CLEO Help Easy aimbot edit?

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cambridge

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Basically I was looking for a wheels only aimbot and I found this guy named Remi (https://www.youtube.com/watch?v=4LYvEvDp2zg) who posted this Cleo.
Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'Aimbot' 
30@ = 0 
31@ = 8 
32@ = 600 

:AIMBOT_33
wait 0 
if 
gosub @AIMBOT_2827 
else_jump @AIMBOT_33 
print "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" 3000 
0A9F: $4 = current_thread_pointer 
$4 += 16 
0A8D: $4 = read_memory $4 size 4 virtual_protect 0 
$4 -= -6145 

:AIMBOT_135
wait 0 
if 
key_down 2 
else_jump @AIMBOT_200 
gosub @AIMBOT_672 
if 
056D:   actor $5 defined 
else_jump @AIMBOT_135 
0A96: 28@ = actor $5 struct 
0085: 29@ = 31@ // (int) 
jump @AIMBOT_225 

:AIMBOT_200
if 
gosub @AIMBOT_2827 
else_jump @AIMBOT_135 
jump @AIMBOT_911 

:AIMBOT_225
wait 0 
if and
056D:   actor $5 defined 
   not Actor.Dead($5)
key_down 2 
else_jump @AIMBOT_861 
if 
0449:   actor $5 in_a_car 
else_jump @AIMBOT_427 
if 
  30@ == 1 
else_jump @AIMBOT_395 
0@ = Actor.CurrentCar($5)
0A97: 1@ = car 0@ struct 
1@ += 1424 
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 
if or
  1@ == 0 
  1@ == 9 
else_jump @AIMBOT_395 
if or
8496:   not tire 0 on_car 0@ deflated 
8496:   not tire 1 on_car 0@ deflated 
8496:   not tire 2 on_car 0@ deflated 
8496:   not tire 3 on_car 0@ deflated 
else_jump @AIMBOT_395 
jump @AIMBOT_510 

:AIMBOT_395
if 
   not 31@ == 8 
else_jump @AIMBOT_420 
31@ = 8 

:AIMBOT_420
jump @AIMBOT_454 

:AIMBOT_427
if 
803B:   not  31@ == 29@ // (int) 
else_jump @AIMBOT_454 
0085: 31@ = 29@ // (int) 

:AIMBOT_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v  
call @AIMBOT_1492 3 0@ 1@ 2@ 
gosub @AIMBOT_2895 
jump @AIMBOT_225 

:AIMBOT_510
wait 0 
if and
056D:   actor $5 defined 
   not Actor.Dead($5)
key_down 2 
else_jump @AIMBOT_861 
if and
  30@ == 1 
0449:   actor $5 in_a_car 
else_jump @AIMBOT_225 
0@ = Actor.CurrentCar($5)
if or
8496:   not tire 0 on_car 0@ deflated 
8496:   not tire 1 on_car 0@ deflated 
8496:   not tire 2 on_car 0@ deflated 
8496:   not tire 3 on_car 0@ deflated 
else_jump @AIMBOT_225 
gosub @AIMBOT_2077 
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8 
call @AIMBOT_1492 3 0@ 1@ 2@ 
gosub @AIMBOT_2895 
jump @AIMBOT_510 

:AIMBOT_672
wait 0 
call @AIMBOT_970 0 0@ $5 
if 
056E:   car 0@ defined 
else_jump @AIMBOT_859 
1@ = Actor.CurrentCar($PLAYER_ACTOR)
if 
803B:   not  1@ == 0@ // (int) 
else_jump @AIMBOT_859 
046C: $5 = car 0@ driver 
if 
856D:   not actor $5 defined 
else_jump @AIMBOT_859 
01E9: 2@ = car 0@ num_passengers 
if 
  2@ > 0 
else_jump @AIMBOT_859 
01EA: 3@ = car 0@ max_passengers 
4@ = 0 

:AIMBOT_800
if 
8431:   not car 0@ passenger_seat_free 4@ 
else_jump @AIMBOT_837 
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@ 
jump @AIMBOT_859 

:AIMBOT_837
4@ += 1 
001D:   4@ > 3@ // (int) 
else_jump @AIMBOT_800 

:AIMBOT_859
return 

:AIMBOT_861
wait 0 
018C: play_sound 1058 at 0.0 0.0 0.0 
$5 = 0 
0085: 31@ = 29@ // (int) 
wait 100 
jump @AIMBOT_135 

:AIMBOT_911
wait 0 
print "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" 3000 
jump @AIMBOT_33 

:AIMBOT_970
0A96: 0@ = actor $PLAYER_ACTOR struct 
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0 
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v  
4@ += 0.3 
if or
  1@ == 53 
  1@ == 55 
else_jump @AIMBOT_1093 
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0  
jump @AIMBOT_1289 

:AIMBOT_1093
068E: get_camera_target_point_to 5@ 6@ 7@ 
068D: get_camera_position_to 8@ 9@ 10@ 
0087: 11@ = 8@ // (float) 
0087: 12@ = 9@ // (float) 
0087: 13@ = 10@ // (float) 
0063: 11@ -= 5@ // (float) 
0063: 12@ -= 6@ // (float) 
0063: 13@ -= 7@ // (float) 
0087: 14@ = 11@ // (float) 
0087: 15@ = 12@ // (float) 
0087: 16@ = 13@ // (float) 
11@ *= 300.0 
12@ *= 300.0 
13@ *= 300.0 
0087: 5@ = 8@ // (float) 
0087: 6@ = 9@ // (float) 
0087: 7@ = 10@ // (float) 
0063: 5@ -= 11@ // (float) 
0063: 6@ -= 12@ // (float) 
0063: 7@ -= 13@ // (float) 
0063: 8@ -= 14@ // (float) 
0063: 9@ -= 15@ // (float) 
0063: 10@ -= 16@ // (float) 

:AIMBOT_1289
1@ = 0 
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@  
14@ = 0 
15@ = 0 
if 
   not 1@ == 0 
else_jump @AIMBOT_1481 
0A8E: 2@ = 1@ + 54 // int 
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0 
0B10: 2@ = 2@ AND 7 
if 
  2@ == 2 
else_jump @AIMBOT_1436 
0AEB: 14@ = car_struct 1@ handle 
jump @AIMBOT_1481 

:AIMBOT_1436
if 
  2@ == 3 
else_jump @AIMBOT_1481 
if 
803B:   not  1@ == 0@ // (int) 
else_jump @AIMBOT_1481 
0AEA: 15@ = actor_struct 1@ handle 

:AIMBOT_1481
ret 2 14@ 15@ 

:AIMBOT_1492
068D: get_camera_position_to 3@ 4@ 5@ 
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@ 
0063: 3@ -= 0@ // (float) 
0063: 4@ -= 1@ // (float) 
0063: 5@ -= 2@ // (float) 
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0 
if or
  6@ == 53 
  6@ == 55 
else_jump @AIMBOT_1910 
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0 
6@ = 0.5 
006B: 7@ *= 6@ // (float) 
02F6: 6@ = sine 7@ // (float) 
02F7: 8@ = cosine 7@ // (float) 
0073: 6@ /= 8@ // (float) 
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0 
8@ = 0.5 
0063: 8@ -= 9@ // (float) 
8@ += 0.5 
0063: 8@ -= 9@ // (float) 
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0 
7@ = 1.0 
0073: 7@ /= 9@ // (float) 
006B: 8@ *= 7@ // (float) 
006B: 8@ *= 6@ // (float) 
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0  
0AA7: call_function $4 num_params 0 pop 0 8@  
7@ = 3.141593 
0063: 7@ -= 8@ // (float) 
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0 
0087: 9@ = 10@ // (float) 
8@ = 0.5 
0063: 9@ -= 8@ // (float) 
005B: 9@ += 10@ // (float) 
0063: 9@ -= 8@ // (float) 
006B: 9@ *= 6@ // (float) 
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0  
0AA7: call_function $4 num_params 0 pop 0 9@  
8@ = 3.141593 
0063: 8@ -= 9@ // (float) 
jump @AIMBOT_1938 

:AIMBOT_1910
7@ = 3.141593 
7@ /= 2.0 
0087: 8@ = 7@ // (float) 

:AIMBOT_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@  
0AA7: call_function $4 num_params 0 pop 0 9@  
3@ *= -1.0 
0AA5: call 4327360 num_params 2 pop 2 3@ 4@  
0AA7: call_function $4 num_params 0 pop 0 10@  
11@ = 3.141593 
11@ /= 2.0 
0063: 10@ -= 11@ // (float) 
0063: 9@ -= 7@ // (float) 
0063: 10@ -= 8@ // (float) 
10@ *= -1.0 
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@ 
ret 0 

:AIMBOT_2077
0A97: 1@ = car 0@ struct 
1@ += 1424 
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 
if 
  1@ == 0 
else_jump @AIMBOT_2233 
call @AIMBOT_2528 2 0@ 5 10@ 11@ 12@ 
call @AIMBOT_2528 2 0@ 7 13@ 14@ 15@ 
call @AIMBOT_2528 2 0@ 2 16@ 17@ 18@ 
call @AIMBOT_2528 2 0@ 4 19@ 20@ 21@ 
2@ = 3 
jump @AIMBOT_2288 

:AIMBOT_2233
call @AIMBOT_2650 2 0@ 4 10@ 11@ 12@ 
call @AIMBOT_2650 2 0@ 5 13@ 14@ 15@ 
2@ = 1 

:AIMBOT_2288
$9 = 1000000.0 
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
3@ = 0 

:AIMBOT_2319
if 
8496:   not tire 3@ on_car 0@ deflated 
else_jump @AIMBOT_2504 
7@ = 3 
006A: 7@ *= 3@ // (int) 
8@ = 1 
9@ = 2 
005A: 8@ += 7@ // (int) 
005A: 9@ += 7@ // (int) 
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i) 
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@ 
if 
0026:   $9 > 1@ // (float) 
else_jump @AIMBOT_2504 
0088: $9 = 1@ // (float) 
0088: $6 = 10@(7@,12i) // (float) 
0088: $7 = 10@(8@,12i) // (float) 
0088: $8 = 10@(9@,12i) // (float) 

:AIMBOT_2504
3@ += 1 
001D:   3@ > 2@ // (int) 
else_jump @AIMBOT_2319 
return 

:AIMBOT_2528
2@ = 4 
006A: 2@ *= 1@ // (int) 
0A97: 1@ = car 0@ struct 
1@ += 1608 
005A: 1@ += 2@ // (int) 
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 
1@ += 64 
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 
1@ += 4 
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 
1@ += 4 
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 
ret 3 2@ 3@ 4@ 

:AIMBOT_2650
2@ = 4 
006A: 2@ *= 1@ // (int) 
0A97: 1@ = car 0@ struct 
1@ += 1440 
005A: 1@ += 2@ // (int) 
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 
0085: 2@ = 1@ // (int) 
2@ += 64 
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0 
2@ += 4 
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0 
2@ += 4 
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0 
1@ += 4 
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 
1@ += 16 
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v  
ret 3 2@ 3@ 4@ 

:AIMBOT_2827
if and
  32@ > 600 
key_down 164 
key_down 49 
else_jump @AIMBOT_2891 
32@ = 0 
018C: play_sound 1057 at 0.0 0.0 0.0 
return_true 
jump @AIMBOT_2893 

:AIMBOT_2891
return_false 

:AIMBOT_2893
return 

:AIMBOT_2895
if 
  32@ > 200 
else_jump @AIMBOT_3680 
if 
key_down 49 
else_jump @AIMBOT_3141 
if 
  29@ == 1 
else_jump @AIMBOT_2961 
29@ = 54 
jump @AIMBOT_3096 

:AIMBOT_2961
if 
  29@ == 21 
else_jump @AIMBOT_2993 
29@ = 8 
jump @AIMBOT_3096 

:AIMBOT_2993
if 
  29@ == 31 
else_jump @AIMBOT_3025 
29@ = 26 
jump @AIMBOT_3096 

:AIMBOT_3025
if 
  29@ == 41 
else_jump @AIMBOT_3057 
29@ = 36 
jump @AIMBOT_3096 

:AIMBOT_3057
if 
  29@ == 51 
else_jump @AIMBOT_3089 
29@ = 44 
jump @AIMBOT_3096 

:AIMBOT_3089
29@ -= 1 

:AIMBOT_3096
gosub @AIMBOT_3682 
32@ = 0 
if 
8449:   not actor $5 in_a_car 
else_jump @AIMBOT_3134 
0085: 31@ = 29@ // (int) 

:AIMBOT_3134
jump @AIMBOT_3680 

:AIMBOT_3141
if 
key_down 50 
else_jump @AIMBOT_3368 
if 
  29@ == 8 
else_jump @AIMBOT_3188 
29@ = 21 
jump @AIMBOT_3323 

:AIMBOT_3188
if 
  29@ == 26 
else_jump @AIMBOT_3220 
29@ = 31 
jump @AIMBOT_3323 

:AIMBOT_3220
if 
  29@ == 36 
else_jump @AIMBOT_3252 
29@ = 41 
jump @AIMBOT_3323 

:AIMBOT_3252
if 
  29@ == 44 
else_jump @AIMBOT_3284 
29@ = 51 
jump @AIMBOT_3323 

:AIMBOT_3284
if 
  29@ == 54 
else_jump @AIMBOT_3316 
29@ = 1 
jump @AIMBOT_3323 

:AIMBOT_3316
29@ += 1 

:AIMBOT_3323
gosub @AIMBOT_3682 
32@ = 0 
if 
8449:   not actor $5 in_a_car 
else_jump @AIMBOT_3361 
0085: 31@ = 29@ // (int) 

:AIMBOT_3361
jump @AIMBOT_3680 

:AIMBOT_3368
if 
key_down 160 
else_jump @AIMBOT_3529 
alloc 22@ 10 
if 
  30@ == 1 
else_jump @AIMBOT_3437 
30@ = 0 
format 22@ "Normal" 
jump @AIMBOT_3457 

:AIMBOT_3437
30@ = 1 
format 22@ "Wheel" 

:AIMBOT_3457
32@ = 0 
printf "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." 4000 22@ 
free 22@ 
jump @AIMBOT_3680 

:AIMBOT_3529
if or
key_down 81 
key_down 69 
else_jump @AIMBOT_3680 
if 
key_down 81 
else_jump @AIMBOT_3577 
$10 = 0 
jump @AIMBOT_3584 

:AIMBOT_3577
$10 = 1 

:AIMBOT_3584
$9 = 320.0 
$12 = 0 
call @AIMBOT_5057 2 12010640 -5222 
if 
056D:   actor $12 defined 
else_jump @AIMBOT_3680 
0084: $5 = $12 // (int) 
0A96: 28@ = actor $5 struct 
32@ = 0 
018C: play_sound 1057 at 0.0 0.0 0.0 

:AIMBOT_3680
return 

:AIMBOT_3682
alloc 22@ 25 
if 
  29@ == 1 
else_jump @AIMBOT_3734 
format 22@ "BONE_PELVIS1" 
jump @AIMBOT_5000 

:AIMBOT_3734
if 
  29@ == 2 
else_jump @AIMBOT_3778 
format 22@ "BONE_PELVIS" 
jump @AIMBOT_5000 

:AIMBOT_3778
if 
  29@ == 3 
else_jump @AIMBOT_3822 
format 22@ "BONE_SPINE1" 
jump @AIMBOT_5000 

:AIMBOT_3822
if 
  29@ == 4 
else_jump @AIMBOT_3870 
format 22@ "BONE_UPPERTORSO" 
jump @AIMBOT_5000 

:AIMBOT_3870
if 
  29@ == 5 
else_jump @AIMBOT_3912 
format 22@ "BONE_NECK" 
jump @AIMBOT_5000 

:AIMBOT_3912
if 
  29@ == 6 
else_jump @AIMBOT_3955 
format 22@ "BONE_HEAD2" 
jump @AIMBOT_5000 

:AIMBOT_3955
if 
  29@ == 7 
else_jump @AIMBOT_3998 
format 22@ "BONE_HEAD1" 
jump @AIMBOT_5000 

:AIMBOT_3998
if 
  29@ == 8 
else_jump @AIMBOT_4040 
format 22@ "BONE_HEAD" 
jump @AIMBOT_5000 

:AIMBOT_4040
if 
  29@ == 21 
else_jump @AIMBOT_4093 
format 22@ "BONE_RIGHTUPPERTORSO" 
jump @AIMBOT_5000 

:AIMBOT_4093
if 
  29@ == 22 
else_jump @AIMBOT_4144 
format 22@ "BONE_RIGHTSHOULDER" 
jump @AIMBOT_5000 

:AIMBOT_4144
if 
  29@ == 23 
else_jump @AIMBOT_4192 
format 22@ "BONE_RIGHTELBOW" 
jump @AIMBOT_5000 

:AIMBOT_4192
if 
  29@ == 24 
else_jump @AIMBOT_4240 
format 22@ "BONE_RIGHTWRIST" 
jump @AIMBOT_5000 

:AIMBOT_4240
if 
  29@ == 25 
else_jump @AIMBOT_4287 
format 22@ "BONE_RIGHTHAND" 
jump @AIMBOT_5000 

:AIMBOT_4287
if 
  29@ == 26 
else_jump @AIMBOT_4335 
format 22@ "BONE_RIGHTTHUMB" 
jump @AIMBOT_5000 

:AIMBOT_4335
if 
  29@ == 31 
else_jump @AIMBOT_4387 
format 22@ "BONE_LEFTUPPERTORSO" 
jump @AIMBOT_5000 

:AIMBOT_4387
if 
  29@ == 32 
else_jump @AIMBOT_4437 
format 22@ "BONE_LEFTSHOULDER" 
jump @AIMBOT_5000 

:AIMBOT_4437
if 
  29@ == 33 
else_jump @AIMBOT_4484 
format 22@ "BONE_LEFTELBOW" 
jump @AIMBOT_5000 

:AIMBOT_4484
if 
  29@ == 34 
else_jump @AIMBOT_4531 
format 22@ "BONE_LEFTWRIST" 
jump @AIMBOT_5000 

:AIMBOT_4531
if 
  29@ == 35 
else_jump @AIMBOT_4577 
format 22@ "BONE_LEFTHAND" 
jump @AIMBOT_5000 

:AIMBOT_4577
if 
  29@ == 36 
else_jump @AIMBOT_4624 
format 22@ "BONE_LEFTTHUMB" 
jump @AIMBOT_5000 

:AIMBOT_4624
if 
  29@ == 41 
else_jump @AIMBOT_4669 
format 22@ "BONE_LEFTHIP" 
jump @AIMBOT_5000 

:AIMBOT_4669
if 
  29@ == 42 
else_jump @AIMBOT_4715 
format 22@ "BONE_LEFTKNEE" 
jump @AIMBOT_5000 

:AIMBOT_4715
if 
  29@ == 43 
else_jump @AIMBOT_4762 
format 22@ "BONE_LEFTANKLE" 
jump @AIMBOT_5000 

:AIMBOT_4762
if 
  29@ == 44 
else_jump @AIMBOT_4808 
format 22@ "BONE_LEFTFOOT" 
jump @AIMBOT_5000 

:AIMBOT_4808
if 
  29@ == 51 
else_jump @AIMBOT_4854 
format 22@ "BONE_RIGHTHIP" 
jump @AIMBOT_5000 

:AIMBOT_4854
if 
  29@ == 52 
else_jump @AIMBOT_4901 
format 22@ "BONE_RIGHTKNEE" 
jump @AIMBOT_5000 

:AIMBOT_4901
if 
  29@ == 53 
else_jump @AIMBOT_4949 
format 22@ "BONE_RIGHTANKLE" 
jump @AIMBOT_5000 

:AIMBOT_4949
if 
  29@ == 54 
else_jump @AIMBOT_4996 
format 22@ "BONE_RIGHTFOOT" 
jump @AIMBOT_5000 

:AIMBOT_4996
if 

:AIMBOT_5000
printf "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" 4000 29@ 22@ 
free 22@ 
return 

:AIMBOT_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 
0@ += 4 
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0 
0@ += 4 
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0 
3@ -= 1 
4@ = 0 

:AIMBOT_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0 
2@ += 1 
if and
  0@ > 0 
   not 0@ >= 128 
else_jump @AIMBOT_5195 
0085: 5@ = 4@ // (int) 
5@ *= 256 
005A: 0@ += 5@ // (int) 
gosub 1@ 

:AIMBOT_5195
4@ += 1 
001D:   4@ > 3@ // (int) 
else_jump @AIMBOT_5121 
ret 0 
if and
02CB:   actor 0@ bounding_sphere_visible 
87D6:   not  0@ == $PLAYER_ACTOR // @ == $ (int) 
   not Actor.Dead(0@)
else_jump @AIMBOT_5507 
Actor.StorePos(0@, 5@, 6@, 7@)
068D: get_camera_position_to 8@ 9@ 10@ 
if 
06BD:   no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @AIMBOT_5507 
if 
87D6:   not  0@ == $5 // @ == $ (int) 
else_jump @AIMBOT_5507 
if 
  $10 == 0 
else_jump @AIMBOT_5381 
11@ = 0.0 
12@ = 320.0 
jump @AIMBOT_5401 

:AIMBOT_5381
11@ = 320.0 
12@ = 640.0 

:AIMBOT_5401
call @AIMBOT_5509 3 5@ 6@ 7@ 8@ 9@ 
if and
0035:   8@ >= 11@ // (float) 
0035:   12@ >= 8@ // (float) 
else_jump @AIMBOT_5507 
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@ 
if 
0036:   $9 >= 10@ // (float) 
else_jump @AIMBOT_5507 
0088: $9 = 10@ // (float) 
008A: $12 = 0@ // (int) 

:AIMBOT_5507
return 

:AIMBOT_5509
call @AIMBOT_6064 1 0 12@ 
call @AIMBOT_6064 1 3 13@ 
call @AIMBOT_6064 1 6 14@ 
call @AIMBOT_6064 1 9 15@ 
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@  
call @AIMBOT_5957 2 3@ 4@ 3@ 4@ 
ret 2 3@ 4@ 
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0 
3@ *= 0.5 
02F6: 4@ = sine 3@ // (float) 
02F7: 5@ = cosine 3@ // (float) 
0073: 4@ /= 5@ // (float) 
6@ = 1.0 
0@ /= 320.0 
0063: 6@ -= 0@ // (float) 
006B: 6@ *= 4@ // (float) 
7@ = 1.0 
1@ /= 224.0 
0063: 7@ -= 1@ // (float) 
006B: 7@ *= 4@ // (float) 
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0 
0073: 7@ /= 8@ // (float) 
006B: 6@ *= 2@ // (float) 
006B: 7@ *= 2@ // (float) 
0087: 9@ = 6@ // (float) 
0087: 10@ = 2@ // (float) 
0087: 11@ = 7@ // (float) 
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0 
call @AIMBOT_6064 1 9 13@ 
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@  
12@ += 48 
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0 
12@ += 4 
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0 
12@ += 4 
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0 
005B: 14@ += 9@ // (float) 
005B: 15@ += 10@ // (float) 
005B: 16@ += 11@ // (float) 
ret 3 14@ 15@ 16@ 

:AIMBOT_5957
2@ = 640.0 
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0 
0093: 4@ = integer 4@ to_float 
0073: 2@ /= 4@ // (float) 
006B: 0@ *= 2@ // (float) 
3@ = 448.0 
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0 
0093: 5@ = integer 5@ to_float 
0073: 3@ /= 5@ // (float) 
006B: 1@ *= 3@ // (float) 
ret 2 0@ 1@ 

:AIMBOT_6064
0A9F: 1@ = current_thread_pointer 
0@ *= 4 
0A8E: 2@ = 1@ + 220 // int 
if 
  2@ == 1 
else_jump @AIMBOT_6122 
0@ += 10783072 
jump @AIMBOT_6137 

:AIMBOT_6122
005A: 0@ += 1@ // (int) 
0@ += 60 

:AIMBOT_6137
ret 1 0@ 
hex
 83 EC 04 D9 5C 24 00 8B 44 24 00 83 C4 04 C3
[font=Roboto, Arial, sans-serif]-----------------------------------------------------------
How to use:
- Press key Left Alt + 1 to activate/deactivate
- Hold RMB on any player to lock on (Release RMB to stop lock aiming)

- While aiming:
Press key 1, 2 to switch bones (head, spine etc)
Press key Left Shift to switch mode (normal - aim on player skin, wheel - aim on the player's car wheel)
Press key Q, E to switch to other nearest left/right players
-----------------------------------------------------------[/font]
I'd like to have a wheels only aimbot, would any of you guys be able to remove the PED aimbot so that I just have to press Left + Switch to activate or deactivate it?
 
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