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  1. #1
    Derrick Rose Feedback Score 1 (100%) -Jerry™'s Avatar
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    Default Legit code or fake?

    #include "CAimbot.h"
    #include "sdk.h"

    cCAimbot::cCAimbot( void )
    {
    flBestDist = 99999.9f;
    m_nTarget = -1;
    }

    void cCAimbot:ropTarget( void )
    {
    flBestDist = 99999.9f;
    m_nTarget = -1;
    }

    int cCAimbot::iGetTarget( void )
    {
    return m_nTarget;
    }

    void cCAimbot::MakeVector( QAngle angle, QAngle& vector )
    {
    float pitch;
    float yaw;
    float tmp;

    pitch = (float)(angle[0] * M_PI/180);
    yaw = (float)(angle[1] * M_PI/180);
    tmp = (float) cos(pitch);

    vector[0] = (float) (-tmp * -cos(yaw));
    vector[1] = (float) (sin(yaw)*tmp);
    vector[2] = (float) -sin(pitch);
    }

    void cCAimbot::CalcAngle( Vector &src, Vector &dst, QAngle &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) (atan(delta[2]/hyp) * M_RADPI);
    angles[1] = (float) (atan(delta[1]/delta[0]) * M_RADPI);
    angles[2] = 0.0f;

    if(delta[0] >= 0.0) { angles[1] += 180.0f; }
    }

    float cCAimbot::GetFov( QAngle angle, Vector src, Vector dst )
    {
    QAngle ang,aim;
    float fov;

    CalcAngle(src, dst, ang);
    MakeVector(angle, aim);
    MakeVector(ang, ang);

    float mag_s = sqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2]));
    float mag_d = sqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2]));

    float u_dot_v = aim[0]*ang[0] + aim[1]*ang[1] + aim[2]*ang[2];

    fov = acos(u_dot_v / (mag_s*mag_d)) * (180.0 / M_PI);

    return fov;
    }
    bool cCAimbot::GetVisible( Vector& vecAbsStart, Vector& vecAbsEnd, C_BaseEntity* pBaseEnt )
    {
    player_info_t pinfo;
    trace_t tr;
    Ray_t ray;

    ray.Init( vecAbsStart, vecAbsEnd );
    CombatArms.m_pEnginetrace->TraceRay( ray, MASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEAB LE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRI S|CONTENTS_HITBOX, NULL, &tr );

    if ( tr.fraction > 0.97f )
    return true;

    if ( tr.m_pEnt && pBaseEnt )
    {
    if ( tr.m_pEnt->index == 0 || tr.allsolid )
    return false;

    if (( CombatArms.m_pEngine->GetPlayerInfo( tr.m_pEnt->index, &pinfo )
    || pBaseEnt->index == tr.m_pEnt->index) && tr.fraction > 0.92)
    return true;
    }
    return false;
    }

    bool GetBonePosition ( int iBone, Vector& vecOrigin, QAngle qAngles, int index )
    {
    if( iBone < 0 || iBone >= 20 )
    return false;

    matrix3x4_t pmatrix[MAXSTUDIOBONES];

    IClientEntity* ClientEntity = CombatArms.m_pEntList->GetClientEntity( index );

    if ( ClientEntity == NULL )
    return false;

    if ( ClientEntity->IsDormant() )
    return false;

    IClientRenderable* RenderEntity = ClientEntity->GetClientRenderable();

    if( RenderEntity == NULL/* nothing */ )
    return false;

    if( RenderEntity->SetupBones( pmatrix, 128, BONE_USED_BY_HITBOX, CombatArms.m_pGlobals->curtime ) == false )
    return false;

    MatrixAngles( pmatrix[ iBone ], qAngles, vecOrigin );

    return true;
    }
    void cCAimbot::AimAtTarget( CUserCmd* c )
    {
    if( CombatArms.m_pEngine->IsInGame() == false
    || CombatArms.m_pEngine->IsHLTV() == true
    || CombatArms.m_pMyPlayer->BaseEnt() == NULL )
    return;

    DropTarget();
    //----------------------------------//
    player_info_t pinfo;
    QAngle* pPunchAngle = ( QAngle* )( (DWORD)CombatArms.m_pMyPlayer->BaseEnt() + 0xBB0 );
    //----------------------------------//
    //----------------------------------//
    for( int index = 1; index <= CombatARms.m_pEntList->NumberOfEntities( false ); ++index )
    {
    if ( index == CombatArms.m_pEngine->GetLocalPlayer() )
    continue;

    IClientEntity* ClientEntity = CombatArms.m_pEntList->GetClientEntity( index );

    if ( ClientEntity == NULL
    || ClientEntity->IsDormant() )
    continue;

    CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
    //Get Life State
    int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );

    if( pBaseEntity == NULL/* nothing */
    || pBaseEntity->IsDormant()/* not active */
    || !(*lifestate == LIFE_ALIVE)/* not alive */
    || CombatARms_pEngine->GetPlayerInfo( index, &pinfo ) == false/* not a player!*/
    || pBaseEntity->GetTeamNumber() == CombatArms.m_pMyPlayer->BaseEnt()->GetTeamNumber()/*enemy*/
    || !GetBonePosition( 14/*Head*/, vPlayer, c->viewangles, index )
    || GetFov( CombatArms.m_pMyPlayer->BaseEnt()->GetAbsAngles(), CombatArms.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer ) > 5.0f
    || !GetVisible( CombatArms.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer, pBaseEntity )/* not visible */
    || flBestDist < GetFov( CombatARms.m_pMyPlayer->BaseEnt()->GetAbsAngles(), CombatARms.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer ))
    continue;

    flBestDist = GetFov( CombatARms.m_pMyPlayer->BaseEnt()->GetAbsAngles(), CombatArms.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer );

    m_nTarget = index;
    // Calculate the delta origin
    Vector vDeltaOrigin = vPlayer - vPlayer;
    // Calculate the Latency
    float fLatency = CombatARms.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING );
    // Compensate the latency
    vDeltaOrigin[0] *= fLatency;
    vDeltaOrigin[1] *= fLatency;
    vDeltaOrigin[2] *= fLatency;
    //Apply the prediction
    PredictedTargetPosition = vPlayer + vDeltaOrigin;
    }
    if( m_nTarget == -1 )
    return;

    CalcAngle( CombatArms.m_pMyPlayer->BaseEnt()->EyePosition(), PredictedTargetPosition, c->viewangles );
    //recoil
    c->viewangles.x -= ( pPunchAngle->x *2.0f );
    c->viewangles.y -= ( pPunchAngle->y *2.0f );
    //aimbot
    CombatArms.m_pEngine->SetViewAngles( c->viewangles );//aim
    //nospread
    float flNew[3],flOld[3];
    flOld[0] = c->viewangles[0];flOld[1] = c->viewangles[1];flOld[2] = c->viewangles[2];
    CombatArms.m_pNoSpread->GetSpreadFix( c->random_seed, flOld, flNew );
    c->viewangles[0] += flNew[0];c->viewangles[1] += flNew[1];c->viewangles[2] += flNew[2];
    DropTarget();
    }



    -------------------------------

    #include "SDK.h"

    #define _Sleep Sleep
    #define _CreateThread CreateThread
    #define _GetModuleHandle GetModuleHandle
    #define _GetProcAddress GetProcAddress
    #define _CreateInterfaceFn CreateInterfaceFn

    CClient gClient;
    CClient* g_pHookedClient = new CClient;

    _CreateInterfaceFn g_AppSysFactory = NULL;
    _CreateInterfaceFn ClientFactory = NULL;
    _CreateInterfaceFn EngineFactory = NULL;
    _CreateInterfaceFn PhysicFactory = NULL;
    _CreateInterfaceFn FileSystemFactory = NULL;
    _CreateInterfaceFn StudioFactory = NULL;
    _CreateInterfaceFn MaterialFactory = NULL;
    _CreateInterfaceFn VGUIFactory = NULL;

    void* AppSysFactory( const char* pszName, int* piRetnCode )
    {
    void* lpReturn = g_AppSysFactory( pszName, piRetnCode );


    DNCE
    (
    vgui::VGui_InitInterfacesList( "CLIENT", &g_AppSysFactory, 1 );

    if( vgui::VGui_InitInterfacesList("CLIENT", &g_AppSysFactory, 1) == false )
    add_log( "Failed to initialize VGUI" );

    if ( lpReturn )
    {
    if( strcmp( pszName, "VGUI_Surface030" ) )
    {
    CombatARms.m_pSurface = (vgui::ISurface*)lpReturn;
    add_log( "CombatArms.m_pSurface: [0x%.8X]", (DWORD)CombatArms.m_pSurface);

    CombatArms.m_pMatSurface = ( IMatSystemSurface* )vgui::surface();
    add_log( "CombatArms.m_pMatSurface: [0x%.8X]", (DWORD)CombatArms.m_pMatSurface);
    }
    }
    );

    return ( void* )lpReturn;
    }

    int __stdcall new_Init( _CreateInterfaceFn appSystemFactory, _CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals )
    {
    g_AppSysFactory = appSystemFactory;
    CombatArms.m_pGlobals = pGlobals;

    return gClient.Init( AppSysFactory, physicsFactory, pGlobals );
    }

    void HookClient( void )
    {
    ClientFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("client.dll"), "CreateInterface" );
    EngineFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("engine.dll"), "CreateInterface" );
    PhysicFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("vphysics.dll"), "CreateInterface" );
    FileSystemFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("FileSystem_Steam.dll"), "CreateInterface" );
    StudioFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("StudioRender.dll"), "CreateInterface" );
    MaterialFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("MaterialSystem.dll"), "CreateInterface" );
    VGUIFactory = (_CreateInterfaceFn) _GetProcAddress( _GetModuleHandle("vguimatsurface.dll"), "CreateInterface" );

    if( CombatArms.m_pClient == NULL )
    {
    CombatArms.m_pClient = (IBaseClientDLL*)ClientFactory( CLIENT_DLL_INTERFACE_VERSION , NULL );
    add_log( "CombatArms.m_pClient: [0x%.8X]", (DWORD)CombatArms.m_pClient );

    if( CombatArms.m_pClient )
    {
    DWORD dwOld = NULL;
    DWORD dwOld1 = NULL;
    DWORD dwOld2 = NULL;

    PDWORD* m_pdwClient = (PDWORD*)ClientFactory( CLIENT_DLL_INTERFACE_VERSION , NULL );

    if ( m_pdwClient )
    {
    memcpy( (void*) &gClient,(void*)*m_pdwClient , sizeof (CClient) );
    g_pHookedClient = (CClient*)*m_pdwClient;
    add_log( "m_pdwClient: [0x%.8X] ----------> g_pHookedClient: [0x%.8X]", (DWORD)m_pdwClient, (DWORD)g_pHookedClient);

    if( g_pHookedClient )
    {
    if( VirtualProtect( (LPVOID)&g_pHookedClient->Init, 4, PAGE_EXECUTE_READWRITE, &dwOld ) )
    g_pHookedClient->Init = &new_Init;

    if( VirtualProtect( (LPVOID)&g_pHookedClient->CreateMove, 4, PAGE_EXECUTE_READWRITE, &dwOld1 ) )
    g_pHookedClient->CreateMove = &new_CreateMove;

    if( VirtualProtect( (LPVOID)&g_pHookedClient->HudUpdate, 4, PAGE_EXECUTE_READWRITE, &dwOld2 ) )
    g_pHookedClient->HudUpdate = &new_HudUpdate;

    if ( CombatArms.m_pInput == NULL )
    {
    PDWORD pdwAddress = ( PDWORD ) ((( DWORD ) gClient.CreateMove ) + 0x20 );
    PDWORD pdwTable = ( PDWORD ) *pdwAddress;
    CombatArms.m_pInput = ( CInput* ) *pdwTable;
    add_log( "CombatArms.m_pInput: [0x%.8X]", (DWORD)CombatArms.m_pInput);
    }
    if( CombatArms.m_pPrediction == NULL )
    {
    CombatArms.m_pPrediction = (IPrediction*)ClientFactory("VClientPrediction001" , NULL);
    add_log( "CombatArms.m_pPrediction: [0x%.8X]", (DWORD)CombatArms_pPrediction);
    }
    if( CombatArms.m_pEntList == NULL )
    {
    CombatARms.m_pEntList = (IClientEntityList*)ClientFactory("VClientEntityLi st003", NULL);
    add_log( "CombatArms.m_pEntList: [0x%.8X]", (DWORD)CombatArms.m_pEntList);
    }
    }
    }
    }
    }
    if( CombatArms.m_pEngine == NULL )
    {
    CombatArms.m_pEngine = (IVEngineClient*)EngineFactory("VEngineClient012", NULL);
    add_log( "CombatArms.m_pEngine: [0x%.8X]", (DWORD)CombatArms.m_pEngine);
    }
    if( CombatArms.m_pEnginevgui == NULL )
    {
    CombatArms.m_pEnginevgui = (IEngineVGui*)EngineFactory("VEngineVGui001", NULL);
    add_log( "CombatArms.m_pEnginevgui: [0x%.8X]", (DWORD)CombatArms.m_pEnginevgui);
    }
    if( CombatArms.m_pEnginetrace == NULL )
    {
    CombatArms.m_pEnginetrace = (IEngineTrace*)EngineFactory("EngineTraceClient003 ", NULL);
    add_log( "CombatArms.m_pEnginetrace: [0x%.8X]", (DWORD)CombatArms.m_pEnginetrace);
    }
    if( CombatArms.m_pEffects == NULL )
    {
    CombatArms.m_pEffects = (IVEfx*)EngineFactory("VEngineEffects001", NULL);
    add_log( "CombatArms.m_pEffects: [0x%.8X]", (DWORD)CombatArms.m_pEffects);
    }

    if( CombatArms.m_pStudioRender == NULL )
    {
    CombatArms.m_pStudioRender = (IStudioRender *)StudioFactory(STUDIO_RENDER_INTERFACE_VERSION, NULL);
    add_log( "CombatArms.m_pStudioRender: [0x%.8X]", (DWORD)CombatArms.m_pStudioRender);
    }
    if( CombatArms.m_pFileSystem == NULL )
    {
    CombatArms.m_pFileSystem = (IFileSystem*)FileSystemFactory("VFileSystem012", NULL);//FILESYSTEM_INTERFACE_VERSION
    add_log( "CombatArms.m_pFileSystem: [0x%.8X]", (DWORD)CombatArms.m_pFileSystem);
    }
    if( CombatArms.m_pRender == NULL )
    {
    CombatArms.m_pRender = (IVRenderView*)EngineFactory("VEngineRenderView012 ", NULL);//VENGINE_RENDERVIEW_INTERFACE_VERSION
    add_log( "CombatArms.m_pRender: [0x%.8X]", (DWORD)CombatArms.m_pRender);
    }
    if( CombatArms.m_pPhysicAPI == NULL )
    {
    CombatArms.m_pPhysicAPI = (IPhysicsSurfaceProps *)PhysicFactory(VPHYSICS_SURFACEPROPS_INTERFACE_VE RSION, NULL);
    add_log( "CombatArms.m_pPhysicAPI: [0x%.8X]", (DWORD)CombatArms.m_pPhysicAPI);
    }

    if( CombatArms.m_pCvar == NULL )
    {
    CombatArms.m_pCvar = (ICvar *)EngineFactory(VENGINE_CVAR_INTERFACE_VERSION, NULL);
    add_log( "CombatArms.m_pCvar: [0x%.8X]", (DWORD)CombatArms.m_pCvar);
    }

    if( CombatArms.m_pModelRender == NULL )
    {
    CombatArms.m_pModelRender = (IVModelRender*)EngineFactory("VEngineModel012", NULL);//VENGINE_HUDMODEL_INTERFACE_VERSION
    add_log( "CombatArms.m_pModelRender: [0x%.8X]", (DWORD)CombatArms.m_pModelRender);
    }
    if( CombatArms.m_pMaterialSystem == NULL )
    {
    CombatArms.m_pMaterialSystem = (IMaterialSystem*)MaterialFactory("VMaterialSystem 076", NULL);
    add_log( "CombatArms.m_pMaterialSystem: [0x%.8X]", (DWORD)CombatArms.m_pMaterialSystem );
    }
    if( CombatArms.m_pModelinfo == NULL )
    {
    CombatArms.m_pModelinfo = (IVModelInfoClient*)EngineFactory( "VModelInfoClient003", NULL );
    add_log( "CombatArms.m_pModelinfo: [0x%.8X]", (DWORD)CombatArms.m_pModelinfo);
    }
    if( CombatArms.m_pDebugOverlay == NULL )
    {
    CombatArms.m_pDebugOverlay = (IVDebugOverlay*)EngineFactory( "VDebugOverlay003", NULL );
    add_log( "CombatArms.m_pDebugOverlay: [0x%.8X]", (DWORD)CombatArms.m_pDebugOverlay);
    }
    if( CombatArms.m_pGameEventManager == NULL )
    {
    CombatArms.m_pGameEventManager = (IGameEventManager2*) EngineFactory( "GAMEEVENTSMANAGER002", NULL );
    add_log( "CombatArms.m_pGameEventManager: [0x%.8X]", (DWORD)CombatArms.m_pGameEventManager);
    }
    }



    DWORD dwWaitThread ( LPVOID lpArgs )
    {
    HMODULE hClient = NULL; // don't init to a value to get the thread to lock if the module is loaded for 100 ms

    for ( ; hClient == NULL ; _Sleep(100) )// once there are console connect tools out we should set this down
    hClient = _GetModuleHandle("client.dll");

    HookClient();

    return 0;
    }

    void LaunchHookThread ( void )
    {
    DWORD dwThreadID = NULL;
    HANDLE hThread = _CreateThread( NULL, NULL,(LPTHREAD_START_ROUTINE) dwWaitThread , NULL, NULL, &dwThreadID);
    }


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  3. #2
    Recluse. Feedback Score 7 (89%) Schyler's Avatar
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    Default

    That's real code... C++
    C++ Coding Tutorials
    Tutorial 1 - Tutorial 2 - Tutorial 3


  4. #3
    Godly Hacker Feedback Score 0 Wintermute's Avatar
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    Default

    That is part of a C++ aimbot. Without the rest of it, it is not really that useful.


  5. #4
    Leecher Feedback Score 0 adenibi's Avatar
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    Default Re: Legit code or fake?

    holy fuking crap thats jsut a part of a hack wtf???


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