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    aimbot error (cant find)

    Hello. I tryed to update the offsets today but the triggerbot works so i know something happend after. the aimbot is not working at all i tryed to find this problem but icant. I looked after the error but did not find it .



    Code:
    #include "main.h"
    #include <vector>
    
    cAimbot g_cAimbot;
    using namespace std;
    cAimbot::cAimbot()
    {
    	DropTarget();
    }
    
    void cAimbot::DropTarget()
    {
    	m_flBestDist = 99999.9f;
    	m_nTarget = -1;
    	m_vPosition = 0;
    }
    
    void cAimbot::CalcAngle(Vector &vSource, Vector &vDestination, QAngle &qAngle)
    {
    	Vector vDelta(vSource - vDestination);
    	float flHyp = sqrt((vDelta.x * vDelta.x) + (vDelta.y * vDelta.y));
    
    	qAngle.x = RAD2DEG(atan(vDelta.z / flHyp));
    	qAngle.y = RAD2DEG(atan(vDelta.y / vDelta.x));
    
    	if(vDelta.x >= 0.0f)
    		qAngle.y += 180.0f;
    }
    
    float GetDistance(Vector &vAbsStart, Vector &vAbsStop)
    {
    	float flLength = Vector(vAbsStop - vAbsStart).Length();
    	float flDistance = sqrt(flLength);
    
    	if(flDistance < 1.0f)
    		flDistance = 1.0f;
    
    	return flDistance;
    }
    
    bool cAimbot::GetVisible(Vector &vAbsStart)
    {
    	trace_t Trace;
    	Ray_t Ray;
    
    	Ray.Init(vAbsStart, m_vPosition);
    	gEnginetrace->TraceRay(Ray, MASK_NPCWORLDSTATIC|MASK_VISIBLE_AND_NPCS|MASK_SHOT, NULL, &Trace);
    
    	if(Trace.fraction >= 0.97f)
    		return true;
    
    	if(Trace.fraction <= 0.70f)
    		return false;
    
    	if(Trace.startsolid || Trace.allsolid)
    		return false;
    
    	return false;
    }
    
    bool cAimbot::GetHitboxPosition(int nIndex, int rofl)
    {
    
    	matrix3x4_t pMatrix[MAXSTUDIOBONES];
    	Vector vMin, vMax, Bone;
    	QAngle qAngle;
    	mstudiohitboxset_t* pHitboxSet;
    	mstudiobbox_t* pBox;
    	C_BaseAnimating * pEnemyAnim = reinterpret_cast<C_BaseAnimating*>(nIndex);
    	IClientEntity* pEnemyClient = gEntList->GetClientEntity(nIndex);
    	float flSimulationTime = *reinterpret_cast<float*>( reinterpret_cast<DWORD>( pEnemyClient ) + 0x68 );
    	const model_t* pModel = pEnemyClient->GetModel();
    	studiohdr_t* pStudioHdr = gModelinfo->GetStudiomodel(pModel);
    	if(pEnemyClient->SetupBones(pMatrix, MAXSTUDIOBONES, BONE_USED_BY_HITBOX, GetTickCount64() + flSimulationTime + GetTickCount()))
    	{
    		MatrixAngles( pMatrix[ nIndex ], qAngle, Bone );
    		pHitboxSet = pStudioHdr->pHitboxSet(0);// pHitboxSet = pStudioHdr->pHitboxSet(*reinterpret_cast<int*>( reinterpret_cast<DWORD>( pEnemyClient ) + 0x4E8 ) ); //netvar names?
    		pBox = pHitboxSet->pHitbox(rofl);
    		VectorTransform(pBox->bbmin, pMatrix[pBox->bone], vMin);
    		VectorTransform(pBox->bbmax, pMatrix[pBox->bone], vMax);
    		m_vPosition = (vMin + vMax) * 0.5;
    
    
    		return true;
    	}
    
    	return false;
    }
    void cAimbot::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);
    }
    
    Vector &cAimbot::GetPredictedEyePosition(C_BaseEntity* pEntity)
    {
    	//havde glemt de her offsets 
    	/*Vector m_VecOrigin = *(Vector*)((DWORD)pEntity + 0x334);
    	Vector m_vecViewOffset = *(Vector*)((DWORD)pEntity + 0xE4);
    	Vector vEyePosition = (m_VecOrigin + m_vecViewOffset);
    	return vEyePosition;*/
    
    	Vector m_VecOrigin = *(Vector*)((DWORD)pEntity + 0x334 );
    	Vector m_vecViewOffetX = *(Vector*)((DWORD)pEntity + 0x0E4);
    	Vector vEyePosition =
    		(m_VecOrigin +
    		m_vecViewOffetX );
    	Vector velocity = *(Vector*)((DWORD)pEntity+0xf0);
    	vEyePosition+=velocity*0.015; //vEyePosition+=velocity*0.015;
    	return vEyePosition;
    }
    __forceinline void cAimbot::Trace( Vector vecStart, Vector vecEnd, unsigned int uiMask, ITraceFilter* pFilter, trace_t *trMain )
    {
    	Ray_t ray;
    
    	ray.Init( vecStart, vecEnd );
    
    	gEnginetrace->TraceRay( ray, uiMask, pFilter, trMain );
    }
    bool __fastcall cAimbot::bIsDefaultHit2( trace_t *pTrace, C_BaseEntity *pEnt )
    {
    	if( !pEnt )
    		return false;
    
    	if( pTrace->allsolid || pTrace->startsolid )
    		return false;
    
    	if( pTrace->m_pEnt && ( pTrace->m_pEnt->index == pEnt->index ) )
    		return true;
    
    	if( pTrace->fraction >= 1.0f )
    		return true;
    
    	return false;
    }
    bool __fastcall cAimbot::bCheckVisible( Vector &vecAbs ,Vector &vecDest, C_BaseEntity *pEnt )
    {
    	if( !pEnt )
    		return false;
    
    	C_BaseEntity *pLocal = gEntList->GetClientEntity(gEngine->GetLocalPlayer())->GetBaseEntity();
    
    	if( !pLocal )
    		return false;
    
    	trace_t trTrace;
    
    	Trace( vecAbs, vecDest, 0x46004003, NULL, &trTrace );
    
    	if( bIsDefaultHit2( &trTrace , pEnt ) )
    		return true;
    
    	return false;
    }
    bool cAimbot::IsAlive(C_BaseEntity* pEntity)
    {
    	char szLifeState = *(char*)((DWORD)pEntity + 0x8f);
    
    	return (szLifeState == LIFE_ALIVE);
    }
    
    int cAimbot::GetTeamNumber(C_BaseEntity* pEntity)
    {
    	int m_iTeamNum = *(int*)((DWORD)pEntity + 0x98);
    	return m_iTeamNum;
    }
    bool cAimbot::TriggerBot(CUserCmd* pCmd, C_BaseEntity* pMe,QAngle angul)
    {
    	trace_t tr;
    	Ray_t ray;
    
    	Vector vecForward;
    	AngleVectors(angul,&vecForward);
    	Vector vecStart = GetPredictedEyePosition(pMe);
    
    	Vector vecEnd = vecStart + vecForward * 8192.0f;
    	C_B_TraceFilter lel(pMe);
    	lel.tracen = TRACE_EVERYTHING;
    	ray.Init(vecStart, vecEnd);
    	gEnginetrace->TraceRay(ray, MASK_SHOT, &lel, &tr);
    
    	if( !tr.m_pEnt )
    		return false;
    	if( !(tr.m_pEnt->entindex()>1&&tr.m_pEnt->entindex()<=32) )return false;
    	C_BasePlayer* pPlayer = (C_BasePlayer*)tr.m_pEnt;
    	IClientEntity* pRemoteEnt = (IClientEntity*)gEntList->GetClientEntity( tr.m_pEnt->index );
    	CBaseEntity* pRemoteBEnt = (CBaseEntity*)pRemoteEnt->GetBaseEntity();
    
    	if( GetTeamNumber(pRemoteBEnt) == GetTeamNumber(pMe) )
    		return false;
    	if( pPlayer == NULL )
    		return false;
    	if( !(tr.hitbox == 12) )
    		return false;
    	//if( !IsAlive(pPlayer) || !GetTeamNumber(pPlayer) )
    	//return false;
    
    	return true;
    }
    int cAimbot::GetHealth(C_BaseEntity* pEntity)
    {
    	int m_iHealth = *(int*)((DWORD)pEntity + 0x90);
    	return m_iHealth;
    }
    typedef	enum
    {
    	BULLET_NONE = 0,
    	BULLET_PLAYER_9MM, 
    	BULLET_PLAYER_MP5, 
    	BULLET_PLAYER_357, 
    	BULLET_PLAYER_BUCKSHOT, 
    	BULLET_PLAYER_CROWBAR,
    
    	BULLET_MONSTER_9MM,
    	BULLET_MONSTER_MP5,
    	BULLET_MONSTER_12MM,
    
    	// CS
    	BULLET_PLAYER_45ACP,
    	BULLET_PLAYER_338MAG,
    	BULLET_PLAYER_762MM,
    	BULLET_PLAYER_556MM,
    	BULLET_PLAYER_50AE,
    	BULLET_PLAYER_57MM,
    	BULLET_PLAYER_357SIG,
    
    } Bullet;
    __inline void GetBulletTypeParametersNoOffset( int iBulletType, float &fPenetrationPower,float &flPenetrationDistance )
    {
    	//MIKETODO: make ammo types come from a script file.
    	if (iBulletType == BULLET_PLAYER_50AE )
    	{
    		fPenetrationPower = 30;
    		flPenetrationDistance = 1000.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_762MM )
    	{
    		fPenetrationPower = 39;
    		flPenetrationDistance = 5000.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_556MM )
    	{
    		fPenetrationPower = 35;
    		flPenetrationDistance = 4000.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_338MAG )
    	{
    		fPenetrationPower = 45;
    		flPenetrationDistance = 8000.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_9MM )
    	{
    		fPenetrationPower = 21;
    		flPenetrationDistance = 800.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_BUCKSHOT )
    	{
    		fPenetrationPower = 0;
    		flPenetrationDistance = 0.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_45ACP )
    	{
    		fPenetrationPower = 15;
    		flPenetrationDistance = 500.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_357SIG )
    	{
    		fPenetrationPower = 25;
    		flPenetrationDistance = 800.0;
    	}
    	else if ( iBulletType == BULLET_PLAYER_57MM )
    	{
    		fPenetrationPower = 30;
    		flPenetrationDistance = 2000.0;
    	}
    	else
    	{
    		// What kind of ammo is this?
    		Assert( false );
    		fPenetrationPower = 0;
    		flPenetrationDistance = 0.0;
    	}
    }
    
    __inline void getMaterialInformation( int material, float& flPenetrationPowerModifier, float& flDamageModifier ) {
    	switch( material ) {
    	case 'C': // Concrete
    		flPenetrationPowerModifier = 0.4f;
    		flDamageModifier = 0.25f;
    		break;
    	case 'D': // Dirt
    	case 'M': // Metal?
    		flPenetrationPowerModifier = 0.5f;
    		flDamageModifier = 0.3f;
    		break;
    	case 'G': // Grate?
    		flPenetrationPowerModifier = 1.0f;
    		flDamageModifier = 0.99f;
    		break;
    	case 'P': // Computer?
    		flPenetrationPowerModifier = 0.4f;
    		flDamageModifier = 0.45f;
    		break;
    	case 'T': // Tile
    		flPenetrationPowerModifier = 0.65f;
    		flDamageModifier = 0.3f;
    		break;
    	case 'V': // Vent
    		flPenetrationPowerModifier = 0.5f;
    		flDamageModifier = 0.45f;
    		break;
    	case 'W': // Wood
    		flPenetrationPowerModifier = 1.0f;
    		flDamageModifier = 0.6f;
    		break;
    	default: // everything else
    		flPenetrationPowerModifier = 1.0f;
    		flDamageModifier = 0.5f;
    		break;
    	}
    }
    bool cAimbot::AutoWallLEL( Vector nigg, Vector vPos, C_BaseEntity* pMe )
    {
    	trace_t tr;
    	Ray_t ray;
    	Vector vStart, vEnd, vEndPos[3];
    
    	DWORD dwTemp[5];
    	static CTraceFilterSkipTwoEntities_t TraceFilter = reinterpret_cast< CTraceFilterSkipTwoEntities_t >( ( DWORD )( GetModuleHandle( "client.dll" ) ) + 0x153AD0 ); // Address 62dbcb70 Base 62c20000
    	TraceFilter(&dwTemp, pMe, pMe, 0);
    
    	C_BaseEntity *pLocal = (C_BaseEntity*)gEntList->GetClientEntity( gEngine->GetLocalPlayer() );
    
    	vStart = GetPredictedEyePosition( pLocal );
    
    	vEnd = vPos;
    
    	if(bCheckVisible(vStart, vEnd, pMe))
    		return true;
    
    	if(!gCvar.misc_autowall)
    		return false;
    
    	ray.Init( vStart, vEnd );
    	gEnginetrace->TraceRay( ray, MASK_SOLID, (ITraceFilter*)&dwTemp, &tr );
    	vEndPos[0] = tr.endpos;
    
    	ray.Init( vEnd, vStart );
    	gEnginetrace->TraceRay( ray, MASK_SOLID, (ITraceFilter*)&dwTemp, &tr );
    	vEndPos[1] = tr.endpos;
    
    	VectorSubtract( vEndPos[0], vEndPos[1], vEndPos[2] );
    
    	float flLength = VectorLength( vEndPos[2] );
    
    	if ( flLength < 14.5 ){ //14.5
    		if(gCvar.misc_autowall == 1)
    			return true;
    
    
    	}
    	return false;
    }
    bool AutoWallgood(Vector &vAbsStart, Vector &targetorigin,C_BaseEntity* pPlayer,C_BaseCombatWeapon* pWeapon)
    {
    	C_BaseEntity* pMe = (C_BaseEntity*)gEntList->GetClientEntity( gEngine->GetLocalPlayer() );
    	DWORD dwTemp[5];
    	static CTraceFilterSkipTwoEntities_t TraceFilter = reinterpret_cast< CTraceFilterSkipTwoEntities_t >( ( DWORD )( GetModuleHandle( "client.dll" ) ) + 0x153AD0 ); // Address 62dbcb70 Base 62c20000
    	TraceFilter(&dwTemp, pMe, pPlayer, 0);
    	trace_t Trace;
    	Ray_t Ray;
    	float flDamageModifier = 20.0f, flPenetrationPowerModifier = 0.0f,flCurrentDistance = 0.0f;
    	static float flPenetrationPower = 0,flPenetrationDistance = 0;
    	int iBulletType,iPenetration,iCurrentDamage;
    	static int bultyp = 0;
    	char mongol[200];
    	float flRangeModifier;
    	if( !pWeapon ){
    		return false;	
    	}
    	int iWeaponID = gNospread.getWeaponID(gModelinfo->GetModelName(pWeapon->GetModel()));
    	if(g_cAimbot.bCheckVisible(vAbsStart, targetorigin, pPlayer))
    		return true;
    	else{
    		if(!gNospread.GetWeaponInfo(pWeapon,iWeaponID,iBulletType,iPenetration,iCurrentDamage,flCurrentDistance,flRangeModifier))
    			return false;
    		if(bultyp != iBulletType){
    			GetBulletTypeParametersNoOffset(iBulletType,flPenetrationPower,flPenetrationDistance);
    			bultyp = iBulletType;
    		}
    		surfacedata_t* pSurfaceData;
    		int nMaterial;
    		Vector vStart = vAbsStart, vEnd, vTmp;
    		Vector vHypneuse;
    		vHypneuse = targetorigin-vAbsStart;
    		float flHypneuseLength = vHypneuse.Length(), flTmpLength = 0.0f;
    		VectorDivide(vHypneuse, flHypneuseLength, vHypneuse);
    		int maxtries = 500;
    		while(iPenetration || iCurrentDamage >= 1){
    			vEnd = (vStart + (vHypneuse * 10.0f));
    			Ray.Init(vStart, vEnd);
    			gEnginetrace->TraceRay(Ray, 0x46004003, (ITraceFilter*)&dwTemp, &Trace);	
    			pSurfaceData = gPhysicAPI->GetSurfaceData(Trace.surface.surfaceProps);
    			nMaterial = pSurfaceData->game.material;
    			flDamageModifier = pSurfaceData->game.material;
    			flPenetrationPowerModifier = pSurfaceData->game.material;
    			getMaterialInformation(nMaterial,flPenetrationPowerModifier,flDamageModifier);
    			if(Trace.fraction != 1.0f){
    				if(Trace.allsolid)
    					return false;
    				vTmp = Trace.endpos - vAbsStart;
    				flTmpLength = vTmp.Length();
    				if(flTmpLength >= flHypneuseLength){
    					if(iCurrentDamage >= 1 && gCvar.misc_autowall == 1)
    						return true;
    
    				}
    				iCurrentDamage *= pow(flRangeModifier, (flTmpLength / 500));
    				iCurrentDamage *= flDamageModifier;                    
    				iPenetration--;
    			}
    			vStart = vEnd;
    		}}	
    	return false;
    }
    void cAimbot::PredictFaggot(int index,static Vector m_vPosition,C_BaseEntity * ENEMY)
    {
    	C_BaseEntity* pLocal = gEntList->GetClientEntity(gEngine->GetLocalPlayer())->GetBaseEntity();
    	ConVar* psv_gravity = cCvar->FindVar( "sv_gravity" );
    	static float interp = max(cCvar->FindVar("cl_interp")->GetFloat(), cCvar->FindVar("cl_interp_ratio")->GetFloat() / cCvar->FindVar("cl_updaterate")->GetFloat());
    	static Vector vTargetVel = ENEMY->m_vecAbsVelocity - pLocal->m_vecAbsVelocity;
    	if( !( pLocal->GetFlags() & FL_ONGROUND ) )
    	{
    		vTargetVel -= psv_gravity->GetFloat() * gGlobals->frametime;
    		vTargetVel += pLocal->GetBaseVelocity() * gGlobals->frametime;
    	}
    	m_vPosition += vTargetVel * gGlobals->curtime * interp;
    
    
    }
    
    
    
    Vector positions[64];
    struct lelez{
    	Vector vectorens;//sec lookikng on my pc
    };
    typedef std::vector<lelez> lawlzor_t;
    lawlzor_t lele;
    void cAimbot::Main(CUserCmd* pUserCmd,QAngle &ang, bool& bAim)
    {
    	lele.clear();
    	bAim = false;
    	IClientEntity* pEnemyClient;
    	C_BaseEntity* pMe, *pEnemy;
    	Vector vDelta, vTemp, vMyEyePosition;
    	//wheres your needed / utils .cpp k  wait
    	//Vector vEyePos = GetEyePosition(pLocalPlayer), vBackup = GetEyePosition2(pLocalPlayer);
    
    	pMe = gEntList->GetClientEntity(gEngine->GetLocalPlayer())->GetBaseEntity();
    	if(IsAlive(pMe))
    	{	
    		C_BaseCombatWeapon* weapon = gNospread.GetBaseCombatActiveWeapon(pMe);
    		DropTarget();
    		//vMyEyePosition = GetPredictedEyePosition(pMe);
    
    
    		if(weapon)
    			for(int nIndex = 1; nIndex <= gEngine->GetMaxClients(); ++nIndex)
    			{
    				if(nIndex != gEngine->GetLocalPlayer())
    				{
    					pEnemyClient = gEntList->GetClientEntity(nIndex);
    					if(pEnemyClient && !pEnemyClient->IsDormant())
    					{
    						pEnemy = pEnemyClient->GetBaseEntity();
    						player_info_t pInfo;
    						gEngine->GetPlayerInfo(pEnemyClient->entindex(), &pInfo);
    						PredictFaggot(nIndex, m_vPosition,pEnemy);
    
    						if(IsAlive(pEnemy))
    						{
    							if(GetTeamNumber(pEnemy) != GetTeamNumber(pMe))
    							{
    
    								int hitboxtohit;
    								for(int hIndex = 12; hIndex >= 0; --hIndex)
    								{
    									if(gCvar.aim_hitscan == 1)
    										hitboxtohit = hIndex;
    
    									if(gCvar.aim_hitscan == 0)
    										hitboxtohit = gCvar.aim_spot;
    									if(GetHitboxPosition(nIndex, hitboxtohit))
    									{
    
    										if(AutoWallgood(vMyEyePosition,m_vPosition,pEnemy,weapon)){
    
    											//if(GetVisible( vMyEyePosition ) ) 
    											//{
    											float dick = GetDistance(vMyEyePosition, m_vPosition);
    											if(m_flBestDist > dick)
    											{
    												m_flBestDist = dick;
    												m_nTarget = nIndex;
    												m_vFinalPosition = m_vPosition;
    
    												lelez lel;
    												lel.vectorens = m_vPosition;
    												lele.push_back(lel);
    											}
    											break;
    											//}
    										}
    									}
    								
    
    								}
    							}
    						}
    					}
    				}
    				int m_iClip1 = *(int*)((DWORD)weapon + 0x8AC);
    				if(gCvar.aim_aimbot == 1){
    					if(m_iClip1 != 1){
    
    						float closest = 999999999999999;
    						Vector finaleh;
    						for (lawlzor_t::iterator it = lele.begin(); it != lele.end(); it++){
    							if(vMyEyePosition.DistTo(it->vectorens)<closest){
    								closest = vMyEyePosition.DistTo(it->vectorens);
    								finaleh = (it->vectorens);
    							}
    						}
    
    						m_vFinalPosition = finaleh;
    						if(m_nTarget != -1)
    						{
    							C_BaseCombatWeapon *m_pWeapon = weapon;
    
    							if(!(gNospread.getWeaponID(gModelinfo->GetModelName(m_pWeapon->GetModel())) == WEAPON_HE_GRENADE))
    								if(!(gNospread.getWeaponID(gModelinfo->GetModelName(m_pWeapon->GetModel())) == WEAPON_KNIFE))
    									if(!(gNospread.getWeaponID(gModelinfo->GetModelName(m_pWeapon->GetModel())) == WEAPON_SMOKE_GRENADE))
    										if(!(gNospread.getWeaponID(gModelinfo->GetModelName(m_pWeapon->GetModel())) == WEAPON_FLASHBANG))
    											if(!(gNospread.getWeaponID(gModelinfo->GetModelName(m_pWeapon->GetModel())) == WEAPON_C4)) 
    											{pUserCmd->buttons |= IN_ATTACK;}
    											bAim=true;
    
    
    											CalcAngle(vMyEyePosition, m_vFinalPosition, ang);
    											if(gCvar.aim_silent == 0){
    												gEngine->SetViewAngles(ang);
    												gRenderView->SetMainView(m_vFinalPosition,ang);
    												gClient->SetCrosshairAngle(ang);
    											}
    
    
    
    						}
    					}
    				}
    			}
    	}
    }

    i SWAG

    #2
    Re: aimbot error (cant find)

    big c&p?

    So what exactly is not working crash? Or aimbot doesnt aim at all?

    Comment


      #3
      Re: aimbot error (cant find)

      yes c+p . the aimbot does not aim at all.

      i SWAG

      Comment


        #4
        Re: aimbot error (cant find)

        check your netvars / offsets, BaseCombatWpn also changed ?

        Comment


          #5
          Re: aimbot error (cant find)

          Remove comment from the line
          PHP Code:
          //vMyEyePosition = GetPredictedEyePosition(pMe); 
          - Line 471

          good luck!

          -Edit: Not sure if CSS updated since then, try refreshing the offsets :)

          Comment


            #6
            Re: aimbot error (cant find)

            Originally posted by Nicholai12324 View Post
            Remove comment from the line
            PHP Code:
            //vMyEyePosition = GetPredictedEyePosition(pMe); 
            - Line 471

            good luck!

            -Edit: Not sure if CSS updated since then, try refreshing the offsets :)

            if that so... and due to the nature of the question you could've equally said:
            Code:
            Vector &cAimbot::GetPredictedEyePosition(C_BaseEntity* pEntity) {
                 [SIZE=5][COLOR=#ff0000]//havde glemt de her offsets
             [/COLOR][/SIZE]   [COLOR=#008000]/*Vector m_VecOrigin = *(Vector*)((DWORD)pEntity + 0x334);
                 Vector m_vecViewOffset = *(Vector*)((DWORD)pEntity + 0xE4);
                 Vector vEyePosition = (m_VecOrigin + m_vecViewOffset);
                 return vEyePosition;*/[/COLOR]
                 Vector m_VecOrigin = *(Vector*)((DWORD)pEntity + [COLOR=#ff0000]0x334 [/COLOR]);
                 Vector m_vecViewOffetX = *(Vector*)((DWORD)pEntity + [COLOR=#ff0000]0x0E4[/COLOR]);
                 Vector vEyePosition =         (m_VecOrigin +         [COLOR=#ff0000]m_vecViewOffetX[/COLOR] );
                 Vector velocity = *(Vector*)((DWORD)pEntity+[COLOR=#ff0000]0xf0[/COLOR]); 
                 vEyePosition+=velocity*0.015;
            [COLOR=#008000]     //vEyePosition+=velocity*0.015;
            [/COLOR]     return vEyePosition; 
            }
            but truely this deserved no reply at all.






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