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Code: (cpp) [Select]PPEnemytargetCheat::PPEnemytargetCheat(){ encryptedtarget_helper__name = estr_PPEnemytarget; virtual_key = VK_NUMPAD9; disable_key = VK_SHIFT; ConfigParam param; param.type = ConfigParam::param_vkey; param.address = &disable_key; config_parameters.push_back(param); Enable(TRUE);}BOOL PPEnemytargetCheat::Apply(BOOL apply){ if(apply && !player_manager) return FALSE; return TRUE;}void PPEnemytargetCheat::Refresh(void){ if( !GetAsyncKeyState(VK_SHIFT) || !_VECvectors_To__player || hud_manager->mouseActive || !_VECvectors_To__info.Refresh() ) return; INPUT input; list<BF2BasePlayer*>::iterator PPEnemy_iter; D3DXVECTOR3 temp_vector; BF2BasePlayer* PPEnemy_player; PPEnemyInformation PPEnemy; D3DXVECTOR3 PPEnemy_pos; D3DXVECTOR3 dir_to_PPEnemy; float PPEnemy_importance; float PPEnemy_z; PPEnemyInformation best_PPEnemy; D3DXVECTOR3 best_dir; D3DXVECTOR3 best_projected; float best_importance; BOOL got_PPEnemy; if( !_VECvectors_To__player->player_object || !_VECvectors_To__player->player_object->ptr || _VECvectors_To__player->vehicle_seat_num < 0 || !_VECvectors_To__player->player_alive || _VECvectors_To__player->player_down ) return; best_importance = 20.0f; got_PPEnemy = FALSE; // lets list through the bastards :) for( PPEnemy_iter = player_manager->player_list.begin(); PPEnemy_iter != player_manager->player_list.end(); PPEnemy_iter++ ) { PPEnemy_player = *PPEnemy_iter; if( PPEnemy_player == _VECvectors_To__player || PPEnemy_player->vehicle_seat_num < 0 // not spawned or is in limbo || !PPEnemy_player->player_alive || PPEnemy_player->player_down || PPEnemy_player->player_team == _VECvectors_To__player->player_team || !PPEnemy_player->player_object || !PPEnemy_player->player_object->ptr ) continue; if( !PPEnemy.NewPPEnemy(PPEnemy_player) || !PPEnemy.IsGoodDistance() || !PPEnemy.GetDirectionToPPEnemy(&dir_to_PPEnemy) ) continue; PPEnemy_z = D3DXVec3Dot( _VECvectors_To__info.AIMVECSDir(), &dir_to_PPEnemy); if(PPEnemy_z < cosf(PPEnemytarget__VECvectors_ANGLE)) continue; PPEnemy_importance = 1.0f - PPEnemy_z; PPEnemy_importance += PPEnemy.GetDistanceToPPEnemy() / 100.0f; if( PPEnemy_importance < best_importance ) { best_importance = PPEnemy_importance; best_PPEnemy = PPEnemy; best_dir = dir_to_PPEnemy; got_PPEnemy = TRUE; } } if(got_PPEnemy && best_PPEnemy.AIMVECSVector(&dir_to_PPEnemy)) { float angle_x, angle_y; angle_x = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSRight(), &dir_to_PPEnemy) ); angle_y = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSUp(), &dir_to_PPEnemy) ); if(_VECvectors_To__info.GetObject() == _VECvectors_To__info.GetSoldier()) SoldierAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y ); else VehicleAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y ); aimset.multipli.dx *= 0.5f + 0.5f * cosf(angle_x / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); aimset.multipli.dy *= 0.5f + 0.5f * cosf(angle_y / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); aimset.multipli.mouseData = 0; aimset.multipli.dwFlags = 0; aimset.multipli.time = 0; aimset.multipli.dwExtraInfo = GetMessageExtraInfo(); input.type = INPUT_MOUSE; SendInput( 1, &input, sizeof(input) ); } }have fun
PPEnemytargetCheat::PPEnemytargetCheat(){ encryptedtarget_helper__name = estr_PPEnemytarget; virtual_key = VK_NUMPAD9; disable_key = VK_SHIFT; ConfigParam param; param.type = ConfigParam::param_vkey; param.address = &disable_key; config_parameters.push_back(param); Enable(TRUE);}BOOL PPEnemytargetCheat::Apply(BOOL apply){ if(apply && !player_manager) return FALSE; return TRUE;}void PPEnemytargetCheat::Refresh(void){ if( !GetAsyncKeyState(VK_SHIFT) || !_VECvectors_To__player || hud_manager->mouseActive || !_VECvectors_To__info.Refresh() ) return; INPUT input; list<BF2BasePlayer*>::iterator PPEnemy_iter; D3DXVECTOR3 temp_vector; BF2BasePlayer* PPEnemy_player; PPEnemyInformation PPEnemy; D3DXVECTOR3 PPEnemy_pos; D3DXVECTOR3 dir_to_PPEnemy; float PPEnemy_importance; float PPEnemy_z; PPEnemyInformation best_PPEnemy; D3DXVECTOR3 best_dir; D3DXVECTOR3 best_projected; float best_importance; BOOL got_PPEnemy; if( !_VECvectors_To__player->player_object || !_VECvectors_To__player->player_object->ptr || _VECvectors_To__player->vehicle_seat_num < 0 || !_VECvectors_To__player->player_alive || _VECvectors_To__player->player_down ) return; best_importance = 20.0f; got_PPEnemy = FALSE; // lets list through the bastards :) for( PPEnemy_iter = player_manager->player_list.begin(); PPEnemy_iter != player_manager->player_list.end(); PPEnemy_iter++ ) { PPEnemy_player = *PPEnemy_iter; if( PPEnemy_player == _VECvectors_To__player || PPEnemy_player->vehicle_seat_num < 0 // not spawned or is in limbo || !PPEnemy_player->player_alive || PPEnemy_player->player_down || PPEnemy_player->player_team == _VECvectors_To__player->player_team || !PPEnemy_player->player_object || !PPEnemy_player->player_object->ptr ) continue; if( !PPEnemy.NewPPEnemy(PPEnemy_player) || !PPEnemy.IsGoodDistance() || !PPEnemy.GetDirectionToPPEnemy(&dir_to_PPEnemy) ) continue; PPEnemy_z = D3DXVec3Dot( _VECvectors_To__info.AIMVECSDir(), &dir_to_PPEnemy); if(PPEnemy_z < cosf(PPEnemytarget__VECvectors_ANGLE)) continue; PPEnemy_importance = 1.0f - PPEnemy_z; PPEnemy_importance += PPEnemy.GetDistanceToPPEnemy() / 100.0f; if( PPEnemy_importance < best_importance ) { best_importance = PPEnemy_importance; best_PPEnemy = PPEnemy; best_dir = dir_to_PPEnemy; got_PPEnemy = TRUE; } } if(got_PPEnemy && best_PPEnemy.AIMVECSVector(&dir_to_PPEnemy)) { float angle_x, angle_y; angle_x = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSRight(), &dir_to_PPEnemy) ); angle_y = asin( D3DXVec3Dot(_VECvectors_To__info.AIMVECSUp(), &dir_to_PPEnemy) ); if(_VECvectors_To__info.GetObject() == _VECvectors_To__info.GetSoldier()) SoldierAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y ); else VehicleAngleCalculation( &aimset.multipli.dx, &aimset.multipli.dy, angle_x, angle_y ); aimset.multipli.dx *= 0.5f + 0.5f * cosf(angle_x / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); aimset.multipli.dy *= 0.5f + 0.5f * cosf(angle_y / PPEnemytarget__VECvectors_ANGLE * M_PI * 2); aimset.multipli.mouseData = 0; aimset.multipli.dwFlags = 0; aimset.multipli.time = 0; aimset.multipli.dwExtraInfo = GetMessageExtraInfo(); input.type = INPUT_MOUSE; SendInput( 1, &input, sizeof(input) ); } }
How can i activate this aimbot and where i have to put this file in and in what format ?Sorry for my bad english ^^