Post: Fair Aimbot [C#] [1.18]
05-03-2014, 05:43 PM #1
Shark
Retired.
(adsbygoogle = window.adsbygoogle || []).push({}); Hey, I know there is an aimbot already released, but its basically like half leeched, really messy and not that great so I'm deciding to release my aimbot source code since its not that special anymore and well who cares about keep stuff private anymore... :P!

Special Features

- Not Leeched functions...
- Stance checking for both attacker and inflicter
- Neat code
- Easy to use

Note
Lib. is a custom library, just use PS3Lib and change the Lib. to like PS3.Extension, or for Lib.WriteSingle => PS3.Extension.WriteFloat, but im sure you can work it out, your all smart people Smile!

    
class Offsets
{
public static uint

//G_Client
G_Client = 0x1780F28,
G_ClientSize = 0x5808,
ClientOrigin = 0x28,
ClientAngles = 0x56BC,
ClientTeam = 0x5504,
ClientIsAlive = 0x55D0,
ClientStance = 0xFC,

//Entity
G_Entity = 0x16B9F20,
G_EntitySize = 0x31C,
SetClientViewAngles = 0x1E1D90;


public class Funcs
{
public static float[] getPlayerPosition(int clientIndex)
{
float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3);
return Position;
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x580Cool Man (aka Tustin);
}
public static uint G_Entity(int entityIndex, uint Mod = 0x00)
{
return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C);
}
}
}

public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam)));
}
public static bool ClientIsInGame(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0);
}
public static bool ClientIsAlive(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 0);
}
public static float[] vectoangles(float[] Angles)
{
float forward;
float yaw, pitch;
float[] angles = new float[3];
if (Angles[1] == 0 && Angles[0] == 0)
{
yaw = 0;
if (Angles[2] > 0) pitch = 90f;
else pitch = 270f;
}
else
{
if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
else if (Angles[1] > 0) yaw = 90f;
else yaw = 270;
if (yaw < 0) yaw += 360f;

forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
if (pitch < 0) pitch += 360f;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;

return angles;
}
public static float[] getVector(float[] point1, float[] point2)
{
return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
}
public static float Distance3D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltay = point2[1] - point1[1];
float deltaz = point2[2] - point1[2];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
}
public static float Distance2D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltaz = point2[1] - point1[1];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
}
public static int GetNearestPlayer(int clientIndex)
{
int nearestClient = 0;
float nearestDistance = 99999999;
for (int i = 0; i < MenuBase.MaxClients; i++)
{
if (i != clientIndex)
{
if ((ClientIsInGame(i)) && ClientIsAlive(i))
{
if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0)
{
if (!ClientIsSameTeam(clientIndex, i))
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
else
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
}
}
return nearestClient;
}

private static float CheckStance(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 44f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 14f; }
return 0f;
}
private static float CheckStanceAttacker(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 46f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 18f; }
return 0f;
}

private static void SetClientViewAngles(int clientIndex, int Victim)
{
float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim));
Vec[2] -= CheckStance(Victim);
Vec[2] += CheckStanceAttacker(clientIndex);
float[] Angles = vectoangles(Vec);
setViewAngles((uint)clientIndex, Angles);
}
public static void setViewAngles(uint clientIndex, float[] Angles)
{
Lib.WriteSingle(0x10040000, Angles);
RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000);
}


How To Use It
    
while (true)
{
SetClientViewAngles(0, GetNearestPlayer(0)) //This will set aimbot to client 0
}


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The following 29 users say thank you to Shark for this useful post:

One, ALI ALHILFI, Arrow_Modz, Asian, BaSs_HaXoR, BoatyMcBoatFace, BullyWiiPlaza, FusionIsDaName, Geo, JLM, ImAzazel, ImPiffHD, iNDMx, Luphox, Mango_Knife, MegaMister, NotALegitPlayer, Notorious, ResistTheStars, RM|T Lerks, sosodu13010, The_Urban_Ninja, Turk_Warrior, UnknownNightmare, WhyMoDz, Fatality, xMiLeZz, xSynthetic-oJ, zRayz-
05-03-2014, 05:44 PM #2
Luphox
Bounty hunter
Good job Sharky! :wub:
05-03-2014, 05:45 PM #3
Notorious
Caprisuns Is Back
Originally posted by Shark View Post
Hey, I know there is an aimbot already released, but its basically like half leeched, really messy and not that great so I'm deciding to release my aimbot source code since its not that special anymore and well who cares about keep stuff private anymore... :P!

Special Features

- Not Leeched functions...
- Stance checking for both attacker and inflicter
- Neat code
- Easy to use

Note
Lib. is a custom library, just use PS3Lib and change the Lib. to like PS3.Extension, or for Lib.WriteSingle => PS3.Extension.WriteFloat, but im sure you can work it out, your all smart people Smile!

    
class Offsets
{
public static uint

//G_Client
G_Client = 0x1780F28,
G_ClientSize = 0x5808,
ClientOrigin = 0x28,
ClientAngles = 0x56BC,
ClientTeam = 0x5504,
ClientIsAlive = 0x55D0,
ClientStance = 0xFC,

//Entity
G_Entity = 0x16B9F20,
G_EntitySize = 0x31C,
SetClientViewAngles = 0x1E1D90;


public class Funcs
{
public static float[] getPlayerPosition(int clientIndex)
{
float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3);
return Position;
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x580Cool Man (aka Tustin);
}
public static uint G_Entity(int entityIndex, uint Mod = 0x00)
{
return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C);
}
}
}

public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam)));
}
public static bool ClientIsInGame(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0);
}
public static bool ClientIsAlive(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 0);
}
public static float[] vectoangles(float[] Angles)
{
float forward;
float yaw, pitch;
float[] angles = new float[3];
if (Angles[1] == 0 && Angles[0] == 0)
{
yaw = 0;
if (Angles[2] > 0) pitch = 90f;
else pitch = 270f;
}
else
{
if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
else if (Angles[1] > 0) yaw = 90f;
else yaw = 270;
if (yaw < 0) yaw += 360f;

forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
if (pitch < 0) pitch += 360f;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;

return angles;
}
public static float[] getVector(float[] point1, float[] point2)
{
return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
}
public static float Distance3D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltay = point2[1] - point1[1];
float deltaz = point2[2] - point1[2];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
}
public static float Distance2D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltaz = point2[1] - point1[1];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
}
public static int GetNearestPlayer(int clientIndex)
{
int nearestClient = 0;
float nearestDistance = 99999999;
for (int i = 0; i < MenuBase.MaxClients; i++)
{
if (i != clientIndex)
{
if ((ClientIsInGame(i)) && ClientIsAlive(i))
{
if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0)
{
if (!ClientIsSameTeam(clientIndex, i))
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
else
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
}
}
return nearestClient;
}

private static float CheckStance(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 44f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 14f; }
return 0f;
}
private static float CheckStanceAttacker(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 46f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 18f; }
return 0f;
}

private static void SetClientViewAngles(int clientIndex, int Victim)
{
float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim));
Vec[2] -= CheckStance(Victim);
Vec[2] += CheckStanceAttacker(clientIndex);
float[] Angles = vectoangles(Vec);
setViewAngles((uint)clientIndex, Angles);
}
public static void setViewAngles(uint clientIndex, float[] Angles)
{
Lib.WriteSingle(0x10040000, Angles);
RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000);
}


How To Use It
    
while (true)
{
SetClientViewAngles(0, GetNearestPlayer(0)) //This will set aimbot to client 0
}


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:wub:

The following user thanked Notorious for this useful post:

Asian
05-03-2014, 06:01 PM #4
iTпDM
Vault dweller
Nice Shark, Good Work :yes:
05-03-2014, 06:18 PM #5
ImEraz_
Do a barrel roll!
Work on CEX ?
05-03-2014, 06:59 PM #6
MegaMister
Former Mega Staff
Originally posted by Shark View Post
Hey, I know there is an aimbot already released, but its basically like half leeched, really messy and not that great so I'm deciding to release my aimbot source code since its not that special anymore and well who cares about keep stuff private anymore... :P!

Special Features

- Not Leeched functions...
- Stance checking for both attacker and inflicter
- Neat code
- Easy to use

Note
Lib. is a custom library, just use PS3Lib and change the Lib. to like PS3.Extension, or for Lib.WriteSingle => PS3.Extension.WriteFloat, but im sure you can work it out, your all smart people Smile!

    
class Offsets
{
public static uint

//G_Client
G_Client = 0x1780F28,
G_ClientSize = 0x5808,
ClientOrigin = 0x28,
ClientAngles = 0x56BC,
ClientTeam = 0x5504,
ClientIsAlive = 0x55D0,
ClientStance = 0xFC,

//Entity
G_Entity = 0x16B9F20,
G_EntitySize = 0x31C,
SetClientViewAngles = 0x1E1D90;


public class Funcs
{
public static float[] getPlayerPosition(int clientIndex)
{
float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3);
return Position;
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x580Cool Man (aka Tustin);
}
public static uint G_Entity(int entityIndex, uint Mod = 0x00)
{
return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C);
}
}
}

public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam)));
}
public static bool ClientIsInGame(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0);
}
public static bool ClientIsAlive(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 0);
}
public static float[] vectoangles(float[] Angles)
{
float forward;
float yaw, pitch;
float[] angles = new float[3];
if (Angles[1] == 0 && Angles[0] == 0)
{
yaw = 0;
if (Angles[2] > 0) pitch = 90f;
else pitch = 270f;
}
else
{
if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
else if (Angles[1] > 0) yaw = 90f;
else yaw = 270;
if (yaw < 0) yaw += 360f;

forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
if (pitch < 0) pitch += 360f;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;

return angles;
}
public static float[] getVector(float[] point1, float[] point2)
{
return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
}
public static float Distance3D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltay = point2[1] - point1[1];
float deltaz = point2[2] - point1[2];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
}
public static float Distance2D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltaz = point2[1] - point1[1];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
}
public static int GetNearestPlayer(int clientIndex)
{
int nearestClient = 0;
float nearestDistance = 99999999;
for (int i = 0; i < MenuBase.MaxClients; i++)
{
if (i != clientIndex)
{
if ((ClientIsInGame(i)) && ClientIsAlive(i))
{
if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0)
{
if (!ClientIsSameTeam(clientIndex, i))
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
else
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
}
}
return nearestClient;
}

private static float CheckStance(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 44f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 14f; }
return 0f;
}
private static float CheckStanceAttacker(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 46f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 18f; }
return 0f;
}

private static void SetClientViewAngles(int clientIndex, int Victim)
{
float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim));
Vec[2] -= CheckStance(Victim);
Vec[2] += CheckStanceAttacker(clientIndex);
float[] Angles = vectoangles(Vec);
setViewAngles((uint)clientIndex, Angles);
}
public static void setViewAngles(uint clientIndex, float[] Angles)
{
Lib.WriteSingle(0x10040000, Angles);
RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000);
}


How To Use It
    
while (true)
{
SetClientViewAngles(0, GetNearestPlayer(0)) //This will set aimbot to client 0
}


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Good job my brotha! :wub:
05-03-2014, 07:35 PM #7
Mango_Knife
In my man cave
Originally posted by Shark View Post
Hey, I know there is an aimbot already released, but its basically like half leeched, really messy and not that great so I'm deciding to release my aimbot source code since its not that special anymore and well who cares about keep stuff private anymore... :P!

Special Features

- Not Leeched functions...
- Stance checking for both attacker and inflicter
- Neat code
- Easy to use

Note
Lib. is a custom library, just use PS3Lib and change the Lib. to like PS3.Extension, or for Lib.WriteSingle => PS3.Extension.WriteFloat, but im sure you can work it out, your all smart people Smile!

    
class Offsets
{
public static uint

//G_Client
G_Client = 0x1780F28,
G_ClientSize = 0x5808,
ClientOrigin = 0x28,
ClientAngles = 0x56BC,
ClientTeam = 0x5504,
ClientIsAlive = 0x55D0,
ClientStance = 0xFC,

//Entity
G_Entity = 0x16B9F20,
G_EntitySize = 0x31C,
SetClientViewAngles = 0x1E1D90;


public class Funcs
{
public static float[] getPlayerPosition(int clientIndex)
{
float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3);
return Position;
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x580Cool Man (aka Tustin);
}
public static uint G_Entity(int entityIndex, uint Mod = 0x00)
{
return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C);
}
}
}

public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam)));
}
public static bool ClientIsInGame(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0);
}
public static bool ClientIsAlive(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 0);
}
public static float[] vectoangles(float[] Angles)
{
float forward;
float yaw, pitch;
float[] angles = new float[3];
if (Angles[1] == 0 && Angles[0] == 0)
{
yaw = 0;
if (Angles[2] > 0) pitch = 90f;
else pitch = 270f;
}
else
{
if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
else if (Angles[1] > 0) yaw = 90f;
else yaw = 270;
if (yaw < 0) yaw += 360f;

forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
if (pitch < 0) pitch += 360f;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;

return angles;
}
public static float[] getVector(float[] point1, float[] point2)
{
return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
}
public static float Distance3D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltay = point2[1] - point1[1];
float deltaz = point2[2] - point1[2];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
}
public static float Distance2D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltaz = point2[1] - point1[1];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
}
public static int GetNearestPlayer(int clientIndex)
{
int nearestClient = 0;
float nearestDistance = 99999999;
for (int i = 0; i < MenuBase.MaxClients; i++)
{
if (i != clientIndex)
{
if ((ClientIsInGame(i)) && ClientIsAlive(i))
{
if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0)
{
if (!ClientIsSameTeam(clientIndex, i))
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
else
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
}
}
return nearestClient;
}

private static float CheckStance(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 44f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 14f; }
return 0f;
}
private static float CheckStanceAttacker(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 46f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 18f; }
return 0f;
}

private static void SetClientViewAngles(int clientIndex, int Victim)
{
float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim));
Vec[2] -= CheckStance(Victim);
Vec[2] += CheckStanceAttacker(clientIndex);
float[] Angles = vectoangles(Vec);
setViewAngles((uint)clientIndex, Angles);
}
public static void setViewAngles(uint clientIndex, float[] Angles)
{
Lib.WriteSingle(0x10040000, Angles);
RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000);
}


How To Use It
    
while (true)
{
SetClientViewAngles(0, GetNearestPlayer(0)) //This will set aimbot to client 0
}


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Cool.
05-03-2014, 10:32 PM #8
Originally posted by Shark View Post
Hey, I know there is an aimbot already released, but its basically like half leeched, really messy and not that great so I'm deciding to release my aimbot source code since its not that special anymore and well who cares about keep stuff private anymore... :P!

Special Features

- Not Leeched functions...
- Stance checking for both attacker and inflicter
- Neat code
- Easy to use

Note
Lib. is a custom library, just use PS3Lib and change the Lib. to like PS3.Extension, or for Lib.WriteSingle => PS3.Extension.WriteFloat, but im sure you can work it out, your all smart people Smile!

    
class Offsets
{
public static uint

//G_Client
G_Client = 0x1780F28,
G_ClientSize = 0x5808,
ClientOrigin = 0x28,
ClientAngles = 0x56BC,
ClientTeam = 0x5504,
ClientIsAlive = 0x55D0,
ClientStance = 0xFC,

//Entity
G_Entity = 0x16B9F20,
G_EntitySize = 0x31C,
SetClientViewAngles = 0x1E1D90;


public class Funcs
{
public static float[] getPlayerPosition(int clientIndex)
{
float[] Position = Lib.ReadSingle(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientOrigin), 3);
return Position;
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (Offsets.G_Client + (UInt32)Mod) + ((uint)clientIndex * 0x580Cool Man (aka Tustin);
}
public static uint G_Entity(int entityIndex, uint Mod = 0x00)
{
return (Offsets.G_Entity + (UInt32)Mod) + ((uint)entityIndex * 0x31C);
}
}
}

public static bool ClientIsSameTeam(int clientIndex, int otherPlayer)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) == Lib.ReadInt32(Offsets.Funcs.G_Client(otherPlayer, Offsets.ClientTeam)));
}
public static bool ClientIsInGame(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, 0x00)) != 0);
}
public static bool ClientIsAlive(int clientIndex)
{
return (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientIsAlive)) == 0);
}
public static float[] vectoangles(float[] Angles)
{
float forward;
float yaw, pitch;
float[] angles = new float[3];
if (Angles[1] == 0 && Angles[0] == 0)
{
yaw = 0;
if (Angles[2] > 0) pitch = 90f;
else pitch = 270f;
}
else
{
if (Angles[0] != -1) yaw = (float)(Math.Atan2((double)Angles[1], (double)Angles[0]) * 180f / Math.PI);
else if (Angles[1] > 0) yaw = 90f;
else yaw = 270;
if (yaw < 0) yaw += 360f;

forward = (float)Math.Sqrt((double)(Angles[0] * Angles[0] + Angles[1] * Angles[1]));
pitch = (float)(Math.Atan2((double)Angles[2], (double)forward) * 180f / Math.PI);
if (pitch < 0) pitch += 360f;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;

return angles;
}
public static float[] getVector(float[] point1, float[] point2)
{
return new float[] { (point2[0] - point1[0]), (point2[1] - point1[1]), (point2[2] - point1[2]) };
}
public static float Distance3D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltay = point2[1] - point1[1];
float deltaz = point2[2] - point1[2];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltay * deltay) + (deltaz * deltaz)));
}
public static float Distance2D(float[] point1, float[] point2)
{
float deltax = point2[0] - point1[0];
float deltaz = point2[1] - point1[1];
return Convert.ToSingle(Math.Sqrt((deltax * deltax) + (deltaz * deltaz)));
}
public static int GetNearestPlayer(int clientIndex)
{
int nearestClient = 0;
float nearestDistance = 99999999;
for (int i = 0; i < MenuBase.MaxClients; i++)
{
if (i != clientIndex)
{
if ((ClientIsInGame(i)) && ClientIsAlive(i))
{
if (Lib.ReadInt32(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientTeam)) != 0)
{
if (!ClientIsSameTeam(clientIndex, i))
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
else
{
float Distance = Distance3D(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(i));
if (Distance < nearestDistance)
{
nearestDistance = Distance;
nearestClient = i;
}
}
}
}
}
return nearestClient;
}

private static float CheckStance(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 44f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 14f; }
return 0f;
}
private static float CheckStanceAttacker(int clientIndex)
{
Int32 CurrentStance = Lib.ReadByte(Offsets.Funcs.G_Client(clientIndex, Offsets.ClientStance + 0x03));
if (CurrentStance == 0x08 || CurrentStance == 0x0A || CurrentStance == 0x48 || CurrentStance == 0x4A)
{ return 46f; }
if (CurrentStance == 0x04 || CurrentStance == 0x06 || CurrentStance == 0x44 || CurrentStance == 0x46)
{ return 18f; }
return 0f;
}

private static void SetClientViewAngles(int clientIndex, int Victim)
{
float[] Vec = getVector(Offsets.Funcs.getPlayerPosition(clientIndex), Offsets.Funcs.getPlayerPosition(Victim));
Vec[2] -= CheckStance(Victim);
Vec[2] += CheckStanceAttacker(clientIndex);
float[] Angles = vectoangles(Vec);
setViewAngles((uint)clientIndex, Angles);
}
public static void setViewAngles(uint clientIndex, float[] Angles)
{
Lib.WriteSingle(0x10040000, Angles);
RPC.Call(Offsets.SetClientViewAngles, Offsets.Funcs.G_Entity((int)clientIndex), 0x10040000);
}


How To Use It
    
while (true)
{
SetClientViewAngles(0, GetNearestPlayer(0)) //This will set aimbot to client 0
}


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Nice shark e :wub:

The following user thanked ImAzazel for this useful post:

Arrow_Modz
05-04-2014, 06:31 PM #9
Asian
Banned
:p GOOD Job Shark
05-14-2014, 11:46 AM #10
You must login or register to view this content. Error every where :(

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