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Original file line number | Diff line number | Diff line change |
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@@ -1,67 +1,74 @@ | ||
from core.offsets import * | ||
from core.entity import * | ||
from core.utils import * | ||
import pyMeow as pm | ||
import math, ctypes | ||
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class Aimbot: | ||
def __init__(self, process, module): | ||
self.process = process | ||
self.module = module | ||
self.entities = Entities(self.process, self.module) | ||
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def update(self, Toogle): | ||
if not ctypes.windll.user32.GetAsyncKeyState(Utils.get_id("aimbot").get(Toogle.data["aimbot"]["key"])) or not Toogle.data["aimbot"]["enable"]: | ||
return | ||
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try: | ||
enemy_pos = None | ||
best_fov = Toogle.data["aimbot"]["fov"] | ||
smooth = Toogle.data["aimbot"]["smooth"] | ||
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local_player_pawn = pm.r_int64(self.process, self.module + dwLocalPlayerPawn) | ||
local_player_controller = pm.r_int64(self.process, self.module + dwLocalPlayerController) | ||
local_player_team = pm.r_int(self.process, local_player_controller + m_iTeamNum) | ||
local_player_pos = pm.r_vec3(self.process, local_player_pawn + m_vOldOrigin) | ||
view_angles = pm.r_vec3(self.process, self.module + dwViewAngles) | ||
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for entity in self.entities.get_list(): | ||
try: | ||
if entity.spotted() or not Toogle.data["aimbot"]["only_visible"]: | ||
if entity.health() != 0 and entity.team() != local_player_team or Toogle.data["misc"]["ignore_team"]: | ||
distance = self.get_distance(local_player_pos, entity.pos()) | ||
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if distance < Toogle.data["aimbot"]["distance"]: | ||
angles = self.calc_angle(local_player_pos, entity.pos()) | ||
fov = self.get_fov(view_angles, angles) | ||
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if fov < best_fov: | ||
best_fov = fov | ||
enemy_pos = entity.pos() | ||
except: | ||
continue | ||
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if enemy_pos is not None: | ||
angles = self.calc_angle(local_player_pos, enemy_pos) | ||
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punch_y = pm.r_float(self.process, local_player_pawn + m_aimPunchAngle + 4) | ||
angles["y"] -= punch_y * 2 | ||
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if smooth > 0: | ||
angles["y"] = view_angles["y"] + (angles["y"] - view_angles["y"]) / smooth | ||
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pm.w_float(self.process, self.module + dwViewAngles + 4, angles["y"]) | ||
except: | ||
pass | ||
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def calc_angle(self, local, entity): | ||
delta = {"x": entity["x"] - local["x"], "y": entity["y"] - local["y"], "z": entity["z"] - local["z"]} | ||
yaw = math.degrees(math.atan2(delta["y"], delta["x"])) | ||
return {"x": 0.0, "y": yaw, "z": 0.0} | ||
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def get_distance(self, local, entity): | ||
return math.sqrt((local["x"] - entity["x"]) ** 2 + (local["y"] - entity["y"]) ** 2 + (local["z"] - entity["z"]) ** 2) | ||
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def get_fov(self, view_angles, target_angles): | ||
delta = {"x": 0.0, "y": target_angles["y"] - view_angles["y"]} | ||
return abs(delta["y"]) | ||
import pyMeow as pm | ||
import math, ctypes | ||
from config import * | ||
from core.offsets import * | ||
from cheat.features.entity import * | ||
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class Aimbot: | ||
def __init__(self, process, module): | ||
self.process = process | ||
self.module = module | ||
self.entities = Entities(self.process, self.module) | ||
self.mapping = {"shift": 16, "ctrl": 17, "mouse_1": 1} | ||
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def update(self): | ||
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if not ctypes.windll.user32.GetAsyncKeyState(self.mapping.get(Config.aimbot["key"])) or not Config.aimbot["enable"]: | ||
return | ||
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try: | ||
entity_pos = None | ||
fov = Config.aimbot["fov"] / 10 | ||
smooth = Config.aimbot["smooth"] | ||
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local_player_pawn = pm.r_int64(self.process, self.module + dwLocalPlayerPawn) | ||
local_player_controller = pm.r_int64(self.process, self.module + dwLocalPlayerController) | ||
local_player_team = pm.r_int(self.process, local_player_controller + m_iTeamNum) | ||
local_player_pos = pm.r_vec3(self.process, local_player_pawn + m_vOldOrigin) | ||
view_angles = pm.r_vec3(self.process, self.module + dwViewAngles) | ||
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for entity in self.entities.enumerate(): | ||
try: | ||
if entity.spotted() or not Config.aimbot["only_visible"]: | ||
if entity.health() != 0 and entity.team() != local_player_team or Config.misc["ignore_team"]: | ||
distance = self.get_distance(local_player_pos, entity.pos()) | ||
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if distance < Config.aimbot["distance"]: | ||
angles = self.calc_angle(local_player_pos, entity.pos()) | ||
closest = self.get_fov(view_angles, angles) | ||
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if closest < fov: | ||
fov = closest | ||
entity_pos = entity.pos() | ||
except: | ||
continue | ||
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if entity_pos is not None: | ||
angles = self.calc_angle(local_player_pos, entity_pos) | ||
punch_y = pm.r_float(self.process, local_player_pawn + m_aimPunchAngle + 4) | ||
angles["x"] -= punch_y * 2 | ||
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if smooth > 0: | ||
angles["x"] = view_angles["x"] + (angles["x"] - view_angles["x"]) / smooth | ||
angles["y"] = view_angles["y"] + (angles["y"] - view_angles["y"]) / smooth | ||
else: | ||
angles["y"] -= punch_y * 2 | ||
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pm.w_vec3(self.process, self.module + dwViewAngles, angles) | ||
except: | ||
pass | ||
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def calc_angle(self, local, entity): | ||
delta = {"x": entity["x"] - local["x"], "y": entity["y"] - local["y"], "z": entity["z"] - local["z"]} | ||
yaw = math.degrees(math.atan2(delta["y"], delta["x"])) | ||
hyp = math.sqrt(delta["x"] ** 2 + delta["y"] ** 2) | ||
pitch = -math.degrees(math.atan2(delta["z"], hyp)) | ||
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return {"x": pitch, "y": yaw, "z": 0.0} | ||
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def get_distance(self, local, entity): | ||
return math.sqrt((local["x"] - entity["x"]) ** 2 + (local["y"] - entity["y"]) ** 2 + (local["z"] - entity["z"]) ** 2) | ||
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def get_fov(self, view_angles, target): | ||
delta = {"x": target["x"] - view_angles["x"], "y": target["y"] - view_angles["y"]} | ||
return math.sqrt(delta["x"] ** 2 + delta["y"] ** 2) |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,94 +1,95 @@ | ||
from core.offsets import * | ||
from core.utils import * | ||
import pyMeow as pm | ||
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class Entity: | ||
def __init__(self, entity_controller, entity_pawn, process): | ||
self.entity_controller = entity_controller | ||
self.entity_pawn = entity_pawn | ||
self.process = process | ||
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def health(self): | ||
return pm.r_int(self.process, self.entity_pawn + m_iHealth) | ||
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def armor(self): | ||
return pm.r_int(self.process, self.entity_pawn + m_ArmorValue) | ||
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def team(self): | ||
return pm.r_int(self.process, self.entity_pawn + m_iTeamNum) | ||
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def name(self): | ||
return pm.r_string(self.process, self.entity_controller + m_iszPlayerName) | ||
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def weapon(self): | ||
current = pm.r_int64(self.process, self.entity_pawn + m_pClippingWeapon) | ||
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if current == 0: | ||
return "" | ||
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index = pm.r_int16(self.process, current + m_AttributeManager + m_Item + m_iItemDefinitionIndex) | ||
return Utils.get_id("weapon").get(index, "") | ||
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def spotted(self): | ||
return pm.r_bool(self.process, self.entity_pawn + m_entitySpottedState + m_bSpotted) | ||
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def ping(self): | ||
return pm.r_int(self.process, self.entity_controller + m_iPing) | ||
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def score(self): | ||
return pm.r_int(self.process, self.entity_controller + m_iScore) | ||
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def pos(self): | ||
return pm.r_vec3(self.process, self.entity_pawn + m_vOldOrigin) | ||
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def bone_pos(self, index): | ||
scene = pm.r_int64(self.process, self.entity_pawn + m_pGameSceneNode) | ||
bone = pm.r_int64(self.process, scene + m_pBoneArray) | ||
return pm.r_vec3(self.process, bone + index * 32) | ||
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def world_to_screen(self, view_matrix): | ||
try: | ||
self.pos_2d = pm.world_to_screen(view_matrix, self.pos(), 1) | ||
self.head_pos_2d = pm.world_to_screen(view_matrix, self.bone_pos(6), 1) | ||
self.neck = pm.world_to_screen(view_matrix, self.bone_pos(5), 1) | ||
self.left_feet = pm.world_to_screen(view_matrix, self.bone_pos(27), 1) | ||
self.right_feet = pm.world_to_screen(view_matrix, self.bone_pos(24), 1) | ||
self.waist = pm.world_to_screen(view_matrix, self.bone_pos(0), 1) | ||
self.left_knees = pm.world_to_screen(view_matrix, self.bone_pos(26), 1) | ||
self.right_knees = pm.world_to_screen(view_matrix, self.bone_pos(23), 1) | ||
self.left_hand = pm.world_to_screen(view_matrix, self.bone_pos(16), 1) | ||
self.right_hand = pm.world_to_screen(view_matrix, self.bone_pos(11), 1) | ||
self.left_arm = pm.world_to_screen(view_matrix, self.bone_pos(14), 1) | ||
self.right_arm = pm.world_to_screen(view_matrix, self.bone_pos(9), 1) | ||
self.left_shoulder = pm.world_to_screen(view_matrix, self.bone_pos(13), 1) | ||
self.right_shoulder = pm.world_to_screen(view_matrix, self.bone_pos(8), 1) | ||
except: | ||
return False | ||
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return True | ||
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class Entities: | ||
def __init__(self, process, module): | ||
self.process = process | ||
self.module = module | ||
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def get_list(self): | ||
local_player_controller = pm.r_int64(self.process, self.module + dwLocalPlayerController) | ||
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for entity in range(1, 65): | ||
try: | ||
entity_list = pm.r_int64(self.process, self.module + dwEntityList) | ||
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entity_entry = pm.r_int64(self.process, entity_list + (8 * (entity & 32767) >> 9) + 16) | ||
entity_controller = pm.r_int64(self.process, entity_entry + 120 * (entity & 511)) | ||
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if entity_controller == local_player_controller: | ||
continue | ||
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entity_controller_pawn = pm.r_int64(self.process, entity_controller + m_hPlayerPawn) | ||
entity_list_ptr = pm.r_int64(self.process, entity_list + 8 * ((entity_controller_pawn & 32767) >> 9) + 16) | ||
entity_pawn = pm.r_int64(self.process, entity_list_ptr + 120 * (entity_controller_pawn & 511)) | ||
except: | ||
continue | ||
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yield Entity(entity_controller, entity_pawn, self.process) | ||
import pyMeow as pm | ||
from core.offsets import * | ||
from core.utils import * | ||
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class Entity: | ||
def __init__(self, entity_controller, entity_pawn, process): | ||
self.entity_controller = entity_controller | ||
self.entity_pawn = entity_pawn | ||
self.process = process | ||
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def health(self): | ||
return pm.r_int(self.process, self.entity_pawn + m_iHealth) | ||
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def armor(self): | ||
return pm.r_int(self.process, self.entity_pawn + m_ArmorValue) | ||
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def team(self): | ||
return pm.r_int(self.process, self.entity_pawn + m_iTeamNum) | ||
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def name(self): | ||
return pm.r_string(self.process, self.entity_controller + m_iszPlayerName) | ||
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def weapon(self): | ||
current = pm.r_int64(self.process, self.entity_pawn + m_pClippingWeapon) | ||
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if current == 0: | ||
return "" | ||
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index = pm.r_int16(self.process, current + m_AttributeManager + m_Item + m_iItemDefinitionIndex) | ||
return Utils.weapon_icon(index) | ||
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def spotted(self): | ||
return pm.r_bool(self.process, self.entity_pawn + m_entitySpottedState + m_bSpotted) | ||
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def ping(self): | ||
return pm.r_int(self.process, self.entity_controller + m_iPing) | ||
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def score(self): | ||
return pm.r_int(self.process, self.entity_controller + m_iScore) | ||
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def pos(self): | ||
return pm.r_vec3(self.process, self.entity_pawn + m_vOldOrigin) | ||
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def bone_pos(self, index): | ||
scene = pm.r_int64(self.process, self.entity_pawn + m_pGameSceneNode) | ||
bone = pm.r_int64(self.process, scene + m_pBoneArray) | ||
return pm.r_vec3(self.process, bone + index * 32) | ||
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def world_to_screen(self, view_matrix): | ||
try: | ||
self.pos_2d = pm.world_to_screen(view_matrix, self.pos(), 1) | ||
self.head_pos_2d = pm.world_to_screen(view_matrix, self.bone_pos(6), 1) | ||
self.neck = pm.world_to_screen(view_matrix, self.bone_pos(5), 1) | ||
self.left_feet = pm.world_to_screen(view_matrix, self.bone_pos(27), 1) | ||
self.right_feet = pm.world_to_screen(view_matrix, self.bone_pos(24), 1) | ||
self.waist = pm.world_to_screen(view_matrix, self.bone_pos(0), 1) | ||
self.left_knees = pm.world_to_screen(view_matrix, self.bone_pos(26), 1) | ||
self.right_knees = pm.world_to_screen(view_matrix, self.bone_pos(23), 1) | ||
self.left_hand = pm.world_to_screen(view_matrix, self.bone_pos(16), 1) | ||
self.right_hand = pm.world_to_screen(view_matrix, self.bone_pos(11), 1) | ||
self.left_arm = pm.world_to_screen(view_matrix, self.bone_pos(14), 1) | ||
self.right_arm = pm.world_to_screen(view_matrix, self.bone_pos(9), 1) | ||
self.left_shoulder = pm.world_to_screen(view_matrix, self.bone_pos(13), 1) | ||
self.right_shoulder = pm.world_to_screen(view_matrix, self.bone_pos(8), 1) | ||
except: | ||
return False | ||
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return True | ||
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class Entities: | ||
def __init__(self, process, module): | ||
self.process = process | ||
self.module = module | ||
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def enumerate(self): | ||
local_player_controller = pm.r_int64(self.process, self.module + dwLocalPlayerController) | ||
# local_player_pawn = pm.r_int64(self.process, self.module + dwLocalPlayerPawn) | ||
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for entity in range(1, 65): | ||
try: | ||
entity_list = pm.r_int64(self.process, self.module + dwEntityList) | ||
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entity_entry = pm.r_int64(self.process, entity_list + (8 * (entity & 0x7FFF) >> 9) + 16) | ||
entity_controller = pm.r_int64(self.process, entity_entry + 120 * (entity & 0x1FF)) | ||
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if entity_controller == local_player_controller: | ||
continue | ||
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entity_controller_pawn = pm.r_int64(self.process, entity_controller + m_hPlayerPawn) | ||
entity_list_ptr = pm.r_int64(self.process, entity_list + 8 * ((entity_controller_pawn & 0x7FFF) >> 9) + 16) | ||
entity_pawn = pm.r_int64(self.process, entity_list_ptr + 120 * (entity_controller_pawn & 0x1FF)) | ||
except: | ||
continue | ||
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yield Entity(entity_controller, entity_pawn, self.process) |
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