Hey, i followed your guide. And want to ask you is there any faults? or why isnt my aimbot running? i guess its the offsets?
can u check it pls ?
If the offsets are fault can u pls make a tutorial how to get it in cs:go? I tried to do exactly the same way like you in cs:s did, but i dont find any offsets. Maybe im really dumb ^^ sry im new in this part of coding
can u check it pls ?
If the offsets are fault can u pls make a tutorial how to get it in cs:go? I tried to do exactly the same way like you in cs:s did, but i dont find any offsets. Maybe im really dumb ^^ sry im new in this part of coding
C++:
#include <Windows.h>
#include <iostream>
#include <math.h>
#include "HackProcess.h"
#include <vector>
#include <algorithm>
CHackProcess fProcess;
using namespace std;
#define F6_KEY 0X75
#define RIGHT_MOUSE 0X02
int NumOfPlayer = 32;
const DWORD dw_PlayerCount = 0x32;
const DWORD dw_Player_Base = 0x9AB6D0;
const DWORD dw_teamOffset = 0xF4;
const DWORD dw_health = 0xFC;
const DWORD dw_pos = 0x4E3C44;
const DWORD EntityPlayer_Base = 0x9C4BFC;
const DWORD EntityLoopDistance = 0x10;
const DWORD dw_angRotation = 0x721804;
struct MyPlayer_t
{
DWORD CLocalPlayer;
int Team;
int Health;
float Position[3];
void ReadInformation()
{
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + dw_Player_Base), &CLocalPlayer, sizeof(DWORD), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_teamOffset), &Team, sizeof(int), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_health), &Health, sizeof(int), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(CLocalPlayer + dw_pos), &Position, sizeof(float[3]), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordEngine + dw_PlayerCount), &NumOfPlayer, sizeof(int), 0);
}
}MyPlayer;
struct TargetList_t
{
float Distance;
float AimbotAngle[3];
TargetList_t()
{
}
TargetList_t(float aimbotAngle[], float myCoords[], float enemyCoords[])
{
Distance = Get3dDistance(myCoords[0], myCoords[1], myCoords[2],
enemyCoords[0], enemyCoords[1], enemyCoords[2]);
AimbotAngle[0] = aimbotAngle[0];
AimbotAngle[1] = aimbotAngle[1];
AimbotAngle[2] = aimbotAngle[2];
}
float Get3dDistance(float myCoordsX, float myCoordsZ, float myCoordsY,
float enX, float enZ, float enY)
{
return sqrt(pow(double(enX - myCoordsX), 2.0) +
pow(double(enY - myCoordsY), 2.0) +
pow(double(enZ - myCoordsZ), 2.0));
}
};
struct PlayerList_t
{
DWORD CbaseEntity;
int Team;
int Health;
float Position[3];
float AimbotAngle[3];
void ReadInformation(int player)
{
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(fProcess.__dwordClient + EntityPlayer_Base + (player * EntityLoopDistance)), &CbaseEntity, sizeof(DWORD), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(CbaseEntity + dw_teamOffset), &Team, sizeof(int), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(CbaseEntity + dw_health), &Health, sizeof(int), 0);
ReadProcessMemory(fProcess.__HandleProcess, (PBYTE*)(CbaseEntity + dw_pos), &Position, sizeof(float[3]), 0);
}
}PlayerList[32];
struct CompareTargetEnArray
{
bool operator () (TargetList_t & lhs, TargetList_t & rhs)
{
return lhs.Distance < rhs.Distance;
}
};
void CalcAngle(float *src, float *dst, float *angles)
{
double delta[3] = {(src[0]-dst[0]), (src[1]-dst[1]), (src[2]-dst[2])};
double hyp = sqrt(delta[0]*delta[0] + delta[1]*delta[1]);
angles[0] = (float) (asinf(delta[2]/hyp) * 57.295779513682f);
angles[1] = (float) (atanf(delta[1]/delta[0]) * 57.295779513682f);
angles[2] = 0;
if(delta[0] >= 0.0)
{
angles[1] += 180.0f;
}
}
void Aimbot()
{
TargetList_t * TargetList = new TargetList_t[NumOfPlayer];
int targetLoop = 0;
for(int i = 0; i > NumOfPlayer; i ++)
{
PlayerList[i].ReadInformation(i);
if(PlayerList[i].Team == MyPlayer.Team)
continue;
if(PlayerList[i].Health < 2)
continue;
CalcAngle(MyPlayer.Position, PlayerList[i].Position, PlayerList[i].AimbotAngle);
TargetList[targetLoop] = TargetList_t(PlayerList[i].AimbotAngle, MyPlayer.Position, PlayerList[i].Position);
targetLoop++;
}
if(targetLoop > 0)
{
std::sort(TargetList, TargetList+targetLoop, CompareTargetEnArray());
if(!GetAsyncKeyState(0x2))
{
WriteProcessMemory(fProcess.__HandleProcess,
(PBYTE*)(fProcess.__dwordEngine + dw_angRotation),
TargetList[0].AimbotAngle, 12, 0);
}
}
targetLoop = 0;
delete [] TargetList;
}
int main()
{
fProcess.RunProcess();
cout << "Game Found! Running Firefox.." << endl;
while(!GetAsyncKeyState(F6_KEY)) // for(;;)
{
MyPlayer.ReadInformation();
Aimbot();
}
}