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[Easy language] Gunslinger Games Open Source Communication

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Posted on 6/15/2019 6:21:22 PM | | | |
Open source If you find it useful, you can learn it yourself, and compiling can definitely be used! The scammer kills the whole family, afraid of remote control, the big guy checks the source code to provide learning!
Version 2

                    If true (bullet cluster)
                        Memory operations. Write integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (#基地址) + 1188)) + 64) + 972) + 1032) + 1376, -30)
                        Memory operations. Write integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (#基地址) + 1188)) + 64) + 972) + 1032) + 1416, 0)



360° automatic backstab
Version 2

                        If true (memory operation. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (#基地址 + 192) + 24) + 184) + 972) + 184) ≠ 0)
                            If true (my data. Team ≠ Player Team)
                                Write _DWORD2 (Target + 128, read_DWORD2 (My data.my_Pawn + 128)) ' Write the enemy's coordinates as your own
                                Memory operations. Write integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (#基地址) + 1188)) + 64) + 972) + 1032) + 3388) + 624, 0)
                                If true (memory operation. Read integers (memory operations. Read the integer (my data .my_Pawn + #职业1级) + #职业2级) = #刀锋职业ID and to the integer (read _float2 (my data .my_Pawn + #血量)) > 0)
                                    If (memory operation. Read integers (memory operations. Read the integer (my data. Weapon Base + 3388) + 508) ≠ 0)
                                        Memory operations. Write decimals (my data. Local character base + 1660, 0.0001)
                                        mouse_event (2, 0, 0, 0, 0)
                                        mouse_event (4, 0, 0, 0, 0)


Version 2
Support library eAPI

                    If true (unlimited jumps)
                        If true (memory operation. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read integers (memory operations. Read the integer (#基地址) + 192) + 24) + 184) + 972) + 184) ≠ 0) ' This is the death judgment
                            Jump matrix = memory operation. Read integers (#基地址)
                            Jump matrix = memory operation. Read integers (jump matrix + 1188)
                            Jump matrix = memory operation. Read integer (continuous jumping matrix) ' 0
                            Jump matrix = memory operation. Read integers (Jump matrix + 64)
                            Jump matrix = memory operation. Read integers (jump matrix + 972)

                            Write _DWORD2 (my data.my_Pawn + #无限跳, 1)
                            If (MY_GetAsyncKeyState (#Shift键) < 0)
                                Memory operations. Write integers (jump matrix + 176, 100795137)
                                Analog Buttons (#Shift键, , )
                                Analog Buttons (#Shift键, , )
                                Memory operations. Write integers (jump matrix + 176, 100795137)
                                Analog Buttons (#Shift键, , )
                                Analog Buttons (#Shift键, , )
                                Memory operations. Write integers (jump matrix + 176, 100795137)
                                Analog Buttons (#Shift键, , )
                                Analog Buttons (#Shift键, , )

Version 2

.subprogram DrawAimBox, self-aiming coordinates
.parameter own coordinates, D3D coordinates
.parameter pawn, integer type
.parameter fov, decimal type
Parameters cam, FRotator
.parameter hdc, integer type, empty
.parameter color, integer type, nullable
.parameter mypawn, integer type, nullable
.parameter PlayerController, integer type, nullable
.Parameter line width, integer type
.parameter whether to display, logical, empty
.local variable center width, integer type
.local variable center height, integer type
.Local variable Self-Targeting X, integer type
Local variable Self-targeting Y, integer type
.local variable self-targeting W, integer type
.Local variable self-targeting H, integer type
Local variables Device_Interface, integer types
Local variable Mycharacterjz, integer type
.local variable mycharacter, integer type
.local variable backstabbing the base address of my character, integer type
.local variable backstabbing my character address, integer type
.local variable Backstabbing my character's base address 2, integer type
.local variable The base address of my character backstabbing 3, an integer type
.local variable The base address of the character backstabbing me 4, an integer type
.local variable The base address of my character backstabbing 5, an integer type
.local variable Backstab my character base address, integer type
.local variable mycharacterjz2, integer type
.local variable mycharacterjz3, integer type
.local variable mycharacterjz4, integer type
.local variable mycharacterjz5, integer type
.local variable Backstabbase, integer type
.local variable remotetool, integer type
Local variables Automaticbackstab, integer type
Local variables Enemy relative distance, self-aiming coordinates

A = WorldToScreen (own coordinates, take FVector (pawn + #pawn_FVector), fov, cam, pawn, hdc)
Enemy relative distance.d = A.d
If true (judging distance)
    If (A.d ÷ 10 < 3 and read _DWORD2 (read_DWORD2 (my data.my_Pawn + #职业1) + #职业2) = #刀锋职业ID)
        Frontal backstab = true
    Otherwise
        frontal backstab = false
    If it ends

If it really ends

Return (Enemy Relative Distance)

Distance judgment backstab  

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Posted on 2/6/2020 9:00:34 AM |
Big brother top big
Posted on 6/17/2019 9:11:05 AM |
Summer Posted on 2019-6-15 19:17
Is it C or Easy Language?

Easy language source code
Posted on 8/30/2021 3:22:56 AM |
Big big, big guy, big guy
Posted on 6/15/2019 7:17:32 PM |
Is it C or Easy Language?
Posted on 7/21/2019 11:51:50 PM |
No source code???
Posted on 8/16/2019 8:03:36 AM |
Thanks for sharing
Posted on 8/30/2019 10:51:40 PM |
Thanks for sharing
Posted on 12/18/2019 5:02:02 PM |
????????? I just don't know how many MB it takes
Posted on 1/31/2020 12:01:08 AM |
Let me see this thing
Posted on 10/25/2020 9:53:16 PM |
Reference: Reference: Dingding
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