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Quellcode |
1 2 3 4 5 6 7 8 |
typedef struct {
int mode;
int target;
int fov;
bool thru;
bool active;
float zone;
} aim_s;
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 |
typedef struct {
int team;
int num;
bool get;
float min_vertex;
float max_vertex;
float highest_x;
float highest_y;
float highest_z;
float lowest_x;
float lowest_y;
float lowest_z;
float height;
float distance;
float vertex;
}model_s;
typedef struct {
int team;
float x;
float y;
float z;
float distance;
float vector_x;
float vector_y;
float vector_z;
}player_s;
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Quellcode |
1 2 3 |
aim_s aim; model_s model; player_s player[40]; |
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Quellcode |
1 |
if (model.get) model.get = false; |
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 |
GLdouble wx,wy,wz;
glGetDoublev(GL_MODELVIEW_MATRIX,mm);
glGetDoublev(GL_PROJECTION_MATRIX ,pm);
glDisable(GL_TEXTURE_2D);
if ((mode == GL_SMOOTH) && (!model.get))
{
model.get = true;
model.highest_z = -99999;
model.lowest_z = -99999;
model.vertex = 0;
}
else
{
if (model.get)
{
gluProject(model.highest_x,model.highest_y,model.highest_z,mm,pm,vp,&wx ,&wy ,&wz );
model.distance = getDist(model.highest_x,model.highest_y,model.highest_z,origin[0],origin[1],origin[2])/40;
if ((model.vertex>=model.min_vertex) && (model.vertex<=model.max_vertex))
{
modelnum = checkVertex(0,-1,model.vertex);
if ((modelnum < 8) && (modelnum != -1) && (model.height>40) && (model.height<90) && model.num <=40)
{
player[model.num].x = model.highest_x;
player[model.num].y = model.highest_y;
player[model.num].z = model.highest_z;
player[model.num].distance = model.distance;
if ((modelnum < 4) && (modelnum != -1))
player[model.num].team = 1;
else if ((modelnum > 3) && (modelnum < 8))
player[model.num].team = 0;
else
player[model.num].team = -1;
model.num++;
}
}
}
}
glEnable(GL_TEXTURE_2D);
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Quellcode |
1 2 3 4 5 6 |
if (((x!=0) && (y!=0) && (z!=0)))
{
origin[0]=x*-1;
origin[1]=y*-1;
origin[2]=z*-1;
}
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 |
if (model.get)
{
model.vertex++;
if ( (z > model.highest_z) || (model.highest_z==-99999))
{
model.highest_x=x;
model.highest_y=y;
model.highest_z=z;
}
if ( (z < model.lowest_z) || (model.lowest_z==-99999)) {
model.lowest_x=x;
model.lowest_y=y;
model.lowest_z=z;
}
model.height=model.highest_z-model.lowest_z;
}
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Quellcode |
1 |
modelviewport=true; |
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Quellcode |
1 2 3 4 5 6 7 8 |
if (modelviewport)
{
model.highest_z=-99999;
model.lowest_z=-99999;
model.vector_x=0;
model.vector_y=0;
modelviewport=false;
}
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Quellcode |
1 2 3 |
if (!draw.menu && aim.active && ( ((aim.mode == 0) && (mouse.button == 1)) || ((aim.mode == 1) && (mouse.button == 2)) || (aim.mode == 2) || (aim.mode == 3) ) )
DoAim();
model.num = 0;
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 |
void DoAim(void)
{
int num=-1;
float distance=99999.0;
// Wenn Aim thru aus ist dann müssen wir überprüfen ob wir das Model sehen und gleichzeitig finden wir das Model was am nähesten bei uns ist.
if (!aim.thru)
{
for (int i=0;i < model.num;i++)
{
if ((player[i].distance < distance)
&& (aim.target == player[i].team))
{
if (checkVisible(i))
{
distance = player[i].distance;
num = i;
}
}
}
}
// Wenn Aim thru aus ist müssen wir nur das näheste Model finden
else
{
for (int i=0;i < model.num;i++)
{
if ((player[i].distance < distance) && (aim.target == player[i].team))
{
distance = player[i].distance;
num = i;
}
}
}
// Wenn es ein Model gibt das den Kriterien entspricht dann Ziehlen wir hier darauf
if (num != -1)
{
GLdouble wx,wy,wz;
gluProject(player[num].x,player[num].y,player[num].z-aim.zone,mm,pm,vp,&wx ,&wy ,&wz );
if (aim.active && (player[num].team == aim.target))
{
if ((wx>=vp[2]/2-aim.fov/2) && (wx<=vp[2]/2+aim.fov/2) && (wy>=vp[3]/2-aim.fov/2) && (wy<=vp[3]/2+aim.fov/2)) //Gucken ob das Model im AimFOV ist (da seh ich gerade das ich das noch verbessern kann jedoch nciht in diesem tut :))
{
int aimx=(float)((wx*65535)/vp[2]);
int aimy=(float)(((vp[3]-wy)*65535)/vp[3]);
mouse_event(MOUSEEVENTF_MOVE|MOUSEEVENTF_ABSOLUTE,aimx,aimy,0,0);
if (aim.mode == 3)
{ // Mein Cooler Autoshot :)
if (iShoot > 20)
{
bWait = true;
}
if (bWait && (iShoot > 50))
{
bWait = false;
iShoot = 0;
}
KeyHandle(MK_LBUTTON);
if (!bWait && (iShoot %10 == 0))
{
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
}
iShoot++;
}
}
}
}
}
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 |
int IsPointVisible(GLdouble x, GLdouble y, GLdouble z)
{
GLdouble winX, winY, winZ;
GLfloat pix;
glGetDoublev(GL_MODELVIEW_MATRIX,mm);
glGetDoublev(GL_PROJECTION_MATRIX ,pm);
if (gluProject (x, y, z, mm, pm, vp, &winX, &winY, &winZ) == GL_TRUE)
{
glReadPixels((int)winX,(int)winY,1,1,GL_DEPTH_COMPONENT ,GL_FLOAT,&pix);
if (pix > winZ)
return 1;
else
return 0;
}
else
return 0;
}
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 |
int checkVertex (int start, int offset, float vertcount)
{
if (offset == -1)
offset = vertexcount;
for(int i=start;i < offset+1;i++)
{
for (int y=0; y < 3;y++) {
if (vertcount == vertex[i].vert[y])
{
sprintf(curmodel,"%s",vertex[i].name);
return i;
}
}
}
return -1;
}
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 |
void loadModelRec (void)
{
// Gign
sprintf(vertex[0].name,"%c%c%c%c",103,105,103,110);
vertex[0].vert[0] = 1158;
vertex[0].vert[1] = 1262;
vertex[0].vert[2] = 0;
// GSG-9
sprintf(vertex[1].name,"%c%c%c%c",103,115,103,57);
vertex[1].vert[0] = 1110;
vertex[1].vert[1] = 1214;
vertex[1].vert[2] = 0;
// Sas
sprintf(vertex[2].name,"%c%c%c",115,97,115);
vertex[2].vert[0] = 1052;
vertex[2].vert[1] = 1156;
vertex[2].vert[2] = 0;
// Seal
sprintf(vertex[3].name,"%c%c%c%c",115,101,97,108);
vertex[3].vert[0] = 1130;
vertex[3].vert[1] = 1234;
vertex[3].vert[2] = 0;
// Leet
sprintf(vertex[4].name,"%c%c%c%c",108,101,101,116);
vertex[4].vert[0] = 1162;
vertex[4].vert[1] = 1230;
vertex[4].vert[2] = 0;
// Arctic
sprintf(vertex[5].name,"%c%c%c%c%c%c",97,114,99,116,105,99);
vertex[5].vert[0] = 1061;
vertex[5].vert[1] = 1129;
vertex[5].vert[2] = 0;
// Terror
sprintf(vertex[6].name,"%c%c%c%c%c%c",116,101,114,114,111,114);
vertex[6].vert[0] = 1078;
vertex[6].vert[1] = 1146;
vertex[6].vert[2] = 0;
// Guerilla
sprintf(vertex[7].name,"%c%c%c%c%c%c%c%c",103,117,101,114,105,108,108,97);
vertex[7].vert[0] = 1136;
vertex[7].vert[1] = 1078;
vertex[7].vert[2] = 0;
// M4A1
sprintf(vertex[8].name,"%c%c%c%c",109,52,97,49);
vertex[8].vert[0] = 238;
vertex[8].vert[1] = 0;
vertex[8].vert[2] = 0;
// AK 47
sprintf(vertex[9].name,"%c%c%c%c",97,107,52,55);
vertex[9].vert[0] = 214;
vertex[9].vert[1] = 0;
vertex[9].vert[2] = 0;
// USP
sprintf(vertex[10].name,"%c%c%c",117,115,112);
vertex[10].vert[0] = 164;
vertex[10].vert[1] = 0;
vertex[10].vert[2] = 0;
// Knife
sprintf(vertex[11].name,"%c%c%c%c%c",107,110,105,102,101);
vertex[11].vert[0] = 172;
vertex[11].vert[1] = 0;
vertex[11].vert[2] = 0;
// Deagle
sprintf(vertex[12].name,"%c%c%c%c%c%c",100,101,97,103,108,101);
vertex[12].vert[0] = 170;
vertex[12].vert[1] = 0;
vertex[12].vert[2] = 0;
// Gallil
sprintf(vertex[13].name,"%c%c%c%c%c%c",103,97,108,108,105,108);
vertex[13].vert[0] = 288;
vertex[13].vert[1] = 0;
vertex[13].vert[2] = 0;
// Glock18
sprintf(vertex[14].name,"%c%c%c%c%c%c%c",103,108,111,99,107,49,56);
vertex[14].vert[0] = 144;
vertex[14].vert[1] = 130;
vertex[14].vert[2] = 0;
// Granade
sprintf(vertex[15].name,"%c%c%c%c%c%c%c",103,114,97,110,97,100,101);
vertex[15].vert[0] = 98;
vertex[15].vert[1] = 0;
vertex[15].vert[2] = 0;
// xm1014
sprintf(vertex[16].name,"%c%c%c%c%c%c",120,109,49,48,49,52);
vertex[16].vert[0] = 232;
vertex[16].vert[1] = 0;
vertex[16].vert[2] = 0;
// AUG
sprintf(vertex[17].name,"%c%c%c",97,117,103);
vertex[17].vert[0] = 252;
vertex[17].vert[1] = 0;
vertex[17].vert[2] = 0;
//MP5
sprintf(vertex[18].name,"%c%c%c",109,112,53);
vertex[18].vert[0] = 290;
vertex[18].vert[1] = 0;
vertex[18].vert[2] = 0;
// SG 552
sprintf(vertex[19].name,"%c%c%c%c%c",115,103,53,53,50);
vertex[19].vert[0] = 264;
vertex[19].vert[1] = 0;
vertex[19].vert[2] = 0;
// C4
sprintf(vertex[20].name,"%c%c",99,52);
vertex[20].vert[0] = 0;
vertex[20].vert[1] = 0;
vertex[20].vert[2] = 0;
// M3
sprintf(vertex[21].name,"%c%c",109,51);
vertex[21].vert[0] = 226;
vertex[21].vert[1] = 0;
vertex[21].vert[2] = 0;
// Elites
sprintf(vertex[22].name,"%c%c%c%c%c%c",101,108,105,116,101,115);
vertex[22].vert[0] = 388;
vertex[22].vert[1] = 0;
vertex[22].vert[2] = 0;
// Mac10
sprintf(vertex[23].name,"%c%c%c%c%c",109,97,99,49,48);
vertex[23].vert[0] = 216;
vertex[23].vert[1] = 0;
vertex[23].vert[2] = 0;
// UMP .45
sprintf(vertex[24].name,"%c%c%c%c%c",117,109,112,52,53);
vertex[24].vert[0] = 245;
vertex[24].vert[1] = 0;
vertex[24].vert[2] = 0;
// TMP
sprintf(vertex[25].name,"%c%c%c",116,109,112);
vertex[25].vert[0] = 182;
vertex[25].vert[1] = 0;
vertex[25].vert[2] = 0;
// P 90
sprintf(vertex[26].name,"%c%c%c",112,57,48);
vertex[26].vert[0] = 140;
vertex[26].vert[1] = 0;
vertex[26].vert[2] = 0;
// Para
sprintf(vertex[27].name,"%c%c%c%c",112,97,114,97);
vertex[27].vert[0] = 222;
vertex[27].vert[1] = 0;
vertex[27].vert[2] = 0;
// SG550
sprintf(vertex[28].name,"%c%c%c%c%c",115,103,53,53,48);
vertex[28].vert[0] = 274;
vertex[28].vert[1] = 0;
vertex[28].vert[2] = 0;
// Shield
sprintf(vertex[29].name,"%c%c%c%c%c%c",115,104,105,101,108,100);
vertex[29].vert[0] = 306;
vertex[29].vert[1] = 0;
vertex[29].vert[2] = 0;
// Scout
sprintf(vertex[30].name,"%c%c%c%c%c",115,99,111,117,116);
vertex[30].vert[0] = 146;
vertex[30].vert[1] = 0;
vertex[30].vert[2] = 0;
// AWP
sprintf(vertex[31].name,"%c%c%c",97,119,112);
vertex[31].vert[0] = 224;
vertex[31].vert[1] = 0;
vertex[31].vert[2] = 0;
// G3SG1
sprintf(vertex[32].name,"%c%c%c%c%c",103,51,115,103,49);
vertex[32].vert[0] = 250;
vertex[32].vert[1] = 0;
vertex[32].vert[2] = 0;
// Famas
sprintf(vertex[33].name,"%c%c%c%c%c",102,97,109,97,115);
vertex[33].vert[0] = 266;
vertex[33].vert[1] = 0;
vertex[33].vert[2] = 0;
vertexcount = 33;
}
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 |
void SetMinMaxVertex(void)
{
for(int i=0;i < vertexcount + 1;i++)
{
for (int y=0; y < 3;y++)
{
if (vertex[i].vert[y] < model.min_vertex)
model.min_vertex = vertex[i].vert[y];
if (vertex[i].vert[y] > model.max_vertex)
model.max_vertex = vertex[i].vert[y];
}
}
}
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
bool checkVisible(int number)
{
if (number == -1)
return false;
bool gldepthtest=false;
bool visible=false;
if (glIsEnabled(GL_DEPTH_TEST))
gldepthtest=true;
glEnable(GL_DEPTH_TEST);
if (IsPointVisible(player[number].x,player[number].y,player[number].z+5)) visible = true;
else if (IsPointVisible(player[number].x-10,player[number].y-10,player[number].z-30)) visible = true;
else if (IsPointVisible(player[number].x+10,player[number].y-10,player[number].z-30)) visible = true;
else if (IsPointVisible(player[number].x+10,player[number].y+10,player[number].z-55)) visible = true;
else if (IsPointVisible(player[number].x-10,player[number].y+10,player[number].z-55)) visible = true;
if (!gldepthtest)
glDisable(GL_DEPTH_TEST);
return visible;
}
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suxx-
unregistriert
nen insider kann nur mein subaylein und ich verstehen
Zitat von »darude«
Wie soll man das denn verstehen ?!![]()
der aimbot funtzt wunderbar hier ein paar bilder
Zitat von »X-Terminator«
@suxx
kannst du mal wieder son noob tut machen sooooo Screenshots. so wie der WH u. Lambert. des hat ich in 1min gg
ich versteh nämlicht net wo bool hingehörrt und diese anderen sachen. bei dem anfänger tut konnte man alles schön überblicken. Dafür mein respekt. es ist bestimmt nicht einfach sowas sooo zu vereinfachen. aber wenn dus noch schaft den aimbot für die anfänger rüberzubringen u. das menu, dann wär ich und bestimmt stimm ich für mehrere user glücklich.
pls help uzz
![]()
Zitat von »X-Terminator«
@suxx
kannst du mal wieder son noob tut machen sooooo Screenshots. so wie der WH u. Lambert. des hat ich in 1min gg

Zitat von »HD30«
Ich hab MS VisualC++ 6.0 macht das was oder ist das das gleiche ??
wie bekomm ich das ganze jetzt ins spiel??? :digo:
