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Simple Bone Aimbot
Old 11-21-2009, 09:25 PM   #1
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Simple Bone Aimbot

Ok, I have made many aimbots....for the life of me it doesnt aim correctly (spins) and aims at nothing. If I comment out the ViewAngle mod at the end, it puts
the X on the players head just fine, so my shot selection is good. All my offsets are correct.


PHP Code:
void CEngine::doAim(void)
{
 if(!
IsAlive(GetEntityIndex(getLocalIndex())))
  return;
 
float fAngleX 0.0f;
 
float fAngleY 0.0f;
 
float maxDistance 100.00f;
 
vec3_t AimLocation;
 
vec3_t targetVec;
 
float ScreenX,ScreenY;
 
float flXHairDistance 99999.0f;
 
int Target = -1;
 
unsigned short iHeadTag RegisterTag("j_head");
 for ( 
unsigned int iPlayers 0iPlayers 2048iPlayers++ )
 {
  
CEntity myEnt GetEntityIndex(iPlayers);
  if(!
myEnt)
   continue;
  if(
iPlayers == getLocalIndex())
   continue; 
  if( 
myEnt->Type != ET_PLAYER_MP )
   continue;
  
CClientInfo pClientInfo GetClientInfoIndexiPlayers );
  if(!
isEnemyTarget(pClientInfo))
   continue;
  
float fDistance GetDistancemyEnt->LerpOriginm_pRefDef->Location) / 48;
  if(!
GetTagPosition(iHeadTag,myEnt,&AimLocation)) 
   continue;
  if(!
WorldToScreen(AimLocation, &ScreenX, &ScreenY ))
   continue;
  
float xDelta m_pRefDef->iWidth ScreenX
  
float yDelta m_pRefDef->iHeight ScreenY;
  
float screenLen sqrtf(xDelta*xDelta yDelta*yDelta);
  if( 
screenLen flXHairDistance
  { 
   
Target iPlayers
   
VectorSettargetVecAimLocation[0], AimLocation[1], AimLocation[2] ); 
   
flXHairDistance screenLen
  }
 }
 if(
Target == -1)
  return;
 if(
GetAsyncKeyState(0x56))//&0x8000)
 
{
  if(!
WorldToScreen(targetVec, &ScreenX, &ScreenY ))
   return;
  
DrawTextWithEngine(farFont,ScreenX,ScreenY,&Red,"X");
  
GetAngleToOrigin(targetVecfAngleXfAngleY );
  *
ViewAngleX += fAngleX;
  *
ViewAngleY += fAngleY;
 }

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Last edited by Kozmo; 11-21-2009 at 09:30 PM.
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Old 11-21-2009, 09:43 PM   #2
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what are you using as your viewangles?

(to set them)
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Old 11-21-2009, 10:12 PM   #3
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Whats crazy is, I know it should work as it does in all my other cod series hacks.

My View Angles:

float *ViewAngleX = (float *) 0xB2C38C;
float *ViewAngleY = (float *) 0xB2C388;


my GetAngleToOrgin:


PHP Code:
void GetAngleToOrigin(vec3_t OriginFLOAT &fAngleXFLOAT &fAngleY )
{
 
vec3_t vEntityvAngle;
 
VectorSubtractOriginm_pRefDef->LocationvEntity );
    
VectorToAnglevEntityvAngle );
    if ( 
vAngle[YAW] > 180.0f )   
  
vAngle[YAW] -= 360.0f;
    else if ( 
vAngle[YAW] < -180.0f 
  
vAngle[YAW] += 360.0f;
    if ( 
vAngle[PITCH] > 180.0f )  
  
vAngle[PITCH] -= 360.0f;
    else if ( 
vAngle[PITCH] < -180.0f 
  
vAngle[PITCH] += 360.0f;
 
float  *refdeflerpAngles= (float *)0x79F200;
 
//this was checking my angles against my class, and they are the same...(Sanity check)
 //add_log("%f=%f %f=%f",refdeflerpAngles[0],m_pRefDef->RefDefViewAngles[0],refdeflerpAngles[1],m_pRefDef->RefDefViewAngles[1]);
 
 
vAngle[YAW] -= refdeflerpAngles[YAW]; 
 
vAngle[PITCH] -= refdeflerpAngles[PITCH];
    if ( 
vAngle[YAW] > 180.0f )   
  
vAngle[YAW] -= 360.0f;
    else if ( 
vAngle[YAW] < -180.0f 
  
vAngle[YAW] += 360.0f;
    if ( 
vAngle[PITCH] > 180.0f )  
  
vAngle[PITCH] -= 360.0f;
    else if ( 
vAngle[PITCH] < -180.0f 
  
vAngle[PITCH] += 360.0f;
 
fAngleX vAngle[YAW];
 
fAngleY vAngle[PITCH];

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Old 11-22-2009, 12:29 AM   #4
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Quote:
Originally Posted by s0beit View Post
what are you using as your viewangles?

(to set them)
Code:
/* MW2 1.0.168 (2009-11-21)
0045138F     CC             INT3
00451390  /$ 8B4424 08      MOV EAX,DWORD PTR SS:[ESP+8]             ;  SetViewAngles
00451394  |. D900           FLD DWORD PTR DS:[EAX]
00451396  |. D91D 88C3B200  FSTP DWORD PTR DS:[B2C388]               ;  ViewAngleY (Pitch)
0045139C  |. D940 04        FLD DWORD PTR DS:[EAX+4]
0045139F  |. D91D 8CC3B200  FSTP DWORD PTR DS:[B2C38C]               ;  ViewAngleX (Yaw)
004513A5  |. D940 08        FLD DWORD PTR DS:[EAX+8]
004513A8 >|. D91D 90C3B200  FSTP DWORD PTR DS:[B2C390]               ;  ViewAngleZ (Roll)
004513AE  \. C3             RETN
004513AF     CC             INT3
*/
Should work

Pitch at 180 degrees = awesome.

[Auto Merged - 23:39:11 UTC]

My math is a bit off, but..
Code:
                            // l = sqrt( (Bx - Ax)^2 + (By - Ay)^2 )
                            // b = acos( Bx - Ax / l )
                            double beta = Math.Acos((Target.X - myPosition.X) / Utils.GetDistance2D(myPosition, Target));
                            float newrot = ((float)beta - myRotation);
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Last edited by Nov; 11-28-2009 at 06:45 PM.
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Old 11-22-2009, 01:39 AM   #5
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Quote:
Originally Posted by Nov View Post
Code:
/* MW2 1.0.168 (2009-11-21)
0045138F     CC             INT3
00451390  /$ 8B4424 08      MOV EAX,DWORD PTR SS:[ESP+8]             ;  SetViewAngles
00451394  |. D900           FLD DWORD PTR DS:[EAX]
00451396  |. D91D 88C3B200  FSTP DWORD PTR DS:[B2C388]               ;  ViewAngleY (Pitch)
0045139C  |. D940 04        FLD DWORD PTR DS:[EAX+4]
0045139F  |. D91D 8CC3B200  FSTP DWORD PTR DS:[B2C38C]               ;  ViewAngleX (Yaw)
004513A5  |. D940 08        FLD DWORD PTR DS:[EAX+8]
004513A8 >|. D91D 90C3B200  FSTP DWORD PTR DS:[B2C390]               ;  ViewAngleZ (Roll)
004513AE  \. C3             RETN
004513AF     CC             INT3
*/
Should work


Pitch at 180 degrees = awesome.

[Auto Merged - 23:39:11 UTC]

My math is a bit off, but..
Code:
                            // l = sqrt( (Bx - Ax)^2 + (By - Ay)^2 )
                            // b = acos( Bx - Ax / l )
                            double beta = Math.Acos((Target.X - myPosition.X) / Utils.GetDistance2D(myPosition, Target));
                            float newrot = ((float)beta - myRotation);

lol does it look liek ur back is broken or u shooting out of your ass like crossfire?

xD
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Last edited by fatboy88; 11-29-2009 at 03:12 AM.
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Old 11-22-2009, 03:14 AM   #6
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I've checked everything 5 times...Its bizzare, the only thing that is different is im using MSVC 2008.

I'm going drinking tonight, I will mess with it tomorrow

Thanks Guys!

KozmoK
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Old 11-22-2009, 09:08 PM   #7
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Quote:
Originally Posted by s0beit View Post
what are you using as your viewangles?

(to set them)
I heard alot of people had problems with that in cod:mw2. I'm using the EXACT same way as in cod4, working fine

I'm using this:

Code:
FLOAT AngleX = asinf( Vec3DotProduct( &pRefdef->vViewAxis[1], &vDir ) );
FLOAT AngleY = asinf( Vec3DotProduct( &pRefdef->vViewAxis[2], &vDir ) );

pCamera->vAngles.Yaw   += VecToDegree(AngleX) * AimSpeed;
pCamera->vAngles.Pitch -= VecToDegree(AngleY) * AimSpeed;
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Old 11-22-2009, 09:48 PM   #8
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yeah, but where is your pCamera? :P

i use the same addresses as you, btw (Nov), ive been having some trouble too,
on the upside, i found out that they left the lean code in MW2, so you can force lean.
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Old 11-22-2009, 10:13 PM   #9
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Quote:
Originally Posted by s0beit View Post
yeah, but where is your pCamera? :P

i use the same addresses as you, btw (Nov), ive been having some trouble too,
on the upside, i found out that they left the lean code in MW2, so you can force lean.
Lol were would ya leen for, its no use :P
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Old 11-22-2009, 10:32 PM   #10
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I dont use a Camera class. I am setting the view angles directly as so:

float* viewX = (float*)0xB2C38C;
float* viewY = (float*)0xB2C388;
*viewX += fAngleX;
*viewY += fAngleY;


Quote:
Originally Posted by s0beit View Post
yeah, but where is your pCamera? :P

i use the same addresses as you, btw (Nov), ive been having some trouble too,
on the upside, i found out that they left the lean code in MW2, so you can force lean.
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Old 11-23-2009, 06:33 AM   #11
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Quote:
Originally Posted by Kozmo View Post
Ok, I have made many aimbots....for the life of me it doesnt aim correctly (spins) and aims at nothing. If I comment out the ViewAngle mod at the end, it puts
the X on the players head just fine, so my shot selection is good. All my offsets are correct.


PHP Code:
void CEngine::doAim(void)
{
 if(!
IsAlive(GetEntityIndex(getLocalIndex())))
  return;
 
float fAngleX 0.0f;
 
float fAngleY 0.0f;
 
float maxDistance 100.00f;
 
vec3_t AimLocation;
 
vec3_t targetVec;
 
float ScreenX,ScreenY;
 
float flXHairDistance 99999.0f;
 
int Target = -1;
 
unsigned short iHeadTag RegisterTag("j_head");
 for ( 
unsigned int iPlayers 0iPlayers 2048iPlayers++ )
 {
  
CEntity myEnt GetEntityIndex(iPlayers);
  if(!
myEnt)
   continue;
  if(
iPlayers == getLocalIndex())
   continue; 
  if( 
myEnt->Type != ET_PLAYER_MP )
   continue;
  
CClientInfo pClientInfo GetClientInfoIndexiPlayers );
  if(!
isEnemyTarget(pClientInfo))
   continue;
  
float fDistance GetDistancemyEnt->LerpOriginm_pRefDef->Location) / 48;
  if(!
GetTagPosition(iHeadTag,myEnt,&AimLocation)) 
   continue;
  if(!
WorldToScreen(AimLocation, &ScreenX, &ScreenY ))
   continue;
  
float xDelta m_pRefDef->iWidth ScreenX
  
float yDelta m_pRefDef->iHeight ScreenY;
  
float screenLen sqrtf(xDelta*xDelta yDelta*yDelta);
  if( 
screenLen flXHairDistance
  { 
   
Target iPlayers
   
VectorSettargetVecAimLocation[0], AimLocation[1], AimLocation[2] ); 
   
flXHairDistance screenLen
  }
 }
 if(
Target == -1)
  return;
 if(
GetAsyncKeyState(0x56))//&0x8000)
 
{
  if(!
WorldToScreen(targetVec, &ScreenX, &ScreenY ))
   return;
  
DrawTextWithEngine(farFont,ScreenX,ScreenY,&Red,"X");
  
GetAngleToOrigin(targetVecfAngleXfAngleY );
  *
ViewAngleX += fAngleX;
  *
ViewAngleY += fAngleY;
 }

Can you post your GetTagPosition() prototype or asm code? I see GetTagPos called in 3 difference places but I cannot make out how I can call it.
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Old 11-23-2009, 07:49 AM   #12
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Can you post your GetTagPosition() prototype or asm code? I see GetTagPos called in 3 difference places but I cannot make out how I can call it.
http://www.uc-forum.com/forum/call-d...playertag.html

I explain exactly how to do it i just didnt give out the code. If you check out the aim assist one and find out were its called what i said should make perfect sense to you.
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Update.....
Old 11-23-2009, 09:54 PM   #13
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Update.....

This is embarrasing... I have narrowed it down to CRefDef class I think!

PHP Code:
 
class CRefDef
{
public:
        
char szUnknown0[8]; //0x0000  
        
__int32 iWidth//0x0008  
        
__int32 iHeight//0x000C  
        
float fovx//0x0010  
        
float fovy//0x0014  
        
vec3_t vOrigin//0x0018
        
vec3_t vViewAxis[3]; //0x0024  
        
char szUnknown1[16200]; //0x0048  
        
vec3_t RefDefViewAngles//0x3F90  
}; 
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Old 11-24-2009, 12:20 AM   #14
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RefDefViewAngles most likely o.o
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Old 11-24-2009, 01:21 AM   #15
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Originally Posted by |KungFuPenguin| View Post
RefDefViewAngles most likely o.o
I dont think so, I did it two ways and they matched up when logging:

PHP Code:
[SIZE=2][COLOR=#008000]//float *refdeflerpAngles= (float *)0x79F200;[/COLOR][/SIZE]
[SIZE=2][COLOR=#008000][SIZE=2][COLOR=#008000]//add_log("%f=%f %f=%f",refdeflerpAngles[0],m_pRefDef->RefDefViewAngles[0],refdeflerpAngles[1],m_pRefDef->RefDefViewAngles[1]);[/COLOR][/SIZE]
[SIZE=2][COLOR=#008000][/COLOR][/SIZE][/COLOR][/SIZE] 
Here is the log:

[23:40:18] 4.004517=4.004517 109.204102=109.204102
[23:40:18] 4.004517=4.004517 109.204102=109.204102
[23:40:18] 4.004517=4.004517 109.204102=109.204102
[23:40:18] 4.004517=4.004517 109.204102=109.204102
[23:40:18] 4.004517=4.004517 109.204102=109.204102
[23:40:18] -26.674805=-26.674805 104.913940=104.913940
[23:40:18] -26.674805=-26.674805 104.913940=104.913940
[23:40:18] -26.674805=-26.674805 104.913940=104.913940
[23:40:18] -26.674805=-26.674805 104.913940=104.913940
[23:40:18] -26.674805=-26.674805 104.913940=104.913940
[23:40:18] 85.000000=85.000000 122.129517=122.129517
[23:40:18] 85.000000=85.000000 122.129517=122.129517
[23:40:18] 85.000000=85.000000 122.129517=122.129517
[23:40:18] 85.000000=85.000000 122.129517=122.129517
[23:40:18] 85.000000=85.000000 122.129517=122.129517
[23:40:18] 10.309448=10.309448 68.263550=68.263550
[23:40:18] 10.309448=10.309448 68.263550=68.263550
[23:40:18] 10.309448=10.309448 68.263550=68.263550
[23:40:18] 10.309448=10.309448 68.263550=68.263550
[23:40:18] 10.309448=10.309448 68.263550=68.263550


[Auto Merged - 5:02:55 UTC]

Thanks to Kanavel My aimbot is working now. The code posted is working code, my mistake was elsewhere. HE IS THE MAN
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Old 11-24-2009, 10:08 AM   #16
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So what was the problemo? :P
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Old 11-24-2009, 03:42 PM   #17


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great, now u can release it lol
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Old 11-24-2009, 04:20 PM   #18
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great, now u can release it lol
he already did release it, the working code is on the first post.
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Old 11-24-2009, 05:35 PM   #19
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Quote:
Originally Posted by Nov View Post
So what was the problemo? :P
I was hooking a render function that allowed me to see my engine drawing functions at the main menu - Which you don't get when you hook EndFrame. It worked great for my esp, but not so great for setting the ViewAngles - It was doing it more then once per frame I think, causeng it to be jacked up!

I must have spent 8 hours on doing my aimbot every which way but lose, while all my aimbot code was 100% correct. Sometimes you need a second set of eyes to help you through tought times.

KozmoK out!
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Old 11-24-2009, 07:47 PM   #20
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Well for mine i hook clientframe and it sets the view angles just fine. Unless that isnt the one you used..
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