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aimkilltakeob54.h0.39 KB

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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.
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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); }
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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");
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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);
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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; } } }
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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); }
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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); }
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*(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; }
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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;
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