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cabr (combat arms brasil) cod para aimbot
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Pergunta
ronaldsgn 0
Exibir
11-12-2012 07:17 PM#1
--------------------------------------------------------------------------------
Aimbot Full
Código:
int AimJogador = -1;
int AimBone = -1;
bool AimRobo = false;
D3DXVECTOR2 Resolucao;
D3DCOLOR COR_MIRA;
float AngleNormalize(float angle)
{
while( angle < -180 ) angle += 360;
while( angle > 180 ) angle -= 360;
return angle;
}
bool FOV(D3DXVECTOR3 Camera, D3DXVECTOR3 Target, int iFOV)
{
cPlayerMgr* pPlayerManager;
pPlayerManager = *(cPlayerMgr**)ADDR_PLAYERMANAGER;
if(iFOV == 0)
return true;
float angle = 360.0f;
if(iFOV == 2)
angle = 45.0f;
else if(iFOV == 1)
angle = 180.0f;
else if(iFOV == 0)
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 BoneWeights[] = { 35, 40, 10, 10, 5 };
int GetRandomBone()
{
int RandNum = rand() % 100;
for (int i = 0; i < 5; ++i)
{
if (RandNum < BoneWeights)
return i + 1;
RandNum -= BoneWeights;
}
return 1;
}
void DrawAimspot( int iAmigo, int iInimigo, DWORD Pontos, DWORD dwColor, LPDIRECT3DDEVICE9 pDevice )
{
for( int i = 0; i < 24; i++ )
{
if(bValidObject(i))
{
if(Players.bIsDead)
continue;
if(!iAmigo && !iInimigo)
continue;
if((iAmigo && !iInimigo && Players.Charector->pTeam != local.iTeam) ||
(iInimigo && !iAmigo && Players.Charector->pTeam == local.iTeam))
continue;
Transform NodeFX1;
Transform NodeFX2;
pLTModel->GetNodeTransform(Players.SFXOBJ->Object, 44, &NodeFX1, true);
pLTModel->GetNodeTransform(Players.SFXOBJ->Object, 45, &NodeFX2, true);
if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
{
for(int ponto = 0; ponto < 12; ponto++)
{
Transform PontoFX;
pLTModel->GetNodeTransform(Players.SFXOBJ->Object, Pontos, &PontoFX, true);
D3DXVECTOR3 PontoTelaFx;
if(WorldToScreen(pDevice, PontoFX.Pos, &PontoTelaFx))
{
Circle(PontoTelaFx.x, PontoTelaFx.y, 7, true, dwColor, pDevice );
}
}
}
}
}
}
int AimJogadores(int iAmigo, int iInimigo, int iRenascimento, int iBone, int iVisivel, int iMira, int iFOV, LPDIRECT3DDEVICE9 pDevice)
{
double fNearest = (float)INT_MAX;
int iAimAt = -1;
int tipo;
for(int i = 0; i < 24; i++)
{
if(bValidObject(i))
{
if(Players.bIsDead)
continue;
if(!iAmigo && !iInimigo)
continue;
if((iAmigo && !iInimigo && Players.Charector->pTeam != local.iTeam) ||
(iInimigo && !iAmigo && Players.Charector->pTeam == local.iTeam))
continue;
if(iRenascimento && Players.bSpawnShield)
continue;
DWORD NodeID;
Transform NodeFX1;
Transform NodeFX2;
pLTModel->GetNodeTransform(Players.SFXOBJ->Object, 44, &NodeFX1, true);
pLTModel->GetNodeTransform(Players.SFXOBJ->Object, 45, &NodeFX2, true);
if(PegarDistancia(NodeFX1.Pos, NodeFX2.Pos) > 21)
{
switch(iBone)
{
case 0:
NodeID = 8;
break;
case 1:
NodeID = 7;
break;
case 2:
NodeID = 25;
break;
case 3:
NodeID = 12;
break;
case 4:
NodeID = 26;
break;
case 5:
NodeID = 13;
break;
case 6:
NodeID = 27;
break;
case 7:
NodeID = 14;
break;
case 8:
NodeID = 6;
break;
case 9:
NodeID = 3;
break;
case 10:
NodeID = 44;
break;
case 11:
NodeID = 40;
break;
case 12:
NodeID = 45;
break;
case 13:
NodeID = 41;
break;
case 14:
NodeID = GetRandomBone();
break;
}
}
else
{
switch(iBone)
{
case 0:
NodeID = 8;
break;
case 1:
NodeID = 7;
break;
case 2:
NodeID = 34;
break;
case 3:
NodeID = 21;
break;
case 4:
NodeID = 35;
break;
case 5:
NodeID = 22;
break;
case 6:
NodeID = 36;
break;
case 7:
NodeID = 23;
break;
case 8:
NodeID = 6;
break;
case 9:
NodeID = 3;
break;
case 10:
NodeID = 55;
break;
case 11:
NodeID = 51;
break;
case 12:
NodeID = 56;
break;
case 13:
NodeID = 52;
break;
case 14:
NodeID = GetRandomBone();
break;
}
}
Transform NodeFX;
pLTModel->GetNodeTransform(Players.SFXOBJ->Object, NodeID, &NodeFX, true);
if(NodeID == 8)
NodeFX.Pos.y += 5.8f;
if(!FOV(local.CameraPos, NodeFX.Pos, iFOV))
continue;
if(iVisivel && !IsVisible(NodeFX.Pos))
continue;
if(iMira == 0)
{
if(tipo == 1)
fNearest = (float)INT_MAX;
tipo = 0;
D3DXVECTOR3 NodeTela(0, 0, 0);
WorldToScreen(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;
double Dist = (Pos.x + Pos.y);
if( Dist < fNearest )
{
fNearest = Dist;
iAimAt = i;
AimBone = NodeID;
AimRobo = false;
}
} else if(iMira == 1)
{
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(iInimigo)
{
cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
if(ValidPointer(SFXMgr))
{
for(int i = 0; i < SFXMgr->SFXList[0x18].Num; i++)
{
cCharacterFX* fx = (cCharacterFX*)SFXMgr->SFXList[0x18].List;
if(ValidPointer(fx) && ValidPointer(fx->Object))
{
if(!fx->IsPlayer)
{
DWORD NodeID;
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(iBone)
{
case 0:
NodeID = 8;
break;
case 1:
NodeID = 7;
break;
case 2:
NodeID = 25;
break;
case 3:
NodeID = 12;
break;
case 4:
NodeID = 26;
break;
case 5:
NodeID = 13;
break;
case 6:
NodeID = 27;
break;
case 7:
NodeID = 14;
break;
case 8:
NodeID = 6;
break;
case 9:
NodeID = 3;
break;
case 10:
NodeID = 44;
break;
case 11:
NodeID = 40;
break;
case 12:
NodeID = 45;
break;
case 13:
NodeID = 41;
break;
case 14:
NodeID = GetRandomBone();
break;
}
}
else
{
switch(iBone)
{
case 0:
NodeID = 8;
break;
case 1:
NodeID = 7;
break;
case 2:
NodeID = 34;
break;
case 3:
NodeID = 21;
break;
case 4:
NodeID = 35;
break;
case 5:
NodeID = 22;
break;
case 6:
NodeID = 36;
break;
case 7:
NodeID = 23;
break;
case 8:
NodeID = 6;
break;
case 9:
NodeID = 3;
break;
case 10:
NodeID = 55;
break;
case 11:
NodeID = 51;
break;
case 12:
NodeID = 56;
break;
case 13:
NodeID = 52;
break;
case 14:
NodeID = GetRandomBone();
break;
}
}
Transform NodeFX;
pLTModel->GetNodeTransform(fx->Object, NodeID, &NodeFX, true);
if(NodeID == 8)
NodeFX.Pos.y += 5.8f;
if(!FOV(local.CameraPos, NodeFX.Pos, iFOV))
continue;
if(iVisivel && !IsVisible(NodeFX.Pos))
continue;
if(iMira == 0)
{
if(tipo == 1)
fNearest = (float)INT_MAX;
tipo = 0;
D3DXVECTOR3 NodeTela(0, 0, 0);
WorldToScreen(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;
double Dist = (Pos.x + Pos.y);
if( Dist < fNearest )
{
fNearest = Dist;
iAimAt = i;
AimBone = NodeID;
AimRobo = true;
}
} else if(iMira == 1)
{
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(int iAmigo, int iInimigo, int iRenascimento, int iBone, int iVisivel, int iMira, int iAimKey, int AutoFire, int iFOV, int DrawAimSpot, LPDIRECT3DDEVICE9 pDevice)
{
cPlayerMgr* pPlayerManager;
pPlayerManager = *(cPlayerMgr**)ADDR_PLAYERMANAGER;
if(DrawAimSpot)
DrawAimspot( iAmigo, iInimigo, AimBone, Green, pDevice );
if( iAimKey == 0 || GetAsyncKeyState( iAimKey ) < 0 )
{
if(AimJogador == -1)
{
AimJogador = AimJogadores(iAmigo, iInimigo, iRenascimento, iBone, iVisivel, iMira, iFOV, pDevice);
COR_MIRA = Green;
}
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(iVisivel && !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(AutoFire)
{
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(iVisivel && !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(AutoFire)
{
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 = Green;
}
}
cod telekil
Exibir
11-12-2012 07:09 PM#1
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
===========================================================================================
TeleKill Full
Código:
void TeleKill( int OnOff ){
if( !local.bDead && OnOff )
{
cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
if( ValidPointer( SFXMgr ) )
{
for ( int i = 0; i < SFXMgr->SFXList[0x18].Num; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List;
if( ValidPointer( NPC ) && ValidPointer( NPC->Object ) )
{
Transform HeadTransform;
pLTModel->GetNodeTransform( NPC->Object, 8, &HeadTransform, true );
if( !NPC->IsPlayer )
SetarPosicaoLocal( HeadTransform.Pos + D3DXVECTOR3(8,8,60) );
GetPlayerByIndex = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
pPlayerInfo* client_info = GetPlayerByIndex( ulThis, NPC->Index,0);
if( ValidPointer( client_info ) && !client_info->pIsDead )
{
if( client_info->pTeam == local.iTeam )
continue;
if( Players.bSpawnShield )
continue;
if( client_info->Index == local.iIndex )
continue;
SetarPosicaoLocal( HeadTransform.Pos + D3DXVECTOR3(8,8,60) );
}
}
}
}
}
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