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- function Aimbot()
- if #enemy == 0 then return end -- Returns if no address could be obtained.
- local differenceX = {}
- local differenceY = {}
- local differenceZ = {}
- local lenght = {}
- local lenghtXY = {}
- local targetX = {}
- local targetY = {}
- for i=1, #enemy do
- differenceX[i] = enemy[i].x - player.x
- differenceY[i] = enemy[i].y - player.y
- differenceZ[i] = enemy[i].z - player.z
- lenght[i] = math.sqrt(differenceX[i] ^ 2 + differenceY[i] ^ 2 + differenceZ[i] ^ 2)
- lenghtXY[i] = math.sqrt(differenceX[i] ^ 2 + differenceY[i] ^ 2)
- targetX[i] = 90+math.deg(math.atan2(differenceY[i], differenceX[i]))
- targetY[i] = math.deg(math.atan2(differenceZ[i], lenghtXY[i]))
- if targetX[i] < 0 then
- targetX[i] = 360 + targetX[i]
- end
- end
- local playerX = readFloat(player.viewMatrix.x)
- local playerY = readFloat(player.viewMatrix.y)
- local temp = math.sqrt(SubTractAngles(playerX, targetX[1]) ^ 2 + SubTractAngles(playerY, targetY[1]) ^ 2)
- local idx_bot = 1
- for i=2, #targetX do
- if math.sqrt(SubTractAngles(playerX, targetX[i]) ^ 2 + SubTractAngles(playerY, targetY[i]) ^ 2) < temp then
- idx_bot = i
- temp = math.sqrt(SubTractAngles(playerX, targetX[i]) ^ 2 + SubTractAngles(playerY, targetY[i]) ^ 2)
- end
- end
- writeFloat(player.viewMatrix.x, targetX[idx_bot])
- writeFloat(player.viewMatrix.y, targetY[idx_bot])
- end
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