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Mw2 Fixed Aimbot Angles and shiz... ~ JLM

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May 3rd, 2016
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C++ 1.50 KB | None | 0 0
  1. bool ReturnPlayerLifeStatus(int Client)
  2.     {
  3.         return (G_Client(Client)+0x345C) != 0x01;
  4.     }
  5.     bool ReturnPlayerActivity(int Client)
  6.     {
  7.         return (char*)(G_Client(Client)+0x3290) != "";
  8.     }
  9.     float* ReturnOrigin(int Client)
  10.         {
  11.             float Origin[3] = {(G_Client(Client)+0x1C),(G_Client(Client)+0x20),(G_Client(Client)+0x24)};
  12.             return Origin;
  13.         }
  14.  
  15.     int ReturnNearestPlayer(int Client)
  16.     {
  17.             int NearestPlayer = -1;
  18.             float Closest = 0xFFFFFFFF;
  19.             float* Distance3D;
  20.             float Difference;
  21.             for (int i = 0; i < 18; i++)
  22.             {
  23.                 Distance3D[0] = ReturnOrigin(i)[0] - ReturnOrigin(Client)[0];
  24.                 Distance3D[1] = ReturnOrigin(i)[1] - ReturnOrigin(Client)[1];
  25.                 Distance3D[2] = ReturnOrigin(i)[2] - ReturnOrigin(Client)[2];
  26.  
  27.                 Difference = (float)(sqrt((Distance3D[0] * Distance3D[0]) + (Distance3D[1] * Distance3D[1]) + (Distance3D[2] * Distance3D[2])));
  28.  
  29.                 if ((i != Client))
  30.                 {
  31.                     if (ReturnPlayerActivity(i) && ReturnPlayerLifeStatus(i))
  32.                     {
  33.                         if (Difference < Closest && !Client[client].GodMode && !Client.[client].isHost)
  34.                         {
  35.                             NearestPlayer = i;
  36.                             Closest = Difference;
  37.                         }
  38.                     }
  39.                 }
  40.             }
  41.             return NearestPlayer;
  42.         }
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