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  1. #1
    Maui_Hawaii_USA's Avatar
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    Triggerbot source code

    Alright here is a triggerbot source code i do not know how to compile so here it is and again don't ask where i got it.

    001 bool triggerBot2()
    002 {
    003 triggerbotEnabled = true;
    004
    005 ExAddress clientBase = exGetModuleAddress("client.dll");
    006 ExAddress engineBase = exGetModuleAddress("engine.dll");
    007
    008 randomNum trigRand;
    009
    010 CClientEntityList entList;
    011 CAimbot trigBot;
    012 CPlayer me;
    013
    014 //int myScreenPos[2];
    015 //int enemyScreenPos2[2];
    016
    017 //float localOrigin[3];
    018
    019 ExAddress localPlayerBase = clientBase + localPlayerOffset;
    020
    021 entList.SetBaseEnt(clientBase + entListOffset);
    022
    023 me.pos.SetPositionAddress(exReadAddress(localPlaye rBase) + 0x2CC);
    024 me.viewAngles.SetViewAnglesAddress(engineBase + viewAnglesOffset);
    025
    026 //trigBot.SetRecoilAddress(exReadAddress(localPlayer Base) + 0xD90);
    027 //trigBot.SetWeapRecoil(2.0f);
    028
    029 trigBot.SetPlayer(&me);
    030
    031 struct player
    032 {
    033 struct origin_
    034 {
    035 float x;
    036 float y;
    037 float z;
    038
    039 ExAddress address;
    040 };
    041
    042 struct viewAngles_
    043 {
    044 float pitch;
    045 float yaw;
    046 float roll;
    047
    048 ExAddress address;
    049 };
    050
    051 origin_ origin;
    052 viewAngles_ viewAngles;
    053
    054 ExAddress m_bDormant_address;
    055 bool m_bDormant;
    056
    057 ExAddress m_iTeamNum_address;
    058 int m_iTeamNum;
    059
    060 ExAddress m_iLifestate_address;
    061 BYTE m_iLifestate;
    062
    063 ExAddress m_nSequence_address;
    064 int m_nSequence;
    065
    066
    067 ExAddress address;
    068
    069 int screenPos[2];
    070 float m_vecAbsOrigin[3];
    071 float m_angRotation[3];
    072
    073 float forwardOffset;
    074 float rightOffset;
    075
    076 float vForward[3];
    077 float vRight[3];
    078 float vUp[3];
    079 };
    080
    081 player players[32];
    082 player localPlayer;
    083
    084 localPlayer.viewAngles.address = engineBase + viewAnglesOffset;
    085
    086 int lastTime = timeGetTime();
    087
    088 //DWORD weapPtrHandle;
    089
    090 ExAddress weapPtr;
    091
    092 int lastSequence;
    093
    094 int mid[2] = {gScreenSize[0]/2, gScreenSize[1]/2};
    095
    096 //float div = (gScreenSize[0]/341.3);
    097 float div = (gScreenSize[0]/400);
    098 float div2 = (gScreenSize[1]/200);
    099 //float div2 = (gScreenSize[1]/192);
    100
    101 while(true)
    102 {
    103 localPlayer.address = exReadAddress(clientBase + localPlayerOffset);
    104
    105 float punchAngles[3];
    106 exReadBuffer(localPlayer.address+0xD90, &punchAngles, sizeof(float) * 3);
    107
    108 localPlayer.m_iTeamNum = (int)exReadDword(localPlayer.address+0x98);
    109
    110 int ecx = (int)exReadDword(exReadAddress(engineBase+seqNumOf fset + 0x10));
    111 int edx = (int)exReadDword(exReadAddress(engineBase+seqNumOf fset + 0x16));
    112
    113 float localFov = exReadFloat(clientBase+clientPredictionOffset+loca lFovOffset);
    114
    115 if(ecx+edx+1 > lastSequence)
    116 {
    117 int random_seed = MD5_PseudoRandom(ecx+edx+1) & 0x7fffffff;
    118 trigRand.SetSeed((random_seed & 255) + 1);
    119
    120 DWORD weapHandle = exReadDword(localPlayer.address + 0xCD0);
    121 weapPtr = entList.GetEntityByIndex((weapHandle & 0xFFF) - 1);
    122
    123 exReadBuffer(localPlayer.viewAngles.address, &localPlayer.viewAngles, sizeof(float) * 3);
    124 exReadBuffer(localPlayer.address+0x2CC, &localPlayer.origin, sizeof(float) * 3);
    125
    126 localPlayer.m_vecAbsOrigin[0] = localPlayer.origin.x;
    127 localPlayer.m_vecAbsOrigin[1] = localPlayer.origin.y;
    128 localPlayer.m_vecAbsOrigin[2] = localPlayer.origin.z;
    129
    130 localPlayer.m_angRotation[0] = localPlayer.viewAngles.pitch;
    131 localPlayer.m_angRotation[1] = localPlayer.viewAngles.yaw;
    132 localPlayer.m_angRotation[2] = localPlayer.viewAngles****ll;
    133
    134 x = trigRand.RandomFloat( -0.5, 0.5 ) + trigRand.RandomFloat( -0.5, 0.5 );
    135 y = trigRand.RandomFloat( -0.5, 0.5 ) + trigRand.RandomFloat( -0.5, 0.5 );
    136
    137 float vecSpread;
    138
    139 vecSpread = getSpread(weapPtr);
    140
    141 x *= vecSpread;
    142 y *= vecSpread;
    143
    144 float vForward[3], vRight[3], vUp[3];
    145
    146 //float *angles = localPlayer.m_angRotation;
    147
    148 gMath.AngleVectors(localPlayer.m_angRotation, vForward, vRight, vUp);
    149
    150 float newView[3];
    151
    152 vecDir[0] = vForward[0] + x * vRight[0] + y * vUp[0];
    153 newView[0] = 8192 * vecDir[0];
    154 vecDir[1] = vForward[1] + x * vRight[1] + y * vUp[1];
    155 newView[1] = 8192 * vecDir[1];
    156 vecDir[2] = vForward[2] + x * vRight[2] + y * vUp[2];
    157 newView[2] = 8192 * vecDir[2];
    158
    159 //vecDir = vForward2 + (x * vecSpread * vRight2) + (y * vecSpread * vUp2);
    160
    161 VectorNormalize(vecDir);
    162
    163 float angles3[3];
    164
    165 //VectorAngles(vecDir, angles2);
    166 gMath.VectorAngles(newView, angles3);
    167
    168 angles3[0] *= -1;
    169
    170 localPlayer.m_angRotation[0] = angles3[0];
    171 localPlayer.m_angRotation[1] = angles3[1];
    172 localPlayer.m_angRotation[2] = angles3[2];
    173
    174 localPlayer.m_angRotation[0] += punchAngles[0] * 2;
    175 localPlayer.m_angRotation[1] += punchAngles[1] * 2;
    176 localPlayer.m_angRotation[2] += punchAngles[2] * 2;
    177
    178 lastSequence = ecx+edx+1;
    179 }
    180
    181 if(GetAsyncKeyState(VK_LMENU))
    182 {
    183 for(int i=0;i<32;++i)
    184 {
    185 ExAddress readBase = entList.GetEntityByIndex(i);
    186
    187 if(readBase == 0x0)
    188 continue;
    189
    190 players[i].address = readBase;
    191
    192 if(players[i].address == localPlayer.address)
    193 continue;
    194
    195 ent_s entBuffer;
    196
    197 exReadBuffer(readBase, &entBuffer, sizeof(entBuffer));
    198
    199 players[i].m_nSequence = (int)entBuffer.sequence;
    200 players[i].m_iTeamNum = (int)entBuffer.team;
    201 players[i].m_iLifestate = (int)entBuffer.lifeState;
    202 players[i].m_bDormant = (bool)entBuffer.dormant;
    203 players[i].m_vecAbsOrigin[0] = entBuffer.vecAbsOrigin[0];
    204 players[i].m_vecAbsOrigin[1] = entBuffer.vecAbsOrigin[1];
    205 players[i].m_vecAbsOrigin[2] = entBuffer.vecAbsOrigin[2];
    206
    207 if(players[i].m_iLifestate != 0x0 || players[i].m_bDormant == true || players[i].m_iTeamNum == localPlayer.m_iTeamNum)
    208 continue;
    209
    210 //exReadBuffer(players[i].origin.address, &players[i].origin, sizeof(float) * 3);
    211
    212 players[i].viewAngles.address = readBase + m_vecRotationOffset;
    213 exReadBuffer(players[i].viewAngles.address, &players[i].viewAngles, sizeof(float) * 3);
    214
    215 players[i].m_angRotation[0] = players[i].viewAngles.pitch;
    216 players[i].m_angRotation[1] = players[i].viewAngles.yaw;
    217 players[i].m_angRotation[2] = players[i].viewAngles****ll;
    218
    219 players[i].forwardOffset = 10;
    220 players[i].rightOffset = 4;
    221
    222 if(players[i].m_nSequence == 2 || players[i].m_nSequence == 5)
    223 {
    224 players[i].m_vecAbsOrigin[2] -= 17.5;
    225
    226 players[i].rightOffset = 2;
    227 }
    228
    229 // CALCULATIONS
    230 //exPrintf("%f", players[i].m_angRotation[0]);
    231 gMath.AngleVectors(players[i].m_angRotation, players[i].vForward, players[i].vRight, players[i].vUp);
    232
    233 players[i].m_vecAbsOrigin[0] += (players[i].vForward[0]*players[i].forwardOffset) + (players[i].vRight[0]*players[i].rightOffset);
    234 players[i].m_vecAbsOrigin[1] += (players[i].vForward[1]*players[i].forwardOffset) + (players[i].vRight[1]*players[i].rightOffset);
    235
    236 float dist = gMath.GetDistance(localPlayer.m_vecAbsOrigin, players[i].m_vecAbsOrigin) / 1000;
    237
    238 float var;
    239 float var2;
    240
    241 if(localFov > 40)
    242 {
    243 var = div/dist;
    244 var2 = div2/dist;
    245 }
    246 else if (localFov > 10)
    247 {
    248 var = (div*2.2)/dist;
    249 var2 = (div2*2.2)/dist;
    250 }
    251 else
    252 {
    253 var = (div*5.6)/dist;
    254 var2 = (div2*5.6)/dist;
    255 }
    256 //exPrintf("X: %i, Y: %i, %i", players[i].screenPos[0], players[i].screenPos[1], i);
    257
    258 if(gMath.WorldToScreen(players[i].m_vecAbsOrigin, localPlayer.m_vecAbsOrigin, localPlayer.m_angRotation, (int)localFov, gScreenSize, players[i].screenPos))
    259 {
    260 if(players[i].screenPos[0] >= mid[0]-var && players[i].screenPos[0] <= mid[0]+var && players[i].screenPos[1] >= mid[1]-var2 && players[i].screenPos[1] <= mid[1]+var2)
    261 {
    262 mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
    263 mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
    264 }
    265 }
    266 }
    267 }
    268
    269 Sleep(1);
    270 }
    271
    272 return true;
    273 }
    274
    275 &nbsp;
    Last edited by Maui_Hawaii_USA; 05-28-2012 at 10:47 PM.

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