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Mar 20th, 2015
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  1.             float localPlayerEyes[3];
  2.             localPlayerEyes[0] = LocalPlayer.vecOrigin[0] + LocalPlayer.vecViewOffset[0];
  3.             localPlayerEyes[1] = LocalPlayer.vecOrigin[1] + LocalPlayer.vecViewOffset[1];
  4.             localPlayerEyes[2] = LocalPlayer.vecOrigin[2] + LocalPlayer.vecViewOffset[2];
  5.  
  6.             float lpeMinusTarget[3];
  7.             lpeMinusTarget[0] = EntityList[i].headBoneXYZ[0] - localPlayerEyes[0];
  8.             lpeMinusTarget[1] = EntityList[i].headBoneXYZ[1] - localPlayerEyes[1];
  9.             lpeMinusTarget[2] = localPlayerEyes[2] - EntityList[i].headBoneXYZ[2];
  10.  
  11.             float targetAngles[3];
  12.             calcVectorAngles(lpeMinusTarget, targetAngles);
  13.  
  14.             AimbotVictim.pitch = targetAngles[0];
  15.             AimbotVictim.yaw = targetAngles[1];
  16.  
  17.             float yawDifference = fabs(LocalPlayer.viewAngle[0] - AimbotVictim.yaw);
  18.  
  19.             float dist = sqrt(
  20.                             (AimbotVictim.pitch - LocalPlayer.viewAngle[0]) * (AimbotVictim.pitch - LocalPlayer.viewAngle[0]) +
  21.                             (AimbotVictim.yaw - LocalPlayer.viewAngle[1]) * (AimbotVictim.yaw - LocalPlayer.viewAngle[1]) +
  22.                             (AimbotVictim.roll - LocalPlayer.viewAngle[2]) * (AimbotVictim.roll - LocalPlayer.viewAngle[2])
  23.                          );
  24.  
  25.             float realDistance = sin(D3DXToRadian(yawDifference)) * dist;
  26.  
  27.             if (realDistance < aimbotBestFOV)
  28.             {
  29.                 aimbotBestFOV = realDistance;
  30.                 AimbotVictim.ID = i;
  31.             }
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