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Aug 17th, 2017
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  1. void cCAimbot::AimAtFriendly/*Except not really :P*/( CUserCmd* c )
  2. {
  3. if(!HalFLife2.m_pEngine->IsInGame() || HalFLife2.m_pEngine->IsHLTV() || !HalFLife2.m_pMyPlayer->BaseEnt() )
  4. return;
  5. C_BaseCombatWeapon* m_pWeapon = HalFLife2.m_pNeeded->GetBaseCombatActiveWeapon ( HalFLife2.m_pMyPlayer->BaseEnt() );
  6.  
  7. m_nTargetz = -1;
  8. Vector aimOrg,pOrg,delta;
  9. QAngle viewAngles;
  10. float distance = 999999.0f,latency = HalFLife2.m_pEngine->GetNetChannelInfo()->GetLatency(FLOW_OUTGOING);
  11.  
  12. for(int index = 0;index < HalFLife2.m_pEngine->GetMaxClients();index++){
  13. IClientEntity* ClientEntity = HalFLife2.m_pEntList->GetClientEntity( index );
  14. if (ClientEntity == NULL
  15. ||ClientEntity->IsDormant())
  16. continue;
  17. CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
  18. int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
  19. int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
  20. if(m_nTargetz > -1)
  21. continue;
  22. if(index == HalFLife2.m_pEngine->GetLocalPlayer())
  23. continue;
  24. if(( pBaseEntity->GetTeamNumber() == !HalFLife2.m_pMyPlayer->BaseEnt()->GetTeamNumber()))
  25. continue;
  26. if( *pdwHealth < 0 )
  27. continue;
  28. if(!*lifestate == LIFE_ALIVE)
  29. continue;
  30. if(!GetBonePosition( 14 , vPlayer, c->viewangles, index ))
  31. continue;
  32. if(!GetVisible( HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer, pBaseEntity ))
  33. continue;
  34. if ( flBestDist < flGetDistance( vPlayer) )
  35. continue;
  36. flBestDist = flGetDistance( vPlayer);
  37.  
  38.  
  39. m_nTargetz = index;
  40. Vector vDeltaOrigin = vPlayer - vPlayer;
  41. flBestDist = gESP.flGetDistance( HalFLife2.m_pMyPlayer->BaseEnt()->GetAbsOrigin() , vPlayer );
  42. float fLatency = HalFLife2.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING );
  43. vDeltaOrigin[0] *= fLatency;
  44. vDeltaOrigin[1] *= fLatency;
  45. vDeltaOrigin[2] *= fLatency;
  46. PredictedTargetPosition = vPlayer + vDeltaOrigin;
  47. if(*pdwHealth < 1)
  48. continue;
  49. if(m_nTarget > -1)
  50. {
  51. DropTargetz();
  52. return;
  53. }
  54. }
  55. int iSpeed = 0;
  56.  
  57. Vector vVelocity = HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity;
  58. index = HalFLife2.m_pEngine->GetLocalPlayer();
  59.  
  60. if (vVelocity.IsLengthLessThan(1))
  61. iSpeed = 0;
  62. else
  63. iSpeed = (int)vVelocity.Length2D();
  64. //////////////////////////GHETTO FIX//////////////
  65. if(c->buttons == IN_ATTACK)
  66. {
  67. DropTargetz();
  68. return;
  69. }
  70. //if(Cvars.stridebotjump && (m_nTargetz > -1 && (iSpeed == Cvars.speedforjumpbot || iSpeed <= Cvars.speedforjumpbot)))
  71. if(Cvars.stridebotjump && (m_nTargetz > -1 && (iSpeed < Cvars.speedforjumpbot)))
  72. c->buttons = IN_JUMP;
  73. if((Cvars.aim_strideafkdisable) && (m_nTargetz > -1 && iSpeed == 0))
  74. {
  75. DropTargetz();
  76. return;
  77. }
  78. //////////////////////////////////////////////////
  79. CalcAnglez( HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), PredictedTargetPosition, c->viewangles );
  80. HalFLife2.m_pEngine->SetViewAngles( c->viewangles );
  81. DropTargetz();
  82. return;
  83.  
  84. }
  85.  
  86. void cStride::Walk( CUserCmd* cmd )
  87. {
  88. player_info_t pInfo;
  89. int index;
  90. if (!HalFLife2.m_pEngine->IsInGame())
  91. return;
  92. if ( !HalFLife2.m_pMyPlayer->BaseEnt() )
  93. return;
  94. Vector vVelocity = HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity;
  95. index = HalFLife2.m_pEngine->GetLocalPlayer();
  96. IClientEntity* ClientEntity = HalFLife2.m_pEntList->GetClientEntity( index );
  97. C_BaseCombatWeapon* m_pWeapon = HalFLife2.m_pNeeded->GetBaseCombatActiveWeapon ( HalFLife2.m_pMyPlayer->BaseEnt() );
  98. CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
  99. int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
  100. int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
  101. //if(GetAsyncKeyState('S')) // This makes you stop walking forward
  102. // return;
  103. if(*pdwHealth < 1)
  104. return;
  105. if(!*lifestate == LIFE_ALIVE )
  106. return;
  107. if(!HalFLife2.m_pEngine->GetLocalPlayer())
  108. return;
  109. ////////////////////////////////////////////////Ghetto fix
  110. if ( !Cvars.stridebot && (GetAsyncKeyState('W')))
  111. {
  112. HalFLife2.m_pEngine->ExecuteClientCmd("+forward");
  113. return;
  114. }
  115. else if( !Cvars.stridebot && !(GetAsyncKeyState('W')))
  116. {
  117. HalFLife2.m_pEngine->ExecuteClientCmd("-forward");
  118. return;
  119. }
  120. if((GetAsyncKeyState('S'))) // This makes you walk backward + disables you from walking forward
  121. {
  122. HalFLife2.m_pEngine->ExecuteClientCmd("-forward");
  123. return;
  124. }
  125. ////////////////////////////////////////////////////
  126. int iSpeed = 0;
  127.  
  128. if (vVelocity.IsLengthLessThan(1))
  129. iSpeed = 0;
  130. else
  131. iSpeed = (int)vVelocity.Length2D();
  132. HalFLife2.m_pEngine->ExecuteClientCmd("+forward");
  133. if(((iSpeed < Cvars.speedforadjust) && Cvars.strideadjust))
  134. {
  135. if( (Cvars.aim_stride) && (!Cvars.disablewhilebotting))
  136. {
  137. return;
  138. }
  139. //if(Cvars.stridejump)
  140. // cmd->buttons = IN_JUMP;
  141. cmd->viewangles.y = cmd->viewangles.y+Cvars.strideadjusty;
  142. cmd->viewangles.x = cmd->viewangles.x+Cvars.strideadjustx;
  143. cmd->viewangles.z = cmd->viewangles.z+Cvars.strideadjustz;
  144. HalFLife2.m_pEngine->SetViewAngles( cmd->viewangles );
  145.  
  146. }
  147. else if (((iSpeed < Cvars.speedforjump) && Cvars.stridejump))
  148. cmd->buttons = IN_JUMP;
  149. }
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