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Assaultcube aimbot and telekill
Assaultcube aimbot and telekill











  1. ASSAULTCUBE AIMBOT AND TELEKILL CODE
  2. ASSAULTCUBE AIMBOT AND TELEKILL DOWNLOAD

This will also allow you to access each Player using the container's iterators. I agree with about making an std::vector of Players. Note that main() should not have access to anything within the game beyond the ability to start it.

assaultcube aimbot and telekill

You will simply initiate the game in main() by creating a Game object. There should also be a Game class to keep a collection of Players and handle the gameplay. For instance, Player can become a class instead of a struct so that it can be kept private. This would look and function better with more classes, especially since it's a game.

assaultcube aimbot and telekill

ASSAULTCUBE AIMBOT AND TELEKILL CODE

I would normally recommend C++-style static_cast(object) instead of your C-style (type)object casting, but in your case I think it would just reduce readability even more without giving much benefit.Īnd finally, not directly code related: It's either Pythagoras' theorem, or the Pythagorean theorem. I'm sure you agree player_one_base_offset is much more readable and understandable than 0xDF73C. Players = Player((int**) ((UINT) GetModuleHandleW(0) + player_one_base_offset)) Aimbot, ESP (wall hack) and memory hack for AssaultCube esp aimbot cheat assaultcube Updated on C PoLaKoSz / AssaultCube-Trainer Star 3 Code Issues Pull requests One click cheat for AssaultCube v1.2.0. For example: const std::size_t player_one_base_offset = 0xDF73C Use symbolic, rather than literal, constants. You risk forgetting to dereference a pointer if you're lucky you get undefined behavior from violating the strict aliasing rule if you're not. Was planning to finish it but completely lost interest in it so figured I'd post it here for educational purposes. It is error prone, and some of the potential errors can be really hard to find. I've been working on a memory aimbot using ahk for assault cube (v1.1.0.4), which seems like one of the easiest games for this purpose. I'm not sure if all your pointer fiddling is really necessary. Using ( and ) instead compiles, but means something entirely different! (It will default-construct 0x34 = 52 objects.) Int* getClosestPointer(int** basePointer, int offsets, int levels) in the last example. * but it is more prone to undefined behaviour and I am more likely to get away with the first method. * Another more elegant looking method is to use int as if it were int*, int**, etc * I am using int* as if it were the same thing as int**, int***, etc. Do you see any ways I can improve readability, maintainability and performance, and make it more object-oriented? /* Helping a hacker or benefiting from a hacker is against Nexon's Terms of Service and is one way to get suspended and possibly banned from the game.I am actually quite new to C++, although I have previously programmed in Java.

assaultcube aimbot and telekill assaultcube aimbot and telekill

In the picture you can clearly see that it visually teleports the player in front of the enemyĮvery hacker should be reported, however make sure you are 100% sure that he/she is hacking before reporting. Telekill is usually a hacker's choice of hack in Cabin Fever, if OPK is unavailable.Ī Player using telekill.

ASSAULTCUBE AIMBOT AND TELEKILL DOWNLOAD

Spin-offs such as Semi-OPK and Public Telekill use the Random Player Pointer which targets every person. ASSAULTCUBE Hack Tutorials HellDemon's AssualtCube Hack Tutorials Flaghack Aimbot Remove spread and recoil Shoot through walls Get player entities Client Hooking 1 Client Hooking 2 Aimbot Download IF YOU DON'T KNOW WHAT ANY OF THIS MEANS LEARN C++ BASIC FIRST Last edited by why06 04-07-2010 at 08:59 AM. The true telekill/OPK uses the Enemy Player Pointer, which targets just the enemies, making it easier to kill. Telekill is usually only found in VIP hacks but since 2011, most public hacks have Telekill or a spin-off, which also teleports in front of your teammates. Some telekill hacks also have a "stick - non stick" option where you can choose if you want to stick the camera on one enemy the whole game or if it should jump to another enemy when you killed the previous one. Telekill is often used in combination with aimbot for faster kills. The camera can only be focused at one enemy at a time, but it usually jumps to another random enemy when you killed the previous one. Usually you see them from slightly above and its easy to headshot them, most hackers tend to use basic weapons like knife or M16. Whereas One Position Kill brings all the enemies in front of you, Telekill visually teleports the user in front or above the enemies, allowing for easy kills. This page is strictly for educational purposes, and is meant to inform the reader. The Combat Arms Wiki does not support the violation of Nexon's Terms of Service or anything that is construed by Nexon as such. Or hook the function that sets position, then set them all to near you, or call the set position function on all of the entities, or find a loop that goes through the entities every frame and set their position the near you, etc, etc, etc.













Assaultcube aimbot and telekill