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- void AIM() {
- float LimDist = 1000.0f;
- float GetHyp;
- IActor* MePlayer = NULL;
- IActor* Nearest = 0;
- IGameFramework* pFrameWork = IGameFramework::GetGameFramework();
- IEntitySystem* pEntSys = SSystemGlobalEnvironment::Singleton()->pEntitySystem;
- IEntityIt* pEntIt = pEntSys->GetEntityIterator();
- Vec3 ScreenPos{ 0,0,0 };
- if (pFrameWork->GetClientActor(&MePlayer))
- {
- auto Iitem = MePlayer->GetCurrentItem();
- if (Iitem) {
- auto Weapon = Iitem->GetIWeapon();
- if (Weapon) {
- if (Fun.aimtype == 1) {
- Iitem->SetFiringPos({ 0,0,0 });
- }
- if (MePlayer && pEntIt)
- for (; IEntity * pEnt = pEntIt->Next(); )
- {
- if (IActor * LocPlayer = pFrameWork->GetIActorSystem()->GetActor(pEnt->GetID()))
- {
- auto WeaponName = Weapon->GetCurrentWeapon();
- Vec3 EnemyPos = GetPlayerPos(pEnt);
- Vec3 Out;
- Vec3 bone = { 0,0,0 };
- Vec3 MyBone = GetBonePositionByID(MePlayer->getIEntity(), 13);
- if (MePlayer != LocPlayer) {
- if (MyTeam(MePlayer, LocPlayer) && (!GetDeadPlayer(LocPlayer))) {
- switch (Fun.bonetype) {
- case 0: bone = GetBonePositionByID(pEnt, 13); break;
- case 1: bone = GetBonePositionByID(pEnt, 1); break;
- }
- if (Fun.aim360 ? true : WorldToScreen({bone.x, bone.y, bone.z }, &Out)) {
- if (Fun.AimAkt) {
- if (strstr(pEnt->GetName(), _xor("Iron"))) bone = GetBonePositionByID(pEnt, 9);
- if (strstr(pEnt->GetName(), _xor("Drone"))) bone = GetBonePositionByID(pEnt, 12);
- if (strstr(pEnt->GetName(), _xor("TurretWall"))) bone = GetBonePositionByID(pEnt, 47);
- if (strstr(pEnt->GetName(), _xor("TurretCeil"))) bone = GetBonePositionByID(pEnt, 78);
- if (strstr(pEnt->GetName(), _xor("TurretFloor_ASR")) || strstr(pEnt->GetName(), _xor("Turret_ASR_Target"))) bone = GetBonePositionByID(pEnt, 62);
- if (strstr(pEnt->GetName(), _xor("CQBHeavy"))) bone = GetBonePositionByID(pEnt, 13);
- if (strstr(pEnt->GetName(), _xor("SMGHeavy"))) bone = GetBonePositionByID(pEnt, 13);
- if (strstr(pEnt->GetName(), _xor("TurretFloor_cqb")) || strstr(pEnt->GetName(), _xor("TurretFloor_CQB")) || strstr(pEnt->GetName(), _xor("TurretHunt_CQB"))) bone = GetBonePositionByID(pEnt, 58);
- if (strstr(pEnt->GetName(), _xor("TurretFloor_mg")) || strstr(pEnt->GetName(), _xor("TurretFloor_MG")) || strstr(pEnt->GetName(), _xor("TurretHunt_MG")) || strstr(pEnt->GetName(), _xor("TurretRail_mg")) || strstr(pEnt->GetName(), _xor("Turret_MG"))) bone = GetBonePositionByID(pEnt, 68);
- if (strstr(pEnt->GetName(), _xor("HeavyTurretRail"))) bone = GetBonePositionByID(pEnt, 52);
- if (strstr(pEnt->GetName(), _xor("SEDAssault"))) bone = GetBonePositionByID(pEnt, 60);
- if (strstr(pEnt->GetName(), _xor("SEDSoldier"))) bone = GetBonePositionByID(pEnt, 58);
- bone.z += 0.085f;
- if (strstr(WeaponName, _xor("arl")) || strstr(WeaponName, _xor("kn")) || strstr(WeaponName, _xor("fg")) || strstr(WeaponName, _xor("sg")) || strstr(WeaponName, _xor("ap")) || strstr(WeaponName, _xor("mk")) || strstr(WeaponName, _xor("df")) || strstr(WeaponName, _xor("cm")) || strstr(WeaponName, _xor("ak")))
- {
- continue;
- }
- if (Fun.Shields) {
- if (strstr(pEnt->GetName(), _xor("Shield")))continue;
- }
- if (Fun.sed) {
- if (strstr(pEnt->GetName(), _xor("SED")))continue;
- }
- if (Fun.turret) {
- if (strstr(pEnt->GetName(), _xor("Turret")))continue;
- }
- if (Fun.bosses) {
- if ((strstr(pEnt->GetName(), _xor("mech2300")) ||
- strstr(pEnt->GetName(), _xor("_Flagship_MainArtillery")) ||
- strstr(pEnt->GetName(), _xor("_Flagship_Artillery")) ||
- strstr(pEnt->GetName(), _xor("Black_Wolf")) ||
- strstr(pEnt->GetName(), _xor("Mantis")) ||
- strstr(pEnt->GetName(), _xor("Iron")) ||
- strstr(pEnt->GetName(), _xor("Mech2300")) ||
- strstr(pEnt->GetName(), _xor("Tank_Turret")) ||
- strstr(pEnt->GetName(), _xor("_TurretAPC")) ||
- strstr(pEnt->GetName(), _xor("_Turret_MG_OneShot")) ||
- strstr(pEnt->GetName(), _xor("JP_Flamethrower")) ||
- strstr(pEnt->GetName(), _xor("Helicopter"))))
- continue;
- }
- if ((Fun.CounterAmmo == 0) || isVisible(bone, MyBone)) {
- if (strstr(WeaponName, _xor("ar")) || strstr(WeaponName, _xor("mg")) || strstr(WeaponName, _xor("smg")) || (strstr(WeaponName, _xor("sr"))) || strstr(WeaponName, _xor("rg")) || strstr(WeaponName, _xor("pt")))
- {
- if (Fun.priority == 0) {
- auto CrossLim = GetHypotenuse({ bone.x, bone.y, bone.z });
- if (CrossLim < LimDist) {
- switch (Fun.aimtype) {
- case 0: AimType2(MePlayer, MyBone, { bone.x, bone.y, bone.z });
- break;
- case 1: Iitem->SetFiringPos({ bone.x, bone.y, bone.z });
- break;
- }
- CrossLim = LimDist;
- }
- }
- if (Fun.priority == 1) {
- auto dist = Distance(MyBone, bone);
- if (dist < LimDist) {
- switch (Fun.aimtype) {
- case 0: AimType2(MePlayer, MyBone, { bone.x, bone.y, bone.z });
- break;
- case 1: Iitem->SetFiringPos({ bone.x, bone.y, bone.z });
- break;
- }
- Nearest = LocPlayer;
- dist = LimDist;
- }
- }
- }
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