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May 29th, 2015
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  1. //This checks if the player is within your crosshair size
  2. isRealistic(nerd) {
  3. self.angles = self getPlayerAngles();
  4. need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
  5. aimDistance = length( need2Face - self.angles );
  6. if(aimDistance < 25)
  7. return true;
  8. else
  9. return false;
  10. }
  11.  
  12.  
  13. //The aimbot
  14. doDaAim() {
  15. self endon("disconnect");
  16. self endon("death");
  17. self endon("EndAutoAim");
  18. for(;;)
  19. {
  20. self waittill( "weapon_fired");
  21. abc=0;
  22. foreach(player in level.players) {
  23. if(isRealistic(player))
  24. {
  25. if(self.pers["team"] != player.pers["team"]) {
  26. if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_"))
  27. {
  28. x = randomint(10);
  29. if(x==1) {
  30. player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
  31. } else {
  32. player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
  33. }
  34. }
  35. }
  36. }
  37. if(isAlive(player) && player.pers["team"] == "axis") {
  38. abc++;
  39. }
  40. }
  41. if(abc==0) {
  42. self notify("last_killed");
  43. }
  44. }
  45. }
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