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It may be a little outdated, but it's for testing purposes :)

/*
  Name: cZuBzix
  Copyright: 2011   
  Author: cZuBzix
  Date: 09-02-11 16:10
  Description: Css Cheat Design
*/

#include <cstdlib>
#include <iostream>
#include <string>
#include <cmath>
#include "SDK.h"

using namespace std;

int main(int argc, char *argv[])
{
system("title EnnionHack V1.0");
    std::cout << " " << std::endl;
    std::cout << "    EnnionHack V1.0" << std::endl;
    std::cout << "    Copyright 2011" << std::endl;
    std::cout << " " << std::endl;
    std::cout << " " << std::endl;
    std::cout << "    Credits:" << std::endl;
    std::cout << " " << std::endl;
    std::cout << "  - cZuBzix" << std::endl;
    std::cout << "  - Kevin@" << std::endl;
    std::cout << " " << std::endl;
    std::cout << " " << std::endl;
    std::cout << "    Looking for Counter-Strike: Source HL2.EXE Window . . ." << std::endl;
    std::cout << " " << std::endl;
    std::cout << " " << std::endl;
    std::cout << " " << std::endl;
    std::cout << "    EEEEEEEE  HHHH  HHHH        11111     0000" << std::endl;
    std::cout << "    EEEE      HHHH  HHHH       111111    00  00" << std::endl;
    std::cout << "    EEEEEEEE  HHHHHHHHHH  ====   1111    00  00" << std::endl;
    std::cout << "    EEEE      HHHH  HHHH         1111    00  00" << std::endl;
    std::cout << "    EEEEEEEE  HHHH  HHHH         1111 ()  0000" << std::endl;
    system("PAUSE>null"); 

    return 0;
{
#undef GetAsyncKeyState
#undef GetCursorPos

bool hack;
QAngle angles;
bool EnemyVisible;
C_BaseEntity *Target;

/* Returns a specified column from a matrix3x4_t */
Vector MatrixColumn(const matrix3x4_t &Matrix, int Column)
{
return Vector(Matrix[0][Column], Matrix[1][Column], Matrix[2][Column]);
}

/* Returns a Vector of a bone; NOTE: Will return Vector() if it cannot get the bone, NOT SAFE */
bool GetBonePositions(IClientEntity* Entity, int Bone, Vector &vBone)
{
    matrix3x4_t Matrix[128];
    if(Bone < 0 || Bone >= 20 || !Entity || Entity->IsDormant() || !Entity->SetupBones(Matrix, 128, 0x00000100, 0))
        return false;

    vBone = MatrixColumn(Matrix[bone], 3);

    return true;
}

DWORD *HookVFunc(DWORD *vtable, int index, DWORD *newFunction)
{
DWORD dwOldProt, *oldFunc;
VirtualProtect(&vtable[index], 4, PAGE_EXECUTE_READWRITE, &dwOldProt);
oldFunc=(DWORD*)vtable[index];
vtable[index]=(DWORD)newFunction;
VirtualProtect(&vtable[index], 4, dwOldProt, &dwOldProt);
return oldFunc;
}

void (__stdcall *oHudUpdate)(bool);

void _stdcall xHudUpdate(bool bActive)
{
double DistHolder[1024];
C_BaseEntity *EntHolder[1024];

memset(DistHolder, 0, sizeof(DistHolder));
memset(EntHolder, 0, sizeof(EntHolder));

double Distance = 0;
C_BaseEntity* ClosestTarget;
bool EnemyVisible = false;
Vector Predict;
Predict.Init(0,0,0);
trace_t Trace;
Ray_t Ray;
Ray.Init(0, 0);
double smallestp;
double smallesty;
double Distance2 = 0;
double Last;
QAngle aimangles;
aimangles.Init(0,0,0);

matrix3x4_t Matrix[128];
matrix3x4_t pBoneToWorld;
Vector num;
num.Init();
HANDLE hnd = GetStdHandle(STD_OUTPUT_HANDLE);

QAngle angleholder;
angleholder.Init();
QAngle Botangles;
Botangles.Init(0,0,0);

Vector vectorholder;
vectorholder.Init();

IClientEntity* MyEnt = NULL;
IClientEntity* EnemyEnt = NULL;
C_BaseEntity* MyBaseEnt = NULL;
C_BaseEntity* EnemyBaseEnt = NULL;
C_BaseEntity* Target = NULL;

Vector playpos;
playpos.Init(0,0,0);

Vector playpos2;
playpos2.Init(0,0,0);

double xdist = 0;
double ydist = 0;
double zdist = 0;
double xang = 0;
double yang = 0;

angles.x=0;
angles.y=0;
angles.z=0;

if(GetAsyncKeyState(VK_INSERT)&1)
{
	hack=!hack;
	if(hack && pEngineClient->IsInGame())
	{
		ConMsg(0,"Aimbot turned on\n");
		WriteText(hnd,"Aimbot turned on");
		pEngineClient->SetRestrictClientCommands(false);
		pEngineClient->ClientCmd("sv_cheats 1;r_visualizetraces 1");
	}
	if(!hack)
	{
		ConMsg(0,"Aimbot turned off\n");
		WriteText(hnd,"Aimbot turned off");
		pEngineClient->ClientCmd("r_visualizetraces 0");
	}
}

if(!pEngineClient->IsInGame() && hack)
{
	hack=false;
	WriteText(hnd,"Out of game or dead, aimbot turned off");
}

if(!hack)
{
	Target=NULL;
	MyEnt=NULL;
	MyBaseEnt=NULL;
	EnemyEnt=NULL;
}
else
if(hack)
{
	EnemyVisible = false;
	playpos2.Init(0,0,0);
	if(pEngineClient->IsInGame())
	{
		ClosestTarget=NULL;
		Target=NULL;
		MyEnt=NULL;
		MyBaseEnt=NULL;
		EnemyEnt=NULL;
		EnemyBaseEnt=NULL;
		Distance = 0;
		Distance2 = 0;

		for(int i=2;i<=EntList->NumberOfEntities(true);i++)
		{
			EnemyEnt = EntList->GetClientEntity(i);
			MyEnt = EntList->GetClientEntity(1);
			MyBaseEnt = (C_BaseEntity*)MyEnt;
			EnemyVisible = false;
			if(EnemyEnt!=NULL)
			{
				EnemyBaseEnt = (C_BaseEntity*)EnemyEnt;
				if(EnemyBaseEnt->IsBot())
				{
					if(EnemyBaseEnt->GetTeamNumber() != MyBaseEnt->GetTeamNumber())
					{
						WriteText(hnd,"Target found");

						if(GetBonePositions((IClientEntity*)EnemyBaseEnt,14,playpos2)){}
						if(GetBonePositions((IClientEntity*)MyBaseEnt,14,playpos)){}

						ClosestTarget = EnemyBaseEnt;

						if(ClosestTarget==NULL)
							continue;

						xdist = playpos2.x-playpos.x;
						ydist = playpos2.y-playpos.y;
						zdist = playpos2.z-playpos.z;

						if(xdist<0)
						{
							yang = ((atan(ydist/xdist)*57.29578)+180);
						}
						if(xdist>0)
						{
							yang = (atan(ydist/xdist)*57.29578);
						}

						xang = (atan(zdist/dist(playpos.x,playpos.y,playpos2.x,playpos2.y))*-57.29578);

						angles.Init(xang,yang,0);

						aimangles = MyBaseEnt->GetAbsAngles();
						Botangles.Init(xang,yang,0);

						smallestp = abs(aimangles.x-Botangles.x);
						smallesty = abs(aimangles.y-Botangles.y);

						Distance2 = smallestp+smallesty;

						if(i==2)
						{
							Target = ClosestTarget;
							Distance = Distance2;
						}

						if(Distance2<Distance)
						{
							Distance = Distance2;
							Target = ClosestTarget;
						}

						if(GetBonePositions((IClientEntity*)Target,14,playpos2)){}
						if(GetBonePositions((IClientEntity*)MyBaseEnt,14,playpos)){}

						xdist = playpos2.x-playpos.x;
						ydist = playpos2.y-playpos.y;
						zdist = playpos2.z-playpos.z;

						if(xdist<0)
						{
							yang = ((atan(ydist/xdist)*57.29578)+180);
						}
						if(xdist>0)
						{
							yang = (atan(ydist/xdist)*57.29578);
						}

						xang = (atan(zdist/dist(playpos.x,playpos.y,playpos2.x,playpos2.y))*-57.29578);

						angles.Init(xang,yang,0);
						Ray.Init(playpos,playpos2);
						Tracer->TraceRay(Ray,MASK_SHOT,0,&Trace);
					}
				}
			}
			else
			if(EnemyEnt==NULL && i==EntList->NumberOfEntities(true))
			{
				break;
			}
		}
		if(GetAsyncKeyState(VK_LBUTTON)) //Aimbot core code
		{
			if (playpos2.x+playpos2.y!=0)
			{
				WriteText(hnd,"Target is Visible");
				pEngineClient->SetViewAngles(angles);
				WriteText(hnd,"Aiming...");
			}
		}
	}
}
oHudUpdate(bActive);
}


int MainThread()
{
AllocConsole();
HANDLE hnd = GetStdHandle(STD_OUTPUT_HANDLE);

while(!GetModuleHandle("engine.dll"))
{
	Sleep(100);
}
WriteText(hnd,"Engine.dll module found");
//IVEngineClient
CreateInterfaceFn pEngInt = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("engine.dll"), "CreateInterface");
pEngineClient = (IVEngineClient *)pEngInt(VENGINE_CLIENT_INTERFACE_VERSION,NULL);

//IEngineTrace
CreateInterfaceFn TraceInt = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("engine.dll"),"CreateInterface");
Tracer = (IEngineTrace *)TraceInt(INTERFACEVERSION_ENGINETRACE_CLIENT,NULL);
while(!GetModuleHandle("gameui.dll"))
{
	Sleep(100);
}
WriteText(hnd,"gameui.dll module found");

//IGameConsole
CreateInterfaceFn ConCreateInterface = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("gameui.dll"), "CreateInterface");
g_pIGameConsole = (IGameConsole *)ConCreateInterface(GAMECONSOLE_INTERFACE_VERSION, NULL);
while(!GetModuleHandle("client.dll"))
{
	Sleep(100);
}
WriteText(hnd,"client.dll module found");

//IClientEntityList
CreateInterfaceFn EntListInt = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("client.dll"), "CreateInterface");
EntList = (IClientEntityList *)EntListInt(VCLIENTENTITYLIST_INTERFACE_VERSION, NULL);

//IBaseClientDLL
CreateInterfaceFn IBaseInt = (CreateInterfaceFn)GetProcAddress(GetModuleHandle("client.dll"),"CreateInterface");
HudUpdateHook = (DWORD *)IBaseInt(CLIENT_DLL_INTERFACE_VERSION,NULL);
oHudUpdate = (void (__stdcall *)(bool))HookVFunc(*(DWORD**)HudUpdateHook, 9,(DWORD*) &xHudUpdate);

if(pEngineClient == NULL || g_pIGameConsole == NULL || EntList == NULL)
{
	MessageBox(0,"Error","Error",0);
	return 0;
}
while(!pEngineClient->Con_IsVisible())
{
	g_pIGameConsole->Show();
}
g_pIGameConsole->Clear();
ConMsg(0,"------------------------------\n| CSS Offline Aimbot Loaded  |\n------------------------------\n\n");

while(1) //main aimbot loop
{
	Sleep(50);
}
}


BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
{
if( dwReason == DLL_PROCESS_ATTACH )
{
	CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)MainThread, NULL, NULL, NULL);
}

    system("PAUSE");
    return EXIT_SUCCESS, TRUE;
}

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