alex IEPURU
/id/screaminginside (UTC +0)
 
 
☁く` ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ crying tonight
ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ㅤ឴ 腐った [soundcloud.com]
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//AIM
bool smooth = false;
IClientEntity* PlayerToAim;
float AimFOV;
bool isaimbotting;

//Hard Coded Made when TroubleShooting.
int ScreenCenterX = 960;
int ScreenCenterY = 540;


void AimAtPos(float x,float y)
{

//int width = GetSystemMetrics(SM_CXSCREEN);
//int height = GetSystemMetrics(SM_CYSCREEN);
//int ScreenCenterY = height * 0.5f;
//int ScreenCenterX = width * 0.5f;

float AimSpeed = 5;
float TargetX = 0;
float TargetY = 0;

//X Axis
if(x != 0)
{
if(x > ScreenCenterX)
{
TargetX = -(ScreenCenterX - x);
TargetX /= AimSpeed;
if(TargetX+ScreenCenterX > ScreenCenterX*2) TargetX = 0;
}

if(x < ScreenCenterX)
{
TargetX = x-ScreenCenterX;
TargetX /= AimSpeed;
if(TargetX+ScreenCenterX < 0) TargetX = 0;
}
}

//Y Axis

if(y != 0)
{
if(y > ScreenCenterY)
{
TargetY = -(ScreenCenterY - y);
TargetY /= AimSpeed;
if(TargetY+ScreenCenterY > ScreenCenterY*2) TargetY = 0;
}

if(y < ScreenCenterY)
{
TargetY = y-ScreenCenterY;
TargetY /= AimSpeed;
if(TargetY+ScreenCenterY < 0) TargetY = 0;
}
}

if(!smooth)
{
mouse_event( MOUSEEVENTF_MOVE,(DWORD)(TargetX),(DWORD)(TargetY), NULL , NULL );
return;
}

TargetX /=10;
TargetY /=10;

//Mouse even't will round to 0 a lot of the time, so we can add this, to make it more accurrate on slow speeds.
if(fabs(TargetX) < 1)
{
if(TargetX > 0)
{
TargetX = 1;
}
if(TargetX < 0)
{
TargetX = -1;
}
}
if(fabs(TargetY) < 1)
{
if(TargetY > 0)
{
TargetY = 1;
}
if(TargetY < 0)
{
TargetY = -1;
}
}
mouse_event( MOUSEEVENTF_MOVE,TargetX,TargetY, NULL , NULL );
}

float DistanceBetweenCross(float X, float Y)
{
float ydist = (Y - ScreenCenterY/*GetSystemMetrics(SM_CYSCREEN)/2*/);
float xdist = (X - ScreenCenterX/*GetSystemMetrics(SM_CXSCREEN)/2*/);
float Hypotenuse = sqrt(pow(ydist,2) + pow(xdist,2));
return Hypotenuse;
}

bool GetAimKey()
{
return (GetAsyncKeyState(VK_LBUTTON));
}

void GetClosestPlayerToCrossHair(IClientEntity* Player, float &max, float aimfov)
{
if(!GetAimKey() || !isaimbotting)
{
if (Player)
{
Vector Head;
Vector w2sHead;
//Head = cEng.GetEyePosition(Player);
if(cEng.GetBonePosition( Player, Head, 10 ))
{
cMath.WorldToScreen( Head, w2sHead );
float Dist = DistanceBetweenCross(w2sHead.X, w2sHead.Y);
if(Dist < max)
{
max = Dist;
PlayerToAim = Player;
AimFOV = aimfov;
}
}
}
}

}

void AimAt(IClientEntity* plr)
{
if(plr)
{
if(!cEng.IsAlive(plr))
{
isaimbotting = false;
return;
}
Vector Head;
Vector w2sHead;
//Head = cEng.GetEyePosition(plr);
if(cEng.GetBonePosition( plr, Head, 10 ) )
{
cMath.WorldToScreen( Head, w2sHead );
if(w2sHead.Y != 0 || w2sHead.X != 0)
{
if ((DistanceBetweenCross(w2sHead.X, w2sHead.Y) <= AimFOV*8) || isaimbotting)
{
isaimbotting = true;
AimAtPos(w2sHead.X, w2sHead.Y);
}
}
}
}
}

void Aimbot()
{
static bool aimbotON = false;
//Lazy!!!!, Make a ♥♥♥♥♥♥♥ menu!
if(GetAsyncKeyState(VK_DELETE)&1){aimbotON = !aimbotON;}
if(GetAsyncKeyState(VK_INSERT)&1){smooth = !smooth;}
char msg[1024];
sprintf(msg, "[COUNTERNOOB v1.0] AIM: %s - Status: %s" , aimbotON ? "ON!":"OFF", smooth ? "Smooth" : "Precise");
cDraw.DrawString(espfont, 0, 10, 5, Color( 255, 255, 255, 255 ), msg);
if(aimbotON)
{
if((PlayerToAim != 0))
{
if(GetAimKey())
{
AimAt(PlayerToAim);
}
else
{
isaimbotting = false;
}
}
}
}
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