CreativeAdv
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- Joined
 - Aug 8, 2018
 
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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.
						}
					}
				}
			}
		}
	}