LOL PIECE OF CRAP :o (doesnt make any sense)Quote:
Aimbot -> ▒ Ant.
it works out perfect.
Code:DWORD S4Client = GetModuleHandleA(0); DWORD GameServer_C = S4Client+0x16CB6B0; DWORD Address; for ( i = GameServer_C; !*(DWORD *)GameServer_C; i = GameServer_C ) { Sleep(10); DWORD Address = *(DWORD *)i; for (;;) { if ( !GetAsyncKeyState(VK_LCONTROL) ) DWORD Pointer = *(DWORD*)(GameServer_C + 0x118); if ( Pointer ) { if (*(DWORD *)(Pointer + 0x210) != 4) && (*(DWORD*)(Pointer + 0x12C) + 0x0C + 0x10 != 2) break; } } Sleep(24); } GameServer_C+0x12 = (float)3.4028235e38; }
If i compare this code to the code i wrote 1 year ago.. then is my code much better
..but still crap
Code:
BOOL AimOnPlayer()
{
if (pTActor != 0)
if (pTActor->isAlive())
{
if (m_CGameManager->m_GameRuleMachine->IState->Scene == 2)
return FALSE;
float Current_Distance = Get3dDistance(GetPlayerPos(m_CGameManager->LocalActor), GetPlayerPos(pTActor));
float* mview = GetMyEye();
if (mview[0] == 0.0f && mview[1] == 0.0f)
return FALSE;
float* view = new float[2];
CalcAngle(GetPlayerPos(m_CGameManager->LocalActor), GetPlayerPos(pTActor), view);
view[0] += 150 / (Current_Distance / 50); //Chest
view[1] += GetCameraPos() / (Current_Distance / 58);
float crossdist = GetFov(GetMyEye(), view);
if (crossdist < CircelRange)
{
SetMyEye(view);
delete view, mview;
return TRUE;
}
delete view, mview;
}
return FALSE;
}