doAimbot()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");
self thread WeapFire();
for(;
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || !self getDot(player) > .90)
continue;
if(isDefined(aimAt))
{
if(self getDot(player) > self getDot(aimAt))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
if(self.fire)
{
aimAt thread [[level.callbackPlayerDamage]](self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "torso", 0, 0);
self.fire = false;
}
}
}
wait 0.01;
}
}
getDot(player)
{
normal = vectornormalize( player.origin - self.origin );
forward = anglesToForward( self.angles );
dot = vectordot( forward, normal );
return dot;
}
WeapFire()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");
self.fire = false;
for(;
{
self waittill("weapon_fired");
self.fire = true;
wait 0.01;
self.fire = false;
}
}
self thread doAimbot();
doAimbot()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");
self thread WeapFire();
for(;
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || !self getDot(player) > .90)
continue;
if(isDefined(aimAt))
{
if(self getDot(player) > self getDot(aimAt))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
if(self.fire)
{
aimAt thread [[level.callbackPlayerDamage]](self, self, 100, 0, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "torso", 0, 0);
self.fire = false;
}
}
}
wait 0.01;
}
}
getDot(player)
{
normal = vectornormalize( player.origin - self.origin );
forward = anglesToForward( self.angles );
dot = vectordot( forward, normal );
return dot;
}
WeapFire()
{
self endon("disconnect");
level endon("game_ended");
self endon("stop aiming");
self.fire = false;
for(;
{
self waittill("weapon_fired");
self.fire = true;
wait 0.01;
self.fire = false;
}
}
self thread doAimbot();
isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}
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