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| So? |
| I love the aimbot |
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33% |
[ 2 ] |
| I dont like it |
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66% |
[ 4 ] |
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| Total Votes : 6 |
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| Author |
Message |
WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 9:57 am Post subject: {Release} Combat Arms Aimbot |
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No reason to keep it private. I coded this in delphi personal 7. To use the aimbot first open up combat arms. Then get an injector and inject project1.dll then your set. It is undetected and still works. It also isn't like other aimbots where they jerk around and screw things up. There is no real hotkey. When you fire at someone if you watch closely it shoots near their head. I dont suggest a sniper when using it since you need to hold down the fire button a little bit when aiming. This is actually my first release ever that is win on this forum. I am now taking requests for hacks and Ill release everything here.
Download:
http://www.mediafire.com/download.php?dwttdm20o0t
If you think Its fake and dont try it because you think Its a virus then your loss. Please give feedback on it.
Also If you simply refuse to download it then open up delphi 7 and make a button then put this source in and save as a .dll file.
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls;
type
TForm1 = class(TForm)
Button1: TButton;
procedure Button1Click(Sender: TObject);
private
{ Private declarations }
public
{ Public declarations }
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
procedure TForm1.Button1Click(Sender: TObject);
PLAYER_DATA GetMyPlayerData(void)
PLAYER_DATA GetPlayerData(BYTE PlayerNumber)
void SetCrosshairOnEnemy(BYTE PlayerNumber
typedef struct _PLAYER_DATA {
DWORD baseadd; // base address of this current player
DWORD coordEW; // East/West (X) co-ord
DWORD coordNS; // North/South (Y) co-ord
DWORD coordUD; // Up/Down (Z) co-ord
DWORD coordEWa; // The address of the players EW co-ord
DWORD coordNSa; // The address of the players NS co-ord
DWORD coordUDa; // The address of the players UD co-ord
DWORD lookX; // The players X-axis look
DWORD lookY; // The players Y-axis look
DWORD lookXa; // The address of the X look
DWORD lookYa; // The address of the Y look
char name; // Holds the current players name
DWORD namea; // The address of the current players name
} PLAYER_DATA;
#define mBase 0xBD63D8
#define hBase 0xB0D228
///
PLAYER_DATA GetMyPlayerData(void)
{
PLAYER_DATA Player; // Create a blank PLAYER_DATA struct
ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0
Peek((void*)mBase,(void*)&Player?.baseadd,4); //
{
Player.coordEWa = Player.baseadd + 0×8; // Call" …the 0×8, 0xC and //
Player.coordNSa = Player.baseadd + 0xC;
Player.coordUDa = Player.baseadd + 0×10;
Player.lookXa = Player.baseadd + 0×14;
Player.lookYa = Player.baseadd + 0×18;
Player.namea = Player.baseadd + 0xF4;
{
Peek((void*)Player.coordEWa,(voi?d*)&Player.coordEW ,4); // Now we got all the addies, read in the info from em all
Peek((void*)Player.coordNSa,(voi?d*)&Player.coordNS ,4);
Peek((void*)Player.coordUDa,(voi?d*)&Player.coordUD ,4);
Peek((void*)Player.lookXa,(void*?)&Player.lookX,4);
Peek((void*)Player.lookYa,(void*?)&Player.lookY,4);
Peek((void*)Player.namea,(void*)&?Player.name,15);
return Player; // Give our PLAYER_DAT
BYTE PlayerNum) //
}
PLAYER_DATA Player; return Player; // Give our PLAYER_DATA Player, as the return value
}
///
PLAYER_DATA GetPlayerData(BYTE PlayerNum) //
}
PLAYER_DATA Player;
ZeroMemory(&Player, sizeof(PLAYER_DATA));
Peek((void*)hBase,(void*)&Player?.baseadd,4);
{
; // 0× 388 is the gap between players, starting with player 1
Player.coordEWa = Player.baseadd + 0×8;
Player.coordNSa = Player.baseadd + 0xC;
void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber); // oP = Opposition’s Player
PLAYER_DATA cP = GetMyPlayerData(); // cP
ZeroMemory(&Player, sizeof(PLAYER_DATA));
Peek((void*)hBase,(void*)&Player?.baseadd,4);
{
begin Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP); // As described above
newValue2 = newValue; // Put it into DWORD (may get compile warnings about losing data..thats the whole reason we’re doing it
Poke((void*)cP.lookXa, &newValue2,4); // Write our new value
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*ang void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();
double EWdif;
double NSdif;
double UDdif;
double angleA;
double angleP;
double angleB;
double angleBP;
double newValue;
DWORD newValue2;
double newValueb;
DWORD newValueb2;
double halfCircle = 0xFFFFFFFF/2;
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP. *Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0 + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
// Done the X-look, now this is for the Y-look
double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)?); // Get the level distance between us and the enemy, using pythagoras
if(oP.coordUD == cP.coordUD)
{
BYTE zero4[4] = {0×00,0×00?,0×00,0×00}?;
Poke((void*)cP.lookYa,zero4, 4); // If we are equal height, set our Y-look to 0 (level)
Poke((void*)cP.lookYa, &newValueb2,4);
}
}
end;
end.
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Last edited by WhiteByte on Wed Jul 15, 2009 10:36 am; edited 2 times in total |
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Rick. Grandmaster Cheater
Reputation: 6
Joined: 02 Jul 2008 Posts: 657 Location: In the netherlands
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Posted: Wed Jul 15, 2009 10:07 am Post subject: |
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| why am i thinking it sure isn't a virus?
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WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 10:11 am Post subject: |
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| freezeGTA wrote: | | why am i thinking it sure isn't a virus? |
Again its a dll. Not an exe. Just inject it into ca. Im also not one to release viruses. I have gotten them myself so you will never get one from anything I make. Also Its your loss if you dont want it but It works. If it doesnt you can -rep me as long as you want.
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Kronos Grandmaster Cheater Supreme
Reputation: 0
Joined: 15 Dec 2008 Posts: 1606 Location: wtf
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Posted: Wed Jul 15, 2009 10:14 am Post subject: |
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This is useless.. if u wanna hack combat arms, you just have to delete hal.dll on ur computer.
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WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 10:18 am Post subject: |
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| Kronos wrote: | | This is useless.. if u wanna hack combat arms, you just have to delete hal.dll on ur computer. |
Nice try kronos. hal.dll is the boot file. Without it your screwed. And you must not have even tried the aimbot.
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Kronos Grandmaster Cheater Supreme
Reputation: 0
Joined: 15 Dec 2008 Posts: 1606 Location: wtf
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Posted: Wed Jul 15, 2009 10:29 am Post subject: |
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| AdobeFlashCS4 wrote: | | Kronos wrote: | | This is useless.. if u wanna hack combat arms, you just have to delete hal.dll on ur computer. |
Nice try kronos. hal.dll is the boot file. Without it your screwed. And you must not have even tried the aimbot. |
You dont even know this? Now im 100% sure that ur dumb
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[SPW]Killamoocow Master Cheater
Reputation: 30
Joined: 07 Nov 2007 Posts: 439 Location: Secret Cow Level
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Posted: Wed Jul 15, 2009 10:32 am Post subject: |
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It's my loss if I don't want it? Heh, ok.
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WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 10:32 am Post subject: |
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| Kronos wrote: | | AdobeFlashCS4 wrote: | | Kronos wrote: | | This is useless.. if u wanna hack combat arms, you just have to delete hal.dll on ur computer. |
Nice try kronos. hal.dll is the boot file. Without it your screwed. And you must not have even tried the aimbot. |
You dont even know this? Now im 100% sure that ur dumb |
Your Ignorant and ignore proof that I can code. No bullshit this time kronos.
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[SPW]Killamoocow Master Cheater
Reputation: 30
Joined: 07 Nov 2007 Posts: 439 Location: Secret Cow Level
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Posted: Wed Jul 15, 2009 10:33 am Post subject: |
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SCRIPT KIDDIES
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WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 10:33 am Post subject: |
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| [SPW]Killamoocow wrote: | | SCRIPT KIDDIES |
If your reffering to me Im not a script kiddie.
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[SPW]Killamoocow Master Cheater
Reputation: 30
Joined: 07 Nov 2007 Posts: 439 Location: Secret Cow Level
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Posted: Wed Jul 15, 2009 10:34 am Post subject: |
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| AdobeFlashCS4™ wrote: | | [SPW]Killamoocow wrote: | | SCRIPT KIDDIES |
If your reffering to me Im not a script kiddie. |
Prove it.
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WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 10:34 am Post subject: |
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| [SPW]Killamoocow wrote: | | AdobeFlashCS4 wrote: | | [SPW]Killamoocow wrote: | | SCRIPT KIDDIES |
If your reffering to me Im not a script kiddie. |
Prove it. |
Source for my aimbot
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls;
type
TForm1 = class(TForm)
Button1: TButton;
procedure Button1Click(Sender: TObject);
private
{ Private declarations }
public
{ Public declarations }
end;
var
Form1: TForm1;
implementation
{$R *.dfm}
procedure TForm1.Button1Click(Sender: TObject);
PLAYER_DATA GetMyPlayerData(void)
PLAYER_DATA GetPlayerData(BYTE PlayerNumber)
void SetCrosshairOnEnemy(BYTE PlayerNumber
typedef struct _PLAYER_DATA {
DWORD baseadd; // base address of this current player
DWORD coordEW; // East/West (X) co-ord
DWORD coordNS; // North/South (Y) co-ord
DWORD coordUD; // Up/Down (Z) co-ord
DWORD coordEWa; // The address of the players EW co-ord
DWORD coordNSa; // The address of the players NS co-ord
DWORD coordUDa; // The address of the players UD co-ord
DWORD lookX; // The players X-axis look
DWORD lookY; // The players Y-axis look
DWORD lookXa; // The address of the X look
DWORD lookYa; // The address of the Y look
char name; // Holds the current players name
DWORD namea; // The address of the current players name
} PLAYER_DATA;
#define mBase 0xBD63D8
#define hBase 0xB0D228
///
PLAYER_DATA GetMyPlayerData(void)
{
PLAYER_DATA Player; // Create a blank PLAYER_DATA struct
ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0
Peek((void*)mBase,(void*)&Player?.baseadd,4); //
{
Player.coordEWa = Player.baseadd + 0×8; // Call" …the 0×8, 0xC and //
Player.coordNSa = Player.baseadd + 0xC;
Player.coordUDa = Player.baseadd + 0×10;
Player.lookXa = Player.baseadd + 0×14;
Player.lookYa = Player.baseadd + 0×18;
Player.namea = Player.baseadd + 0xF4;
{
Peek((void*)Player.coordEWa,(voi?d*)&Player.coordEW ,4); // Now we got all the addies, read in the info from em all
Peek((void*)Player.coordNSa,(voi?d*)&Player.coordNS ,4);
Peek((void*)Player.coordUDa,(voi?d*)&Player.coordUD ,4);
Peek((void*)Player.lookXa,(void*?)&Player.lookX,4);
Peek((void*)Player.lookYa,(void*?)&Player.lookY,4);
Peek((void*)Player.namea,(void*)&?Player.name,15);
return Player; // Give our PLAYER_DAT
BYTE PlayerNum) //
}
PLAYER_DATA Player; return Player; // Give our PLAYER_DATA Player, as the return value
}
///
PLAYER_DATA GetPlayerData(BYTE PlayerNum) //
}
PLAYER_DATA Player;
ZeroMemory(&Player, sizeof(PLAYER_DATA));
Peek((void*)hBase,(void*)&Player?.baseadd,4);
{
; // 0× 388 is the gap between players, starting with player 1
Player.coordEWa = Player.baseadd + 0×8;
Player.coordNSa = Player.baseadd + 0xC;
void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber); // oP = Opposition’s Player
PLAYER_DATA cP = GetMyPlayerData(); // cP
ZeroMemory(&Player, sizeof(PLAYER_DATA));
Peek((void*)hBase,(void*)&Player?.baseadd,4);
{
begin Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP); // As described above
newValue2 = newValue; // Put it into DWORD (may get compile warnings about losing data..thats the whole reason we’re doing it
Poke((void*)cP.lookXa, &newValue2,4); // Write our new value
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*ang void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();
double EWdif;
double NSdif;
double UDdif;
double angleA;
double angleP;
double angleB;
double angleBP;
double newValue;
DWORD newValue2;
double newValueb;
DWORD newValueb2;
double halfCircle = 0xFFFFFFFF/2;
/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP. *Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0 + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}
// Done the X-look, now this is for the Y-look
double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)?); // Get the level distance between us and the enemy, using pythagoras
if(oP.coordUD == cP.coordUD)
{
BYTE zero4[4] = {0×00,0×00?,0×00,0×00}?;
Poke((void*)cP.lookYa,zero4, 4); // If we are equal height, set our Y-look to 0 (level)
Poke((void*)cP.lookYa, &newValueb2,4);
}
}
end;
end.
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gogodr I post too much
Reputation: 125
Joined: 19 Dec 2006 Posts: 2041
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Posted: Wed Jul 15, 2009 10:37 am Post subject: |
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| copy and pasta
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WhiteByte Master Cheater
Reputation: 0
Joined: 29 Mar 2009 Posts: 404 Location: Visual Studio
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Posted: Wed Jul 15, 2009 10:37 am Post subject: |
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| gogodr wrote: | | copy and pasta |
It was copied and pastad from my source.
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Rick. Grandmaster Cheater
Reputation: 6
Joined: 02 Jul 2008 Posts: 657 Location: In the netherlands
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Posted: Wed Jul 15, 2009 10:38 am Post subject: |
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| AdobeFlashCS4™ wrote: | | gogodr wrote: | | copy and pasta |
It was copied and pastad from my source. |
google?
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
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