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BO2 Non Host Aimbot Source
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BO2 Non Host Aimbot SourcePosted:

JtagBro1337
  • New Member
Status: Offline
Joined: Aug 03, 20149Year Member
Posts: 18
Reputation Power: 0
Status: Offline
Joined: Aug 03, 20149Year Member
Posts: 18
Reputation Power: 0
Can Anyone Code It And Send Me The xex

0x82B56454 - clientActive_t

0x82318C08 - CL_SetViewAngles(int localClientNum, const float *angles)
Or
clientActive_t + 0x3D68

CEntity ClientOrgins - 0x82B07324 + 0x14
Next Client - 0x20C

typedef struct usercmd_s
{
DWORD ServerTime; // 0x0000
DWORD Buttons; // 0x0004
DWORD ViewAngles[3]; // 0x0008
CHAR _0x0014[48];
} usercmd_s, *pusercmd_s; // size 0x44

typedef struct clientActive_t
{
BYTE _0x0000[15720];
Vector3 ViewAngles; // 0x3D68
usercmd_s UserCommands[128]; // 0x3D74
DWORD CommandNumber; // 0x5F74
BYTE _0x5F78[42184];

inline DWORD GetUserCommandNumber()
{
return CommandNumber & 0x7F; // # r10 = r11 & 0x7F
}
inline pusercmd_s GetUserCommand(DWORD CommandNumber)
{
return &UserCommands[CommandNumber];
}
} clientActive_t, *pclientActive_t; // size 0x10440
G_SetOriginnamespace TheOtherModder's Private ****
{
int G_Client(int clientIndex) {return Offsets::G_Client + ( clientIndex * Offsets::G_Client_Size ); }
int G_Entity(int clientIndex) {return Offsets::G_Entity + ( clientIndex * Offsets::G_Entity_Size ); }

bool CheckTeam(int Client, int OtherClient)
{
int Attacker = *(int*)(G_Client(Client) + Offsets::Team);
int Victim = *(int*)(G_Client(OtherClient) + Offsets::Team);
if(Attacker == Victim)
{
return true;
}
else
{
return false;
}
}

float GetStance(int client)
{
if(*(int*)(G_Client(client) + 0x5A) == 262144 || *(int*)(G_Client(client) + 0x5A) == 393216)
{
return 24;//crouched
}
else if(*(int*)(G_Client(client) + 0x5A) == 655360 || *(int*)(G_Client(client) + 0x5A) == 524288)
{
return 42;//prone
}
else if(*(int*)(G_Client(client) + 0x5A) == 0 || *(int*)(G_Client(client) + 0x5A) == 131072)
{
return -3;//standing
}
}

bool CheckIfLiving(int client)
{
if(*(int*)(G_Entity(client) + Offsets::Health) != 0)
{
return true;
}
else return false;
}

bool ClientIsInGame(int clientIndex)
{
if(*(int*)G_Client(clientIndex) != 0)
return true;
else return false;
}

struct Vec3
{
float x, y, z;
};

Vec3 Difference;
Vec3 GetVec(Vec3 Attacker, Vec3 Target)
{
Difference.x = (Target.x - Attacker.x);
Difference.y = (Target.y - Attacker.y);
Difference.z = (Target.z - Attacker.z);
return Difference;
}

float dx, dy, dz;
float Get3dDistance( Vec3 c1, Vec3 c2 )
{
float dx = c2.x - c1.x;
float dy = c2.y - c1.y;
float dz = c2.z - c1.z;

return sqrt((float)((dx * dx) + (dy * dy) + (dz * dz)));
}

Vec3 vec;
Vec3 GetPlayerOrigin(int Client)
{
vec = *(Vec3*)(G_Client(Client) + Offsets::Origin);
return vec;
}

Vec3 VecV;
Vec3 GetPlayerOriginVictim(int Client)
{
VecV = *(Vec3*)(G_Client(Client) + Offsets::Origin);
VecV.z -= GetStance(Client);
return VecV;
}

int Nearest;
int GetNearestPlayer(int Client)
{
float MaxDistance = 99999999;
for (int i = 0; i < 12; i ++)
{
Vec3 Attacker = GetPlayerOrigin(Client);
Vec3 Vic = GetPlayerOrigin(i);
float ActualDistance = Get3dDistance(Attacker, Vic);
if ((i != Client) && CheckIfLiving(i) && ClientIsInGame(i))
{
if(cstrcmp(Func::Dvar_GetString("ui_gametype"), "dm") == 0)
{
if (ActualDistance < MaxDistance)
{
Nearest = i;
MaxDistance = ActualDistance;
}
}
else
{
if(!CheckTeam(Client, i))
{
if (ActualDistance < MaxDistance)
{
Nearest = i;
MaxDistance = ActualDistance;
}
}
}
}
}
return Nearest;
}

float angles[3];
float* vectoangles(Vec3 Angles)
{
float forward;
float yaw, pitch;
float PI = 3.1415926535897931;
if (Angles.x == 0 && Angles.y == 0)
{
yaw = 0;
if (Angles.z > 0) pitch = 90.00;
else pitch = 270.00;
}
else
{
if (Angles.x != -1) yaw = (float)(atan2((double)Angles.y, (double)Angles.x) * 180.00 / PI);
else if (Angles.y > 0) yaw = 90.00;
else yaw = 270;
if (yaw < 0) yaw += 360.00;

forward = (float)sqrt((double)(Angles.x * Angles.x + Angles.y * Angles.y));
pitch = (float)(atan2((double)Angles.z, (double)forward) * 180.00 / PI);
if (pitch < 0) pitch += 360.00;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;

return angles;
}

opd_s Setangles_t = { Offsets::SetClientViewAngles, TOC };
void(*SetClientViewAnlges)(int Ent, float* Angles) = (void(*)(int , float*))&Setangles_t;

void SetViewAngles(int Client)
{
int Victim = GetNearestPlayer(Client);
float* Angles = vectoangles(GetVec(GetPlayerOrigin(Client), GetPlayerOriginVictim(Victim)));
SetClientViewAnlges(G_Entity(Client), Angles);
}
};(gentity_s *ent, const float *origin) - 0x824D1EA8
#2. Posted:
HappyHAZE
  • Challenger
Status: Offline
Joined: Sep 03, 20149Year Member
Posts: 158
Reputation Power: 7
Status: Offline
Joined: Sep 03, 20149Year Member
Posts: 158
Reputation Power: 7
im sorry bro but that is a on host aimbot
#3. Posted:
gamer7112
  • Powerhouse
Status: Offline
Joined: Apr 05, 201311Year Member
Posts: 478
Reputation Power: 23
Status: Offline
Joined: Apr 05, 201311Year Member
Posts: 478
Reputation Power: 23
This isn't offhost aimbot and even if it was, it Definately isn't a bo2 aimbot since the offsets are for advanced warfare
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