Results 1 to 6 of 6
  1. #1
    Dwar
    Dwar is offline
    Veteran Dwar's Avatar
    Join Date
    2010 Mar
    Posts
    2,221
    Thanks
    211
    Thanked 2,224 Times in 289 Posts
    Rep Power
    10

    [C++] Aimbot Coding

    Aimbot Coding


    This tutorial is not the way to make an universal aimbot for any game, just only one possible way

    Tools needed :
    1. Favorite Memory Searcher (T-Search, Cheat Engine)
    2. C/C++ Compiler (e.g. VC++ )
    3. Game with FPS style view (This guide uses Delta Force Xtreme v1.6.5.0 )


    A knowledge of the following subjects also helps :
    • How memory is stored (understanding structures within a game)
    • How to search for addresses
    • Pointer searching to resolve DMA within out trainer
    • A lot of time and patience, and some math knowledge including trigonometry and common sense
    • A knowledge of C/C++


    Right...to get started, I guess explaining the basis of how the aimbot will work is a good idea. I was thinking through a few different methods on how to do it, but was stumped on 1 bit for ages. It was obvious ( to me at least) that we would have to get the enemies position. But it was what to do with that which stumped me, I didn't know how to use that data to my advantage and set my crosshair onto it...then finally those years of math in school came into play.

    What we do, is get our position by co-ordinates, in X,Y and Z (or East/West, North/South and Height), and the same for the enemy. With this, we can work out our relative angle between North (or a different point, which comes up later), our player, and the enemy. So in at the end of that, we get our angle to aim for (away from North) in order to look at the enemy. This is then used to set our rotational look onto the enemy. Then we do the same with the height (between a point which is straight ahead of us, our player, and the enemy) to get the angle we need to aim up/down.

    I probably just nailed a few of your brain cells by trying to get you to understand that, but don't worry, hopefully it will all come out clearer in a bit. Now that’s most of the theory on how it works, time to get to actually doing it.

    We have 3 blank functions:
     GetMyPlayerData(void)
    PLAYER_DATA GetPlayerData(BYTE PlayerNumber)
    void SetCrosshairOnEnemy(BYTE PlayerNumber)

    PLAYER_DATA? Yup, to make things tidier in my programming, I like to use some structs as well as functions. My PLAYER_DATA structure holds valuable information about a player. Such as:
     typedef struct _PLAYER_DATA { 

    DWORD baseadd; // base address of this current player
    DWORD coordEW; // East/West (X) co-ord
    DWORD coordNS; // North/South (Y) co-ord
    DWORD coordUD; // Up/Down (Z) co-ord
    DWORD coordEWa; // The address of the players EW co-ord
    DWORD coordNSa; // The address of the players NS co-ord
    DWORD coordUDa; // The address of the players UD (up/down..wtf was i thinking when naming this) co-ord
    DWORD lookX; // The players X-axis look (what will change if you move the mouse side to side)
    DWORD lookY; // The players Y-axis look (what will change if you move the mouse forwards and backwards)
    DWORD lookXa; // The address of the X look
    DWORD lookYa; // The address of the Y look
    DWORD namea; // The address of the current players name

    char name; // Holds the current players name
    } PLAYER_DATA;

    I don't really know why I put all the addresses for everything in the struct, but hell, might come in use when making something one day. All the stuff in there will come to use when making our aimbot, so here's how to search for each of them (in DFX at least).

    The easiest to start with is name, use Artmoney's Text search
    Co-ords:
    NS - Move north, search increased, move south, search decreased
    EW - Move east, search increased, move west, search decreased
    UD - Move up (a hill/ladder), search increased, move down, search decreased
    LookX - Move mouse left/right, search has changed...set your search range to around the other addies to narrow search down (this value may be different to DFX. In DFX, 0 was east, and it increased as you went anti-clockwise until you got to just before east, which was 0xFFFFFFFF)
    LookY - Move mouse forward/backward, search has changed

    You should be able to get the player base address from near enough any of these, and a pointer to get it in game. I use 2 pointers, 1 which always points to player 0's (or 1, the 1st player in memory)'s base address, and 1 which always points to the base address of my player. Now we can modify the GetMyPlayerData and GetPlayerData functions to get us this info:

    At the top of the C++, I define the bases:
     #define mBase  0xBD63D8   // mBase = My Base, always holds my players base address

    #define hBase 0xB0D228 // hBase = Host Base
    PLAYER_DATA GetMyPlayerData(void)
    {
    PLAYER_DATA Player; // Create a blank PLAYER_DATA struct

    ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0
    Peek((void*)mBase,(void*)&Player.baseadd,4); // Get our players Base Address from the pointer

    // Get all the addies for everything...the 0x8, 0xC and shit are the offsets I found for DFX
    Player.coordEWa = Player.baseadd + 0x8;
    Player.coordNSa = Player.baseadd + 0xC;
    Player.coordUDa = Player.baseadd + 0x10;
    Player.lookXa = Player.baseadd + 0x14;
    Player.lookYa = Player.baseadd + 0x18;
    Player.namea = Player.baseadd + 0xF4;

    // Now we got all the addies, read in the info from em all
    Peek((void*)Player.coordEWa,(void*)&Player.coordEW ,4);
    Peek((void*)Player.coordNSa,(void*)&Player.coordNS ,4);
    Peek((void*)Player.coordUDa,(void*)&Player.coordUD ,4);
    Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
    Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
    Peek((void*)Player.namea,(void*)&Player.name,15);
    return Player; // Give our PLAYER_DATA Player, as the return value
    }
    PLAYER_DATA GetPlayerData(BYTE PlayerNum) // Takes the number of the player as a param
    {
    PLAYER_DATA Player;

    ZeroMemory(&Player, sizeof(PLAYER_DATA));
    Peek((void*)hBase,(void*)&Player.baseadd,4);

    // 0x388 is the gap between players, starting with player 1
    Player.baseadd = Player.baseadd + (PlayerNum*0x388);

    Player.coordEWa = Player.baseadd + 0x8;
    Player.coordNSa = Player.baseadd + 0xC;
    Player.coordUDa = Player.baseadd + 0x10;
    Player.lookXa = Player.baseadd + 0x14;
    Player.lookYa = Player.baseadd + 0x18;
    Player.namea = Player.baseadd + 0xF4;

    Peek((void*)Player.coordEWa,(void*)&Player.coordEW ,4);
    Peek((void*)Player.coordNSa,(void*)&Player.coordNS ,4);
    Peek((void*)Player.coordUDa,(void*)&Player.coordUD ,4);
    Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
    Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
    Peek((void*)Player.namea,(void*)&Player.name,15);
    return Player;
    }

    Now that we've made our functions to collect all the data we need, it's time to get to the core of the aimbot. Got a feeling this is gonna be a lot of reading, so if I were you I'd go get a snack and a drink or something, then come back


    Math knowledge is needed to make this! If you're useless at math, and still reading, you're also useless at English for not understanding the knowledge requirements at the top Let’s start with the X look.

    Because DFX works around the East point (facing Directly east = 0x00000000/0xFFFFFFFF), then all our calculations will be made off it. To help the understanding with this tutorial, I'll include some snazzy little photoshuppered drawings, woo

    The aimbot works in 4 sectors. This makes things easier when finding out distances. Here are the sectors and how to determine what sector an enemy is in :

    Sector 1 = South-East of our position
    Sector 2 = South-West of our position
    Sector 3 = North-West of our position
    Sector 4 = North-East of our position

    So, let's add these sectors to our source code. Note that also we have to tell our aimbot what to do if they are, for example, east of us, but the same on the NS axis. No need to put the code for if they are the same on both the NS and the EW axis, as otherwise you won't need it to set an aim for you, you're on them
     void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber); // oP = Opposition's Player
    PLAYER_DATA cP = GetMyPlayerData(); // cP = Current Player (our player) .. sorry for bad var names

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    { }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    { }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    { }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    { }
    }

    Now, to get the angle we need to look, we have to make a triangle between the EW axis, us, and the player. Then we have to find the angle of which we are the apex. Here's 1 of the snazzy little drawings:

    This is a top view :
    Blue dot = Our player
    Red dot = enemy
    Green = The triangle we make
    Purple = The angle we need to find
    Orange = The difference's we need to work out for the angle

    Incase you've forgotten Trigonometry, then due to the 2 side we can get the easiest we will the Tangent function :
    Tan(angle) = Opposite/Adjacent

    In all our sectors, the Adjacent is the EW difference, and the Opposite is the NS difference. So let's add some coding to our function:
     void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif; // These need to be double for our Trig calculations to work later on
    double NSdif;

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    }
    }

    Please note that in each sector, the calculations ARE NOT the same. You need to do the biggest take away the smallest...hope that's obvious. Right, so now we have this, we need to get the angle in degrees. For this, we need to do go back to the formula:

    Tan(angle) = Opposite/Adjacent
    Tan(angle) = NSdif/EWdif

    We need to do the Inverse Tangent function of this, so that we get the angle rather than the Tangent of the angle. The function to do this is atan (could have used atan2 but didn't know of this function at the time of programming). It takes 1 double parameter, and returns a double value of the angle in radians. But this is no good for us, we want it in degrees. Well, to turn radians into degrees, its a multiplication of '57.29578', as found off the internet Remember to include <math.h> for the atan function

    Then, due to our X-look not having a maximum of 360, it goes up to 0xFFFFFFFF (4294967295), we need to find the percentage what this angle is of 360. This is so that we can find out what value we need to use, for example:

    If the angle was 90 degrees
    90/360 = 0.25 (decimal percentage of the angle)
    0xFFFFFFFF * 0.25 = 3FFFFFFF (roughly), which is the new value we need to use

    Let's put this in the code.
     void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double angleA; // The angle in degrees between the enemy, east, and us
    double angleP; // The decimal percentage of the angle

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578; // Remember, the 57.29578 is to convert from radians to degrees
    angleP = (angleA/360);
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);
    }
    }

    Next, we need to know what to do with that code...time for another doody ub3r-1337 drawing!! :

    To understand, remember that 0 on our X-Look is EAST...and that the values go counter-clockwise. Lets revert back to the sectors:

    Sector 1 (SE) = 0xFFFFFFFF (east) - our new value
    Sector 2 (SW) = 0xFFFFFFFF/2 (west) + our new value
    Sector 3 (NW) = 0xFFFFFFFF/2 (west) - our new value
    Sector 4 (NE) = 0 (east) + our new value

    Before we write them though, we have to convert them back to DWORDs, from doubles. Here's the new code :
     void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double angleA;
    double angleP;
    double newValue; // To hold our new double value
    DWORD newValue2; // To convert our double back into DWORD ready for writing
    double halfCircle = 0xFFFFFFFF/2; // Just to make the code a bit more readable

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP); // As described above
    newValue2 = newValue; // Put it into DWORD (may get compile warnings about
    // losing data..thats the whole reason we're doing it

    Poke((void*)cP.lookXa, &newValue2,4); // Write our new value
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = halfCircle + (0xFFFFFFFF*angleP);
    newValue2 = newValue;

    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = halfCircle - (0xFFFFFFFF*angleP);
    newValue2 = newValue;

    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = 0 + (0xFFFFFFFF*angleP);
    newValue2 = newValue;

    Poke((void*)cP.lookXa, &newValue2,4);
    }
    }

    WOOOO, we now have our X look tracking the enemy we specify (or at least, if you copied and pasted right you should have )

    If you've managed to read this all in 1 go, well done *round of applause*, this ****er's taking me ages to write. Okey doke, snack time again, then it's onto setting the Y-look


    Right, for our Y-look it's still trig, it's still tan, and we still have to make a triangle. This time, imagine we already have X-look locked on them, and are looking straight in front....the point in front which is the same level distance away from us as he is, which is right above/below him. That is 1 point, then our player, then the enemy player. Here is another class drawing:

    This time there are only 2 'sectors'...if the enemy is below us, or above us.

    The distance from us to him along a level view is obtained by pythagoras on the EWdif and NWdif. We then use that, and the UDdif as the Opposite and Adjacent and do the same stuff as before. This time though, we need to include a bit for if the enemy is at the same height as us too

    Here's the updated code :
     void SetCrosshairOnEnemy(BYTE PlayerNumber)
    {
    PLAYER_DATA oP = GetPlayerData(PlayerNumber);
    PLAYER_DATA cP = GetMyPlayerData();

    double EWdif;
    double NSdif;
    double UDdif;
    double angleA;
    double angleP;
    double angleB;
    double angleBP;
    double newValue;
    DWORD newValue2;
    double newValueb;
    DWORD newValueb2;
    double halfCircle = 0xFFFFFFFF/2;

    /*Sec 1*/
    if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
    newValue2 = newValue;
    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 2*/
    if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = cP.coordNS - oP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = halfCircle + (0xFFFFFFFF*angleP);
    newValue2 = newValue;

    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 3*/
    if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
    {
    EWdif = cP.coordEW - oP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = halfCircle - (0xFFFFFFFF*angleP);
    newValue2 = newValue;

    Poke((void*)cP.lookXa, &newValue2,4);
    }

    /*Sec 4*/
    if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
    {
    EWdif = oP.coordEW - cP.coordEW;
    NSdif = oP.coordNS - cP.coordNS;
    angleA = atan(NSdif/EWdif) * 57.29578;
    angleP = (angleA/360);

    newValue = 0 + (0xFFFFFFFF*angleP);
    newValue2 = newValue;

    Poke((void*)cP.lookXa, &newValue2,4);
    }

    // Done the X-look, now this is for the Y-look

    double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)); // Get the level distance between us and the enemy, using pythagoras

    if(oP.coordUD == cP.coordUD)
    {
    BYTE zero4[4] = {0x00,0x00,0x00,0x00};

    Poke((void*)cP.lookYa,zero4, 4);

    // If we are equal height, set our Y-look to 0 (level)
    } else if(oP.coordUD > cP.coordUD)
    {
    UDdif = oP.coordUD - cP.coordUD; // Work out our UDdif
    angleB = atan(UDdif/flatDist) * 57.29578; // Same old stuff as before
    angleBP = (angleB/360);
    newValueb = 0 + (0xFFFFFFFF*angleBP);
    newValueb2 = newValueb;

    Poke((void*)cP.lookYa, &newValueb2,4);
    } else if (oP.coordUD < cP.coordUD)
    {
    UDdif = cP.coordUD - oP.coordUD;
    angleB = atan(UDdif/flatDist) * 57.29578;
    angleBP = (angleB/360);

    newValueb = 0xFFFFFFFF - (0xFFFFFFFF*angleBP);
    newValueb2 = newValueb;

    Poke((void*)cP.lookYa, &newValueb2,4);
    }
    }

    And there we have it, the skeletal start of an aimbot. Now thing about adding some of the following things :
    List (only aim for certain people...use the name part of the player structure to check if they are on it or not)
    Account for lag (lead bullets in front of people to account for the lag in the game(if its mp), and bullet travel)
    Account for bullet dipping (aim above a player so bullets dip onto them)
    Grenade arcs (workout where to throw grenades in order for them to go on your target)
    Enemy only aim (so you don't aim at team-mates)
    Only aim if alive (shooting dead people doesn't do much)

    There are so many things you can add onto this, this is just the basis. Just think of all the things that you do while playing the game
    Author: eVoByte
    Please, post your questions on forum, not by PM or mail

    I spend my time, so please pay a little bit of your time to keep world in equilibrium

  2. The Following User Says Thank You to Dwar For This Useful Post:


  3. #2
    catlet1
    catlet1 is offline
    Guest
    Join Date
    2013 Apr
    Posts
    1
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    0
    I foud your tutorial about a year ago and it's probably the best aimbot tutorial I've ever read. it really helped me understand how an aimbot works and opened my mind to other posibilities. I just recently found this page again and I want to thank you for for posting this.Thanks a lot

  4. #3
    danielc
    danielc is offline
    New member
    Join Date
    2013 May
    Posts
    16
    Thanks
    0
    Thanked 1 Time in 1 Post
    Rep Power
    0
    Thank you for the tutorial.
    I will bookmark this page.

  5. #4
    Remy
    Remy is offline
    New member
    Join Date
    2013 May
    Posts
    4
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    0
    Great in-depth tutorial on how to make an aimbot.
    I've always wondered how the code worked when people on COD have an actual aimbot.
    (not increased aim-assist)

  6. #5
    USAFbrother1
    USAFbrother1 is offline
    Guest
    Join Date
    2013 Dec
    Posts
    1
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    0
    I really would like some help I'm really new to all this hacking business. I think I was able to find the X and Y of my character but I'm having trouble finding my character number or what ever. is there any way you could help me out?

  7. #6
    jeivarmarr
    jeivarmarr is offline
    Guest
    Join Date
    2012 Mar
    Posts
    2
    Thanks
    1
    Thanked 0 Times in 0 Posts
    Rep Power
    0

    Helps

    MouseX = Integer: 1079445544, Float: 3,359872818;// Mouse Target Enemy
    MouseY = Integer: 0, Float: 0; // Mouse Target Enemy

    EnemyX = Integer: 1120850412, Float: 103,4100037
    EnemyY = Integer: 1126465556, Float: 164,5003052
    EnemyZ = Integer: 3292002386, Float: -735,8800049

    MiPJx = Integer: 1123293499, Float: 122,0492783
    MiPJy = Integer: 1130397716, Float: 224,5003052
    MiPJz = Integer: 3290636758, Float: -652,5286865

    ------------------------------------------------------

    MouseX = Integer: 1025723346, Float: 0,03986722976; // Mouse Target Enemy
    MouseY = Integer: 0, Float: 0; // Mouse Target Enemy

    EnemyX = Integer: 1120850412, Float: 103,4100037
    EnemyY = Integer: 1126465556, Float: 164,5003052
    EnemyZ = Integer: 3292002386, Float: -735,8800049

    MiPJx = Integer: 1107750724, Float: 33,73365784
    MiPJy = Integer: 1150324739, Float: 1156,500366
    MiPJz = Integer: 3275330451, Float: -185,5764618

Visitors found this page by searching for:

coding aimbot

aimbot programming

aimbot programaimbot codingc aimbot tutorialaimbot c codec aimbot codeaimbot source c coding an aimbothow to program aimbotaimbot source code c aimbot c source codehow to make a aimbot for any gamehow to make aimbot for any gamehow to write a aimbothttp:www.progamercity.netcode-tut398-c-aimbot-coding.htmlcheat engine aimbothow to make an aimbot for any gamec aimbot source codeaimbot code c source engine aimbotaimbot c sourceaimbot mathc aimbot sourceaimbot coding tutorial

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •