from win32api import GetAsyncKeyState from hack import Hack from utils import Vec, angle_fixer, hypot class Aimbot(Hack): def __init__(self, **kwargs) -> None: super().__init__(**kwargs) # AimBot FOV, higher = more aggressive self.__fov_range = 5. # Smoothing, more = less efficient self.__smoothing = 3. def aimbot(self) -> None: # Aliases mem = self.pm offset = self.offsets # Get module addresses client = self.find_module("client") engine = self.find_module("engine") # Get local player local_player = self.find_uint(client, offset["dwLocalPlayer"]) # Get client state client_state = self.find_uint(engine, offset["dwClientState"]) def cheat(): # Pressing left click if not GetAsyncKeyState(self.vmap["LBUTTON"]): return # Where are the eyes local_eye_pos = Vec( mem.read_float( local_player + offset["m_vecOrigin"]), mem.read_float( local_player + offset["m_vecOrigin"] + offset["float"]), mem.read_float( local_player + offset["m_vecOrigin"] + offset["float"] * 2) ).plus(Vec( mem.read_float( local_player + offset["m_vecViewOffset"]), mem.read_float( local_player + offset["m_vecViewOffset"] + offset["float"]), mem.read_float( local_player + offset["m_vecViewOffset"] + offset["float"] * 2) )) # Where player is looking view_angles = Vec( mem.read_float( client_state + offset["dwClientState_ViewAngles"]), mem.read_float( client_state + offset["dwClientState_ViewAngles"] + offset["float"]) ) # How much the view is modified aim_punch = Vec( mem.read_float( local_player + offset["m_aimPunchAngle"]), mem.read_float( local_player + offset["m_aimPunchAngle"] + offset["float"]) ).times(2.) # server multiple punch by 2 best_fov = self.__fov_range best_angle = Vec() # Loop all entities for i in range(1, 32): # 0 is world entity = mem.read_uint( client + offset["dwEntityList"] + i * offset["entity_size"]) # Ignore if entity doesn't exist if not entity: continue # Ignore allies if mem.read_int(entity + offset["m_iTeamNum"]) == ( mem.read_int(local_player + offset["m_iTeamNum"])): continue # Ignore dormant if mem.read_bool(entity + offset["m_bDormant"]): continue # Check if ennemy is alive if mem.read_int(entity + offset["m_lifeState"]): continue # Don't aim at ennemy behind a wall if not ( mem.read_int(entity + offset["m_bSpottedByMask"]) & (1 << mem.read_int( client_state + offset["dwClientState_GetLocalPlayer"])) ): continue # Find head boneMatrix = mem.read_uint(entity + offset["m_dwBoneMatrix"]) ennemy_head = Vec( mem.read_float( boneMatrix + offset["head_idx"] + offset["head_x"]), mem.read_float( boneMatrix + offset["head_idx"] + offset["head_y"]), mem.read_float( boneMatrix + offset["head_idx"] + offset["head_z"]) ) angle = calculate_angle( local_eye_pos, ennemy_head, view_angles.plus(aim_punch)) # Current FOV fov = hypot(angle.x, angle.y) if (fov < best_fov): best_fov = fov best_angle = angle # We found an ennemy to aim at if not best_angle.is_zero(): if self.__smoothing > 0.: best_angle = best_angle.div(self.__smoothing) final_angle = view_angles.plus(best_angle) # Fix angle if needed final_angle = angle_fixer(final_angle) mem.write_float( client_state + offset["dwClientState_ViewAngles"], final_angle.x) mem.write_float( client_state + offset["dwClientState_ViewAngles"] + offset["float"], final_angle.y) self.hack_loop(cheat) def calculate_angle(local_pos: Vec, ennemy_pos: Vec, angles: Vec) -> Vec: """Angle calculation for aimbot""" return ((ennemy_pos.minus(local_pos).to_angle().minus(angles)))