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оффсеты которые юзает
Код аимбота:
за денюжку даже могу, ток помогите( скорее всего оффсеты неверные, но я других просто не нашёл
bool b_True = true;
bool b_False = false;
DWORD dw_EntityList = 0x4D03AA4;
DWORD dw_LocalPlayer = 0xCF1A4C;
DWORD dw_EnginePointer = 0x58CCFC;
DWORD dw_Atack = 0x31351A8;
DWORD dw_Jump = 0x51A715C;
DWORD vec_ViewAngle = 0xB348;
DWORD GlowObject = 0x5243FD0;
const DWORD i_Scope = 0x3910;
const DWORD m_iPrimaryAmmoType = 0x323C; // 0x323C
const DWORD dw_ActiveWeapon = 0x00002EF8; //
const DWORD dw_WeaponID = 0x2DF8;
const DWORD b_Dormant = 0xED;
const DWORD b_Spotted = 0x0000093D;
const DWORD i_TeamNumber = 0x000000F4;
const DWORD vec_Origin = 0x00000138;
const DWORD dw_BoneMatrix = 0x000026A8;
const DWORD b_LifeState = 0x0000025F;
const DWORD vec_Punch = 0x0000302C;
const DWORD i_ShotsFired = 0xA380;
const DWORD i_HP = 0x000000100;
const DWORD m_fFlags = 0x00000104;
const DWORD i_CrosshairId = 0xB3AC;
const float pfx = 180 / 3.14159265358979323846;
DWORD dw_VMatrix = 0x4CF54D4;
DWORD dw_PlayerBase = 0xCF1A4C;
DWORD dw_Team = 0x000000F4;
DWORD dw_Health = 0x000000100;
DWORD dw_EntityBase = 0x4D03AA4;
DWORD dw_EntityLoopDistance = 0x10;
DWORD DwFlashMaxAlpha = 0xA3F0;
DWORD DwZoom = 0x389C;
bool b_False = false;
DWORD dw_EntityList = 0x4D03AA4;
DWORD dw_LocalPlayer = 0xCF1A4C;
DWORD dw_EnginePointer = 0x58CCFC;
DWORD dw_Atack = 0x31351A8;
DWORD dw_Jump = 0x51A715C;
DWORD vec_ViewAngle = 0xB348;
DWORD GlowObject = 0x5243FD0;
const DWORD i_Scope = 0x3910;
const DWORD m_iPrimaryAmmoType = 0x323C; // 0x323C
const DWORD dw_ActiveWeapon = 0x00002EF8; //
const DWORD dw_WeaponID = 0x2DF8;
const DWORD b_Dormant = 0xED;
const DWORD b_Spotted = 0x0000093D;
const DWORD i_TeamNumber = 0x000000F4;
const DWORD vec_Origin = 0x00000138;
const DWORD dw_BoneMatrix = 0x000026A8;
const DWORD b_LifeState = 0x0000025F;
const DWORD vec_Punch = 0x0000302C;
const DWORD i_ShotsFired = 0xA380;
const DWORD i_HP = 0x000000100;
const DWORD m_fFlags = 0x00000104;
const DWORD i_CrosshairId = 0xB3AC;
const float pfx = 180 / 3.14159265358979323846;
DWORD dw_VMatrix = 0x4CF54D4;
DWORD dw_PlayerBase = 0xCF1A4C;
DWORD dw_Team = 0x000000F4;
DWORD dw_Health = 0x000000100;
DWORD dw_EntityBase = 0x4D03AA4;
DWORD dw_EntityLoopDistance = 0x10;
DWORD DwFlashMaxAlpha = 0xA3F0;
DWORD DwZoom = 0x389C;
Код аимбота:
void aimbofthrfhrfgdgdfgdt() {
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.active == 0) {
AimEnabled = 0;
return;
}
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.aimmode == 0) {
AimEnabled = 0;
return;
}
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.aimmode == 2 && !GetAsyncKeyState(cfg[0].misc.aimkey)) {
AimEnabled = 0;
return;
}
if (gTarget != -1) {
AimDelay(gTarget);
}
int Target = BesthgfghfhTadgfdgddfgrget();
int SuperBone = BoneSbgfgffmarter(Target);
gTarget = Target;
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.inpos == 1) {
if (!(Entity[Target].Flags == 1 || Entity[Target].Flags == 3 || Entity[Target].Flags == 5 || Entity[Target].Flags == 7)) {
AimEnabled = 0;
return;
}
}
int work = Player.ShotggsFifgnfgrsdfedfghfh;
if (work >= cfg[Player.wngreklkgggjregdhghhrd].aimbot.startbullet && work <= cfg[Player.wngreklkgggjregdhghhrd].aimbot.finishedbullet) {
if (Target != -1) {
AimEnabled = 1;
float Angles[3]; Angles[0] = Player.Angles[0]; Angles[1] = Player.Angles[1]; Angles[2] = 0;
CalcAnglenhgffnffds(Entity[Target].abBonePosition, Player.Position, Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.rcs);
SmoothAsdfngggghles(Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.smooth);
AnghgleNoblize(Angles);
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.smartaim == 1) {
float SuperAngles[3];
ReadProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Entity[Target].BoneMatrix + 0x30 * SuperBone + 0x0C), &SuperAngles[0], sizeof(float), NULL);
ReadProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Entity[Target].BoneMatrix + 0x30 * SuperBone + 0x1C), &SuperAngles[1], sizeof(float), NULL);
ReadProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Entity[Target].BoneMatrix + 0x30 * SuperBone + 0x2C), &SuperAngles[2], sizeof(float), NULL);
CalcAnglenhgffnffds(SuperAngles, Player.Position, Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.rcs);
SmoothAsdfngggghles(Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.smooth);
AnghgleNoblize(Angles);
}
if (Angles[1] < 180.0f && Angles[1] > -180.0f && Angles[0] < 90.0f && Angles[0] > -90.0f) {
WriteProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Player.Angldbnfhhsdvsgfinter + vec_ViewAngle), &Angles, sizeof(vector<float>), NULL);
}
}
}
return;
}
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.active == 0) {
AimEnabled = 0;
return;
}
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.aimmode == 0) {
AimEnabled = 0;
return;
}
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.aimmode == 2 && !GetAsyncKeyState(cfg[0].misc.aimkey)) {
AimEnabled = 0;
return;
}
if (gTarget != -1) {
AimDelay(gTarget);
}
int Target = BesthgfghfhTadgfdgddfgrget();
int SuperBone = BoneSbgfgffmarter(Target);
gTarget = Target;
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.inpos == 1) {
if (!(Entity[Target].Flags == 1 || Entity[Target].Flags == 3 || Entity[Target].Flags == 5 || Entity[Target].Flags == 7)) {
AimEnabled = 0;
return;
}
}
int work = Player.ShotggsFifgnfgrsdfedfghfh;
if (work >= cfg[Player.wngreklkgggjregdhghhrd].aimbot.startbullet && work <= cfg[Player.wngreklkgggjregdhghhrd].aimbot.finishedbullet) {
if (Target != -1) {
AimEnabled = 1;
float Angles[3]; Angles[0] = Player.Angles[0]; Angles[1] = Player.Angles[1]; Angles[2] = 0;
CalcAnglenhgffnffds(Entity[Target].abBonePosition, Player.Position, Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.rcs);
SmoothAsdfngggghles(Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.smooth);
AnghgleNoblize(Angles);
if (cfg[Player.wngreklkgggjregdhghhrd].aimbot.smartaim == 1) {
float SuperAngles[3];
ReadProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Entity[Target].BoneMatrix + 0x30 * SuperBone + 0x0C), &SuperAngles[0], sizeof(float), NULL);
ReadProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Entity[Target].BoneMatrix + 0x30 * SuperBone + 0x1C), &SuperAngles[1], sizeof(float), NULL);
ReadProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Entity[Target].BoneMatrix + 0x30 * SuperBone + 0x2C), &SuperAngles[2], sizeof(float), NULL);
CalcAnglenhgffnffds(SuperAngles, Player.Position, Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.rcs);
SmoothAsdfngggghles(Angles, cfg[Player.wngreklkgggjregdhghhrd].aimbot.smooth);
AnghgleNoblize(Angles);
}
if (Angles[1] < 180.0f && Angles[1] > -180.0f && Angles[0] < 90.0f && Angles[0] > -90.0f) {
WriteProcessMemory(hEngine.HandleProcessBuild, (PBYTE*)(Player.Angldbnfhhsdvsgfinter + vec_ViewAngle), &Angles, sizeof(vector<float>), NULL);
}
}
}
return;
}
за денюжку даже могу, ток помогите( скорее всего оффсеты неверные, но я других просто не нашёл
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