Counter Strike: Source <Aimbot>
Made for fun during Christmas 2018 to play around more with angle calculations, view matrix and other stuff I hadn't done before.
Aim Lock with Reduced Recoil (skull/head bone, mbutton5 within a 9 ° angle / funnel, priority determined by distance and visibility.
Simple 3D radar/ESP Overlay (transparent double buffered GDI, no writing or interference of internal performance or graphics).
Trigonometry math obviously plays a huge part when dealing with aimbots. Normalizing all direction vectors to units makes it practical to take the dot product from those units to calculate the angle difference between the forward player direction vector and enemy location vector. Then it becomes easy to check the 9° funnel. Aiming itself was done using pythagoras theorem (hypotenuse to enemies) with asin and atan functions to find the pitch/yaw angles (I found atan2f in math.h does the heavy lifting of figuring out positive/negative quadrants, atanf doesn't).
Using various public forums, I got enough information to track down the latest memory pointers for critical things needed to create this, there are multiple things I would likely not have been able to reverse on my own. Games based on valve engines are slightly easier than other games, as they provide much debug info via the console and are well documented.
[ Gated Download ]