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LET'S ALL WONDER IT TOGETHER WITHOUT SEEING ANY CODE.lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
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kk wait sec
Code:#include "sdk.h" cAimHelper gAimbot; cAimHelper::cAimHelper() { iTarget = -1; flTarget = 99999999.9f; } Vector vPlayer,vFinal; bool bCanCauseDamage( C_BaseEntity* pEnt,C_BaseEntity* pMe ); bool CheckPlayerVisibility(Vector vVec, C_BaseEntity* pEnt) { trace_t tr; Ray_t ray; ray.Init( HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), vVec ); HalFLife2.m_pEnginetrace->TraceRay( ray ,MASK_ALL, 0, &tr ); surfacedata_t *m_pSurfaceData = HalFLife2.m_pPhysicAPI->GetSurfaceData( tr.surface.surfaceProps ); if ( tr.m_pEnt && pEnt ) { switch( m_pSurfaceData->game.material ) { case CHAR_TEX_METAL: case CHAR_TEX_GRATE: case CHAR_TEX_VENT: case CHAR_TEX_COMPUTER: case CHAR_TEX_WOOD: case CHAR_TEX_ANTLION: case CHAR_TEX_CLIP: case CHAR_TEX_ALIENFLESH: case CHAR_TEX_FOLIAGE: case CHAR_TEX_GLASS: case CHAR_TEX_PLASTIC: case CHAR_TEX_BLOODYFLESH: case CHAR_TEX_FLESH: return true; default: return false; } } if ( tr.fraction > 0.96 ) return true; return false; } float cAimHelper::flGetDistance( Vector vecOriginx,Vector vecOriginy ) { double x = vecOriginx[0] - vecOriginy[0]; double y = vecOriginx[1] - vecOriginy[1]; double z = vecOriginx[2] - vecOriginy[2]; return (float) sqrt( x*x + y*y + z*z); } extern int hBox; bool __fastcall cAimHelper::GetHitBox(C_BaseEntity* pBaseEntity , QAngle qAngles , Vector& vVec, bool Draw ) { Vector Temp; matrix3x4_t pmatrix[MAXSTUDIOBONES]; Vector vMin, vMax; const model_t * model; model = pBaseEntity->GetModel(); if( !model ) return false; studiohdr_t *pStudioHdr = HalFLife2.m_pModelinfo->GetStudiomodel(model); if( !pStudioHdr ) return false; if( pBaseEntity->SetupBones( pmatrix, 128, BONE_USED_BY_HITBOX, HalFLife2.m_pGlobals->curtime) == false ) return false; mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( 0 ); if ( !set ) return false; mstudiobbox_t* pbox = NULL; pbox = pStudioHdr->pHitbox(gCvars.hitbox, 0); MatrixAngles( pmatrix[ pbox->bone ], qAngles, Temp); VectorTransform( pbox->bbmin, pmatrix[ pbox->bone ], vMin ); VectorTransform( pbox->bbmax, pmatrix[ pbox->bone ], vMax ); vVec = ( vMin + vMax ) * 0.5f; vVec[2] += gCvars.aim_height; return true; } void __fastcall cAimHelper::CalcAngle(Vector &src, Vector &dst, QAngle &angles) { double delta[3] = { (src[0]-dst[0]), (src[1]-dst[1]), (src[2]-dst[2]) }; double hyp = sqrt(delta[0]*delta[0] + delta[1]*delta[1]); angles[0] = (float) (atan(delta[2]/hyp) * M_RADPI); angles[1] = (float) (atan(delta[1]/delta[0]) * M_RADPI); angles[2] = 0.0f; if(delta[0] >= 0.0) { angles[1] += 180.0f; } } inline void MakeVector(QAngle angle, QAngle& vector){ float pitch; float yaw; float tmp; pitch = (float)(angle[0] * M_PI/180); yaw = (float)(angle[1] * M_PI/180); tmp = (float) cos(pitch); vector[0] = (float) (-tmp * -cos(yaw)); vector[1] = (float) (sin(yaw)*tmp); vector[2] = (float) -sin(pitch); } bool bHasAmmo() { C_BaseCombatWeapon* Weap = HalFLife2.m_pNeeded->GetBaseCombatActiveWeapon(HalFLife2.m_pMyPlayer->BaseEnt()); int* CurAmmo = (int*)((DWORD)Weap+(DWORD)0x6FC); if( *CurAmmo == 0 ) return false; return true; } float g_TickCount; void cAimHelper::CalculateTickCount() // Calculate the TickRate for our prediction { static int TickCounter; static float TickLastTime; static float TickNowTime; static float TickTotalTime; if ( TickCounter == 20 ) { float TickCount = TickCounter / (TickTotalTime/1000); if ( TickCount > 1 && TickCount < 50 ) g_TickCount = 33.33f; else if ( TickCount > 50 && TickCount < 80 ) g_TickCount = 66.66f; else g_TickCount = 100.0f; TickCounter = 0; TickTotalTime = 0; } TickCounter++; TickLastTime = TickNowTime; TickNowTime = GetTickCount(); float TickDiffTime = TickNowTime - TickLastTime; TickTotalTime += TickDiffTime; } bool AdjustVecs(Vector vVec, Vector &vFinal, C_BaseEntity* pEnt) { if( vPlayer.x == 0 || vPlayer.y == 0 || vPlayer.z == 0 ) return false; if( CheckPlayerVisibility(vVec, pEnt) == false ) return false; Vector PredictedTargetPosition = vVec + HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity / g_TickCount; vFinal = PredictedTargetPosition; return true; } bool __fastcall cAimHelper::CheckAll( C_BaseEntity* pBaseEntity, CUserCmd* cmd, int index ) { int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 ); int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 ); if(HalFLife2.m_pEngine->IsInGame() == false || HalFLife2.m_pEngine->IsHLTV() == true || HalFLife2.m_pMyPlayer->BaseEnt() == NULL) return false; if( !HalFLife2.m_pEngine->GetPlayerInfo( index , &m_pPlayerInfo )) return false; if( *lifestate != LIFE_ALIVE ) return false; if( gCvars.aspawnprotect && *pdwHealth > 100 ) return false; if( !bHasAmmo() ) return false; if( pBaseEntity->GetTeamNumber() == HalFLife2.m_pMyPlayer->BaseEnt()->GetTeamNumber()) return false; if( !GetHitBox( pBaseEntity , cmd->viewangles, vPlayer, false)) return false; if( !AdjustVecs(vPlayer, vFinal, pBaseEntity) ) return false; if( flTarget < flGetDistance( HalFLife2.m_pMyPlayer->BaseEnt()->GetAbsOrigin() , vPlayer) ) return false; iTarget = pBaseEntity->index; flTarget = flGetDistance( HalFLife2.m_pMyPlayer->BaseEnt()->GetAbsOrigin() , vPlayer ); return true; } inline void ResetVecs() { vPlayer.x = 0; vPlayer.y = 0; vPlayer.z = 0; vFinal.x = 0; vPlayer.y = 0; vPlayer.z = 0; } extern bool autoshoot; void cAimHelper::SetAngle( CUserCmd* pUserCmd ) { cAimHelper(); ResetVecs(); for( int index = 1; index < HalFLife2.m_pEntList->GetHighestEntityIndex(); ++index ) { if ( index == HalFLife2.m_pEngine->GetLocalPlayer() ) continue; IClientEntity* ClientEntity = HalFLife2.m_pEntList->GetClientEntity( index ); if ( ClientEntity == NULL||ClientEntity->IsDormant() ) continue; CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity(); if ( !CheckAll( pBaseEntity, pUserCmd, index ) ) continue; } if( iTarget < 1) return; if( vFinal.x == 0 || vFinal.y == 0 || vFinal.z == 0 ) return; Vector PredictedHead = HalFLife2.m_pMyPlayer->BaseEnt()->EyePosition() + HalFLife2.m_pMyPlayer->BaseEnt()->m_vecVelocity / g_TickCount; gAimbot.CalcAngle( PredictedHead, vFinal, pUserCmd->viewangles ); if( gCvars.setangle ) HalFLife2.m_pEngine->SetViewAngles( pUserCmd->viewangles ); if(gCvars.ashoot) pUserCmd->buttons |= IN_ATTACK; ResetVecs(); }
this was my aim code.
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Originally posted by 007boy258 View Postkk wait sec
this was my aim code.lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
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Originally posted by 007boy258 View Postno but i gave credits im trying to make a crappy hack for a nub
party004
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