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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Hack Coding / Programming / Source Code › I found some source codes for CA hacks (Ithink-Aimbot)

QuestionI found some source codes for CA hacks (Ithink-Aimbot)

Posts 1–15 of 15 · Page 1 of 1
TR
trane25
I found some source codes for CA hacks (Ithink-Aimbot)
I just found these in my old Hardrive , never noticed them. I don't know if they still work though . (I can't attach files O.e)
so i just have this aimbot for right now. I don't know if they even work anymore

Code:
//08/10/2013

#define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
#define PITCH 0
#define YAW 1

int AimJogador = -1;
int AimBone = -1;
bool AimRobo = false;

void VectorAngles( const float* forward, float* angles )
{
	float tmp, yaw, pitch;

	if( forward[2] == 0 && forward[0] == 0 )
	{
		yaw = 0;

		if( forward[2] > 0 )
			pitch = 90;
		else
			pitch = 270;
	}
	else 
	{
		yaw = ( atan2( forward[2], -forward[0] ) * 180 / M_PI )-90;

		if( yaw < 0 )
			yaw += 360;

		tmp = sqrt( forward[0] * forward[0] + forward[2] * forward[2] );
		pitch = ( atan2( forward[1], tmp) * 180 / M_PI );

		if( pitch < 0 )
			pitch += 360;
	}

	angles[0] = -pitch;
	angles[1] = yaw;
	angles[2] = 0;
}

void GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles)
{
	D3DXVECTOR3 vDelta;
	vDelta.x = vTargetPos.x - vCameraPos.x;
	vDelta.y = vTargetPos.y - vCameraPos.y;
	vDelta.z = vTargetPos.z - vCameraPos.z;

	VectorAngles( (float*)&vDelta, (float*)&vAngles );

	if( vAngles.x > 180.0f )          
		vAngles.x  -= 360.0f; 
	else if( vAngles.x < -180.0f )    
		vAngles.x   += 360.0f; 

	if( vAngles.y > 180.0f )            
		vAngles.y     -= 360.0f; 
	else if( vAngles.y < -180.0f )      
		vAngles.y    += 360.0f; 
}

float AngleNormalize(float angle)
{
    while( angle < -180 )   angle += 360;
    while( angle > 180 )    angle -= 360;

    return angle;
}

bool FOV(D3DXVECTOR3 Camera, D3DXVECTOR3 Target)
{
	if(Caixa[5][14].Ativo)
		return true;

	float angle = 360.0f;

	if(Caixa[5][12].Ativo)
		angle = 45.0f;
	else if(Caixa[5][13].Ativo)
		angle = 180.0f;
	else if(Caixa[5][14].Ativo)
		angle = 360.0f;

    angle /= 2;

    D3DXVECTOR3 newAngles( 0, 0, 0 );
    D3DXVECTOR3 curAngles( 0, 0, 0 );
    GetAngleToTarget( Target, Camera, newAngles );

    newAngles[YAW]        = AngleNormalize( newAngles[YAW] );
    newAngles[PITCH]    = AngleNormalize( newAngles[PITCH] );

	curAngles[YAW]        = AngleNormalize( D3DXToDegree( pPlayerManager->Yaw ) );
	curAngles[PITCH]    = AngleNormalize( D3DXToDegree( pPlayerManager->Pitch ) );

    if( newAngles[YAW]   >= ( curAngles[YAW]   - angle ) && 
        newAngles[YAW]   <= ( curAngles[YAW]   + angle ) &&    
        newAngles[PITCH] >= ( curAngles[PITCH] - angle ) && 
        newAngles[PITCH] <= ( curAngles[PITCH] + angle ) )
        return true;

    return false;
}

int AimJogadores()
{
	double fNearest = (float)INT_MAX;
	int iAimAt = -1;

	int tipo;

	for(int i = 0; i < 24; i++)
	{
		if(bValidObject(i))
		{
			if(Players[i].bIsDead)
				continue;

			if(Caixa[5][1].Ativo && !Caixa[5][2].Ativo && Players[i].Charector->pTeam == local.iTeam)
				continue;

			if(Caixa[5][2].Ativo && !Caixa[5][1].Ativo && Players[i].Charector->pTeam != local.iTeam)
				continue;

			if(Caixa[5][4].Ativo && Players[i].bSpawnShield)
				continue;

			int Bone;

			do
			{
				Bone = rand() % 14 + 1;
			}
			while(!Caixa[10][Bone].Ativo);

			int NodeID = 0;

			Transform NodeFX1;
			Transform NodeFX2;

			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, 44, &NodeFX1, true);
			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, 45, &NodeFX2, true);

			if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
			{
				switch(Bone)
				{
					case 1: NodeID = 8; break;
					case 2: NodeID = 7; break;
					case 3: NodeID = 25; break;
					case 4: NodeID = 12; break;
					case 5: NodeID = 26; break;
					case 6: NodeID = 13; break;
					case 7: NodeID = 27; break;
					case 8: NodeID = 14; break;
					case 9: NodeID = 6; break;
					case 10: NodeID = 3; break;
					case 11: NodeID = 44; break;
					case 12: NodeID = 40; break;
					case 13: NodeID = 45; break;
					case 14: NodeID = 41; break;

					default: NodeID = 8;
				}
			}
			else
			{
				switch(Bone)
				{
					case 1: NodeID = 8; break;
					case 2: NodeID = 7; break;
					case 3: NodeID = 34; break;
					case 4: NodeID = 21; break;
					case 5: NodeID = 35; break;
					case 6: NodeID = 22; break;
					case 7: NodeID = 36; break;
					case 8: NodeID = 23; break;
					case 9: NodeID = 6; break;
					case 10: NodeID = 3; break;
					case 11: NodeID = 55; break;
					case 12: NodeID = 51; break;
					case 13: NodeID = 56; break;
					case 14: NodeID = 52; break;

					default: NodeID = 8;
				}
			}

			Transform NodeFX;
			pLTModel->GetNodeTransform(Players[i].SFXOBJ->Object, NodeID, &NodeFX, true);
			if(NodeID == 8)
				NodeFX.Pos.y += 5.8f;

			if(!FOV(local.CameraPos, NodeFX.Pos))
				continue;

			if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
				continue;

			if(Caixa[5][6].Ativo)
			{
				if(tipo == 1)
					fNearest = (float)INT_MAX;
				tipo = 0;

				D3DXVECTOR3 NodeTela(0, 0, 0);

				WorldToScreen(g_pDevice, NodeFX.Pos, &NodeTela);

				D3DXVECTOR3 Pos;

				Pos.x = NodeTela.x - (Resolucao.x / 2);
				Pos.y = NodeTela.y - (Resolucao.y / 2);

				if(Pos.x < 0)
					Pos.x *= -1;

				if(Pos.y < 0)
					Pos.y *= -1;

				/*D3DXVECTOR3 Screen((float)(Resolucao.x / 2), (float)(Resolucao.y / 2), 0.0f);
				D3DXVECTOR3 Pos = ( NodeFX.Pos - Screen );*/

				//double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );

				double Dist = (Pos.x + Pos.y);

				if( Dist < fNearest )
				{
					fNearest = Dist;
					iAimAt = i;
					AimBone = NodeID;
					AimRobo = false;
				}
			}
			else if(Caixa[5][7].Ativo)
			{
				if(tipo == 0)
					fNearest = (float)INT_MAX;
				tipo = 1;

				float Distancia = PegarDistancia(local.CameraPos, NodeFX.Pos) / 48;

				if( Distancia < fNearest )
				{
					fNearest = Distancia;
					iAimAt = i;
					AimBone = NodeID;
					AimRobo = false;
				}
			}
		}
	}

	if(Caixa[5][1].Ativo && local.iGameMode == 5)
	{		
		cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();

		if(ValidPointer(SFXMgr))
		{
			for(int i = 0; i < SFXMgr->SFXList[0x18].Num; i++)
			{
				cCharacterFX* fx = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];

				if(ValidPointer(fx) && ValidPointer(fx->Object))
				{					
					if(!fx->IsPlayer)
					{
						int Bone;

						do
						{
							Bone = rand() % 14 + 1;
						}
						while(!Caixa[10][Bone].Ativo);

						int NodeID = 0;

						Transform NodeFX1;
						Transform NodeFX2;

						pLTModel->GetNodeTransform(fx->Object, 44, &NodeFX1, true);
						pLTModel->GetNodeTransform(fx->Object, 45, &NodeFX2, true);

						if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
						{
							switch(Bone)
							{
								case 1: NodeID = 8; break;
								case 2: NodeID = 7; break;
								case 3: NodeID = 25; break;
								case 4: NodeID = 12; break;
								case 5: NodeID = 26; break;
								case 6: NodeID = 13; break;
								case 7: NodeID = 27; break;
								case 8: NodeID = 14; break;
								case 9: NodeID = 6; break;
								case 10: NodeID = 3; break;
								case 11: NodeID = 44; break;
								case 12: NodeID = 40; break;
								case 13: NodeID = 45; break;
								case 14: NodeID = 41; break;

								default: NodeID = 8;
							}
						}
						else
						{
							switch(Bone)
							{
								case 1: NodeID = 8; break;
								case 2: NodeID = 7; break;
								case 3: NodeID = 34; break;
								case 4: NodeID = 21; break;
								case 5: NodeID = 35; break;
								case 6: NodeID = 22; break;
								case 7: NodeID = 36; break;
								case 8: NodeID = 23; break;
								case 9: NodeID = 6; break;
								case 10: NodeID = 3; break;
								case 11: NodeID = 55; break;
								case 12: NodeID = 51; break;
								case 13: NodeID = 56; break;
								case 14: NodeID = 52; break;

								default: NodeID = 8;
							}
						}

						Transform NodeFX;
						pLTModel->GetNodeTransform(fx->Object, NodeID, &NodeFX, true);
						if(NodeID == 8)
							NodeFX.Pos.y += 5.8f;

						if(!FOV(local.CameraPos, NodeFX.Pos))
							continue;

						if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
							continue;

						if(Caixa[5][6].Ativo)
						{
							if(tipo == 1)
								fNearest = (float)INT_MAX;
							tipo = 0;

							D3DXVECTOR3 NodeTela(0, 0, 0);

							WorldToScreen(g_pDevice, NodeFX.Pos, &NodeTela);

							D3DXVECTOR3 Pos;

							Pos.x = NodeTela.x - (Resolucao.x / 2);
							Pos.y = NodeTela.y - (Resolucao.y / 2);

							if(Pos.x < 0)
								Pos.x *= -1;

							if(Pos.y < 0)
								Pos.y *= -1;

							/*D3DXVECTOR3 Screen((float)(Resolucao.x / 2), (float)(Resolucao.y / 2), 0.0f);
							D3DXVECTOR3 Pos = ( NodeFX.Pos - Screen );*/

							//double Dist = ( ( Pos.x * Pos.x ) + ( Pos.y * Pos.y ) + ( Pos.z * Pos.z ) );

							double Dist = (Pos.x + Pos.y);

							if( Dist < fNearest )
							{
								fNearest = Dist;
								iAimAt = i;
								AimBone = NodeID;
								AimRobo = true;
							}
						}
						else if(Caixa[5][7].Ativo)
						{
							if(tipo == 0)
								fNearest = (float)INT_MAX;
							tipo = 1;

							float Distancia = PegarDistancia(local.CameraPos, NodeFX.Pos) / 48;

							if( Distancia < fNearest )
							{
								fNearest = Distancia;
								iAimAt = i;
								AimBone = NodeID;
								AimRobo = true;
							}
						}
					}
				}
			}
		}
	}

	return iAimAt;
}

void Aimbot(LPDIRECT3DDEVICE9 pDevice)
{
	if(Caixa[11][1].Ativo ^ ((Caixa[11][2].Ativo && (GetAsyncKeyState(VK_LBUTTON)<0)) ||
							 (Caixa[11][3].Ativo && (GetAsyncKeyState(VK_RBUTTON)<0)) ||
							 (Caixa[11][4].Ativo && (GetAsyncKeyState(VK_MBUTTON)<0)) ||
							 (Caixa[11][5].Ativo && (GetAsyncKeyState(VK_CAPITAL)<0)) ||
							 (Caixa[11][6].Ativo && (GetAsyncKeyState(VK_SHIFT)<0))   ||
							 (Caixa[11][7].Ativo && (GetAsyncKeyState(VK_CONTROL)<0)) ||
							 (Caixa[11][8].Ativo && (GetAsyncKeyState(VK_MENU)<0))    ||
							 (Caixa[11][9].Ativo && (GetAsyncKeyState(VK_HOME)<0))    ||
							 (Caixa[11][10].Ativo && (GetAsyncKeyState(VK_END)<0))
							))
	{
		if(AimJogador == -1)
		{
			COR_MIRA = Black/*ForestGreen*/;
			AimJogador = AimJogadores();
		}

		if(AimJogador != -1)
		{
			if(!AimRobo)
			{
				if(bValidObject(AimJogador) && !Players[AimJogador].bIsDead)
				{
					Transform NodeFX;
					pLTModel->GetNodeTransform(Players[AimJogador].SFXOBJ->Object, AimBone, &NodeFX, true);
					if(AimBone == 8)
						NodeFX.Pos.y += 5.8f;

					if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
					{
						AimJogador = -1;
						return;
					}

					D3DXVECTOR3 Angles;

					GetAngleToTarget(NodeFX.Pos, local.CameraPos, Angles);

					pPlayerManager->Yaw   = DegToRad(Angles[YAW]);
					pPlayerManager->Pitch = DegToRad(Angles[PITCH]);

					COR_MIRA = Red;

					if(Caixa[5][9].Ativo)
					{
						mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
						mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
					}
				}
				else
					AimJogador = -1;
			}
			else
			{
				cCharacterFX* fx = (cCharacterFX*)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[AimJogador];

				if(ValidPointer(fx) && ValidPointer(fx->Object))
				{
					if(!fx->IsPlayer)
					{
						Transform NodeFX;
						pLTModel->GetNodeTransform(fx->Object, AimBone, &NodeFX, true);
						if(AimBone == 8)
							NodeFX.Pos.y += 5.8f;

						if(Caixa[5][3].Ativo && !IsVisible(NodeFX.Pos))
						{
							AimJogador = -1;
							return;
						}

						D3DXVECTOR3 Angles;

						GetAngleToTarget(NodeFX.Pos, local.CameraPos, Angles);

						pPlayerManager->Yaw   = DegToRad(Angles[YAW]);
						pPlayerManager->Pitch = DegToRad(Angles[PITCH]);

						COR_MIRA = Red;

						if(Caixa[5][9].Ativo)
						{
							mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
							mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
						}
					}
					else
						AimJogador = -1;
				}
				else
					AimJogador = -1;
			}
		}
	}
	else
	{
		AimJogador = -1;
		COR_MIRA = Black/*ForestGreen*/;
	}
}
#1 · edited 12y ago · 12y ago
XA
XarutoUsoCrack
nice leeched base, cool.
#2 · 12y ago
TR
trane25
yeah , I don't know if it works though
#3 · 12y ago
LI
lilghost8631
Have you ever heard of the code tags?
#4 · 12y ago
TR
trane25
Well Excuse Me ******.
I'm new to this site.
#5 · 12y ago
DE
deaddead1
Quote Originally Posted by trane25 View Post
Well Excuse Me ******.
I'm new to this site.
dat answer from a question someone asked u...

nvm but there have some essentiel parts u need.. 'THE CLASSES' and i think your code is from 'Code64 5.0' vip base cause the method in the function for the aimbot u putted in the code is used with a special menu.. so... for user who want 2 use it they need 2 ajust it for their menu cause of the method how it made.
#6 · 12y ago
ZI
zikox
Lol all this Leach fom fux base
#7 · 12y ago
Boomdocks
Boomdocks
Quote Originally Posted by trane25 View Post
Well Excuse Me ******.
I'm new to this site.
Right back at you, you won't gain respect by becoming a name caller. Simply say you did not know, no one will say anything back.
-****** :-0
#8 · 12y ago
Coder.DiasII
Coder.DiasII
Nice Leeched Base
#9 · 12y ago
B4
B4NDiT26
Thanks for posting.
#10 · 12y ago
pDevice
pDevice
Code64 Base '-'
#11 · edited 12y ago · 12y ago
6I
6ixth
OMG Scammer!
Leecher Code64 Base!
#12 · 12y ago
_PuRe.LucK*
_PuRe.LucK*
Quote Originally Posted by XarutoUsoCrack View Post
nice leeched base, cool.
.... PLEASE SHUT UP
You say shit only...

Thread:

Thanks for sharing!
#13 · 12y ago
Skaterforeva1
Skaterforeva1
Quote Originally Posted by NIK! View Post


.... PLEASE SHUT UP
You say shit only...

Thread:

Thanks for sharing!
He's helped me before. And this is leeched, I would have said something similar if he didn't beat me to it. No credits were given.
#14 · 12y ago
_PuRe.LucK*
_PuRe.LucK*
Quote Originally Posted by Skaterforeva1 View Post
He's helped me before. And this is leeched, I would have said something similar if he didn't beat me to it. No credits were given.
But he is spamming all the time at the forum to get posts...
#15 · 12y ago
Posts 1–15 of 15 · Page 1 of 1

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