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still selfcoding an aimbot, so it works but it looks about 90 degrees straight above them when toggled, any help?

code: 

#include <iostream>
#include <windows.h>
#include <Tlhelp32.h>
#include "offsets.h"
#include "main.h"
using namespace hazedumper::signatures;
using namespace hazedumper::netvars;

// gets screen resolution
const int screen_width = GetSystemMetrics(SM_CXSCREEN); const int xhairx = screen_width / 2;
const int screen_height = GetSystemMetrics(SM_CYSCREEN); const int xhairy = screen_height / 2;

// declare general variables
HWND hwnd;
DWORD procid;
HANDLE  hProcess; //tunnel to communicate with csgo 
uintptr_t moduleBase; // store base of paranorma dll here 
HDC hdc; 
int closest; // use to optimize cpu usage when finding target 

uintptr_t GetModuleBaseAddress(const char* modName) {
    HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, procid);
    if (hSnap != INVALID_HANDLE_VALUE) {
        MODULEENTRY32 modEntry;
        modEntry.dwSize = sizeof(modEntry);
        if (Module32First(hSnap, &modEntry)) {
            do {
                if (!strcmp(modEntry.szModule, modName)) {
                    CloseHandle(hSnap);
                    return (uintptr_t)modEntry.modBaseAddr;
                }
            } while (Module32Next(hSnap, &modEntry));
        }
    }
}

template<typename T> T RPM(SIZE_T address) {
    T buffer; 
    ReadProcessMemory(hProcess, (LPCVOID)address, &buffer, sizeof(T), NULL);
    return buffer; 
}

// class for storing enemy xyz coords 
class Vector3 {
public: 
    float x, y, z;
    Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
    Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
};

int  getTeam(uintptr_t player) {
    return RPM<int>(player + m_iTeamNum);
}

uintptr_t GetLocalPlayer() {
    return RPM< uintptr_t>(moduleBase + dwLocalPlayer);
}

uintptr_t GetPlayer(int index ) {
    return RPM< uintptr_t>(moduleBase + dwEntityList + index * 0x10);
}

int GetPlayerHealth(uintptr_t player) {
    return RPM<int>(player + m_iHealth); 
}

Vector3 PlayerLocation(uintptr_t player) {
    return RPM<Vector3>(player + m_vecOrigin); 
}

bool DormantCheck(uintptr_t player) {
    return RPM<int>(player + m_bDormant);
}

Vector3 get_head(uintptr_t player) {
    struct boneMatrix_t {
        byte pad3[12];
        float x;
        byte pad1[12];
        float y;
        byte pad2[12];
        float z;
    };
    uintptr_t boneBase = RPM<uintptr_t>(player + m_dwBoneMatrix);
    boneMatrix_t boneMatrix = RPM<boneMatrix_t>(boneBase + sizeof(boneMatrix) * 8);
    return Vector3(boneMatrix.x, boneMatrix.y, boneMatrix.z);
}

struct view_matrix_t {
    float matrix[16];
} vm; 

struct Vector3 WorldToScreen(const struct Vector3 pos, struct view_matrix_t matrix) {
    struct Vector3 out;
    float _x = matrix.matrix[0] * pos.x + matrix.matrix[1] * pos.y + matrix.matrix[2] * pos.z + matrix.matrix[3];
    float _y = matrix.matrix[4] * pos.x + matrix.matrix[5] * pos.y + matrix.matrix[6] * pos.z + matrix.matrix[7];
    out.z = matrix.matrix[12] * pos.x + matrix.matrix[13] * pos.y + matrix.matrix[14] * pos.z + matrix.matrix[15];

    _x *= 1.f / out.z; 
    _y *= 1.f / out.z; 

    out.x = screen_width * .5f;
    out.y - screen_height * .5f; 

    out.x += 0.5f * _x * screen_width + .5f;
    out.y -= 0.5f * _y * screen_height + .5f;

    return out;
} 

float pythag(int x1, int y1, int x2, int y2) {
    return sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2));
}

int FindClosestEnemy() {
    float Finish; 
    int ClosestEntity = 1;
    Vector3 Calc = { 0, 0, 0 };
    float Closest = FLT_MAX; 
    int localTeam = getTeam(GetLocalPlayer());
    for (int i = 1; i < 32; i++) {
        DWORD Entity = GetPlayer(i); 
        int  EnmTeam = getTeam(Entity); if (EnmTeam == localTeam) continue;
        int EnmHealth = GetPlayerHealth(Entity); if (EnmHealth < 1 || EnmHealth > 100) continue;
        int Dormant = DormantCheck(Entity); if (Dormant) continue; 

        Vector3 headBone = WorldToScreen(get_head(Entity), vm);
        Finish = pythag(headBone.x, headBone.y, xhairx, xhairy);

        if (Finish < Closest) {
            Closest = Finish;
            ClosestEntity = i;
        }
    }
    return ClosestEntity;
}

void FindClosestEnemyThread() {
    while (1) {
        closest = FindClosestEnemy();
    }
}

int main() {
    hwnd = FindWindowA(NULL, "Counter-Strike: Global Offensive");
    GetWindowThreadProcessId(hwnd, &procid);
    moduleBase = GetModuleBaseAddress("client.dll");
        hProcess = OpenProcess(PROCESS_ALL_ACCESS, NULL, procid);

        CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)FindClosestEnemyThread, NULL, NULL, NULL);

        while (!GetAsyncKeyState(VK_END)) {
            vm = RPM<view_matrix_t>(moduleBase + dwViewMatrix);
            Vector3 closestw2shead = WorldToScreen(get_head(GetPlayer(closest)), vm); 
                                                                                               //if statement below is keybind for aimbot
            if(GetAsyncKeyState(VK_MENU) && closestw2shead.z >= 0.001f) 
                SetCursorPos(closestw2shead.x, closestw2shead.y);
        }
}

 

Edited by ONERIS
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19 minutes ago, GramCrackers0 said:

still selfcoding an aimbot, so it works but it looks about 90 degrees straight above them when toggled, any help?

code: 

#include <iostream>
#include <windows.h>
#include <Tlhelp32.h>
#include "offsets.h"
#include "main.h"
using namespace hazedumper::signatures;
using namespace hazedumper::netvars;

// gets screen resolution
const int screen_width = GetSystemMetrics(SM_CXSCREEN); const int xhairx = screen_width / 2;
const int screen_height = GetSystemMetrics(SM_CYSCREEN); const int xhairy = screen_height / 2;

// declare general variables
HWND hwnd;
DWORD procid;
HANDLE  hProcess; //tunnel to communicate with csgo 
uintptr_t moduleBase; // store base of paranorma dll here 
HDC hdc; 
int closest; // use to optimize cpu usage when finding target 

uintptr_t GetModuleBaseAddress(const char* modName) {
    HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, procid);
    if (hSnap != INVALID_HANDLE_VALUE) {
        MODULEENTRY32 modEntry;
        modEntry.dwSize = sizeof(modEntry);
        if (Module32First(hSnap, &modEntry)) {
            do {
                if (!strcmp(modEntry.szModule, modName)) {
                    CloseHandle(hSnap);
                    return (uintptr_t)modEntry.modBaseAddr;
                }
            } while (Module32Next(hSnap, &modEntry));
        }
    }
}

template<typename T> T RPM(SIZE_T address) {
    T buffer; 
    ReadProcessMemory(hProcess, (LPCVOID)address, &buffer, sizeof(T), NULL);
    return buffer; 
}

// class for storing enemy xyz coords 
class Vector3 {
public: 
    float x, y, z;
    Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
    Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
};

int  getTeam(uintptr_t player) {
    return RPM<int>(player + m_iTeamNum);
}

uintptr_t GetLocalPlayer() {
    return RPM< uintptr_t>(moduleBase + dwLocalPlayer);
}

uintptr_t GetPlayer(int index ) {
    return RPM< uintptr_t>(moduleBase + dwEntityList + index * 0x10);
}

int GetPlayerHealth(uintptr_t player) {
    return RPM<int>(player + m_iHealth); 
}

Vector3 PlayerLocation(uintptr_t player) {
    return RPM<Vector3>(player + m_vecOrigin); 
}

bool DormantCheck(uintptr_t player) {
    return RPM<int>(player + m_bDormant);
}

Vector3 get_head(uintptr_t player) {
    struct boneMatrix_t {
        byte pad3[12];
        float x;
        byte pad1[12];
        float y;
        byte pad2[12];
        float z;
    };
    uintptr_t boneBase = RPM<uintptr_t>(player + m_dwBoneMatrix);
    boneMatrix_t boneMatrix = RPM<boneMatrix_t>(boneBase + sizeof(boneMatrix) * 8);
    return Vector3(boneMatrix.x, boneMatrix.y, boneMatrix.z);
}

struct view_matrix_t {
    float matrix[16];
} vm; 

struct Vector3 WorldToScreen(const struct Vector3 pos, struct view_matrix_t matrix) {
    struct Vector3 out;
    float _x = matrix.matrix[0] * pos.x + matrix.matrix[1] * pos.y + matrix.matrix[2] * pos.z + matrix.matrix[3];
    float _y = matrix.matrix[4] * pos.x + matrix.matrix[5] * pos.y + matrix.matrix[6] * pos.z + matrix.matrix[7];
    out.z = matrix.matrix[12] * pos.x + matrix.matrix[13] * pos.y + matrix.matrix[14] * pos.z + matrix.matrix[15];

    _x *= 1.f / out.z; 
    _y *= 1.f / out.z; 

    out.x = screen_width * .5f;
    out.y - screen_height * .5f; 

    out.x += 0.5f * _x * screen_width + .5f;
    out.y -= 0.5f * _y * screen_height + .5f;

    return out;
} 

float pythag(int x1, int y1, int x2, int y2) {
    return sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2));
}

int FindClosestEnemy() {
    float Finish; 
    int ClosestEntity = 1;
    Vector3 Calc = { 0, 0, 0 };
    float Closest = FLT_MAX; 
    int localTeam = getTeam(GetLocalPlayer());
    for (int i = 1; i < 32; i++) {
        DWORD Entity = GetPlayer(i); 
        int  EnmTeam = getTeam(Entity); if (EnmTeam == localTeam) continue;
        int EnmHealth = GetPlayerHealth(Entity); if (EnmHealth < 1 || EnmHealth > 100) continue;
        int Dormant = DormantCheck(Entity); if (Dormant) continue; 

        Vector3 headBone = WorldToScreen(get_head(Entity), vm);
        Finish = pythag(headBone.x, headBone.y, xhairx, xhairy);

        if (Finish < Closest) {
            Closest = Finish;
            ClosestEntity = i;
        }
    }
    return ClosestEntity;
}

void FindClosestEnemyThread() {
    while (1) {
        closest = FindClosestEnemy();
    }
}

int main() {
    hwnd = FindWindowA(NULL, "Counter-Strike: Global Offensive");
    GetWindowThreadProcessId(hwnd, &procid);
    moduleBase = GetModuleBaseAddress("client.dll");
        hProcess = OpenProcess(PROCESS_ALL_ACCESS, NULL, procid);

        CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)FindClosestEnemyThread, NULL, NULL, NULL);

        while (!GetAsyncKeyState(VK_END)) {
            vm = RPM<view_matrix_t>(moduleBase + dwViewMatrix);
            Vector3 closestw2shead = WorldToScreen(get_head(GetPlayer(closest)), vm); 
                                                                                               //if statement below is keybind for aimbot
            if(GetAsyncKeyState(VK_MENU) && closestw2shead.z >= 0.001f) 
                SetCursorPos(closestw2shead.x, closestw2shead.y);
        }
}

 

1. Stop pasting

2. Learn cpp

3. Clamp Angles

4. Dont use SetCursorPos LMAO

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20 minutes ago, ONERIS said:

1. Stop pasting

2. Learn cpp

3. Clamp Angles

4. Dont use SetCursorPos LMAO

i am trying to learn it that is the whole point of me even doing this. i dont even legit cheat lmao

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10 hours ago, btc said:

hurts..

but keep learning & Use SendInput instead of setcursorpos

ok thanks. Its really fucking boring to learn using like learncpp.com or sum shit so im trying to learn this way

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