Jump to content

Sniper Arena v0.8.9 Aimbot Source


19 posts in this topic

Recommended Posts

Updated (edited)

MORE ON GITHUB: https://github.com/shmoo419/SniperArenaAimbot

 

/*
Sniper Arena v0.8.9 aimbot source code.
Made by shmoo.
Function naming conventions:
    ClassName_FunctionName(arguments)
...for easy reference in the included dump.
*/

#import "Macros.h"
#import "Config.h"
#import <substrate.h>
#import <mach-o/dyld.h>

uint64_t getRealOffset(uint64_t);

struct me_t {
	void *object;
	void *camera;
	Vector3 location;
	int team;
};

struct target_t {
	void *object;
	Vector3 location;
	double health;
	float distanceFromMe;
};

me_t *me;
target_t *currentTarget;

Quaternion lookRotation;

void *(*Component_GetTransform)(void *component) = (void *(*)(void *))getRealOffset(0x10079DDD8);
void (*Transform_INTERNAL_GetPosition)(void *transform, Vector3 *out) = (void (*)(void *, Vector3 *))getRealOffset(0x1007E7ACC);

/*
If you don't understand why I'm comparing Vector3's this way, go here:
https://noobtuts.com/cpp/compare-float-values

Returns true if second falls in bounds with first.
*/
bool compareVectorsWithTolerance(Vector3 first, Vector3 second, float tolerance){
	float firstXSubbed = first.x - tolerance;
	float firstXAdded = first.x + tolerance;
	
	float firstYSubbed = first.y - tolerance;
	float firstYAdded = first.y + tolerance;
	
	float firstZSubbed = first.z - tolerance;
	float firstZAdded = first.z + tolerance;
	
	bool secondXFallsBetween = second.x >= firstXSubbed && second.x <= firstXAdded;
	bool secondYFallsBetween = second.y >= firstYSubbed && second.y <= firstYAdded;
	bool secondZFallsBetween = second.z >= firstZSubbed && second.z <= firstZAdded;
	
	return secondXFallsBetween && secondYFallsBetween && secondZFallsBetween;
}

void (*GameEnemy_Update)(void *gameEnemy);

/*
Even though this class is called GameEnemy, it handles every player object in the match, including ours.
When you're making an aimbot, remember to test every function from every class that catches your eye.
*/
void _GameEnemy_Update(void *gameEnemy){
	if(!me){
		me = new me_t();
	}
	else if(!currentTarget){
		currentTarget = new target_t();
	}
	else{
		/*
		My player object should be where my camera is.
		If you cannot find a way to get your player object, or you cannot find a way to differentiate the other objects from your object, this way is fine.
		You just need to make sure that what you think is your camera is actually your camera.
		I made sure my camera was my camera by setting its field of view to 90.
		*/
		if(me->camera){
			/* Get the location of where our camera is, and initialize me->location with it. */
			Transform_INTERNAL_GetPosition(Component_GetTransform(me->camera), &me->location);
			
			/*
			We have to find our player object now. Why?
			To make sure that we don't aim at ourselves. This aimbot is based on distance.
			Every GameEnemy object, including ours, passes through this function. We just have to find it.
			No sense in doing this when my camera is NULL because me->location won't be initialized.
			*/	
			Vector3 gameEnemyLocation;
			
			Transform_INTERNAL_GetPosition(Component_GetTransform(gameEnemy), &gameEnemyLocation);
			
			/*
			There is a very large chance our camera will not be at the exact same location we are.
			However, it is close enough to us so that we're able to get our real object.
			*/
			if(compareVectorsWithTolerance(me->location, gameEnemyLocation, 4.0f)){
				me->object = gameEnemy;
				
				/* Since we have our player object, we can safely get our team. */
				me->team = *(int *)((uint64_t)me->object + 0x48);
			}
		}
		
		/*
		The main aimbot code starts here.
		Obviously, we don't want to examine our player object when doing this. We only want to pull data from it.
		Taking advantage of short circuiting here.
		*/
		if(me->object && me->object != gameEnemy){
			/*
			Choose someone to lock onto.
			Conditions:
				- cannot be on my team
				- cannot be dead
			*/
			
			bool differentTeam = me->team != *(int *)((uint64_t)gameEnemy + 0x48);
			double health = *(double *)((uint64_t)gameEnemy + 0x60);
			bool alive = health > 1;
			
			/*
			In order to save a headache in the future for this first search, just find someone. 
			We know we haven't found anyone if currentTarget's object is NULL.
			*/	
			if(!currentTarget->object){
				if(differentTeam && alive){
					/* We found someone! */
					currentTarget->object = gameEnemy;
					currentTarget->health = health;
					
					/* In case you miss this line, we are initializing currentTarget->location. */
					Transform_INTERNAL_GetPosition(Component_GetTransform(currentTarget->object), &currentTarget->location);
					
					currentTarget->distanceFromMe = Vector3::distance(me->location, currentTarget->location);
				}
				
				GameEnemy_Update(gameEnemy);
				
				return;
			}
			else{
				/*
				Do not aim at a dead enemy.
				Start a new search right away if this is the case.
				*/
				if(currentTarget->health < 1){
					currentTarget = NULL;
					
					GameEnemy_Update(gameEnemy);
					
					return;
				}
				
				/* currentTarget->object is initialized, so update the the data for it. */
				if(gameEnemy == currentTarget->object){
					currentTarget->health = *(double *)((uint64_t)currentTarget->object + 0x60);
					
					/*
					In this game, you don't move from where you are.
					This line is just for safety because you can't assume anything when making this kind of thing.
					*/
					Transform_INTERNAL_GetPosition(Component_GetTransform(currentTarget->object), &currentTarget->location);
					
					currentTarget->distanceFromMe = Vector3::distance(me->location, currentTarget->location);
				}
				
				/*
				Try and find someone new to lock onto.
				We are using the differentTeam and health variables from above.
				Why? No sense in pulling the exact same data twice.
				*/
				Vector3 potentialTargetLocation;
				Transform_INTERNAL_GetPosition(Component_GetTransform(gameEnemy), &potentialTargetLocation);
				
				float potentialEnemyDistanceFromMe = Vector3::distance(me->location, potentialTargetLocation);
				
				if(differentTeam && alive && potentialEnemyDistanceFromMe < currentTarget->distanceFromMe){
					/*
					We found someone new!
					Update the values for currentTarget to make the rotation.
					*/
					currentTarget->object = gameEnemy;
					currentTarget->health = health;
					currentTarget->location = potentialTargetLocation;
					currentTarget->distanceFromMe = potentialEnemyDistanceFromMe;
				}
				
				/*
				Make the rotation to face currentTarget.
				Watch the video in README.md to get know what [SliderHook getSliderValueForHook:@"Y Value Adjustment"] is used for.
				There's also no point of including the mod menu setup code in this, so just pretend it is there.
				*/
				lookRotation = Quaternion::LookRotation((currentTarget->location + Vector3(0, [SliderHook getSliderValueForHook:@"Y Value Adjustment"], 0)) - me->location, Vector3(0, 1, 0));
			}
		}
	}
	
	GameEnemy_Update(gameEnemy);
}

void (*GameEnemyFinder_Update)(void *gameEnemyFinder);

/*
This function is hooked just so I have a way of getting the main camera for my player object.
For some reason I wasn't able to get my camera with Unity's functions.
*/
void _GameEnemyFinder_Update(void *gameEnemyFinder){
	if(!me){
		me = new me_t();
	}
	else{
		void *mainCamera = *(void **)((uint64_t)gameEnemyFinder + 0x20);
		
		/* We don't want a NULL camera. */
		if(mainCamera){
			me->camera = mainCamera;
		}
	}
	
	GameEnemyFinder_Update(gameEnemyFinder);
}

void (*GameLooking_Start)(void *gameLooking) = (void (*)(void *))getRealOffset(0x100250778);

void (*GameLooking_Update)(void *gameLooking);

/*
When you are in game, the map is represented by a 2D plane as far as rotations are concerned, and our rotation is represented by a vector.
In the rotation vector:
	- x = x coordinate
	- y = y coordinate
	- z = rotation acceleration (slows down over time, think mouse acceleration)

Because of this, I thought it was impossible to make an aimbot for this game.
*/
void _GameLooking_Update(void *gameLooking){
	*(Quaternion *)((uint64_t)gameLooking + 0x50) = lookRotation;
	
	GameLooking_Update(gameLooking);
	
	/*
	After an *extremely* long time of analysis, I determined that I have no chance of changing defaultRotation (the instance variable at gameLooking+0x50) AND having those changes take effect in game.
	After analyzing most of the functions in the GameLooking class, I figured out that the only place defaultRotation's value is ever used is in GameLooking::Start.
	This is a very dirty hack because Start should only be called once before Update is called on any script in Unity. But it works.
	From the Unity docs: "Start is called exactly once in the lifetime of the script."
	*/
	GameLooking_Start(gameLooking);
}

%ctor {
	MSHookFunction((void *)getRealOffset(0x10024D990), (void *)_GameEnemy_Update, (void **)&GameEnemy_Update);
	MSHookFunction((void *)getRealOffset(0x10024E87C), (void *)_GameEnemyFinder_Update, (void **)&GameEnemyFinder_Update);
	MSHookFunction((void *)getRealOffset(0x100250B04), (void *)_GameLooking_Update, (void **)&GameLooking_Update);
}

uint64_t getRealOffset(uint64_t offset){
    return _dyld_get_image_vmaddr_slide(0)+offset;
}

 

Updated by Guest
Posted
Just now, ZahirSher said:

@shmoo can this be done to any unity shooter game?

Yes this can be done to Free Fire.

Posted
Just now, ZahirSher said:

@shmoo can this be done to any unity shooter game?

Yes as long as you don't give up. This took close to five hours to make because the game was so "exotic". I don't know another word. hardest game I've ever had to make an aimbot for

Just now, DiDA said:

Yes this can be done to Free Fire.

oooo I should do free fire now actually instead of guns of boom YES HYPE

  • Our picks

    • Last Day On Earth: Survival v1.40.0 +36 FREE Hacks
      Modded/Hacked App: Last Day on Earth: Survival By Andrey Pryakhin
      Bundle ID: zombie.survival.craft.z
      iTunes Link: https://itunes.apple.com/us/app/last-day-on-earth-survival/id1241932094

      Hack Features:
      - Coins Hack - Spend/Buy something that costs Coins to increase Coins!
      - Durability Hack - Weapons, Clothes, Boots, etc. Will not break. You can always keep using them.
      - Crafting Hack - Able to craft stuff without required items!
      - Skill Points Hack - Skill Points won't decrease, reset to increase.
      - Duplicate Items Hack - Split Items to duplicate them! Now it will duplicate by 20!
      - Loot box hack - Open 1 lootbox for 1000! - x64 only
      - Items increase when Taking from Inbox. You will never run out of Items in your inbox! - x64 only
      - Minigun Doesn't Overheat - x64 only
      - Unlimited Energy. Energy Increases instead of subtracting! - x64 only
      - Bow One Hit Kill - x64 only
      - Anti-Ban

      During the month of December, we have decided to make the ViP hack for free for all users! :) Extra features include:
      • 30,229 replies
    • Zombie Sniper War 3D: Dead FPS v1.75 [ +2 Cheats ] Currency Max
      Modded/Hacked App: Zombie Sniper War 3D: Dead FPS By JE Software AB
      Bundle ID: com.JESoftware.LastHopeSniper3
      App Store Link: https://apps.apple.com/ph/app/zombie-sniper-war-3d-dead-fps/id1643424564?uo=4

      🤩 Hack Features

      - Unlimited Currency
      - Unlimited Resources
      • 1 reply
    • Zombie Sniper War 3D: Dead FPS v1.75 [ +2 jailed ] Currency Max
      Modded/Hacked App: Zombie Sniper War 3D: Dead FPS By JE Software AB
      Bundle ID: com.JESoftware.LastHopeSniper3
      App Store Link: https://apps.apple.com/ph/app/zombie-sniper-war-3d-dead-fps/id1643424564?uo=4

      🤩 Hack Features

      - Unlimited Currency
      - Unlimited Resource
      • 0 replies
    • BitLife - Life Simulator Cheats v3.20.9 +2
      Modded/Hacked App: BitLife - Life Simulator by Candywriter, LLC
      Bundle ID: com.wtfapps.apollo16
      iTunes Store Link: https://apps.apple.com/us/app/bitlife-life-simulator/id1374403536?uo=4&at=1010lce4


      Hack Features:
      - Infinite Cash
      - Free Bitizen Purchase (Press Cancle) - Work for All Versions


      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/topic/84167-arm64-bitlife-life-simulator-v1412-jailed-cheats-2/


      Hack Download Link: https://iosgods.com/topic/84223-arm64-bitlife-life-simulator-cheats-all-versions-2/
        • Informative
        • Agree
        • Haha
        • Winner
        • Like
      • 3,774 replies
    • [ Arknights China ] 明日方舟 Cheats v2.6.61 +8
      Modded/Hacked App: 明日方舟 By Shanghai Hypergryph Network Technology Co., Ltd.
      Bundle ID: com.hypergryph.arknights
      iTunes Store Link: https://apps.apple.com/cn/app/%E6%98%8E%E6%97%A5%E6%96%B9%E8%88%9F/id1454663939?uo=4


      Hack Features:
      - God Mode
      - Frozen Enemies
      - One Hit Kill
      - Instant - Win
      - No Deploy Cost
      - Multiply Damage
      - Multiply Defense
      - Multiply Character Speed


      iOS Hack Download Link: https://iosgods.com/topic/149509-arknights-china-%E6%98%8E%E6%97%A5%E6%96%B9%E8%88%9F-cheats-v1560-8/
      • 347 replies
    • [ Last Cloudia TW ] 最後的克勞迪亞 Cheats v6.7.2 +5
      Modded/Hacked App: 最後的克勞迪亞 By Hong Kong Bao Chuan Software Technology Limited
      Bundle ID: com.boltrend.cloudia
      iTunes Store Link: https://apps.apple.com/tw/app/%E6%9C%80%E5%BE%8C%E7%9A%84%E5%85%8B%E5%8B%9E%E8%BF%AA%E4%BA%9E/id1530784975?uo=4



      Hack Features:
      - God Mode
      - Infinite MP
      - Infinite SP
      - Infinite Ether


      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/topic/139142-last-cloudia-tw-%E6%9C%80%E5%BE%8C%E7%9A%84%E5%85%8B%E5%8B%9E%E8%BF%AA%E4%BA%9E-v161-jailed-cheats-4/


      iOS Hack Download Link: https://iosgods.com/topic/139140-last-cloudia-tw-%E6%9C%80%E5%BE%8C%E7%9A%84%E5%85%8B%E5%8B%9E%E8%BF%AA%E4%BA%9E-cheats-all-versions-4/
      • 399 replies
    • Candy Crush Saga v1.313.1 Jailed Cheats +3
      Modded/Hacked App: Candy Crush Saga By King.com Limited
      Bundle ID: com.midasplayer.apps.candycrushsaga
      iTunes Store Link: https://apps.apple.com/us/app/candy-crush-saga/id553834731?uo=4


      Hack Features:
      - Infinite Life
      - Infinite Booster
      - Infinite Move


      Jailbreak required hack(s): https://iosgods.com/topic/190447-candy-crush-saga-cheats-v12941-3/


      iOS Hack Download IPA Link: https://iosgods.com/topic/190448-candy-crush-saga-v12941-jailed-cheats-3/
      • 152 replies
    • Jurassic World Alive v3.16.49 - [ Dino Don't Move & More ]
      Modded/Hacked App: Jurassic World Alive By Ludia
      Bundle ID: com.ludia.jw2
      iTunes Store Link: https://apps.apple.com/us/app/jurassic-world-alive/id1231085864


      Hack Features:
      - Dino Don't Move
      - Inf. Battery
      - VIP Enabled

      This hack is an In-Game Mod Menu (iGMM). In order to activate the Mod Menu, tap on the iOSGods button found inside the app. This hack works on the latest x64 or ARM64 iDevices: iPhone 5s, 6, 6 Plus, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, Xr, Xs, Xs Max, SE, iPod Touch 6G, iPad Air, Air 2, Pro & iPad Mini 2, 3, 4 and later.
        • Like
      • 1,719 replies
    • Subnautica v1.2.4 +100++ Jailed Cheats [ Developer Menu ]
      Modded/Hacked App: Subnautica By Unknown Worlds Entertainment, Inc.
      Bundle ID: com.UnknownWorlds.Subnautica
      App Store Link: https://apps.apple.com/us/app/subnautica/id6478639011?uo=4

       
       

      🤩 Hack Features

      - Developer Menu -> Pause the game and you will see a Developer Menu button.

      For all developer commands, go here.
        • Like
      • 74 replies
    • Subnautica v1.2.4 +100++ Cheats [ Developer Menu ]
      Modded/Hacked App: Subnautica By Unknown Worlds Entertainment, Inc.
      Bundle ID: com.UnknownWorlds.Subnautica
      App Store Link: https://apps.apple.com/us/app/subnautica/id6478639011?uo=4

       


      🤩 Hack Features

      - Developer Menu -> Pause the game and you will see a Developer Menu button.

      For all developer commands, go here..
      • 12 replies
    • MONOPOLY: The Board Game v1.15.5 +1 Jailed Cheat [ Everything Owned ]
      Modded/Hacked App: MONOPOLY: The Board Game By Marmalade Game Studio Limited
      Bundle ID: com.marmalade.monopoly
      iTunes Store Link: https://apps.apple.com/us/app/monopoly-the-board-game/id1477966166?uo=4


      Hack Features:
      - Everything Owned -> All packs, themes, boards, tokens, all purchased and owned.


      Jailbreak required hack(s): https://iosgods.com/topic/169254-monopoly-classic-board-game-all-versions-1-cheat-everything-owned/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/
      • 424 replies
    • MONOPOLY: The Board Game v1.15.5 +1 Cheat [ Everything Owned ]
      Modded/Hacked App: MONOPOLY: The Board Game By Marmalade Game Studio Limited
      Bundle ID: com.marmalade.monopoly
      iTunes Store Link: https://apps.apple.com/us/app/monopoly-the-board-game/id1477966166?uo=4


      Hack Features:
      - Everything Owned -> All packs, themes, boards, tokens, all purchased and owned.


      Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/topic/169256-monopoly-classic-board-game-v189-1-jailed-cheat-everything-owned/
      Modded Android APK(s): https://iosgods.com/forum/68-android-section/
      For more fun, check out the Club(s): https://iosgods.com/clubs/
      • 209 replies
×
  • Create New...

Important Information

We would like to place cookies on your device to help make this website better. The website cannot give you the best user experience without cookies. You can accept or decline our cookies. You may also adjust your cookie settings. Privacy Policy - Guidelines