

I agree with about making an std::vector of Players. There’s also the possibilities of client client, or server client, but they.
#ASSAULTCUBE AIMBOT AND TELEKILL CODE#
Note that main() should not have access to anything within the game beyond the ability to start it. (Cube Engine) Defining Goals The goal was clear and straightforward, achieving Remote Code Execution Client Server. You will simply initiate the game in main() by creating a Game object. There should also be a Game class to keep a collection of Players and handle the gameplay. For instance, Player can become a class instead of a struct so that it can be kept private. This would look and function better with more classes, especially since it's a game. Taking place in realistic environments, with fast, arcade gameplay, it's addictive and fun With efficient bandwidth usage, it's low-latency and can even run over a 56 Kbps connection. I would normally recommend C++-style static_cast(object) instead of your C-style (type)object casting, but in your case I think it would just reduce readability even more without giving much benefit.Īnd finally, not directly code related: It's either Pythagoras' theorem, or the Pythagorean theorem. AssaultCube is a FREE, multiplayer, first-person shooter game, based on the CUBE engine. AssaultCube Multihack - v1.2 Added Always Headshot (One Hit Kills with Sniper) Added ESP Name Settings Added Infinite Health Added Infinite Armor Added Auto Guns Added Load/Save Config System Improved Infinite Ammo Assets 3 rdbo 1.1 84dff7c Compare AssaultCube Multihack - v1.1 Fixed crash Assets 3 rdbo 1. I'm sure you agree player_one_base_offset is much more readable and understandable than 0xDF73C. Players = Player((int**) ((UINT) GetModuleHandleW(0) + player_one_base_offset)) For example: const std::size_t player_one_base_offset = 0xDF73C Use symbolic, rather than literal, constants. You risk forgetting to dereference a pointer if you're lucky you get undefined behavior from violating the strict aliasing rule if you're not. It is error prone, and some of the potential errors can be really hard to find. I'm not sure if all your pointer fiddling is really necessary. Using ( and ) instead compiles, but means something entirely different! (It will default-construct 0x34 = 52 objects.) Int* getClosestPointer(int** basePointer, int offsets, int levels) in the last example. * but it is more prone to undefined behaviour and I am more likely to get away with the first method. * Another more elegant looking method is to use int as if it were int*, int**, etc * I am using int* as if it were the same thing as int**, int***, etc. Do you see any ways I can improve readability, maintainability and performance, and make it more object-oriented? /* Helping a hacker or benefiting from a hacker is against Nexon's Terms of Service and is one way to get suspended and possibly banned from the game.I am actually quite new to C++, although I have previously programmed in Java. In the picture you can clearly see that it visually teleports the player in front of the enemyĮvery hacker should be reported, however make sure you are 100% sure that he/she is hacking before reporting.

Spin-offs such as Semi-OPK and Public Telekill use the Random Player Pointer which targets every person. This is my first hack ive ever made and there isnt a hack for v1.2.0.1, so i. The true telekill/OPK uses the Enemy Player Pointer, which targets just the enemies, making it easier to kill. Telekill NUMPAD1 Only Singleplayer with Bots, caused Kick in Multiplayer. Telekill is usually only found in VIP hacks but since 2011, most public hacks have Telekill or a spin-off, which also teleports in front of your teammates. Some telekill hacks also have a "stick - non stick" option where you can choose if you want to stick the camera on one enemy the whole game or if it should jump to another enemy when you killed the previous one. Telekill is often used in combination with aimbot for faster kills. The camera can only be focused at one enemy at a time, but it usually jumps to another random enemy when you killed the previous one.

Usually you see them from slightly above and its easy to headshot them, most hackers tend to use basic weapons like knife or M16. Whereas One Position Kill brings all the enemies in front of you, Telekill visually teleports the user in front or above the enemies, allowing for easy kills. This page is strictly for educational purposes, and is meant to inform the reader. Biernot 80 is drinking a Piaseczyskie APA by BeerLab at Untappd at Home. The Combat Arms Wiki does not support the violation of Nexon's Terms of Service or anything that is construed by Nexon as such.
