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The document contains a C# class named 'Silent' that implements an aimbot functionality for a game client. It continuously checks for valid targets within a specified field of view and adjusts the aim towards the closest target's head position. The class also includes methods for reading and writing memory addresses related to the player's weapon and position.

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0% found this document useful (0 votes)
9 views2 pages

message

The document contains a C# class named 'Silent' that implements an aimbot functionality for a game client. It continuously checks for valid targets within a specified field of view and adjusts the aim towards the closest target's head position. The class also includes methods for reading and writing memory addresses related to the player's weapon and position.

Uploaded by

rodrigomattos580
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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- Silent.

cs
using System;
using System.Numerics;

namespace Client
{
internal static class Silent
{
internal static int AimbotSpeed = 1;
internal static void Work()
{
while (true)
{
if (!Config.Silent)
{
Thread.Sleep(0);
continue;
}

Entity target = null;


float distance = float.MaxValue;

if (Core.Width == -1 || Core.Height == -1) continue;


if (!Core.HaveMatrix) continue;

var screenCenter = new Vector2(Core.Width / 2f, Core.Height / 2f);

foreach (var entity in Core.Entities.Values)


{
if (entity.IsDead) continue;

if (entity.IsKnocked) continue;

if (entity.Status)continue;

var head2D = W2S.WorldToScreen(Core.CameraMatrix, entity.Head);

if (head2D.X < 1 || head2D.Y < 1) continue;

Vector2 headScreenPos2 = new Vector2(head2D.X, head2D.Y);


var playerDistance = Vector2.Distance(screenCenter,
headScreenPos2);

if (isInsideFOV((int)head2D.X, (int)head2D.Y))
{
if (playerDistance < distance)
{

distance = playerDistance;

target = entity;

}
}
}
if (target != null)
{

var LPEIEILIKGC = InternalMemory.Read<bool>(Core.LocalPlayer +


Offsets.pomba, out var LPEIEILIKGC2);

if (LPEIEILIKGC2)
{

var MADMMIICBNN =
InternalMemory.Read<uint>(Core.LocalPlayer + Offsets.bisteca, out var
MADMMIICBNN2);
if (MADMMIICBNN2 != 0)
{

InternalMemory.Read<Vector3>(MADMMIICBNN2 +
Offsets.arma, out var StartPosition);

InternalMemory.Write<Vector3>(MADMMIICBNN2 +
Offsets.tiro, target.Head - StartPosition);

}
}

}
Thread.Sleep(0);
}
}

private static bool isInsideFOV(int x, int y)


{
if (1000 <= 0)
return true;

int circle_x = Core.Width / 2;


int circle_y = Core.Height / 2;
int rad = Config.aimFov; // Use half the maximum angle as the radius
return (x - circle_x) * (x - circle_x) + (y - circle_y) * (y -
circle_y) <= rad * rad;
}
}
}

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