void Aimbot::CreateMove(CUserCmd* cmd) { Aimbot::UpdateValues(); if (!Settings::Aimbot::enabled) return; QAngle oldAngle; engine->GetViewAngles(oldAngle); float oldForward = cmd->forwardmove; float oldSideMove = cmd->sidemove; QAngle angle = cmd->viewangles; shouldAim = Settings::Aimbot::AutoShoot::enabled; C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer()); if (!localplayer || !localplayer->GetAlive()) return; if (Settings::Aimbot::IgnoreJump::enabled && !(localplayer->GetFlags() & FL_ONGROUND)) return; C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon()); if (!activeWeapon || activeWeapon->GetInReload()) return; CSWeaponType weaponType = activeWeapon->GetCSWpnData()->GetWeaponType(); if (weaponType == CSWeaponType::WEAPONTYPE_C4 || weaponType == CSWeaponType::WEAPONTYPE_GRENADE || weaponType == CSWeaponType::WEAPONTYPE_KNIFE) return; Bone aw_bone; float bestDamage = 0.0f; C_BasePlayer* player = GetClosestPlayer(cmd, true, aw_bone, bestDamage); if (player) { bool skipPlayer = false; Vector eVecTarget = player->GetBonePosition((int) aw_bone); Vector pVecTarget = localplayer->GetEyePosition(); if (Settings::Aimbot::SmokeCheck::enabled && LineGoesThroughSmoke(pVecTarget, eVecTarget, true)) skipPlayer = true; if (Settings::Aimbot::FlashCheck::enabled && localplayer->GetFlashBangTime() - globalVars->curtime > 2.0f) skipPlayer = true; if (skipPlayer) player = nullptr; if (Settings::Aimbot::AutoAim::enabled && !skipPlayer) { if (cmd->buttons & IN_ATTACK && !Settings::Aimbot::aimkeyOnly) shouldAim = true; if (inputSystem->IsButtonDown(Settings::Aimbot::aimkey)) shouldAim = true; if (shouldAim) { if (Settings::Aimbot::Prediction::enabled) { pVecTarget = VelocityExtrapolate(localplayer, pVecTarget); // get eye pos next tick eVecTarget = VelocityExtrapolate(player, eVecTarget); // get target pos next tick } angle = Math::CalcAngle(pVecTarget, eVecTarget); if (Settings::Aimbot::ErrorMargin::enabled) ApplyErrorToAngle(&angle, Settings::Aimbot::ErrorMargin::value); } } } Aimbot::AimStep(player, angle, cmd); Aimbot::AutoCrouch(player, cmd); Aimbot::AutoSlow(player, oldForward, oldSideMove, bestDamage, activeWeapon, cmd); Aimbot::AutoPistol(activeWeapon, cmd); Aimbot::AutoShoot(player, activeWeapon, cmd); Aimbot::RCS(angle, player, cmd); Aimbot::Smooth(player, angle, cmd); Aimbot::ShootCheck(activeWeapon, cmd); Aimbot::NoShoot(activeWeapon, player, cmd); Math::NormalizeAngles(angle); Math::ClampAngles(angle); if (angle != cmd->viewangles) cmd->viewangles = angle; Math::CorrectMovement(oldAngle, cmd, oldForward, oldSideMove); if (!Settings::Aimbot::silent) engine->SetViewAngles(cmd->viewangles); }