Неактуально m0d_s0beit La Pilura Project

ibelow

Новичок
9
0
почему эта тема не закреплена в основных постах?

тут на сайте вроде только 3 собейта..
 

Julia

Больше нет с нами
369
53
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
#include "main.h"

bool isOldAimKeyDown = false;
int aimidf = 9999;

float getRandomFloat()
{
    return static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
}

#define CAMERA_X    *(float *)0xB6F258

void skin_aimbot(struct actor_info *self, struct actor_info *target)
{
    float mult1 = 35.0f;
    float mult2 = 17.0f;
    mult2 /= 360.0f;
    CVector vecSpeed = target->m_SpeedVec;
    vecSpeed.fX *= mult2;
    vecSpeed.fY *= mult2;
    vecSpeed.fZ *= mult2;
    vecSpeed.fX *= mult1;
    vecSpeed.fY *= mult1;
    vecSpeed.fZ *= mult1;
    CVector vecPos(target->base.matrix[12], target->base.matrix[13], target->base.matrix[14]);
    vecPos.fX += vecSpeed.fX;
    vecPos.fY += vecSpeed.fY;
    vecPos.fZ += vecSpeed.fZ;
    CVector newVecPos = vecPos;
    CVector vecCameraPos = *pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam())->GetSource();
    CVector newVecOrigin = *pPedSelf->GetPosition();
    vecCameraPos.fX -= newVecPos.fX;
    vecCameraPos.fY -= newVecPos.fY;
    if (vecCameraPos.fX < 0.0f) vecCameraPos.fX = -vecCameraPos.fX;
    if (vecCameraPos.fY < 0.0f) vecCameraPos.fY = -vecCameraPos.fY;
    float camerax = vecCameraPos.fX;
    float cameray = vecCameraPos.fY;
    camerax *= camerax;
    cameray *= cameray;
    camerax += cameray;
    camerax = sqrt(camerax);
    cameray = vecCameraPos.fX;
    float ccamx = camerax;
    cameray /= ccamx;
    ccamx = asinf(cameray);
    float ccamy = acosf(cameray);
    if (self->weapon_slot != 2 && self->weapon_slot != 3 && self->weapon_slot != 4 && self->weapon_slot != 5
        && self->weapon_slot != 6 && self->weapon_slot != 7)
        return;
    float cam_x;
    float unk7[4];
    if (self->weapon_slot == 5)
    {
        unk7[0] = 0.01f;
        unk7[1] = 0.01f;
        unk7[2] = 1.5607f;
        unk7[3] = 1.5807f;
    }
    else if (self->weapon_slot == 6)
    {
        unk7[0] = 0.018f;
        unk7[1] = 0.02f;
        unk7[2] = 1.5507f;
        unk7[3] = 1.5907f;
    }
    else
    {
        unk7[0] = 0.0f;
        unk7[1] = 0.0f;
        unk7[2] = 1.5707f;
        unk7[3] = 1.5707f;
    }
    if (newVecOrigin.fX > newVecPos.fX && newVecOrigin.fY > newVecPos.fY)
    {
        ccamy -= unk7[1];
        cam_x = ccamy;
    }
    else if (newVecOrigin.fX > newVecPos.fX && newVecOrigin.fY < newVecPos.fY)
    {
        ccamy *= -1.0f;
        ccamy -= unk7[0];
        cam_x = ccamy;
    }
    else if (newVecOrigin.fX < newVecPos.fX && newVecOrigin.fY > newVecPos.fY)
    {
        ccamx += unk7[2];
        cam_x = ccamx;
    }
    else if (newVecOrigin.fX < newVecPos.fX && newVecOrigin.fY < newVecPos.fY)
    {
        ccamx *= -1.0f;
        ccamx -= unk7[3];
        cam_x = ccamx;
    }
    //else
    //{
        float cam_xx = CAMERA_X;
        cam_xx -= cam_x;
        if (cam_xx < 0.18f && cam_xx > -0.18f)
        {
            cam_x += 0.0389f;
            CAMERA_X = cam_x;
        }
        else
            return;
    //}
}


void car_aimbot(struct actor_info *self, struct vehicle_info *target)
{
    float mult1 = 35.0f;
    float mult2 = 17.0f;
    mult2 /= 360.0f;
    CVector vecSpeed = target->m_SpeedVec;
    vecSpeed.fX *= mult2;
    vecSpeed.fY *= mult2;
    vecSpeed.fZ *= mult2;
    vecSpeed.fX *= mult1;
    vecSpeed.fY *= mult1;
    vecSpeed.fZ *= mult1;
    CVector vecPos(target->base.matrix[12], target->base.matrix[13], target->base.matrix[14]);
    vecPos.fX += vecSpeed.fX;
    vecPos.fY += vecSpeed.fY;
    vecPos.fZ += vecSpeed.fZ;
    CVector newVecPos = vecPos;
    CVector vecCameraPos = *pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam())->GetSource();
    CVector newVecOrigin = *pPedSelf->GetPosition();
    vecCameraPos.fX -= newVecPos.fX;
    vecCameraPos.fY -= newVecPos.fY;
    if (vecCameraPos.fX < 0.0f) vecCameraPos.fX = -vecCameraPos.fX;
    if (vecCameraPos.fY < 0.0f) vecCameraPos.fY = -vecCameraPos.fY;
    float camerax = vecCameraPos.fX;
    float cameray = vecCameraPos.fY;
    camerax *= camerax;
    cameray *= cameray;
    camerax += cameray;
    camerax = sqrt(camerax);
    cameray = vecCameraPos.fX;
    float ccamx = camerax;
    cameray /= ccamx;
    ccamx = asinf(cameray);
    float ccamy = acosf(cameray);
    if (self->weapon_slot != 2 && self->weapon_slot != 3 && self->weapon_slot != 4 && self->weapon_slot != 5
        && self->weapon_slot != 6 && self->weapon_slot != 7)
        return;
    float cam_x;
    float unk7[4];
    if (self->weapon_slot == 5)
    {
        unk7[0] = 0.01f;
        unk7[1] = 0.01f;
        unk7[2] = 1.5607f;
        unk7[3] = 1.5807f;
    }
    else if (self->weapon_slot == 6)
    {
        unk7[0] = 0.018f;
        unk7[1] = 0.02f;
        unk7[2] = 1.5507f;
        unk7[3] = 1.5907f;
    }
    else
    {
        unk7[0] = 0.0f;
        unk7[1] = 0.0f;
        unk7[2] = 1.5707f;
        unk7[3] = 1.5707f;
    }
    if (newVecOrigin.fX > newVecPos.fX && newVecOrigin.fY > newVecPos.fY)
    {
        ccamy -= unk7[1];
        cam_x = ccamy;
    }
    else if (newVecOrigin.fX > newVecPos.fX && newVecOrigin.fY < newVecPos.fY)
    {
        ccamy *= -1.0f;
        ccamy -= unk7[0];
        cam_x = ccamy;
    }
    else if (newVecOrigin.fX < newVecPos.fX && newVecOrigin.fY > newVecPos.fY)
    {
        ccamx += unk7[2];
        cam_x = ccamx;
    }
    else if (newVecOrigin.fX < newVecPos.fX && newVecOrigin.fY < newVecPos.fY)
    {
        ccamx *= -1.0f;
        ccamx -= unk7[3];
        cam_x = ccamx;
    }
    //else
    //{
    float cam_xx = CAMERA_X;
    cam_xx -= cam_x;
    if (cam_xx < 0.18f && cam_xx > -0.18f)
    {
        cam_x += 0.0389f;
        CAMERA_X = cam_x;
    }
    else
        return;
    //}
}

void cheat_handle_aim(actor_info* info)
{
    if (!cheat_state->_aimbot.AimbotToggle)
        return;

    if (g_Players!=NULL)
    {
        //GET CHAIR POSITION

        float silentAimMargins[2];
        if (info->weapon_model != 358) {
            silentAimMargins[0] = pPresentParam.BackBufferWidth * 0.5299999714f;
            silentAimMargins[1] = pPresentParam.BackBufferHeight * 0.4f;
        }
        else {
            silentAimMargins[0] = pPresentParam.BackBufferWidth * 0.5f;
            silentAimMargins[1] = pPresentParam.BackBufferHeight * 0.5f;
        }

        //DRAW THE EXECUTION FRAME IF AIMBOT IS TOGGLED ON
        /*if (cheat_state->_aimbot.AimbotToggle) {
            render->D3DBoxBorder(
                silentAimMargins[0] - (pPresentParam.BackBufferWidth * cheat_state->_aimbot.silentFrameX),
                silentAimMargins[1] - (pPresentParam.BackBufferHeight * cheat_state->_aimbot.silentFrameY),
                (pPresentParam.BackBufferWidth * (cheat_state->_aimbot.silentFrameX * 2)), (pPresentParam.BackBufferHeight * (cheat_state->_aimbot.silentFrameY * 2)),
                D3DCOLOR_ARGB(255, 255, 255, 255), D3DCOLOR_ARGB(0, 0, 0, 0));
        }*/
       
        //THIS GET INFO FOR GREEN TRIANGLE WHILE AIMING
        uint8_t    *ptr = (uint8_t *)g_Players->pLocalPlayer - 320;
        uint16_t thedata[5];
        memcpy_safe(&thedata, ptr + 0x2b9, 4);

        if (thedata[0] == 0xffff)
        {
            //cheat_state->playerAimed = -1;
        }
        else {
            cheat_state->_aimbot.playerAimed = thedata[0];
        }


        //IS SHOOTING?
        bool                        isAimKeyDown = false;
        bool                        isAim2KeyDown = false;
        CControllerConfigManager    *pPadConfig = pGameInterface->GetControllerConfigManager();

        // doesnt seem to work in single player with pPadConfig and keyboard input?
        if (pPadConfig->GetInputType())
        {
            // mouse + keyboard
            if (KEY_DOWN(pPadConfig->GetControllerKeyAssociatedWithAction(FIRE, MOUSE)))
                isAimKeyDown = true;

            else if (KEY_DOWN(pPadConfig->GetControllerKeyAssociatedWithAction(FIRE, KEYBOARD)))
                isAimKeyDown = true;
        }
        else
        {
            // gamepad
            if (KEY_DOWN(pPadConfig->GetControllerKeyAssociatedWithAction(FIRE, JOYSTICK)))
                isAimKeyDown = true;
        }


        //IS AIMING?
            if (KEY_DOWN(0x02))
            {
                isAim2KeyDown = true;
                cheat_state->_aimbot.playerAiming = true;
            }
            else
            {
                isAim2KeyDown = false;
                cheat_state->_aimbot.playerAiming = false;
            }

            //IF AIMING, GET TARGETS IN CHAIR
            if (isAim2KeyDown)
            {
                CVehicle *pCVehicleTeleport = NULL;
                CPed     *pCPedTeleport = NULL;
                D3DXVECTOR3 poss, screenposs;
               
                //pPresentParam X = screenWidth * 0.5299999714f; Y = screenHeight * 0.4f

                if (info->weapon_model != 358)
                {
                    screenposs.x = pPresentParam.BackBufferWidth * 0.5299999714f;
                    screenposs.y = pPresentParam.BackBufferHeight * 0.4f;
                }
                else
                {
                    screenposs.x = pPresentParam.BackBufferWidth * 0.5f;
                    screenposs.y = pPresentParam.BackBufferHeight * 0.5f;
                }

                screenposs.z = 700.0f;

                CalcWorldCoors(&screenposs, &poss);

                CVector vecTarget(poss.x, poss.y, poss.z);

                // setup variables
                CVector                vecOrigin, vecGroundPos;
                CColPoint            *pCollision = NULL;
                CEntitySAInterface    *pCollisionEntity = NULL;

                // origin = our camera
                vecOrigin = *pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam())->GetSource();

                // check for collision
                bool bCollision = GTAfunc_ProcessLineOfSight(&vecOrigin, &vecTarget, &pCollision, &pCollisionEntity,
                    1, 1, 1, 1, 0, 0, 0, 0);

                if (bCollision && pCollision)
                {
                    //IS CAR???
                    if (pCollisionEntity && pCollisionEntity->nType == ENTITY_TYPE_VEHICLE)
                    {
                        pCVehicleTeleport = pGameInterface->GetPools()->GetVehicle((DWORD *)pCollisionEntity);
                        if (pCVehicleTeleport)
                        {
                            //vecGroundPos = *pCVehicleTeleport->GetPosition();
                            const struct vehicle_entry *vehicleEntry = gta_vehicle_get_by_id(pCVehicleTeleport->GetModelIndex());
                            if (vehicleEntry != NULL)
                            {
                               
                                int iVehicleID = getVehicleGTAIDFromInterface((DWORD*)pCVehicleTeleport->GetInterface());
                                struct vehicle_info * vinfo = vehicle_info_get(iVehicleID, 0);
                                struct actor_info * tinfo = vinfo->passengers[0];
                                if (tinfo != NULL) {
                                    aimidf = getSAMPPlayerIDFromGTAPed(tinfo);
                                    cheat_state->_aimbot.RealAIMID = aimidf;
                                    cheat_state->_aimbot.TypeAIMID = 1;
                                }
                                else {
                                    //I PREFER AIM ONLY PEDS AND DRIVERS, UNCOMMENT FOR EMPTY VEHICLES OR CHANGE LOGIC
                                    //cheat_state_text("collision %d", translateGTASAMP_pedPool.iSAMPID[iActorID]);
                                    /*aimidf = translateGTASAMP_vehiclePool.iSAMPID[iVehicleID];
                                    cheat_state->RealAIMID = aimidf;
                                    cheat_state->TypeAIMID = 2;*/
                                    //fix not empty cars
                                }

                               
                            }
                        }
                    }

                    //IS ACTOR????
                    else if (pCollisionEntity && pCollisionEntity->nType == ENTITY_TYPE_PED)
                    {
                        pCPedTeleport = pGameInterface->GetPools()->GetPed((DWORD *)pCollisionEntity);
                        if (pCPedTeleport)
                        {
                            //vecGroundPos = *pCPedTeleport->GetPosition();
                            int iActorID = getPedGTAIDFromInterface((DWORD*)pCPedTeleport->GetInterface());

                            if (iActorID != NULL)
                            {
                                //sprintf(buf, "Aim-menu (%d)", translateGTASAMP_pedPool.iSAMPID[iActorID]);
                                aimidf = translateGTASAMP_pedPool.iSAMPID[iActorID];
                                cheat_state->_aimbot.RealAIMID = aimidf;
                                cheat_state->_aimbot.TypeAIMID = 1;
                            }
                        }
                    }

                }
               
                //KTXBYE
                pCollision->Destroy();
               
                //DRAW EXECUTION BOX WHILE AIMING
                if (cheat_state->_aimbot.TypeAIMID == 1)
                {
                    D3DXVECTOR3 poss, screenposs;

                    struct actor_info    *nearest;
                    if ((nearest = getGTAPedFromSAMPPlayerID(cheat_state->_aimbot.RealAIMID)) != NULL)
                    {

                        poss.x = nearest->base.matrix[(3 * 4) * 1];
                        poss.y = nearest->base.matrix[(3 * 4) + 1];
                        poss.z = nearest->base.matrix[(3 * 4) + 2];
                        CalcScreenCoors(&poss, &screenposs);
                        //IS PLAYER IN THE FRAME?
                        if ((screenposs.x  < silentAimMargins[0] + (pPresentParam.BackBufferWidth * cheat_state->_aimbot.silentFrameX)
                          && screenposs.x  > silentAimMargins[0] - (pPresentParam.BackBufferWidth * cheat_state->_aimbot.silentFrameX))
                                  &&
                            (screenposs.y /*+ 15.0f*/ < silentAimMargins[1] + (pPresentParam.BackBufferHeight * cheat_state->_aimbot.silentFrameY)
                          && screenposs.y /*+ 15.0f*/ > silentAimMargins[1] - (pPresentParam.BackBufferHeight * cheat_state->_aimbot.silentFrameY)))
                        {
                            cheat_state->_aimbot.silentAIMsafe = true;
                            //YEA
                            if (cheat_state->_aimbot.silentFrame)
                            render->D3DBoxBorder(
                                silentAimMargins[0] - (pPresentParam.BackBufferWidth * cheat_state->_aimbot.silentFrameX),
                                silentAimMargins[1] - (pPresentParam.BackBufferHeight * cheat_state->_aimbot.silentFrameY),
                                (pPresentParam.BackBufferWidth * (cheat_state->_aimbot.silentFrameX * 2)), (pPresentParam.BackBufferHeight * (cheat_state->_aimbot.silentFrameY * 2)),
                                D3DCOLOR_ARGB(255, 255, 255, 255), D3DCOLOR_ARGB(0, 0, 0, 0));
                        }

                   
                        else
                        {
                            cheat_state->_aimbot.silentAIMsafe = false;
                            //NOPE
                            if (cheat_state->_aimbot.silentFrame)
                            render->D3DBoxBorder(
                                silentAimMargins[0] - (pPresentParam.BackBufferWidth * cheat_state->_aimbot.silentFrameX),
                                silentAimMargins[1] - (pPresentParam.BackBufferHeight * cheat_state->_aimbot.silentFrameY),
                                (pPresentParam.BackBufferWidth * (cheat_state->_aimbot.silentFrameX * 2)), (pPresentParam.BackBufferHeight * (cheat_state->_aimbot.silentFrameY * 2)),
                                D3DCOLOR_ARGB(255, 255, 0, 0), D3DCOLOR_ARGB(0, 0, 0, 0));
                        }
                    }
                }

                //cheat_state_text("playerzone %d    %0.2f  %0.2f       %0.2f  %0.2f  ", cheat_state->RealAIMID, g_playerTagInfo[cheat_state->RealAIMID].tagPosition.fX, g_playerTagInfo[cheat_state->RealAIMID].tagPosition.fY + 35.0f, silentAimMargins[0], silentAimMargins[1]);
                //LETS HANDLE AIMBOTZ
                if (info->weapon_model != 358) {
                    //SKIN AIMBOT
                    if (cheat_state->_aimbot.TypeAIMID == 1 && cheat_state->_aimbot.skinAimbot) {
                        struct actor_info    *nearest;
                        if ((nearest = getGTAPedFromSAMPPlayerID(cheat_state->_aimbot.RealAIMID)) != NULL)
                            skin_aimbot(info, nearest);
                    }
                    //CAR AIMBOT
                    if (cheat_state->_aimbot.TypeAIMID == 2 && cheat_state->_aimbot.carAimbot) {
                        struct vehicle_info    *nearest;
                        if ((nearest = getGTAVehicleFromSAMPVehicleID(cheat_state->_aimbot.RealAIMID)) != NULL)
                            car_aimbot(info, nearest);
                    }

                }
                else {

                    //SNIPER SKIN AIMBOT
                    if (cheat_state->_aimbot.TypeAIMID == 1 && cheat_state->_aimbot.sniperAimbot) {
                        static float        adj_rx, adj_rz, prev_rx, prev_rz;
                        float                rx = *(float *)0x00B6F248;
                        float                rz = *(float *)0x00B6F258;
                        static int prev_id;
                        float                vect[3], ax, az;
                        struct actor_info    *nearest;

                        if ((nearest = getGTAPedFromSAMPPlayerID(cheat_state->_aimbot.RealAIMID)) == NULL)
                            return; // won't happen

                        // calculate distance vector

                        float nearestmatrix[3];
                        nearestmatrix[0] = nearest->base.matrix[1 * (4 * 3)];
                        nearestmatrix[1] = nearest->base.matrix[1 + (4 * 3)];
                        nearestmatrix[2] = nearest->base.matrix[2 + (4 * 3)];

                        float mymatrix[3];

                        mymatrix[0] = vecOrigin.fX;
                        mymatrix[1] = vecOrigin.fY;
                        mymatrix[2] = vecOrigin.fZ;

                        vect3_vect3_sub(nearestmatrix, &info->base.matrix[4 * 3], vect);

                        // z angle
                        az = atan2f(vect[0], vect[1]);

                        // rotate around z axis
                        vect[1] = sinf(az) * vect[0] + cosf(az) * vect[1];

                        // x angle
                        ax = atan2f(vect[1], vect[2]);

                        ax = -ax + M_PI / 2.0f;// +adj_rx;
                        az = -az - M_PI / 2.0f;// +adj_rz;

                        ax = ax - 0.002f;
                        //az = az + 0.022f;

                        if (ax < -M_PI)
                            ax = -M_PI;
                        else if (ax > M_PI)
                            ax = M_PI;

                        *(float *)0x00B6F248 = ax;// -0.150f;
                        *(float *)0x00B6F258 = az;// +0.038f;

                    }

                    //SNIPPER CAR AIMBOT
                    if (cheat_state->_aimbot.TypeAIMID == 2 && cheat_state->_aimbot.sniperAimbot)
                    {
                        static float        adj_rx, adj_rz, prev_rx, prev_rz;
                        float                rx = *(float *)0x00B6F248;
                        float                rz = *(float *)0x00B6F258;
                        static int prev_id;
                        float                vect[3], ax, az;
                        struct vehicle_info    *nearest;
                        //b6f258

                        //pGameInterface->GetCamera()->Find3rdPersonCamTargetVector()
                        if ((nearest = getGTAVehicleFromSAMPVehicleID(cheat_state->_aimbot.RealAIMID)) == NULL)
                            return; // won't happen

                        // calculate distance vector

                        float nearestmatrix[3];
                        nearestmatrix[0] = nearest->base.matrix[1 * (4 * 3)];
                        nearestmatrix[1] = nearest->base.matrix[1 + (4 * 3)];
                        nearestmatrix[2] = nearest->base.matrix[2 + (4 * 3)];


                        float mymatrix[3];

                        mymatrix[0] = vecOrigin.fX;
                        mymatrix[1] = vecOrigin.fY;
                        mymatrix[2] = vecOrigin.fZ;

                        vect3_vect3_sub(nearestmatrix, mymatrix, vect);


                        // z angle
                        az = atan2f(vect[0], vect[1]);

                        // rotate around z axis
                        vect[1] = sinf(az) * vect[0] + cosf(az) * vect[1];

                        // x angle
                        ax = atan2f(vect[1], vect[2]);

                        ax = -ax + M_PI / 2.0f;// +adj_rx;
                        az = -az - M_PI / 2.0f;// +adj_rz;
                        //cheat_state_text("aimm %0.2f %0.2f", ax, az);

                        //ax = ax - 0.078f;
                        //az = az + 0.048f;

                        if (ax < -M_PI)
                            ax = -M_PI;
                        else if (ax > M_PI)
                            ax = M_PI;

                        // XXX make function
                        *(float *)0x00B6F248 = ax;
                        *(float *)0x00B6F258 = az;
                    }
                }
            }
           
            //vecGroundPos = *pCollision->GetPosition();
            //cheat_state_text("collision ID(%d)         %0.2f    %0.2f     Distance(%0.2f)", aimidf, (float)poss.x, (float)poss.y, vect3_dist(&vecOrigin.fX, &vecGroundPos.fX));

            CVector lol;
            lol.fX = 0;
            lol.fY = 0;
            lol.fZ = 0;

            //save current aim status SHITY DATA NOT NECXCESARY BUT OK
            float posss[3];
            if (cheat_state->_aimbot.TypeAIMID == 1) {
                if (getPlayerPos(cheat_state->_aimbot.RealAIMID, posss)) {
                    cheat_state->_aimbot.CurrentAIMstreamed = true;
                    cheat_state->_aimbot.CurrentAIMstreamed = 1;
                    cheat_state->_aimbot.DistanceAIM = vect3_dist(cheat_state->actor.coords, posss);

                    lol.fX = posss[0];
                    lol.fY = posss[1];
                    lol.fZ = posss[2];
                    //cheat_state_text("collision ID(%d)         %0.2f    %0.2f     Distance(%0.2f) Distance(%0.2f)", aimidf, (float)poss.x, (float)poss.y, vect3_dist(&vecOrigin.fX, &vecGroundPos.fX), cheat_state->DistanceAIM);
                }
                else {
                    cheat_state->_aimbot.CurrentAIMstreamed = false;
                    cheat_state->_aimbot.DistanceAIM = 0.0f;
                }
            }

            if (cheat_state->_aimbot.TypeAIMID == 2) {
                if (g_Vehicles->pSAMP_Vehicle[cheat_state->_aimbot.RealAIMID] != NULL) {
                    cheat_state->_aimbot.CurrentAIMstreamed = true;
                    cheat_state->_aimbot.DistanceAIM = vect3_dist(cheat_state->actor.coords, &g_Vehicles->pSAMP_Vehicle[cheat_state->_aimbot.RealAIMID]->pGTA_Vehicle->base.matrix[4 * 3]);
                    lol.fX = g_Vehicles->pSAMP_Vehicle[cheat_state->_aimbot.RealAIMID]->pGTA_Vehicle->base.matrix[4 * 3];
                    lol.fY = g_Vehicles->pSAMP_Vehicle[cheat_state->_aimbot.RealAIMID]->pGTA_Vehicle->base.matrix[13];
                    lol.fZ = g_Vehicles->pSAMP_Vehicle[cheat_state->_aimbot.RealAIMID]->pGTA_Vehicle->base.matrix[14];
                }
                else {
                    cheat_state->_aimbot.CurrentAIMstreamed = false;
                    cheat_state->_aimbot.DistanceAIM = 0.0f;
                }
            }


        isOldAimKeyDown = isAimKeyDown;

        //DRAW TAG ON PLYER
        if (cheat_state->_aimbot.TypeAIMID==1)
        {
            D3DXVECTOR3 poss, screenposs;

            struct actor_info    *nearest;
            if ((nearest = getGTAPedFromSAMPPlayerID(cheat_state->_aimbot.RealAIMID)) != NULL)
            {
                poss.x = nearest->base.matrix[(3 * 4) * 1];
                poss.y = nearest->base.matrix[(3 * 4) + 1];
                poss.z = nearest->base.matrix[(3 * 4) + 2];

                CalcScreenCoors(&poss, &screenposs);

                //IS PLAYER ON SCREEN?
                if ((screenposs.x  < (pPresentParam.BackBufferWidth)
                    && screenposs.x  > 0)
                    &&
                    (screenposs.y < (pPresentParam.BackBufferHeight)
                    && screenposs.y > 0)
                    && screenposs.z>0.0f)
                {
                    char AIMText[] = "AIM";
       
                    float w = pD3DFontFixedSmall->DrawLength(AIMText);
                    float h = pD3DFontFixedSmall->DrawHeight() + 1;
                    render->D3DBox(screenposs.x - 20.0f + 1.0f, screenposs.y - 1.5f, pD3DFont_sampStuff->DrawLength(AIMText) + 1.2f, 10.0f, D3DCOLOR_ARGB(255, 0, 0, 0));
                    pD3DFontFixedSmall->PrintShadow(screenposs.x - 17.0f + 1.0f, screenposs.y - h + 8.5f, D3DCOLOR_ARGB(130, 170, 170, 0), AIMText);
                }
            }
        }
    }
}

void cheat_handle_silent_aim(stBulletData *bSync)
{
    struct actor_info    *nearest;
   
    if ((nearest = getGTAPedFromSAMPPlayerID(cheat_state->_aimbot.RealAIMID)) == NULL)
        return;

    if (bSync->bHitType == 0 || bSync->bHitType == 3 || bSync->bHitType == 4)
    {
        if (cheat_state->_aimbot.TypeAIMID == 1)
        {
            bSync->bHitType = 1;
            bSync->iHitID = cheat_state->_aimbot.RealAIMID;
           
            bSync->fHitTarget[0] = nearest->step_pos[0];
            bSync->fHitTarget[1] = nearest->step_pos[1];
            bSync->fHitTarget[2] = nearest->step_pos[2];
        }
        else
        {
            struct vehicle_info    *nearest;

            if ((nearest = getGTAVehicleFromSAMPVehicleID(cheat_state->_aimbot.RealAIMID)) == NULL)
                return;

            bSync->bHitType = 2;
            bSync->iHitID = cheat_state->_aimbot.RealAIMID;

            bSync->fHitTarget[0] = nearest->base.matrix[(4 * 3)*1];
            bSync->fHitTarget[1] = nearest->base.matrix[(4 * 3)+1];
            bSync->fHitTarget[2] = nearest->base.matrix[(4 * 3)+2];
        }

        bSync->fCenterOfHit[0] = -0.01f;
        bSync->fCenterOfHit[1] = -0.02f;
        bSync->fCenterOfHit[2] = 0.04f;
    }
}
Ребят, а кто-нибудь может вытащить из исходника AIM?

тебе просто сам код нужен?
 
Последнее редактирование:

Julia

Больше нет с нами
369
53
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
врят ли кто то будет вытаскивать и переделывать функции с этого собейта они уже давно почти везде профикшены
 

0pc0d3R

Потрачен
550
270
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Я так и не доделал, но процентиков на 90 байк крашер готов, держи заготовку у сф плугине, чутка доработать и всё, сделай таймер на отправку той синхры каждые 50 мс, на сколько помню в собе там такой тиккаунт стоял)
Надеюсь правильно понял принцип его работы))
 

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Julia

Больше нет с нами
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
во отдуши ) молодец )
 
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