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- import "API" for IEvent, IEntity, IGraphicsListener, Engine, EventType, Graphics, Vec3, Vec2, OS
- import "CoreTargetResolver" for ITargetResolver, TargetResolver
- class AimSettings {
- construct new() {
- _keys = {
- "LB": 0x01,
- "RB": 0x02,
- "LS": 0xA0
- }
- _heroes = {
- 64: "RoadHog",
- 41: "Genji",
- 122: "Dva",
- 318: "Orisa",
- 7: "Reinhardt",
- 9: "Winston",
- 458: "Ball",
- 104: "Zarya",
- 512: "Ashe",
- 21: "Bastion",
- 303: "Doomfist",
- 5: "Hanzo",
- 101: "Junkrat",
- 66: "Mccree",
- 221: "Mei",
- 8: "Pharah",
- 2: "Reaper",
- 110: "Soldier76",
- 302: "Sombra",
- 22: "Symmetra",
- 6: "Torbjorn",
- 3: "Tracer",
- 10: "Widowmaker",
- 315: "Ana",
- 545: "Baptiste",
- 405: "Brigitte",
- 121: "Lucio",
- 4: "Mercy",
- 418: "Moira",
- 32: "Zenyatta",
- }
- _dmg = {
- 64: "RoadHog",
- 41: "Genji",
- 122: "Dva",
- 318: "Orisa",
- 7: "Reinhardt",
- 9: "Winston",
- 458: "Ball",
- 104: "Zarya",
- 512: "Ashe",
- 21: "Bastion",
- 303: "Doomfist",
- 5: "Hanzo",
- 101: "Junkrat",
- 66: "Mccree",
- 221: "Mei",
- 8: "Pharah",
- 2: "Reaper",
- 110: "Soldier76",
- 302: "Sombra",
- 22: "Symmetra",
- 6: "Torbjorn",
- 3: "Tracer",
- 10: "Widowmaker",
- 315: "Ana",
- 545: "Baptiste",
- 405: "Brigitte",
- 121: "Lucio",
- 4: "Mercy",
- 418: "Moira",
- 32: "Zenyatta",
- }
- _projectileSpeed = {
- 41: 75,
- 5: 110,
- 32: 110,
- 4: 60,
- 6: 70,
- 121: 60,
- 318: 120,
- 122: 60,
- 221: 120
- }
- _projectileGravity = {
- 41: 0,
- 5: 9.8,
- 32: 0,
- 4: 0,
- 6: 9.8,
- 121: 0,
- 318: 0,
- 122: 0,
- 221: 0
- }
- }
- keys { _keys }
- heroes { _heroes }
- dmg { _dmg }
- projectileSpeed { _projectileSpeed }
- projectileGravity { _projectileGravity }
- }
- class FPSCounter {
- construct new() {
- _lastTick = 0
- _fps = 0
- _fps_temp = 0
- }
- fps { _fps }
- handle(time) {
- var currentTick = time * 0.001
- _fps_temp = _fps_temp + 1
- if ((currentTick - _lastTick) > 1) {
- _lastTick = currentTick
- _fps = _fps_temp
- _fps_temp = 0
- }
- }
- }
- class Common {
- static viewPortToScreenX(x) {
- return Graphics.screenWidth * (x + 1)/2
- }
- static viewPortToScreenY(y) {
- return Graphics.screenHeight * (1 - y)/2
- }
- static screenToViewPort(x,y) {
- return Vec3.new(2 * (x/Graphics.screenWidth) - 1,-2 * (y/Graphics.screenHeight) + 1,0)
- }
- static entityHealthPercent(ent) {
- return (ent.health/ent.healthMax) * 100
- }
- static dotProduct(vec1,vec2) {
- return (vec1.x * vec2.x) + (vec1.y * vec2.y) + (vec1.z * vec2.z)
- }
- static crossProduct(vec1,vec2) {
- var x = vec1.y * vec2.z - vec1.z * vec2.y
- var y = vec1.z * vec2.x - vec1.x * vec2.z
- var z = vec1.x * vec2.y - vec1.y * vec2.x
- return Vec3.new(x,y,z)
- }
- static lengthSqr2D(vec1) {
- return (vec1.x * vec1.x) + (vec1.y * vec1.y)
- }
- //Thanks to dev with no profile name in discord
- static multiplyVectors(vec1, vec2) {
- return Vec3.new(vec1.x * vec2.x, vec1.y * vec2.y, vec1.z * vec2.z)
- }
- static multiplyVectors2D(vec1, n) {
- return Vec2.new(vec1.x * n, vec1.y * n)
- }
- static addVectors(vec1, vec2) {
- return Vec3.new(vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z)
- }
- static addVectors2D(vec1, vec2) {
- return Vec2.new(vec1.x + vec2.x, vec1.y + vec2.y)
- }
- static subtractVectors(vec1, vec2) {
- var res = Vec3.new(vec1.x - vec2.x, vec1.y - vec2.y, vec1.z - vec2.z)
- return res
- }
- static subtractVectors2D(vec1, vec2) {
- var res = Vec2.new(vec1.x - vec2.x, vec1.y - vec2.y)
- return res
- }
- static multiplyVectorN(vec1, n) {
- return Vec3.new(vec1.x * n, vec1.y * n, vec1.z * n)
- }
- static drawCircle(x,y,r2,c) {
- x = Graphics.screenWidth * (x + 1)/2
- y = Graphics.screenHeight * (1 - y)/2
- var xf = null
- var yf = null
- for(i in 1..64) {
- var ang = i / 30 * Num.pi
- var xt = x + r2 * ang.cos
- var yt = y + r2 * ang.sin
- if(xf != null) {
- var res1 = Vec3.new(2 * (xt/Graphics.screenWidth) - 1,-2 * (yt/Graphics.screenHeight) + 1,0)
- var res2 = Vec3.new(2 * (xf/Graphics.screenWidth) - 1,-2 * (yf/Graphics.screenHeight) + 1,0)
- Graphics.addLine(res1.x,res1.y,c,res2.x,res2.y,c)
- }
- xf = xt
- yf = yt
- }
- }
- static drawFov(radius,drawfov) {
- var tc = Graphics.colorARGB(255,255,255,255)
- var screenM = Vec2.new(0,0)
- if(drawfov) {
- drawCircle(screenM.x, screenM.y, radius, tc)
- }
- }
- }
- class AimPred {
- //Thanks to qwert1119
- static calcGravityZ(z, projGravity, projTravelTime) {
- return z + (projGravity * projTravelTime.pow(2) * 0.5)
- }
- static calcStaticTarget(entAimVec, projectileTravelTime, projectileGravity) {
- entAimVec.z = calcGravityZ(entAimVec.z, projectileGravity, projectileTravelTime)
- return entAimVec
- }
- static calcMovingTarget(uid, entBasePos, entAimVec, projectileTravelTime, projectileGravity) {
- var targetVelocityVec3 = entBasePos.sub(Global.PositionCache[uid])
- var targetSpeed = Global.PositionCache[uid].distTo(entBasePos) * Global.FPSCounter.fps
- var predictionScale = projectileTravelTime * targetSpeed
- var predictedPos = (entAimVec.add(targetVelocityVec3.normalized().scale(predictionScale)))
- predictedPos.z = calcGravityZ(predictedPos.z, projectileGravity, projectileTravelTime)
- return predictedPos
- }
- static predAim() {
- var lPlayer = Engine.getLocalPlayer()
- if (lPlayer && Global.AimSettings.projectileSpeed.containsKey(lPlayer.heroId)) {
- var enemies = Engine.getEnemies()
- if (enemies) {
- for(ent in enemies) {
- var uid = ent.uid
- if (ent.health > 0) {
- var localPlayerPos = lPlayer.basePosition
- var basePos = ent.basePosition
- var headPos = ent.headPosition
- if (!Global.PositionCache[uid]) { Global.PositionCache[uid] = basePos }
- var distance = basePos.distTo(localPlayerPos)
- var projectileTravelTime = distance / Global.AimSettings.projectileSpeed[lPlayer.heroId]
- var aimPos = null
- if (Global.PositionCache[uid].x == basePos.x && Global.PositionCache[uid].y == basePos.y && Global.PositionCache[uid].z == basePos.z) {
- aimPos = calcStaticTarget(headPos, projectileTravelTime, Global.AimSettings.projectileGravity[lPlayer.heroId])
- } else {
- aimPos = calcMovingTarget(uid, basePos, headPos, projectileTravelTime, Global.AimSettings.projectileGravity[lPlayer.heroId])
- }
- Global.PredictedCache[uid] = aimPos
- Global.PositionCache[uid] = basePos
- }
- }
- }
- }
- }
- }
- class AimBot {
- static aimTarget(x,y,speed) {
- var targetX = 0
- var targetY = 0
- x = Graphics.screenWidth * (x + 1)/2
- y = Graphics.screenHeight * (1 - y)/2
- if(x != 0) {
- if(x > Graphics.screenWidth / 2) {
- targetX = -(Graphics.screenWidth / 2 - x)
- targetX = targetX / speed
- if(targetX + Graphics.screenWidth / 2 > Graphics.screenWidth / 2 * 2) {
- targetX = 0
- }
- }
- if (x < Graphics.screenWidth / 2) {
- targetX = x - Graphics.screenWidth / 2
- targetX = targetX /speed
- if (targetX + Graphics.screenWidth / 2 < 0) {
- targetX = 0
- }
- }
- }
- if (y != 0) {
- if (y > Graphics.screenHeight / 2) {
- targetY = -(Graphics.screenHeight / 2 - y)
- targetY = targetY /speed
- if (targetY + Graphics.screenHeight / 2 > Graphics.screenHeight / 2 * 2) {
- targetY = 0
- }
- }
- if (y < Graphics.screenHeight / 2) {
- targetY = y - Graphics.screenHeight / 2
- targetY = targetY /speed
- if (targetY + Graphics.screenHeight / 2 < 0) {
- targetY = 0
- }
- }
- }
- var checkPos = Vec2.new(targetX,targetY)
- var currentPos = Vec2.new(x,y)
- var ppPos = checkPos
- var ppPos2 = Common.multiplyVectors2D(ppPos,0.56)
- var ppPos3 = Common.addVectors2D(ppPos2,checkPos)
- //var predPos = Common.addVectors2D(Common.multiplyVectors2D(Common.subtractVectors2D(checkPos,currentPos).normalized(),220),currentPos)
- if(checkPos.validate()){
- OS.moveMouse(checkPos.x,checkPos.y)
- }
- }
- static getClosestEnemy() {
- var lowestDistance = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getEnemies()) {
- var currentPlayerPos = currentPlayer.headPosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayerDistance < lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible){
- return closestPlayer
- }
- }
- static pointInCircle(point,cirCenter,radius) {
- var x = Graphics.screenWidth * (cirCenter.x + 1)/2
- var y = Graphics.screenHeight * (1 - cirCenter.y)/2
- var cirScreen = Vec2.new(x,y)
- var res = (((cirScreen.x - point.x) * (cirScreen.x - point.x)) + ((cirScreen.y - point.y) * (cirScreen.y - point.y)))
- System.print("%(res.sqrt)")
- return res.sqrt < radius
- }
- static aimTar(currentPlayer) {
- var bonePos = currentPlayer.headPosition.project()
- var x = Graphics.screenWidth * (bonePos.x + 1)/2
- var y = Graphics.screenHeight * (1 - bonePos.y)/2
- return Vec2.new(x,y)
- }
- static shootClosestEnemy(keyDown,speed) {
- var lowestDistance = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getEnemies()) {
- var currentPlayerPos = currentPlayer.headPosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayerDistance < lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible){
- var bonePos = closestPlayer.headPosition.project() //_closestPlayer.getBonePosition(2).project()
- var lp = Engine.getLocalPlayer()
- if (Global.AimSettings.projectileSpeed.containsKey(lp.heroId) || Global.PredictedCache[closestPlayer.uid] || (lp.heroId == 122 && lp.healthMax <= 400)) {
- bonePos = Global.PredictedCache[closestPlayer.uid].project()
- }
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,speed)
- }
- }
- }
- static shootClosestFov(keyDown,speed,fov,drawfov) {
- Common.drawFov(fov,drawfov)
- var lowestDistance = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getEnemies()) {
- var currentPlayerPos = currentPlayer.headPosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayerDistance < lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate()){
- var bonePos = closestPlayer.headPosition.project()
- var lp = Engine.getLocalPlayer()
- if (Global.AimSettings.projectileSpeed.containsKey(lp.heroId) || Global.PredictedCache[closestPlayer.uid] || (lp.heroId == 122 && lp.healthMax <= 400)) {
- bonePos = Global.PredictedCache[closestPlayer.uid].project()
- }
- var sP2 = Vec2.new(Graphics.screenWidth/2, Graphics.screenHeight/2)
- var head = aimTar(closestPlayer) //_closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown) && pointInCircle(sP2,bonePos,fov) && closestPlayer.health > 0 && closestPlayer.isVisible){
- aimTarget(bonePos.x,bonePos.y,speed)
- }
- }
- }
- static shootClosestEnemyAna(keyDown,speed) {
- var lowestDistance = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getEnemies()) {
- var currentPlayerPos = currentPlayer.headPosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayerDistance < lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible){
- var bonePos = closestPlayer.getBonePosition(2).project() //_closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,speed)
- }
- }
- }
- static drawLine() {
- var fc = Graphics.colorARGB(0,1,0,0)
- var tc = Graphics.colorARGB(1,1,0,0)
- var fx = 0
- var fy = -0.25
- for(ent in Engine.getEnemies()) {
- var screenPos = ent.boundingBoxMin.project()
- var sP = Vec2.new(Graphics.screenWidth/2, Graphics.screenHeight/2)
- if(screenPos.validate() && ent.health > 0){
- Common.drawCircle(screenPos.x, screenPos.y, 20, tc)
- //Graphics.addLine(fx,fy,fc,screenPos.x,screenPos.y,tc)
- }
- if(pointInCircle(sP,screenPos,20)) {
- Graphics.addLine(fx,fy,fc,screenPos.x,screenPos.y,tc)
- }
- }
- }
- static drawLine2() {
- var fc = Graphics.colorARGB(0,1,0,0)
- var tc = Graphics.colorARGB(1,1,0,0)
- var fx = 0
- var fy = -0.25
- for(ent in Engine.getEnemies()) {
- var screenPos = ent.headPosition.project()
- var sP = Vec2.new(Graphics.screenWidth/2, Graphics.screenHeight/2)
- if(screenPos.validate() && ent.health > 0){
- Common.drawCircle(screenPos.x, screenPos.y, 20, tc)
- //Graphics.addLine(fx,fy,fc,screenPos.x,screenPos.y,tc)
- }
- if(pointInCircle(sP,screenPos,100)) {
- Graphics.addLine(fx,fy,fc,screenPos.x,screenPos.y,tc)
- }
- }
- }
- static shootVisableEnemy(keyDown,speed) {
- var lowestDistance = 0
- var closestPlayer = null
- for(currentPlayer in Engine.getEnemies()) {
- var currentPlayerPos = currentPlayer.headPosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayer.isVisible && currentPlayer.health > lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible){
- var bonePos = closestPlayer.headPosition.project() //_closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,speed)
- }
- }
- }
- static healClosestAlly(keyDown,speed) {
- var lowestDistance = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getAllies()) {
- var currentPlayerPos = currentPlayer.basePosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayerDistance < lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible){
- var bonePos = closestPlayer.headPosition.project() //_closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,speed)
- }
- }
- }
- static heallowestAlly(keyDown,speed) {
- var lowestHealth = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getAllies()) {
- var currentPlayerHealth = currentPlayer.health
- if(currentPlayerHealth < lowestHealth) {
- lowestHealth = currentPlayerHealth
- closestPlayer = currentPlayer
- }
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible){
- var bonePos = closestPlayer.basePosition.project() //_closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,speed)
- }
- }
- }
- static logicShoot(keyDown,keyDown2,sleepSpeed,healSpeed,shootSpeed) {
- var lowestHealth = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getAllies()) {
- var currentPlayerHealth = currentPlayer.health
- if(currentPlayerHealth < lowestHealth) {
- lowestHealth = currentPlayerHealth
- closestPlayer = currentPlayer
- }
- }
- if(OS.isKeyDown(keyDown2)) {
- shootClosestEnemyAna(keyDown2,sleepSpeed)
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible && Common.entityHealthPercent(closestPlayer) < 75 ){
- var bonePos = closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,healSpeed)
- }
- } else {
- if(OS.isKeyDown(keyDown)){
- shootClosestEnemyAna(keyDown,shootSpeed)
- }
- }
- }
- static logicShoot2(keyDown,keyDown2,sleepSpeed,healSpeed,shootSpeed) {
- var lowestDistance = 99999
- var closestPlayer = null
- for(currentPlayer in Engine.getAllies()) {
- var currentPlayerPos = currentPlayer.basePosition.project()
- var curP = Vec2.new(currentPlayerPos.x,currentPlayerPos.y)
- var sP = Vec2.new(0, 0)
- var currentPlayerDistance = curP.distTo(sP)
- if(currentPlayerDistance < lowestDistance) {
- lowestDistance = currentPlayerDistance
- closestPlayer = currentPlayer
- }
- }
- if(OS.isKeyDown(keyDown2)) {
- shootClosestEnemyAna(keyDown2,sleepSpeed)
- }
- if(closestPlayer != null && closestPlayer.validate() && closestPlayer.health > 0 && closestPlayer.isVisible && Common.entityHealthPercent(closestPlayer) < 75 ){
- var bonePos = closestPlayer.getBonePosition(2).project()
- if(OS.isKeyDown(keyDown)){
- aimTarget(bonePos.x,bonePos.y,healSpeed)
- }
- } else {
- if(OS.isKeyDown(keyDown)){
- shootClosestEnemyAna(keyDown,shootSpeed)
- }
- }
- }
- }
- class Global {
- static init() {
- if (!__PositionCache) {
- __PositionCache = {}
- }
- if (!__PredictedCache) {
- __PredictedCache = {}
- }
- if(!__AimSettings) {
- __AimSettings = AimSettings.new()
- }
- if (!__FPSCounter) {
- __FPSCounter = FPSCounter.new()
- }
- }
- static AimSettings { __AimSettings }
- static FPSCounter { __FPSCounter }
- static PositionCache { __PositionCache }
- static PredictedCache { __PredictedCache }
- }
- class GraphicsEvent is IGraphicsListener {
- static onDraw() {
- Global.FPSCounter.handle(OS.time)
- AimPred.predAim()
- var key = Global.AimSettings.keys["LB"]
- var speed = 5.5 // 1 - 100 smoothing
- var fov = 25
- var drawfov = true
- var localPlayer = Engine.getLocalPlayer()
- //Future Pred Based Aimbot
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Genji") {
- key = Global.AimSettings.keys["LB"]
- speed = 3
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Torbjorn") {
- key = Global.AimSettings.keys["LB"]
- speed = 4.5
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Hanzo") {
- key = Global.AimSettings.keys["LB"]
- speed = 4.5
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Mei") {
- key = Global.AimSettings.keys["LB"]
- speed = 4.5
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Mercy") {
- key = Global.AimSettings.keys["LB"]
- speed = 4.5
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Lucio") {
- key = Global.AimSettings.keys["LB"]
- speed = 4.5
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Zenyatta") {
- key = Global.AimSettings.keys["LB"]
- speed = 4.5
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- //Flick Based Aimbot
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Mccree") {
- key = Global.AimSettings.keys["LB"]
- speed = 2
- fov = 100
- //AimBot.pointInCircleCheck()
- //Aimbot.shootNearCrossHairFov(key,speed,fov)
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- //AimBot.shootClosestEnemy(key,speed)
- }
- //FPS Aimbot
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Tracer") {
- key = Global.AimSettings.keys["LB"]
- speed = 12
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Soldier76") {
- key = Global.AimSettings.keys["LB"]
- speed = 10
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Bastion") {
- key = Global.AimSettings.keys["LB"]
- speed = 10
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Dva") {
- key = Global.AimSettings.keys["LB"]
- speed = 10
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Orisa") {
- key = Global.AimSettings.keys["LB"]
- speed = 10
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Reaper") {
- key = Global.AimSettings.keys["LB"]
- speed = 10
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Sombra") {
- key = Global.AimSettings.keys["LB"]
- speed = 10
- fov = 100
- AimBot.shootClosestFov(key,speed,fov,drawfov)
- }
- //Smart Logic/Adaptive Smoothing Aimbot
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Ana") {
- key = Global.AimSettings.keys["LB"]
- var key2 = Global.AimSettings.keys["LS"]
- var sleepSpeed = 1.5 ////speed when using your sleep
- var healSpeed = 2.5 //speed to heal allies
- speed = 4.5 //speed to hit enemies
- AimBot.logicShoot(key,key2,sleepSpeed,healSpeed,speed)
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Widowmaker") {
- key = Global.AimSettings.keys["LB"]
- var key2 = Global.AimSettings.keys["RB"]
- var speed2 = 10 //Speed without scoping
- speed = 1.2 //speed with scoping
- fov = 100
- if(OS.isKeyDown(key2)) {
- Common.drawFov(fov * 2,drawfov)
- }
- if(!OS.isKeyDown(key2)) {
- Common.drawFov(fov,drawfov)
- }
- if(OS.isKeyDown(key2) && OS.isKeyDown(key)){
- AimBot.shootClosestFov(key,speed,fov * 2,false)
- }
- if(OS.isKeyDown(key)) {
- AimBot.shootClosestFov(key,speed2,fov,false)
- }
- }
- if (Global.AimSettings.heroes[localPlayer.heroId] == "Ashe") {
- key = Global.AimSettings.keys["LB"]
- var key2 = Global.AimSettings.keys["RB"]
- var speed2 = 7.5 //Speed without scoping
- speed = 3.5 //speed with scoping
- fov = 100
- if(OS.isKeyDown(key2)) {
- Common.drawFov(fov * 2,drawfov)
- }
- if(!OS.isKeyDown(key2)) {
- Common.drawFov(fov,drawfov)
- }
- if(OS.isKeyDown(key2) && OS.isKeyDown(key)){
- AimBot.shootClosestFov(key,speed,fov * 2,false)
- }
- if(OS.isKeyDown(key)) {
- AimBot.shootClosestFov(key,speed2,fov,false)
- }
- }
- //AimBot.shootClosestEnemy(key,12)
- }
- }
- Global.init()
- Graphics.registerListener(GraphicsEvent)
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