The document contains code for an aimbot script in CLEO scripting language. It defines constants for keyboard keys and bone IDs. It contains sections for initializing the aimbot, continuously checking for the aim key and searching for a target, aiming at the target's head or nearest vehicle wheel, handling key inputs to switch targets or aim modes, and functions for finding the targeted entity and calculating aiming angles.
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
100%(1)100% found this document useful (1 vote)
130 views16 pages
Aim
The document contains code for an aimbot script in CLEO scripting language. It defines constants for keyboard keys and bone IDs. It contains sections for initializing the aimbot, continuously checking for the aim key and searching for a target, aiming at the target's head or nearest vehicle wheel, handling key inputs to switch targets or aim modes, and functions for finding the targeted entity and calculating aiming angles.
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
You are on page 1/ 16
{$CLEO .
cs}
const Key_1 = 0xA4 // Left Alt Key_2 = 0x31 // 1 Key_Aim = 0x02 // Right mouse button Key_Misc_1 = 0x31 // 1 - Previous bone Key_Misc_2 = 0x32 // 2 - Next bone Key_Misc_3 = 0xA0 // Left Shift - Change Aim Mode Key_Misc_4 = 0x51 // Q - Change to left nearest actor Key_Misc_5 = 0x45 // E - Change to right nearest actor end
:Search 0001: wait 0 ms if 0AB0: key_pressed Key_Aim then 0050: gosub @Find_Target 00D6: if 056D: actor $ACTOR_TARGET defined 004D: jump_if_false @Search 0A96: 28@ = actor $ACTOR_TARGET struct 0085: 29@ = 31@ // (int) goto @Main end 00D6: if 0050: gosub @KeyCheck 004D: jump_if_false @Search 0002: jump @Stop
:Main 0001: wait 0 ms 00D6: if and 056D: actor $ACTOR_TARGET defined 8118: not actor $ACTOR_TARGET dead 0AB0: key_pressed Key_Aim 004D: jump_if_false @Aim_Lock_Off if 0449: actor $ACTOR_TARGET in_a_car then if 0039: 30@ == 1 then 03C0: 0@ = actor $ACTOR_TARGET car 0A97: 1@ = car 0@ struct 000A: 1@ += 0x590 // [byte] The class of transport 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 if or 0039: 1@ == 0 // CAutomobile 0039: 1@ == 9 // CBike then if or 8496: not tire 0 on_car 0@ deflated 8496: not tire 1 on_car 0@ deflated 8496: not tire 2 on_car 0@ deflated 8496: not tire 3 on_car 0@ deflated then goto @Main_Wheel end end end
if 8039: not 31@ == 8 then 0006: 31@ = 8 end else if 803B: not 31@ == 29@ // (int) then 0085: 31@ = 29@ // (int) end end
:Main_Wheel 0001: wait 0 ms 00D6: if and 056D: actor $ACTOR_TARGET defined 8118: not actor $ACTOR_TARGET dead 0AB0: key_pressed Key_Aim 004D: jump_if_false @Aim_Lock_Off 00D6: if and 0039: 30@ == 1 0449: actor $ACTOR_TARGET in_a_car 004D: jump_if_false @Main 03C0: 0@ = actor $ACTOR_TARGET car 00D6: if or 8496: not tire 0 on_car 0@ deflated 8496: not tire 1 on_car 0@ deflated 8496: not tire 2 on_car 0@ deflated 8496: not tire 3 on_car 0@ deflated 004D: jump_if_false @Main 0050: gosub @GetNearestWheel 0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $X_OFFS $Y_OFFS $Z_OFFS 0AB1: call_scm_func @AimAtPosition 3 coords_XYZ 0@ 1@ 2@ 0050: gosub @KeyMiscCheck 0002: jump @Main_Wheel
:Find_Target 0001: wait 0 ms 0AB1: call_scm_func @GetPlayerTargetedEntity 0 vehicle 0@ actor $ACTOR_TARGET if 056E: car 0@ defined then 03C0: 1@ = actor $PLAYER_ACTOR car if 803B: not 1@ == 0@ // (int) then 046C: $ACTOR_TARGET = car 0@ driver if 856D: not actor $ACTOR_TARGET defined then 01E9: 2@ = car 0@ num_passengers if 0019: 2@ > 0 then 01EA: 3@ = car 0@ max_passengers for 4@ = 0 to 3@ if 8431: not car 0@ passenger_seat_free 4@ then 0432: $ACTOR_TARGET = get_actor_handle_from_car 0@ passenger_seat 4@ Break end end end end end end 0051: return
:Aim_Lock_Off 0001: wait 0 ms 018C: play_sound 1058 at 0.0 0.0 0.0 0004: $ACTOR_TARGET = 0 0085: 31@ = 29@ // (int) 0001: wait 100 ms 0002: jump @Search
:Stop 0001: wait 0 ms 0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000 0002: jump @Start
0AA5: call_method 0x7EDD60 num_params 3 pop 3 1@ 5@v 2@v
0AB2: ret 3 2@ 3@ 4@
:KeyCheck if and 0019: 32@ > 600 0AB0: key_pressed Key_1 0AB0: key_pressed Key_2 then 0006: 32@ = 0 018C: play_sound 1057 at 0.0 0.0 0.0 0485: return_true else 059A: return_false end 0051: return
:KeyMiscCheck if 0019: 32@ > 200 then if 0AB0: key_pressed Key_Misc_1 // previous bone then if 0039: 29@ == 1 then 0006: 29@ = 54 else if 0039: 29@ == 21 then 0006: 29@ = 8 else if 0039: 29@ == 31 then 0006: 29@ = 26 else if 0039: 29@ == 41 then 0006: 29@ = 36 else if 0039: 29@ == 51 then 0006: 29@ = 44 else 000E: 29@ -= 1 end end end end end
0050: gosub @UpdateBone
0006: 32@ = 0 if 8449: not actor $ACTOR_TARGET in_a_car then 0085: 31@ = 29@ // (int) end else if 0AB0: key_pressed Key_Misc_2 // next bone then
if 0039: 29@ == 8 then 0006: 29@ = 21 else if 0039: 29@ == 26 then 0006: 29@ = 31 else if 0039: 29@ == 36 then 0006: 29@ = 41 else if 0039: 29@ == 44 then 0006: 29@ = 51 else if 0039: 29@ == 54 then 0006: 29@ = 1 else 000A: 29@ += 1 end end end end end
0050: gosub @UpdateBone
0006: 32@ = 0 if 8449: not actor $ACTOR_TARGET in_a_car then 0085: 31@ = 29@ // (int) end else if 0AB0: key_pressed Key_Misc_3 then 0AC8: 22@ = allocate_memory_size 10 if 0039: 30@ == 1 then 0006: 30@ = 0 0AD3: 22@ = format "Normal" else 0006: 30@ = 1 0AD3: 22@ = format "Wheel" end 0006: 32@ = 0 0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@ 0AC9: free_allocated_memory 22@ else if or 0AB0: key_pressed Key_Misc_4 0AB0: key_pressed Key_Misc_5 then if 0AB0: key_pressed Key_Misc_4 then 0004: $SEARCH_MODE = 0 else 0004: $SEARCH_MODE = 1 end 0005: $SEARCH_RADIUS = 320.0 0004: $ACTOR_TARGET_TMP = 0 0AB1: call_scm_func @LoopThroughPool 2 pool_ptr 0xB74490 gosub_loop @ActorLoop if 056D: actor $ACTOR_TARGET_TMP defined then 0084: $ACTOR_TARGET = $ACTOR_TARGET_TMP // (int) 0A96: 28@ = actor $ACTOR_TARGET struct
0006: 32@ = 0 018C: play_sound 1057 at 0.0 0.0 0.0 end end end end end end 0051: return
:UpdateBone 0AC8: 22@ = allocate_memory_size 25 if 0039: 29@ == 1 then 0AD3: 22@ = format "BONE_PELVIS1" else if 0039: 29@ == 2 then 0AD3: 22@ = format "BONE_PELVIS" else if 0039: 29@ == 3 then 0AD3: 22@ = format "BONE_SPINE1" else if 0039: 29@ == 4 then 0AD3: 22@ = format "BONE_UPPERTORSO" else if 0039: 29@ == 5 then 0AD3: 22@ = format "BONE_NECK" else if 0039: 29@ == 6 then 0AD3: 22@ = format "BONE_HEAD2" else if 0039: 29@ == 7 then 0AD3: 22@ = format "BONE_HEAD1" else if 0039: 29@ == 8 then 0AD3: 22@ = format "BONE_HEAD" else if 0039: 29@ == 21 then 0AD3: 22@ = format "BONE_RIGHTUPPERTORSO" else if 0039: 29@ == 22 then 0AD3: 22@ = format "BONE_RIGHTSHOULDER" else if 0039: 29@ == 23 then 0AD3: 22@ = format "BONE_RIGHTELBOW" else if 0039: 29@ == 24 then 0AD3: 22@ = format "BONE_RIGHTWRIST" else if 0039: 29@ == 25 then 0AD3: 22@ = format "BONE_RIGHTHAND" else if 0039: 29@ == 26 then 0AD3: 22@ = format "BONE_RIGHTTHUMB" else if 0039: 29@ == 31 then 0AD3: 22@ = format "BONE_LEFTUPPERTORSO" else if 0039: 29@ == 32 then 0AD3: 22@ = format "BONE_LEFTSHOULDER" else if 0039: 29@ == 33 then 0AD3: 22@ = format "BONE_LEFTELBOW" else if 0039: 29@ == 34 then 0AD3: 22@ = format "BONE_LEFTWRIST" else if 0039: 29@ == 35 then 0AD3: 22@ = format "BONE_LEFTHAND" else if 0039: 29@ == 36 then 0AD3: 22@ = format "BONE_LEFTTHUMB" else if 0039: 29@ == 41 then 0AD3: 22@ = format "BONE_LEFTHIP" else if 0039: 29@ == 42 then 0AD3: 22@ = format "BONE_LEFTKNEE" else if 0039: 29@ == 43 then 0AD3: 22@ = format "BONE_LEFTANKLE" else if 0039: 29@ == 44 then 0AD3: 22@ = format "BONE_LEFTFOOT" else if 0039: 29@ == 51 then 0AD3: 22@ = format "BONE_RIGHTHIP" else if 0039: 29@ == 52 then 0AD3: 22@ = format "BONE_RIGHTKNEE" else if 0039: 29@ == 53 then 0AD3: 22@ = format "BONE_RIGHTANKLE" else if 0039: 29@ == 54 then 0AD3: 22@ = format "BONE_RIGHTFOOT" else if end end end end end end end end end end end end end end end end end end end end end end end end end end end end 0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@ 0AC9: free_allocated_memory 22@ 0051: return