DWORD _Base = (DWORD)GetModuleHandle("game.exe");
DWORD tmBase = _Base + 0x7FCE40;
DWORD _angle = _Base + 0x7F1484;
DWORD _CamPos = _Base + 0x7F148C;
DWORD cBone = _Base + 0x1720A0;
DWORD GAbase = _Base + 0x7C969C;
class _Angle
{
public:
    char _0x1[0x2CC];
    float ySub;
    float Yaxis;
    char _0x001[0xB4];
    float Xaxis;
};
class cSkeleton
{
public:
    char _0x0000[0x80];
    D3DXVECTOR3 BoneCords; // 0x80
};
class CgameBase
{
public:
    char _0x0004[0xB57C];
    int Index; // 0xB57C
    int GameType; // 0xB580
    int _0x0045;// 0xB584
    int Rounds; // 0xB588
};
class PlayerLoop
{
public:
    char _0x01[0x1C48F0];
    int lctnView;
    int none1;
    int none2;
    int isAlive;
};
class __PLR
{
public:
    _Angle* AAAngle()
    {
        return *(_Angle**)(_angle);
    }
    D3DXVECTOR3 MyCamPos = *(D3DXVECTOR3*)_CamPos;
    DWORD PlayerIndex(int i)
    {
        DWORD result = *(PDWORD)tmBase;
        if (!result)
            return 0;
        result = *(PDWORD)(result + 0xC);
        if (!result)
            return 0;
        result = *(PDWORD)(result + 0x4);
        if (!result)
            return 0;
        result = *(PDWORD)(result + (i * 4) + 4);
        if (!result)
            return 0;
        result = *(PDWORD)(result + 0x80C);
        if (!result)
            return 0;
        result = *(PDWORD)(result + 0x170);
        if (!result)
            return 0;
        return *(PDWORD)(result + 0x4);
    }
    CgameBase* GetGameBase()
    {
        return *(CgameBase**)GAbase;
    }
    DWORD GetTeamBase()
    {
        DWORD Ptr1 = *(PDWORD)tmBase;
        if (Ptr1 == 0)
            return 0;
        return Ptr1 = *(PDWORD)(Ptr1 + 0x10);
    }
    int GetMyIndex()
    {
        CgameBase* pPlayerBase = GetGameBase();
        if (!pPlayerBase)
            return 0;
        return pPlayerBase->Index;
    }
    bool isTeammate(int i)
    {
        int MyPlayer = *(PDWORD)(GetTeamBase() + 4 * GetMyIndex() + 0x548);
        int Entity = *(PDWORD)(GetTeamBase() + 4 * i + 0x548);
        if (MyPlayer == Entity)
            return true;
        return false;
    }
    DWORD PlayerLoopBase()
    {
        DWORD result = *(PDWORD)tmBase;
        if (!result)
            return 0;
        result = *(PDWORD)(result + 0xC);
        if (!result)
            return 0;
        return *(PDWORD)(result + 0x4);
    }
    PlayerLoop* GetPlrByLoop(int i)
    {
        DWORD BasePtr = PlayerLoopBase();
        if (BasePtr == 0)
            return 0;
        return *(PlayerLoop**)(BasePtr + (i * 4) + 4);
    }
};
extern __PLR plr;
__PLR plr;
D3DXVECTOR3 _GetBone(int i, LPSTR szBoneName)
{
    typedef cSkeleton* (__thiscall* tGetBonePtr)(DWORD, LPSTR);
    tGetBonePtr GetBonePtr = (tGetBonePtr)cBone;
    cSkeleton *pGetBone = GetBonePtr(plr.PlayerIndex(i), szBoneName);
    return pGetBone->BoneCords;
}
void AimToTarget(D3DXVECTOR3 MyPlayer, D3DXVECTOR3 Entity, D3DXVECTOR3 &Aim) // math for who asking for it !
{
    double Target[3] = { (MyPlayer.x - Entity.x), (MyPlayer.y - Entity.y), (MyPlayer.z - Entity.z) }; // for x y z
    double hyp = sqrt(Target[0] * Target[0] + Target[2] * Target[2]);
    Aim.x = (float)(atanf(Target[2] / Target[0]) * -1.0f); // this is for Y_Sub, important !
    Aim.y = (float)(asinf(Target[1] / hyp) * 57.29573671972f);
    Aim.z = 0.0f; // keep it 0
    // Math for map_world.. to fix it here we go..
    if (Target[0] >= 0.0) { Aim.x -= 180.0f / 57.29573671972f; }
}
void Aimbot()
{
    D3DXVECTOR3 MY_CAM = plr.MyCamPos;
    D3DXVECTOR3 i_Aim;
    _Angle* MY_Angle = plr.AAAngle();
    float xAxis = MY_Angle->Xaxis;
    float yAxis = MY_Angle->Yaxis;
    float ySub = MY_Angle->ySub;
    for (int i = 0; i < 16; i++)
    {
        PlayerLoop* Players = plr.GetPlrByLoop(i);
        if (Players)
        {
            if (plr.isTeammate(i)) continue; // ignore teammate
            if (!Players->isAlive) continue; // ignore deadbody.
            if (i == plr.GetMyIndex()) continue; // ignore myplayer.
            D3DXVECTOR3 Entity_Head = _GetBone(i, "Bip01 Neck");
            if (GetAsyncKeyState(VK_RBUTTON) & 0x8000) // Hotkey for aimbot..
            {
                AimToTarget(MY_CAM, Entity_Head, i_Aim);
                MY_Angle->Xaxis = i_Aim.x;
                MY_Angle->Yaxis = i_Aim.y;
                MY_Angle->ySub = i_Aim.y * -1; // important !
            }
        }
    }
}
이런 저런 글들을 읽어봐도 너무 어렵네요 ㅜㅜ
        
        
                    
                    
                    
                    
                    
    
                    
                    
                    
                    
                    
                
                    [최초 등록일: ]
                    [최종 수정일: 10/30/2018]