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Externer Aimbot mit Hilfe des Radarstructs

icon Thema: Externer Aimbot mit Hilfe des Radarstructs

Anmeldungsdatum: Mär 2011

Beiträge: 127

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Also ich glaube du kommst nur via injection an die Drehmatrix von CS:S. Nimm lieber ne komplett externe W2S-Funktion.
Hab da auch ma ne Frage zum Movement der Maus. Ich verwende
CPP Code:
  1.  
  2. INPUT input;
  3. input.type = INPUT_MOUSE;
  4. input.mi.mouseData = 0;
  5. input.mi.dwFlags = MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_MOVE;
  6. input.mi.dx = (DWORD)x*(65536/GCvars.max_x);
  7. input.mi.dy = (DWORD)y*(65536/GCvars.max_y);
  8. SendInput(1,&input,sizeof(INPUT));
um die Maus zu bewegen, jedoch geht dies nur außerhalb des Spiels gut. Wenn ich die Koordinaten des Ziels setzte, geht die Maus (mein Aiming) ganz nach oben und nicht auf das Ziel. Die 2D Koordinaten werden richtig errechnet.


PS: Hier die W2S-Funktion von AVitamin:
Spoiler
CPP Code:
  1. extern unsigned int g_iCaptionHeight;
  2. extern unsigned int g_iBorderWidth;
  3. extern unsigned int g_iDisplayCenter[2];
  4.  
  5. // helper functions:
  6. inline float VectorLength(const vec3_t v)
  7. {
  8. return (float)sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
  9. }
  10.  
  11. /* finds angle between two vectors */
  12. inline float VectorAngle(const vec3_t a, const vec3_t b)
  13. {
  14. float length_a = VectorLength(a);
  15. float length_b = VectorLength(b);
  16. float length_ab = length_a*length_b;
  17. if( length_ab==0.0 ){ return 0.0; }
  18. else { return (float) (acos(DotProduct(a,b)/length_ab) * (180.f/M_PI)); }
  19. }
  20.  
  21. /* takes pitch/yaw and makes a vector */
  22. void MakeVector(const vec3_t ain, vec3_t vout)
  23. {
  24. float pitch;
  25. float yaw;
  26. float tmp;
  27.  
  28. pitch = (float) (ain[0] * M_PI/180);
  29. yaw = (float) (ain[1] * M_PI/180);
  30. tmp = (float) cos(pitch);
  31.  
  32. vout[0] = (float) (-tmp * -cos(yaw));
  33. vout[1] = (float) (sin(yaw)*tmp);
  34. vout[2] = (float) -sin(pitch);
  35. }
  36.  
  37. void VectorRotateX(const vec3_t in, float angle, vec3_t out)
  38. {
  39. float a,c,s;
  40.  
  41. a = (float) (angle * M_PI/180);
  42. c = (float) cos(a);
  43. s = (float) sin(a);
  44. out[0] = in[0];
  45. out[1] = c*in[1] - s*in[2];
  46. out[2] = s*in[1] + c*in[2];
  47. }
  48.  
  49. void VectorRotateY(const vec3_t in, float angle, vec3_t out)
  50. {
  51. float a,c,s;
  52.  
  53. a = (float) (angle * M_PI/180);
  54. c = (float) cos(a);
  55. s = (float) sin(a);
  56. out[0] = c*in[0] + s*in[2];
  57. out[1] = in[1];
  58. out[2] = -s*in[0] + c*in[2];
  59. }
  60.  
  61. void VectorRotateZ(const vec3_t in, float angle, vec3_t out)
  62. {
  63. float a,c,s;
  64.  
  65. a = (float) (angle * M_PI/180);
  66. c = (float) cos(a);
  67. s = (float) sin(a);
  68. out[0] = c*in[0] - s*in[1];
  69. out[1] = s*in[0] + c*in[1];
  70. out[2] = in[2];
  71. }
  72.  
  73. bool CalculateScreen(float* in,float* in_local_vieworigin,float* in_local_viewangle,float in_local_fov, int objectwidth, float* out)
  74. {
  75. vec3_t aim;
  76. vec3_t newaim;
  77. vec3_t view;
  78. vec3_t tmp;
  79. float num;
  80.  
  81. if(!in||!out){ return false; }
  82.  
  83. VectorSubtract(in,in_local_vieworigin,aim);
  84. MakeVector(in_local_viewangle,view);
  85.  
  86. //not in fov#!@#!@$#@!$
  87. if (VectorAngle(view,aim) > (in_local_fov/1.8))
  88. {
  89. return false;
  90. }
  91.  
  92. VectorRotateZ(aim,-in_local_viewangle[1],newaim);// yaw
  93. VectorRotateY(newaim,-in_local_viewangle[0],tmp);// pitch
  94. VectorRotateX(tmp,-in_local_viewangle[2],newaim);// roll
  95.  
  96. //they are behind us!@~!#@!$@!$
  97. if (newaim[0] <= 0)
  98. {
  99. return false;
  100. }
  101.  
  102. if(in_local_fov==0.0f){ return false; }
  103. num = (float)((g_iDisplayCenter[0]/newaim[0])*(120.0/in_local_fov - 1.0/3.0));
  104.  
  105. out[0] = g_iDisplayCenter[0] - num*newaim[1];
  106. out[1] = g_iDisplayCenter[1] - num*newaim[2];
  107.  
  108. out[1] += g_iCaptionHeight;
  109.  
  110. return true;
  111. }