CLEO Help Aim - Smoot effect

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Parazitas

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Maybe somebody can explane how to make aim smoot effect?

@springfield
@Opcode.eXe
@supahdupahnubah

I tried do it myself , but camera still move to fast on target
PHP:
{$CLEO .cs}
0000: NOP

REPEAT
wait 0
UNTIL 0AFA:

WHILE TRUE
    WAIT 0 
IF
0AB1: @GET_TARGET_ACTOR 0 31@
THEN             
    Actor.StorePos(31@, 1@, 2@, 3@)
    Actor.StorePos(31@, 18@, 19@, 20@)
    Actor.StorePos($PLAYER_ACTOR, 15@, 16@, 17@) 
    0509: 14@ = distance_between_XY 1@ 2@ and_XY 15@ 16@
    IF
    14@ < 36.0
    THEN
        /////////////////////////////////// CrossHair Checks ////////////////////////////////////////////////
        0AB1: @getScreenXYFrom3DCoords 3 3D_coords_X 1@ Y 2@ Z 3@ store_screen_X_to 4@ Y_to 5@ 
        call @crosshair_coords 0 x_out 6@ y_out 7@
        0509: 6@ = distance_between_XY 4@ 5@ ND 6@ 7@
        0087: 7@ = 6@
        6@ /= 2.0
        7@ *= 2.0
        18@ -= 1.0
        19@ -= 1.0
        IF AND
        0AB0: KEY_PRESSING: 2 // RIGHT MOUSE BUTTON - AIMING
        05A5:   is_area_center 339.0 178.5 scale 1.0 1.0 overlaping_area_center 4@ 5@ scale 6@ 7@
        THEN
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
            18@ += 0.1
            19@ += 0.1
            0AB1: @AIM_AT_POS 4 XYZ: 18@ 19@ 20@ ADD_CAMERA_OFFSET 0.04253
        END
    END
END

END // END WHILE TRUE

:crosshair_coords
0A8D: 23@ = read_memory 0xC9C040 size 4 virtual_protect 0 //x screen
0A8D: 24@ = read_memory 0xC9C044 size 4 virtual_protect 0 //y screen
0A8D: 25@ = read_memory 0xB6EC14 size 4 virtual_protect 0 
0A8D: 26@ = read_memory 0xB6EC10 size 4 virtual_protect 0 
0093: 22@ = integer 23@ to_float
006F: 22@ *= 25@
0093: 29@ = integer 23@ to_float
29@ *= 0.0015625
29@ *= 64.0
29@ *= 0.2                            
29@ *= 0.1
0063: 22@ -= 29@  // (float)
///////
0093: 10@ = integer 24@ to_float
006F: 10@ *= 26@
0093: 11@ = integer 24@ to_float
11@ *= 0.002232143
11@ *= 64.0
11@ *= 0.2                            
11@ *= 0.1
0063: 10@ -= 11@  // (float)
ret 2 22@ 10@

:GET_TARGET_ACTOR 
28@ = 640.0   
0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
000A: 29@ += 0x4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
for 30@ = 0 to 35584 step 0x100
    0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
    000A: 29@ += 0x1
    if and
        0029:  31@ >= 0x00 
        001B:  0x80 > 31@
    then 
        005A: 31@ += 30@
        if
        056D:   actor 31@ defined
        then
            if
            803C:  $PLAYER_ACTOR == 31@ // (int)
            then
                04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
                068D: get_camera_position_to 24@ 23@ 22@
                if and
                02CB:   actor 31@ bounding_sphere_visible
                06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 1 particle 0
                then
                    0AB1: @getScreenXYFrom3DCoords 3 3D_coords_X 27@ Y 26@ Z 25@ store_screen_X_to 24@ Y_to 23@    
                    0509: 22@ = distance_between_XY 339.0 178.5 and_XY 24@ 23@ 
                    if
                    0035:   28@ >= 22@ // (float) 
                    then
                        0087: 28@ = 22@ // (float)
                        0087: 15@ = 31@ // (float)
                    end
                end     
            end
        end
    end
end
if
056D:   actor 15@ defined
then
    0485:  return_true
else
    059A:  return_false
end
0AB2: 1 15@

//0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
:getScreenXYFrom3DCoords
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@ 

//0AB1: @AIM_AT_POS 3 XYZ: 1@ 2@ 3@
:AIM_AT_POS
0087: 8@ = 3@
068D: get_camera_position_to 3@ 4@ 5@
0063: 0@ -= 3@
0063: 1@ -= 4@
0604: get_Z_angle_for_point 0@ 1@ store_to 6@
6@ -= 90.0
0017: 6@ /= 57.2957795           
005B: 6@ += 8@  // (float)                           
0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0661: "by Opcode.eXe | UGBASE.EU"
0AB2: 0 
 

user88

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LINK CLEO DICE HACK HERE!
get the difference between your crosshair and target position

then just add to the cameraX a float value can be greater than 1 or lower ( depends  on every aimbot).

cameraX += 0.10f ( u need to adjust it)

then write camX

atleast check difference between to avoid flicks
 
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