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Dev

BO2 Non-Host Aimbot SRC

Dev
Apr 3rd, 2016
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  1. public class Offsets
  2. {
  3. public static uint
  4. clientActive_t = 0xCF09E0,
  5. CEntity = 0xCB6B74,
  6. CEntityInterval = 0x20C,
  7. Alive = 0x2,
  8. theirTeam = 0x133,
  9. myTeam = 0xDB,
  10. Exists = 0x0,
  11. Origin = 0x14,
  12. baseAngles = 0x110,
  13. anglesOffHost = 0x3D68;
  14. }
  15. public class Funcs
  16. {
  17. public static uint CEntity(uint client)
  18. {
  19. uint ptr = Lib.ReadUInt32(Offsets.CEntity);
  20. return (ptr + (client * Offsets.CEntityInterval));
  21. }
  22. public static uint clientActive()
  23. {
  24. return (Lib.ReadUInt32(Offsets.clientActive_t));
  25. }
  26. public static float[] getOrigin(uint client)
  27. {
  28. return (Lib.ReadSingle(CEntity(client) + Offsets.Origin, 3));
  29. }
  30. public static float[] getOriginME()
  31. {
  32. return (Lib.ReadSingle(clientActive() + 0xF8, 3));
  33. }
  34. public static bool isAlive(uint client)
  35. {
  36. return (Lib.ReadByte(CEntity(client) + Offsets.Alive) == 1);
  37. }
  38. public static bool isSameTeam(uint me, uint them)
  39. {
  40. return (Lib.ReadByte(CEntity(me) + Offsets.theirTeam) == Lib.ReadByte(CEntity(them) + Offsets.theirTeam));
  41. }
  42. public static uint GetNearestPlayer(uint client)
  43. {
  44. uint nearestClient = 0;
  45. float nearestDistance = 10;
  46. for (uint i = 0; i < 4; i++)
  47. {
  48. if (i != client)
  49. {
  50. if (isAlive(i))
  51. {
  52. float Distance = Distance3D(getOrigin(client), getOrigin(i));
  53. if (Distance < nearestDistance)
  54. {
  55. nearestDistance = Distance;
  56. nearestClient = i;
  57. }
  58. }
  59. }
  60. }
  61. return nearestClient;
  62. }
  63. public static uint getIndex(float[] origin)
  64. {
  65. for (uint i = 0; i < 12; i++)
  66. {
  67. float[] enemy = getOrigin(i);
  68. if (enemy[0] == origin[0] && enemy[1] == origin[1] && enemy[2] == origin[2])
  69. return i;
  70. }
  71. return 0;
  72. }
  73. public static void startAimbot()
  74. {
  75. XBOX360.reconnect();
  76. while (true)
  77. {
  78. uint myIndex = 0;
  79. float[] AimAt = getOrigin(GetNearestPlayer(myIndex)); //Enemy's Origin
  80. float[] myOrigin = getOrigin(myIndex); //My Origin
  81. float[] angles = { AimAt[0] - myOrigin[0], AimAt[1] - myOrigin[1], AimAt[2] - myOrigin[2] - 12f };
  82. float[] baseAngles = Lib.ReadSingle(clientActive() + Offsets.baseAngles, 2);
  83. float[] vec = vectoangles(angles);
  84. float[] works = { vec[0] - baseAngles[0], vec[1] - baseAngles[1] };
  85. Lib.WriteSingle(clientActive() + Offsets.anglesOffHost, works);
  86. }
  87. }
  88. }
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