C++ Fixed stackhack zeus bot

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Only distance is changed but it hits lol

C++:
int CAimbot::zeus_hitbox(SDK::CBaseEntity* entity)
{
    auto local_player = INTERFACES::ClientEntityList->GetClientEntity(INTERFACES::Engine->GetLocalPlayer());

    if (!local_player)
        return -1;

    Vector local_position = local_player->GetVecOrigin() + local_player->GetViewOffset();

    float closest = 115.f;

    bestHitbox = -1;

    Vector point = get_hitbox_pos(entity, SDK::HitboxList::HITBOX_PELVIS);

    if (point != Vector(0, 0, 0))
    {
        float distance = fabs((point - local_position).Length());

        if (distance <= closest)
        {
            bestHitbox = SDK::HitboxList::HITBOX_PELVIS;
            closest = distance;
        }
    }

    return bestHitbox;
}
C++:
void CAimbot::autozeus(SDK::CUserCmd *cmd) {
    for (int i = 1; i < 65; i++)
    {
        auto entity = INTERFACES::ClientEntityList->GetClientEntity(i);
        auto local_player = INTERFACES::ClientEntityList->GetClientEntity(INTERFACES::Engine->GetLocalPlayer());

        if (!entity)
            continue;

        if (!local_player)
            continue;

        bool is_local_player = entity == local_player;
        bool is_teammate = local_player->GetTeam() == entity->GetTeam() && !is_local_player;

        if (is_local_player)
            continue;

        if (!entity->IsAlive())
            continue;

        if (is_teammate)
            continue;

        if (!local_player->IsAlive())
            continue;

        auto weapon = reinterpret_cast<SDK::CBaseWeapon*>(INTERFACES::ClientEntityList->GetClientEntity(local_player->GetActiveWeaponIndex()));

        if (!weapon)
            continue;

        if (weapon->GetItemDefenitionIndex() == SDK::WEAPON_TASER)
        {
            if (can_shoot(cmd))
            {
                int bone = zeus_hitbox(entity);

                if (bone != 1)
                {
                    Vector hitboxp = get_hitbox_pos(entity, bone);
                    Vector local_position = local_player->GetVecOrigin() + local_player->GetViewOffset();

                    if (hitboxp != Vector(0, 0, 0))
                    {
                        SDK::trace_t trace;

                        AutoWall->UTIL_TraceLine(local_position, hitboxp, MASK_SOLID, local_player, &trace);

                        SDK::player_info_t info;

                        if (!(INTERFACES::Engine->GetPlayerInfo(trace.m_pEnt->GetIndex(), &info)))
                            continue;

                        if (hitboxp != Vector(0, 0, 0))
                        {
                            cmd->viewangles = MATH::NormalizeAngle(UTILS::CalcAngle(local_position, hitboxp));
                            GLOBAL::should_send_packet = true;
                            cmd->buttons |= IN_ATTACK;
                        }
                    }
                }
            }
            continue;
        }

    }
}
 
base for real
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Only distance is changed but it hits lol

C++:
int CAimbot::zeus_hitbox(SDK::CBaseEntity* entity)
{
    auto local_player = INTERFACES::ClientEntityList->GetClientEntity(INTERFACES::Engine->GetLocalPlayer());

    if (!local_player)
        return -1;

    Vector local_position = local_player->GetVecOrigin() + local_player->GetViewOffset();

    float closest = 115.f;

    bestHitbox = -1;

    Vector point = get_hitbox_pos(entity, SDK::HitboxList::HITBOX_PELVIS);

    if (point != Vector(0, 0, 0))
    {
        float distance = fabs((point - local_position).Length());

        if (distance <= closest)
        {
            bestHitbox = SDK::HitboxList::HITBOX_PELVIS;
            closest = distance;
        }
    }

    return bestHitbox;
}
C++:
void CAimbot::autozeus(SDK::CUserCmd *cmd) {
    for (int i = 1; i < 65; i++)
    {
        auto entity = INTERFACES::ClientEntityList->GetClientEntity(i);
        auto local_player = INTERFACES::ClientEntityList->GetClientEntity(INTERFACES::Engine->GetLocalPlayer());

        if (!entity)
            continue;

        if (!local_player)
            continue;

        bool is_local_player = entity == local_player;
        bool is_teammate = local_player->GetTeam() == entity->GetTeam() && !is_local_player;

        if (is_local_player)
            continue;

        if (!entity->IsAlive())
            continue;

        if (is_teammate)
            continue;

        if (!local_player->IsAlive())
            continue;

        auto weapon = reinterpret_cast<SDK::CBaseWeapon*>(INTERFACES::ClientEntityList->GetClientEntity(local_player->GetActiveWeaponIndex()));

        if (!weapon)
            continue;

        if (weapon->GetItemDefenitionIndex() == SDK::WEAPON_TASER)
        {
            if (can_shoot(cmd))
            {
                int bone = zeus_hitbox(entity);

                if (bone != 1)
                {
                    Vector hitboxp = get_hitbox_pos(entity, bone);
                    Vector local_position = local_player->GetVecOrigin() + local_player->GetViewOffset();

                    if (hitboxp != Vector(0, 0, 0))
                    {
                        SDK::trace_t trace;

                        AutoWall->UTIL_TraceLine(local_position, hitboxp, MASK_SOLID, local_player, &trace);

                        SDK::player_info_t info;

                        if (!(INTERFACES::Engine->GetPlayerInfo(trace.m_pEnt->GetIndex(), &info)))
                            continue;

                        if (hitboxp != Vector(0, 0, 0))
                        {
                            cmd->viewangles = MATH::NormalizeAngle(UTILS::CalcAngle(local_position, hitboxp));
                            GLOBAL::should_send_packet = true;
                            cmd->buttons |= IN_ATTACK;
                        }
                    }
                }
            }
            continue;
        }

    }
}
khmmmm, just change distance = fix? ...
 
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I have the same thing but aa makes it spam sometimes (you need to use distance and make the play look them a little before tasing, or knifeing ( if you have auto knife))
 
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