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Aimbot Damage Calculation Function

The AimKillStart function is designed to execute an aimbot feature in a game, targeting an enemy specified by targetVivo. It checks if the aimbot is active, retrieves the local player's weapon and other necessary data, and calculates damage to apply to the target enemy. If all conditions are met, it processes the damage application using various game mechanics and functions to ensure the target takes the calculated damage.

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0% found this document useful (0 votes)
35 views2 pages

Aimbot Damage Calculation Function

The AimKillStart function is designed to execute an aimbot feature in a game, targeting an enemy specified by targetVivo. It checks if the aimbot is active, retrieves the local player's weapon and other necessary data, and calculates damage to apply to the target enemy. If all conditions are met, it processes the damage application using various game mechanics and functions to ensure the target takes the calculated damage.

Uploaded by

mateochinois2
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

void AimKillStart(void* targetVivo)

{
if ([Link])
{
void *LocalPlayer = Current_Local_Player();
if (LocalPlayer != NULL) {
void *weaponOnHand = GetWeaponOnHand(LocalPlayer);
if (weaponOnHand != nullptr)
{
LOGI("weaponOnHand");
static bool s_Il2CppMethodIntialized;
if (!s_Il2CppMethodIntialized)
{
((void (*)(void *,void*))getRealOffset(0x19D9288))
(weaponOnHand, *(void**)((uint64_t)LocalPlayer + 0x808));
((void* (*)(void *))getRealOffset(0x1373F08))(LocalPlayer);
s_Il2CppMethodIntialized = true;
}

void* targetEnemy = nullptr;


targetEnemy = targetVivo;

if (targetEnemy != nullptr)
{

void *ObjectPool = *(void **)((uintptr_t)LocalPlayer + 0x808);


if(ObjectPool != nullptr)
{
LOGI("ObjectPool");
Syns_SwapWeapon(LocalPlayer);
((void* (*)(void *, void *))getRealOffset(0x1A22698))
(LocalPlayer, weaponOnHand);
auto weaponDataID = *(uint32_t*)((uint64_t)*(void**)
((uint64_t)weaponOnHand + 0x5C) + 0x8);
auto baseDamage = GetDamage(weaponOnHand);
auto playerID = GetplayerID(LocalPlayer);
auto playerID2 = GetplayerID(targetEnemy);
void *HeadTF = TransformNode(*(void **) ((uint64_t)
targetEnemy + [Link]));
Vector3 m_Head = Transform_INTERNAL_GetPosition(HeadTF);

void *HeadTF2 = TransformNode(*(void **) ((uint64_t)


LocalPlayer + [Link]));
Vector3 m_HeadLocal =
Transform_INTERNAL_GetPosition(HeadTF2);

auto DamageS2c = (message_CHDLJFJCPFN_o *)((void* (*)(void


*))getRealOffset(0x1373F08))(LocalPlayer);
if (DamageS2c)
{
LOGI("DamageS2c");
void *Class_message_DamageInfo_c = *(void
**)getRealOffset(0x8DCFF9C);
if (Class_message_DamageInfo_c)
{
LOGI("Class_message_DamageInfo_c");
auto DamageInfo = (DamageInfo2_o *)((void * (*)
(void *))getRealOffset(0xE79754))(Class_message_DamageInfo_c);
if (DamageInfo)
{
LOGI("DamageInfo");
*(int*)((char*)DamageInfo + 0x8) = baseDamage;
*(int*)((char*)DamageInfo + 0xC) = 1;
*(void**)((char*)DamageInfo + 0x30) =
weaponOnHand;
*(int*)((char*)DamageInfo + 0x34) =
weaponDataID;
*(COW_GamePlay_IHAAMHPPLMG_o *)
((char*)DamageInfo + 0x18) = playerID;
void *JEEIBOEGGPD = *(void**)
((uint64_t)LocalPlayer + 0x808);
*(void**)((uint64_t)JEEIBOEGGPD +
string2Offset(OBFUSCATE("0xc"))) = get_gameObject(get_HeadCollider(targetEnemy));
*(void**)((uint64_t)JEEIBOEGGPD +
string2Offset(OBFUSCATE("0x10"))) = get_HeadCollider(targetEnemy);
*(int*)((uint64_t)JEEIBOEGGPD + 0x50) = 1;
monoList<float *> *CheckParametros =
LCLHHHKFCFP(GetWeaponOnHand(LocalPlayer),GKHECDLGAJA(LocalPlayer,*(void**)
((uint64_t)LocalPlayer + 0x808)),get_HeadCollider(targetEnemy),false,DamageInfo);

Player_TakeDamage(targetEnemy, baseDamage,
playerID, DamageInfo, weaponDataID, m_HeadLocal, m_Head, CheckParametros,
CheckParametros, 0);

}
}
}
}
}
}
}
}
return;
}

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