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Created Diff never expires
38 removals
133 lines
34 additions
129 lines
public static void DoAimbot()
public static void DoAimbot()
{
{
Vector3 vector = GetEnemyVector();
Vector3 enemyVector = Aemdot.GetEnemyVector();
if (vector != Vector3.zero)
if (enemyVector != Vector3.zero)
{
{
Vector3 vector2 = vector;
Vector3 vector = enemyVector;
Quaternion quaternion = Quaternion.LookRotation(vector2 - MainCamera.mainCamera.transform.position,
Quaternion quaternion = Quaternion.LookRotation(vector - MainCamera.mainCamera.transform.position, Vector3.right);
Vector3.right);
float num = quaternion.eulerAngles.x;
float x = quaternion.eulerAngles.x;
num = ((MainCamera.mainCamera.transform.position.y < vector.y) ? (-360f + num) : num);
x = (MainCamera.mainCamera.transform.position.y < vector2.y) ? (-360f + x) : x;
num = Mathf.Clamp(num, -89f, 89f);
x = Mathf.Clamp(x, -89f, 89f);
LocalPlayer.Entity.input.SetViewVars(new Vector3(num, quaternion.eulerAngles.y, 0f));
LocalPlayer.Entity.input.SetViewVars(new Vector3(x, quaternion.eulerAngles.y, 0f));
Rendering.DrawBox(new Vector2((float)Screen.width / 2f - 6f, (float)Screen.height / 2f - 6f), new Vector2(12f, 12f), 1f, Color.yellow, false);
Rendering.DrawBox(new Vector2((((float) Screen.width) / 2f) - 6f, (((float) Screen.height) / 2f) - 6f),
}
new Vector2(12f, 12f), 1f, Color.yellow);
}
}
public static Vector3 GetEnemyVector()
}

public static Vector3 GetEnemyVector()
{
{
Vector3 result = Vector3.zero;
Vector3 result = Vector3.zero;
Vector2 middleScreen = new Vector2((float) (Screen.width / 2), (float) (Screen.height / 2));
Vector2 middleScreen = new Vector2((float) (Screen.width / 2), (float) (Screen.height / 2));
float maxDistance = 4999f;
float maxDistance = 4999f;
foreach (BasePlayer player in BasePlayer.VisiblePlayerList)
foreach (BasePlayer player in BasePlayer.VisiblePlayerList)
{
{
if (((player != null) && (player.health > 0f)) && (!player.IsSleeping() && !player.IsLocalPlayer()) &&
if (((player != null) && (player.health > 0f)) && (!player.IsSleeping() && !player.IsLocalPlayer()) &&
!Config.ESP.friendlyList.Contains(player.displayName))
!Config.ESP.friendlyList.Contains(player.displayName))
{
{
Vector3 enemyPosition;
Vector3 enemyPosition;
if (Config.Aimbot.AimAtHead)
if (Config.Aimbot.AimAtHead)
enemyPosition = GetBonePosition(player.GetModel(), "headCenter");
enemyPosition = GetBonePosition(player.GetModel(), "headCenter");
else
else
enemyPosition = GetBonePosition(player.GetModel(), "spine1");
enemyPosition = GetBonePosition(player.GetModel(), "spine1");


if (enemyPosition != Vector3.zero)
if (enemyPosition != Vector3.zero)
{
{
bool flag = IsVisible(enemyPosition);
bool flag = IsVisible(enemyPosition);


if (flag)
if (flag)
{
{
Vector3 vector4 = MainCamera.mainCamera.WorldToScreenPoint(enemyPosition);
Vector3 vector4 = MainCamera.mainCamera.WorldToScreenPoint(enemyPosition);
Vector2 enemyOnScreen = new Vector2(vector4.x, Screen.height - vector4.y);
Vector2 enemyOnScreen = new Vector2(vector4.x, Screen.height - vector4.y);
float fov = Mathf.Abs(Vector2.Distance(middleScreen, enemyOnScreen));
float fov = Mathf.Abs(Vector2.Distance(middleScreen, enemyOnScreen));
if ((fov <= Config.Aimbot.maxFOV) && (fov <= maxDistance))
if ((fov <= Config.Aimbot.maxFOV) && (fov <= maxDistance))
{
{
result = enemyPosition;
result = enemyPosition;
Item activeItem = LocalPlayer.Entity.Belt.GetActiveItem();
Item activeItem = LocalPlayer.Entity.Belt.GetActiveItem();
if (activeItem != null && (activeItem.info.shortname.Contains("bow") ||
if (activeItem != null && (activeItem.info.shortname.Contains("bow") ||
activeItem.info.shortname.Contains("smg.") ||
activeItem.info.shortname.Contains("smg.") ||
activeItem.info.shortname.Contains("pistol.") ||
activeItem.info.shortname.Contains("pistol.") ||
activeItem.info.shortname.Contains("lmg.") ||
activeItem.info.shortname.Contains("lmg.") ||
activeItem.info.shortname.Contains("rifle")))
activeItem.info.shortname.Contains("rifle")))
{
{
if (Config.Aimbot.BulletDropPrediction || Config.Aimbot.VelocityPrediction)
if (Config.Aimbot.BulletDropPrediction || Config.Aimbot.VelocityPrediction)
{
{
float bulletSpeed = 250f;
float bulletSpeed = 250f;
switch (activeItem.info.shortname)
switch (activeItem.info.shortname)
{
{
case "rifle.bolt":
case "rifle.bolt":
bulletSpeed = 656.25f;
bulletSpeed = 656.25f;
break;
break;
case "rifle.ak":
case "rifle.ak":
bulletSpeed = 375f;
bulletSpeed = 375f;
break;
break;
case "rifle.lr300":
case "rifle.lr300":
bulletSpeed = 375f;
bulletSpeed = 375f;
break;
break;
case "rifle.semiauto":
case "rifle.semiauto":
bulletSpeed = 375f;
bulletSpeed = 375f;
break;
break;
case "smg.mp5":
case "smg.mp5":
bulletSpeed = 180f;
bulletSpeed = 180f;
break;
break;
case "smg.thompson":
case "smg.thompson":
bulletSpeed = 300f;
bulletSpeed = 300f;
break;
break;
case "smg.2":
case "smg.2":
bulletSpeed = 240f;
bulletSpeed = 240f;
break;
break;
case "pistol.m92":
case "pistol.m92":
bulletSpeed = 300f;
bulletSpeed = 300f;
break;
break;
case "pistol.semiauto":
case "pistol.semiauto":
bulletSpeed = 300f;
bulletSpeed = 300f;
break;
break;
case "pistol.python":
case "pistol.python":
bulletSpeed = 300f;
bulletSpeed = 300f;
break;
break;
case "bow.hunting":
case "bow.hunting":
bulletSpeed = 50f;
bulletSpeed = 50f;
break;
break;
case "crossbow":
case "crossbow":
bulletSpeed = 75f;
bulletSpeed = 75f;
break;
break;
default:
default:
break;
break;
}
}
if (Config.Aimbot.VelocityPrediction)
if (Config.Aimbot.VelocityPrediction)
{
{
float flTime =
float flTime =
Vector3.Distance(LocalPlayer.Entity.transform.position, enemyPosition) /
Vector3.Distance(LocalPlayer.Entity.transform.position, enemyPosition) /
bulletSpeed;
bulletSpeed;
Vector3 velocity = (Vector3) player.playerModel.GetFieldValue("velocity");
Vector3 velocity = (Vector3) player.playerModel.GetFieldValue("velocity");
result.x += (velocity.x * flTime);
result.x += (velocity.x * flTime);
result.y += (velocity.y * flTime);
result.y += (velocity.y * flTime);
}
}
if (Config.Aimbot.BulletDropPrediction)
if (Config.Aimbot.BulletDropPrediction)
result.y =
result.y =
result.y +
result.y +
BulletDrop(LocalPlayer.Entity.transform.position, enemyPosition,
BulletDrop(LocalPlayer.Entity.transform.position, enemyPosition,
bulletSpeed);
bulletSpeed);
}
}
}
}
maxDistance = fov;
maxDistance = fov;
}
}
}
}
}
}
}
}
}
}
return result;
return result;
}
}

public static bool IsVisible(Vector3 vector3_0)
public static bool IsVisible(Vector3 vector3_0)
{
{
Vector3 vector = MainCamera.mainCamera.transform.position - vector3_0;
Vector3 a = MainCamera.mainCamera.transform.position - vector3_0;
float magnitude = vector.magnitude;
float magnitude = a.magnitude;
if (magnitude < Mathf.Epsilon)
if (magnitude < Mathf.Epsilon)
{
{
return true;
return true;
}
}
Vector3 direction = (Vector3) (vector / magnitude);
Vector3 vector = a / magnitude;
Vector3 vector3 = (Vector3) (direction * Mathf.Min(magnitude, 0.01f));
Vector3 b = vector * Mathf.Min(magnitude, 0.01f);
return LocalPlayer.Entity.IsVisible(new Ray(vector3_0 + vector3, direction), magnitude);
return LocalPlayer.Entity.IsVisible(new Ray(vector3_0 + b, vector), magnitude);
}
}