsigned long *) ClientInfoMgr;

	D3DXVECTOR3 Position;

	cPlayerInfo* pPlayer;
	cPlayerInfo* pLocal;

	cPlayerMgr * pPlayerManager = *(cPlayerMgr **) PlayerManager;
	cGameClientShell *pGameClientShell = *(cGameClientShell **)GCS;

	for (int i = 0; i < 16; i++)
	{
		pPlayer = GetPlayerByIndex(ulThis, i, 0);
		pLocal = GetLocalPlayer(ulThis);

		cCharacterFX *PlayerFX = (cCharacterFX *)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[i];
		
		if(pPlayer != 0 && pLocal != 0 && pLocal->Object != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pPlayer->Index != pLocal->Index)
		{

			int A = pLocal->pTeam != pPlayer->pTeam;

			if ( AimAtTeam )
			{
				A = pLocal->pTeam == pPlayer->pTeam;
			}

			if( VisibleCheck == 1 && !PlayerFX->bVisPlayer )
					continue;

			if ( FOV == 0 && !PlayerFX->bVisPlayer )
					continue;

			if( AutoAim == 1 && !PlayerFX->bVisPlayer )
			{
				mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
				mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
			}

			if(A)
			{
				GetAngleToTarget(ObjConv((int*)pPlayer->Object), ObjConv((int*)pLocal->Object), Position);

				fDistPitch = pPlayerManager->Pitch - DegToRad(Position[0]);
				fDistYaw = pPlayerManager->Yaw - DegToRad(Position[1]);

				Distance = sqrt((fDistPitch * fDistPitch) + (fDistYaw * fDistYaw)); 

				if (Distance < fNearest) 
				{
					iAimAt = i;

					fNearest = Distance;
				}
			}
		} 
	}
	
	return iAimAt;
}

void Lock( int &aimbot, int &AimKey, int &AimAtTeam, int &Bones, int &VisibleCheck, int &AutoAim, int &FOV)
{
	if ( aimbot )
	{
		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
	
		if( GetAsyncKeyState( AimKey ) < 0 )
		{
			cPlayerMgr *pPlayerManager = *(cPlayerMgr **)PlayerManager;

			int NextEnemyPlease = GetClosestPlayer(AimAtTeam, VisibleCheck, AutoAim, FOV);
			
			if(NextEnemyPlease != -1)
			{

				cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
				cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, NextEnemyPlease, 0);
			
				D3DXVECTOR3 PosEnemy = pPlayer->Object->Pos, MyCameraPos = pLocal->Object->Pos, AimAngle;
			
				GetAngleToTarget( PosEnemy,  MyCameraPos, AimAngle );

			    pPlayerManager->Yaw   = DegToRad ( AimAngle[YAW] );
				pPlayerManager->Pitch = DegToRad ( AimAngle[PITCH], Bones );

			}	
		}
	}
}


Créditos :

Coder.Fail
Chaos Magician
luizimloko
Gellin
Pasha
mmbob
WE11ington
Nubzgetskills
fatboy88
NeoIII
Psychlo
Gordon
Obrigado por postar vai me ajudar bastante , tks.


Code:
			if ( FOV == 0 && !PlayerFX->bVisPlayer )
					continue;

			if( VisibleCheck == 1 && !PlayerFX->bVisPlayer )
					continue;

			if( AutoAim == 1 && !PlayerFX->bVisPlayer )
			{
				mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
				mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
			}
Quote Originally Posted by luizimloko View Post


Code:
			if ( FOV == 0 && !PlayerFX->bVisPlayer )
					continue;

			if( VisibleCheck == 1 && !PlayerFX->bVisPlayer )
					continue;

			if( AutoAim == 1 && !PlayerFX->bVisPlayer )
			{
				mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
				mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
			}
Gambiarra hue
voltei nessa bagaça e já achei uns código pra copia
nada pra postar, ninguem posta mais nada pronto!?

vo posta qualquer merda aqui BRBRHU3HU3


2025 vai chegar e vcs ainda vão estar tentando fazer um hack funcionar mais de 24 hrs rsrsrs
Posts 1–6 of 6 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Need help?