Fu$10N
Expert
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- Mar 5, 2014
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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
MAIN.h
MODELS.h
The models for this game are :
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.
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.