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  • Results 1 to 8 of 8
    1. #1
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      CSGO aimbot aims in walls

      John Kittz
      Hello, my CSGO aimbot aims in walls how can I avoid that?
      I have read a few things about a "field of view" but I dont know how I can find out if a enemy is in my field of view or not.

      Has someone a idea how I can solve this?

    2. #2
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      Quote Originally Posted by x86asm View Post
      Hello, my CSGO aimbot aims in walls how can I avoid that?
      I have read a few things about a "field of view" but I dont know how I can find out if a enemy is in my field of view or not.

      Has someone a idea how I can solve this?
      You need to add a visibility check, I don't think it has anything to do with your fov. You will have to use engine functions/structures to see if there is collision in the vector between you and the enemy.

      You can also add a visibility check with chams with GetRenderState();
      Last edited by NTvalk; 12-16-2013 at 07:56 AM.

    3. #3
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      Oh, ok I guess thats not so easy ... mhhm.
      Which functions do collison checks are there DirectX function? ( Im not a game developer so I have no ideas about game programming )

    4. #4
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      Quote Originally Posted by x86asm View Post
      Oh, ok I guess thats not so easy ... mhhm.
      Which functions do collison checks are there DirectX function? ( Im not a game developer so I have no ideas about game programming )
      No but you can get these functions from the engine. In cod4 the function is called CG_Trace (from the quake SDK) idk about CSGO.

    5. #5
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      In CSGO you can use TraceRay, which can be found in the IEngineTrace Interface.
      Or TraceLine:
      Code:
      typedef void(*UTIL_TraceLine_t)( Vector& vecAbsStart, Vector& vecAbsEnd, unsigned int mask,  IHandleEntity *ignore, int collisionGroup, trace_t *ptr );
      UTIL_TraceLine_t pUTIL_TraceLine;
      
      void InitUtilTraceLine()
      {
      	p UTIL_TraceLine = (UTIL_TraceLine_t)((DWORD)GetModuleHandleA("client.dll") + 0x193B0);
      }
      
      void TraceLine( Vector& vecAbsStart, Vector& vecAbsEnd, unsigned int mask,  IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
      {
          pUTIL_TraceLine(vecAbsStart,vecAbsEnd,mask,ignore,collisionGroup,ptr);
      }
      That code works internally ofc, you could inject a shellcode to make it work externally.

    6. Thanks NTvalk thanked for this post
    7. #6
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      Thx for the info.

    8. #7
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      And what about unreal engine aimbot? How to check if enemy is visible?

    9. #8
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      Cheats'n'Trainers
      Quote Originally Posted by Szaka View Post
      And what about unreal engine aimbot? How to check if enemy is visible?
      Trace
      Perform a trace to detect if the line collides with anything within the world. • HitLocation - Where in the world the line collided.
      • HitNormal - Surface normal of where the line collided.
      • TraceEnd - A point in the world where the trace ends.
      • TraceStart - A point in the world where the trace starts.
      • bTraceActors - Whether the trace against actors or not.
      • Extent - If this vector is equal to zero (Vect[0.f, 0.f, 0.f]) then the trace performed will be considered as zero extent. If the vector is not zero, then a non zero extent trace is performed.
      • HitInfo - This struct contains information about the trace results. This may be invalid if the trace did not collide with anything. ◦ Material - Material that the trace hit.
      ◦ PhysMaterial - Physical material that the trace hit.
      ◦ Item - Extra information about the thing that the trace hit.
      ◦ LevelIndex - Level index if the trace hit BSP.
      ◦ BoneName - Name of the bone if the trace hit a skeletal mesh component.
      ◦ HitComponent - Component that the trace hit.

      • ExtraTraceFlags - Extra trace flags that provides hints to how the trace should be performed. ◦ TRACEFLAG_Bullet - Trace will always ignore simple collision on static meshes and always do per polygon collision detection.
      ◦ TRACEFLAG_PhysicsVolumes - Trace will check for collisions against physics volumes.
      ◦ TRACEFLAG_SkipMovers - Trace will ignore InterpActors.
      ◦ TRACEFLAG_Blocking - If set, then trace will collide against actors that can block the checking actor (the actor where Trace was called from) and all colliding. All colliding includes level geometry, pawns, interpolated actors, any other kind of actor, terrain and volumes.

      • Returned Actor - Trace returns an Actor reference. If the return is None, then the trace did not hit anything. If the trace hit BSP, then the returned Actor is WorldInfo. Otherwise, the trace will return whatever Actor it hit.

      function Actor Trace(out Vector   HitLocation, out Vector HitNormal, Vector TraceEnd, optional Vector TraceStart, optional bool bTraceActors, optional Vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags);

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