Вопрос Аимбот

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Всем хай, написал по разным гайдам аимбот на драйвер, но он работает крайне медленно, помогите
Код:
if (GetAsyncKeyState(VK_LMENU) && aim)
{





    auto entityList = driver::read_memory<uintptr_t>(driver, client + cs2_dumper::offsets::client_dll::dwEntityList);

    auto localPlayerPtr = driver::read_memory<uintptr_t>(driver, client + cs2_dumper::offsets::client_dll::dwLocalPlayerPawn);
    vec3 localEyePos = driver::read_memory<vec3>(driver, localPlayerPtr + cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin) +
    driver::read_memory<vec3>(driver, localPlayerPtr + cs2_dumper::schemas::client_dll::C_BaseModelEntity::m_vecViewOffset);
    
    vec3 enemyposs;

    vec3 zalupa = { 0.0f, 0.0f, 0.0f };

    for (int i = 0; i < 64; ++i)
    {
        uintptr_t list_entry1 = driver::read_memory<uintptr_t>(driver, entityList + (8 * (i & 0x7FFF) >> 9) + 16);
        uintptr_t playerController = driver::read_memory<uintptr_t>(driver, list_entry1 + 120 * (i & 0x1FF));
        uint32_t playerPawn = driver::read_memory<uint32_t>(driver, playerController + cs2_dumper::schemas::client_dll::CBasePlayerController::m_hPawn);
        uintptr_t list_entry2 = driver::read_memory<uintptr_t>(driver, entityList + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
        uintptr_t pCSPlayerPawnPtr = driver::read_memory<uintptr_t>(driver, list_entry2 + 120 * (playerPawn & 0x1FF));
        vec3 entityEyePosition = driver::read_memory<vec3>(driver, playerPawn + cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin) +
            driver::read_memory<vec3>(driver, playerPawn + cs2_dumper::schemas::client_dll::C_BaseModelEntity::m_vecViewOffset);
        int health = driver::read_memory<int>(driver, pCSPlayerPawnPtr + cs2_dumper::schemas::client_dll::C_BaseEntity::m_iHealth);
        if (health <= 0 || health > 100)
            continue;
        int team = driver::read_memory<int>(driver, pCSPlayerPawnPtr + cs2_dumper::schemas::client_dll::C_BaseEntity::m_iTeamNum);
        if (team == driver::read_memory<int>(driver, localPlayerPtr + cs2_dumper::schemas::client_dll::C_BaseEntity::m_iTeamNum))
            continue;
        vec3 playerPosition = driver::read_memory<vec3>(driver, pCSPlayerPawnPtr + cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin);               
        zalupa = playerPosition;
    }
    
    auto view_matrix = driver::read_memory<view_matrix_t>(driver, client + cs2_dumper::offsets::client_dll::dwViewMatrix);
    vec3 headPos = { zalupa.x += 0.0, zalupa.y += 0.0, zalupa.z += 65.0f };

    vec3 f, h;
    std::vector<vec3> playerPositions;
    vec3 realtive = (zalupa - localEyePos).RelativeAngle();
    auto closest_player = findClosest(playerPositions);   
    vec3 center_of_screen{ (float)GetSystemMetrics(0) / 2, (float)GetSystemMetrics(1) / 2, 0.0f };       
    auto new_x = closest_player.x - center_of_screen.x;
    auto new_y = closest_player.y - center_of_screen.y;
    auto aborigen = vec3(new_x, new_y);
    if (!zalupa.x == 0)
    {
        driver::write_memory<vec3>(driver, client + cs2_dumper::offsets::client_dll::dwViewAngles, realtive);
        
    }

}

 
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Попробуй для начала хоть понять какая часть кода тормозит
C++:
#include <chrono>

auto begin = std::chrono::steady_clock::now();
//code
auto end = std::chrono::steady_clock::now();
auto elapsed_ms = std::chrono::duration_cast<std::chrono::milliseconds>(end - begin);
std::cout << "The time: " << elapsed_ms.count() << " ms\n";
По хорошему 0мсек
 
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Всем хай, написал по разным гайдам аимбот на драйвер, но он работает крайне медленно, помогите
Код:
if (GetAsyncKeyState(VK_LMENU) && aim)
{





    auto entityList = driver::read_memory<uintptr_t>(driver, client + cs2_dumper::offsets::client_dll::dwEntityList);

    auto localPlayerPtr = driver::read_memory<uintptr_t>(driver, client + cs2_dumper::offsets::client_dll::dwLocalPlayerPawn);
    vec3 localEyePos = driver::read_memory<vec3>(driver, localPlayerPtr + cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin) +
    driver::read_memory<vec3>(driver, localPlayerPtr + cs2_dumper::schemas::client_dll::C_BaseModelEntity::m_vecViewOffset);
   
    vec3 enemyposs;

    vec3 zalupa = { 0.0f, 0.0f, 0.0f };

    for (int i = 0; i < 64; ++i)
    {
        uintptr_t list_entry1 = driver::read_memory<uintptr_t>(driver, entityList + (8 * (i & 0x7FFF) >> 9) + 16);
        uintptr_t playerController = driver::read_memory<uintptr_t>(driver, list_entry1 + 120 * (i & 0x1FF));
        uint32_t playerPawn = driver::read_memory<uint32_t>(driver, playerController + cs2_dumper::schemas::client_dll::CBasePlayerController::m_hPawn);
        uintptr_t list_entry2 = driver::read_memory<uintptr_t>(driver, entityList + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
        uintptr_t pCSPlayerPawnPtr = driver::read_memory<uintptr_t>(driver, list_entry2 + 120 * (playerPawn & 0x1FF));
        vec3 entityEyePosition = driver::read_memory<vec3>(driver, playerPawn + cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin) +
            driver::read_memory<vec3>(driver, playerPawn + cs2_dumper::schemas::client_dll::C_BaseModelEntity::m_vecViewOffset);
        int health = driver::read_memory<int>(driver, pCSPlayerPawnPtr + cs2_dumper::schemas::client_dll::C_BaseEntity::m_iHealth);
        if (health <= 0 || health > 100)
            continue;
        int team = driver::read_memory<int>(driver, pCSPlayerPawnPtr + cs2_dumper::schemas::client_dll::C_BaseEntity::m_iTeamNum);
        if (team == driver::read_memory<int>(driver, localPlayerPtr + cs2_dumper::schemas::client_dll::C_BaseEntity::m_iTeamNum))
            continue;
        vec3 playerPosition = driver::read_memory<vec3>(driver, pCSPlayerPawnPtr + cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin);              
        zalupa = playerPosition;
    }
   
    auto view_matrix = driver::read_memory<view_matrix_t>(driver, client + cs2_dumper::offsets::client_dll::dwViewMatrix);
    vec3 headPos = { zalupa.x += 0.0, zalupa.y += 0.0, zalupa.z += 65.0f };

    vec3 f, h;
    std::vector<vec3> playerPositions;
    vec3 realtive = (zalupa - localEyePos).RelativeAngle();
    auto closest_player = findClosest(playerPositions);  
    vec3 center_of_screen{ (float)GetSystemMetrics(0) / 2, (float)GetSystemMetrics(1) / 2, 0.0f };      
    auto new_x = closest_player.x - center_of_screen.x;
    auto new_y = closest_player.y - center_of_screen.y;
    auto aborigen = vec3(new_x, new_y);
    if (!zalupa.x == 0)
    {
        driver::write_memory<vec3>(driver, client + cs2_dumper::offsets::client_dll::dwViewAngles, realtive);
       
    }

}

слайд шоу powerpoint !!!
 
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