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I need help with C++ (Bo1 Aimbot)

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Posts: 0
Topic starter
(@SwedishMeatBall)
New RivalGamer
Joined: 9 years ago

Hi RG! Im editing snow engine for Bo1 and have a question about C++

//Small proportion of the code
	bool Aimbot = false;
	bool L1Needed = false;
	
	//jumping down
	
	
	void Aimthread(uint64_t)
	{
	  for(;;)
	  {
	  if(Aimbot) //=true
	  {
	    if (L1Needed = true)
	    {
	        if (ButtonMonitoringL1) && ButtonMonitoringR1) || ButtonMonitoringL1)) //runs the aimbot if L1 = true
	        {
	            int myindex = *(int*)(*(int*)(0xC3DFB8));
	           vec3 Aim = getOrigin(GetNearestPlayer(myindex));
	            vec3 me = getOrigin(myindex);
	            vec3 angles = {Aim.x - me.x,Aim.y - me.y,Aim.z - me.z - 12};
	            vec3 base = *(vec3*)(ClActive() + 0xAC);
	            vec3 cangle = vectoangles(angles);
	            vec3 fin = {cangle.x - base.x,cangle.y - base.y,0};
	            *(vec3*)(ClActive() + 0x284C) = fin;
	        }
	        else //not sure if this will work
	        {
	          If (L1Needed = false) //it will do the aimbot without aiming
	          {
	          int myindex = *(int*)(*(int*)(0xC3DFB8));
	           vec3 Aim = getOrigin(GetNearestPlayer(myindex));
	            vec3 me = getOrigin(myindex);
	            vec3 angles = {Aim.x - me.x,Aim.y - me.y,Aim.z - me.z - 12};
	            vec3 base = *(vec3*)(ClActive() + 0xAC);
	            vec3 cangle = vectoangles(angles);
	            vec3 fin = {cangle.x - base.x,cangle.y - base.y,0};
	            *(vec3*)(ClActive() + 0x284C) = fin;
	          }
	        }
	     }
	
	  }
	  else
	  {
	     sleep(100);
	  }
	  }
	}

Would the L1Needed toggling work? (L1 = Aiming down sight)

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8 Replies
Cain532
Posts: 1280
(@cain532)
Noble RivalGamer
Joined: 9 years ago

Hmmmm I think KranK would be best suited for helping with this one 😉

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Posts: 0
(@kurt2467)
New RivalGamer
Joined: 8 years ago

If L1Needed is true, then you need to press L1. If it is false, then you do not need to press L1

	void Aimthread(uint64_t)
	{
	    for(;;)
	    {
	        if(Aimbot) //=true
	        {
	            if (L1Needed ? ButtonMonitoringL1) : !ButtonMonitoringL1)) //runs the aimbot if L1 = true
	            {
	                int myindex = *(int*)(*(int*)(0xC3DFB8));
	                vec3 Aim = getOrigin(GetNearestPlayer(myindex));
	                vec3 me = getOrigin(myindex);
	                vec3 angles = {Aim.x - me.x,Aim.y - me.y,Aim.z - me.z - 12};
	                vec3 base = *(vec3*)(ClActive() + 0xAC);
	                vec3 cangle = vectoangles(angles);
	                vec3 fin = {cangle.x - base.x,cangle.y - base.y,0};
	                *(vec3*)(ClActive() + 0x284C) = fin;
	            }
	        }
	        else
	        {
	            sleep(100);
	        }
	    }
	}
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LEGACYY
Posts: 2350
(@legacyy)
Noble RivalGamer
Joined: 9 years ago

KranK would be the best person he is very good teacher

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Cain532
Posts: 1280
(@cain532)
Noble RivalGamer
Joined: 9 years ago

If L1Needed is true, then you need to press L1. If it is false, then you do not need to press L1

	void Aimthread(uint64_t)
	{
	    for(;;)
	    {
	        if(Aimbot) //=true
	        {
	            if (L1Needed ? ButtonMonitoringL1) : !ButtonMonitoringL1)) //runs the aimbot if L1 = true
	            {
	                int myindex = *(int*)(*(int*)(0xC3DFB8));
	                vec3 Aim = getOrigin(GetNearestPlayer(myindex));
	                vec3 me = getOrigin(myindex);
	                vec3 angles = {Aim.x - me.x,Aim.y - me.y,Aim.z - me.z - 12};
	                vec3 base = *(vec3*)(ClActive() + 0xAC);
	                vec3 cangle = vectoangles(angles);
	                vec3 fin = {cangle.x - base.x,cangle.y - base.y,0};
	                *(vec3*)(ClActive() + 0x284C) = fin;
	            }
	        }
	        else
	        {
	            sleep(100);
	        }
	    }
	}

Awesome, thanks for the input here! Glad to see others jumping up and helping out!

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