[RELEASE] Assault Cube - Codigo Aimbot C++

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1 dAmerica/Bogota Noviembre dAmerica/Bogota 2015
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gamerzhacking.com
#1
Aqui les comparto el primer codigo de un usuario llamado Generix, es el primero que realiza y se siente muy emocionado por compartir.

C++:
#include <Windows.h>
#include <iostream>
#include <math.h>
#include <cmath>


struct PlayerS
{
    PlayerS(DWORD* BaseEingabe)
        :Base(BaseEingabe){}
    DWORD* Base;
    DWORD* HP        = (DWORD*)*Base + (0xf8/4);
    float* PosX        = (float*)*Base + (0x4/4);
    float* PosY        = (float*)*Base + (0x8/4);
    float* PosZ        = (float*)*Base + (0xC/4);
    float* CamPosX    = (float*)*Base + (0x40/4);
    float* CamPosZ    = (float*)*Base + (0x44/4);
};

float getEnemyPosX(DWORD* Base, DWORD Nr)
{
    DWORD* Enemy = (DWORD*)(*Base + (Nr * 4));
    float* Pos = (float*)(*Enemy) + (1);
    return *Pos;
}

float getEnemyPosY(DWORD* Base, DWORD Nr)
{
    DWORD* Enemy = (DWORD*)(*Base + (Nr * 4));
    float* Pos = (float*)(*Enemy) + (2);
    return *Pos;
}

float getEnemyPosZ(DWORD* Base, DWORD Nr)
{
    DWORD* Enemy = (DWORD*)(*Base + (Nr * 4));
    float* Pos = (float*)(*Enemy) + (3);
    return *Pos;
}

int getEnemyHP(DWORD* Base, DWORD Nr)
{
    DWORD* Enemy = (DWORD*)(*Base + (Nr * 4));
    int* HP = (int*)(*Enemy) + (0xf8 / 4);
    return *HP;
}

float calcDist(float ownX, float ownY, float enX, float enY)
{
    float x1 = enX - ownX;
    float y1 = ownY - enY;
    return sqrt((x1 * x1) + (y1 * y1));
}

float calcHightDif(float ownZ, float enZ)
{
    return enZ - ownZ;
}

float shootVecX = 0;
float shootVecZ = 0;
//float squareXY = 0;


DWORD WINAPI hackthread(LPVOID param)
{
    //AllocConsole();
    //freopen("CONOUT$", "w", stdout);
  

    DWORD* pEngine = (DWORD*)(uintptr_t)GetModuleHandle(0);


    DWORD* BasePlayer    = (pEngine + (0x00109B74 / 4));
    DWORD* BaseEnemy    = (pEngine + (0x0010F4F8 / 4));
    DWORD* Enemys        = (pEngine + (0x0008F164 / 4));
    Enemys                = (DWORD*)*Enemys;


    PlayerS Me(BasePlayer);

    while(1)
    {
        int closest = 1;
        float dist = 9999;

        if ((int)*Enemys > 0)
        {
            for (int i = 1; i <= (int)*Enemys; i++)
            {
                if (getEnemyHP(BaseEnemy, i) > 0)
                {
                    if (dist > calcDist(*Me.PosX, *Me.PosY, getEnemyPosX(BaseEnemy, i), getEnemyPosY(BaseEnemy, i)))
                    {
                        closest = i;
                        dist = calcDist(*Me.PosX, *Me.PosY, getEnemyPosX(BaseEnemy, i), getEnemyPosY(BaseEnemy, i));
                    }
                }
            }

            //cam x
            shootVecX = atan2((getEnemyPosX(BaseEnemy, closest) - *Me.PosX), (*Me.PosY - getEnemyPosY(BaseEnemy, closest)));
            shootVecX = shootVecX * 180;
            shootVecX = shootVecX / 3.14159265359;
            //set cam x pos

            //cam z
            float z1 = getEnemyPosZ(BaseEnemy, closest) - *Me.PosZ;
            if (z1 > 0)
            {
                shootVecZ = atan2(z1, calcDist(*Me.PosX, *Me.PosY, getEnemyPosX(BaseEnemy, closest), getEnemyPosY(BaseEnemy, closest)));
                shootVecZ = shootVecZ * 180;
                shootVecZ = shootVecZ / 3.14159265359;
            }
            else
            {
                z1 = 0 - z1;
                shootVecZ = atan2(z1, calcDist(*Me.PosX, *Me.PosY, getEnemyPosX(BaseEnemy, closest), getEnemyPosY(BaseEnemy, closest)));
                shootVecZ = shootVecZ * 180;
                shootVecZ = shootVecZ / 3.14159265359;
                shootVecZ = 0 - shootVecZ;
            }
            //set cam z pos

            if (shootVecX < 0)
            {
                shootVecX = shootVecX + 360;
            }

            float pCam = *Me.CamPosX;
            float pVec = shootVecX;

            if ((pCam > 340) && (pVec < 20))
            {
                pCam = *Me.CamPosX - 360;
            }

            if ((pVec > 340) && (pCam < 20))
            {
                pVec = shootVecX - 360;
            }


            if (((pCam - pVec) < 20) && ((pCam - pVec) > -20))
            {
                if (GetKeyState('6') & 0x8000)
                {
                    *Me.CamPosX = shootVecX;
                    *Me.CamPosZ = shootVecZ;
                }
            }

        }
      
        *Me.HP = 1337;

    }



    return 0;
}

BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpReserved)
{
    switch (dwReason)
    {
    case DLL_PROCESS_ATTACH:
        CreateThread(nullptr, 0, hackthread, nullptr, 0, nullptr);
        DisableThreadLibraryCalls(hModule);
        break;

    default:
        break;
    }
    return TRUE;
}
Aqui tienen un demo de su trabajo final


Creditos
Generix