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  1. #1
    upworld's Avatar
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    Thumbs up Some helps for aimbot

    i need some helps for fix this aimbot
    not lock and spead of aimbot not good
    watch in video you will understand
    source code below video



    @TheG2ek @dreek1 @~FALLEN~ @ACEOFEAGLE @mamo007 @(Virus) @vaisefud3 @MemoryThePast @RazerXJosh




    source code using

    Aimbot
    Code:
     void Aimbot(LPDIRECT3DDEVICE9 pDevice)
    {
    	DWORD inGame = (DWORD)GetModuleHandle("Object.dll");
    	if (!IsGameReadyForHookPoint() || !inGame) return;
    
    	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
    	
    	DWORD crossfire = (DWORD)GetModuleHandleA(eCF);
    	if (crossfire == NULL) return;
    
    	int VisibleCheck = hMenuItem[19];
    	int AimBone = hMenuItem[18];
    	int AimKey = hMenuItem[17];
    	int AimMode = hMenuItem[20];
    	
    	POINT pt;
    	D3DVIEWPORT9 viewP;
    	pDevice->GetViewport(&viewP);
    	float ScreenX = viewP.Width / 2;
    	float ScreenY = viewP.Height / 2;
    	pt.x = ScreenX;
    	pt.y = ScreenY;
    
    	if (IsGameReadyForHookPoint() && inGame)
    	{
    		DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
    		if (pLTClientShell != NULL)
    		{
    			CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
    			if (isValidClient(Me))
    			{
    				if (Me->Health > 0 && AimKey > 0)
    				{
    					{
    						int TargetIndex, BONE_ID;
    
    						switch (AimBone)
    						{
    						case 1: BONE_ID = 6; break;//Head
    						case 2: BONE_ID = 5; break;//Neck
    						case 3: BONE_ID = 2; break;//Body
    						case 4: BONE_ID = 10; break;//LeftHand
    						case 5: BONE_ID = 17; break;//RightHand
    						case 6: BONE_ID = 23; break;//FeftFoot
    						case 7: BONE_ID = 28; break;//RightFoor
    						default: BONE_ID = 6;//HEAD
    						}
    
    						int iAimAt = -1;
    						float MaxDistance = 0xFFFFFFF;
    
    						for (int i = 0; i < 16; i++)
    						{
    							CPlayer* pPlayer = GetPlayerByIndex(pLTClientShell, i);
    							D3DXVECTOR3 pos = GetBonePosition(pPlayer->Object, 6);
    
    							if (!isValidClient(pPlayer) && Me != pPlayer) continue;
    							if (IsTM(Me, pPlayer)) continue;
    
    							if (WorldToScreen(pDevice, &pos))
    							{
    
    								float radiusx = (15 * 5.0f) * (ScreenX / 100.0f);
    								float radiusy = (15 * 5.0f) * (ScreenY / 100.0f);
    
    								float Tmp = NULL;
    
    								if (AimMode == 1) { // Get player distance from crosshair
    									Tmp = GetDistance2(pos.x, pos.y, ScreenX, ScreenY);
    								}
    								else if (AimMode == 0) { // Get player distance from player
    									Tmp = GetDistance2(pos.x, pos.y, ScreenX, ScreenY);
    								}
    
    								//if in fov
    								if (pos.x >= ScreenX - radiusx && pos.x <= ScreenX + radiusx && pos.y >= ScreenY - radiusy && pos.y <= ScreenY + radiusy)
    								{
    									if (Tmp < MaxDistance)
    									{
    										MaxDistance = Tmp;
    										iAimAt = i;
    									}
    								}
    							}
    						}
    
    						if (iAimAt == -1)
    							return;
    
    						if (iAimAt > -1)
    						{
    							CPlayer* Target = GetPlayerByIndex(pLTClientShell, iAimAt);
    							if (isValidClient(Target))
    							{
    								if (Target && Target->Object && Target->Health > 0 && Target != Me)
    								{
    									D3DXVECTOR3 AimPos = GetBonePosition(Target->Object, BONE_ID);
    									if (WorldToScreen(pDevice, &AimPos))
    									{
    										float DistX = AimPos.x - ScreenX;
    										float DistY = AimPos.y - ScreenY;
    
    											if (VisibleCheck == 0)
    											{
    
    												{
    													switch (AimKey)
    													{
    													case 1: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													case 2: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													case 3: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													case 4: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    													case 5: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    												//	default: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													}
    												}
    											}
    
    											if (VisibleCheck == 1)
    											{
    												if (IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(Target->Object, BONE_ID)))
    												{
    													switch (AimKey)
    													{
    													case 1: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													case 2: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													case 3: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													case 4: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    													case 5: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    											//		default: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    													}
    
    												}
    											}
    										}
    
    
    									}
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    Engine

    Code:
     #define GetPlayerByIndex(LTClientShell, dwID) (CPlayer*)(LTClientShell + (dwID * dwCPlayerSize) + dwCPlayerStart)
    
    bool IsGameReadyForHookPoint()
    {
    	if (GetModuleHandleA("CShell.dll") != NULL && GetModuleHandleA("ClientFx.fxd") != NULL && GetModuleHandleA("crossfire.exe") != NULL && GetModuleHandleA("d3d9.dll") != NULL && GetModuleHandleA("SndDrv.dll") != NULL)
    		return true;
    	return false;
    }
    
    bool isValidClient(CPlayer* Clients)
    {
    	if ((Clients != NULL) && (Clients->Health > 0) && (strlen(Clients->Name) > 2) && (Clients->Object != NULL))
    		return true;
    	return false;
    }
    //b3bosa 3lia mini
    bool qisValidClient(CPlayer* Clients)
    {
    	if ((Clients != NULL) && (Clients->Health > 0) && (strlen(Clients->Name) > 2) && (Clients->Object != NULL))
    		return true;
    	return false;
    }
    
    //
    D3DXVECTOR3 GetMidPoint(D3DXVECTOR3 V1, D3DXVECTOR3 V2)
    {
    	return D3DXVECTOR3((V1.x + V2.x) / 2, (V1.y + V2.y) / 2, (V1.z + V2.z) / 2);
    }
    
    char GetMyIndex(DWORD pLTCLientShell)
    {
    	if (pLTCLientShell)
    	{
    		BYTE clients = *(BYTE*)(pLTCLientShell + dwCPlayerStart);
    		if (clients < 16)
    			return *(char*)(pLTCLientShell + clients * dwCPlayerSize + MEOffset);
    	}
    	return -1;
    }
    
    bool inGame()
    {
    
    	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
    	DWORD pLTClientShell = *(DWORD*)(CShell + aLTClientShell);
    	CPlayer* player = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
    	if ((player != NULL) && (strlen(player->Name) > 2) && (player->Object != NULL))
    		return true;
    	return false;
    }
    
    bool IsTM(CPlayer* Me, CPlayer* Target)
    {
    	if (Me->Team != Target->Team)
    		return false;
    	return true;
    }
    
    void GetBonePositionEx(cObject* obj, UINT Bone, _Transform* Trans)
    {
    	DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
    	DWORD ClientFx = (DWORD)GetModuleHandleA("ClientFx.fxd");
    	if (!CShell && !ClientFx) return;
    	DWORD pLTModel = *(DWORD*)(CShell + aLTModel);
    
    	__asm
    	{
    		MOV ECX, pLTModel
    		MOV EDX, DWORD PTR DS : [ECX]
    		MOV EDX, DWORD PTR DS : [EDX + 0x3C]
    		PUSH 1
    		PUSH Trans
    		PUSH Bone
    		PUSH obj
    		CALL EDX
    	}
    }
    
    D3DXVECTOR3 GetBonePosition(cObject* obj, UINT Bone)
    {
    	_Transform Trans;
    	GetBonePositionEx(obj, Bone, &Trans);
    	return (Trans.Pos);
    }
    
    // test AI MODE
    
    
    
    void GetNodePosition(cObject* obj, UINT Bone, D3DXVECTOR3& Out)
    {
    	_Transform Trans;
    	GetBonePositionEx(obj, Bone, &Trans);
    	Out = Trans.Pos;
    	Out.y += 5;
    }
    
    float GetDistance(float Xx, float Yy, float xX, float yY)
    {
    	return sqrt((yY - Yy) * (yY - Yy) + (xX - Xx) * (xX - Xx));
    }
    
    float CalculateDistance(D3DXVECTOR3 from, D3DXVECTOR3 to)
    {
    	return sqrt((to.x - from.x) * (to.x - from.x) + (to.y - from.y) * (to.y - from.y) + (to.z - from.z) * (to.z - from.z));
    }
    float CalculateDistance2(LTVector from, LTVector to)
    {
    	return sqrt((to.x - from.x) * (to.x - from.x) + (to.y - from.y) * (to.y - from.y) + (to.z - from.z) * (to.z - from.z));
    }
    
    bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, D3DXVECTOR3* InOut)
    {
    	D3DXVECTOR3 vScreen;
    	D3DXVECTOR3 PlayerPos(InOut->x, InOut->y, InOut->z);
    	D3DVIEWPORT9 viewPort = { 0 };
    	D3DXMATRIX projection, view, world;
    	pDevice->GetTransform(D3DTS_VIEW, &view);
    	pDevice->GetTransform(D3DTS_PROJECTION, &projection);
    	pDevice->GetTransform(D3DTS_WORLD, &world);
    	pDevice->GetViewport(&viewPort);
    	D3DXVec3Project(&vScreen, &PlayerPos, &viewPort, &projection, &view, &world);
    	if (vScreen.z < 1.0f && vScreen.x > 0.0f && vScreen.y > 0.0f && vScreen.x < viewPort.Width && vScreen.y < viewPort.Height)
    	{
    		*InOut = vScreen;
    		return true;
    	}
    	return false;
    }
    Last edited by upworld; 10-20-2019 at 04:24 PM.

  2. #2
    MemoryThePast's Avatar
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    hmm so many unnecessary codes that you don't need it

    - - - Updated - - -

    i use this
    Code:
    #include "Aimbot.h"
    
    #define PI3 6.283185307179586
    
    void cAimbot::StartAimFov(LPDIRECT3DDEVICE9 pDevice)
    {
    	if (!Engine->IsGameReadyForHook()) return;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	switch (Var_AimFov)
    	{
    		case 1: AimFirstView = 2.50f; break; // 10.0f
    		case 2: AimFirstView = 6.50f; break; // 30.0f
    		case 3: AimFirstView = 9.50f; break; // 45.0f
    		case 4: AimFirstView = 12.50f; break; // 60.0f
    		case 5: AimFirstView = 16.50f; break; // 80.0f
    		case 6: AimFirstView = 18.50f; break; // 90.0f
    		case 7: AimFirstView = 32.50f; break; // 180.0f
    		case 8: AimFirstView = 64.5f; break; // 360.0f
    		default: AimFirstView = 6.50f;
    	}
    
    	CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    	if (Engine->IsValidClient(LocalPlayer))
    	{
    		if (!LocalPlayer->CharacterFx->IsDead())
    		{
    			DirectX->DrawCircle(ScreenX, ScreenY, (AimFirstView * 5.0f) * PI3, Yellow, pDevice);
    		}
    	}
    }
    
    int cAimbot::GetNearestByTargetPlayerAim(LPDIRECT3DDEVICE9 pDevice)
    {
    	int BestTarget = -1;
    
    	float MaxDistance = INFINITE;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    	if (Engine->IsValidClient(LocalPlayer))
    	{
    		for (int i = 0; i < Engine->GetMaxPlayer(); i++)
    		{
    			CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i);
    			D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6);
    
    			if (!Engine->IsValidClient(TargetPlayer))
    				continue;
    
    			if (!Engine->IsCheckPlayer(TargetPlayer))
    				continue;
    
    			if (Engine->IsTM(LocalPlayer, TargetPlayer))
    				continue;
    
    			// ==================== [ Get Nearest By Crosshair ] ==================== //
    			if (Var_AimMode == 0)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY);
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    			// ==================== [ Get Nearest By Distance ] ==================== //
    			if (Var_AimMode == 1)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100;
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    		}
    	}
    	return BestTarget;
    }
    
    int cAimbot::GetNearestByTargetZombieAim(LPDIRECT3DDEVICE9 pDevice)
    {
    	int BestTarget = -1;
    
    	float MaxDistance = INFINITE;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    	if (Engine->IsValidClient(LocalPlayer))
    	{
    		for (int i = 0; i < Engine->GetMaxPlayer(); i++)
    		{
    			CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i);
    			D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6);
    
    			if (!Engine->IsValidClient(TargetPlayer))
    				continue;
    
    			if (!Engine->IsCheckZombie(TargetPlayer))
    				continue;
    
    			if (Engine->IsZM(LocalPlayer, TargetPlayer))
    				continue;
    
    			// ==================== [ Get Nearest By Crosshair ] ==================== //
    			if (Var_AimMode == 0)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY);
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    			// ==================== [ Get Nearest By Distance ] ==================== //
    			if (Var_AimMode == 1)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100;
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    		}
    	}
    	return BestTarget;
    }
    
    void cAimbot::StartAimbot(LPDIRECT3DDEVICE9 pDevice)
    {
    	if (!Engine->IsGameReadyForHook()) return;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	int BONE_ID = 6;
    
    	switch (Var_AimbBone)
    	{
    		case 1: BONE_ID = 5; break; // Neck
    		case 2: BONE_ID = 2; break; // Body
    		case 3: BONE_ID = 10; break; // Left Hand
    		case 4: BONE_ID = 17; break; // Right Hand
    		case 5: BONE_ID = 23; break; // Left Foot
    		case 6: BONE_ID = 28; break; // Right Foot
    		default: BONE_ID = 6; // Head
    	}
    
    	if (!Engine->IsRoomInfoZmMode())
    	{
    		CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    		if (Engine->IsValidPointer(LocalPlayer))
    		{
    			int TargetIndex = this->GetNearestByTargetPlayerAim(pDevice);
    			if (TargetIndex != -1)
    			{
    				CPlayer* TargetPlayer = Engine->GetPlayerByIndex(TargetIndex);
    				if (Engine->IsValidPointer(TargetPlayer))
    				{
    					if (TargetPlayer != LocalPlayer)
    					{
    						D3DXVECTOR3 AimPos = Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID);
    						if (Engine->WorldToScreen(pDevice, &AimPos))
    						{
    							float DistX = AimPos.x - ScreenX;
    							float DistY = AimPos.y - ScreenY;
    
    							if (Var_AimVisibleCheck == 0)
    							{
    								switch (Var_AimKey)
    								{
    								case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    								case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    								}
    							}
    							else if (Var_AimVisibleCheck == 1)
    							{
    								if (Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->m_Object, BONE_ID), Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID)))
    								{
    									switch (Var_AimKey)
    									{
    									case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    									case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    									}
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    	else if (Engine->IsRoomInfoZmMode())
    	{
    		CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    		if (Engine->IsValidPointer(LocalPlayer))
    		{
    			int TargetIndex = this->GetNearestByTargetZombieAim(pDevice);
    			if (TargetIndex != -1)
    			{
    				CPlayer* TargetPlayer = Engine->GetPlayerByIndex(TargetIndex);
    				if (Engine->IsValidPointer(TargetPlayer))
    				{
    					if (TargetPlayer->CharacterFx->IsMutant() != LocalPlayer->CharacterFx->IsMutant())
    					{
    						D3DXVECTOR3 AimPos = Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID);
    						if (Engine->WorldToScreen(pDevice, &AimPos))
    						{
    							float DistX = AimPos.x - ScreenX;
    							float DistY = AimPos.y - ScreenY;
    
    							if (Var_AimVisibleCheck == 0)
    							{
    								switch (Var_AimKey)
    								{
    								case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    								case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    								}
    							}
    							else if (Var_AimVisibleCheck == 1)
    							{
    								if (Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->m_Object, BONE_ID), Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID)))
    								{
    									switch (Var_AimKey)
    									{
    									case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    									case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    									}
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }

  3. #3
    ranger2016's Avatar
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    Please, I need a video how to download the code and the work of penetrating the crossfire program using Visual Basic 2010

  4. #4
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    @jayjay153

    Any Help ?

  5. #5
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    Code:
    	float DistX = 0.0f, DistY = 0.0f;
    
    	if( AimPos.x > ScreenX )
    		DistX = -( ScreenX - AimPos.x );
    	else
    		DistX = AimPos.x - ScreenX;
    
    	if( AimPos.y > ScreenY )
    		DistY = -( ScreenY - AimPos.y );
    	else
    		DistY = AimPos.y - ScreenY;

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    upworld (10-20-2019)

  7. #6
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    coding an aimbot seems difficult. Wish you luck my friend.
    ~Today is the day a king is born~

  8. #7
    winiciosrocha's Avatar
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    I'm suffering the same error, but my aimbot does not go to the enemy and my ESP does not work

  9. #8
    luizimloko's Avatar
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    Quote Originally Posted by dat000 View Post
    coding an aimbot seems difficult. Wish you luck my friend.
    idk why doing aimbot by mouse_event , doing on this way makes the aimbot very slow and sometimes imprecise. Is perfectly possible do the aimbot by Yaw and Pitch without get 'Client Error 30_0' you need only do the math calcs correctly.

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    upworld (10-20-2019)

  11. #9
    upworld's Avatar
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    can you send if you have or any help to make it ?

    - - - Updated - - -

    right ?

    Code:
    
    #define YAW  0x530
    #define PITCH  0x534
    #define DegToRad(degree) ((degree) * (3.141592654f / 180.0f))
    
    
    class cPlayerPos
    {
    public:
    	char _UnkSpace[0xDC];  <----------- i don't have this
    	D3DXVECTOR3 Position;
    };
    
    
    class cLTPlayerClient
    {
    public:
    	char _UnkSpace[0x350];  <----------- i don't have this
    	cPlayerPos* pPlayerPos;
    	char _UnkSpace2[8];
    	float Pitch;
    	float Yaw;
    };
    
    
    
    cLTPlayerClient* pPlayerManager;
    
    
    
    __forceinline float AngleNormalize(float x)
    {
    	x = fmod(x + 180, 360);
    	if (x < 0) x += 360;
    	return x - 180;
    }
    
    void GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR2& vAngles)
    {
    	VectorAngles(D3DXVECTOR3(vTargetPos - vCameraPos), vAngles);
    }
    
    /*
    	Get vector angles
    */
    inline void VectorAngles(const D3DXVECTOR3 forward, D3DXVECTOR2& angles)
    {
    	if (forward[2] == 0 && forward[0] == 0)
    	{
    		angles[0] = -90;
    		angles[1] = 0;
    	}
    	else
    	{
    		float tmp = sqrtf(forward[0] * forward[0] + forward[2] * forward[2]);
    		angles[0] = AngleNormalize(atan2f(-forward[1], tmp) * 180 / D3DX_PI);
    		angles[1] = AngleNormalize((atan2f(forward[2], -forward[0]) * 180 / D3DX_PI) - 90);
    	}
    }
    
    
    void SetMousePosition(LPDIRECT3DDEVICE9 pDevice, CPlayer* Me, CPlayer* pPlayer, D3DXVECTOR3 pos)
    {
    	if (!isValidClient(pPlayer) && Me != pPlayer) 
    		return;
    
    	//if (!isValidClient(pPlayer) || pPlayer == Me || pPlayerManager == NULL)
    	//	return;
    
    	D3DXMATRIX View, iView;
    	D3DXVECTOR3 fDist;
    	D3DXVECTOR2 Position;
    	pDevice->GetTransform(D3DTS_VIEW, &View);
    
    	D3DXMatrixInverse(&iView, 0, &View);
    	D3DXVec3Subtract(&fDist, &pos, &D3DXVECTOR3(iView._41, iView._42, iView._43));
    
    	GetAngleToTarget(pos, D3DXVECTOR3(iView._41, iView._42, iView._43), Position);
    
    	if (Position[PITCH] != NULL)
    		pPlayerManager->Pitch = DegToRad(Position[PITCH]);
    
    	if (Position[YAW])
    		pPlayerManager->Yaw = DegToRad(Position[YAW]);
    }
    
    
    
    
    
    
    
    CPlayer* Me = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
    
    CPlayer* Target = GetPlayerByIndex(pLTClientShell, iAimAt);
    
    D3DXVECTOR3 AimPos = GetBonePosition(Target->Object, BONE_ID);
    
    
    if (VisibleCheck == 1)
    											{
    												if (IsVisible(GetBonePosition(Me->Object, 6), GetBonePosition(Target->Object, BONE_ID)))
    												{
    													switch (AimKey)
    													{
    													case 1: SetMousePosition(pDevice, Me, Target, AimPos); break;
    													case 2: if (GetAsyncKeyState(VK_LBUTTON)) SetMousePosition(pDevice, Me, Target, AimPos); break;
    													case 3: if (GetAsyncKeyState(VK_RBUTTON)) SetMousePosition(pDevice, Me, Target, AimPos); break;
    													case 4: if (GetAsyncKeyState(VK_SHIFT)) SetMousePosition(pDevice, Me, Target, AimPos);	break;
    													case 5: if (GetAsyncKeyState(VK_MENU)) SetMousePosition(pDevice, Me, Target, AimPos); break;
    }

  12. #10
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  13. #11
    luizimloko's Avatar
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    Quote Originally Posted by upworld View Post
    Code:
    #define YAW  0x530
    #define PITCH  0x534
    
    class cLTPlayerClient
    {
    public:
    	char _UnkSpace[0x530];
    	float Pitch;
    	float Yaw;
    };

  14. #12
    winiciosrocha's Avatar
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    Can someone help me, my aimbot and my esp is not working

  15. #13
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    Quote Originally Posted by winiciosrocha View Post
    Can someone help me, my aimbot and my esp is not working
    Didn't u said u stopped coding?

  16. #14
    winiciosrocha's Avatar
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    @vaisefud3 CF TITAN

  17. #15
    IrineuMito's Avatar
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    Quote Originally Posted by MemoryThePast View Post
    hmm so many unnecessary codes that you don't need it

    - - - Updated - - -

    i use this
    Code:
    #include "Aimbot.h"
    
    #define PI3 6.283185307179586
    
    void cAimbot::StartAimFov(LPDIRECT3DDEVICE9 pDevice)
    {
    	if (!Engine->IsGameReadyForHook()) return;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	switch (Var_AimFov)
    	{
    		case 1: AimFirstView = 2.50f; break; // 10.0f
    		case 2: AimFirstView = 6.50f; break; // 30.0f
    		case 3: AimFirstView = 9.50f; break; // 45.0f
    		case 4: AimFirstView = 12.50f; break; // 60.0f
    		case 5: AimFirstView = 16.50f; break; // 80.0f
    		case 6: AimFirstView = 18.50f; break; // 90.0f
    		case 7: AimFirstView = 32.50f; break; // 180.0f
    		case 8: AimFirstView = 64.5f; break; // 360.0f
    		default: AimFirstView = 6.50f;
    	}
    
    	CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    	if (Engine->IsValidClient(LocalPlayer))
    	{
    		if (!LocalPlayer->CharacterFx->IsDead())
    		{
    			DirectX->DrawCircle(ScreenX, ScreenY, (AimFirstView * 5.0f) * PI3, Yellow, pDevice);
    		}
    	}
    }
    
    int cAimbot::GetNearestByTargetPlayerAim(LPDIRECT3DDEVICE9 pDevice)
    {
    	int BestTarget = -1;
    
    	float MaxDistance = INFINITE;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    	if (Engine->IsValidClient(LocalPlayer))
    	{
    		for (int i = 0; i < Engine->GetMaxPlayer(); i++)
    		{
    			CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i);
    			D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6);
    
    			if (!Engine->IsValidClient(TargetPlayer))
    				continue;
    
    			if (!Engine->IsCheckPlayer(TargetPlayer))
    				continue;
    
    			if (Engine->IsTM(LocalPlayer, TargetPlayer))
    				continue;
    
    			// ==================== [ Get Nearest By Crosshair ] ==================== //
    			if (Var_AimMode == 0)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY);
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    			// ==================== [ Get Nearest By Distance ] ==================== //
    			if (Var_AimMode == 1)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100;
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    		}
    	}
    	return BestTarget;
    }
    
    int cAimbot::GetNearestByTargetZombieAim(LPDIRECT3DDEVICE9 pDevice)
    {
    	int BestTarget = -1;
    
    	float MaxDistance = INFINITE;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    	if (Engine->IsValidClient(LocalPlayer))
    	{
    		for (int i = 0; i < Engine->GetMaxPlayer(); i++)
    		{
    			CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i);
    			D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6);
    
    			if (!Engine->IsValidClient(TargetPlayer))
    				continue;
    
    			if (!Engine->IsCheckZombie(TargetPlayer))
    				continue;
    
    			if (Engine->IsZM(LocalPlayer, TargetPlayer))
    				continue;
    
    			// ==================== [ Get Nearest By Crosshair ] ==================== //
    			if (Var_AimMode == 0)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY);
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    			// ==================== [ Get Nearest By Distance ] ==================== //
    			if (Var_AimMode == 1)
    			{
    				if (Engine->WorldToScreen(pDevice, &Pos))
    				{
    					float radiusx = (AimFirstView * 5.0f) * (ScreenX / 100.0f);
    					float radiusy = (AimFirstView * 5.0f) * (ScreenY / 100.0f);
    
    					float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100;
    
    					if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy)
    					{
    						if (Tmp < MaxDistance)
    						{
    							MaxDistance = Tmp;
    							BestTarget = i;
    						}
    					}
    				}
    			}
    		}
    	}
    	return BestTarget;
    }
    
    void cAimbot::StartAimbot(LPDIRECT3DDEVICE9 pDevice)
    {
    	if (!Engine->IsGameReadyForHook()) return;
    
    	D3DVIEWPORT9 ViewP;
    	pDevice->GetViewport(&ViewP);
    	float ScreenX = ViewP.Width / 2;
    	float ScreenY = ViewP.Height / 2;
    
    	int BONE_ID = 6;
    
    	switch (Var_AimbBone)
    	{
    		case 1: BONE_ID = 5; break; // Neck
    		case 2: BONE_ID = 2; break; // Body
    		case 3: BONE_ID = 10; break; // Left Hand
    		case 4: BONE_ID = 17; break; // Right Hand
    		case 5: BONE_ID = 23; break; // Left Foot
    		case 6: BONE_ID = 28; break; // Right Foot
    		default: BONE_ID = 6; // Head
    	}
    
    	if (!Engine->IsRoomInfoZmMode())
    	{
    		CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    		if (Engine->IsValidPointer(LocalPlayer))
    		{
    			int TargetIndex = this->GetNearestByTargetPlayerAim(pDevice);
    			if (TargetIndex != -1)
    			{
    				CPlayer* TargetPlayer = Engine->GetPlayerByIndex(TargetIndex);
    				if (Engine->IsValidPointer(TargetPlayer))
    				{
    					if (TargetPlayer != LocalPlayer)
    					{
    						D3DXVECTOR3 AimPos = Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID);
    						if (Engine->WorldToScreen(pDevice, &AimPos))
    						{
    							float DistX = AimPos.x - ScreenX;
    							float DistY = AimPos.y - ScreenY;
    
    							if (Var_AimVisibleCheck == 0)
    							{
    								switch (Var_AimKey)
    								{
    								case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    								case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    								}
    							}
    							else if (Var_AimVisibleCheck == 1)
    							{
    								if (Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->m_Object, BONE_ID), Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID)))
    								{
    									switch (Var_AimKey)
    									{
    									case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    									case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    									}
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    	else if (Engine->IsRoomInfoZmMode())
    	{
    		CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex());
    		if (Engine->IsValidPointer(LocalPlayer))
    		{
    			int TargetIndex = this->GetNearestByTargetZombieAim(pDevice);
    			if (TargetIndex != -1)
    			{
    				CPlayer* TargetPlayer = Engine->GetPlayerByIndex(TargetIndex);
    				if (Engine->IsValidPointer(TargetPlayer))
    				{
    					if (TargetPlayer->CharacterFx->IsMutant() != LocalPlayer->CharacterFx->IsMutant())
    					{
    						D3DXVECTOR3 AimPos = Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID);
    						if (Engine->WorldToScreen(pDevice, &AimPos))
    						{
    							float DistX = AimPos.x - ScreenX;
    							float DistY = AimPos.y - ScreenY;
    
    							if (Var_AimVisibleCheck == 0)
    							{
    								switch (Var_AimKey)
    								{
    								case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    								case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    								default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    								}
    							}
    							else if (Var_AimVisibleCheck == 1)
    							{
    								if (Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->m_Object, BONE_ID), Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID)))
    								{
    									switch (Var_AimKey)
    									{
    									case 1: if (GetAsyncKeyState(VK_LBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 2: if (GetAsyncKeyState(VK_RBUTTON)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									case 3: if (GetAsyncKeyState(VK_SHIFT)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);	break;
    									case 4: if (GetAsyncKeyState(VK_MENU)) mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL); break;
    									default: mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
    									}
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }
    Send-me your DrawCircle utility in AimFov...

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