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- int ValidEntities[64] = { 0 };
- void DebugValidTargets()
- {
- int size_of_array = sizeof(ValidEntities) / sizeof(int);
- string validentitylist = "";
- string spacer = ", ";
- for (int i = 0; i < size_of_array; i++)
- if (ValidEntities[i] != 0)
- validentitylist += to_string(ValidEntities[i]) += spacer;
- 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;
- // ebin kek ^
- }
- void ValidateTargets()
- {
- int j = 0;
- for (int i = 0; i < 64; i++)
- {
- Player_t Player = PlayerInfo.Player;
- Entity_t Ent = EnityList.Entity[i];
- if (Ent.Valid && !Ent.IsDead && Ent.Team != Player.Team)
- {
- if (Ent.FOV <= 10.0f) {
- bool entityexists = find(begin(ValidEntities), end(ValidEntities), i) != end(ValidEntities);
- if (!entityexists && ValidEntities[j] == 0) {
- ValidEntities[j] = i;
- j++;
- }
- Ent.IsValidTarget = true;
- }
- else {
- int x = distance(ValidEntities, find(ValidEntities, ValidEntities + 64, i));
- ValidEntities[x] = 0;
- Ent.IsValidTarget = false;
- }
- }
- }
- }
- void Aimbot()
- {
- for (int i = 0; i < 64; i++)
- {
- Player_t Player = PlayerInfo.Player;
- Entity_t Ent = EnityList.Entity[i];
- if (Ent.IsValidTarget)
- {
- UtilityFunc.SetAimbotValues(Weapon[PlayerFunc.GetCurrentWeapon()].AimbotSFactor, Weapon[PlayerFunc.GetCurrentWeapon()].AimbotRFactor, Weapon[PlayerFunc.GetCurrentWeapon()].AimbotHitbox);
- Vec3_t CompEnemyPos = UtilityFunc.VelocityComp(Ent.HeadPos, Ent.VecVelocity, Player.VecVelocity, UtilityFunc.get3ddist(Player.VecOrigin, Ent.HeadPos));
- Vec3_t AimAngles = UtilityFunc.ClampAngle(UtilityFunc.CalcAngleEx(Player.VecOrigin, CompEnemyPos, Player.PunchAngs, Player.VecViewOrigin));
- AimAngles = UtilityFunc.ClampAngle(UtilityFunc.SmoothAngle(Player.ViewAngles, AimAngles, GeneralSettings.smoothamount));
- PlayerFunc.SetViewAngles(Player.EnginePointerAddr, AimAngles);
- }
- }
- }
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