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Closed [code]simple aimbot

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WhiteListv2

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SImple code on Aimbot
Code:
CODE::
#include "main.h"
//------------------------------------------------------------------------------
bool GetPlayerByIndex(unsigned int index)
{
StaticPlayer = 0, ObjectTableArray = 0, Masterchief = 0;
StaticPlayer = (Static_Player*)(StaticPlayerHeader->FirstPlayer + (index * StaticPlayerHeader->SlotSize));
if(StaticPlayer->ObjectID != 65535 && StaticPlayer->ObjectID != 0)
{
if(StaticPlayer->ObjectIndex != Local->ObjectIndex && StaticPlayer->ObjectID != Local->ObjectID)
{
ObjectTableArray = (Object_Table_Array*)(ObjectTableHeader->FirstObject + (StaticPlayer->ObjectIndex * ObjectTableHeader->Size));
Masterchief = (AMasterchief*)ObjectTableArray->Offset;
return true;
}
}
return false;
}
//------------------------------------------------------------------------------
bool GetLocalPlayer(unsigned int index)
{
LocalPlayer = 0, ObjectTableArray = 0, LocalMC = 0;
LocalPlayer = (Static_Player*)(StaticPlayerHeader->FirstPlayer + (index * StaticPlayerHeader->SlotSize));
if(LocalPlayer->ObjectID != 65535 && LocalPlayer->ObjectID != 0)
{
ObjectTableArray = (Object_Table_Array*)(ObjectTableHeader->FirstObject + (LocalPlayer->ObjectIndex * ObjectTableHeader->Size));
LocalMC = (AMasterchief*)ObjectTableArray->Offset;
return true;
}
return false;
}
//------------------------------------------------------------------------------
float Get2dDistance(float x, float y)
{
return ((float)sqrt((x * x) + (y * y)));
}
//------------------------------------------------------------------------------
float GetAngleDistance(float fLocal[3],float f2Enemy[3])
{
return (float)(60 * acos(sin(fLocal[1]) * sin(f2Enemy[1]) + cos(fLocal[1]) * cos(f2Enemy[1]) * cos(f2Enemy[0] - fLocal[0])));
}
//------------------------------------------------------------------------------
bool GetAngleToEnemy(unsigned int index)
{
float mx,my,mz;
gHook.m_fLead = 7.0f;
float sense = 3;
if(GetPlayerByIndex(index))
{
mx = Masterchief->Head[10] - Camera->m_fWorld[0];
my = Masterchief->Head[11] - Camera->m_fWorld[1];
mz = Masterchief->Head[12] - Camera->m_fWorld[2];

mx += (Masterchief->m_Velocity[0] *gHook.m_fLead);
my += (Masterchief->m_Velocity[1] *gHook.m_fLead);
mz += (Masterchief->m_Velocity[2] *gHook.m_fLead);

float dist = Get2dDistance(mx,my);
gHook.m_fRot[0] = (float)atanf(my/mx);
gHook.m_fRot[1] = (float)atan2f(mz, dist);

if(gHook.m_fRot[0] < 0.0f)
gHook.m_fRot[0] *= -1.0f;

if (mx < 0.0f && my >= 0.0f)
gHook.m_fRot[0] = (float)(PI - gHook.m_fRot[0]);
if (mx < 0.0f && my < 0.0f)
gHook.m_fRot[0] = (float)(PI + gHook.m_fRot[0]);
if (mx > 0.0f && my < 0.0f)
gHook.m_fRot[0] = (float)(2.0f * PI - gHook.m_fRot[0]);
return true;
}
return false;
}
//------------------------------------------------------------------------------------------------------------------------------------
DWORD WINAPI Aimbot(LPVOID)
{
gHook.m_bAim = true;

while(1)
{
if( GetAsyncKeyState( VK_SHIFT ))
{
if(gHook.m_bAim)
{
for( unsigned short i = 0; i < StaticPlayerHeader->MaxSlots; i++)
{
if(GetAngleToEnemy(i))
{
if(GetLocalPlayer(Local->PlayerIndex))
{
if(LocalPlayer->Team == StaticPlayer->Team)
continue;

float dist = GetAngleDistance(Local->m_fRot,gHook.m_fRot);
if (dist != 0 && (dist < gHook.m_fShortest || gHook.m_fShortest == 0))
{
gHook.m_fShortest = dist;
gHook.m_uiClosest = i;
}
}
}
}
gHook.m_fShortest = 0;
gHook.m_bAim = false;
}
else
{
if(GetAngleToEnemy(gHook.m_uiClosest))
{
Local->m_fRot[0] = gHook.m_fRot[0];
Local->m_fRot[1] = gHook.m_fRot[1];
}
else
gHook.m_bAim = true;
}
}
else
gHook.m_bAim = true;

Sleep(10);
}

return 0;
}
//------------------------------------------------------------------------------
BOOL APIENTRY DllMain( HMODULE hModule, DWORD ulReason, LPVOID lpReserved )
{
if( ulReason == DLL_PROCESS_ATTACH )
{
CreateThread( 0, 0, Aimbot, 0, 0, 0 );
}
return TRUE;
}
//------------------------------------------------------------------------------
 
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