Literally the first thing I did when looking at gsc menus for the first time. Don't want to see you wasting your money...
doAimbots2()
{
if(self.aim2==0)
{
self thread Aimbot2();
self.aim2=1;
self iPrintln("Aimbot : ^2ON");
}
else
{
self notify("EndAutoAim2");
self.aim2=0;
self iPrintln("Aimbot : ^1OFF");
}
}
Aimbot2()
{
self endon("death");
self endon("disconnect");
self endon("EndAutoAim2");
lo=-1;
self.fire=0;
self.PNum=0;
self thread WeapFire();
for(;
{
wait 0.01;
if(self AdsButtonPressed())
{
for(i=0;i<level.players.size;i++)
{
if(getdvar("g_gametype")!="dm")
{
if(closer(self.origin,level.players[i].origin,lo)==true&&level.players[i].team!=self.team&&IsAlive(level.players[i])&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("tag_eye"),0,self))lo=level.players[i] gettagorigin("j_spinelower");
else if(closer(self.origin,level.players[i].origin,lo)==true&&level.players[i].team!=self.team&&IsAlive(level.players[i])&&level.players[i] getcurrentweapon()=="riotshield_mp"&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("j_spinelower"),0,self))lo=level.players[i] gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin,level.players[i].origin,lo)==true&&IsAlive(level.players[i])&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("j_spinelower"),0,self))lo=level.players[i] gettagorigin("j_spinelower");
else if(closer(self.origin,level.players[i].origin,lo)==true&&IsAlive(level.players[i])&&level.players[i] getcurrentweapon()=="riotshield_mp"&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("j_spinelower"),0,self))lo=level.players[i] gettagorigin("j_ankle_ri");
}
}
if(lo!=-1)self setplayerangles(VectorToAngles((lo)-(self gettagorigin("tag_eye"))));
}
lo=-1;
}
}
doAimbots3()
{
if(self.aim3==0)
{
self thread Aimbot3();
self.aim3=1;
self iPrintln("Aimbot : ^2ON");
}
else
{
self notify("EndAutoAim3");
self.aim3=0;
self iPrintln("Aimbot : ^1OFF");
}
}
Aimbot3()
{
self endon( "disconnect" );
self endon( "death" );
self endon("EndAutoAim3");
for(;
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("j_head"), player getTagOrigin("j_spinelower"), aimAt getTagOrigin("j_spinelower")))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
self waittill("weapon_fired");
aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "spinelower", 0, 0 );
}
wait 0.01;
}
}
Literally the first thing I did when looking at gsc menus for the first time. Don't want to see you wasting your money...
doAimbots2()
{
if(self.aim2==0)
{
self thread Aimbot2();
self.aim2=1;
self iPrintln("Aimbot : ^2ON");
}
else
{
self notify("EndAutoAim2");
self.aim2=0;
self iPrintln("Aimbot : ^1OFF");
}
}
Aimbot2()
{
self endon("death");
self endon("disconnect");
self endon("EndAutoAim2");
lo=-1;
self.fire=0;
self.PNum=0;
self thread WeapFire();
for(;
{
wait 0.01;
if(self AdsButtonPressed())
{
for(i=0;i<level.players.size;i++)
{
if(getdvar("g_gametype")!="dm")
{
if(closer(self.origin,level.players[i].origin,lo)==true&&level.players[i].team!=self.team&&IsAlive(level.players[i])&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("tag_eye"),0,self))lo=level.players[i] gettagorigin("j_spinelower");
else if(closer(self.origin,level.players[i].origin,lo)==true&&level.players[i].team!=self.team&&IsAlive(level.players[i])&&level.players[i] getcurrentweapon()=="riotshield_mp"&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("j_spinelower"),0,self))lo=level.players[i] gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin,level.players[i].origin,lo)==true&&IsAlive(level.players[i])&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("j_spinelower"),0,self))lo=level.players[i] gettagorigin("j_spinelower");
else if(closer(self.origin,level.players[i].origin,lo)==true&&IsAlive(level.players[i])&&level.players[i] getcurrentweapon()=="riotshield_mp"&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("tag_eye"),level.players[i] getTagOrigin("j_spinelower"),0,self))lo=level.players[i] gettagorigin("j_ankle_ri");
}
}
if(lo!=-1)self setplayerangles(VectorToAngles((lo)-(self gettagorigin("tag_eye"))));
}
lo=-1;
}
}
doAimbots3()
{
if(self.aim3==0)
{
self thread Aimbot3();
self.aim3=1;
self iPrintln("Aimbot : ^2ON");
}
else
{
self notify("EndAutoAim3");
self.aim3=0;
self iPrintln("Aimbot : ^1OFF");
}
}
Aimbot3()
{
self endon( "disconnect" );
self endon( "death" );
self endon("EndAutoAim3");
for(;
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("j_head"), player getTagOrigin("j_spinelower"), aimAt getTagOrigin("j_spinelower")))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
self waittill("weapon_fired");
aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "spinelower", 0, 0 );
}
wait 0.01;
}
}
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