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Aug 11th, 2015
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C++ 2.06 KB | None | 0 0
  1. int ValidEntities[64] = { 0 };
  2.  
  3. void DebugValidTargets()
  4. {
  5.     int size_of_array = sizeof(ValidEntities) / sizeof(int);
  6.  
  7.     string validentitylist = "";
  8.     string spacer = ", ";
  9.  
  10.     for (int i = 0; i < size_of_array; i++)
  11.         if (ValidEntities[i] != 0)
  12.             validentitylist += to_string(ValidEntities[i]) += spacer;
  13.  
  14.     cout << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << endl << "Valid entities: " << validentitylist;
  15.     // ebin kek ^
  16. }
  17.  
  18. void ValidateTargets()
  19. {
  20.     int j = 0;
  21.     for (int i = 0; i < 64; i++)
  22.     {
  23.         Player_t Player = PlayerInfo.Player;
  24.         Entity_t Ent = EnityList.Entity[i];
  25.  
  26.         if (Ent.Valid && !Ent.IsDead && Ent.Team != Player.Team)
  27.         {
  28.             if (Ent.FOV <= 10.0f) {
  29.                 bool entityexists = find(begin(ValidEntities), end(ValidEntities), i) != end(ValidEntities);
  30.                 if (!entityexists && ValidEntities[j] == 0) {
  31.                     ValidEntities[j] = i;
  32.                     j++;
  33.                 }
  34.                 Ent.IsValidTarget = true;
  35.             }
  36.             else {
  37.                 int x = distance(ValidEntities, find(ValidEntities, ValidEntities + 64, i));
  38.                 ValidEntities[x] = 0;
  39.                 Ent.IsValidTarget = false;
  40.             }
  41.         }
  42.     }
  43. }
  44.  
  45. void Aimbot()
  46. {
  47.     for (int i = 0; i < 64; i++)
  48.     {
  49.         Player_t Player = PlayerInfo.Player;
  50.         Entity_t Ent = EnityList.Entity[i];
  51.  
  52.         if (Ent.IsValidTarget)
  53.         {
  54.             UtilityFunc.SetAimbotValues(Weapon[PlayerFunc.GetCurrentWeapon()].AimbotSFactor, Weapon[PlayerFunc.GetCurrentWeapon()].AimbotRFactor, Weapon[PlayerFunc.GetCurrentWeapon()].AimbotHitbox);
  55.  
  56.             Vec3_t CompEnemyPos = UtilityFunc.VelocityComp(Ent.HeadPos, Ent.VecVelocity, Player.VecVelocity, UtilityFunc.get3ddist(Player.VecOrigin, Ent.HeadPos));
  57.             Vec3_t AimAngles = UtilityFunc.ClampAngle(UtilityFunc.CalcAngleEx(Player.VecOrigin, CompEnemyPos, Player.PunchAngs, Player.VecViewOrigin));
  58.  
  59.             AimAngles = UtilityFunc.ClampAngle(UtilityFunc.SmoothAngle(Player.ViewAngles, AimAngles, GeneralSettings.smoothamount));
  60.             PlayerFunc.SetViewAngles(Player.EnginePointerAddr, AimAngles);
  61.         }
  62.        
  63.     }
  64. }
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