Üye
guys help me how can i activate this aimbot for pubg mobile gameloop emulator
i cant activate and use it
=============================================================================================
#include <iostream>
#include <windows.h>
#include <tlhelp32.h>
int main() {
HWND hwnd = FindWindowA(0, "Gameloop");
if (hwnd == 0) {
std::cout << "Gameloop not found!" << std::endl;
return 1;
}
DWORD procId;
GetWindowThreadProcessId(hwnd, &procId);
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, procId);
if (!hProcess) {
std::cout << "Failed to open process!" << std::endl;
return 1;
}
uintptr_t moduleBase = 0;
MODULEENTRY32 moduleEntry;
moduleEntry.dwSize = sizeof(MODULEENTRY32);
HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, procId);
if (hSnap == INVALID_HANDLE_VALUE) {
std::cout << "Failed to create snapshot!" << std::endl;
CloseHandle(hProcess);
return 1;
}
if (Module32First(hSnap, &moduleEntry)) {
do {
if (!_wcsicmp(moduleEntry.szModule, L"client_panorama.dll")) {
moduleBase = (uintptr_t)moduleEntry.modBaseAddr;
break;
}
} while (Module32Next(hSnap, &moduleEntry));
}
CloseHandle(hSnap);
if (!moduleBase) {
std::cout << "Failed to find module base address!" << std::endl;
CloseHandle(hProcess);
return 1;
}
uintptr_t localPlayerAddr = moduleBase + 0x10F4F4;
uintptr_t entityListAddr = moduleBase + 0x4DB1B24;
while (true) {
uintptr_t localPlayer;
ReadProcessMemory(hProcess, (BYTE*)localPlayerAddr, &localPlayer, sizeof(localPlayer), nullptr);
if (!localPlayer) {
std::cout << "Local player not found!" << std::endl;
continue;
}
uintptr_t entityList[64];
ReadProcessMemory(hProcess, (BYTE*)entityListAddr, &entityList, sizeof(entityList), nullptr);
for (int i = 0; i < 64; i++) {
uintptr_t entity = entityList;
if (!entity)
continue;
int health;
ReadProcessMemory(hProcess, (BYTE*)(entity + 0xF8), &health, sizeof(health), nullptr);
if (health <= 0)
continue;
int entityTeam;
ReadProcessMemory(hProcess, (BYTE*)(entity + 0x128), &entityTeam, sizeof(entityTeam), nullptr);
int localPlayerTeam;
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x128), &localPlayerTeam, sizeof(localPlayerTeam), nullptr);
if (entityTeam != localPlayerTeam) {
float entityPos[3];
ReadProcessMemory(hProcess, (BYTE*)(entity + 0x134), &entityPos, sizeof(entityPos), nullptr);
float localPlayerPos[3];
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x134), &localPlayerPos, sizeof(localPlayerPos), nullptr);
float dx = entityPos[0] - localPlayerPos[0];
float dy = entityPos[1] - localPlayerPos[1];
float dz = entityPos[2] - localPlayerPos[2];
float distance = sqrt(dx * dx + dy * dy + dz * dz);
if (distance <= 200) {
float pitch = -atan2(dy, sqrt(dx * dx + dz * dz)) * 180 / 3.14159265358979323846;
float yaw = atan2(dz, dx) * 180 / 3.14159265358979323846 + 90;
float currentPitch, currentYaw;
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x40), ¤tPitch, sizeof(currentPitch), nullptr);
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x3C), ¤tYaw, sizeof(currentYaw), nullptr);
float deltaPitch = pitch - currentPitch;
float deltaYaw = yaw - currentYaw;
if (deltaPitch > 180)
deltaPitch -= 360;
if (deltaPitch < -180)
deltaPitch += 360;
if (deltaYaw > 180)
deltaYaw -= 360;
if (deltaYaw < -180)
deltaYaw += 360;
float smoothness = 5; // Adjust the smoothness of aimbotif (abs(deltaPitch) > smoothness)
deltaPitch = deltaPitch > 0 ? smoothness : -smoothness;
if (abs(deltaYaw) > smoothness)
deltaYaw = deltaYaw > 0 ? smoothness : -smoothness;
float newPitch = currentPitch + deltaPitch;
float newYaw = currentYaw + deltaYaw;
WriteProcessMemory(hProcess, (BYTE*)(localPlayer + 0x40), &newPitch, sizeof(newPitch), nullptr);
WriteProcessMemory(hProcess, (BYTE*)(localPlayer + 0x3C), &newYaw, sizeof(newYaw), nullptr);
}
}
}
Sleep(10); // Add delay to avoid detection
}
CloseHandle(hProcess);
return 0;
}
i cant activate and use it
=============================================================================================
#include <iostream>
#include <windows.h>
#include <tlhelp32.h>
int main() {
HWND hwnd = FindWindowA(0, "Gameloop");
if (hwnd == 0) {
std::cout << "Gameloop not found!" << std::endl;
return 1;
}
DWORD procId;
GetWindowThreadProcessId(hwnd, &procId);
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, procId);
if (!hProcess) {
std::cout << "Failed to open process!" << std::endl;
return 1;
}
uintptr_t moduleBase = 0;
MODULEENTRY32 moduleEntry;
moduleEntry.dwSize = sizeof(MODULEENTRY32);
HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, procId);
if (hSnap == INVALID_HANDLE_VALUE) {
std::cout << "Failed to create snapshot!" << std::endl;
CloseHandle(hProcess);
return 1;
}
if (Module32First(hSnap, &moduleEntry)) {
do {
if (!_wcsicmp(moduleEntry.szModule, L"client_panorama.dll")) {
moduleBase = (uintptr_t)moduleEntry.modBaseAddr;
break;
}
} while (Module32Next(hSnap, &moduleEntry));
}
CloseHandle(hSnap);
if (!moduleBase) {
std::cout << "Failed to find module base address!" << std::endl;
CloseHandle(hProcess);
return 1;
}
uintptr_t localPlayerAddr = moduleBase + 0x10F4F4;
uintptr_t entityListAddr = moduleBase + 0x4DB1B24;
while (true) {
uintptr_t localPlayer;
ReadProcessMemory(hProcess, (BYTE*)localPlayerAddr, &localPlayer, sizeof(localPlayer), nullptr);
if (!localPlayer) {
std::cout << "Local player not found!" << std::endl;
continue;
}
uintptr_t entityList[64];
ReadProcessMemory(hProcess, (BYTE*)entityListAddr, &entityList, sizeof(entityList), nullptr);
for (int i = 0; i < 64; i++) {
uintptr_t entity = entityList;
if (!entity)
continue;
int health;
ReadProcessMemory(hProcess, (BYTE*)(entity + 0xF8), &health, sizeof(health), nullptr);
if (health <= 0)
continue;
int entityTeam;
ReadProcessMemory(hProcess, (BYTE*)(entity + 0x128), &entityTeam, sizeof(entityTeam), nullptr);
int localPlayerTeam;
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x128), &localPlayerTeam, sizeof(localPlayerTeam), nullptr);
if (entityTeam != localPlayerTeam) {
float entityPos[3];
ReadProcessMemory(hProcess, (BYTE*)(entity + 0x134), &entityPos, sizeof(entityPos), nullptr);
float localPlayerPos[3];
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x134), &localPlayerPos, sizeof(localPlayerPos), nullptr);
float dx = entityPos[0] - localPlayerPos[0];
float dy = entityPos[1] - localPlayerPos[1];
float dz = entityPos[2] - localPlayerPos[2];
float distance = sqrt(dx * dx + dy * dy + dz * dz);
if (distance <= 200) {
float pitch = -atan2(dy, sqrt(dx * dx + dz * dz)) * 180 / 3.14159265358979323846;
float yaw = atan2(dz, dx) * 180 / 3.14159265358979323846 + 90;
float currentPitch, currentYaw;
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x40), ¤tPitch, sizeof(currentPitch), nullptr);
ReadProcessMemory(hProcess, (BYTE*)(localPlayer + 0x3C), ¤tYaw, sizeof(currentYaw), nullptr);
float deltaPitch = pitch - currentPitch;
float deltaYaw = yaw - currentYaw;
if (deltaPitch > 180)
deltaPitch -= 360;
if (deltaPitch < -180)
deltaPitch += 360;
if (deltaYaw > 180)
deltaYaw -= 360;
if (deltaYaw < -180)
deltaYaw += 360;
float smoothness = 5; // Adjust the smoothness of aimbotif (abs(deltaPitch) > smoothness)
deltaPitch = deltaPitch > 0 ? smoothness : -smoothness;
if (abs(deltaYaw) > smoothness)
deltaYaw = deltaYaw > 0 ? smoothness : -smoothness;
float newPitch = currentPitch + deltaPitch;
float newYaw = currentYaw + deltaYaw;
WriteProcessMemory(hProcess, (BYTE*)(localPlayer + 0x40), &newPitch, sizeof(newPitch), nullptr);
WriteProcessMemory(hProcess, (BYTE*)(localPlayer + 0x3C), &newYaw, sizeof(newYaw), nullptr);
}
}
}
Sleep(10); // Add delay to avoid detection
}
CloseHandle(hProcess);
return 0;
}