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External Aimbot (AssaultCube)

This project implements an external memory-based aimbot for AssaultCube using Windows API and memory offsets. The aimbot automatically aims at the closest visible enemy when the user is holding the left mouse button. It uses world-to-screen projection and smooth aiming based on target distance.


Features

  • External memory access via ReadProcessMemory / WriteProcessMemory
  • Smooth aiming using linear interpolation (LERP)
  • Automatically targets the closest visible enemy
  • Ignores dead enemies and players behind walls
  • FOV limit based on pixel distance from screen center
  • Aimbot toggled with a boolean flag (aimbotEnabled)

File Structure

File Description
Aimbot.cpp Main implementation logic for the aimbot loop and memory handling
AimbotHeader.h Header file with structure declarations and function prototypes
constants.h Contains memory offsets specific to AssaultCube

How It Works

  1. Reads local player info, view matrix, entity list, and camera angle.
  2. Filters valid targets based on:
    • Alive status
    • Visibility via WorldToScreen
    • FOV pixel range limit
  3. Calculates aim angle using CalcAngle and smoothly adjusts aim using AimAtTarget.
  4. Aimbot runs only while left mouse button is held and aimbotEnabled is true.

How to Use

  1. Launch AssaultCube.
  2. Attach the program to the game's process and initialize hProc and baseAddress.
  3. Call Tick() in your main loop.
  4. Hold left mouse button to activate aiming.

Configuration

  • Adjust maxFOVPixels in Tick() to change how far from the crosshair enemies are allowed to be targeted.
  • Tweak priority formula to add health or team-based weight if desired.
  • Replace the auto percent calculation with a custom smoothness value if UI input is integrated.

Disclaimer

This code is intended for educational and research purposes only. Do not use it in online or competitive games.


Author

Dowon Lee

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