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how do aim bots in fps games work?

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I was curious if anyone had any experience/knowledge about aim bots in online FPS games such as Counter-Strike. I am curious and would like to learn more about how the cursor knows how to lock on to an opposing player. Obviously if I wanted to cheat I could go download some cheats so this is more of a learning thing. What all is involved in it? Do they hook the users mouse/keyboard in order to move the cursor to the correct location? How does the cheat application know where exactly to point the cursor? The cheat app must be able to access data within the game application, how is that accomplished?

EDIT: to sids answer, how do people obtain those known memory locations to grab the data from? EDIT2: Lets say I find some values that I want at location 0xbbbbbbbb using a debug program or some other means. How do I now access and use the data stored at that location within the application since I don't own that memory, the game does. Or do I now have access to it since I have injected into the process and can just copy the memory at that address using memcpy or something?

Anyone else have anything to add? Trying to learn as much about this as possible!

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user105033 Avatar asked Nov 17 '09 15:11

user105033


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1 Answers

Somewhere in the game memory is the X,Y, and Z location of each player. The game needs to know this information so it knows where to render the player's model and so forth (although you can limit how much the game client can know by only sending it player information for players in view).

An aimbot can scan known memory locations for this information and read it out, giving it access to two positions--the player's and the enemies. Subtracting the two positions (as vectors) gives the vector between the two and it's simple from there to calculate the angle from the player's current look vector to the desired angle vector.

By sending input directly to the game (this is trivial) and fine-tuning with some constants you can get it to aim automatically pretty quickly. The hardest part of the process is nailing down where the positions are stored in memory and adjusting for any dynamic data structure moving players around on you (such as frustum culling).

Note that these are harder to write when address randomization is used, although not impossible.

Edit: If you're wondering how a program can access other programs memory, the typical way to do it is through DLL injection.

Edit: Since this is still getting some hits there are more ways that aimbots work that are more popular now; namely overwriting (or patching in-place) the Direct3D or OpenGL DLL and examining the functions calls to draw geometry and inserting your own geometry (for things like wall-hacks) or getting the positions of the models for an aimbot.

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Ron Warholic Avatar answered Sep 20 '22 21:09

Ron Warholic