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Mar 20th, 2019
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  1. struct coordinate
  2. {
  3. float x, y, z;
  4. };
  5. struct angel
  6. {
  7. float x, y, z;
  8. };
  9. angel CalcAngle(coordinate src, coordinate dst);
  10. float Distance(coordinate us, coordinate enemy);
  11.  
  12. void aim()
  13. {
  14. DWORD engine = readMem<DWORD>(engineBase + dwLocalPlayer);
  15. DWORD myPlayer = readMem<DWORD>(clientBase + dwLocalPlayer);
  16. DWORD playerbone = readMem<DWORD>(dwEntityList + m_dwBoneMatrix);
  17.  
  18. coordinate mypos, myeye, playerhead, playerpos;
  19. Vector angle;
  20. int distance;
  21. double Distance = 100;
  22. int targets = 0;
  23. int myTeam;
  24. int Team;
  25. int Health;
  26. bool dormant;
  27.  
  28. angel ang;
  29.  
  30. while (true) {
  31.  
  32. if (GetAsyncKeyState(VK_LBUTTON)) {
  33.  
  34. //get targets
  35. for (int i = 0; i < 64; i++) {
  36. DWORD entity = readMem<DWORD>(clientBase + dwEntityList + ((i - 1) * 0x10));
  37.  
  38. if (entity != NULL) {
  39. myTeam = readMem<int>(myPlayer + m_iTeamNum);
  40. Team = readMem<int>(entity + m_iTeamNum);
  41. Health = readMem<int>(entity + m_iHealth);
  42. dormant = readMem<bool>(entity + bDormant);
  43. }
  44.  
  45. if (dormant || Team == myTeam || Health == 0)
  46. continue;
  47.  
  48. mypos = readMem<coordinate>(myPlayer + m_vecOrigin);
  49. myeye.x = mypos.x + readMem<float>(myPlayer + m_vecViewOffset);
  50. myeye.y = mypos.y + readMem<float>(myPlayer + m_vecViewOffset + 4);
  51. myeye.z = mypos.z + readMem<float>(myPlayer + m_vecViewOffset + 8);
  52. playerbone = readMem<uintptr_t>(entity + m_dwBoneMatrix);
  53. playerhead.x = readMem<float>(playerbone + (8 * 0x30) + 0x0C);
  54. playerhead.y = readMem<float>(playerbone + (8 * 0x30) + 0x1C);
  55. playerhead.z = readMem<float>(playerbone + (8 * 0x30) + 0x2C);
  56.  
  57. ang = CalcAngle(myeye, playerhead);
  58.  
  59. writeMem<angel>(engine + dwClientState_ViewAngles, ang);
  60.  
  61.  
  62. }
  63. }
  64. }
  65. }
  66.  
  67. angel CalcAngle(coordinate Source, coordinate Destination)
  68. {
  69. angel angles;
  70. coordinate delta;
  71. delta.x = (Source.x - Destination.x);
  72. delta.y = (Source.y - Destination.y);
  73. delta.z = (Source.z - Destination.z);
  74. double hyp = sqrt(delta.x * delta.x + delta.y * delta.y);
  75. angles.x = (float)(atanf(delta.z / hyp) * 57.295779513082f);
  76. angles.y = (float)(atanf(delta.y / delta.x) * 57.295779513082f);
  77. angles.z = 0.0f;
  78. if (delta.x >= 0.0) { angles.y += 180.0f;}
  79. return angles;
  80. }
  81. float Distance(coordinate us, coordinate enemy)
  82. {
  83. float distance = sqrt(pow(enemy.x - us.x, 2) + pow(enemy.y - us.y, 2) + pow(enemy.z - us.z, 2));
  84. return distance;
  85. }
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