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Dec 28th, 2018
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  1. void DoAimbot() const
  2. {
  3.  
  4. float best_fov = g_Settings.bAimFOV;
  5. Vector view_angles;
  6. Vector engine_angles;
  7. Vector angles;
  8. Vector delta;
  9. float smoothness = g_Settings.bSmoothness;
  10.  
  11. for (int it = 1; it <= g_pEngine->GetMaxClients(); ++it)
  12. {
  13. C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(it);
  14.  
  15. if (!pPlayerEntity || pPlayerEntity->IsDormant() || !pPlayerEntity->IsAlive() || pPlayerEntity == pLocal || pPlayerEntity->GetTeam() == pLocal->GetTeam() || !GetAsyncKeyState(VK_MENU))
  16. continue;
  17.  
  18.  
  19.  
  20. g_pEngine->GetViewAngles(engine_angles);
  21.  
  22.  
  23. Vector angles;
  24.  
  25.  
  26. switch (g_Settings.bAimBone)
  27. {
  28. case 0: angles = MATH::NormalizeAngle(MATH::CalcAngle(pLocal->GetEyePosition(), pPlayerEntity->GetBonePosition(8))); break;
  29. case 1: angles = MATH::NormalizeAngle(MATH::CalcAngle(pLocal->GetEyePosition(), pPlayerEntity->GetBonePosition(6))); break;
  30. case 2: angles = MATH::NormalizeAngle(MATH::CalcAngle(pLocal->GetEyePosition(), pPlayerEntity->GetBonePosition(8))); break;
  31. }
  32.  
  33.  
  34.  
  35. float fov = (engine_angles - angles).Length2D();
  36. delta = (engine_angles - angles);
  37.  
  38. MATH::NormalizeAngle(delta);
  39. MATH::ClampAngles(delta);
  40.  
  41. angles.x = engine_angles.x - delta.x / (smoothness); //smoothness is the speed at which the aimbot aims, lower = faster, higher = slower
  42. angles.y = engine_angles.y - delta.y / (smoothness);
  43.  
  44. MATH::NormalizeAngle(angles);
  45. MATH::ClampAngles(angles);
  46.  
  47. if (fov < best_fov)
  48. {
  49. best_fov = fov;
  50. view_angles = angles;
  51. }
  52. }
  53.  
  54.  
  55. if (best_fov != g_Settings.bAimFOV)
  56. {
  57. MATH::NormalizeAngle(view_angles);
  58. MATH::ClampAngles(view_angles);
  59. g_pEngine->SetViewAngles(view_angles);
  60.  
  61. if (g_Settings.bAutoShoot)
  62. {
  63. pCmd->buttons |= IN_ATTACK;
  64. }
  65.  
  66.  
  67. }
  68. }
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