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    pl0x help ?

    lol my aimbot keep shooting thru walls how does that come ?? >.<


    #2
    LET'S ALL WONDER IT TOGETHER WITHOUT SEEING ANY CODE.
    lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
    I DONT HAVE TEAMVIEWER AND IM NOT GOING TO GIVE ANY 24/7 ONLINE SUPPORT VIA STEAM, XFIRE OR OTHER IM PROGRAMS SO DONT BOTHER ASKING. THANKS.

    Comment


      #3
      OMFG I SEE CAPS LOCK

      I HAVE TO CAPSLOCK TOOOOOOOOOOOOOOOOOOOOOOOOOO

      Comment


        #4
        kk wait sec

        Code:
        #include "sdk.h"
        
        cAimHelper gAimbot;
        
        cAimHelper::cAimHelper()
        {
        	iTarget = -1;
        	flTarget = 99999999.9f;
        }
        Vector vPlayer,vFinal;
        bool bCanCauseDamage( C_BaseEntity* pEnt,C_BaseEntity* pMe );
        bool CheckPlayerVisibility(Vector vVec, C_BaseEntity* pEnt) 
        { 
        	trace_t tr;
        	Ray_t ray;
        	ray.Init( HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), vVec );
        	HalFLife2.m_pEnginetrace->TraceRay( ray ,MASK_ALL, 0, &tr );
        	surfacedata_t *m_pSurfaceData = HalFLife2.m_pPhysicAPI->GetSurfaceData( tr.surface.surfaceProps );
        
        	if ( tr.m_pEnt && pEnt )
        	{
        		switch( m_pSurfaceData->game.material )
        		{
        			case CHAR_TEX_METAL:
        			case CHAR_TEX_GRATE:
        			case CHAR_TEX_VENT:
        			case CHAR_TEX_COMPUTER:
        			case CHAR_TEX_WOOD:
        			case CHAR_TEX_ANTLION:
        			case CHAR_TEX_CLIP:
        			case CHAR_TEX_ALIENFLESH:
        			case CHAR_TEX_FOLIAGE:
        			case CHAR_TEX_GLASS:
        			case CHAR_TEX_PLASTIC:
        			case CHAR_TEX_BLOODYFLESH:
        			case CHAR_TEX_FLESH:
        				return true;
        			default:
        				return false;
        		}
        	}
        
        	if ( tr.fraction > 0.96 )
        		return true;
          
        	return false;
        
        }
        float cAimHelper::flGetDistance( Vector vecOriginx,Vector vecOriginy )
        {
        	double x = vecOriginx[0] - vecOriginy[0];
        	double y = vecOriginx[1] - vecOriginy[1];
        	double z = vecOriginx[2] - vecOriginy[2];
        
        	return (float) sqrt( x*x + y*y + z*z);
        }
        extern int hBox;
        bool __fastcall cAimHelper::GetHitBox(C_BaseEntity* pBaseEntity , QAngle qAngles , Vector& vVec, bool Draw )
        {
        	Vector Temp;
        	matrix3x4_t pmatrix[MAXSTUDIOBONES];
            Vector vMin, vMax;
        	const model_t * model;
        	model = pBaseEntity->GetModel();
        	if( !model )
        		return false;
        	studiohdr_t *pStudioHdr = HalFLife2.m_pModelinfo->GetStudiomodel(model);
            if( !pStudioHdr )
        		return false;
        	if( pBaseEntity->SetupBones( pmatrix, 128, BONE_USED_BY_HITBOX, HalFLife2.m_pGlobals->curtime) == false )
        		return false;
        	mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( 0 );
        	if ( !set )
        		return false;
        	mstudiobbox_t* pbox = NULL;
        	pbox = pStudioHdr->pHitbox(gCvars.hitbox, 0);
        	MatrixAngles( pmatrix[ pbox->bone ], qAngles, Temp);
        	VectorTransform( pbox->bbmin, pmatrix[ pbox->bone ], vMin );
        	VectorTransform( pbox->bbmax, pmatrix[ pbox->bone ], vMax );
        	vVec = ( vMin + vMax ) * 0.5f;
        	vVec[2] += gCvars.aim_height;
        	return true;
        }
        void __fastcall cAimHelper::CalcAngle(Vector &src, Vector &dst, QAngle &angles)
        {
        	double delta[3] = { (src[0]-dst[0]), (src[1]-dst[1]), (src[2]-dst[2]) };
        	double hyp = sqrt(delta[0]*delta[0] + delta[1]*delta[1]);
        	angles[0] = (float) (atan(delta[2]/hyp) * M_RADPI);
        	angles[1] = (float) (atan(delta[1]/delta[0]) * M_RADPI);
        	angles[2] = 0.0f;
        	if(delta[0] >= 0.0) { angles[1] += 180.0f; }
        }
        inline void MakeVector(QAngle angle, QAngle& vector){
        	float pitch; 
        	float yaw; 
        	float tmp;           
        	pitch	= (float)(angle[0] * M_PI/180); 
        	yaw		= (float)(angle[1] * M_PI/180); 
        	tmp		= (float) cos(pitch);
        	vector[0] = (float) (-tmp * -cos(yaw)); 
        	vector[1] = (float) (sin(yaw)*tmp);
        	vector[2] = (float) -sin(pitch);
        }
        bool bHasAmmo()
        {
        	C_BaseCombatWeapon* Weap = HalFLife2.m_pNeeded->GetBaseCombatActiveWeapon(HalFLife2.m_pMyPlayer->BaseEnt());
        	int* CurAmmo = (int*)((DWORD)Weap+(DWORD)0x6FC);
        	if( *CurAmmo == 0 )
        		return false;
        	return true;
        }
        float g_TickCount;
        void cAimHelper::CalculateTickCount() // Calculate the TickRate for our prediction
        {
        	static int TickCounter;
        	static float TickLastTime;
        	static float TickNowTime;
        	static float TickTotalTime;
        
        	if ( TickCounter == 20 )
        	{
        		float TickCount = TickCounter / (TickTotalTime/1000);
        
        		if ( TickCount > 1 && TickCount < 50 )
        			g_TickCount = 33.33f;
        		else if ( TickCount > 50 && TickCount < 80 )
        			g_TickCount = 66.66f;
        		else
        			g_TickCount = 100.0f;
        
        		TickCounter = 0;
        		TickTotalTime = 0;
        	}
        
        	TickCounter++;
        	TickLastTime = TickNowTime;
        	TickNowTime = GetTickCount();
        	float TickDiffTime = TickNowTime - TickLastTime;
        	TickTotalTime += TickDiffTime;
        }
        bool AdjustVecs(Vector vVec, Vector &vFinal, C_BaseEntity* pEnt)
        {
        	if( vPlayer.x == 0 ||
        	    vPlayer.y == 0 ||
        		vPlayer.z == 0 )
        		return false;
        	if( CheckPlayerVisibility(vVec, pEnt) == false )
        		return false;
        
        	Vector PredictedTargetPosition = vVec + HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity / g_TickCount;
        
        	vFinal = PredictedTargetPosition;
        	
        	return true;
        }
        bool __fastcall cAimHelper::CheckAll( C_BaseEntity* pBaseEntity, CUserCmd* cmd, int index )
        {
        	int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
        	int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
        
        	if(HalFLife2.m_pEngine->IsInGame() == false  ||	HalFLife2.m_pEngine->IsHLTV() == true  ||	HalFLife2.m_pMyPlayer->BaseEnt() == NULL)
        		return false;
        	if( !HalFLife2.m_pEngine->GetPlayerInfo( index , &m_pPlayerInfo )) 
        		return false;
        	if( *lifestate != LIFE_ALIVE )
        		return false;
        	if( gCvars.aspawnprotect && *pdwHealth > 100 )
        		return false;
        	if( !bHasAmmo() )
        		return false;
        	if( pBaseEntity->GetTeamNumber() == HalFLife2.m_pMyPlayer->BaseEnt()->GetTeamNumber())
        		return false;
        	if( !GetHitBox( pBaseEntity , cmd->viewangles, vPlayer, false))
        		return false;
        	if( !AdjustVecs(vPlayer, vFinal, pBaseEntity) )
        		return false;
        	if( flTarget < flGetDistance( HalFLife2.m_pMyPlayer->BaseEnt()->GetAbsOrigin() , vPlayer) )
        		return false;
        	iTarget = pBaseEntity->index;
        	flTarget = flGetDistance( HalFLife2.m_pMyPlayer->BaseEnt()->GetAbsOrigin() , vPlayer );
        	return true;
        }
        inline void ResetVecs()
        {
        	vPlayer.x = 0; vPlayer.y = 0; vPlayer.z = 0;
        	vFinal.x = 0; vPlayer.y = 0; vPlayer.z = 0;
        }
        extern bool autoshoot;
        void cAimHelper::SetAngle( CUserCmd* pUserCmd )
        { 
        	cAimHelper();
        	ResetVecs();
        
        	for( int index = 1; index < HalFLife2.m_pEntList->GetHighestEntityIndex(); ++index )
        	{
        		if ( index == HalFLife2.m_pEngine->GetLocalPlayer() ) continue;
        		IClientEntity* ClientEntity = HalFLife2.m_pEntList->GetClientEntity( index );
        		if ( ClientEntity == NULL||ClientEntity->IsDormant() ) continue;
        		CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
        		if ( !CheckAll( pBaseEntity, pUserCmd, index ) ) 
        			continue;
        	}
        
        	if( iTarget < 1)
        		return;
            if( vFinal.x == 0 ||
        		vFinal.y == 0 ||
        		vFinal.z == 0 )
        		return;
        	Vector PredictedHead = HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition() + HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity / g_TickCount;
        	gAimbot.CalcAngle( PredictedHead, vFinal, pUserCmd->viewangles );
        
        	if( gCvars.setangle )
        		HalFLife2.m_pEngine->SetViewAngles( pUserCmd->viewangles );
        
        	if(gCvars.ashoot)
        		pUserCmd->buttons |= IN_ATTACK;
        
        	ResetVecs();
        }

        this was my aim code.

        Comment


          #5
          Originally posted by 007boy258 View Post
          kk wait sec

          this was my aim code.
          Are you sure?
          lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
          I DONT HAVE TEAMVIEWER AND IM NOT GOING TO GIVE ANY 24/7 ONLINE SUPPORT VIA STEAM, XFIRE OR OTHER IM PROGRAMS SO DONT BOTHER ASKING. THANKS.

          Comment


            #6
            no but i gave credits im trying to make a crappy hack for a nub

            Comment


              #7
              Originally posted by 007boy258 View Post
              no but i gave credits im trying to make a crappy hack for a nub
              for you ? ah ok

              party004

              Contact:





              !8m:67%;<51>^5T0-7Nb2cIt-C|229/q]Ps67812
              HW: v3n0m4, Mattdog, Xeder
              yO.-(3_=4%Z*Y;<)gsqH_!"5"{_B?34dok&@_91;


              Comment


                #8
                not for me for fuck sake dude are you fucking guys retarded or something ?

                Comment


                  #9
                  eaSY siR

                  Comment


                    #10
                    I believe your using lawgiver's leaked negerhack.

                    So just view the orginal files and compare how you fucked it up.

                    Comment

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