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Potato Aimbot

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Nov 20th, 2019
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  1. number = 0
  2. processes = []
  3.  
  4. var angle = 0;
  5. var speed = 10;
  6. var spam = true;
  7. var disableSpin = false
  8. var positions = []
  9. var shootPotatoes = true
  10.  
  11. window.gameFunctions.gameSrocessGameUpdate = function (mesg) {
  12. }
  13. window.gameFunctions.gameUpdate = function () {
  14. var potatoList = []
  15. var potatoListX = []
  16. var potatoListY = []
  17. var potatoDist = []
  18.  
  19.  
  20. var updateObstacleAlpha = function(obstacle) {
  21. if(!obstacle || !obstacle.img)
  22. return;
  23.  
  24. var alpha = 1.0;
  25.  
  26. var setting = window.menu.UserSetting.look;
  27.  
  28. if(obstacle.img.includes("map-tree"))
  29. alpha = 0.5
  30. if(obstacle.img.includes("map-tree-04"))
  31. alpha = 1.0;
  32. if(obstacle.img.includes("map-bush"))
  33. alpha = 0.5
  34. if(obstacle.img.includes("map-table"))
  35. alpha = 0.5
  36.  
  37. obstacle.sprite.alpha = alpha;
  38. }
  39.  
  40. if (!window.menu || !window.menu.UserSetting)
  41. return;
  42. // Local functions
  43.  
  44. var getDistance = function (p1, p2) {
  45. var dx = p2.x - p1.x, dy = p2.y - p1.y;
  46. return Math.sqrt(dx * dx + dy * dy);
  47. };
  48.  
  49. var getDistance2 = function (x1, y1, x2, y2) {
  50. return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2))
  51. }
  52.  
  53. var getSecondsElapsed = function (time) {
  54. return (window.performance.now() - time) / 1000;
  55. };
  56.  
  57. var getTimeElapsed = function (time) {
  58. return (window.performance.now() - time);
  59. };
  60.  
  61. var pressButton = function (keyCode) {
  62. var keys = game.he.input.keys;
  63.  
  64. if (!keys[keyCode]) {
  65. setTimeout(function () {
  66. keys[keyCode] = true;
  67. setTimeout(function () {
  68. delete keys[keyCode];
  69. }, 50);
  70. }, 50);
  71. }
  72. };
  73.  
  74. var interactionTypes = {
  75. Obstacle: 2,
  76. Loot: 3
  77. };
  78.  
  79. var detectEnimies = function () {
  80. if (!game[obfuscate.playerBarn][obfuscate.playerInfo][game[obfuscate.activeId]]) return [];
  81. var selfId = game[obfuscate.activeId];
  82. var selfTeamId = game[obfuscate.playerBarn][obfuscate.playerInfo][game[obfuscate.activeId]].teamId;
  83. var objectIds = Object.keys(game[obfuscate.objectCreator].idToObj);
  84. var playerIds = Object.keys(game[obfuscate.playerBarn][obfuscate.playerInfo]);
  85. var allPlayers = game[obfuscate.playerBarn][obfuscate.playerInfo];
  86. var firstPlayerId = Object.keys(allPlayers)[0];
  87. var firstPlayerObj = game[obfuscate.objectCreator].idToObj[firstPlayerId];
  88. var allPlayerDict = {};
  89. for (let p in allPlayers) {
  90. let team = allPlayers[p].teamId;
  91. if (!allPlayerDict[team]) {
  92. allPlayerDict[team] = [];
  93. }
  94. let teamPlayer = allPlayers[p].name;
  95. allPlayerDict[team].push(teamPlayer);
  96. }
  97. // $("#ui-game-tab-keybinds").html(allPlayerDict);
  98. if (window.gameVars.Game.updateTeamTab) {
  99. window.gameVars.Game.updateTeamTab = false;
  100.  
  101.  
  102. $("#ui-game-tab-keybinds").html("");
  103. $("#ui-game-tab-keybinds").css("overflow-y", "scroll");
  104. var killfeedText = $("#ui-killfeed-0 > div").html();
  105. if (killfeedText.indexOf("killed") !== -1) {
  106. let deadPlayerText = killfeedText.split("killed ")[1];
  107. if (deadPlayerText) {
  108. window.deadPlayers.add(deadPlayerText.split("with")[0].trim());
  109. }
  110. }
  111.  
  112. var allPlayersStr = "";
  113. for (let team in allPlayerDict) {
  114. if (allPlayerDict[team].length > 1) {
  115. for (let p = 0; p < allPlayerDict[team].length; p++) {
  116. let thisPlayer = allPlayerDict[team][p];
  117. if (window.deadPlayers.has(thisPlayer)) {
  118. allPlayerDict[team][p] = `<span style="color: red;">${allPlayerDict[team][p]}</span>`;
  119. }
  120. }
  121. allPlayersStr = allPlayerDict[team].join(', ');
  122. } else {
  123. if (window.deadPlayers.has(allPlayerDict[team][0])) {
  124. allPlayerDict[team][0] = `<span style="color: red;">${allPlayerDict[team][0]}</span>`;
  125. }
  126. allPlayersStr = allPlayerDict[team][0];
  127. }
  128. $("#ui-game-tab-keybinds").append(`<p><strong>TEAM ${team}:</strong> ${allPlayersStr}</p>`);
  129. }
  130. }
  131.  
  132. var isTeammate = function (plrId, plrObj) {
  133. var isTmmt = game[obfuscate.playerBarn][obfuscate.playerInfo][plrId].teamId == selfTeamId;
  134. plrObj.teammate = isTmmt;
  135. return isTmmt;
  136. }
  137.  
  138.  
  139. return playerIds
  140. .filter(function (id) {
  141. var playerObject = game[obfuscate.objectCreator].idToObj[id];
  142. return playerObject &&
  143. (!isTeammate(id, playerObject)) &&
  144. (!playerObject[obfuscate.netData][obfuscate.dead]) &&
  145. // (!playerObject[obfuscate.netData][obfuscate.downed]) &&
  146. // (playerObject[obfuscate.layer] == game[obfuscate.activePlayer][obfuscate.layer]) &&
  147. id != selfId;
  148. })
  149. .map(function (id) {
  150. return game[obfuscate.objectCreator].idToObj[id];
  151. });
  152. }
  153.  
  154. var playerPosListCount = 5;
  155. var playerLastRelevantTime = 0.19;
  156.  
  157.  
  158.  
  159. var processEnemy = function (enemy) {
  160. if (!enemy)
  161. return;
  162.  
  163. enemy.prediction = { x: 0.0, y: 0.0 };
  164. enemy.speed = { x: 0.0, y: 0.0 };
  165. enemy.distance = { x: 0.0, y: 0.0 };
  166. timeDiff = 0.001
  167. distDiffX = 0
  168. distDiffY = 0
  169. processes.unshift(
  170. {
  171. pos: enemy.pos,
  172. time: window.performance.now() / 1000
  173. })
  174.  
  175. if (processes.length > 1 && processes[0].pos != processes[1].pos) {
  176. {
  177. timeDiff = processes[0].time - processes[1].time
  178. distDiffX = processes[0].pos.x - processes[1].pos.x
  179. distDiffY = processes[0].pos.y - processes[1].pos.y
  180. processes.splice(1,1);
  181. }
  182. }
  183. var distance =
  184. {
  185. x: distDiffX,
  186. y: distDiffY
  187. }
  188. // enemy.direction = {
  189. // x: (enemy.posData[1].pos.x - enemy.posData[0].pos.x) / distance,
  190. // y: (enemy.posData[1].pos.y - enemy.posData[0].pos.y) / distance
  191. // }
  192. var timeElapsed = timeDiff
  193. var speed =
  194. {
  195. x: distance.x / timeElapsed,
  196. y: distance.y / timeElapsed
  197. }
  198.  
  199. enemy.speed = speed
  200. enemy.distance = distance;
  201.  
  202. if (curBulletSpeed == 0) {
  203. enemy.prediction = {
  204. x: 0,
  205. y: 0
  206. };
  207. }
  208.  
  209. else {
  210. var bulletReachTime = getDistance(curPlayer.pos, enemy.pos) / Number(curBulletSpeed)
  211. if (window.menu.UserSetting.shoot.autoAimPingCorrectionEnabled) {
  212. bulletReachTime += window.gameVars.Perfomance.lastLAT / 2000;
  213. }
  214.  
  215. var prediction = {
  216. x: (enemy.speed.x * bulletReachTime * enemy.dir.x) * (1 - window.menu.UserSetting.shoot.autoAimSpeedInertia) + (enemy.speed.x * bulletReachTime) * (window.menu.UserSetting.shoot.autoAimSpeedInertia),
  217. y: (enemy.speed.y * bulletReachTime * enemy.dir.y) * (1 - window.menu.UserSetting.shoot.autoAimSpeedInertia) + (enemy.speed.y * bulletReachTime) * (window.menu.UserSetting.shoot.autoAimSpeedInertia)
  218. }
  219.  
  220. enemy.prediction = prediction
  221. }
  222.  
  223.  
  224.  
  225. }
  226. // var runTimer = function (timerText, timerTime) {
  227. // if(!game[obfuscate.pieTimer] || (game[obfuscate.pieTimer].timerTimeout && getSecondsElapsed(game[obfuscate.pieTimer].timerTimeout) < 0.1))
  228. // return;
  229. // game[obfuscate.pieTimer][obfuscate.free]();
  230. // game[obfuscate.pieTimer][obfuscate.init](() => {stopTimer()}, timerTime, timerText, false);
  231. // };
  232.  
  233. // var stopTimer = function() {
  234. // if(!game[obfuscate.pieTimer])
  235. // return;
  236.  
  237. // game[obfuscate.pieTimer][obfuscate.free]();
  238.  
  239. // game[obfuscate.pieTimer].timerBackground._tint = 16777215;
  240. // game[obfuscate.pieTimer].outerCircle._tint = 16777215;
  241. // game[obfuscate.pieTimer].counterText._tint = 16777215;
  242. // game[obfuscate.pieTimer].labelText._tint = 16777215;
  243.  
  244. // game[obfuscate.pieTimer].timerTimeout = performance.now();
  245. // };
  246. // var invWeapon1Name = curPlayer[obfuscate.localData][obfuscate.weapons]["0"].type
  247. // var invWeapon2Name = curPlayer[obfuscate.localData][obfuscate.weapons]["1"].type;
  248.  
  249. // var getLootRange = function(loot) {
  250. // return getDistance(loot.pos, curPlayer.pos) - items[loot.name].rad - gameData.player.radius;
  251. // }
  252.  
  253. // var needToLoot = function() {
  254.  
  255. // var loot = game[obfuscate.lootBarn][obfuscate.closestLoot];
  256. // var gunsSafeDistance = window.menu.UserSetting.loot.autolootSafeDistance;
  257.  
  258. // if(!loot) {
  259. // return false;
  260. // }
  261.  
  262. // var needGuns = !invWeapon1Name || !invWeapon2Name;
  263.  
  264. // var gunsNearBy = game[obfuscate.lootBarn][obfuscate.lootPool][obfuscate.pool].filter((l) => l.active && getLootRange(l) < gunsSafeDistance;
  265.  
  266. // if(!isSafeToPickup && !needGuns && gunsNearBy.length > 0)
  267. // return;
  268.  
  269. // if(loot.name.includes('pan')) return true;
  270. // else if(loot.name.includes('hammer')) return true;
  271. // else if(loot.name.includes('naginata')) return true;
  272. // else if(loot.name.includes('katana')) return true;
  273. // else if(loot.name.includes('woodaxe')) return true;
  274.  
  275. // if(needGuns){
  276. // return true;
  277. // }
  278. // if(loot.name.includes('backpack') && loot.name > game[obfuscate.activePlayer][obfuscate.netData].backpack) return true;
  279. // if(loot.name.includes('chest') && loot.name > game[obfuscate.activePlayer][obfuscate.netData].chest) return true;
  280. // if(loot.name.includes('helmet') && loot.name > game[obfuscate.activePlayer][obfuscate.netData].helmet) return true;
  281. // return false;
  282. // };
  283.  
  284. // Local variables
  285.  
  286. var game = this;
  287. if (!window.gameVars)
  288. return;
  289. var state = window.gameVars.Game;
  290. var gameData = state.GameData;
  291.  
  292. if (!gameData)
  293. return;
  294. game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool].forEach(updateObstacleAlpha);
  295.  
  296. var items = gameData.items;
  297. var mapScale = game[obfuscate.camera].ppu;
  298. var autoFireGuns = ["frag", "fists", "flare_gun", "mk12", "mp220", "m870", "sv98", "awc", "m39", "mosin", "smoke", "saiga", "m9", "m9_dual", "ot38", "ot38_dual", "deagle", "deagle_dual", "spas12", "garand", "karambit_rugged", "karambit_prismatic",
  299. "bayonet_rugged", "bayonet_woodland", "huntsman_rugged", "huntsman_burnished", "woodaxe", "hook", "pan", "karambit_drowned", "woodaxe_bloody", "m4a1", "bowie_vintage", "bowie_frontier", "usas", "mirv", "bar", "fireaxe", "m1911", "m1911_dual", "m1a1", "m1100",
  300. "katana", "scorpion", "stonehammer", "model94", "snowball", "ots38_dual", "ots38", "katana_rusted", "kukri_trad", "an94", "machete_taiga", "m1014", "katana_orchid", "strobe", "naginata", "potato", "flare_gun_dual", "sledgehammer", "p30l", "p30l_dual", "bonesaw_rusted", "potato_cannon", "scout",
  301. "mkg45", "blr", "svd", "vss", "scarssr", "l86", "potato_cannonball", "m9_cursed", "knuckles_rusted", "knuckles_heroic"
  302. ];
  303.  
  304. var snipers = ["m870", "sv98", "awc", "mosin", "spas12", "model94", "potato_cannon", "scout", "blr"]
  305.  
  306. var grenadeTimerWarning = 1.05;
  307.  
  308. // var guns = [];
  309. // var gunNames = [];
  310. // for (var itm in items) {
  311. // var itmType = items[itm].type;
  312. // if (itmType == "gun") {
  313. // items[itm].id = itm;
  314. // guns.push(items[itm])
  315. // gunNames.push(itm)
  316. // }
  317. // }
  318.  
  319. var curPlayer = game[obfuscate.activePlayer];
  320.  
  321. // positions.unshift(
  322. // {
  323. // pos: curPlayer.pos,
  324. // time: window.performance.now()/1000
  325. // })
  326.  
  327.  
  328. // if(positions.length > 1 && positions[0].pos != positions[1].pos){
  329. // setTimeout(function(){
  330. // timeDiff = positions[0].time - positions[1].time
  331. // distDiff = getDistance(positions[0].pos,positions[1].pos)
  332. // positions.pop();
  333. // }, 500)
  334. // }
  335.  
  336. var bullets = window.gameVars.Game.BulletBarn
  337.  
  338. var guns = window.gameVars.Game.GunBarn
  339.  
  340. var gunTypes = window.gameVars.Game.GunTypes
  341.  
  342. var curWeapon = curPlayer[obfuscate.localData][obfuscate.weapons][curPlayer[obfuscate.localData][[obfuscate.curWeapIdx]]].type
  343.  
  344. // console.log(curWeapon)
  345.  
  346. var curBulletSpeed = 0;
  347.  
  348. if (curPlayer[obfuscate.localData][[obfuscate.curWeapIdx]] < 2) {
  349. curBulletSpeed = bullets[guns[curWeapon].bulletType].speed
  350. }
  351. else {
  352. curBulletSpeed = 0
  353. }
  354.  
  355. //switch
  356.  
  357. var switchWeapon = function () {
  358. if (!game[obfuscate.input].keys["75"]) {
  359. setTimeout(function () {
  360. game[obfuscate.input].keys["75"] = true;
  361. setTimeout(function () {
  362. delete game[obfuscate.input].keys["75"]
  363. }, guns[curWeapon].switchDelay * 100);
  364. }, guns[curWeapon].switchDelay * 100);
  365. }
  366. }
  367.  
  368. if (game[obfuscate.input].mouseButton && snipers.includes(curWeapon)) {
  369. switchWeapon()
  370. }
  371.  
  372. var pressF = function () {
  373. setTimeout(function() {
  374. game[obfuscate.input].keys["70"] = true;
  375. setTimeout(function() {
  376. delete game[obfuscate.input].keys["70"]
  377. }, 50);
  378. }, 0);
  379. }
  380.  
  381. if(game[obfuscate.input].keys["16"]){
  382. spam = false
  383. }
  384. // if(game[obfuscate.input].keys["81"] || game[obfuscate.input].keys["82"] || game[obfuscate.input].keys["69"] || game[obfuscate.input].keys["49"] || game[obfuscate.input].keys["50"] || game[obfuscate.input].keys["51"] || game[obfuscate.input].keys["52"]){
  385. // spam = false
  386. // }
  387.  
  388.  
  389. var loot = game[obfuscate.lootBarn][obfuscate.closestLoot];
  390.  
  391.  
  392. for (g = 0; g < game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool].length; g++){
  393. if(!game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool][g].dead){
  394. if(game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool][g].img == "map-potato-01.img" ||
  395. game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool][g].img == "map-potato-02.img" ||
  396. game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool][g].img == "map-potato-03.img"){
  397.  
  398. if(game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool][g].sprite.visible){
  399. potatoList.push(game[obfuscate.map][obfuscate.obstaclePool][obfuscate.pool][g])
  400. }
  401. }
  402. }}
  403.  
  404. if(potatoList.length > 1){
  405. for(potato2 in potatoList){
  406. if(!potatoList[potato2].sprite.visible){
  407. potatoList.splice(potato2,1)
  408. }}}
  409. if(potatoList.length > 0){
  410. for(potato in potatoList){
  411. potatoListX.push(potatoList[potato].pos.x)
  412. potatoListY.push(potatoList[potato].pos.y)
  413. potatoDist.push(parseInt(getDistance2(potatoListX[potato], potatoListY[potato], curPlayer.pos.x, curPlayer.pos.y)))
  414. potatoIndex = potatoDist.indexOf(Math.min(...potatoDist))
  415. }
  416. window.gameVars.Input.Mouse.PotatoAimActive = true
  417.  
  418. }
  419. console.log(potatoList[potatoIndex])
  420. // for(y = 0; y < potatoList.length; y++){
  421. // if(!potatoList[y].sprite.visible){
  422. // potatoList.splice(y,1)
  423.  
  424. // }
  425. // potatoListX.push(potatoList[y].pos.x)
  426. // potatoListY.push(potatoList[y].pos.y)
  427. // potatoDist.push(parseInt(getDistance2(potatoListX[y], potatoListY[y], curPlayer.pos.x, curPlayer.pos.y)))
  428. // potatoIndex = potatoDist.indexOf(Math.min(...potatoDist))
  429.  
  430. // }
  431.  
  432. if(spam && loot){
  433. pressF()
  434. }
  435.  
  436.  
  437. // var invWeapon1 = invWeapon1Name == "" ? null : guns.find((g) => g.id == invWeapon1Name);
  438. // var invWeapon2 = invWeapon2Name == "" ? null : guns.find((g) => g.id == invWeapon2Name);
  439.  
  440. // processPlayerSpeed(curPlayer, 0.1);
  441.  
  442. // curPlayer.moving = curPlayer.speed > 0.01;
  443.  
  444. // if(window.gameVars.Input.Cheat. == true){
  445.  
  446. // var pressReload = function () {
  447. // if(!game[obfuscate.input].keys["82"]) {
  448. // setTimeout(function () {
  449. // game[obfuscate.input].keys["82"] = true;
  450. // setTimeout(function () {
  451. // delete game[obfuscate.input].keys["82"]
  452. // }, 100);
  453. // }, 50);
  454. // }
  455. // }
  456.  
  457. // var autoReloadGuns = function () {
  458. // for (let gunName in fullAmmoGuns) {
  459. // if (curWeapon.id == gunName && (curWeapon.id == invWeapon1Name && curPlayer[obfuscate.localData].weapons["0"].ammo < fullAmmoGuns[gunName])) {
  460. // pressReload();
  461. // } else if (curWeapon.id == gunName && (curWeapon.id == invWeapon2Name && curPlayer[obfuscate.localData].weapons["1"].ammo < fullAmmoGuns[gunName])) {
  462. // pressReload();
  463. // }
  464. // }
  465. // }
  466.  
  467. // var weaponSwitcher = function () {
  468. // if (curPlayer[obfuscate.localData][[obfuscate.curWeapIdx]] == 2 || curPlayer[obfuscate.localData][[obfuscate.curWeapIdx]] == 1) {
  469. // pressOne();
  470. // return;
  471. // }
  472.  
  473. // if (curPlayer[obfuscate.localData][[obfuscate.curWeapIdx]] == 0) {
  474. // pressTwo();
  475. // return;
  476. // }
  477. // }
  478.  
  479. // if (window.gameVars.Input.Cheat.SwitchWeaponFirst) {
  480. // weaponSwitcher();
  481. // }
  482.  
  483.  
  484. // if(window.menu.UserSetting.shoot.autoReloadEnabled) {
  485. // autoReloadGuns();
  486. // }
  487. // Laser
  488.  
  489. // var laser = state.Laser;
  490.  
  491. // if(curBullet)
  492. // {
  493. // laser.active = true;
  494. // laser.range = curBullet.distance * mapScale;
  495. // laser.direction = Math.atan2(curPlayer[obfuscate.netData].dir.x, curPlayer[obfuscate.netData].dir.y) - Math.PI / 2;
  496. // laser.angle = (curWeapon.shotSpread + (curPlayer.moving ? curWeapon.moveSpread : 0.0)) * 0.01745329252 / 2;
  497. // }
  498. // else
  499. // {
  500. // laser.active = false;
  501. // }
  502.  
  503. // Zoom
  504. var currentZoom = window.gameVars.ZoomLevel;
  505.  
  506. currentZoom *= 1.0 + window.menu.UserSetting.look.zoomSpeed / 100 * window.gameVars.Input.Cheat.GetZoomDelta();
  507. currentZoom = currentZoom < 0.5 ? 0.5 : currentZoom > 1.0 ? 1.0 : currentZoom;
  508.  
  509. if (!window.gameVars.Menu && window.menu.UserSetting.look.zoomEnabled)
  510. window.gameVars.ZoomLevel = currentZoom;
  511.  
  512. // Detect enimies
  513.  
  514. var enimies = detectEnimies();
  515. window.gameVars.Game.Enimies = enimies;
  516.  
  517. // Update enemy lines
  518.  
  519. window.gameVars.Game.EnemyLines.points = enimies.map((enemy) => {
  520. return {
  521. x: ((enemy.pos.x) - curPlayer.pos.x) * mapScale,
  522. y: (curPlayer.pos.y - (enemy.pos.y)) * mapScale
  523. };
  524. });
  525.  
  526. var updateEnemyLines = function() {
  527. if(!game[obfuscate.activePlayer] || !game[obfuscate.activePlayer].container)
  528. return;
  529.  
  530. var enemyLines = window.gameVars.Game.EnemyLines;
  531.  
  532. var points = enemyLines.points
  533. var draw = enemyLines.draw;
  534.  
  535. if(!points)
  536. return;
  537.  
  538. if(!draw)
  539. {
  540. draw = new window.PIXI.Graphics();
  541. enemyLines.draw = draw;
  542. game[obfuscate.activePlayer].container.addChild(draw);
  543. game[obfuscate.activePlayer].container.setChildIndex(draw, 0);
  544. }
  545.  
  546. if(!draw.graphicsData)
  547. return;
  548.  
  549. draw.clear();
  550. draw.beginFill();
  551. draw.lineStyle(2, 000000);
  552.  
  553. points.forEach(function(pnt) {
  554. draw.moveTo(0, 0);
  555. draw.lineTo(pnt.x, pnt.y);
  556. });
  557.  
  558. draw.endFill();
  559. }
  560. var updateNames = function(player) {
  561. if(!player || !player.nameText || player.teammate)
  562. return;
  563.  
  564. var nameText = player.nameText;
  565.  
  566. if(window.gameVars.Input.Cheat.ShowNamesPressed)
  567. {
  568. nameText.visible = true;
  569.  
  570. nameText.tint = 0xffd700;
  571.  
  572. nameText.scale.set(1, 1);
  573. }
  574. }
  575.  
  576. // Update autoaim
  577. var target = null;
  578.  
  579. var alwaysOn = window.menu.UserSetting.shoot.autoAimAlwaysOnEnabled;
  580. if (alwaysOn) {
  581. window.gameVars.Input.Cheat.AutoAimPressed = !game.spectating;
  582. }
  583.  
  584. window.gameVars.Input.Cheat.ShowNamesPressed = true;
  585.  
  586. function randInt(min, max) {
  587. return Math.floor(Math.random() * (max - min)) + min;
  588. }
  589. if (!window.gameVars.Input.Cheat.AutoAimPressed == true && enimies.length != 0)
  590. // if(window.menu.UserSetting.shoot.autoAimEnabled && window.gameVars.Input.Cheat.AutoAimPressed)
  591. {
  592.  
  593. var mousePos = game[obfuscate.camera].pointToScreen(window.gameVars.Input.Mouse.Pos);
  594.  
  595. var mouseVec =
  596. {
  597. x: mousePos.x - curPlayer.pos.x,
  598. y: mousePos.y - curPlayer.pos.y
  599. };
  600.  
  601. var enemiesInSight = enimies
  602. var i;
  603. posListX = []
  604. posListY = []
  605. distList = []
  606. downedList = []
  607. downedDist = []
  608. underList = []
  609. underDist = []
  610. for (i = 0; i < enemiesInSight.length; i++) {
  611. posListX.push(enemiesInSight[i].pos.x)
  612. posListY.push(enemiesInSight[i].pos.y)
  613. distList.push(parseInt(getDistance2(posListX[i], posListY[i], curPlayer.pos.x, curPlayer.pos.y)))
  614. }
  615. if (enemiesInSight.length > 1) {
  616. for (k = 0; k < enemiesInSight.length; k++) {
  617. if (enemiesInSight[k][obfuscate.netData][obfuscate.downed]) {
  618. downedList.push(enemiesInSight[k])
  619. downedDist.push(distList[k])
  620. enemiesInSight.splice(k, 1)
  621. distList.splice(k, 1)
  622. }
  623. if (enemiesInSight.length > 1) {
  624. for (j = 0; j < enemiesInSight.length; j++) {
  625. if(enemiesInSight[j][obfuscate.netData][obfuscate.layer] == 1 && curPlayer[obfuscate.netData][obfuscate.layer] == 0){
  626. enemiesInSight.splice(j, 1)
  627. distList.splice(j, 1)
  628. }
  629.  
  630. else if(enemiesInSight[j][obfuscate.netData][obfuscate.layer] == 0 && curPlayer[obfuscate.netData][obfuscate.layer] == 1) {
  631. enemiesInSight.splice(j, 1)
  632. distList.splice(j, 1)
  633. }
  634. }
  635. }}}
  636. enemyIndex = distList.indexOf(Math.min(...distList))
  637. target = enemiesInSight[enemyIndex]
  638.  
  639.  
  640. if (window.gameVars.Input.Cheat.SpinPressed) {
  641. target = downedList[downedDist.indexOf(Math.min(...downedDist))]
  642. }
  643.  
  644. processEnemy(target)
  645. }
  646. window.gameVars.Game.Target = target;
  647. (function () {
  648.  
  649. //Cross spinbot number = 4
  650. // spinListX = [curPlayer.pos.x, curPlayer.pos.x + 50, curPlayer.pos.x, curPlayer.pos.x - 50]
  651. // spinListY = [curPlayer.pos.y - 50, curPlayer.pos.y, curPlayer.pos.y + 50, curPlayer.pos.y]
  652.  
  653. //square spinbot number = 8
  654. // spinListX = [curPlayer.pos.x, curPlayer.pos.x + 1000, curPlayer.pos.x + 1000, curPlayer.pos.x + 1000, curPlayer.pos.x, curPlayer.pos.x - 1000, curPlayer.pos.x - 1000, curPlayer.pos.x - 1000]
  655. // spinListY = [curPlayer.pos.y + 1000, curPlayer.pos.y + 1000, curPlayer.pos.y, curPlayer.pos.y - 1000, curPlayer.pos.y - 1000, curPlayer.pos.y - 1000, curPlayer.pos.y, curPlayer.pos.y + 1000]
  656.  
  657. //triangle spinbot number = 12
  658. // spinListX = [curPlayer.pos.x, curPlayer.pos.x + 1000, curPlayer.pos.x - 1000,
  659. // curPlayer.pos.x + 1000, curPlayer.pos.x - 1000, curPlayer.pos.x - 1000,
  660. // curPlayer.pos.x, curPlayer.pos.x - 1000, curPlayer.pos.x + 1000,
  661. // curPlayer.pos.x - 1000, curPlayer.pos.x + 1000, curPlayer.pos.x + 1000,
  662. // ]
  663.  
  664. // spinListY = [curPlayer.pos.y + 1000, curPlayer.pos.y - 1000, curPlayer.pos.y - 1000,
  665. // curPlayer.pos.y, curPlayer.pos.y - 1000, curPlayer.pos.y + 1000,
  666. // curPlayer.pos.y - 1000, curPlayer.pos.y + 1000, curPlayer.pos.y + 1000,
  667. // curPlayer.pos.y, curPlayer.pos.y + 1000, curPlayer.pos.y - 1000,
  668. // ]
  669.  
  670. // console.log(spinListX.length, spinListY.length)
  671.  
  672.  
  673. if (window.menu.UserSetting.shoot.spinBotEnabled) {
  674. window.gameVars.Input.Mouse.SpinActive = true
  675. }
  676. else if (!window.menu.UserSetting.shoot.spinBotEnabled) {
  677. window.gameVars.Input.Mouse.SpinActive = false
  678. disableSpin = true
  679. }
  680.  
  681. if (window.gameVars.Input.Cheat.SpinPressed) {
  682. window.gameVars.Input.Mouse.SpinActive = false
  683. shootPotatoes = false
  684. }
  685.  
  686. if(enimies.length == 0){
  687. if(potatoList.length > 0 && shootPotatoes && window.gameVars.Input.Mouse.PotatoAimActive){
  688. if (!window.gameVars.Input.Cheat.AutoAimPressed) {
  689. window.gameVars.Input.Mouse.PotatoAimPos = game[obfuscate.camera].pointToScreen({ x: potatoList[potatoIndex].pos.x, y: potatoList[potatoIndex].pos.y })
  690. game[obfuscate.input][obfuscate.mousePosition].x = window.gameVars.Input.Mouse.PotatoAimPos.x
  691. game[obfuscate.input][obfuscate.mousePosition].y = window.gameVars.Input.Mouse.PotatoAimPos.y
  692. }
  693. }
  694. else if(window.gameVars.Input.Mouse.SpinActive){
  695. window.gameVars.Input.Mouse.AimActive = false;
  696. window.gameVars.Input.Mouse.PotatoAimActive = false
  697. if (game[obfuscate.input].mouseButton) {
  698. window.gameVars.Input.Mouse.SpinActive = false
  699. return;
  700. }
  701.  
  702. window.gameVars.Input.Mouse.SpinPos = game[obfuscate.camera].pointToScreen({
  703. x: Math.cos(number) * 9999,
  704. y: Math.sin(number) * 9999
  705. })
  706. game[obfuscate.input][obfuscate.mousePosition].x = window.gameVars.Input.Mouse.SpinPos.x;
  707.  
  708. game[obfuscate.input][obfuscate.mousePosition].y = window.gameVars.Input.Mouse.SpinPos.y;
  709.  
  710. number += 1
  711.  
  712. return;
  713. }
  714. }
  715.  
  716. else if (target) {
  717. var pos = target.pos;
  718. var prediction = target.prediction ? target.prediction : { x: 0, y: 0 };
  719.  
  720. if (window.gameVars.Input.Cheat.AutoAimPressed == false) {
  721. window.gameVars.Input.Mouse.AimActive = true;
  722. window.gameVars.Input.Mouse.PotatoAimActive = false
  723. window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: pos.x + prediction.x, y: pos.y + prediction.y });
  724.  
  725. game[obfuscate.input][obfuscate.mousePosition].x = window.gameVars.Input.Mouse.AimPos.x;
  726. game[obfuscate.input][obfuscate.mousePosition].y = window.gameVars.Input.Mouse.AimPos.y;
  727.  
  728. }
  729. else if (window.gameVars.Input.Cheat.AutoAimPressed == true) {
  730. window.gameVars.Input.Mouse.AimActive = false;
  731. }
  732.  
  733. }
  734.  
  735.  
  736.  
  737. // else if (window.gameVars.Input.Cheat.SpinPressed || disableSpin) {
  738. // window.gameVars.Input.Mouse.SpinActive = false
  739. // window.gameVars.Input.Mouse.AimActive = false;
  740. // }
  741.  
  742. }
  743. )();
  744. updateEnemyLines()
  745. enimies.forEach(updateNames);
  746.  
  747. // a = []
  748. // b = []
  749. // for(p=0;p<100;p++) {
  750. // a.append(Math.random() * 1280)
  751. // b.append(Math.random() * 720)
  752. // }
  753. // for (l=0;l<100;l++){
  754. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: a[l], y: b[l]});
  755. // }
  756.  
  757. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 0, y: 0 });
  758. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 640, y: 0 });
  759. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 1280, y: 0 });
  760. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 1280, y: 360 });
  761. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 1280, y: 720 });
  762. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 640, y: 720 });
  763. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 0, y: 720 });
  764. // window.gameVars.Input.Mouse.AimPos = game[obfuscate.camera].pointToScreen({ x: 0, y: 360 });
  765.  
  766.  
  767. // Grenade timer
  768. // if(window.menu.UserSetting.shoot.fragGrenadeTimerEnabled && curPlayer.weapType == "frag" && !game[obfuscate.pieTimer][obfuscate.activeTimer] && game[obfuscate.input].mouseButton) {
  769. // runTimer("FRAG", 4.0);
  770. // }
  771. // if(window.menu.UserSetting.shoot.fragGrenadeTimerEnabled && curPlayer.weapType == "mirv" && !game[obfuscate.pieTimer][obfuscate.activeTimer] && game[obfuscate.input].mouseButton) {
  772. // runTimer("MIRV", 4.0);
  773. // }
  774.  
  775.  
  776.  
  777. // if(game[obfuscate.pieTimer][obfuscate.activeTimer] && game[obfuscate.pieTimer].clientData.label == "FRAG")
  778. // {
  779. // if(!game[obfuscate.input].mouseButton)
  780. // {
  781.  
  782. // stopTimer();
  783. // return;
  784. // }
  785.  
  786. // if(game[obfuscate.pieTimer].clientData.duration - game[obfuscate.pieTimer].clientData.elapsed < grenadeTimerWarning)
  787. // {
  788. // game[obfuscate.pieTimer].timerBackground._tint = 0xff0000;
  789. // game[obfuscate.pieTimer].outerCircle._tint = 0xff0000;
  790. // game[obfuscate.pieTimer].counterText._tint = 0xff0000;
  791. // game[obfuscate.pieTimer].labelText._tint = 0xff0000;
  792. // }
  793. // }
  794.  
  795. // if(game[obfuscate.pieTimer][obfuscate.activeTimer] && game[obfuscate.pieTimer].clientData.label == "MIRV")
  796. // {
  797. // if(!game[obfuscate.input].mouseButton)
  798. // {
  799.  
  800. // stopTimer();
  801. // return;
  802. // }
  803.  
  804. // if(game[obfuscate.pieTimer].clientData.duration - game[obfuscate.pieTimer].clientData.elapsed < grenadeTimerWarning)
  805. // {
  806. // game[obfuscate.pieTimer].timerBackground._tint = 0xff0000;
  807. // game[obfuscate.pieTimer].outerCircle._tint = 0xff0000;
  808. // game[obfuscate.pieTimer].counterText._tint = 0xff0000;
  809. // game[obfuscate.pieTimer].labelText._tint = 0xff0000;
  810. // }
  811. // }
  812.  
  813. // Bump fire
  814. window.gameVars.Input.Cheat.RepeatFire = window.menu.UserSetting.shoot.bumpFireEnabled && game[obfuscate.input].mouseButton
  815. // Auto loot
  816. // window.gameVars.Input.Cheat.RepeatInteraction = window.menu.UserSetting.loot.autolootEnabled && needToLoot();
  817. // var pressF = function () {
  818. // if(!game[obfuscate.input].keys["70"]) {
  819. // setTimeout(function() {
  820. // game[obfuscate.input].keys["70"] = true;
  821. // setTimeout(function() {
  822. // delete game[obfuscate.input].keys["70"]
  823. // }, 90);
  824. // }, 0);
  825. // }
  826. // }
  827.  
  828. // if(window.gameVars.Input.Cheat.RepeatInteraction) {
  829. // pressF();
  830. // }
  831. }
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