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Direct3D Anti-Cheat Bypass

This document describes auto-aim logic for a first-person shooter game. It loops through all enemy pawns and checks if their bones are visible from the camera location. If a better target is found based on bone visibility and priority, it sets the client rotation to face that target and fires the weapon.

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Jun Kai
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0% found this document useful (0 votes)
45 views1 page

Direct3D Anti-Cheat Bypass

This document describes auto-aim logic for a first-person shooter game. It loops through all enemy pawns and checks if their bones are visible from the camera location. If a better target is found based on bone visibility and priority, it sets the client rotation to face that target and fires the weapon.

Uploaded by

Jun Kai
Copyright
© Attribution Non-Commercial (BY-NC)
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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# If we are auto aiming

if ( AutoAim and PC.Pawn ):


# Look for the best target
BestPawn = None
BestLocation = None
for Pawn in PC.DynamicActors ( PawnClass, PC ):
# Check if the pawn is valid
if ( not self.Valid ( Pawn ) or Pawn == PC.Pawn or not self.Damagable (
Pawn ) ): continue
# If it is a team game make sure we are on a different team
if ( not self.FriendlyFire and self.SameTeam ( Pawn ) ): continue
# Setup bones list
BoneList = ( self.BonePrecedence == BONE_Root ) \
and [Pawn***otBone, Pawn.HeadBone] \
or [Pawn.HeadBone, Pawn****otBone]
# Find a visible bone
for bone in BoneList:
# Fetch the bone coords
BoneCoords = Pawn.GetBoneCoords ( bone )

# Calculate the location


BoneLocation = BoneCoords.Origin + BoneCoords.XAxis + BoneCoords.YAx
is + BoneCoords.ZAxis
# Conditionally apply latency correction
if ( self.LatencyCorrection ):
BoneLocation += self.Correction ( PC, Pawn, deltatime )
# Adjust according to projectile physics
if ( PC.Pawn.Weapon and PC.Pawn.Weapon.FireMode [ FireMode ] and PC.
Pawn.Weapon.FireMode [ FireMode ].ProjectileClass ):
Projectile = PC.Pawn.Weapon.FireMode [ FireMode ].ProjectileClas
s.Default
if ( Projectile and Projectile.Speed != 0 and Projectile.Physics
!= PHYS_Falling ):
BoneLocation += Pawn.Velocity * ( abs ( BoneLocation - Camer
aLocation ) / Projectile.Speed )
# Do the check
if ( Pawn.FastTrace ( BoneLocation, CameraLocation ) ):
# Is this the best one?
if ( not BestPawn or self.Compare ( BestPawn, Pawn ) ):
BestPawn = Pawn
BestLocation = BoneLocation
break
if ( BestPawn ):
# We've found a valid target, so lets set the rotation and fire as requi
red
PC.ClientSetRotation ( ( BestLocation - CameraLocation )****tation () )
if ( self.AutoFire and PC.Pawn.Weapon ): PC.Pawn.Weapon.ClientStartFire
( FireMode )

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