[Help] Creating an aimbot for Shadowgun : Deadzone

Fu$10N

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Hello guys. I need your help. I need to create an aimbot for Shadowgun : Deadzone. I already have the aimbot source code and the models, but I have no idea on how to combine them. Can anyone help me ?
P.S : I don't know if this source code of the aimbot if correct, it crashes me almost every time !

AIM.h
Code:
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>

#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

#define D3DGetPixel( dwBits, scry, scrx, BPPIXEL, iPitch ) \
	(PDWORD)( (dwBits) + ( ( (scry) * (iPitch) ) + ( (scrx) * ( (BPPIXEL) / 8 ) ) ) )

#define D3D_RELEASE(D3D_PTR) if( D3D_PTR )\
	{ D3D_PTR->Release( ); D3D_PTR	= NULL; }

//#define DEBUG_STRETCHRECT
#define TRIGGER_D3D
#define AIM_D3D

typedef struct _ENTITIES{
	LONG X;
	LONG Y;
	LONG High;
	LONG Low;
	DWORD Count;
}ENTITIES,*PENTITIES;

/* Surface Description */
typedef struct _D3DSURFACE_DESC_EX
{
    UINT				Format;
    UINT				Type;
    DWORD         Usage;
    UINT             Pool;

    UINT				MultiSampleType;
    DWORD         MultiSampleQuality;
    UINT             Width;
    UINT             Height;
} D3DSURFACE_DESC_EX;

VOID WINAPI AimPresent( LPDIRECT3DDEVICE9 pDev );
VOID WINAPI AimReset( LPDIRECT3DDEVICE9 pDevice );
BOOL WINAPI AimDrawPrim( LPDIRECT3DDEVICE9 pDevice, 
	D3DPRIMITIVETYPE Type, INT Base, UINT Min, UINT NumVertices, 
		UINT Start, UINT PrimitiveCount );
BOOL WINAPI GenTex( LPDIRECT3DDEVICE9 pDev, 
		LPDIRECT3DTEXTURE9 * ppD3Dtex, DWORD Color );

MAIN.h
Code:
#define _CRT_SECURE_NO_WARNINGS

#include <windows.h>
#include <stdio.h>
#include "AIM.h"
#include <d3d9.h>
#include <d3dx9.h>

#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

VOID WINAPI HkD3D( PDWORD vTable );

extern HRESULT (WINAPI* pDrawPrim)
	(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, 
		UINT, UINT, UINT, UINT);

extern HRESULT (WINAPI* pClear)(LPDIRECT3DDEVICE9 pDevice9,DWORD Count,CONST 
	D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);

MODELS.h
Code:
#define TE_DX8 ( Stride == 64 && ( PHOENIX_DX8 || ARCTIC_DX8 || ELITE_DX8 || GUERILLA_DX8 ) )
#define CTE_DX8 ( Stride == 64 && ( GSG9_DX8 || GIGN_DX8 || GIGN_DX8_MASK || SAS_DX8 || SEAL_DX8 ) )
#define TE ( Stride == 32 && ( PHOENIX || ELITE || ARCTIC || GUERILLA ) )
#define CTE ( Stride == 32 && ( GIGN || GIGN_MASK || SAS || GSG9 || SEAL ) )
#define C4 ( ( Stride == 32 || Stride == 64 ) && NumVertices == 758 && PrimitiveCount == 462 )

#define GIGN_MASK (( NumVertices == 41 && PrimitiveCount == 50 ) || \
( NumVertices == 20 && PrimitiveCount == 18 ) || \
( NumVertices == 16 && PrimitiveCount == 14 ) || \
( NumVertices == 11 && PrimitiveCount == 9 ) || \
( NumVertices == 10 && PrimitiveCount == 8 ))

#define GIGN ((NumVertices == 324 && PrimitiveCount == 372) || \
(NumVertices == 466 && PrimitiveCount == 550) || \
(NumVertices == 811 && PrimitiveCount == 989) || \
(NumVertices == 1404 && PrimitiveCount == 1919) || \
(NumVertices == 3304 && PrimitiveCount == 5003) || \
(NumVertices == 2196 && PrimitiveCount == 3061))

#define GIGN_DX8_MASK (( NumVertices == 20 && PrimitiveCount == 18 ) || \
( NumVertices == 16 && PrimitiveCount == 14 ) || \
( NumVertices == 11 && PrimitiveCount == 9 ) || \
( NumVertices == 10 && PrimitiveCount == 8 ) || \
( NumVertices == 41 && PrimitiveCount == 50 ))

#define GIGN_DX8 (( NumVertices == 3473 && PrimitiveCount == 3147 ) || \
( NumVertices == 3473 && PrimitiveCount == 923 ) || \
( NumVertices == 3473 && PrimitiveCount == 408 ) || \
( NumVertices == 3473 && PrimitiveCount == 475 ) || \
( NumVertices == 3473 && PrimitiveCount == 50 ) || \
( NumVertices == 2331 && PrimitiveCount == 1676 ) || \
( NumVertices == 2331 && PrimitiveCount == 940 ) || \
( NumVertices == 2331 && PrimitiveCount == 439 ) || \
( NumVertices == 2331 && PrimitiveCount == 6 ) || \
( NumVertices == 1493 && PrimitiveCount == 1265 ) || \
( NumVertices == 1493 && PrimitiveCount == 485 ) || \
( NumVertices == 1493 && PrimitiveCount == 169 ) || \
( NumVertices == 811 && PrimitiveCount == 989 ) || \
( NumVertices == 466 && PrimitiveCount == 550 ) || \
( NumVertices == 324 && PrimitiveCount == 372 ))

#define SAS ((NumVertices == 2245 && PrimitiveCount == 2998) || \
(NumVertices == 3417 && PrimitiveCount == 5030) || \
(NumVertices == 1498 && PrimitiveCount == 1822) || \
(NumVertices == 929 && PrimitiveCount == 1007) || \
(NumVertices == 499 && PrimitiveCount == 533) || \
(NumVertices == 409 && PrimitiveCount == 433))

#define SAS_DX8 (( NumVertices == 2337 && PrimitiveCount == 1774 ) || \
( NumVertices == 2337 && PrimitiveCount == 846 ) || \
( NumVertices == 2337 && PrimitiveCount == 378 ) || \
( NumVertices == 3573 && PrimitiveCount == 703 ) || \
( NumVertices == 3573 && PrimitiveCount == 891 ) || \
( NumVertices == 3573 && PrimitiveCount == 2754 ) || \
( NumVertices == 3573 && PrimitiveCount == 682 ) || \
( NumVertices == 1562 && PrimitiveCount == 1411 ) || \
( NumVertices == 1562 && PrimitiveCount == 359 ) || \
( NumVertices == 1562 && PrimitiveCount == 52 ) || \
( NumVertices == 929 && PrimitiveCount == 1007 ) || \
( NumVertices == 499 && PrimitiveCount == 533 ) || \
( NumVertices == 409 && PrimitiveCount == 433 ))

#define GSG9 ((NumVertices == 1424 && PrimitiveCount == 1858) || \
(NumVertices == 2130 && PrimitiveCount == 3004) || \
(NumVertices == 814 && PrimitiveCount == 945) || \
(NumVertices == 3206 && PrimitiveCount == 4872) || \
(NumVertices == 475 && PrimitiveCount == 510) || \
(NumVertices == 343 && PrimitiveCount == 344))

#define GSG9_DX8 (( NumVertices == 3380 && PrimitiveCount == 3300 ) || \
( NumVertices == 3380 && PrimitiveCount == 766 ) || \
( NumVertices == 3380 && PrimitiveCount == 357 ) || \
( NumVertices == 3380 && PrimitiveCount == 432 ) || \
( NumVertices == 3380 && PrimitiveCount == 17 ) || \
( NumVertices == 2260 && PrimitiveCount == 1376 ) || \
( NumVertices == 2260 && PrimitiveCount == 1263 ) || \
( NumVertices == 2260 && PrimitiveCount == 360 ) || \
( NumVertices == 2260 && PrimitiveCount == 5 ) || \
( NumVertices == 1487 && PrimitiveCount == 1083 ) || \
( NumVertices == 1487 && PrimitiveCount == 658 ) || \
( NumVertices == 1487 && PrimitiveCount == 117 ) || \
( NumVertices == 814 && PrimitiveCount == 945 ) || \
( NumVertices == 475 && PrimitiveCount == 510 ) || \
( NumVertices == 2260 && PrimitiveCount == 5 ) || \
( NumVertices == 343 && PrimitiveCount == 344 ))

#define SEAL ((NumVertices == 2487 && PrimitiveCount == 3006) || \
(NumVertices == 1609 && PrimitiveCount == 1794) || \
(NumVertices == 3887 && PrimitiveCount == 4974) || \
(NumVertices == 899 && PrimitiveCount == 910) || \
(NumVertices == 513 && PrimitiveCount == 451) || \
(NumVertices == 369 && PrimitiveCount == 297))

#define SEAL_DX8 (( NumVertices == 3973 && PrimitiveCount == 3443 ) || \
( NumVertices == 3973 && PrimitiveCount == 701 ) || \
( NumVertices == 3973 && PrimitiveCount == 607 ) || \
( NumVertices == 3973 && PrimitiveCount == 223 ) || \
( NumVertices == 2587 && PrimitiveCount == 2075 ) || \
( NumVertices == 2587 && PrimitiveCount == 622 ) || \
( NumVertices == 2587 && PrimitiveCount == 309 ) || \
( NumVertices == 513 && PrimitiveCount == 451 ) || \
( NumVertices == 369 && PrimitiveCount == 297 ) || \
( NumVertices == 1677 && PrimitiveCount == 1264 ) || \
( NumVertices == 1677 && PrimitiveCount == 487 ) || \
( NumVertices == 1677 && PrimitiveCount == 43 ) || \
( NumVertices == 899 && PrimitiveCount == 910 ))

#define PHOENIX ((NumVertices == 2274 && PrimitiveCount == 3070) || \
(NumVertices == 3265 && PrimitiveCount == 5015) || \
(NumVertices == 1510 && PrimitiveCount == 1871) || \
(NumVertices == 873 && PrimitiveCount == 986) || \
(NumVertices == 563 && PrimitiveCount == 590) || \
(NumVertices == 368 && PrimitiveCount == 377))

#define PHOENIX_DX8 (( NumVertices == 3349 && PrimitiveCount == 3596 ) || \
( NumVertices == 3349 && PrimitiveCount == 725 ) || \
( NumVertices == 3349 && PrimitiveCount == 625 ) || \
( NumVertices == 3349 && PrimitiveCount == 69 ) || \
( NumVertices == 873 && PrimitiveCount == 986 ) || \
( NumVertices == 1584 && PrimitiveCount == 1211 ) || \
( NumVertices == 1584 && PrimitiveCount == 420 ) || \
( NumVertices == 1584 && PrimitiveCount == 240 ) || \
( NumVertices == 2375 && PrimitiveCount == 2114 ) || \
( NumVertices == 2375 && PrimitiveCount == 578 ) || \
( NumVertices == 2375 && PrimitiveCount == 378 ) || \
( NumVertices == 368 && PrimitiveCount == 377 ) || \
( NumVertices == 563 && PrimitiveCount == 590 ))

#define ELITE ((NumVertices == 1992 && PrimitiveCount == 2996) || \
(NumVertices == 3087 && PrimitiveCount == 4911) || \
(NumVertices == 735 && PrimitiveCount == 899) || \
(NumVertices == 1311 && PrimitiveCount == 1812) || \
(NumVertices == 454 && PrimitiveCount == 519) || \
(NumVertices == 323 && PrimitiveCount == 338))

#define ELITE_DX8 (( NumVertices == 3248 && PrimitiveCount == 1758 ) || \
( NumVertices == 3248 && PrimitiveCount == 2340 ) || \
( NumVertices == 3248 && PrimitiveCount == 611 ) || \
( NumVertices == 3248 && PrimitiveCount == 154 ) || \
( NumVertices == 3248 && PrimitiveCount == 48 ) || \
( NumVertices == 2119 && PrimitiveCount == 1607 ) || \
( NumVertices == 2119 && PrimitiveCount == 779 ) || \
( NumVertices == 2119 && PrimitiveCount == 599 ) || \
( NumVertices == 2119 && PrimitiveCount == 11 ) || \
( NumVertices == 1375 && PrimitiveCount == 1189 ) || \
( NumVertices == 1375 && PrimitiveCount == 460 ) || \
( NumVertices == 1375 && PrimitiveCount == 163 ) || \
( NumVertices == 735 && PrimitiveCount == 899 ) || \
( NumVertices == 454 && PrimitiveCount == 519 ) || \
( NumVertices == 323 && PrimitiveCount == 338 ))

#define ARCTIC ((NumVertices == 1488 && PrimitiveCount == 1819) || \
(NumVertices == 2292 && PrimitiveCount == 3015) || \
(NumVertices == 3210 && PrimitiveCount == 4503) || \
(NumVertices == 408 && PrimitiveCount == 344) || \
(NumVertices == 835 && PrimitiveCount == 899) || \
(NumVertices == 554 && PrimitiveCount == 509))

#define ARCTIC_DX8 (( NumVertices == 3319 && PrimitiveCount == 2871 ) || \
( NumVertices == 3319 && PrimitiveCount == 773 ) || \
( NumVertices == 3319 && PrimitiveCount == 663 ) || \
( NumVertices == 3319 && PrimitiveCount == 196 ) || \
( NumVertices == 2412 && PrimitiveCount == 1614 ) || \
( NumVertices == 2412 && PrimitiveCount == 891 ) || \
( NumVertices == 2412 && PrimitiveCount == 490 ) || \
( NumVertices == 2412 && PrimitiveCount == 20 ) || \
( NumVertices == 1564 && PrimitiveCount == 1194 ) || \
( NumVertices == 1564 && PrimitiveCount == 381 ) || \
( NumVertices == 1564 && PrimitiveCount == 244 ) || \
( NumVertices == 835 && PrimitiveCount == 899 ) || \
( NumVertices == 554 && PrimitiveCount == 509 ) || \
( NumVertices == 408 && PrimitiveCount == 344 ))

#define GUERILLA ((NumVertices == 1588 && PrimitiveCount == 2013) || \
(NumVertices == 2261 && PrimitiveCount == 3003) || \
(NumVertices == 3561 && PrimitiveCount == 5066) || \
(NumVertices == 911 && PrimitiveCount == 996) || \
(NumVertices == 526 && PrimitiveCount == 594) || \
(NumVertices == 389 && PrimitiveCount == 386))

#define GUERILLA_DX8 (( NumVertices == 3676 && PrimitiveCount == 3184 ) || \
( NumVertices == 2373 && PrimitiveCount == 1794 ) || \
( NumVertices == 1699 && PrimitiveCount == 1312 ) || \
( NumVertices == 911 && PrimitiveCount == 996 ) || \
( NumVertices == 526 && PrimitiveCount == 594 ) || \
( NumVertices == 389 && PrimitiveCount == 386 ))

The models for this game are :

Code:
//Models
#define deadz_model1 (NumVertices == 2048 && PrimitiveCount == 3166)
#define deadz_model2 (NumVertices == 1701 && PrimitiveCount == 2674)
#define deadz_model3 (NumVertices == 1066 && PrimitiveCount == 1500)
#define deadz_model4 (NumVertices == 1124 && PrimitiveCount == 1578)
#define deadz_model5 (NumVertices == 1276 && PrimitiveCount == 1600)
#define deadz_model6 (NumVertices == 1151 && PrimitiveCount == 1770)
#define deadz_model7 (NumVertices == 1240 && PrimitiveCount == 1722)
#define deadz_model8 (NumVertices == 1370 && PrimitiveCount == 1868)
#define deadz_model9 (NumVertices == 2056 && PrimitiveCount == 3176)
#define deadz_model10 (NumVertices == 1390 && PrimitiveCount == 1932)

P.S : A C++ coder told me that this source aimbot will work for shadowgun deadzone, even though it is with the models from the css.
 

0x_

Wtf I'm not new....
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These "codes" are just headers, no real "code" well some defines with some code snippets but yeah.
And the strides should work? dunno depends on the game i highly doubt that C4 would work (vertices & primitive defined).
 

Fu$10N

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I was posting the rest of the code but the aim.cpp has over 25.000 characters ...
 

Fu$10N

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This is the rest of the code.

Edit : I forgot to mention that this game uses only the models to aim.
 

Attachments

  • Rest of the source code.txt
    31.1 KB · Views: 77

Fu$10N

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Bump ! 

Come on  :red_eyes: . No one wants to help meh ?  :yesyes:
 

Fu$10N

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I've managed to get it working .  :lol: :lol: :lol: :lol:
I've made it in a .dll with activation and stuff .

Edit : Dll not works, need help with this aimbot :bawww:
 

ini

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Fu$10N said:
BUMP !

Someone willing to help meh ?  :yesyes:

yes i been hacking shadowgun for a while , didnt saw this post btw , if you are interested on something about hacking sgdz you can ask me.
 
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