PS3 BO2 Fair Aimbot Source Code

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Chris

ROKETO PAAAAAAAAAAAAAANCH!
Retired Staff
Determined Poster
Active Member
Dec 11, 2013
572
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Credit goes to mango knife!

public class Offsets
{
public static uint
g_client = 0x1780F28,
clientSize = 0x5808,
g_entity = 0x16B9F20,
entitySize = 0x31C,
setClientViewAngles = 0x001E1D90;
}
public static float[] ReadSingle(uint address, int length)
{
byte[] memory = PS3.Extension.ReadBytes(address, length * 4);
ReverseBytes(memory);
float[] numArray = new float[length];
for (int index = 0; index < length; ++index)
numArray[index] = BitConverter.ToSingle(memory, (length - 1 - index) * 4);
return numArray;
}

public static byte[] ReverseBytes(Byte[] toReverse)
{
Array.Reverse(toReverse);
return toReverse;
}
public static void WriteSingle(UInt32 address, float[] input)
{
Int32 length = input.Length;
Byte[] array = new Byte[length * 4];
for (Int32 i = 0; i < length; i++)
{
ReverseBytes(BitConverter.GetBytes(input)).CopyTo(array, (Int32)(i * 4));
}
PS3.SetMemory(address, array);
}

public static uint G_Client2(int client)
{
return Offsets.g_client + (Offsets.clientSize * (uint)client);
}
public static uint G_Entity2(int client)
{
return Offsets.g_entity + (Offsets.entitySize * (uint)client);
}
public static float[] getOrigin(int client)
{
return ReadSingle(G_Client2(client) + 0x28, 3);
}
public static float[] vectoangles(float[] Angles)
{
float num2;
float num3;
float[] numArray = new float[3];
if ((Angles[1] == 0f) && (Angles[0] == 0f))
{
num2 = 0f;
if (Angles[2] > 0f)
{
num3 = 90f;
}
else
{
num3 = 270f;
}
}
else
{
if (Angles[0] != -1f)
{
num2 = (float)((Math.Atan2((double)Angles[1], (double)Angles[0]) * 180.0) / 3.1415926535897931);
}
else if (Angles[1] > 0f)
{
num2 = 90f;
}
else
{
num2 = 270f;
}
if (num2 < 0f)
{
num2 += 360f;
}
float num = (float)Math.Sqrt((double)((Angles[0] * Angles[0]) + (Angles[1] * Angles[1])));
num3 = (float)((Math.Atan2((double)Angles[2], (double)num) * 180.0) / 3.1415926535897931);
if (num3 < 0f)
{
num3 += 360f;
}
}
numArray[0] = -num3;
numArray[1] = num2;
return numArray;
}
public static Boolean isAlive(int client)
{
Int32 alive = PS3.Extension.ReadInt16(0x17864FB + 0x5808 * (uint)client);
return (alive == 0);
}
public static Boolean isSameTeam(int shooter, int victim)
{
Byte shooterTeam = PS3.Extension.ReadByte(0x178642F + (uint)shooter * 0x580;
Byte victimTeam = PS3.Extension.ReadByte(0x178642F + (uint)victim * 0x580;
return (shooterTeam == victimTeam);
}
public static float[] getVector(int shooter, int victim)
{
float[] numArray = getOrigin(shooter);
float[] numArray2 = getOrigin(victim);
return new float[] { (numArray2[0] - numArray[0]), (numArray2[1] - numArray[1]), (numArray2[2] - numArray[2]) };
}
public static int nearestPlayer(int shooter)
{
int victim = -1;
float closest = float.MaxValue;
for (int i = 0; i < 12; i++)
{
float XYZ = getOrigin(shooter)[0] - getOrigin(i)[0];
float distance = (float)Math.Sqrt(XYZ * XYZ);
if (isAlive(i) && !isSameTeam(shooter, i))
{
if (distance < closest)
{
victim = i;
closest = distance;
}
}
}
return victim;
}
public static int nearestPlayerFREEFORALL(int shooter)
{
int victim = 0;
double closest = 999999999999999;
for (int i = 0; i < 12; i++)
{
Single xyz = getOrigin(i)[0] - getOrigin(shooter)[0];
Double distance = (Double)Math.Sqrt(xyz * xyz);
if ((i != shooter))
{
if (distance < closest)
{
victim = i;
closest = distance;
}
}
}
return victim;
}
public static void setClientViewAngles(int client)
{
if (PS3.Extension.ReadInt32(0x1786F2C + 5808 * (uint)client) == 0)
{
int victim = nearestPlayerFREEFORALL(client);
float[] angles = vectoangles(getVector((int)client, (int)victim));
WriteSingle(0x10004000, angles);
RPC.Call(Offsets.setClientViewAngles, new object[] { G_Entity2(client), 0x10004000, angles });
}
else
{
int victim = nearestPlayer(client);
float[] angles = vectoangles(getVector((int)client, (int)victim));
WriteSingle(0x10004000, angles);
RPC.Call(Offsets.setClientViewAngles, new object[] { G_Entity2(client), 0x10004000, angles });
}
}
public static byte[] ReverseBytes(byte[] inArray)
{
Array.Reverse(inArray);
return inArray;
}
 
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