• Amused
  • Angry
  • Annoyed
  • Awesome
  • Bemused
  • Cocky
  • Cool
  • Crazy
  • Crying
  • Down
  • Drunk
  • Embarrased
  • Enraged
  • Friendly
  • Geeky
  • Godly
  • Happy
  • Hateful
  • Hungry
  • Innocent
  • Meh
  • Piratey
  • Poorly
  • Sad
  • Secret
  • Shy
  • Sneaky
  • Tired
  • Wtf
  • At Work
  • CodenzHub
  • Coding
  • Deejaying
  • Donating
  • Drinking
  • Eating
  • Editing
  • Hacking
  • Hate Mailing
  • Jamin'
  • Lagging
  • Live Streaming
  • Lurking
  • No Status
  • Pawning
  • PC Gaming
  • PS Gaming
  • Raging
  • Reversing
  • Sipping
  • Sleeping
  • Steam Gaming
  • Trolling
  • TwitchStreamer
  • Vodka!
  • Watching TV/Movie
  • Xbox Gaming
  • Youtuber
  • Zombies
  • Results 1 to 10 of 10
    1. #1
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Aug 2012
      Posts
      16
      Thanks (-->)
      0
      Thanks (<--)
      0

      Anyone good at Auto Aim? I need suggestions to make it faster

      How to Manual Map DLL
      Code:
      #include "Hack.h"
      
      BOOL AttackNearestTarget()
      {
      	D2SpellInfo Spell;
      	GetSkillInfo(GetCurrentSkill(V_LeftAttack), &amp;Spell);
      
      	if (!ClientReady(TRUE) || !V_Aim)
      		return FALSE;
      
      	if (InTown(Me) || UsingSkill())
      		return FALSE;
      
      	POINT Mouse = {MouseX, MouseY};
      	LPUNITANY Target = FindNearestUnit(Mouse, Spell.dwSpellInfoFlag, FALSE, FALSE);
      
      	if (Target &amp;&amp; Target-&gt;dwMode != PLAYER_MODE_DEAD &amp;&amp; Target-&gt;dwMode != PLAYER_MODE_DEATH)
      	{
      		if (Me-&gt;dwMode != PLAYER_MODE_CAST)
      		{
      			AttackTarget(Target-&gt;dwUnitId, Target-&gt;dwType);
      			return TRUE;
      		}
      	}
      
      	return FALSE;
      }
      
      BOOL AttackTarget(DWORD UnitID, DWORD UnitType)
      {
      	LPUNITANY Target = (LPUNITANY)GetUnit(UnitID, UnitType);
      	BLIND Blinds[4] = {{2, 2}, {3, 2}, {-1, 3}, {2.0, -1.2}};
      	WORD SkillID = GetCurrentSkill(V_LeftAttack);
      
      	PACKETEDATTACK Attacks&#91;] =
      	{
      		{D2S_ATTACK,			TRUE},
      		{D2S_BERSERK,			TRUE},
      		{D2S_BLIZZARD,			FALSE},
      		{D2S_BONEPRISON,		FALSE},
      		{D2S_CHARGE,			FALSE},
      		{D2S_CHARGEDSTRIKE,		TRUE},
      		{D2S_DECOY,				FALSE},
      		{D2S_ENCHANT,			FALSE},
      		{D2S_FIREBALL,			FALSE},
      		{D2S_KICK,				TRUE},
      		{D2S_LEAPATTACK,		TRUE},
      		{D2S_LIGHTNINGSTRIKE,	TRUE},
      		{D2S_SLOWMISSILES,		FALSE},
      		{D2S_SMITE,				TRUE}
      	};
      
      	if (!ClientReady(TRUE) || InTown(Me) || !V_Aim)
      		return FALSE;
      
      	if (V_BlockFakes &amp;&amp; UsingSkill())
      		return FALSE;
      
      	if (!Target)
      		return FALSE;
      
      	if (Target-&gt;dwType == UNIT_TYPE_PLAYER &amp;&amp; (Target-&gt;dwMode == PLAYER_MODE_DEAD || Target-&gt;dwMode == PLAYER_MODE_DEATH))
      		return FALSE;
      
      	if (Target-&gt;dwType == UNIT_TYPE_NPC &amp;&amp; (Target-&gt;dwMode == NPC_MODE_DEAD || Target-&gt;dwMode == NPC_MODE_DEATH))
      		return FALSE;
      
      	for (INT i = 0; i &lt; ArraySize(Attacks); i++)
      	{
      		if (SkillID == Attacks[i].SkillID)
      		{
      			UseSkillOnUnit(Target, Attacks[i].SkillID, V_LeftAttack, Attacks[i].Shift, TRUE);
      			return TRUE;
      		}
      	}
      
      	if (SkillID == D2S_TELEPORT &amp;&amp; V_Blind == 0 &amp;&amp; Target-&gt;dwMode != PLAYER_MODE_RUN &amp;&amp; !GetUnitState(Target, AFFECT_WHIRLWIND))
      	{
      		UseSkillOnUnit(Target, SkillID, V_LeftAttack, FALSE, TRUE);
      		return TRUE;
      	}
      
      	else
      	{
      		AttackStruct Attack;
      		D2SpellInfo Spell;
      
      		Attack.dwAttackType = V_LeftAttack ? ATTACKTYPE_SHIFTLEFT : ATTACKTYPE_SHIFTRIGHT;
      		GetSkillInfo(SkillID, &amp;Spell);
      
      		if (SkillID == D2S_TELEPORT)
      		{
      			if (Target-&gt;dwMode == PLAYER_MODE_RUN || GetUnitState(Target, AFFECT_WHIRLWIND))
      			{
      				Attack.dwTargetX = Target-&gt;pPath-&gt;xTarget;
      				Attack.dwTargetY = Target-&gt;pPath-&gt;yTarget;
      			}
      
      			else
      			{
      				if (V_Blind &gt;= 1 &amp;&amp; V_Blind &lt;= 4)
      				{
      					Attack.dwTargetX = Target-&gt;pPath-&gt;xPos + (WORD)Blinds[V_Blind - 1].X;
      					Attack.dwTargetY = Target-&gt;pPath-&gt;yPos + (WORD)Blinds[V_Blind - 1].Y;
      				}
      
      				if (V_Blind == 5)
      				{
      					Attack.dwTargetX = Target-&gt;pPath-&gt;xTarget;
      					Attack.dwTargetY = Target-&gt;pPath-&gt;yTarget;
      				}
      			}
      		}
      
      		else
      		{
      			Attack.dwTargetX = Target-&gt;pPath-&gt;xPos;
      			Attack.dwTargetY = Target-&gt;pPath-&gt;yPos;
      		}
      
      		Attack.lpPlayerUnit = Me;
      
      		if (Spell.dwSpellInfoFlag &amp; DSI_GUIDED)
      		{
      			Attack.dwAttackType = V_LeftAttack ? ATTACKTYPE_LEFT : ATTACKTYPE_RIGHT;
      			Attack.lpTargetUnit = Target;
      		}
      
      		else
      			Attack.lpTargetUnit = NULL;
      
      		Attack._1 = 3;
      		Attack._2 = 4;
      
      		D2CLIENT_Attack(&amp;Attack, (Spell.dwSpellInfoFlag &amp; DSI_GUIDED) ? TRUE : FALSE);
      		return TRUE;
      	}
      
      	return FALSE;
      }
      
      BOOL EnumeratePlayers()
      {
      	CArrayEx&lt;PTARGETINFO, PTARGETINFO&gt; TempInfo;
      	INT NewTarget = NULL;
      
      	if (V_Players.IsLocked)
      		return FALSE;
      
      	V_Players.Lock();
      
      	for (INT i = 0; i &lt; V_Players.GetSize(); i++)
      		TempInfo.Add(V_Players[i]);
      	
      	V_Players.RemoveAll();
      
      	for (LPROSTERUNIT Unit = *p_D2CLIENT_PlayerUnitList; Unit; Unit = Unit-&gt;pNext)
      	{
      		if (!Unit)
      			continue;
      
      		if (Unit-&gt;dwUnitId == Me-&gt;dwUnitId)
      			continue;
      
      		PTARGETINFO PlayerInfo = new TARGETINFO;
      
      		strcpy_s(PlayerInfo-&gt;PlayerName, Unit-&gt;szName);
      		PlayerInfo-&gt;UnitId = Unit-&gt;dwUnitId;
      		PlayerInfo-&gt;Level = (BYTE)Unit-&gt;wLevel;
      		PlayerInfo-&gt;ClassId = Unit-&gt;dwClassId;
      		PlayerInfo-&gt;Flashing = FALSE;
      		PlayerInfo-&gt;Life = (BYTE)Unit-&gt;dwPartyLife;
      
      		for (INT i = 0; i &lt; TempInfo.GetSize(); i++)
      		{
      			if (TempInfo[i]-&gt;UnitId == Unit-&gt;dwUnitId)
      			{
      				PlayerInfo-&gt;Flashing = TempInfo[i]-&gt;Flashing;
      				PlayerInfo-&gt;Life = TempInfo[i]-&gt;Life;
      			}
      		}
      
      		V_Players.Add(PlayerInfo);
      
      		if (!TempInfo.IsEmpty() &amp;&amp; PlayerInfo-&gt;UnitId == TempInfo[V_Target]-&gt;UnitId)
      			NewTarget = V_Players.GetSize() - 1;
      	}
      
      	for (INT i = 0; i &lt; TempInfo.GetSize(); i++)
      		delete TempInfo[i];
      
      	V_Target = NewTarget;
      	V_Players.Unlock();
      
      	return TRUE;
      }
      
      BOOL Knockback()
      {
      	if (!ClientReady(TRUE))
      		return FALSE;
      
      	if (InTown(Me) || V_Players.IsEmpty())
      		return FALSE;
      
      	for (LPROOM1 Room1 = Me-&gt;pAct-&gt;pRoom1; Room1; Room1 = Room1-&gt;pRoomNext)
      	{
      		for (LPUNITANY Unit = Room1-&gt;pUnitFirst; Unit; Unit = Unit-&gt;pListNext)
      		{
      			if (Unit &amp;&amp; Unit-&gt;dwType == UNIT_TYPE_PLAYER)
      			{
      				if (Unit-&gt;dwUnitId == Me-&gt;dwUnitId)
      					continue;
      
      				if (GetUnitDist(Me, Unit) &gt; V_AutoKBDistance)
      					continue;
      
      				if (InTown(Unit))
      					continue;
      
      				if (Unit-&gt;dwMode == PLAYER_MODE_DEAD || Unit-&gt;dwMode == PLAYER_MODE_DEATH)
      					continue;
      
      				if (GetPvPFlags(Unit-&gt;dwUnitId) &amp; PVP_HOSTILED_YOU || GetPvPFlags(Unit-&gt;dwUnitId) &amp; PVP_HOSTILED_BY_YOU)
      				{
      					WORD Old = GetCurrentSkill(TRUE);
      					WORD KB = GetSkill(D2S_SMITE) ? D2S_SMITE : D2S_KICK;
      
      					if (GetCurrentSkill(TRUE) != KB)
      						SetSkill(KB, TRUE);
      
      					while (GetCurrentSkill(TRUE) != KB)
      						SleepEx(1, TRUE);
      
      					if (GetCurrentSkill(TRUE) == KB)
      						UseSkillOnUnit(Unit, KB, TRUE, TRUE, TRUE);
      
      					if (GetCurrentSkill(TRUE) != Old)
      						SetSkill(Old, TRUE);
      
      					while (GetCurrentSkill(TRUE) != Old)
      						SleepEx(1, TRUE);
      
      					return TRUE;
      				}
      			}
      		}
      	}
      
      	return FALSE;
      }
      
      BOOL MiddleMouseButton()
      {
      	if (!ClientReady(TRUE))
      		return FALSE;
      
      	if (InTown(Me))
      		return FALSE;
      
      	if (Me-&gt;dwMode == PLAYER_MODE_CAST || Me-&gt;dwMode == PLAYER_MODE_ATTACK1 || Me-&gt;dwMode == PLAYER_MODE_ATTACK2 ||
      		Me-&gt;dwMode == PLAYER_MODE_KICK || Me-&gt;dwMode == PLAYER_MODE_THROW)
      		return FALSE;
      
      	if (KeyDown(VK_MBUTTON))
      	{
      		if (V_FarcastTeleport &amp;&amp; GetCurrentSkill(FALSE) == D2S_TELEPORT)
      		{
      			POINT Origin = {(Me-&gt;pPath-&gt;xPos), (Me-&gt;pPath-&gt;yPos)};
      			POINT Mouse = {(MouseX), (MouseY)};
      
      			V_Design-&gt;ScreenToAutoMap(&amp;Mouse);
      
      			INT Angle = CalculateAngle(Origin, Mouse);
      			INT Radius = 100;
      			POINT Cast;
      
      			while (TRUE)
      			{
      				if (Radius &lt;= 0)
      					break;
      
      				Cast = CalculatePointOnTrack(Origin, Radius--, Angle);
      
      				if (GetRoom(Cast.x, Cast.y))
      				{
      					if (!D2COMMON_CheckCollision(Me-&gt;pPath-&gt;pRoom1, Cast.x, Cast.y, 2))
      						if (::abs(Me-&gt;pPath-&gt;xPos - Cast.x) &lt;= 50)
      							if (::abs(Me-&gt;pPath-&gt;yPos - Cast.y) &lt;= 50)
      								break;
      				}
      			}
      
      			AttackStruct Attack;
      			Attack.dwAttackType = ATTACKTYPE_SHIFTRIGHT;
      
      			Attack.dwTargetX = Cast.x;
      			Attack.dwTargetY = Cast.y;
      
      			Attack.lpPlayerUnit = Me;
      			Attack.lpTargetUnit = NULL;
      
      			D2CLIENT_Attack(&amp;Attack, FALSE);
      			SleepEx(50, TRUE);
      			return TRUE;
      		}
      
      		else if (V_Aim &amp;&amp; GetCurrentSkill(FALSE) != D2S_TELEPORT)
      		{
      			AttackNearestTarget();
      			SleepEx(50, TRUE);
      			return TRUE;
      		}
      	}
      
      	return FALSE;
      }
      
      BOOL NextTarget()
      {
      	if (V_Players.IsEmpty())
      		return FALSE;
      
      	if (V_Target &lt;= V_Players.GetSize() - 1 &amp;&amp; V_Target &gt; 0)
      		V_Target--;
      
      	else if (V_Target == NULL &amp;&amp; V_Players.GetSize() - 1 &gt; 0)
      		V_Target = V_Players.GetSize() - 1;
      
      	else if (V_Players.GetSize() &lt;= 0)
      		return FALSE;
      
      	return TRUE;
      }
      
      BOOL PreviousTarget()
      {
      	if (V_Players.IsEmpty())
      		return FALSE;
      
      	if (V_Target &gt;= 0 &amp;&amp; V_Target &lt; V_Players.GetSize() - 1)
      		V_Target++;
      
      	else if (V_Target == V_Players.GetSize() - 1 &amp;&amp; V_Players.GetSize() - 1 &gt; 0)
      		V_Target = NULL;
      
      	else if (V_Players.GetSize() &lt;= 0)
      		return FALSE;
      
      	return TRUE;
      }
      
      BOOL Reblind()
      {
      	if (!ClientReady(TRUE))
      		return FALSE;
      
      	if (InTown(Me) || V_Players.IsEmpty())
      		return FALSE;
      
      	if (!GetSkill(D2S_TELEPORT))
      		return FALSE;
      
      	for (LPROOM1 Room1 = Me-&gt;pAct-&gt;pRoom1; Room1; Room1 = Room1-&gt;pRoomNext)
      	{
      		for (LPUNITANY Unit = Room1-&gt;pUnitFirst; Unit; Unit = Unit-&gt;pListNext)
      		{
      			if (Unit &amp;&amp; Unit-&gt;dwType == UNIT_TYPE_PLAYER)
      			{
      				if (Unit-&gt;dwUnitId == Me-&gt;dwUnitId)
      					continue;
      
      				if (GetUnitDist(Me, Unit) &gt; V_AutoBlindDistance)
      					continue;
      
      				if (InTown(Unit))
      					continue;
      
      				if (Unit-&gt;dwMode == PLAYER_MODE_DEAD || Unit-&gt;dwMode == PLAYER_MODE_DEATH)
      					continue;
      
      				if (GetPvPFlags(Unit-&gt;dwUnitId) &amp; PVP_HOSTILED_YOU || GetPvPFlags(Unit-&gt;dwUnitId) &amp; PVP_HOSTILED_BY_YOU)
      				{
      					WORD Old = GetCurrentSkill(V_LeftAttack);
      
      					if (V_Blind &gt;= 1 &amp;&amp; V_Blind &lt;= 4)
      					{
      						if (GetCurrentSkill(V_LeftAttack) != D2S_TELEPORT)
      							SetSkill(D2S_TELEPORT, V_LeftAttack);
      
      						while (GetCurrentSkill(V_LeftAttack) != D2S_TELEPORT)
      							SleepEx(1, TRUE);
      
      						if (Me-&gt;dwMode == PLAYER_MODE_CAST)
      						{
      							Me-&gt;dwMode = PLAYER_MODE_STAND_OUTTOWN;
      							Me-&gt;dwFrameRemain = 1;
      						}
      
      						if (GetCurrentSkill(V_LeftAttack) == D2S_TELEPORT)
      							AttackTarget(Unit-&gt;dwUnitId, UNIT_TYPE_PLAYER);
      
      						if (GetCurrentSkill(V_LeftAttack) != Old)
      							SetSkill(Old, V_LeftAttack);
      
      						while (GetCurrentSkill(V_LeftAttack) != Old)
      							SleepEx(1, TRUE);
      
      						return TRUE;
      					}
      
      					else if (V_Blind == 0 || V_Blind == 5)
      					{
      						INT Blind = V_Blind;
      
      						if (GetCurrentSkill(V_LeftAttack) != D2S_TELEPORT)
      							SetSkill(D2S_TELEPORT, V_LeftAttack);
      
      						while (GetCurrentSkill(V_LeftAttack) != D2S_TELEPORT)
      							SleepEx(1, TRUE);
      
      						if (Me-&gt;dwMode == PLAYER_MODE_CAST)
      						{
      							Me-&gt;dwMode = PLAYER_MODE_STAND_OUTTOWN;
      							Me-&gt;dwFrameRemain = 1;
      						}
      
      						V_Blind = 1;
      
      						if (GetCurrentSkill(V_LeftAttack) == D2S_TELEPORT)
      							AttackTarget(Unit-&gt;dwUnitId, UNIT_TYPE_PLAYER);
      
      						V_Blind = Blind;
      
      						if (GetCurrentSkill(V_LeftAttack) != Old)
      							SetSkill(Old, V_LeftAttack);
      
      						while (GetCurrentSkill(V_LeftAttack) != Old)
      							SleepEx(1, TRUE);
      
      						return TRUE;
      					}
      				}
      			}
      		}
      	}
      
      	return FALSE;
      }
      
      VOID DestroyTargets()
      {
      	if (!V_Players.IsEmpty())
      	{
      		for (INT i = 0; i &lt; V_Players.GetSize(); i++)
      		{
      			if (V_Players[i])
      				delete V_Players[i];
      		}
      
      		V_Players.RemoveAll();
      	}
      }

    2. #2
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Aug 2012
      Posts
      1
      Thanks (-->)
      0
      Thanks (<--)
      0
      Hmm yeah ahh i see hmm Mmm lets se ahh here we are ahh yes there we go now i have arrived with a conclusion = ask some one besides me all i can se is weird letters and numbers
      If it exists then hack it...

    3. #3
      Kim Kong Trasher
      I don't have status.
       
      Raging
       
      c5's Avatar
      Join Date
      Jul 2012
      Location
      Mankei Iland
      Posts
      1,221
      Thanks (-->)
      97
      Thanks (<--)
      493
      Quote Originally Posted by Twisted
      Hmm yeah ahh i see hmm Mmm lets se ahh here we are ahh yes there we go now i have arrived with a conclusion = ask some one besides me all i can se is weird letters and numbers
      Please refrain from posting useless comments, if you can't help someone, don't post at all.

      Thank you
      Anyone good at Auto Aim? I need suggestions to make it faster

    4. #4
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Jul 2012
      Posts
      22
      Thanks (-->)
      0
      Thanks (<--)
      0
      search the viewangles (i cant find them inside your messy code!)

      and put them *1.1 (dont go to high! it will miss your targets ^^)
      for example:

      Code:
      //Default Angles
      *ViewAngleY	+= aY;
      *ViewAngleX	+= aX;
      
      //Modified Angles
      *ViewAngleY	+= aY *1.1;
      *ViewAngleX	+= aX *1.1;
      and btw, about what game are we talking here?

    5. #5
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Aug 2012
      Posts
      16
      Thanks (-->)
      0
      Thanks (<--)
      0
      This is for diablo 2

    6. #6
      Founder
      Learning to hack games!
       
      Pawning
       
      Fleep's Avatar
      Join Date
      May 2012
      Posts
      626
      Thanks (-->)
      208
      Thanks (<--)
      752
      By having a good look I can't see anything obvious that could be improved.
      Overall you have a pretty nice code structure, the only thing I may say is see if you can remove a couple of those if's without affecting the hack then you should as they seem to get called quite a lot.

      Fleep

    7. #7
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Aug 2012
      Posts
      16
      Thanks (-->)
      0
      Thanks (<--)
      0
      remove a couple of what?

    8. #8
      Founder
      Learning to hack games!
       
      Pawning
       
      Fleep's Avatar
      Join Date
      May 2012
      Posts
      626
      Thanks (-->)
      208
      Thanks (<--)
      752
      Quote Originally Posted by BeginerHere
      remove a couple of what?
      If statements, as they seem to be checked on every loop.

      Fleep

    9. #9
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Aug 2012
      Posts
      16
      Thanks (-->)
      0
      Thanks (<--)
      0
      Hmm Somoene told me its the key hook.

      Me and my cousin worked on this source together and he did them. So now Icant find them.

      Anyone have an idea where the key hooks are?

    10. #10
      Newbie
      Learning to hack games!
       
      Feeling Normal
       

      Join Date
      Aug 2012
      Posts
      16
      Thanks (-->)
      0
      Thanks (<--)
      0
      Cheat Engine Tutorials
      heres a link to my source if you guys wanted to check it out

    Similar Game Hacker Threads

    1. Replies: 34
      Last Post: 09-30-2017, 07:29 PM
    2. [Tutorial] How Make Calling Hack - I'm Good Boy
      By lukaluka in forum Hacking Tools
      Replies: 0
      Last Post: 05-12-2016, 02:42 PM
    3. [Off Topic] Suggestions on how to make money online?
      By bhupesh in forum Off Topic
      Replies: 4
      Last Post: 11-07-2015, 08:04 AM
    4. Debug faster snippet
      By [GH]Rake in forum Assault Cube Hacks
      Replies: 3
      Last Post: 03-16-2015, 05:24 AM
    5. [Community] Hi. Some suggestions
      By Marcus in forum GH Discussion
      Replies: 2
      Last Post: 11-21-2013, 02:00 AM