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- public class Offsets
- {
- public static uint
- clientActive_t = 0xCF09E0,
- CEntity = 0xCB6B74,
- CEntityInterval = 0x20C,
- Alive = 0x2,
- theirTeam = 0x133,
- myTeam = 0xDB,
- Exists = 0x0,
- Origin = 0x14,
- baseAngles = 0x110,
- anglesOffHost = 0x3D68;
- }
- public class Funcs
- {
- public static uint CEntity(uint client)
- {
- uint ptr = Lib.ReadUInt32(Offsets.CEntity);
- return (ptr + (client * Offsets.CEntityInterval));
- }
- public static uint clientActive()
- {
- return (Lib.ReadUInt32(Offsets.clientActive_t));
- }
- public static float[] getOrigin(uint client)
- {
- return (Lib.ReadSingle(CEntity(client) + Offsets.Origin, 3));
- }
- public static float[] getOriginME()
- {
- return (Lib.ReadSingle(clientActive() + 0xF8, 3));
- }
- public static bool isAlive(uint client)
- {
- return (Lib.ReadByte(CEntity(client) + Offsets.Alive) == 1);
- }
- public static bool isSameTeam(uint me, uint them)
- {
- return (Lib.ReadByte(CEntity(me) + Offsets.theirTeam) == Lib.ReadByte(CEntity(them) + Offsets.theirTeam));
- }
- public static uint GetNearestPlayer(uint client)
- {
- uint nearestClient = 0;
- float nearestDistance = 10;
- for (uint i = 0; i < 4; i++)
- {
- if (i != client)
- {
- if (isAlive(i))
- {
- float Distance = Distance3D(getOrigin(client), getOrigin(i));
- if (Distance < nearestDistance)
- {
- nearestDistance = Distance;
- nearestClient = i;
- }
- }
- }
- }
- return nearestClient;
- }
- public static uint getIndex(float[] origin)
- {
- for (uint i = 0; i < 12; i++)
- {
- float[] enemy = getOrigin(i);
- if (enemy[0] == origin[0] && enemy[1] == origin[1] && enemy[2] == origin[2])
- return i;
- }
- return 0;
- }
- public static void startAimbot()
- {
- XBOX360.reconnect();
- while (true)
- {
- uint myIndex = 0;
- float[] AimAt = getOrigin(GetNearestPlayer(myIndex)); //Enemy's Origin
- float[] myOrigin = getOrigin(myIndex); //My Origin
- float[] angles = { AimAt[0] - myOrigin[0], AimAt[1] - myOrigin[1], AimAt[2] - myOrigin[2] - 12f };
- float[] baseAngles = Lib.ReadSingle(clientActive() + Offsets.baseAngles, 2);
- float[] vec = vectoangles(angles);
- float[] works = { vec[0] - baseAngles[0], vec[1] - baseAngles[1] };
- Lib.WriteSingle(clientActive() + Offsets.anglesOffHost, works);
- }
- }
- }
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