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- Aug 8, 2018

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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.
}
}
}
}
}
}
```