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function aim_bot() local lp = proc.read_int64(base_address + offsets.global.localplayer) if not lp or lp == 0 then return end local localEye = proc.read_vec3(lp + offsets.entity.camera_origin) local viewAngles = proc.read_vec3(lp + offsets.global.view_angles) local punchAngle = proc.read_vec3(lp + offsets.entity.punch_angle) local bestFov, bestAngle = 10.0, nil for i = 0, maxticks do local ent_data = entlist[i] if not (ent_data and ent_data.valid and ent_data.cname == "CPlayer") then goto continue end if ent_data.health <= 0 then goto continue end --if is_knocked(i) then goto continue end --if is_same_team(i) then goto continue end --if not is_visible(i) then goto continue end local entHead = ent_data.head if not entHead then goto continue end local weapon_handle = proc.read_int64(lp + 0x19b4); --//[RecvTable.DT_Player]->m_latestPrimaryWeapons local weapon_entity = proc.read_int64(base_address + offsets.global.entity_list + (weapon_handle << 5)) local projectile_speed = proc.read_float(weapon_entity + 0x2810) --//CWeaponX!m_flProjectileSpeed or [WeaponSettings]->projectile_launch_speed + [WeaponSettingsMeta]->base local projectile_gravity = proc.read_float(weapon_entity + 0x2818) --//CWeaponX!m_flProjectileScale or [WeaponSettings]->projectile_gravity_scale + [WeaponSettingsMeta]->base local distance = ent_data.distance local velocity = ent_data.velocity if distance > 100 then projectile_speed = projectile_speed * 0.02 elseif distance > 200 then projectile_speed = projectile_speed * 0.016 else projectile_speed = projectile_speed * 0.025 end local time = distance / projectile_speed local predicted = { entHead[1] + velocity[1] * time, entHead[2] + velocity[2] * time, entHead[3] + velocity[3] * time + 32.0 * (projectile_gravity * time) } local angle = calculate_angle(localEye, predicted, viewAngles) local fov = math.sqrt(angle[1]^2 + angle[2]^2) if fov < bestFov then bestFov = fov bestAngle = angle end ::continue:: end if input.is_key_down(2) and bestAngle then local newAngle = vec3_add(viewAngles, bestAngle) newAngle[1] = newAngle[1] - punchAngle[1] * 1.0 newAngle[2] = newAngle[2] - punchAngle[2] * 1.0 proc.write_vec3(lp + offsets.global.view_angles, newAngle) end end
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