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 [Code] ZombieAimbot

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Join date : 2012-08-21

[Code] ZombieAimbot Empty
PostSubject: [Code] ZombieAimbot   [Code] ZombieAimbot Icon_minitimeWed Jun 05, 2013 9:39 pm

I will start with this code so this is private Zombie Aimbot code enjoy!

BOOL CUtils::WorldToScreen ( vec3_t vWorld, vec3_t &vScreen )
{
INT iResult = g_pEngine->pTriAPI->WorldToScreen ( vWorld, vScreen );
if ( vScreen.x < 1.0f && vScreen.y < 1.0f && vScreen.x > - 1.0f && vScreen.y > - 1.0f && !iResult )
{
FLOAT flViewport [ 4 ] = { 0 };
glGetFloatv ( 0x0BA2, flViewport );
INT ScreenCenterX = flViewport [ 2 ] / 2;
INT ScreenCenterY = flViewport [ 3 ] / 2;
vScreen.x = ( vScreen.x * ScreenCenterX ) + ScreenCenterX;
vScreen.y = ( - vScreen.y * ScreenCenterY ) + ScreenCenterY;
vScreen.z = 0.0f;
return TRUE;
}
return FALSE;
}
BOOL IsInArea ( PFLOAT pflScreen, INT iFov )
{
if ( !pflScreen )
return FALSE;
INT iAbsDistX = ( INT ) abs ( pflScreen [ 0 ] - g_Local.iScreenCenterX );
INT iAbsDistY = ( INT ) abs ( pflScreen [ 1 ] - g_Local.iScreenCenterY );
http://g_Utils.DrawString ( FALSE, 140, 25, 255, 255, 255, "Crosshair To Target: X: %i Y: %i",
//abs ( iAbsDistX ), abs ( iAbsDistY ) );
BOOL bIsInRange = iAbsDistX <= iFov && iAbsDistY <= iFov;
return bIsInRange;
}

VOID DoLegitAim ( UINT uiIndex )
{
vec3_t vAimTarget = g_Player[ uiIndex ].vWorldOrigin;
vAimTarget.z -= -21; // ????????? ?????-???????? ?? ?????????? ?? z ???(?????? ????), ?????????? 20-22 ???? ??? ????? ???????? ? ??????.
BOOL bValidEsp = g_Player[ uiIndex ].bIsValid && g_Player[ uiIndex ].bIsOnScreen;
if ( !bValidEsp )
return;
if ( !g_Utils.WorldToScreen ( vAimTarget, vAimTarget ) )
return;
//g_pEngine->pfnTintRGBA ( vAimTarget.x, vAimTarget.y, 3, 3, 255, 255, 255, 255 );
if ( IsInArea ( vAimTarget, 50 ) && GetAsyncKeyState ( VK_LBUTTON ) && g_Local.iTeam != g_Player[ uiIndex ].iTeam )
SetCursorPos ( vAimTarget.x, vAimTarget.y );
http://g_Engine.SetViewAngles(vAimTarget);
}
// in HUD_REDRAW
for ( UINT uiIndex = 1; uiIndex <= 32; uiIndex++ )
{
DoLegitAim ( uiIndex );
}
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