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- void cCAimbot::AimAtFriendly/*Except not really :P*/( CUserCmd* c )
- {
- if(!HalFLife2.m_pEngine->IsInGame() || HalFLife2.m_pEngine->IsHLTV() || !HalFLife2.m_pMyPlayer->BaseEnt() )
- return;
- C_BaseCombatWeapon* m_pWeapon = HalFLife2.m_pNeeded->GetBaseCombatActiveWeapon ( HalFLife2.m_pMyPlayer->BaseEnt() );
- m_nTargetz = -1;
- Vector aimOrg,pOrg,delta;
- QAngle viewAngles;
- float distance = 999999.0f,latency = HalFLife2.m_pEngine->GetNetChannelInfo()->GetLatency(FLOW_OUTGOING);
- for(int index = 0;index < HalFLife2.m_pEngine->GetMaxClients();index++){
- IClientEntity* ClientEntity = HalFLife2.m_pEntList->GetClientEntity( index );
- if (ClientEntity == NULL
- ||ClientEntity->IsDormant())
- continue;
- CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
- int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
- int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
- if(m_nTargetz > -1)
- continue;
- if(index == HalFLife2.m_pEngine->GetLocalPlayer())
- continue;
- if(( pBaseEntity->GetTeamNumber() == !HalFLife2.m_pMyPlayer->BaseEnt()->GetTeamNumber()))
- continue;
- if( *pdwHealth < 0 )
- continue;
- if(!*lifestate == LIFE_ALIVE)
- continue;
- if(!GetBonePosition( 14 , vPlayer, c->viewangles, index ))
- continue;
- if(!GetVisible( HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer, pBaseEntity ))
- continue;
- if ( flBestDist < flGetDistance( vPlayer) )
- continue;
- flBestDist = flGetDistance( vPlayer);
- m_nTargetz = index;
- Vector vDeltaOrigin = vPlayer - vPlayer;
- flBestDist = gESP.flGetDistance( HalFLife2.m_pMyPlayer->BaseEnt()->GetAbsOrigin() , vPlayer );
- float fLatency = HalFLife2.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING );
- vDeltaOrigin[0] *= fLatency;
- vDeltaOrigin[1] *= fLatency;
- vDeltaOrigin[2] *= fLatency;
- PredictedTargetPosition = vPlayer + vDeltaOrigin;
- if(*pdwHealth < 1)
- continue;
- if(m_nTarget > -1)
- {
- DropTargetz();
- return;
- }
- }
- int iSpeed = 0;
- Vector vVelocity = HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity;
- index = HalFLife2.m_pEngine->GetLocalPlayer();
- if (vVelocity.IsLengthLessThan(1))
- iSpeed = 0;
- else
- iSpeed = (int)vVelocity.Length2D();
- //////////////////////////GHETTO FIX//////////////
- if(c->buttons == IN_ATTACK)
- {
- DropTargetz();
- return;
- }
- //if(Cvars.stridebotjump && (m_nTargetz > -1 && (iSpeed == Cvars.speedforjumpbot || iSpeed <= Cvars.speedforjumpbot)))
- if(Cvars.stridebotjump && (m_nTargetz > -1 && (iSpeed < Cvars.speedforjumpbot)))
- c->buttons = IN_JUMP;
- if((Cvars.aim_strideafkdisable) && (m_nTargetz > -1 && iSpeed == 0))
- {
- DropTargetz();
- return;
- }
- //////////////////////////////////////////////////
- CalcAnglez( HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), PredictedTargetPosition, c->viewangles );
- HalFLife2.m_pEngine->SetViewAngles( c->viewangles );
- DropTargetz();
- return;
- }
- void cStride::Walk( CUserCmd* cmd )
- {
- player_info_t pInfo;
- int index;
- if (!HalFLife2.m_pEngine->IsInGame())
- return;
- if ( !HalFLife2.m_pMyPlayer->BaseEnt() )
- return;
- Vector vVelocity = HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity;
- index = HalFLife2.m_pEngine->GetLocalPlayer();
- IClientEntity* ClientEntity = HalFLife2.m_pEntList->GetClientEntity( index );
- C_BaseCombatWeapon* m_pWeapon = HalFLife2.m_pNeeded->GetBaseCombatActiveWeapon ( HalFLife2.m_pMyPlayer->BaseEnt() );
- CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
- int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
- int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
- //if(GetAsyncKeyState('S')) // This makes you stop walking forward
- // return;
- if(*pdwHealth < 1)
- return;
- if(!*lifestate == LIFE_ALIVE )
- return;
- if(!HalFLife2.m_pEngine->GetLocalPlayer())
- return;
- ////////////////////////////////////////////////Ghetto fix
- if ( !Cvars.stridebot && (GetAsyncKeyState('W')))
- {
- HalFLife2.m_pEngine->ExecuteClientCmd("+forward");
- return;
- }
- else if( !Cvars.stridebot && !(GetAsyncKeyState('W')))
- {
- HalFLife2.m_pEngine->ExecuteClientCmd("-forward");
- return;
- }
- if((GetAsyncKeyState('S'))) // This makes you walk backward + disables you from walking forward
- {
- HalFLife2.m_pEngine->ExecuteClientCmd("-forward");
- return;
- }
- ////////////////////////////////////////////////////
- int iSpeed = 0;
- if (vVelocity.IsLengthLessThan(1))
- iSpeed = 0;
- else
- iSpeed = (int)vVelocity.Length2D();
- HalFLife2.m_pEngine->ExecuteClientCmd("+forward");
- if(((iSpeed < Cvars.speedforadjust) && Cvars.strideadjust))
- {
- if( (Cvars.aim_stride) && (!Cvars.disablewhilebotting))
- {
- return;
- }
- //if(Cvars.stridejump)
- // cmd->buttons = IN_JUMP;
- cmd->viewangles.y = cmd->viewangles.y+Cvars.strideadjusty;
- cmd->viewangles.x = cmd->viewangles.x+Cvars.strideadjustx;
- cmd->viewangles.z = cmd->viewangles.z+Cvars.strideadjustz;
- HalFLife2.m_pEngine->SetViewAngles( cmd->viewangles );
- }
- else if (((iSpeed < Cvars.speedforjump) && Cvars.stridejump))
- cmd->buttons = IN_JUMP;
- }
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