NordCFW
IT Specialist/Security Enthusiast
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Classes will need to be updated!
Code:
BOOL Aimbot::IsVisible(Vec3* target) // Fragger
{
if( !pMySoldier->physics()||
!pMySoldier->physics()->m_manager)
return false;
IPhysicsRayCaster* pIRC = pMySoldier->physics()->m_manager->rayCaster();
if(!VALIDPOINTER( pIRC))
return false;
RayCastHit pRCH;
__declspec(align(16)) Vec3 Me = vAres.vMe;
__declspec(align(16)) Vec3 enemy= *target;
return !pIRC->physicsRayQuery("x", &Me , &enemy , &pRCH, NO_CHECK, NULL);
}
Code:
BOOL Aimbot::TraceBones(ClientSoldierEntity *pSoldier, Vec3* vecout,int bone) // Fragger
{
if(!pSoldier)
return FALSE;
ClientRagdollComponent *pCRC = pSoldier->getComponent<fb::ClientRagdollComponent>( "ClientRagdollComponent" );
if(!VALIDPOINTER(pCRC)) return FALSE;
ant::UpdatePoseResultData pUPRD = pCRC->m_updatePoseResultData;
if(!VALIDPOINTER(pUPRD.m_activeWorldTransforms)) return FALSE;
memcpy_s(vecout,sizeof(Vec3),&(pUPRD.m_activeWorldTransforms[bone].transAndScale),sizeof(Vec3));
return TRUE;
}
Code:
#pragma region "Bones"
enum DudeBones
{
//Torso
m_HIPS =0x4,
m_PELVIS = 0x5,
m_LOWERCHEST =0x6,
m_UPPERCHEST = 0x7,
//Head
m_NECK = 0x2b,
m_HEAD = 0x2d,
m_TOPHEAD = 0x2e,
m_FACE = 0x2f,
//Left Side
m_LEFTHIPS = 0xbd,
m_LEFTSHOULDER = 0x8,
m_LEFTARM = 0x9,
m_LEFTHAND = 0xe,
m_LEFTELBOW = 0x28,
m_LEFTEYE = 0x3f,
m_LEFTUPPERLEG = 0xb5,
m_LEFTLEG = 0xb7,
m_LEFTFOOT = 0xb8,
m_LEFTKNEE = 0xbc,
m_LEFTHIPROLL =0xbd,
m_LEFTTOE = 0xba,
m_LEFTUPPERARM = 0x29,
//Right Side
m_RIGHTHIPS = 0xcc,
m_RIGHTEYE = 0x41,
m_RIGHTSHOULDER =0x78,
m_RIGHTARM = 0x79,
m_RIGHTHAND = 0x7e,
m_RIGHTELBOW = 0x98,
m_RIGHTUPPERLEG = 0xc4,
m_RIGHTLEG = 0xc6,
m_RIGHTFOOT = 0xc7,
m_RIGHTKNEE = 0xcb,
m_RIGHTHIPROLL=0xcc,
m_RIGHTTOE = 0xc9,
m_RIGHTUPPERARM = 0x99,
//WEAPON
m_WEAPONBASE =0x9b,
m_WEAPONSLIDE = 0x9e,
m_WEAPONMAG = 0xa1
};
#pragma endregion