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| التاريخ | نمو المشتركين | الإشارات | القنوات | |
| 27 أغسطس | +4 | |||
| 26 أغسطس | +2 | |||
| 25 أغسطس | +4 | |||
| 24 أغسطس | +2 | |||
| 23 أغسطس | +4 | |||
| 22 أغسطس | +5 | |||
| 21 أغسطس | +2 | |||
| 20 أغسطس | +3 | |||
| 19 أغسطس | +2 | |||
| 18 أغسطس | +3 | |||
| 17 أغسطس | +2 | |||
| 16 أغسطس | +2 | |||
| 15 أغسطس | +3 | |||
| 14 أغسطس | +1 | |||
| 13 أغسطس | +6 | |||
| 12 أغسطس | +3 | |||
| 11 أغسطس | +8 | |||
| 10 أغسطس | +12 | |||
| 09 أغسطس | +9 | |||
| 08 أغسطس | +8 | |||
| 07 أغسطس | +7 | |||
| 06 أغسطس | +5 | |||
| 05 أغسطس | +3 | |||
| 04 أغسطس | +2 | |||
| 03 أغسطس | +3 | |||
| 02 أغسطس | +3 | |||
| 01 أغسطس | +6 |
منشورات القناة
| 2 | Vector3 toTgt = hp - cam;
float tl = sqrtf(toTgt.x * toTgt.x + toTgt.y * toTgt.y + toTgt.z * toTgt.z);
if (tl < 1e-3f)
return;
toTgt.x /= tl;
toTgt.y /= tl;
toTgt.z /= tl;
Vector3 nudged = hp + toTgt * (tl * 0.5f);
Transform_INTERNAL_SetPosition(ht, Vvector3(nudged.x, nudged.y, nudged.z));
}
static int AimkillBulkPassesForVis(int nVis) {
if (nVis <= 1)
return 2;
if (nVis >= 4)
return 7;
return 3;
}
static void AimkillBulkSwap(void *local, int bulkPasses) { if (!local || bulkPasses <= 0) return; if (bulkPasses > 7) bulkPasses = 7; void (*fn)(void *, int, bool, void ) = (void ()(void *, int, bool, void *))getRealOffset(OFF_SwapWeaponInt); for (int pass = 0; pass < bulkPasses; pass++) { for (int slot = 0; slot < 4; slot++) { if (fn) fn(local, slot, true, nullptr); else SwapWeapon(local, slot, true); } } for (int slot = 0; slot <= 2; slot++) { if (AimkillTryEquipGunSlot(local, slot)) break; } }
static void *AimkillPickClosest(void *local, void **visList, int nVis) { if (!localn pool;
}
staticnVis <= 0) return nullptr; Vector3 lp = getPosition(local); void *best = visList[0]; float bestD = 1e9f; for (int i = 0; i < nVis; i++) { void *e = visList[i]; if (!e) continue; float d = Vector3::Distance(lp, getPosition(e)); if (d < bestD) { bestD = d; best = e; } } return best; }
static bool AimkillStrikeEnemy(void *local, void *target) { if (!local || !target) return false;
void *weapon = GetWeaponOnHand(local);
void *pool = AimkillGetHitPool(local);
if (!weapon !pool !AimkillWeaponIsGun(weapon))
return false;
AimkillHitCtx ctx;
if (!AimkillPrepareHit(local, target, ctx))
return false;
return AimkillDeliverHit(local, target, ctx);
}
static void AimkillTick(void *match, void *local) { Dictionary<uint8_t *, void **> *players = *(Dictionary<uint8_t *, void **> **)((long)match + OFF_Match_Players); if (!players) return;
std::vector<void **> vals = players->getValues();
constexpr int kMaxSnap = 64;
void *visible[kMaxSnap];
int nVis = 0;
for (size_t i = 0; i < vals.size() && nVis < kMaxSnap; i++) {
void *enemy = vals[i];
if (!enemy)
continue;
if (!AimkillCanHitEnemy(enemy, local))
continue;
visible[nVis++] = enemy;
}
if (!nVis) {
g_AimkillLockTarget = nullptr;
return;
}
if (!AimkillWeaponIsGun(GetWeaponOnHand(local))) {
for (int slot = 0; slot < 3; slot++) {
if (AimkillTryEquipGunSlot(local, slot))
break;
}
}
void *weapon = GetWeaponOnHand(local);
if (!weapon || !AimkillWeaponIsGun(weapon))
return;
void *pool = AimkillGetHitPool(local);
if (!pool)
return;
void *aimTarget = AimkillPickClosest(local, visible, nVis);
if (aimTarget) {
AimkillSilentAimA(local, aimTarget);
AimkillSilentAimB(local, aimTarget);
g_AimkillLockTarget = aimTarget;
}
AimkillPrimeFramePool(local, weapon, pool);
void *firstHit = nullptr;
for (int i = 0; i < nVis; i++) {
void *enemy = visible[i];
if (!firstHit)
firstHit = enemy;
AimkillStrikeEnemy(local, enemy);
}
g_AimkillLockTarget = firstHit;
}
void Aimkill() {
if (!Vars.AimKill) {
AimkillSyncSendFlags(false);
g_AimkillLockTarget = nullptr;
return;
}
AimkillSyncSendFlags(true);
if (!Vars.Enable)
return;
g_TakeDamageHackLive = true;
if (!AimkillInGameReady())
return;
void *match = game_sdk->Curent_Match();
if (!match)
return;
void *local = GetLocalPlayer(match);
if (!local || !game_sdk->Component_GetTransform(local))
return;
AimkillTick(match, local);
} | 118 |
| 3 | damageInfo) return false; void *pool = AimkillGetHitPool(local); void *headCol = get_HeadCollider(target); if (!pool !headCol) return false; AimkillFillHitPool(pool, headCol, ctx.hitPos, ctx.firePos); AimkillWeaponPrimePoolKO(ctx.weaponOnHand, pool); void *attackInstance = GKHECDLGAJA(local, pool); if (!attackInstance) return false; ctx.checkParams = LCLHHHKFCFP(ctx.weaponOnHand, attackInstance, headCol, false, ctx.damageInfo); return ctx.checkParams != nullptr; }
static bool AimkillDeliverTakeDamagePath(void *local, void *target, AimkillHitCtx &ctx) { void *weapon = ctx.weaponOnHand ? ctx.weaponOnHand : GetWeaponOnHand(local); if (!weapon || !ctx.sendHitNetId) return false;
void *damageInfo = AimkillNewDamageInfo();
if (!damageInfo)
return false;
int weaponDmg = AimkillRawWeaponDamage(weapon);
if (weaponDmg <= 0)
return false;
COW_GamePlay_IHAAMHPPLMG_o damager = *(COW_GamePlay_IHAAMHPPLMG_o *)((uintptr_t)local + OFF_Player_PlayerID);
ctx.baseDamage = weaponDmg;
ctx.playerID = damager;
ctx.damageInfo = damageInfo;
AimkillFillDamageInfo(ctx.damageInfo, ctx);
if (!AimkillBuildCheckParams(local, target, ctx))
return false;
StartFiring(local, weapon);
((void (*)(void *, monoList<float *> *, uint32_t))getRealOffset(OFF_SendHit))(
weapon, ctx.checkParams, ctx.sendHitNetId);
Player_TakeDamage(target, ctx.baseDamage, damager, ctx.damageInfo, ctx.weaponDataID,
ctx.firePos, ctx.hitPos, ctx.checkParams, nullptr, 0);
AimkillStopFire(local, weapon);
AimkillSynsSwapWeapon(local);
return true;
}
static bool AimkillDeliverSendPath(void *local, void *target, AimkillHitCtx &ctx) { void *weapon = ctx.weaponOnHand ? ctx.weaponOnHand : GetWeaponOnHand(local); if (!weapon || !ctx.sendHitNetId) return false;
void *damageInfo = AimkillNewDamageInfo();
if (!damageInfo)
return false;
int weaponDmg = AimkillRawWeaponDamage(weapon);
if (weaponDmg <= 0)
return false;
ctx.baseDamage = weaponDmg;
ctx.playerID = *(COW_GamePlay_IHAAMHPPLMG_o *)((uintptr_t)local + OFF_Player_PlayerID);
ctx.damageInfo = damageInfo;
AimkillFillDamageInfo(ctx.damageInfo, ctx);
void *packet = AimkillNewTakeDamagePacket(local);
if (!packet)
return false;
if (!AimkillBuildCheckParams(local, target, ctx))
return false;
AimkillFillSendPacket(packet, local, target, ctx);
StartFiring(local, weapon);
((void (*)(void *, monoList<float *> *, uint32_t))getRealOffset(OFF_SendHit))(
weapon, ctx.checkParams, ctx.sendHitNetId);
((void (*)(uint32_t, void *, uint8_t, bool))getRealOffset(OFF_GameFacade_Send))(
(uint32_t)RUDP_TAKE_DAMAGE, packet, 2, false);
AimkillStopFire(local, weapon);
AimkillSynsSwapWeapon(local);
return true;
}
static bool AimkillDeliverHit(void *local, void *target, AimkillHitCtx &ctx) { bool ok = false; if (AimkillPrepLosClear(target)) ok = AimkillDeliverTakeDamagePath(local, target, ctx) ok; if (aimkillsSend && AimkillPrepLosClear(target)) ok = AimkillDeliverSendPath(local, target, ctx) ok; return ok; }
static void AimkillSilentAimA(void *local, void *target) { if (!local !target !game_sdk) return;
void *ht = GetHeadTF(target);
if (!ht)
return;
Vector3 head = game_sdk->get_position(ht);
Vector3 cam = AimkillLockCameraOrigin(local);
if (cam.x == 0 && cam.y == 0 && cam.z == 0)
cam = getPosition(local);
Vector3 dir = head - cam;
float dist = sqrtf(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z);
if (dist <= 0.5f)
return;
Quaternion look = GetRotationToTheLocation(head, 0.0f, cam);
Player_SetAimRotation(local, look, true);
float step = dist > 10.f ? 10.f : dist;
float scale = step / dist;
Il2CppVec3HFA aimDir = {dir.x * scale, dir.y * scale, dir.z * scale};
typedef Il2CppVec3HFA (*MLIKKFn)(void *, Il2CppVec3HFA, int, float);
MLIKKFn mlikk = (MLIKKFn)getRealOffset(OFF_Player_MLIKKCIHJEC);
if (mlikk)
mlikk(local, aimDir, 0, 0.f);
}
static void AimkillSilentAimB(void *local, void *primary) { if (!localvoid **)((uintpt!game_sdk) return;
Vector3 cam = AimkillLockCameraOrigin(local);
void *ht = GetHeadTF(primary);
if (!ht)
return;
Vector3 hp = game_sdk->get_position(ht); | 81 |
| 4 | domain_assembly_open = (void *(*)(void *, const char *))dlsym(h, "il2cpp_domain_assembly_open");
assembly_get_image = (void *(*)(void *))dlsym(h, "il2cpp_assembly_get_image");
domain_get_assemblies = (void *(*)(void *, size_t *))dlsym(h, "il2cpp_domain_get_assemblies");
break;
}
}
if (!object_new !class_from_name !domain_get || !assembly_get_image)
return nullptr;
void *domain = domain_get();
if (!domain) return nullptr;
auto tryImage = [&](void *image) -> void * {
if (!image) return nullptr;
void *klass = class_from_name(image, namesp, klassName);
if (!klass && namesp && namesp[0])
klass = class_from_name(image, "", klassName);
return klass ? object_new(klass) : nullptr;
};
if (domain_assembly_open) {
const char *asmNames[] = {"Assembly-CSharp", "Assembly-CSharp.dll", nullptr};
for (int i = 0; asmNames[i]; i++) {
void *assembly = domain_assembly_open(domain, asmNames[i]);
if (!assembly) continue;
void *obj = tryImage(assembly_get_image(assembly));
if (obj) return obj;
}
}
if (domain_get_assemblies) {
size_t n = 0;
void **asms = (void **)domain_get_assemblies(domain, &n);
for (size_t i = 0; asms && i < n; i++) {
if (!asms[i]) continue;
void *obj = tryImage(assembly_get_image(asms[i]));
if (obj) return obj;
}
}
return nullptr;
}
static void *AimkillVectorToNetPMF(const Vector3 &v) { Il2CppVec3HFA h = {v.x, v.y, v.z}; return ((void ()(Il2CppVec3HFA))getRealOffset(OFF_Vector3_ToNetPMF))(h); }
static void AimkillFillSendPacket(void *packet, void *local, void *target, const AimkillHitCtx &ctx) { if (!packet !local !target || !game_sdk) return;
uint32_t targetNetId = ctx.sendHitNetId ? ctx.sendHitNetId : AimkillSendHitNetId(target);
uint32_t localNetId = AimkillPlayerNetId(local);
void *weaponOnHand = ctx.weaponOnHand ? ctx.weaponOnHand : GetWeaponOnHand(local);
uint32_t weaponUniqueId = weaponOnHand
? *(uint32_t *)((uintptr_t)weaponOnHand + OFF_Weapon_UniqueID)
: 0;
int weaponDataID = ctx.weaponDataID > 0 ? ctx.weaponDataID : AimkillWeaponDataId(weaponOnHand);
int rawDmg = AimkillRawWeaponDamage(weaponOnHand);
if (rawDmg <= 0)
rawDmg = ctx.baseDamage;
if (rawDmg <= 0)
return;
if (rawDmg > 65535)
rawDmg = 65535;
int targetHp = game_sdk->GetHp(target);
if (targetHp < 0)
targetHp = 0;
void *simTimer = ((void *(*)())getRealOffset(OFF_CurrentGameSimulationTimer))();
uint32_t simTick = simTimer ? *(uint32_t *)((uintptr_t)simTimer + 0x20) : 0;
float realtime = ((float (*)())getRealOffset(OFF_Time_realtimeSinceStartup))();
*(uint32_t *)((uintptr_t)packet + 0x14) = targetNetId;
*(uint16_t *)((uintptr_t)packet + 0x18) = (uint16_t)(rawDmg & 0xFFFF);
*(uint16_t *)((uintptr_t)packet + 0x1A) = (uint16_t)(rawDmg & 0xFFFF);
*(uint32_t *)((uintptr_t)packet + 0x1C) = (uint32_t)targetHp;
*(uint32_t *)((uintptr_t)packet + 0x20) = localNetId;
*(int *)((uintptr_t)packet + 0x24) = weaponDataID;
*(uint32_t *)((uintptr_t)packet + 0x28) = weaponUniqueId;
*(uint8_t *)((uintptr_t)packet + 0x2C) = 1;
*(uint8_t *)((uintptr_t)packet + 0x2D) = 0;
*(uint8_t *)((uintptr_t)packet + 0x2E) = 0;
*(uint8_t *)((uintptr_t)packet + 0x2F) = 0;
*(uint32_t *)((uintptr_t)packet + 0x30) = simTick;
*(void **)((uintptr_t)packet + 0x38) = AimkillVectorToNetPMF(ctx.firePos);
*(void **)((uintptr_t)packet + 0x40) = AimkillVectorToNetPMF(ctx.hitPos);
*(void **)((uintptr_t)packet + 0x48) = ctx.checkParams;
*(uint64_t *)((uintptr_t)packet + 0x50) = 0x3f80000000000000ULL;
*(uint64_t *)((uintptr_t)packet + 0x58) = 0;
*(uint32_t *)((uintptr_t)packet + 0x60) = 0;
*(uint32_t *)((uintptr_t)packet + 0x64) = 0;
*(float *)((uintptr_t)packet + 0x70) = realtime;
*(uint8_t *)((uintptr_t)packet + 0x74) = 0;
}
static bool AimkillBuildCheckParams(void *local, void *target, AimkillHitCtx &ctx) { if (!local !target !ctx.weaponOnHand !ctx. | 54 |
| 5 | struct AimkillHitCtx { void *weaponOnHand = nullptr; int weaponDataID = -1; int baseDamage = 0; Vector3 firePos{}; Vector3 hitPos{}; void *damageInfo = nullptr; monoList<float *> *checkParams = nullptr; COW_GamePlay_IHAAMHPPLMG_o playerID{}; uint32_t sendHitNetId = 0; uint32_t packetTargetId = 0; uint32_t targetNetId = 0; };
static void AimkillFillDamageInfo(void *damageInfo, const AimkillHitCtx &ctx) { if (!damageInfo) return;
*(int *)((char *)damageInfo + 0x10) = ctx.baseDamage;
*(int *)((char *)damageInfo + 0x14) = 1;
void *headStr = AimkillIl2CppStringNew("Head");
if (headStr)
*(void **)((char *)damageInfo + 0x18) = headStr;
*(uint8_t *)((char *)damageInfo + 0x20) = 0;
*(COW_GamePlay_IHAAMHPPLMG_o *)((char *)damageInfo + 0x28) = ctx.playerID;
*(void **)((char *)damageInfo + 0x40) = ctx.weaponOnHand;
*(int *)((char *)damageInfo + 0x48) = ctx.weaponDataID;
*(float *)((char *)damageInfo + 0x4C) = ctx.firePos.x;
*(float *)((char *)damageInfo + 0x50) = ctx.firePos.y;
*(float *)((char *)damageInfo + 0x54) = ctx.firePos.z;
*(float *)((char *)damageInfo + 0x58) = ctx.hitPos.x;
*(float *)((char *)damageInfo + 0x5C) = ctx.hitPos.y;
*(float *)((char *)damageInfo + 0x60) = ctx.hitPos.z;
*(float *)((char *)damageInfo + 0x64) = ctx.hitPos.x;
*(float *)((char *)damageInfo + 0x68) = ctx.hitPos.y;
*(float *)((char *)damageInfo + 0x6C) = ctx.hitPos.z;
*(uint16_t *)((char *)damageInfo + 0x70) = 0;
*(uint8_t *)((char *)damageInfo + 0x72) = 0;
}
static bool AimkillPrepareHit(void *local, void *target, AimkillHitCtx &ctx) { if (!local !target !game_sdk) return false;
ctx.weaponOnHand = GetWeaponOnHand(local);
if (!ctx.weaponOnHand) return false;
ctx.weaponDataID = AimkillWeaponDataId(ctx.weaponOnHand);
if (ctx.weaponDataID <= 0)
ctx.weaponDataID = GetWeapon(ctx.weaponOnHand);
int weaponDmg = AimkillRawWeaponDamage(ctx.weaponOnHand);
if (weaponDmg <= 0) return false;
ctx.baseDamage = weaponDmg;
if (ctx.weaponDataID <= 0) return false;
void *headCol = get_HeadCollider(target);
if (!headCol) return false;
if (!AimkillGetFireHitPos(local, target, &ctx.firePos, &ctx.hitPos)) return false;
void *objectPool = AimkillGetHitPool(local);
if (!objectPool) return false;
AimkillPrimeWeaponPool(local, ctx.weaponOnHand, objectPool);
ctx.playerID = *(PlayerID *)((uintptr_t)local + OFF_Player_PlayerID);
ctx.damageInfo = AimkillNewDamageInfo();
if (!ctx.damageInfo)
ctx.damageInfo = AimkillLiveDamageInfo(local);
if (!ctx.damageInfo)
ctx.damageInfo = AimkillGlobalDamageInfo();
if (!ctx.damageInfo) return false;
AimkillFillDamageInfo(ctx.damageInfo, ctx);
AimkillFillHitPool(objectPool, headCol, ctx.hitPos, ctx.firePos);
void *attackInstance = GKHECDLGAJA(local, objectPool);
if (!attackInstance) return false;
ctx.checkParams = LCLHHHKFCFP(ctx.weaponOnHand, attackInstance, headCol, false, ctx.damageInfo);
if (!ctx.checkParams) return false;
ctx.sendHitNetId = AimkillSendHitNetId(target);
ctx.packetTargetId = AimkillPacketTargetId(target);
ctx.targetNetId = ctx.sendHitNetId;
return ctx.sendHitNetId != 0;
}
static void *AimkillIl2CppObjectNew(const char *namesp, const char *klassName) { static void *(*object_new)(void *) = nullptr; static void *(*class_from_name)(void *, const char *, const char *) = nullptr; static void *(*domain_get)() = nullptr; static void *(*domain_assembly_open)(void *, const char *) = nullptr; static void *(*assembly_get_image)(void *) = nullptr; static void *(*domain_get_assemblies)(void *, size_t *) = nullptr;
if (!object_new) {
for (uint32_t i = 0; i < _dyld_image_count(); i++) {
const char *nm = _dyld_get_image_name(i);
if (!nm || !strstr(nm, "UnityFramework")) continue;
void *h = dlopen(nm, RTLD_NOLOAD);
if (!h) h = dlopen(nm, RTLD_NOW);
if (!h) break;
object_new = (void *(*)(void *))dlsym(h, "il2cpp_object_new");
class_from_name = (void *(*)(void *, const char *, const char *))dlsym(h, "il2cpp_class_from_name");
domain_get = (void *(*)())dlsym(h, "il2cpp_domain_get"); | 53 |
| 6 | static void *AimkillNewDamageInfo() { void *info = AimkillIl2CppObjectNew("COW.GamePlay", "GLLLEDKLLDA"); if (!info) info = calloc(1, 0x90); return info; }
static void AimkillPrimeWeaponPool(void *local, void *weapon, void pool) { if (!local !weapon !pool) return; ((bool ()(void *, void *))getRealOffset(OFF_Weapon_ApplyHitInfo))(weapon, pool); }
static void AimkillPrimeFramePool(void *local, void *weapon, void pool) { if (!local !weapon !pool) return; ((bool ()(void *, void *))getRealOffset(OFF_Weapon_ApplyHitInfo))(weapon, pool); ((void ()(void *))getRealOffset(OFF_get_LastAimingInfoFromWeapon))(local); void *(*makePacket)(void *) = (void ()(void *))getRealOffset(OFF_AttackableEntity_MNLNIMBDCNP); if (makePacket) makePacket(local); }
static uint32_t AimkillPlayerNetId(void *player) { if (!player) return 0;
COW_GamePlay_IHAAMHPPLMG_o *pid =
(COW_GamePlay_IHAAMHPPLMG_o *)((uintptr_t)player + OFF_Player_PlayerID);
if (!pid) return 0;
uint32_t id = ((uint32_t (*)(COW_GamePlay_IHAAMHPPLMG_o *))getRealOffset(OFF_PlayerID_ToNetId))(pid);
if (!id)
id = pid->PAOLNBLAPJH;
if (!id)
id = pid->BLDIFPJGDCI;
return id;
}
static uint32_t AimkillSendHitNetId(void *target) { return AimkillPlayerNetId(target); }
static uint32_t AimkillPacketTargetId(void target) { if (!target) return 0; uint32_t id = ((uint32_t ()(void *))getRealOffset(OFF_GetAttackableID))(target); if (id) return id; return AimkillSendHitNetId(target); }
static int AimkillLethalDamage(void *target, int weaponDamage) {
if (!target || !game_sdk) return weaponDamage > 0 ? weaponDamage : 200;
int hp = game_sdk->GetHp(target);
int maxHp = game_sdk->get_MaxHP(target);
int killDmg = hp;
if (maxHp > killDmg)
killDmg = maxHp;
if (killDmg <= 0)
killDmg = weaponDamage;
if (killDmg <= 0)
killDmg = 200;
return killDmg;
}
static void *AimkillLiveDamageInfo(void *local) { if (!local) return nullptr; void *attrs = *(void **)((uintptr_t)local + OFF_Player_Attributes); if (!attrs) return nullptr; void *calc = *(void **)((uintptr_t)attrs + OFF_PlayerAttributes_DamageCalc); if (!calc) return nullptr; return *(void **)((uintptr_t)calc + OFF_DamageCalc_DamageInfo); }
static void AimkillSynsSwapWeapon(void *local) { if (!local) return;
void *weapon = GetWeaponOnHand(local);
if (!weapon) return;
uint32_t uniqueId = *(uint32_t *)((uintptr_t)weapon + OFF_Weapon_UniqueID);
uint32_t localNetId = AimkillPlayerNetId(local);
if (!localNetId) return;
void *packet = AimkillIl2CppObjectNew("message", "JDIHDLDIMCK");
if (packet) {
*(uint32_t *)((uintptr_t)packet + 0x14) = localNetId;
*(uint32_t *)((uintptr_t)packet + 0x18) = uniqueId;
((void (*)(uint32_t, void *, uint8_t, bool))getRealOffset(OFF_GameFacade_Send))(
(uint32_t)RUDP_CHANGE_INVENTORY_ON_HAND, packet, 2, false);
return;
}
void *invMgr = ((void *(*)(void *))getRealOffset(OFF_GetInventoryManager))(local);
if (invMgr) {
bool (*syncChange)(void *, uint32_t, uint32_t) =
(bool (*)(void *, uint32_t, uint32_t))getRealOffset(OFF_SyncChangeWeapon);
if (syncChange && syncChange(invMgr, localNetId, uniqueId))
return;
}
static uint8_t slotFlip = 0;
slotFlip ^= 1;
SwapWeapon(local, (int)slotFlip, true);
}
static bool AimkillTryEquipGunSlot(void *local, int slot) { if (!local slot < 0 slot > 2) return false; SwapWeapon(local, slot, true); return AimkillWeaponIsGun(GetWeaponOnHand(local)); }
static void AimkillDoFrameSwap(void *local) { if (!local) return; static bool seeded = false; if (!seeded) { srand((unsigned)time(nullptr)); seeded = true; }
int first = rand() % 3;
if (AimkillTryEquipGunSlot(local, first)) {
AimkillSynsSwapWeapon(local);
return;
}
for (int slot = 0; slot < 3; slot++) {
if (slot == first) continue;
if (AimkillTryEquipGunSlot(local, slot)) {
AimkillSynsSwapWeapon(local);
return;
}
}
} | 56 |
| 7 | static int AimkillRawWeaponDamage(void *weapon) { if (!weapon) return 0; int a8 = *(int *)((uintptr_t)weapon + 0xA8); if (a8 > 0 && a8 < 10000) return a8; int api = AimkillWeaponDamage(weapon); return api > 0 ? api : 0; }
static bool AimkillWeaponIsGun(void weapon) { if (!weapon) return false; int id = (int)(intptr_t)GetWeapon(weapon); int dmg = AimkillRawWeaponDamage(weapon); if (!dmg) dmg = AimkillWeaponDamage(weapon); if (!id || dmg == 0) return false; int wtype = ((int ()(void *))getRealOffset(OFF_GetTypeWeapon))(weapon); return wtype != 3 && wtype != 5 && wtype != 7; }
static void AimkillStopFire(void *local, void *weapon = nullptr) { if (!local) return; void w = weapon ? weapon : GetWeaponOnHand(local); if (w) ((void ()(void *, void *))getRealOffset(OFF_StopFire))(local, w); }
static bool AimkillEnemyPassesFilters(void *enemy, void *local) { if (!enemy || enemy == local) return false; if (!game_sdk->Component_GetTransform(enemy)) return false; if (!game_sdk->get_MaxHP(enemy)) return false; if (game_sdk->get_IsDieing(enemy)) return false; if (game_sdk->GetHp(enemy) < 1) return false; if (!game_sdk->get_isVisible(enemy)) return false; if (game_sdk->get_isLocalTeam(enemy)) return false; return true; }
static bool AimkillIsVisible1(void *enemy) { if (!enemy) return false; @try { return tanghinh::isVisible(enemy); } @catch (...) { return false; } }
static bool AimkillPrepLosClear(void *enemy) { return AimkillIsVisible1(enemy); }
static bool AimkillCanHitEnemy(void *enemy, void *local) { return AimkillEnemyPassesFilters(enemy, local); }
static bool AimkillGetFireHitPos(void *local, void *target, Vector3 *firePos, Vector3 *hitPos) { if (!local }
}
return n!firePos !hitPos !game_sdk) return false;
void *headTF = GetHeadTF(target);
if (!headTF) return false;
*hitPos = game_sdk->get_position(headTF);
if (hitPos->x == 0 && hitPos->y == 0 && hitPos->z == 0)
return false;
Vector3 cam = AimkillLockCameraOrigin(local);
if (!(cam.x == 0 && cam.y == 0 && cam.z == 0)) {
*firePos = cam;
return true;
}
Il2CppVec3HFA nodeFire{}, nodeHit{};
bool haveFire = AimkillReadNodePos(local, &nodeFire);
bool haveHit = AimkillReadNodePos(target, &nodeHit);
if (haveFire)
*firePos = {nodeFire.x, nodeFire.y, nodeFire.z};
else {
void *localHead = GetHeadTF(local);
if (!localHead) return false;
*firePos = game_sdk->get_position(localHead);
}
if (haveHit)
*hitPos = {nodeHit.x, nodeHit.y, nodeHit.z};
if (hitPos->x == 0 && hitPos->y == 0 && hitPos->z == 0)
*hitPos = game_sdk->get_position(headTF);
return true;
}
static void AimkillFillHitPool(void *pool, void *headCol, const Vector3 &hitPos, const Vector3 &firePos) { if (!pool || !headCol) return; Vector3 dir = hitPos - firePos; float len = sqrtf(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z); if (len < 1e-4f) len = 1e-4f; float nx = dir.x / len, ny = dir.y / len, nz = dir.z / len; float fx = firePos.x, fy = firePos.y, fz = firePos.z; *(void **)((uint64_t)pool + 0x18) = get_gameObject(headCol); *(void **)((uint64_t)pool + 0x20) = headCol; *(float *)((uint64_t)pool + 0x28) = hitPos.x; *(float *)((uint64_t)pool + 0x2C) = hitPos.y; *(float *)((uint64_t)pool + 0x30) = hitPos.z; *(float *)((uint64_t)pool + 0x34) = nx; *(float *)((uint64_t)pool + 0x38) = ny; *(float *)((uint64_t)pool + 0x3C) = nz; *(float *)((uint64_t)pool + 0x40) = nx; *(float *)((uint64_t)pool + 0x44) = ny; *(float *)((uint64_t)pool + 0x48) = nz;
*(float *)((uint64_t)pool + 0x50) = fx;
*(float *)((uint64_t)pool + 0x54) = fy;
*(float *)((uint64_t)pool + 0x58) = fz;
*(int *)((uint64_t)pool + 0x64) = 1;
*(uint16_t *)((uint64_t)pool + 0x70) = 0;
*(float *)((uint64_t)pool + 0x74) = nx;
*(float *)((uint64_t)pool + 0x78) = ny;
*(float *)((uint64_t)pool + 0x7C) = nz;
*(uint32_t *)((uint64_t)pool + 0x80) = 0;
}
static void AimkillWeaponPrimePoolKO(void *weapon, void *pool) { if (!weapon || !pool) return; void (*ko)(void *, void ) = (void ()(void *, void ))getRealOffset(OFF_Weapon_KOODEKEKFEK); if (ko) ko(weapon, pool); else ((bool ()(void *, void *))getRealOffset(OFF_Weapon_ApplyHitInfo))(weapon, pool); } | 55 |
| 8 | static void *GetWeaponOnHand(void *local) { return ((void ()(void *))getRealOffset(OFF_GetWeaponOnHand))(local); }
static void *AimkillIl2CppObjectNew(const char *namesp, const char *klassName);
static int GetWeapon(void weapon) { if (!weapon) return 0; return (int)((uint32_t ()(void *))getRealOffset(OFF_GetItemDataID))(weapon); }
static int AimkillWeaponDataId(void *weapon) { if (!weapon) return 0;
void *item = *(void **)((uintptr_t)weapon + 0x98);
if (item) {
int id = *(int *)((uintptr_t)item + 0x24);
if (id > 0)
return id;
}
float asFloat = ((float (*)(void *))getRealOffset(OFF_Weapon_FloatItemDataId))(weapon);
int id = (int)asFloat;
if (id <= 0)
id = (int)((uint32_t (*)(void *))getRealOffset(OFF_GetItemDataID))(weapon);
return id;
}
static void *AimkillGlobalDamageInfo() { static void *info = nullptr; if (!info) info = AimkillIl2CppObjectNew("COW.GamePlay", "GLLLEDKLLDA"); if (!info) { if (!Save::DamageInfo) { Save::DamageInfo = malloc(sizeof(DamageInfo_o)); if (Save::DamageInfo) memset(Save::DamageInfo, 0, sizeof(DamageInfo_o)); } info = Save::DamageInfo; } return info; }
static void *AimkillCachedDamageInfo() { return AimkillGlobalDamageInfo(); }
static void *AimkillNewTakeDamagePacket(void *local) { if (!local) return nullptr;
static void *(*fromAttackable)(void *) = nullptr;
static void *(*fromIlFix)(void *) = nullptr;
if (!fromAttackable) {
fromAttackable = (void *(*)(void *))getRealOffset(OFF_AttackableEntity_MNLNIMBDCNP);
fromIlFix = (void *(*)(void *))getRealOffset(OFF_ILFix_Wrap14457);
}
void *packet = fromAttackable ? fromAttackable(local) : nullptr;
if (!packet && fromIlFix)
packet = fromIlFix(local);
if (!packet) {
packet = AimkillIl2CppObjectNew("message", "MMJPICCOJOM");
if (packet) {
void (*ctor)(void *) = (void (*)(void *))getRealOffset(OFF_MMJPICCOJOM_Ctor);
if (ctor) ctor(packet);
}
}
return packet;
}
static int32_t Player_TakeDamage(void *_this, int32_t KOCMLPLOILD, COW_GamePlay_IHAAMHPPLMG_o HLJDHPGGODB, void *JIIJIFKKCCB, int32_t BOEIBGAABDL, Vector3 NJMFBKNHMBP, Vector3 DOBOBMFMKBJ, monoList<float *> *NBKBEBFNDBE, void *damagerWeaponDynamicInfo, uint32_t damagerVehicleID) {
TakeDamageIL2CppFn fn = orig_TakeDamage
? orig_TakeDamage
: (TakeDamageIL2CppFn)getRealOffset(OFF_PlayerTakeDamage);
if (!fn)
return 0;
Il2CppVec3HFA fire = {NJMFBKNHMBP.x, NJMFBKNHMBP.y, NJMFBKNHMBP.z};
Il2CppVec3HFA hit = {DOBOBMFMKBJ.x, DOBOBMFMKBJ.y, DOBOBMFMKBJ.z};
return fn(_this, KOCMLPLOILD, &HLJDHPGGODB, JIIJIFKKCCB, BOEIBGAABDL, fire, hit,
NBKBEBFNDBE, damagerWeaponDynamicInfo, damagerVehicleID);
}
static void StartFiring(void *Player, void WeaponOnHand) { ((void ()(void *, void *))getRealOffset(OFF_StartFiring))(Player, WeaponOnHand); }
monoList<float *> *LCLHHHKFCFP(void *Weapon, void *CAGCICACKCF, void *HFBDJJDICLN, bool LDGHPOPPPNL, void *DamageInfo) { return ((monoList<float *> ()(void *, void *, void *, bool, void *))getRealOffset(OFF_WeaponCheckParams))( Weapon, CAGCICACKCF, HFBDJJDICLN, LDGHPOPPPNL, DamageInfo); }
void *GKHECDLGAJA(void *pthis, void *a1) { return ((void ()(void *, void *))getRealOffset(OFF_GKHECDLGAJA))(pthis, a1); }
void *get_gameObject(void *Pthis) { return ((void ()(void *))getRealOffset(OFF_get_gameObject))(Pthis); }
void *GetHeadTF(void *player) { return ((void ()(void *))getRealOffset(OFF_GetHeadTF))(player); }
void *get_HeadCollider(void *pthis) { return ((void ()(void *))getRealOffset(OFF_get_HeadCollider))(pthis); }
static void SwapWeapon(void *player, int slot, bool forceInstant) {
void (*_SwapWeapon)(void *player, int slot, bool forceInstant) =
(void (*)(void *, int, bool))getRealOffset(OFF_SwapWeaponEnum);
_SwapWeapon(player, slot, forceInstant);
}
static int AimkillWeaponDamage(void weapon) { if (!weapon) return 0; return ((int ()(void *))getRealOffset(OFF_GetDamage_Weapon))(weapon); } | 60 |
| 9 | *(float *)((char *)damageInfo + 0x50) = firePos.y;
*(float *)((char *)damageInfo + 0x54) = firePos.z;
*(float *)((char *)damageInfo + 0x58) = hitPos.x;
*(float *)((char *)damageInfo + 0x5C) = hitPos.y;
*(float *)((char *)damageInfo + 0x60) = hitPos.z;
*(float *)((char *)damageInfo + 0x64) = hitPos.x;
*(float *)((char *)damageInfo + 0x68) = hitPos.y;
*(float *)((char *)damageInfo + 0x6C) = hitPos.z;
*(uint16_t *)((char *)damageInfo + 0x70) = 0;
*(uint8_t *)((char *)damageInfo + 0x72) = 0;
}
return orig_TakeDamage(self, baseDamage, damager, damageInfo, weaponDataID, firePos, hitPos,
checkParams, weaponDyn, vehicleId);
}
static bool WriteKlassPtr(void **dst, void *val) { if (!dst) return false; vm_size_t ps = 0; host_page_size(mach_host_self(), &ps); if (ps < 0x1000) ps = 0x4000; vm_address_t page = (vm_address_t)((uintptr_t)dst & ~(ps - 1)); if (vm_protect(mach_task_self(), page, ps, false, VM_PROT_READ | VM_PROT_WRITE | VM_PROT_COPY) != KERN_SUCCESS) return false; *dst = val; return true; }
static void *AimkillIl2CppClassFromName(const char *namesp, const char *klassName) { static void *(*class_from_name)(void *, const char *, const char *) = nullptr; static void *(*domain_get)() = nullptr; static void *(*domain_assembly_open)(void *, const char *) = nullptr; static void *(*assembly_get_image)(void *) = nullptr; static void *(*domain_get_assemblies)(void *, size_t *) = nullptr;
if (!class_from_name) {
for (uint32_t i = 0; i < _dyld_image_count(); i++) {
const char *nm = _dyld_get_image_name(i);
if (!nm || !strstr(nm, "UnityFramework")) continue;
void *h = dlopen(nm, RTLD_NOLOAD);
if (!h) h = dlopen(nm, RTLD_NOW);
if (!h) break;
class_from_name = (void *(*)(void *, const char *, const char *))dlsym(h, "il2cpp_class_from_name");
domain_get = (void *(*)())dlsym(h, "il2cpp_domain_get");
domain_assembly_open = (void *(*)(void *, const char *))dlsym(h, "il2cpp_domain_assembly_open");
assembly_get_image = (void *(*)(void *))dlsym(h, "il2cpp_assembly_get_image");
domain_get_assemblies = (void *(*)(void *, size_t *))dlsym(h, "il2cpp_domain_get_assemblies");
break;
}
}
if (!class_from_names))
hitPos = en!assembly_get_image)
return nullptr;
void *domain = domain_get();
if (!domain) return nullptr;
auto tryImage = [&](void *image) -> void * {
if (!image) return nullptr;
void *klass = class_from_name(image, namesp, klassName);
if (!klass && namesp && namesp[0])
klass = class_from_name(image, "", klassName);
return klass;
};
if (domain_assembly_open) {
const char *asmNames[] = {"Assembly-CSharp", "Assembly-CSharp.dll", nullptr};
for (int i = 0; asmNames[i]; i++) {
void *assembly = domain_assembly_open(domain, asmNames[i]);
if (!assembly) continue;
void *klass = tryImage(assembly_get_image(assembly));
if (klass) return klass;
}
}
if (domain_get_assemblies) {
size_t n = 0;
void **asms = (void **)domain_get_assemblies(domain, &n);
for (size_t i = 0; asms && i < n; i++) {
if (!asms[i]) continue;
void *klass = tryImage(assembly_get_image(asms[i]));
if (klass) return klass;
}
}
return nullptr;
}
static void InstallTakeDamageHack() { static bool installed = false; if (installed) return;
void *target = (void *)getRealOffset(OFF_PlayerTakeDamage);
if (!target) return;
orig_TakeDamage = (TakeDamageIL2CppFn)target;
void *klass = AimkillIl2CppClassFromName("COW.GamePlay", "PlayerNetwork");
if (!klass && game_sdk) {
void *match = game_sdk->Curent_Match();
void *local = match ? game_sdk->GetLocalPlayer(match) : nullptr;
if (local)
klass = *(void **)local;
}
if (!klass) return;
int swapped = 0;
for (int i = 0; i < 4096; i++) {
void **slot = (void **)klass + i;
if (*slot != target) continue;
if (!WriteKlassPtr(slot, (void *)TakeDamageHack))
continue;
swapped++;
}
if (swapped <= 0) return;
installed = true;
} | 62 |
| 10 | bool aimkillsSend = false;
#ifdef __cplusplus extern "C" { #endif
void AimkillSyncSendFlags(bool on) { aimkillsSend = on; Vars.Aimkillsend = on; Vars.aimkillsend = on; }
#ifdef __cplusplus } #endif
static bool AimkillInGameReady() { if (!game_sdk) return false; void *match = game_sdk->Curent_Match(); if (!match) return false; void *local = game_sdk->GetLocalPlayer(match); if (!local || !game_sdk->Component_GetTransform(local)) return false; void *players = *(void **)((uintptr_t)match + OFF_Match_Players); return players != nullptr; }
static void *AimkillGetHitPool(void *local) { if (!local) return nullptr;
void *pool = *(void **)((uintptr_t)local + OFF_Player_HitObjectPool);
if (!pool) {
void *(*lastAim)(void *) = (void *(*)(void *))getRealOffset(OFF_get_LastAimingInfoFromWeapon);
if (lastAim)
lastAim(local);
pool = *(void **)((uintptr_t)local + OFF_Player_HitObjectPool);
}
if (!pool) {
void *(*allocPool)() = (void *(*)())getRealOffset(OFF_GMPGMPFNMFP_HEJLOEGAHAK);
if (allocPool) {
pool = allocPool();
if (pool)
*(void **)((uintptr_t)local + OFF_Player_HitObjectPool) = pool;
}
}
return pool;
}
static void *g_AimkillLockTarget = nullptr;
static Vector3 AimkillLockCameraOrigin(void *local) { Vector3 cam = CameraMain(local); if (!(cam.x == 0 && cam.y == 0 && cam.z == 0)) return cam;
void *unityCam = game_sdk ? game_sdk->get_camera() : nullptr;
if (unityCam) {
void *utf = game_sdk->Component_GetTransform(unityCam);
if (utf) {
cam = game_sdk->get_position(utf);
if (!(cam.x == 0 && cam.y == 0 && cam.z == 0)) return cam;
}
}
void *lh = GetHeadTF(local);
if (lh) return game_sdk->get_position(lh);
return getPosition(local);
}
struct DamageInfo_o { uint8_t raw[0x90]; }; namespace Save { static void *DamageInfo = nullptr; }
using TakeDamageIL2CppFn = int32_t (*)(void *, int32_t, COW_GamePlay_IHAAMHPPLMG_o *, void *, int32_t, Il2CppVec3HFA, Il2CppVec3HFA, void *, void *, uint32_t);
static TakeDamageIL2CppFn orig_TakeDamage = nullptr;
static volatile bool g_TakeDamageHackLive = false;
static void *AimkillIl2CppStringNew(const char *s) { static void *(*string_new)(const char *) = nullptr; if (!string_new) { for (uint32_t i = 0; i < _dyld_image_count(); i++) { const char *nm = _dyld_get_image_name(i); if (!nm || !strstr(nm, "UnityFramework")) continue; void *h = dlopen(nm, RTLD_NOLOAD); if (!h) h = dlopen(nm, RTLD_NOW); if (!h) break; string_new = (void ()(const char *))dlsym(h, "il2cpp_string_new"); break; } } if (!string_new || !s) return nullptr; return string_new(s); }
static bool AimkillReadNodePos(void *player, Il2CppVec3HFA *out) { if (!player || !out) return false; void *node = *(void **)((uintptr_t)player + OFF_Player_ITransformNode); if (!node) return false; void *tf = *(void **)((uintptr_t)node + 0x10); if (!tf) return false; Vector3 p = Transform_INTERNAL_GetPosition(tf); if (p.x == 0 && p.y == 0 && p.z == 0) return false; out->x = p.x; out->y = p.y; out->z = p.z; return true; }
static int32_t TakeDamageHack(void *self, int32_t baseDamage, COW_GamePlay_IHAAMHPPLMG_o *damager, void *damageInfo, int32_t weaponDataID, Il2CppVec3HFA firePos, Il2CppVec3HFA hitPos, void *checkParams, void *weaponDyn, uint32_t vehicleId) { if (!orig_TakeDamage) return 0;
if (!g_TakeDamageHackLive || !self)
return orig_TakeDamage(self, baseDamage, damager, damageInfo, weaponDataID, firePos, hitPos,
checkParams, weaponDyn, vehicleId);
void *match = game_sdk ? game_sdk->Curent_Match() : nullptr;
void *local = (match && game_sdk) ? game_sdk->GetLocalPlayer(match) : nullptr;
Il2CppVec3HFA localPos{}, enemyPos{};
if (local && AimkillReadNodePos(local, &localPos))
firePos = localPos;
if (AimkillReadNodePos(self, &enemyPos))
hitPos = enemyPos;
if (damageInfo) {
*(int *)((char *)damageInfo + 0x14) = 1;
void *headStr = AimkillIl2CppStringNew("Head");
if (headStr)
*(void **)((char *)damageInfo + 0x18) = headStr;
*(float *)((char *)damageInfo + 0x4C) = firePos.x; | 91 |
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