0% found this document useful (0 votes)
6 views3 pages

Message

The document outlines the implementation of an aimbot feature in a game, utilizing memory manipulation to target enemies based on their position. It includes methods for starting and stopping the aimbot, as well as restoring patched memory to avoid detection. The aimbot continuously checks for the best target and adjusts aiming based on user input and game conditions.

Uploaded by

bootveersi10
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
0% found this document useful (0 votes)
6 views3 pages

Message

The document outlines the implementation of an aimbot feature in a game, utilizing memory manipulation to target enemies based on their position. It includes methods for starting and stopping the aimbot, as well as restoring patched memory to avoid detection. The aimbot continuously checks for the best target and adjusts aiming based on user input and game conditions.

Uploaded by

bootveersi10
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
You are on page 1/ 3

using AotForms;

using System;
using System.Collections.Generic;
using System.Numerics;
using System.Threading;
using System.Runtime.InteropServices;
using System.Windows.Forms;

internal static class AimbotVisible


{
private static Thread aimThread;
private static bool isRunning = false;
private static Dictionary<nuint, uint> patchedMemory = new();
private static DateTime lastClickStart = DateTime.MinValue;
private static bool isClickHeld = false;
private static DateTime lastSilentRestore = DateTime.Now;

public static bool IsAlive()


{
return isRunning && aimThread != null && aimThread.IsAlive;
}

internal static void Start()


{
if (isRunning) return;

isRunning = true;
aimThread = new Thread(() =>
{
while (isRunning)
{
try
{

if ((DateTime.Now - lastSilentRestore).TotalMilliseconds >=


3000)
{
RestorePatchedMemory();
lastSilentRestore = DateTime.Now;
}

if (!Config.AimBot || Core.Width < 1 || Core.Height < 1 || !


Core.HaveMatrix)
{
RestorePatchedMemory();
Thread.Sleep(10);
continue;
}

Entity target = FindBestTarget();


if (target == null || target.Address == 0)
{
Thread.Sleep(5);
continue;
}

if (!InternalMemory.Read<uint>(target.Address + 0x3D8, out var


headCollider) || headCollider == 0)
continue;
bool isMouseDown = (GetAsyncKeyState((int)Keys.LButton) &
0x8000) != 0;

if (isMouseDown)
{
if (!isClickHeld)
{
lastClickStart = DateTime.Now;
isClickHeld = true;
}

TimeSpan heldDuration = DateTime.Now - lastClickStart;


if (heldDuration.TotalSeconds >= 5)
{
RestorePatchedMemory();
Thread.Sleep(1);
continue;
}

nuint patchAddr = target.Address + 0x50;

if (!patchedMemory.ContainsKey(patchAddr))
{
if (InternalMemory.Read<uint>(patchAddr, out var
original))
{
patchedMemory[patchAddr] = original;
}
}

InternalMemory.Write(patchAddr, headCollider);
}
else
{
isClickHeld = false;
lastClickStart = DateTime.MinValue;
RestorePatchedMemory();
}

Thread.Sleep(1);
}
catch (Exception ex)
{
Console.WriteLine("[AimbotVisible] Error: " + ex.Message);
Thread.Sleep(100);
}
}

RestorePatchedMemory();
});

aimThread.IsBackground = true;
aimThread.Start();
}

internal static void Stop()


{
isRunning = false;
try
{
aimThread?.Join(300);
}
catch { }
}

private static void RestorePatchedMemory()


{
foreach (var kv in patchedMemory)
{
InternalMemory.Write(kv.Key, kv.Value);
}
patchedMemory.Clear();
}

private static Entity FindBestTarget()


{
Entity bestTarget = null;
float closestDistance = float.MaxValue;
var screenCenter = new Vector2(Core.Width / 2f, Core.Height / 2f);

foreach (var entity in Core.Entities.Values)


{
if (entity == null || entity.IsDead || (Config.IgnoreKnocked &&
entity.IsKnocked)) continue;

var head2D = W2S.WorldToScreen(Core.CameraMatrix, entity.Head,


Core.Width, Core.Height);
if (head2D.X < 1 || head2D.Y < 1) continue;

float dist3D = Vector3.Distance(Core.LocalMainCamera, entity.Head);


if (dist3D > Config.AimBotMaxDistance) continue;

float dist2D = Vector2.Distance(screenCenter, head2D);


if (dist2D < closestDistance && dist2D <= Config.Aimfov)
{
closestDistance = dist2D;
bestTarget = entity;
}
}

return bestTarget;
}

[DllImport("user32.dll")]
private static extern short GetAsyncKeyState(int vKey);
}

You might also like