Example #1
0
        public static void Run()
        {
            var CurrentViewAngles = Vector3.Zero;
            var NewViewAngles     = Vector3.Zero;
            var OldAimPunch       = Vector3.Zero;
            var vPunch            = Vector3.Zero;

            while (true)
            {
                Thread.Sleep(5);
                if (!Checks.IsIngame() ||
                    !Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState((int)Keys.LButton) & 0x8000) ||
                    (Settings.Aimbot.RecoilControl && Settings.Aimbot.RecoilControl) ||
                    !Settings.StandaloneRCS.Enabled)
                {
                    continue;
                }

                vPunch = Structs.LocalPlayer.BaseStruct.AimPunch;

                if (Structs.LocalPlayer.BaseStruct.ShotsFired > 1)
                {
                    CurrentViewAngles = Structs.ClientState.BaseStruct.ViewAngles;

                    NewViewAngles.X = CurrentViewAngles.X + OldAimPunch.X - vPunch.X * 2.0f;
                    NewViewAngles.Y = CurrentViewAngles.Y + OldAimPunch.Y - vPunch.Y * 2.0f;
                    NewViewAngles.Z = 0;

                    NewViewAngles = Math.NormalizeAngle(NewViewAngles);
                    NewViewAngles = Math.ClampAngle(NewViewAngles);

                    OldAimPunch.X = vPunch.X * 2.0f;
                    OldAimPunch.Y = vPunch.Y * 2.0f;
                    OldAimPunch.Z = 0;

                    MemoryManager.WriteMemory <Vector3>(Structs.ClientState.Base + Offsets.dwClientState_ViewAngles, NewViewAngles);
                }
                else
                {
                    OldAimPunch.X = OldAimPunch.Y = OldAimPunch.Z = 0;
                }
            }
        }
Example #2
0
        // TODO LIST:
        // -Visibility Check (Not that important)
        // -Weapon Check

        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(Settings.Aimbot.Smooth == 0f ? 1 : 45);

                if (!Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(System.Windows.Forms.Keys.LButton) & 0x8000) ||
                    Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(Settings.Trigger.Key) & 0x8000) ||
                    !Checks.IsIngame ||
                    !Structs.LocalPlayer.Health.IsAlive())
                {
                    continue;
                }

                int maxPlayers = Structs.ClientState.MaxPlayers;

                byte[] entities = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);

                Dictionary <float, Vector3> possibleTargets = new Dictionary <float, Vector3> {
                };

                for (int i = 0; i < maxPlayers; i++)
                {
                    int cEntity = Math.GetInt(entities, i * 0x10);

                    Structs.Enemy_t entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (!entityStruct.Team.HasTeam() ||
                        entityStruct.Team.IsMyTeam() ||
                        !entityStruct.Health.IsAlive() ||
                        entityStruct.Dormant)
                    {
                        continue;
                    }

                    Vector3 bonePosition = Extensions.Other.GetBonePos(cEntity, Settings.Aimbot.Bone);

                    if (bonePosition == Vector3.Zero)
                    {
                        continue;
                    }

                    Vector3 destination = Settings.Aimbot.RecoilControl
                        ? Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, Settings.Aimbot.YawRecoilReductionFactory, Settings.Aimbot.PitchRecoilReductionFactory)
                        : Math.CalcAngle(Structs.LocalPlayer.Position, bonePosition, Structs.LocalPlayer.AimPunch, Structs.LocalPlayer.VecView, 0f, 0f);

                    if (destination == Vector3.Zero)
                    {
                        continue;
                    }

                    float distance = Math.GetDistance3D(destination, Structs.ClientState.ViewAngles);

                    if (!(distance <= Settings.Aimbot.Fov))
                    {
                        continue;
                    }

                    possibleTargets.Add(distance, destination);
                }

                if (!possibleTargets.Any())
                {
                    continue;
                }

                Vector3 aimAngle = possibleTargets.OrderByDescending(x => x.Key).LastOrDefault().Value;

                if (Settings.Aimbot.Curve)
                {
                    Vector3 qDelta = aimAngle - Structs.ClientState.ViewAngles;
                    qDelta += new Vector3(qDelta.Y / Settings.Aimbot.CurveY, qDelta.X / Settings.Aimbot.CurveX, qDelta.Z);

                    aimAngle = Structs.ClientState.ViewAngles + qDelta;
                }

                aimAngle = Math.NormalizeAngle(aimAngle);
                aimAngle = Math.ClampAngle(aimAngle);

                MemoryManager.WriteMemory <Vector3>(Structs.ClientState.Base + Offsets.dwClientState_ViewAngles, Settings.Aimbot.Smooth == 0f
                    ? aimAngle
                    : Math.SmoothAim(Structs.ClientState.ViewAngles, aimAngle, Settings.Aimbot.Smooth));
            }
        }
Example #3
0
        // TODO LIST:
        // -Visibility Check (Not that important)

        public static void Run()
        {
            while (true)
            {
                Thread.Sleep(Settings.Aimbot.Smooth == 0f ? 1 : 45);

                if (!Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(Keys.LButton) & 0x8000) ||
                    Convert.ToBoolean((long)Globals.Imports.GetAsyncKeyState(Settings.Trigger.Key) & 0x8000) ||
                    !Checks.IsIngame() ||
                    !Structs.LocalPlayer.BaseStruct.Health.IsAlive() ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_INCGRENADE ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_FLASHBANG ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_SMOKEGRENADE ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_HEGRENADE ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_BAYONET ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_BUTTERFLY ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_FALCHION ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_FLIP ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_GUT ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_KARAMBIT ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_M9_BAYONET ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_SURVIVAL_BOWIE ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_T ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_TACTICAL ||
                    Structs.LocalPlayer.Extensions.WeaponId == (int)Enums.WeaponIDs.WEAPON_KNIFE_PUSH)
                {
                    continue;
                }

                var maxPlayers = Structs.ClientState.BaseStruct.MaxPlayers;
                var entities   = MemoryManager.ReadMemory((int)Structs.Base.Client + Offsets.dwEntityList, maxPlayers * 0x10);

                var possibleTargets = new Dictionary <float, Vector3>();

                for (var i = 0; i < maxPlayers; i++)
                {
                    var cEntity = Math.GetInt(entities, i * 0x10);

                    var entityStruct = MemoryManager.ReadMemory <Structs.Enemy_t>(cEntity);

                    if (!entityStruct.Team.HasTeam() ||
                        entityStruct.Team.IsMyTeam() ||
                        !entityStruct.Health.IsAlive() ||
                        entityStruct.Dormant)
                    {
                        continue;
                    }

                    var bonePosition = Extensions.Other.GetBonePos(cEntity, Settings.Aimbot.Bone);

                    if (bonePosition == Vector3.Zero)
                    {
                        continue;
                    }

                    var destination = Settings.Aimbot.RecoilControl
                                                ? Math.CalcAngle(Structs.LocalPlayer.BaseStruct.Position, bonePosition, Structs.LocalPlayer.BaseStruct.AimPunch, Structs.LocalPlayer.BaseStruct.VecView, Settings.Aimbot.YawRecoilReductionFactory,
                                                                 Settings.Aimbot.PitchRecoilReductionFactory)
                                                : Math.CalcAngle(Structs.LocalPlayer.BaseStruct.Position, bonePosition, Structs.LocalPlayer.BaseStruct.AimPunch, Structs.LocalPlayer.BaseStruct.VecView, 0f, 0f);

                    if (destination == Vector3.Zero)
                    {
                        continue;
                    }

                    var distance = Math.GetDistance3D(destination, Structs.ClientState.BaseStruct.ViewAngles);

                    if (!(distance <= Settings.Aimbot.Fov))
                    {
                        continue;
                    }

                    possibleTargets.Add(distance, destination);
                }

                if (!possibleTargets.Any())
                {
                    continue;
                }

                var aimAngle = possibleTargets.OrderByDescending(x => x.Key).LastOrDefault().Value;

                if (Settings.Aimbot.Curve)
                {
                    var qDelta = aimAngle - Structs.ClientState.BaseStruct.ViewAngles;
                    qDelta += new Vector3(qDelta.Y / Settings.Aimbot.CurveY, qDelta.X / Settings.Aimbot.CurveX, qDelta.Z);

                    aimAngle = Structs.ClientState.BaseStruct.ViewAngles + qDelta;
                }

                aimAngle = Math.NormalizeAngle(aimAngle);
                aimAngle = Math.ClampAngle(aimAngle);

                MemoryManager.WriteMemory <Vector3>(Structs.ClientState.Base + Offsets.dwClientState_ViewAngles, Settings.Aimbot.Smooth == 0f
                                        ? aimAngle
                                        : Math.SmoothAim(Structs.ClientState.BaseStruct.ViewAngles, aimAngle, Settings.Aimbot.Smooth));
            }
        }