Post: [RELEASE] Snow Engine By NickBeHaxing & Sabotage (w/Aimbot)
08-29-2015, 02:55 AM #1
NickBeHaxing
Stoner Zone
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Hey NextGenUpdate!



Today I'm releasing another Non-Host SPRX Mod Menu, but this time it's for Modern Warfare 3 Multiplayer!
We've had this project done for quite some time now but we recently fixed up the aimbot and added some new features never seen before in Snow Engine.
We've decided to release this project and the rest of the Snow Engine's Open Source. Hopefully it can help the community learn how to use Engine Text and even make their own Non-Host Aimbot!



Features
    
-Engine UI
-Constant UAV
-Red Boxes
-Steady Aim
-No Recoil
-Laser
-Modded Crosshairs
-Health Bar
-Field Of View
-Third Person
-FPS
-Wallhack
-Reload Color
-Big Map
-Floating Objects
-Rapid Fire
-Chrome Players
-Dvar Command
-Left Gun
-Big Names
-Super Slight of Hand
-Default
-Evening
-Black & White
-Half Black
-Flashy
-L33T Vision
-Fully Functional Non Host Aimbot
-Logical Aimbot
-Stealth Aimbot
-Tag Changer


Controls
    
-R3 + Dpad Up to Open Menu
-Dpad Up and Down to Scroll
-X to Select Options
-Circle To Go Back


Credits
    
NickBeHaxing - Designing & Coding Menu, Aimbot Help & Some Addresses
Sabotage - Aimbot & Lots of Addresses
Mango_Knife - Offsets
Milky4444 - Addresses
SC58 - Addresses & Offsets
VezahMoDz - Keyboard Function
Thriefboy - Hooking/Write Process Function
Geo - Snow Engine Pictures & Ideas





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No Virus Scan Needed It's an SPRX Happy



Official Video(s)


Last edited by NickBeHaxing ; 08-29-2015 at 04:16 AM. Reason: Added Videos

The following 45 users say thank you to NickBeHaxing for this useful post:

-Numb, 01cedricv2, allant, anxify, asama151, Bad Luck Brian, BaSs_HaXoR, Bigmoneyhustlin, Boliberrys, CanadianOnCFW, Chen Madhala, Sabotage, Dog88Christian, Dynamacy, edub, gοd, Geo, Insult, ItsSebHdz, jacob_9191, jazrawi_ae, joni_djESP, Killer Be, kiwi_modz, Loz, MathRock_, milky4444, MORPHEUS__2142, MrLighty, ng4a, John, Psycedelic, ReBuG_MoDa_FoKa, Rey, RTE, sleekshow, Scouse Power, basshead4ever, SyGnUs, TrillBrown, user_714, wajdi9, xHostModer, xSupremeModder
10-19-2015, 10:38 PM #74
The reason is simple: it has a CID stealer. Keep downloading this and Nick is never going to end up without CIDs for him to use.
~ out
10-22-2015, 02:12 AM #75
it did not work for cex mathafuckers
10-23-2015, 12:17 PM #76
Rey
Gym leader
Originally posted by EnzoMezzomo View Post
The reason is simple: it has a CID stealer. Keep downloading this and Nick is never going to end up without CIDs for him to use.
~ out


I don't think there's a CID stealer in it, Geo worked with him, or not? My cid didn't get banned only my account on MW3 wat
10-23-2015, 03:11 PM #77
I'm currently re-writing your whole Aimbot header, someone here has to correct everything that's wrong lmao. The GetNearestClient code is terrible, for starters have you never heard of logical operators? Secondly, the visible check is completely useless - you never continue the loop at any point, so even if they are not in sight you just get their origin for the distance check anyway >_<

This is the first source I've seen that someone has actually tried to re-write the original Xbox source...so I guess good job for trying? I'll re-edit this post with a code snippet of the whole header re-written. Also, you never included any files into the Aimbot header - how the hell would this even compile?

    
//re-written and optimised by Bitwise

typedef struct _vec3
{
float x, y, z;
vec3(float fX, float fY, float fZ) : x(fX), y(fY), z(fZ) {}
vec3(float vec[3]) : x(vec[0]), y(vec[1]), z(vec[2]) {}
vec3(vec3&vec) : x(vec.x), y(vec.y), z(vec.z) {}
vec3() : x(0), y(0), z(0) {}
vec3&operator-(vec3&v) { return *(new vec3(this->x - v.x, this->y - v.y, this->z - v.z)); }
template<int nCount>
void set(int dwAddress)
{
if(nCount < 0 || nCount > 3) return;
for(int i = 0, f = 0; i < nCount; i++, f += 4)
{
*(float*)(dwAddress + f) = (&this->x)[i];
}
}
int len()
{
int nCount = 0;
for(nCount;(&this->x)[nCount]!=0.0f;nCount++);
return nCount;
}
}vec3, *pvec3;
template<int nCount>
inline vec3 get(int dwAddress)
{
if(nCount < 0 || nCount > 3) return *(new vec3(0.0f,0.0f,0.0f));
return *(new vec3(nCount > 0 ? *(float*)(dwAddress) : 0.0f, nCount > 1 ? *(float*)(dwAddress + 4) : 0.0f, nCount > 2 ? *(float*)(dwAddress + Cool Man (aka Tustin) : 0.0f));
}

template<int dwEntry, int nSize, int dwIndex>
inline int accessArray(bool bPointed = true)
{
return (bPointed ? *(int*)dwEntry : dwEntry) + (dwIndex * nSize);
}

#define get_centity(clientNum) accessArray<0x7BD010, 0x1EC, clientNum>()
#define get_clientActive accessArray<0x7F0ECC, NULL, NULL>() // didn't you know it supports all 4 players?
#define get_cg accessArray<0x7BD008, NULL, NULL>() // again^
#define get_clientInfo(clientNum) accessArray<accessArray<0x7BD010, NULL, NULL)(), 0x594, clientNum>(false)
#define maxEnts *(int*)(get_cg + 0x6690)
#define PI 3.1415926535897931f
#define hostNum *(int*)(get_cg + 0x150)

inline bool onSameTeam(int clientInfo1, int clientInfo2)
{
return !strncmp(Dvar_GetString("ui_gametype"), "dm", 2) ? true : *(int*)(clientInfo1 + 0x24) == *(int*)(clientInfo2 + 0x24);
}

vec3 baseAngles()
{
return get<2>(get_clientActive() + 0xE0);
}

typedef struct {
vec3 m_pos;
bool m_completed;
int m_name;
}tagInfo, *ptagInfo;

ptagInfo AimTarget_GetTagPos(int targetCEnt, char*szTagName)
{
ptagInfo info = new ptagInfo;
memset(info, 0, sizeof(tagInfo));
info->m_name = SL_GetString(szTagName);
info->m_completed = CG_DObjGetWorldTagPos(targetCEnt, Com_GetClientDObj(*(int*)(targetCEnt + 0xC4), 0), info->m_name, &info->m_pos);
return info;
}

vec3 getBonePos(int clientNum, char*szTagName)
{
ptagInfo info = AimTarget_GetTagPos(get_centity(clientNum), szTagName);
return info->m_completed ? info->m_pos : *(new vec3(0.0f, 0.0f, 0.0f));
}

template<vec3 v1, vec3 v2>
float distance()
{
return sqrt( pow(v2.x - v1.x, 2) + pow(v2.y - v1.y, 2) + pow(v2.z - v1.z, 2) );
}

vec3 VectorToAngles(vec3 vec)
{
float pitch = 0, yaw = 0;
// x&y are null
*(double*)(&vec.x)[0] == 0.0 ? pitch = (vec.z > 0 ? 90.0f : 270.0f) : false;
vec.x >= 0 ? yaw = float(atan2(vec.y, vec.x) * (180.0f / PI)) : false;
yaw = vec.y > 0 ? 90.0f : 270.0f;
pitch = atan2(vec.z, sqrt((vec.x*vec.x)+(vec.y*vec.y)));
return *(new vec3(-(pitch < 0 ? pitch + 360.0f : pitch), yaw < 0 ? yaw + 360.0f : yaw, 0.0f))
}

int getClosestPlayer(int clientNum) {
float nDist = 99999999.0f;
int closestID;
for(int i = 0; i < maxEnts; i++)
{
if( i != clientNum && *(bool*)(get_centity(clientNum) + 2) && onSameTeam(get_centity(hostNum), get_centity(i)))
{
float fDis = distance<get<3>(get_centity(clientNum) + 0x14), get<3>(get_centity(i) + 0x14)>();
// if client is closer than the last, and construction checks are active while client is not constructed from view
(checkConst ? nDist < fDis && Visability(0, get_centity(i), 0x803003) : nDist < fDis) ? nDist = fDis, closestID = i : continue;
}
}
}

void Aimbot()
{
do
{
if(isInGame() && Aimbot){
vec3(VectorToAngles(get<2>(get_centity(i) + 0x20)) - baseAngles()).set<2>(get_clientActive + 0x35B0);
sleep(300);
}
// isOptionOn not for use, monitor this to suit your system
Aimbot = isInGame && isOptionOn(OPTION_AIMBOT)
sleep(10);
}while(true);
}


I assume you already know not to directly Copy and Paste this, learn from it and optimise your own code - pce brah. Also, did you fix everything before compiling or something? the Aimbot code makes no sense, Angles is parsed into vectoangles for the actual Aimbot part, but Angles is never declared?

P.S.
Aimbot shouldn't be in a loop within your own image, unless you're emulating a CoD thread that is...
P.S.S
Watched the video, I assume PS3 manages memory in a different way to Xbox, if you ran this on Xbox (ofc ported) you'd be lagging all over the place, hell you'd probably fatal crash like 5seconds into aimbot xD
Last edited by Bitwise ; 11-18-2015 at 03:45 PM.
10-23-2015, 04:26 PM #78
Why does the Menu not contains ESP? Im going to make one than i will post it here.
10-23-2015, 05:02 PM #79
Originally posted by One View Post
Why does the Menu not contains ESP? Im going to make one than i will post it here.


ESP is so over-rated. Simply mapping out the FoFBox system and messing with the draw name functions is more than enough for an ESP system, along with outline chams and you can perfectly see all clients, with a unique icon to detect foes (FoF = Friend or Foe) along with who they are...what more could you ask for? All can be done via a RPC (Or at this scene is hooked on saying, RTM) app without any hooking what so ever - twice as stable, million times easier

EDIT:
Also, @OP This is a much cleaner and logical version of your "button detection" code. I'm still laughing at the fact Sony didn't even use a bitflag for this...

    
typedef enum _button_s : unsigned char
{
B_CROSS,
B_CIRCLE,
B_SQUARE,
B_TRIANGLE,
B_L1,
B_R1,
B_START = (B_R1*B_TRIANGLE)-B_SQUARE,
B_SELECT,
B_L3,
B_R3,
B_L2,
B_R2,
B_DPAD_UP,
B_DPAD_DOWN,
B_DPAD_LEFT,
B_DPAD_RIGHT
}button_s;

#define button_pressed(button) *(bool*)(0x7ED24B + (button * 0xC))

//example
if(button_pressed(button_s::B_L2) && button_pressed(button_s::B_RS) { /*do ur bs/* }
Last edited by Bitwise ; 10-23-2015 at 05:28 PM.
10-23-2015, 06:53 PM #80
Falcon
Climbing up the ladder
Originally posted by Bitwise View Post
ESP is so over-rated. Simply mapping out the FoFBox system and messing with the draw name functions is more than enough for an ESP system, along with outline chams and you can perfectly see all clients, with a unique icon to detect foes (FoF = Friend or Foe) along with who they are...what more could you ask for? All can be done via a RPC (Or at this scene is hooked on saying, RTM) app without any hooking what so ever - twice as stable, million times easier

EDIT:
Also, @OP This is a much cleaner and logical version of your "button detection" code. I'm still laughing at the fact Sony didn't even use a bitflag for this...

    
typedef enum _button_s : unsigned char
{
B_CROSS,
B_CIRCLE,
B_SQUARE,
B_TRIANGLE,
B_L1,
B_R1,
B_START = (B_R1*B_TRIANGLE)-B_SQUARE,
B_SELECT,
B_L3,
B_R3,
B_L2,
B_R2,
B_DPAD_UP,
B_DPAD_DOWN,
B_DPAD_LEFT,
B_DPAD_RIGHT
}button_s;

#define button_pressed(button) *(bool*)(0x7ED24B + (button * 0xC))

//example
if(button_pressed(button_s::B_L2) && button_pressed(button_s::B_RS) { /*do ur bs/* }


Can u release ur updated version?

The following user thanked Falcon for this useful post:

Rey
10-26-2015, 02:11 PM #81
Originally posted by Falcon
Can u release ur updated version?


Updated version of what?
10-26-2015, 04:32 PM #82
How can i make the Aimbot Faster?Want to create the best and fastest off Host Aimbot to rape other cheater.

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