Right.but how would you do this using simple assembly? How can I properly filter out all addresses so that I am left with only one enemy that has the closest xyz values to the hero character?
Since you have the coordinates of all the targets, and your own (X, Y and Z), you can just calculate which target has the shortest distance, and pick that target to shoot at. It also makes use of the object speed, your own speed, and the lag variable to calculate where the player will be when you shoot Then when the whole scene is rendered I check if the "aimbot" key is down, and if so, pick a target, change the eye position to that target, and press the fire button In this aimbot (ut2k4, I used he same framework for ut3) I use the code that renders the players and store their coordinates. It's a hybrid between auto assembler and dll injection
(or nearest to the center of your eyes if you don't want to do 180 degree turns)
Then just do some basic trigonometry to find out how to change your eye rotattion to point to the closes player coords. (e.g ut2k4 uses a 2 byte in the range of 0 to 65536 for horizontal and vertical rotation)
And figure out how your eye direction is done. The basic method of making an aimbot is find your eye position and the player position. Late reply, kinda forgot about it after I read it on my phone