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- LOAD RAW - SEE ORIGINAL
- //This is the Script Guys : Thnx BillinAssDoctor <3 - Zynx Aquaz
- //This checks if the player is within your crosshair size
- isRealistic(nerd) {
- self.angles = self getPlayerAngles();
- need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
- aimDistance = length( need2Face - self.angles );
- if(aimDistance < 25)
- return true;
- else
- return false;
- }
- //The aimbot
- doDaAim() {
- self endon("disconnect");
- self endon("death");
- self endon("EndAutoAim");
- for(;;)
- {
- self waittill( "weapon_fired");
- abc=0;
- foreach(player in level.players) {
- if(isRealistic(player))
- {
- if(self.pers["team"] != player.pers["team"]) {
- if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_"))
- {
- x = randomint(10);
- if(x==1) {
- player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
- } else {
- player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
- }
- }
- }
- }
- if(isAlive(player) && player.pers["team"] == "axis") {
- abc++;
- }
- }
- if(abc==0) {
- self notify("last_killed");
- }
- }
- }
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