Исходник SMAC TriggerBot

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Code for CSGOSimple

C++:
//includes
#include "aimbot.hpp"

#include "../../valve_sdk/math/Vector.hpp"

#include "../../helpers/math.hpp"

#include "../../options.hpp"

#include "../../helpers/input.hpp"

#include <WinUser.h>

//triggerbot
void Aimbot::SafeTrigger()
{

    if (!g_LocalPlayer || !g_LocalPlayer->IsAlive() || g_LocalPlayer->m_flNextAttack() > (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase()))
        return;

    const auto activeWeapon = g_LocalPlayer->m_hActiveWeapon().Get();
    if (!activeWeapon || activeWeapon->m_flNextPrimaryAttack() > (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase()))
        return;

    const auto weaponData = activeWeapon->GetCSWeaponData();

    if (!weaponData)
        return;

    if (activeWeapon->m_Item().m_iItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_TASER || activeWeapon->IsKnife()
        || activeWeapon->IsGrenade() || activeWeapon->IsPlantedC4())
        return;

    if (g_Options.aimbot_trigger_onkey && !GetAsyncKeyState(g_Options.aimbot_trigger_hotkey))
        return;

    trace_t trace;
    CTraceFilter filter;
    Ray_t ray;

    filter.pSkip = g_LocalPlayer;

    const auto aimPunch = g_LocalPlayer->m_aimPunchAngle();

    const Vector viewAngles{ std::cos(DEG2RAD(g_pCmd->viewangles.pitch + aimPunch.pitch)) * std::cos(DEG2RAD(g_pCmd->viewangles.yaw + aimPunch.yaw)) * weaponData->flRange,
                         std::cos(DEG2RAD(g_pCmd->viewangles.pitch + aimPunch.pitch)) * std::sin(DEG2RAD(g_pCmd->viewangles.yaw + aimPunch.yaw)) * weaponData->flRange,
                        -std::sin(DEG2RAD(g_pCmd->viewangles.pitch + aimPunch.pitch)) * weaponData->flRange };

    ray.Init(g_LocalPlayer->GetEyePos(), g_LocalPlayer->GetEyePos() + viewAngles);

    g_EngineTrace->TraceRay(ray, 0x46004009, &filter, &trace);

    static float time = 0.0f;

    HWND hwnd = InputSys::Get().GetMainWindow();

    if (reinterpret_cast<C_BasePlayer*>(trace.hit_entity)->IsPlayer() && reinterpret_cast<C_BasePlayer*>(trace.hit_entity)->m_iTeamNum() != g_LocalPlayer->m_iTeamNum())
    {
        if (g_Options.aimbot_trigger_time > 0.f && (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase()) < time
            || (activeWeapon->IsSniper() && !g_LocalPlayer->m_bIsScoped()))
            return;
        else
        {
            SendMessage(hwnd, WM_LBUTTONDOWN, VK_LBUTTON, 0x390000);
            SendMessage(hwnd, WM_LBUTTONUP, VK_LBUTTON, 0x390000);
            time = g_Options.aimbot_trigger_time + (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase());
        }
    }

}
 
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Code for CSGOSimple

C++:
//includes
#include "aimbot.hpp"

#include "../../valve_sdk/math/Vector.hpp"

#include "../../helpers/math.hpp"

#include "../../options.hpp"

#include "../../helpers/input.hpp"

#include <WinUser.h>

//triggerbot
void Aimbot::SafeTrigger()
{

    if (!g_LocalPlayer || !g_LocalPlayer->IsAlive() || g_LocalPlayer->m_flNextAttack() > (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase()))
        return;

    const auto activeWeapon = g_LocalPlayer->m_hActiveWeapon().Get();
    if (!activeWeapon || activeWeapon->m_flNextPrimaryAttack() > (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase()))
        return;

    const auto weaponData = activeWeapon->GetCSWeaponData();

    if (!weaponData)
        return;

    if (activeWeapon->m_Item().m_iItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_TASER || activeWeapon->IsKnife()
        || activeWeapon->IsGrenade() || activeWeapon->IsPlantedC4())
        return;

    if (g_Options.aimbot_trigger_onkey && !GetAsyncKeyState(g_Options.aimbot_trigger_hotkey))
        return;

    trace_t trace;
    CTraceFilter filter;
    Ray_t ray;

    filter.pSkip = g_LocalPlayer;

    const auto aimPunch = g_LocalPlayer->m_aimPunchAngle();

    const Vector viewAngles{ std::cos(DEG2RAD(g_pCmd->viewangles.pitch + aimPunch.pitch)) * std::cos(DEG2RAD(g_pCmd->viewangles.yaw + aimPunch.yaw)) * weaponData->flRange,
                         std::cos(DEG2RAD(g_pCmd->viewangles.pitch + aimPunch.pitch)) * std::sin(DEG2RAD(g_pCmd->viewangles.yaw + aimPunch.yaw)) * weaponData->flRange,
                        -std::sin(DEG2RAD(g_pCmd->viewangles.pitch + aimPunch.pitch)) * weaponData->flRange };

    ray.Init(g_LocalPlayer->GetEyePos(), g_LocalPlayer->GetEyePos() + viewAngles);

    g_EngineTrace->TraceRay(ray, 0x46004009, &filter, &trace);

    static float time = 0.0f;

    HWND hwnd = InputSys::Get().GetMainWindow();

    if (reinterpret_cast<C_BasePlayer*>(trace.hit_entity)->IsPlayer() && reinterpret_cast<C_BasePlayer*>(trace.hit_entity)->m_iTeamNum() != g_LocalPlayer->m_iTeamNum())
    {
        if (g_Options.aimbot_trigger_time > 0.f && (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase()) < time
            || (activeWeapon->IsSniper() && !g_LocalPlayer->m_bIsScoped()))
            return;
        else
        {
            SendMessage(hwnd, WM_LBUTTONDOWN, VK_LBUTTON, 0x390000);
            SendMessage(hwnd, WM_LBUTTONUP, VK_LBUTTON, 0x390000);
            time = g_Options.aimbot_trigger_time + (g_GlobalVars->interval_per_tick * g_LocalPlayer->m_nTickBase());
        }
    }

}
Good work!
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Забаненный
Статус
Оффлайн
Регистрация
26 Июл 2019
Сообщения
412
Реакции[?]
136
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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