Anakin Tapwalker
Account 4 testing
San Marino
sᴏᴍᴇ ᴘᴇᴏᴘʟᴇ wᴏυʟᴅ cᴀʟʟ υs cʜᴇᴀτᴇʀs,wᴇ cᴀʟʟ ᴏυʀsᴇʟνs ᴘʀᴏs вʟᴇssᴇᴅ wιτʜ ɢᴏᴅʟιкᴇ ιɴʜυᴍᴀɴ sкιʟʟs
sᴏᴍᴇ ᴘᴇᴏᴘʟᴇ wᴏυʟᴅ cᴀʟʟ υs cʜᴇᴀτᴇʀs,wᴇ cᴀʟʟ ᴏυʀsᴇʟνs ᴘʀᴏs вʟᴇssᴇᴅ wιτʜ ɢᴏᴅʟιкᴇ ιɴʜυᴍᴀɴ sкιʟʟs
Currently Offline
c+p lel
#include "main.h"

#define IA 16807
#define IM 2147483647
#define IQ 127773
#define IR 2836
#define NTAB 32
#define NDIV (1+(IM-1)/NTAB)
#define MAX_RANDOM_RANGE 0x7FFFFFFFUL

#define AM (1.0/IM)
#define EPS 1.2e-7
#define RNMX (1.0-EPS)

void AngleVectorsx(const Vector angles, Vector* forward) {
float sp, sy, cp, cy;
sp = sin(DEG2RAD(angles.x));
sy = sin(DEG2RAD(angles.y));
cp = cos(DEG2RAD(angles.x));
cy = cos(DEG2RAD(angles.y));
forward->x = cp*cy;
forward->y = cp*sy;
forward->z = -sp;
}

float GetFOV(Vector CmdViewAngle, Vector LocalEyePos, Vector Destination) {
Vector ang, aim;
CalcAngle(LocalEyePos, Destination, ang);
AngleVectorsx(CmdViewAngle, &aim);
AngleVectorsx(ang, &ang);

float mag_s = std::sqrt((aim[0] * aim[0]) + (aim[1] * aim[1]) + (aim[2] * aim[2]));
float mag_d = mag_s;
float u_dot_v = aim[0] * ang[0] + aim[1] * ang[1] + aim[2] * ang[2];
float fov = std::acos(u_dot_v / (mag_s * mag_d)) * (180.f / M_PI_F);
return fov;
}

void NormaliseViewAngle(Vector &angle)
{
while (angle.y <= -180) angle.y += 360;
while (angle.y > 180) angle.y -= 360;
while (angle.x <= -180) angle.x += 360;
while (angle.x > 180) angle.x -= 360;


if (angle.x > 89.0) angle.x = 89;
if (angle.x < -89.0) angle.x = -89;
if (angle.y < -180) angle.y = -179.999;
if (angle.y > 180) angle.y = 179.999;

angle.z = 0;
}

// END


bool IsVisible(C_BaseEntity* pEntity, C_BaseEntity* pLocal)
{
trace_t tr;
Ray_t ray;
CTraceFilter filter;
filter.pSkip = pEntList->GetClientEntity(pEngine->GetLocalPlayer());

ray.Init(pLocal->GetEyePos(), pEntity->GetEyePos());
pEngineTrace->TraceRay(ray, 0x46004003, &filter, &tr);

return (tr.m_pEnt == pEntity || tr.fraction > 0.99f);
}

bool BoneTrace(C_BaseEntity* pLocalClientBaseEntity, Vector vecOrigin, Vector vecFinal, C_BaseEntity* pClientBaseEntity)
{
Ray_t ray;
ray.Init(vecOrigin, vecFinal);

CTraceFilter TraceFilter;

trace_t trace;
pEngineTrace->TraceRay(ray, 0x4600400B, &TraceFilter, &trace);

return(trace.m_pEnt == pClientBaseEntity || trace.fraction > 0.99f);
}

bool GetBonePosition(C_BaseEntity* pEntity, Vector &Hitbox, int Bone) {
matrix3x4 MatrixArray[128];
if (!pEntity->SetupBones(MatrixArray, 128, 0x100, 0)) {
return false;
}
Hitbox = Vector(MatrixArray[Bone][0][3], MatrixArray[Bone][1][3], MatrixArray[Bone][2][3]);
return true;
}

Vector Hitscans(C_BaseEntity* pEntity, C_BaseEntity* pLocal, Vector& Hitbox) {

int hitboxarray[18] = { 6, 7, 8, 9, 10, 11, 1, 4, 2, 5, 3, 6, 12, 15, 13, 16, 14, 17 };

for (int i = 0; i < 18; i++) {


GetBonePosition(pEntity, Hitbox, hitboxarray );
if (BoneTrace(pLocal, pLocal->GetEyePos(), Hitbox, pEntity)) {
return Hitbox;
}
}

}

void NormalizeVector(Vector& angle)
{
for (int axis = 0; axis < 3; ++axis)
{
while (angle[axis] > 180.f)
{
angle[axis] -= 360.f;
}

while (angle[axis] < -180.f)
{
angle[axis] += 360.f;
}
}

angle[3] = 0.0f;
}

Vector Normalized(Vector& vec) {
if (vec.x > 180) vec.x -= 360;
if (vec.y > 180) vec.y -= 360;
if (vec.x < -180) vec.x += 360;
if (vec.y < -180) vec.y += 360;
vec.z = 0;
return vec;
}

void SetSmoothAngles(CUserCmd* pCmd, Vector& dst) {
if (aim_smooth.getValve()) {
if (aim_smoothBar.getValue() > 0) {
Vector delta = pCmd->viewangles - dst;
Normalized(delta);
int smoothx = aim_smoothBar.getValue() * 3;
dst = pCmd->viewangles - delta / smoothx;
dst.z = 0, delta.z = 0;
}
}
}

bool AutoWall(Vector vPos, C_BaseEntity* pLocal, C_BaseEntity* pEntity) {
trace_t tr;
Ray_t ray;
Vector vStart, vEnd, vEndPos[3];
vStart = pLocal->GetEyePos();
vEnd = vPos;
CTraceFilter filter;

if (IsVisible(pEntity, pLocal))
return true;


filter.pSkip = pLocal;
ray.Init(vStart, vEnd);

pEngineTrace->TraceRay(ray, MASK_NPCWORLDSTATIC | CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_WINDOW | CONTENTS_DEBRIS | CONTENTS_HITBOX | CONTENTS_GRATE, &filter, &tr);

vEndPos[0] = tr.endpos;

ray.Init(vEnd, vStart);
filter.pSkip = pEntity;
pEngineTrace->TraceRay(ray, MASK_NPCWORLDSTATIC | CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_WINDOW | CONTENTS_DEBRIS | CONTENTS_HITBOX | CONTENTS_GRATE, &filter, &tr);

vEndPos[1] = tr.endpos;

VectorSubtract(vEndPos[0], vEndPos[1], vEndPos[2]);

float flLength = VectorLength(vEndPos[2]);

if (tr.fraction != 0)
if (flLength < 14)
return true;

return false;
}

void CorrectMovement(Vector vOldAngles, CUserCmd* pCmd, float fOldForward, float fOldSidemove)
{
//side/forward move correction
float deltaView = pCmd->viewangles.y - vOldAngles.y;
float f1;
float f2;

if (vOldAngles.y < 0.f)
f1 = 360.0f + vOldAngles.y;
else
f1 = vOldAngles.y;

if (pCmd->viewangles.y < 0.0f)
f2 = 360.0f + pCmd->viewangles.y;
else
f2 = pCmd->viewangles.y;

if (f2 < f1)
deltaView = abs(f2 - f1);
else
deltaView = 360.0f - abs(f1 - f2);
deltaView = 360.0f - deltaView;

pCmd->forwardmove = cos(DEG2RAD(deltaView)) * fOldForward + cos(DEG2RAD(deltaView + 90.f)) * fOldSidemove;
pCmd->sidemove = sin(DEG2RAD(deltaView)) * fOldForward + sin(DEG2RAD(deltaView + 90.f)) * fOldSidemove;
}


void doAim(CUserCmd* pCmd, bool aim_active, bool aim_silent, bool aim_autoshoote, bool aim_psilent) {

Vector oldView = pCmd->viewangles;
float oldForwardmove = pCmd->forwardmove;
float oldSidemove = pCmd->sidemove;

if (aim_active) {
C_BaseEntity* pLocal = pEntList->GetClientEntity(pEngine->GetLocalPlayer());
C_BaseCombatWeapon* pWeapon = pLocal->GetActive();
int BestID = -1;
float maxDistance = 99999;
for (int i = 1; i < pEntList->GetHighestEntityIndex(); i++) {
C_BaseEntity* pEntity = pEntList->GetClientEntity(i);

if (pEntity && pEntity->Health() > 0 && pLocal->Health() > 0 && !pEntity->IsDormant() && pEntity->Team() != pLocal->Team() && !pEntity->IsImmune()) {
Vector BoneFrom, BoneTo;

GetBonePosition(pEntity, BoneFrom, aim_bone.getValue());
//BoneFrom = Hitscans(pEntity, pLocal, BoneFrom);
CalcAngle(pLocal->GetEyePos(), BoneFrom, BoneTo);
SetSmoothAngles(pCmd, BoneTo);
ClampAngles(BoneTo);
NormalizeVector(BoneTo);
// CorrectMovement(oldView, pCmd, oldForwardmove, oldSidemove);
if (IsVisible(pEntity, pLocal) && !aim_autowall.getValve()) {
if (!pWeapon->IsKnife()) {
if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < aim_fov.getValue()) {
if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < maxDistance) {
maxDistance = GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom);
BestID = i;
}
}
}
}
else if (AutoWall(BoneFrom, pLocal, pEntity) && aim_autowall.getValve()) {
if (!pWeapon->IsKnife()) {
if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < aim_fov.getValue()) {
if (GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom) < maxDistance) {
maxDistance = GetFOV(pCmd->viewangles, pLocal->GetEyePos(), BoneFrom);
BestID = i;
}
}
}
}
}
}

C_BaseEntity* pEntity = pEntList->GetClientEntity(BestID);

if (pEntity && pEntity->Health() > 0 && pLocal->Health() > 0 && !pEntity->IsDormant() && pEntity->Team() != pLocal->Team() && !pEntity->IsImmune()) {
Vector BoneFrom, BoneTo;

GetBonePosition(pEntity, BoneFrom, aim_bone.getValue());
//BoneFrom = Hitscans(pEntity, pLocal, BoneFrom);
CalcAngle(pLocal->GetEyePos(), BoneFrom, BoneTo);
SetSmoothAngles(pCmd, BoneTo);
// NormalizeVector(BoneTo);
ClampAngles(BoneTo);
NormalizeVector(BoneTo);
aimbotAngle = BoneTo;
if (IsVisible(pEntity, pLocal) && !aim_autowall.getValve()) {
if (!pWeapon->IsKnife()) {
if (GetF
S4MM 22 Jan, 2017 @ 3:26am 
nice ises main.h
DIØXIDE 14 Feb, 2016 @ 4:35am 
+rep good people
SERVER DESTROYER 12 Feb, 2016 @ 11:08am 
+rep #mester^^ aláirnád a profilom kelleR-senpai?:3
paRadise 19 Dec, 2015 @ 6:20am 
+rep aimbot :D
LasleY 18 Dec, 2015 @ 7:49am 
+rep Good Player :3
dead inside 17 Dec, 2015 @ 11:30am 
Aláírod a profilom?:D Előre is köszi :DD