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Aimbot Rage

The document outlines the implementation of an aimbot system for a game, including thread management, target selection, and drag mode detection. It features methods for starting and stopping the aimbot, validating targets, applying smooth patches for aiming, and rendering visual indicators for locked targets. The code also includes safety configurations and checks for game state changes to ensure proper functionality during gameplay.
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0% found this document useful (0 votes)
5 views10 pages

Aimbot Rage

The document outlines the implementation of an aimbot system for a game, including thread management, target selection, and drag mode detection. It features methods for starting and stopping the aimbot, validating targets, applying smooth patches for aiming, and rendering visual indicators for locked targets. The code also includes safety configurations and checks for game state changes to ensure proper functionality during gameplay.
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

using System;

using [Link];
using [Link];
using [Link];
using [Link];
using [Link];
using [Link];
using ImGuiNET;

namespace AotForms
{
internal static class AimRageDOKOTEAM_MODS
{
// ==================== THREAD MANAGEMENT ====================
private static Thread _aimbotThread;
private static bool _isRunning = false;
private static readonly object _threadLock = new object();

// ==================== TARGET MANAGEMENT ====================


private static Entity _currentTarget = null;
private static Entity _lockedTarget = null; // লক করা টার্গেট
public static Entity CurrentTarget => _currentTarget;

// ==================== DRAG MODE VARIABLES ====================


private static bool _isDragging = false;
private static Vector2 _dragStartPos = [Link];
private static DateTime _dragStartTime;
private const float DRAG_THRESHOLD = 6f; // 6 পিক্সেল ড্র্যাগ থ্রেশহোল্ড
private const int DRAG_TIMEOUT_MS = 500; // 500ms টাইমআউট
private static bool _dragModeActive = false;

// ==================== SMOOTH PATCH SYSTEM ====================


private static bool _isPatched = false;
private static float _lastOriginalValue = 0f;
private static DateTime _patchTime;
private const int SMOOTH_DELAY_MS = 200; // 200ms পর রিস্টোর

// ==================== STATE TRACKING ====================


private static bool _wasInGame = false;
private static int _lastEntityCount = 0;
private static bool _wasAiming = false;

// ==================== SAFETY CONFIG ====================


private const float FOV_LIMIT = 120f; // 120 পিক্সেল FOV লিমিট
private const int MAX_RETRY_COUNT = 3;

// ==================== MAIN CONTROL METHODS ====================


internal static void Start()
{
lock (_threadLock)
{
if (_isRunning) return;
if (!Config.enableAimBotV1) return; // ← নতুন লাইন
_isRunning = true;
_aimbotThread = new Thread(Work)
{
IsBackground = true,
Priority = [Link]
};
_aimbotThread.Start();
}
}

public static void Stop()


{
lock (_threadLock)
{
if (!_isRunning) return;
_isRunning = false;
}

// রিস্টোর প্যাচ
RestorePatch();

_aimbotThread?.Join(2000);
_currentTarget = null;
_lockedTarget = null;
}

// ==================== DRAG MODE DETECTION ====================


private static bool IsDragging()
{
// ড্র্যাগ মোড বন্ধ থাকলে সবসময় true
if (![Link]) return true;

bool leftMousePressed = ([Link](0x01) & 0x8000) !=


0; // VK_LBUTTON

if (leftMousePressed && !_isDragging)


{
// ড্র্যাগ শুরু
_isDragging = true;
_dragStartPos = GetMousePosition();
_dragStartTime = [Link];
return false;
}
else if (leftMousePressed && _isDragging)
{
// ড্র্যাগ চলছে
Vector2 currentPos = GetMousePosition();
float dragDistance = [Link](_dragStartPos, currentPos);

// টাইমআউট চেক
if (([Link] - _dragStartTime).TotalMilliseconds >
DRAG_TIMEOUT_MS)
{
_isDragging = false;
_dragModeActive = false;
return false;
}

// থ্রেশহোল্ড চেক
if (dragDistance >= DRAG_THRESHOLD)
{
_dragModeActive = true;
return true;
}
return false;
}
else if (!leftMousePressed && _isDragging)
{
// ড্র্যাগ শেষ
_isDragging = false;
_dragModeActive = false;
return false;
}

return _dragModeActive;
}

private static Vector2 GetMousePosition()


{
[Link](out var point);
return new Vector2(point.X, point.Y);
}

// ==================== SMOOTH PATCH SYSTEM ====================


private static void ApplySmoothPatch(float newValue)
{
if (_isPatched) return;

try
{
// পুরোনো মান সংরক্ষণ
_lastOriginalValue = [Link]([Link] +
[Link]);

// প্যাচ প্রয়োগ
[Link]([Link] + [Link],
newValue);
_isPatched = true;
_patchTime = [Link];
}
catch { }
}

private static void RestorePatch()


{
if (!_isPatched) return;

try
{
// ২০০ ms পর রিস্টোর
if (([Link] - _patchTime).TotalMilliseconds >=
SMOOTH_DELAY_MS)
{
[Link]([Link] + [Link],
_lastOriginalValue);
_isPatched = false;
}
}
catch { }
}

// ==================== TARGET VALIDATION ====================


private static bool IsValidTarget(Entity entity)
{
if (entity == null) return false;
if (![Link]) return false;
if ([Link]) return false;
if ([Link] && [Link]) return false;
if ([Link]) return false;

// দূরত্ব চেক
float distance = [Link]([Link], [Link]);
if (distance > [Link]) return false;

return true;
}

private static bool IsTargetInScreen(Entity entity)


{
var screenPos = [Link](
[Link],
[Link],
[Link],
[Link]
);

return screenPos.X >= 1 && screenPos.Y >= 1 &&


screenPos.X <= [Link] && screenPos.Y <= [Link];
}

private static bool IsTargetAlive(Entity entity)


{
return ![Link];
}

// ==================== TARGET SELECTION ====================


private static Entity SelectBestTarget()
{
if ([Link] == null || [Link] == 0)
return null;

var screenCenter = new Vector2([Link] / 2f, [Link] / 2f);


Entity bestTarget = null;
float bestDistance = [Link];

foreach (var entity in [Link])


{
// টার্গেট ভ্যালিডেশন
if (!IsValidTarget(entity)) continue;

var target2D = [Link](


[Link],
[Link],
[Link],
[Link]
);

if (target2D.X < 1 || target2D.Y < 1) continue;

var x = target2D.X - screenCenter.X;


var y = target2D.Y - screenCenter.Y;
var crosshairDist = [Link](x * x + y * y);
// FOV লিমিট চেক
if ([Link] && crosshairDist > Config.Aimfov1)
continue;

// অতিরিক্ত FOV সুরক্ষা


if (crosshairDist > FOV_LIMIT)
continue;

if (crosshairDist < bestDistance)


{
bestDistance = crosshairDist;
bestTarget = entity;
}
}

return bestTarget;
}

// ==================== LOCKED TARGET MANAGEMENT ====================


private static void UpdateLockedTarget()
{
// লক করা টার্গেট থাকলে চেক করো
if (_lockedTarget != null)
{
// টার্গেট মারা গেছে কি না
if (!IsValidTarget(_lockedTarget) || !IsTargetAlive(_lockedTarget))
{
_lockedTarget = null;
return;
}

// টার্গেট স্ক্রিনের বাইরে চলে গেছে কি না


if (!IsTargetInScreen(_lockedTarget))
{
_lockedTarget = null;
return;
}

// লক করা টার্গেট এখনও বৈধ


_currentTarget = _lockedTarget;
return;
}

// নতুন টার্গেট নির্বাচন


var bestTarget = SelectBestTarget();
if (bestTarget != null)
{
_lockedTarget = bestTarget;
_currentTarget = bestTarget;
}
else
{
_currentTarget = null;
}
}

// ==================== GAME STATE CHECK ====================


private static bool IsInLobby()
{
if ([Link] == null || [Link] < 2)
return true;

if ([Link] != null && [Link]() <


10f)
return true;

return false;
}

private static bool HasGameStateChanged()


{
bool isInGame = !IsInLobby() && [Link] != null &&
[Link] > 1;

if (_wasInGame && !isInGame)


{
_wasInGame = isInGame;
return true;
}

if (_lastEntityCount > 10 && ([Link] == null ||


[Link] < 5))
{
_lastEntityCount = [Link]?.Count ?? 0;
return true;
}

_wasInGame = isInGame;
_lastEntityCount = [Link]?.Count ?? 0;

return false;
}

// ==================== AIMBOT CORE WORKER ====================


internal static void Work()
{
while (_isRunning)
{
try
{
// গেম স্টেট চেক
if (HasGameStateChanged())
{
_lockedTarget = null;
ClearTarget();
[Link](100);
continue;
}

// এমবট চালু আছে কিনা


if (!Config.enableAimBotV1)
{
ClearTarget();
[Link](1);
continue;
}

// ড্র্যাগ মোড চেক


if (!IsDragging())
{
ClearTarget();
RestorePatch();
[Link](1);
continue;
}

// স্ক্রিন সাইজ চেক


if ([Link] == -1 || [Link] == -1)
{
ClearTarget();
[Link](1);
continue;
}

// ম্যাট্রিক্স চেক
if (![Link])
{
ClearTarget();
[Link](1);
continue;
}

// এন্টিটি চেক
if ([Link] == null || [Link] == 0)
{
ClearTarget();
[Link](1);
continue;
}

// লক করা টার্গেট আপডেট


UpdateLockedTarget();

// টার্গেট আছে কিনা


if (_currentTarget == null)
{
RestorePatch();
[Link](1);
continue;
}

// টার্গেট স্পাইন পজিশন


Vector3 targetPosition = _currentTarget.Spine;

// টার্গেট স্ক্রিনে আছে কিনা


var target2D = [Link](
[Link],
targetPosition,
[Link],
[Link]
);

if (target2D.X < 1 || target2D.Y < 1)


{
_lockedTarget = null;
ClearTarget();
RestorePatch();
[Link](1);
continue;
}

// রোটেশন ক্যালকুলেট
var playerLook = [Link](
targetPosition,
0.1f,
[Link]
);

// স্মুথ প্যাচ প্রয়োগ


ApplySmoothPatch(playerLook);

// স্লিপ (CPU ব্যবহার কমানোর জন্য)


[Link]([Link]);

// প্যাচ রিস্টোর চেক


RestorePatch();
}
catch (Exception ex)
{
// এরর হলে ক্লিয়ার
ClearTarget();
[Link](10);
}
}
}

// ==================== HELPER METHODS ====================


private static void ClearTarget()
{
_currentTarget = null;
// লক করা টার্গেট শুধু তখনই ক্লিয়ার করো যদি মৃত হয়
if (_lockedTarget != null && (_lockedTarget.IsDead || !
IsValidTarget(_lockedTarget)))
{
_lockedTarget = null;
}
}

public static void ForceClearTarget()


{
ClearTarget();
_lockedTarget = null;
RestorePatch();
}

// ==================== RENDER METHOD ====================


internal static void Render()
{
if (!Config.enableAimBotV1 || [Link] == -1 || [Link] == -1)
return;

var target = _currentTarget;


if (target == null)
return;

if (IsInLobby())
{
ClearTarget();
return;
}

var spine2D = [Link](


[Link],
[Link],
[Link],
[Link]
);

if (spine2D.X < 1 || spine2D.Y < 1)


return;

var draw = [Link]();

// টার্গেট এফেক্ট (লক ইন্ডিকেটর)


float radius = 13f;
int segments = 64;

// লক ইফেক্ট (আগের চেয়ে বেশি ভিজিবল)


for (int i = 0; i < segments; i += 6)
{
float start = (i / (float)segments) * [Link] * 2f;
float end = ((i + 3) / (float)segments) * [Link] * 2f;

[Link]();
[Link](spine2D, radius, start, end);

// লক ইন্ডিকেটর কালার (লাল = লকড)


Vector4 color = _lockedTarget == target ?
new Vector4(1f, 0.2f, 0.2f, 1f) :
new Vector4(1f, 1f, 1f, 1f);

[Link](
ImGui.GetColorU32(color),
[Link],
2.5f
);
}

// ড্র্যাগ ইন্ডিকেটর (যদি ড্র্যাগ মোড সক্রিয় থাকে)


if (_dragModeActive)
{
[Link](spine2D, radius + 5, ImGui.GetColorU32(new
Vector4(0f, 1f, 0f, 0.5f)), 12, 2f);
}
}

// ==================== PUBLIC API ====================


public static bool IsTargetLocked()
{
return _lockedTarget != null && IsValidTarget(_lockedTarget);
}

public static Entity GetLockedTarget()


{
return _lockedTarget;
}

public static void UnlockTarget()


{
_lockedTarget = null;
ClearTarget();
}
}

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