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  CSGO: Aimbot spinning around (csgosimple) So from the aimbot not functioning, it’s now spazzing, which is improvement! 
 void __stdcall hkOverrideMouseInput(float* _x, float* _y){
 static auto oOverrideMouseInput = clientmode_hook.get_original(index::OverrideMouseInput);
 oOverrideMouseInput(g_ClientMode, _x, _y);
  if (!g_LocalPlayer)return;
  if (!g_LocalPlayer->IsAlive())return;
  if (!pEntity)return;
 if (!g_LocalPlayer->IsAlive())
 return;
  C_BaseCombatWeapon* pWeapon = (C_BaseCombatWeapon*)g_LocalPlayer->m_hActiveWeapon();  if (pWeapon->IsKnife())return;
 if (pWeapon->IsReloading())
 return;
 if (!pWeapon->CanFire())
 return;
 if (pWeapon->IsPlantedC4())
 return;
  QAngle qViewAngles;g_EngineClient->GetViewAngles(qViewAngles);
 Vector vLocalPos = g_LocalPlayer->GetRenderOrigin();
 Vector vLocalEyePos = vLocalPos + g_LocalPlayer->GetEyePos();
 Vector vAimBone = pEntity->GetHitboxPos(HITBOX_HEAD); //GetHitboxPos2(g_EntityList->GetClientEntity(3), HITBOX_HEAD); //pEntity->GetHitboxPos(HITBOX_HEAD)
 QAngle qAimAngles = Math::CalcAngle(vLocalEyePos, vAimBone);
  qViewAngles += g_LocalPlayer->m_aimPunchAngle() * 2.0f;Math::ClampAngles(qAimAngles);
  QAngle qDelta = qViewAngles - qAimAngles;Math::ClampAngles(qDelta);
  qDelta.yaw /= 0.022f;qDelta.pitch /= 0.022f;
  Vector vMouse = Vector(*(float*)_x, *(float*)_y, 0.0f);Vector vDelta = Vector(-qDelta.yaw, qDelta.pitch, 0.0f);
  bool visible = g_LocalPlayer->CanSeePlayer(pEntity, HITBOX_CHEST);  if (InputSys::Get().IsKeyDown(0x01)){
 if (visible)
 {
 *(float*)_x = vDelta.x;
 *(float*)_y = vDelta.y;
 Utils::ConsolePrint("Aiming...");
 }
 else
 {
 return;
 }
 }
 }
 
  QAngle CalcAngle(Vector src, Vector dst){
 QAngle angles;
 Vector delta = src - dst;
 VectorAngles(delta, angles);
 Math::NormalizeAngles(delta);
 return angles;
 }
So i’ve been using the CSGOSimple base as my first base of anything ever. And am loving it so far!
 I wanted an aimbot that does not set the viewangles but rather “moves the mouse” so i came across this post: Internal soft aim assistance and it looks like what i need. This is the code i have:
  void __stdcall hkOverrideMouseInput(float* _x, float* _y){
 static auto oOverrideMouseInput = clientmode_hook.get_original(index::OverrideMouseInput);
 oOverrideMouseInput(g_ClientMode, _x, _y);
  if (!g_LocalPlayer)return;
  if (!g_LocalPlayer->IsAlive())return;
  //auto pIndex = g_EngineClient->GetMaxClients();//for (int f = 1; f < g_EntityList->GetHighestEntityIndex(); f++)
 //{
 // pIndex = C_BasePlayer::GetPlayerByIndex(f);
 // break;
 //}
 // C_BasePlayer* pEntity = g_EntityList->GetClientEntity(pIndex);
 C_BasePlayer* pEntity = (C_BasePlayer*) g_EntityList->GetClientEntity(3);
  //Vector GetHitboxPos2(C_BaseEntity* pEntity, int Hitbox);  QAngle qViewAngles;g_EngineClient->GetViewAngles(qViewAngles);
 Vector vLocalPos = g_LocalPlayer->GetRenderOrigin();
 Vector vLocalEyePos = vLocalPos + g_LocalPlayer->GetEyePos();
 Vector vAimBone = pEntity->GetBonePos(8); //GetHitboxPos2(g_EntityList->GetClientEntity(3), HITBOX_HEAD); //pEntity->GetHitboxPos(HITBOX_HEAD)
 QAngle qAimAngles = Math::CalcAngle(vLocalEyePos, vAimBone);
 qViewAngles += g_LocalPlayer->m_aimPunchAngle() * 2.0f;
 Math::ClampAngles(qAimAngles);
 QAngle qDelta = qViewAngles - qAimAngles;
 Math::ClampAngles(qDelta);
  qDelta.yaw /= 0.022f;qDelta.pitch /= 0.022f;
  Vector vMouse = Vector(*(float*)_x, *(float*)_y, 0.0f);Vector vDelta = Vector(qDelta.pitch, -qDelta.yaw, 0.0f);
  if (InputSys::Get().IsKeyDown(0x01)){
 *(float*)_x = vDelta.x;
 *(float*)_y = vDelta.y;
 Utils::ConsolePrint("Aiming...");
 }
 }
 }
 As you can see im leaving out the for loop which cycle’s through the players since i first want to make sure the aimbot just aims at a fixed player.
 
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