Aimbot
Aimbot
bool AIMBUTTON;
bool Aim_Menuu;
struct sAimMenu {
bool Enable;
int Meter;
bool Pov;
bool Pred;
bool Recoil;
bool Aimbot;
int Cross;
int Position;
float Recc;
EAimTarget Target;
EAimTrigger Trigger;
bool IgnoreKnocked;
bool VisCheck;
bool IgnoreBots;
bool TargetLine;};
sAimMenu SilentAim{0};
sAimMenu AimBot{0};
};
#include "IMAGE/Aim_off.h"
#include "IMAGE/Aim_on.h"
auto GetTargetByCrossDist() {
ASTExtraPlayerCharacter *result = 0;
float max = std::numeric_limits<float>::infinity();
auto Actors = getActors();
auto localPlayer = g_LocalPlayer;
auto localController = g_LocalController;
if (localPlayer) {
for (int i = 0; i < Actors.size(); i++) {
auto Actor = Actors[i];
if (isObjectInvalid(Actor))
continue;
if (Actor->IsA(ASTExtraPlayerCharacter::StaticClass())) {
auto Player = (ASTExtraPlayerCharacter *)Actor;
auto Target = (ASTExtraPlayerCharacter *) Actor;
float dist = localPlayer->GetDistanceTo(Target) / 100.0f;
if (dist > Config.SilentAim.Meter)
continue;
if (Player->PlayerKey == localPlayer->PlayerKey)
continue;
if (Player->TeamID == localPlayer->TeamID)
continue;
if (Player->bDead)
continue;
if (Config.SilentAim.IgnoreKnocked) {
if (Player->Health == 0.0f)
continue;}
if (Config.SilentAim.VisCheck) {
if (!localController->LineOfSightTo(Player, {0, 0, 0}, true))
continue;}
if (Config.SilentAim.IgnoreBots) {
if (Player->bEnsure)
continue;}
auto Root = Player->GetBonePos("Root", {});
auto Head = Player->GetBonePos("Head", {});
FVector2D RootSc, HeadSc;
if (W2S(Root, &RootSc) && W2S(Head, &HeadSc)) {
float height = abs(HeadSc.Y - RootSc.Y);
float width = height * 0.65f;
FVector middlePoint = {HeadSc.X + (width / 2), HeadSc.Y + (height / 2), 0};
if ((middlePoint.X >= 0 && middlePoint.X <= glWidth) && (middlePoint.Y >= 0
&& middlePoint.Y <= glHeight)) {
FVector2D v2Middle = FVector2D((float) (glWidth / 2), (float) (glHeight /
2));
FVector2D v2Loc = FVector2D(middlePoint.X, middlePoint.Y);
if (isInsideFOV((int) middlePoint.X, (int) middlePoint.Y)) {
float dist = FVector2D::Distance(v2Middle, v2Loc);
if (dist < max) {
max = dist;
result = Player;
}}}}}}}return result;}
circle*****
void Box4Line(ImDrawList *draw, float thicc, int x, int y, int w, int h, int color)
{
int iw = w / 4;
int ih = h / 4;
draw->AddRect(ImVec2(x, y),ImVec2(x + iw, y), color, thicc);
draw->AddRect(ImVec2(x + w - iw, y),ImVec2(x + w, y), color, thicc);
draw->AddRect(ImVec2(x, y),ImVec2(x, y + ih), color, thicc);
draw->AddRect(ImVec2(x + w - 1, y),ImVec2(x + w - 1, y + ih), color, thicc);;
draw->AddRect(ImVec2(x, y + h),ImVec2(x + iw, y + h), color, thicc);
draw->AddRect(ImVec2(x + w - iw, y + h),ImVec2(x + w, y + h), color, thicc);
draw->AddRect(ImVec2(x, y + h - ih), ImVec2(x, y + h), color, thicc);
draw->AddRect(ImVec2(x + w - 1, y + h - ih), ImVec2(x + w - 1, y + h), color,
thicc);
}
after login*****
bool Aimbot;
sAimMenu SilentAim{0};
sAimMenu AimBot{0};
if (Config.AimBot.Enable) {
ASTExtraPlayerCharacter *Target = GetTargetForAimBot();
if (Target) {
bool triggerOk = false;
if (Config.AimBot.Trigger != EAimTrigger::None) {
if (Config.AimBot.Trigger == EAimTrigger::Shooting) {
triggerOk = localPlayer->bIsWeaponFiring;
} else if (Config.AimBot.Trigger ==
EAimTrigger::Scoping) {
triggerOk = localPlayer->bIsGunADS;
} else if (Config.AimBot.Trigger == EAimTrigger::Both)
{
triggerOk = localPlayer->bIsWeaponFiring &&
localPlayer->bIsGunADS;
} else if (Config.AimBot.Trigger == EAimTrigger::Any) {
triggerOk = localPlayer->bIsWeaponFiring ||
localPlayer->bIsGunADS;
}
} else triggerOk = true;
if (triggerOk){
FVector targetAimPos = Target->GetBonePos("Head", {});
if (Config.AimBot.Target == EAimTarget::Chest){
targetAimPos.Z -= 29.55f;
targetAimPos.Y -= 1.224f;}
ShootWeaponEntityComponent->BulletFireSpeed;
targetAimPos =
UKismetMathLibrary::Add_VectorVector(
targetAimPos,
UKismetMathLibrary::Multiply_VectorFloat(
LinearVelocity,
timeToTravel));
} else {
FVector Velocity = Target-
>GetVelocity();
float dist = localPlayer-
>GetDistanceTo(Target);
auto timeToTravel = dist /
ShootWeaponEntityComponent->BulletFireSpeed;
targetAimPos =
UKismetMathLibrary::Add_VectorVector(
targetAimPos,
UKismetMathLibrary::Multiply_VectorFloat(
Velocity,
timeToTravel));}
if (Config.AimBot.Recoil) {
if (g_LocalPlayer->bIsGunADS) {
if (g_LocalPlayer->bIsWeaponFiring) {
float dist = g_LocalPlayer->GetDistanceTo(Target) / 100.f;
FVector fDir =
UKismetMathLibrary::Subtract_VectorVector(targetAimPos, g_LocalController-
>PlayerCameraManager->CameraCache.POV.Location);
FRotator Yaptr =
UKismetMathLibrary::Conv_VectorToRotator(fDir);
FRotator CpYaT = localController-
>PlayerCameraManager->CameraCache.POV.Rotation;
Yaptr.Pitch -= CpYaT.Pitch;
Yaptr.Yaw -= CpYaT.Yaw;
Yaptr.Roll = 0.f;
IMGUI_GOD(Yaptr);
CpYaT.Pitch += Yaptr.Pitch / AimSmooth;
#pragma once
#include <fstream>
#include "json.hpp"
android_app *g_App = nullptr;
using json = nlohmann::json;
struct JsonPreferences {
enum EAimTarget {
Head = 0,
Chest = 1
};
enum EAimTrigger {
None = 0,
Shooting = 1,
Scoping = 2,
Both = 3,
Any = 4
};
enum EAimPriority {
DistancePriority = 0,
FOVPriority = 1
};
sESPMenu ESPMenu{false};
struct sAimMenu {
bool EnableAllHack;
bool Enable;
bool Autofire;
bool AimBot;
bool CameraCache;
EAimTarget Target;
EAimTrigger Trigger;
EAimPriority Priority;
bool IgnoreKnocked;
bool IgnoreBot;
if (j.find(("AimBullet")) != j.end()) {
j.at(("AimBullet")).get_to(p.Config.SilentAim.Enable);
}
if (j.find(("AimBot")) != j.end()) {
j.at(("AimBot")).get_to(p.Config.SilentAim.AimBot);
}
};
std::string GetFilesDirShit() {
if (!g_App)
return "";
auto vm = activity->vm;
if (!vm)
return "";
std::string FileDirReal;
JNIEnv *env;
vm->AttachCurrentThread(&env, nullptr);
{
auto wrapper_class =
env->FindClass(("android/content/ContextWrapper"));
auto methodID = env->GetMethodID(wrapper_class, ("getFilesDir"),
("()Ljava/io/File;"));
auto objectFile = env->CallObjectMethod(object, methodID);
FileDirReal += m_FilesDir;
FileDirReal += ("/Config.json");
env->ReleaseStringUTFChars(stringPath, m_FilesDir);
return FileDirReal;
}
void load() {
std::ifstream ifs(GetFilesDirShit().c_str());
if (ifs.good()) {
json j = json::parse(ifs);
*this = j.get<JsonPreferences>();
} else
LOGI("Failed to load preferences from %s", GetFilesDirShit().c_str());
}
void save() {
try {
json j = *this;
std::ofstream ofs(GetFilesDirShit().c_str());
ofs << std::setw(4) << j.dump() << std::endl;
} catch (std::exception &e) {
LOGI("Failed to save preferences from %s", GetFilesDirShit().c_str());
}
}
} preferences;
in main.cpp*****
#include <iostream>
#include <fstream>
#include <vector>
#include <string>
#include <iostream>
#include <fstream>
#include <string>
#include <regex>
string line;
while (getline(file, line)) {
break;
}
}
file.close();
}
int main(int argc, const char* argv[]) {
string SdkPath = argv[1];
string ClassName_1 = "Class:
StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.
Object";
string SearchString_1 = "int NoneAIGameTime;//[Offset:";
vector<string> results_1;
FindSdkOffset(SdkPath, ClassName_1, SearchString_1, results_1, "MinLOD");
{"Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object",
"uint64 CurrentStates;//[Offset:", "CurrentStates"},
{"Class:
CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementCompo
nent.ActorComponent.Object", "Vector LastUpdateVelocity;//[Offset:",
"LastUpdateVelocity"},
{"Class: UAECharacter.Character.Pawn.Actor.Object", "int
TeamID;//[Offset: ", "TeamId"},
{"Class: UAECharacter.Character.Pawn.Actor.Object", "bool bEnsure;",
"IsBot"},
{"Class: UAECharacter.Character.Pawn.Actor.Object", "FString
PlayerName;//[Offset:", "Name"},
{"Class: UAECharacter.Character.Pawn.Actor.Object", "FString
Nation;//[Offset: ", "Nation"},
{"STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object", "bool
bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:", "IsDead"},
{"", "FString PlayerUID;//[Offset:", "PlayerUID"},
{"Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object",
"float Health;//[Offset:", "Health"},
{"Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object",
"float HealthMax;//[Offset:", "HealthMax"},
{"", "float NearDeathBreath;//[Offset: ", "NearDeathBreath"},
{"", "STCharacterNearDeathComp* NearDeatchComponent;//[Offset:",
"NearDeatchComponent"},
{"", "float BreathMax;//[Offset:", "BreathMax"},
{"Character.Pawn.Actor.Object", "SkeletalMeshComponent*
Mesh;//[Offset:", "Mesh"},
{"Class: WeaponMeshCfg", "enum meshType;//[Offset", "BodyAddv"},
{"Class:
StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.
Object", "int MinLOD;//[Offset: ", "MinLOD"},
{"Class:
ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComp
onent.Object", "float CameraShakeInnerRadius", "CameraShakeInnerRadius"},
{"", "float CameraShakeOuterRadius;//[Offset: ",
"CameraShakeOuterRadius"},
{"", "float CameraShakFalloff;//[Offset:", "CameraShakFalloff"},
{"", "CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset:",
"CharacterOverrideAttrs"},
{"", "float BulletFireSpeed;//[Offset:", "BulletFireSpeed"},
{"", "float BulletMomentum;//[Offset: ", "BulletMomentum"},
{"", "float BulletRange;//[Offset:", "BulletRange"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float BaseImpactDamage;//[Offset:", "BaseImpactDamage"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float VehicleDamageScale;//[Offset:", "VehicleDamageScale"},
{"Class: STExtraFlareGunBullet.Actor.Object", "float
LaunchGravityScale;//[Offset: ", "LaunchGravityScale"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float AccessoriesVRecoilFactor;//[Offset:", "AccessoriesVRecoilFactor"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float AccessoriesHRecoilFactor;//[Offset:", "AccessoriesHRecoilFactor"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float AccessoriesRecoveryFactor;//[Offset:", "AccessoriesRecoveryFactor"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float ShotGunCenterPerc;//[Offset:", "ShotGunCenterPerc"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float ShotGunVerticalSpread;//[Offset:", "ShotGunVerticalSpread"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float ShotGunHorizontalSpread;//[Offset:", "ShotGunHorizontalSpread"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float GameDeviationFactor;//[Offset:", "GameDeviationFactor"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float GameDeviationAccuracy;//[Offset:", "GameDeviationAccuracy"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float AccessoriesDeviationFactor;//[Offset:", "AccessoriesDeviationFactor"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float VehicleWeaponDeviationAngle;//[Offset:", "VehicleWeaponDeviationAngle"},
{"Class:
ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object",
"float RecoilKickADS;//[Offset:", "RecoilKickADS"},
{"Class:
VehicleCommonComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object",
"float HP;//[Offset:", "HP"},
{"Class:
VehicleCommonComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object",
"float HPMax;//[Offset: ", "HPMax"},
{"Class:
VehicleCommonComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object",
"float Fuel;//[Offset:", "Fuel"},
{"Class:
VehicleCommonComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object",
"float FuelMax;//[Offset:", "FuelMax"},
{"Class: STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object",
"STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: ",
"VehicleMovement"},
{"Class: STExtraVehicleBase.Pawn.Actor.Object",
"VehicleCommonComponent* VehicleCommon;//[Offset:", "VehicleCommon"},
{"Class: STExtraVehicleBase.Pawn.Actor.Object", "float
lastForwardSpeed;//[Offset:", "lastForwardSpeed"},
{"Class:
PickUpListWrapperActor.PickUpWrapperActor.UAENetActor.LuaActor.Actor.Object",
"PickUpItemData[] PickUpDataList;//[Offset:", "PickUpDataList"}, /////
};
if (!results_1.empty()) {
string XXSDK_OUT;
cout << "Enter the output file name: ";
cin >> XXSDK_OUT;
XXSDK_OUT =XXSDK_OUT + ".h";
ofstream output(XXSDK_OUT);
if (!output) {
cerr << "Error creating output file." << endl;
return 1;
}
for (const auto& format : formats) {
vector<string> results_2;
FindSdkOffset(SdkPath, std::get<0>(format), std::get<1>(format),
results_2, std::get<2>(format));
output.close();
cout << "Results saved to: " << XXSDK_OUT << endl;
}
else {
cout << "No results found" << endl;
}
system("pause");
}