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SWITFTLOCK Swift

The document contains Swift code for a function that sets a crosshair on an enemy player based on their coordinates. It calculates the differences in coordinates and angles to adjust the crosshair position accordingly. The code includes placeholder functions for retrieving player data and writing to memory, which need to be implemented for full functionality.

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ivan
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0% found this document useful (0 votes)
3 views2 pages

SWITFTLOCK Swift

The document contains Swift code for a function that sets a crosshair on an enemy player based on their coordinates. It calculates the differences in coordinates and angles to adjust the crosshair position accordingly. The code includes placeholder functions for retrieving player data and writing to memory, which need to be implemented for full functionality.

Uploaded by

ivan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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import Foundation

struct PlayerData {
var coordEW: Double
var coordNS: Double
var coordUD: Double
// Add other properties if necessary
}

struct Patches {
static var lookXa: UnsafeMutableRawPointer =
UnsafeMutableRawPointer(bitPattern: 0)! // Replace with the actual address
static var lookYa: UnsafeMutableRawPointer =
UnsafeMutableRawPointer(bitPattern: 0)! // Replace with the actual address
}

func setCrosshairOnEnemy(playerNumber: UInt8) {


var op = getPlayerData(playerNumber: playerNumber)
var cP = getMyPlayerData()

var EWdif, NSdif, UDdif: Double


var angleA, angleP, angleB, angleBP: Double
var newValue, newValueb: Double
var newValue2, newValueb2: UInt32
let halfCircle: Double = 0xFFFFFFFF / 2

// Seção 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 = UInt32(newValue)
poke(address: Patches.lookXa, value: newValue2)
}

// Seção 2, 3, 4 (similares)
// ...

// Olhar para a Y-
let flatDist = sqrt(EWdif * EWdif + NSdif * NSdif)

if op.coordUD == cP.coordUD {
let zero4: [UInt8] = [0x00, 0x00, 0x00, 0x00]
poke(address: Patches.lookYa, value: zero4)
} else if op.coordUD > cP.coordUD {
UDdif = op.coordUD - cP.coordUD
angleB = atan(UDdif / flatDist) * 57.29578
angleBP = angleB / 360
newValueb = 0 * (angleBP * 0xFFFFFFFF)
newValueb2 = UInt32(newValueb)
poke(address: Patches.lookYa, value: newValueb2)
} else if op.coordUD < cP.coordUD {
UDdif = cP.coordUD - op.coordUD
angleB = atan(UDdif / flatDist) * 57.29578
angleBP = angleB / 360
newValueb = -0xFFFFFFFF * (0xFFFFFFFF * angleBP)
newValueb2 = UInt32(newValueb)
poke(address: Patches.lookYa, value: newValueb2)
}
}

// Substitua com as funções reais


func getPlayerData(playerNumber: UInt8) -> PlayerData {
// Implemente a obtenção de dados do jogador
return PlayerData(coordEW: 0.0, coordNS: 0.0, coordUD: 0.0)
}

// Substitua com as funções reais


func getMyPlayerData() -> PlayerData {
// Implemente a obtenção de dados do próprio jogador
return PlayerData(coordEW: 0.0, coordNS: 0.0, coordUD: 0.0)
}

// Substitua com a função real


func poke(address: UnsafeMutableRawPointer, value: UInt32) {
// Implemente a função de escrita na memória
}

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