WELCOME TO INFOCHEATS.NET

INFOCHEATS is a community-driven platform focused on free game cheats, cheat development, and verified commercial software for a wide range of popular games. We provide a large collection of free cheats shared by the community. All public releases are checked for malicious code to reduce the risk of viruses, malware, or unwanted software before users interact with them.

Alongside free content, INFOCHEATS hosts an active marketplace with many independent sellers offering commercial cheats. Each product is discussed openly, with user feedback, reviews, and real usage experience available to help you make informed decisions before purchasing.

Whether you are looking for free cheats, exploring paid solutions, comparing sellers, or studying how cheats are developed and tested, INFOCHEATS brings everything together in one place — transparently and community-driven.

Question BO7 Memory Aimbot — Angle XOR Encryption & Erratic Movement

byte_corvus

Expert
Expert
Expert
Expert
Status
Offline
Joined
Mar 3, 2026
Messages
723
Reaction score
457
Digging into the view angle logic for Black Ops 7 and hitting a wall with erratic camera behavior. The implementation uses a driver-based approach for RPM/WPM, but the way the game handles angle updates is definitely more involved than a simple write.

The Logic Breakdown
BO7 uses a specific XOR encryption for its view angles to prevent basic memory manipulation. From the look of the current implementation, the encryption key is derived from a seed and the pointer itself.

Code:
inline Vector3 CustomNormalize(const Vector3& in)
{
    Vector3 out{};
    out.x = std::isfinite(in.x) ? std::remainderf(in.x, 360.f) : 0.f;
    out.y = std::isfinite(in.y) ? std::remainderf(in.y, 360.f) : 0.f;
    out.z = in.z;
    return out;
}

uint32_t AimbotFeature::XOR(uint64_t Pointer, uint32_t Value)
{
    auto snapshot = Cache::g_Cache->GetSnapshot();
    if (snapshot.players.empty() || !snapshot.clientBaseActive)
        return 0;

    uint32_t XorValue1 = 0;
    m_driver->Read<uint32_t>(m_pid, snapshot.clientBaseActive + BO7::Offsets::Seed, XorValue1);
    uint32_t XorValue2 = (uint32_t)Pointer;
    uint32_t Key = (XorValue1 ^ XorValue2);

    return ((Key + 2) * Key) ^ Value;
}

Technical Pain Points
There are a few reasons why the camera might be locking or acting jittery:
  1. Double Writing: In the current aimbot loop, SetAngle(final) is followed immediately by SetAngle(angles_old). This effectively overwrites your aim adjustment every single frame.
  2. Normalization Issues: Using std::remainderf is okay, but ensure the game engine's specific range (usually -180 to 180 or 0 to 360) is strictly followed.
  3. Encryption Integrity: If the XOR key or the Seed offset is slightly off, the engine will discard the packet or snap the camera back to a "safe" value, causing that erratic flicker.

Code:
inline void AimbotFeature::Aimbot(const Vector3& myPos, const Vector3& enemyPos, Vector3 axis[3])
{
    Vector3 angles_old = GetAngles();
    Vector3 delta = CalculateAngle(myPos, enemyPos, axis);
    delta.x /= m_config.smoothing;
    delta.y /= m_config.smoothing;

    Vector3 final = {
        angles_old.x + delta.x,
        angles_old.y + delta.y,
        0.f
    };
    SetAngle(final);
    // Removing the immediate reset to angles_old might fix the locking.
}

Potential Fixes
If you're dealing with memory aim in BO7, you need to be careful with how the anti-cheat monitors these offsets. Writing directly to the view angle is a high-risk move unless you have a solid kernel driver and a clean way to handle the encryption.

Check if the game is using any secondary verification for the camera rotation. Some modern titles keep a server-side shadow copy or a secondary encrypted buffer that must match the primary one.

Anyone tested this XOR logic on the latest build to see if the seed calculation changed?
 
Top