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  #1 (permalink)  
Old 03-23-2007, 06:36 PM
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[STEAM]You call this coding heres what i just made..

Are you seriously calling this coding.....

Code:
// ===========                StraiGhT X EdgE    By: ZeRo                       ==================

#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <stdlib.h>
#include <math.h>
#undef NDEBUG
#include <assert.h>
#include <memory.h>
#include <map>
#include <vector>
#include <fstream>
#include "engine/wrect.h"
#include "engine/cl_dll.h"
#include "engine/cdll_int.h"
#include "engine/util_vector.h"
#include "engine/cl_entity.h"
#include "engine/com_model.h"
#include "engine/event_api.h"
#include "engine/pmtrace.h" 
#include "engine/pm_defs.h"
#include "aimbot.h"
#include "cvar.h"
#include "client.h"
#include "interpreter.h"
#include "attack.h"
#include "engine/defs.h"
#include "playeritems.h"
#include "perfectwall.h"
int target;

void CalcAimOffset(int ax) 
{
    vec3_t up,right,forward,playerAngles;
    playerAngles[0]=0;
    playerAngles[1]=gEngfuncs.GetEntityByIndex(ax)->angles[1];
    playerAngles[2]=0;
    gEngfuncs.pfnAngleVectors (playerAngles, forward, right, up);
    forward[2] = -forward[2];

    if (gEngfuncs.GetEntityByIndex(ax)->curstate.gaitsequence == 6)
    {
        vPlayers[ax].vAimOffset = gEngfuncs.GetEntityByIndex(ax)->origin + forward*AimVecsJ[0].f + up*AimVecsJ[0].h + right*AimVecsJ[0].r;
    }
    else if (gEngfuncs.GetEntityByIndex(ax)->curstate.usehull == 3)
    {
        vPlayers[ax].vAimOffset = gEngfuncs.GetEntityByIndex(ax)->origin + forward*AimVecsR[0].f + up*AimVecsR[0].h + right*AimVecsR[0].r;
    }
    else if (gEngfuncs.GetEntityByIndex(ax)->curstate.usehull == 0)
    {
        vPlayers[ax].vAimOffset = gEngfuncs.GetEntityByIndex(ax)->origin + forward*AimVecsS[0].f + up*AimVecsS[0].h + right*AimVecsS[0].r;
    }
    else
    {
        vPlayers[ax].vAimOffset = gEngfuncs.GetEntityByIndex(ax)->origin + forward*AimVecsD[0].f + up*AimVecsD[0].h + right*AimVecsD[0].r;
    }
}

//===================================================================================
void CalcVisibility(int ax)
{ 
    CalcAimOffset(ax);

    vPlayers[ax].visible = CanPenetrate(me.pmEyePos,vPlayers[ax].vAimOffset);

}
int getPVS(int ax)
{
    return vPlayers[ax].inpvs;
}

//===================================================================================
void FindTarget()
{
    target=-1;for (int ax=0;ax<vPlayers.size();ax++)
    if  ( getPVS(ax) && me.team != vPlayers[ax].team && vPlayers[ax].visible)
    target = ax; 
}

//===================================================================================
void DrawSpot()
{
    for (int ax=0;ax<vPlayers.size();ax++) 
    if(getPVS(ax))
    {
        CalcAimOffset(ax);
        register DWORD color = 0x11FF11FF;
        gDrawFilledBoxAtLocation(vPlayers[ax].vAimOffset,color,1);
    }
}

//===================================================================================
void CalcViewAngles()
{
    vec3_t view;
    float tmp, yaw, pitch;

    CalcAimOffset(target);
    view[0] = vPlayers[target].vAimOffset[0] - me.pmEyePos[0];
    view[1] = vPlayers[target].vAimOffset[1] - me.pmEyePos[1];
    view[2] = vPlayers[target].vAimOffset[2] - me.pmEyePos[2];

    if (view[1]==0 && view[0]==0)
    {
        yaw = 0;
        if (view[2]>0)pitch = 90;
        else pitch = 270;
    }
    else
    {
        yaw = (atan2(view[1],view[0])*180.0f/3.14159f);
        if (yaw<0)yaw += 360;
        tmp = sqrt (view[0]*view[0]+view[1]*view[1]);
        pitch = (atan2(view[2],tmp)*180.0f/3.14159f);
        
    }
    aim_viewangles[0] = pitch;
    aim_viewangles[1] = yaw;
    aim_viewangles[2] = 0;

    aim_viewangles[0] *= -1;

    if(aim_viewangles[0]>180)aim_viewangles[0]-=360;
    if(aim_viewangles[1]>180)aim_viewangles[1]-=360;
}

yea can any of you even tell me what this does.... then i will start posting code on here not this copy paste shit....

Last edited by flyingtoretilas; 03-23-2007 at 08:50 PM.
  #2 (permalink)  
Old 03-23-2007, 06:40 PM
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Maybe an aimbot for CS? Pretty easy to figure out since it has the word aim numorus times plus aimvectors and such. Just guessing though.
  #3 (permalink)  
Old 03-23-2007, 07:19 PM
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easy lol

CalcAimOffset takes the players location, and applies the current vectors to it so that they can be used for aiming.

CalcVisibility checks if they are able to be damaged or not.

getPVS i dont know, it only has one line of code so it cant be that amazing.

FindTarget is some really shitty code for looping through all the players and finding one that can be shot.

DrawSpot draws the current vector on screen.

CalcViewAngles takes the current location of the enemy player that is targeted, the local players eye position, and calculates the angle or place on screen where the enemy would be located.

good enough for you?
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Old 03-23-2007, 07:23 PM
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hehe nice

T2x is the man*
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  #5 (permalink)  
Old 03-23-2007, 07:24 PM
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hey can u code a css hack t2x? are able to do just model hack? by doin consistency bypass? that would be perfect since we were waitin for css hack in a long time .... it will also giveu some time on ur bf2 hack while we are enjoyin the css hack... i mean it jus gotta be simple u kno.lol
  #6 (permalink)  
Old 03-23-2007, 07:26 PM
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The problem for me isnt coding a css hack, its making it undetected. I have never coded for CS so i have no idea about how vac works and stuff.
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Old 03-23-2007, 07:28 PM
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hmmm that suks.... well i dont know what to tell u then, hope we can get some news this weekend on whats going on
  #8 (permalink)  
Old 03-23-2007, 11:03 PM
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Nice ZeRo, well done
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(6:08:11 AM) T2x Industries: so jus leave me to myself i know ill neva be as smart as my massa flyingtorts
  #9 (permalink)  
Old 03-24-2007, 11:51 PM
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It's definitely an aimbot, but it's missing all the header files that define the structures being used. Basically wasted time reading incomplete code. Is that what Zero wanted to say about all the cut & paste code that was posted?

All getPVS does is just checks to see if player with the index ax is in view sight.

I agree with T2x that FindTarget is brute force coding. It has to scroll through the entire index of players to discover the opponent, and if they're viewable. It then sets them as a target, without considering how far/close they are. Maybe it relies on the fact that if they're viewable, they must be attackable.
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Old 03-25-2007, 12:06 AM
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my aimbot targeting code was about 20x that long. it went through a shitload of calculations to find the best target including comparing distance, viewing angles, spot on your screen, whether or not they were in a tank, if they were beyond a certain distance(and allowing for a higher distance for snipers), etc...

So yeah, that code is pretty much weak.
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