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Old school CoD4x scene is still kicking, but most of the private builds are just sitting on HDDs gathering dust. Decided to drop the Anti-Aim (AA) logic from the SastashaFied multihack since there is no reason to gatekeep this anymore. If you are building a modern external or internal for CoD4x, this is the math you need to handle pitch/yaw spoofing without breaking your own movement.
Architecture Overview
This implementation targets the UserCmd buffer. By modifying the angles sent in the command packet while the local view remains client-side, you effectively desync your hitboxes for everyone else. The package includes the necessary movement correction so you don't fly off in random directions while your AA is active.
Core Offsets
Adjust these if the CoD4x version changes, but these are the current staples:
Movement Correction & Normalization
The FixMovement function is the most critical part. It calculates the delta between your intended movement and your spoofed angles, rotating the forward and right move components so your character still follows your WASD input.
Anti-Aim Logic Breakdown
The logic supports multiple modes to keep the enemy aimbots guessing. You can mix and match pitch and yaw modes:
This is a solid base for anyone looking to understand how Quake-engine based movement correction works. It's essentially a paste-ready solution if you know where to hook your loop.
Anyone tried porting this logic over to newer CoD titles or different engines? Drop your findings below.
Architecture Overview
This implementation targets the UserCmd buffer. By modifying the angles sent in the command packet while the local view remains client-side, you effectively desync your hitboxes for everyone else. The package includes the necessary movement correction so you don't fly off in random directions while your AA is active.
Core Offsets
Adjust these if the CoD4x version changes, but these are the current staples:
Code:
// Offsets & Addresses
#define USERCMD_BASE 0xCC4FF8
#define CMD_NUMBER 0xCC5FF8
#define PTR_VIEWANGLES_YAW 0xC84FDC
Movement Correction & Normalization
The FixMovement function is the most critical part. It calculates the delta between your intended movement and your spoofed angles, rotating the forward and right move components so your character still follows your WASD input.
Code:
// Clamps and Fixes
float NormalizeAngle(float angle) {
while (angle > 180.0f) angle -= 360.0f;
while (angle < -180.0f) angle += 360.0f;
return angle;
}
void FixMovement(int* pYaw, char* pFwd, char* pRgt, float oldYaw, float newYaw) {
float delta = NormalizeAngle(oldYaw - newYaw);
float rad = delta * (3.14159265358979323846f / 180.0f);
float c = cosf(rad);
float s = sinf(rad);
float fwd = (float)(*pFwd);
float rgt = (float)(*pRgt);
float newFwd = (fwd * c) + (rgt * s);
float newRgt = (rgt * c) - (fwd * s);
if (newFwd > 127.0f) newFwd = 127.0f;
if (newFwd < -128.0f) newFwd = -128.0f;
if (newRgt > 127.0f) newRgt = 127.0f;
if (newRgt < -128.0f) newRgt = -128.0f;
*pFwd = (char)newFwd;
*pRgt = (char)newRgt;
*pYaw = (int)((newYaw) * 65536.0f / 360.0f) & 65535;
}
Anti-Aim Logic Breakdown
The logic supports multiple modes to keep the enemy aimbots guessing. You can mix and match pitch and yaw modes:
- Pitch Modes: Down (89 deg), Up (-89 deg), Jitter, and Random.
- Yaw Modes: Spinbot, Backwards (180 desync), Jitter, and Random.
The code iterates through the command buffer to ensure no packets are missed, preventing erratic behavior during map changes or lag spikes.
Code:
void ApplyAntiAim(int pitchMode, int yawMode, float spinSpeed = 30.0f, float jitterRange = 45.0f) {
int currentCmdNum = *(int*)0xCC5FF8;
static int lastCmdNum = currentCmdNum;
if (lastCmdNum > currentCmdNum || currentCmdNum - lastCmdNum > 128) {
lastCmdNum = currentCmdNum;
}
if (currentCmdNum > lastCmdNum) {
static float currentSpin = 0.0f;
currentSpin += spinSpeed;
if (currentSpin > 360.0f) currentSpin -= 360.0f;
static bool flipJitter = false;
flipJitter = !flipJitter;
float currentViewYaw = *(float*)0xC84FDC;
for (int i = lastCmdNum + 1; i <= currentCmdNum; i++) {
int* pPitch = (int*)(0xCC4FF8 + 32 * (i & 0x7F) + 8);
int* pYaw = (int*)(0xCC4FF8 + 32 * (i & 0x7F) + 12);
char* pFwd = (char*)(0xCC4FF8 + 32 * (i & 0x7F) + 22);
char* pRgt = (char*)(0xCC4FF8 + 32 * (i & 0x7F) + 23);
float oldYaw = (*pYaw * (360.0f / 65536.0f));
float newYaw = oldYaw;
// Pitch Spoofing
if (pitchMode == 1) *pPitch = (int)(89.0f * 65536.0f / 360.0f) & 65535;
// Yaw Spoofing
if (yawMode == 2) newYaw = NormalizeAngle(currentViewYaw + 180.0f);
if (yawMode != 0) FixMovement(pYaw, pFwd, pRgt, oldYaw, newYaw);
}
lastCmdNum = currentCmdNum;
}
}
This is a solid base for anyone looking to understand how Quake-engine based movement correction works. It's essentially a paste-ready solution if you know where to hook your loop.
Anyone tried porting this logic over to newer CoD titles or different engines? Drop your findings below.