09-09-2018, 03:00 PM

Source:

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Code:

`if (aimbot) {`

if (*pActor > 0) {

char* pVehicle = (char*)((*pActor) + 0x46C);

if (*pVehicle != 1)

{

DWORD* pMtrx1 = (DWORD*)((*pActor) + 0x14);//matrix of player actor

float* xPos1 = (float*)((*pMtrx1) + 0x30);//player actor X position

float* yPos1 = (float*)((*pMtrx1) + 0x34);//player actor Y position

float* CxPos1 = (float*)(0xB6F9CC);//camera X position

float* CyPos1 = (float*)(0xB6F9D0);//camera Y position

float xPoint = *CxPos1;

float yPoint = *CyPos1;

int* keyt = (int*)0xB7347A;//Left mouse key

DWORD* pPed = (DWORD*)((*pTarget) + 0x79C);//pointer to target player

if (*pPed > 0) {

float* playerSpeedVectorX = (float*)((*pPed) + 0x44);// Player speed angle vector.

float* playerSpeedVectorY = (float*)((*pPed) + 0x48);

DWORD* pMtrx2 = (DWORD*)((*pPed) + 0x14);//matrix of target player

float* xPos2 = (float*)((*pMtrx2) + 0x30);//X position

float* yPos2 = (float*)((*pMtrx2) + 0x34);//Y position

float xPos2a;

float yPos2a;

float* playerHP = (float*)((*pPed) + 0x540);//health of target player

if (*playerHP > 0) {

xPos2a = *xPos2 + *playerSpeedVectorX * 6;//position not far from target player sceen

yPos2a = *yPos2 + *playerSpeedVectorY * 6;

float Aa = (float)fabs(xPoint - xPos2a);

float Ab = (float)fabs(yPoint - yPos2a);

float Ac = (float)sqrt(Aa*Aa + Ab * Ab);

float alpha = (float)asin(Aa / Ac);

float beta = (float)acos(Aa / Ac);

if ((*xPos1 > *xPos2) && (*yPos1 < *yPos2)) beta = -beta;//1 part

if ((*xPos1 > *xPos2) && (*yPos1 > *yPos2)) beta = beta; //2 part

if ((*xPos1 < *xPos2) && (*yPos1 > *yPos2)) beta = (alpha + (1.5707)); //3 part

if ((*xPos1 < *xPos2) && (*yPos1 < *yPos2)) beta = (-alpha - (1.5707)); //4 part

if (*keyt > 0) {

*camXpos = beta + 0.0389;//for deagle.

}

}

}

}

}

}