Дайте исходник аима

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Smer4

Известный
Автор темы
424
51
Мб кто нибудь поделится исходником asi аим-а?
 

Revalto

Известный
532
225
Код:
#include "stdafx.h"
#include <windows.h>
#include <math.h>
void main()
{
   DWORD* pTarget = (DWORD*)0xB6F3B8;//pointer of target object.
   DWORD* pActor = (DWORD*)0xB6F5F0;//pointer of player actor
   DWORD* pCamera = (DWORD*)0xB6F99C;//camera pointer
   float* camXpos = (float*)0xB6F258;//writeable camera Z angle
   while(1)
  {
   
    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 = fabs(xPoint-xPos2a);
                      float Ab = fabs(yPoint-yPos2a);
                      float Ac = sqrt(Aa*Aa+Ab*Ab);
                      float alpha = asin(Aa/Ac);
                      float beta = 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.
                     }
                }
             }
        }
    }
    Sleep(10);
  }
ExitThread(0);
}
BOOL APIENTRY DllMain(HINSTANCE hDll, DWORD callReason, LPVOID lpReserved)
{
if(callReason == DLL_PROCESS_ATTACH)
{
CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, 0, 0, 0);
}
return 1;
}
Код:
int SetPrivilege(bool en)
{
    HANDLE hToken;
    if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES, &hToken))
    {
        TOKEN_PRIVILEGES tp;
        tp.PrivilegeCount=1;
        LookupPrivilegeValue (0,SE_DEBUG_NAME,&tp.Privileges[0].Luid);
        tp.Privileges[0].Attributes = en ? SE_PRIVILEGE_ENABLED : 0;
        AdjustTokenPrivileges (hToken, false, &tp, sizeof(tp), NULL, NULL);
    }
    CloseHandle(hToken);
    return 0;
}
Код:
SetPrivilege(1);
 
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Реакции: Smer4

Smer4

Известный
Автор темы
424
51
Код:
#include "stdafx.h"
#include <windows.h>
#include <math.h>
void main()
{
   DWORD* pTarget = (DWORD*)0xB6F3B8;//pointer of target object.
   DWORD* pActor = (DWORD*)0xB6F5F0;//pointer of player actor
   DWORD* pCamera = (DWORD*)0xB6F99C;//camera pointer
   float* camXpos = (float*)0xB6F258;//writeable camera Z angle
   while(1)
  {
  
    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 = fabs(xPoint-xPos2a);
                      float Ab = fabs(yPoint-yPos2a);
                      float Ac = sqrt(Aa*Aa+Ab*Ab);
                      float alpha = asin(Aa/Ac);
                      float beta = 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.
                     }
                }
             }
        }
    }
    Sleep(10);
  }
ExitThread(0);
}
BOOL APIENTRY DllMain(HINSTANCE hDll, DWORD callReason, LPVOID lpReserved)
{
if(callReason == DLL_PROCESS_ATTACH)
{
CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, 0, 0, 0);
}
return 1;
}
Код:
int SetPrivilege(bool en)
{
    HANDLE hToken;
    if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES, &hToken))
    {
        TOKEN_PRIVILEGES tp;
        tp.PrivilegeCount=1;
        LookupPrivilegeValue (0,SE_DEBUG_NAME,&tp.Privileges[0].Luid);
        tp.Privileges[0].Attributes = en ? SE_PRIVILEGE_ENABLED : 0;
        AdjustTokenPrivileges (hToken, false, &tp, sizeof(tp), NULL, NULL);
    }
    CloseHandle(hToken);
    return 0;
}
Код:
SetPrivilege(1);
Какого года c++?
 
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