xcorvettex
Moderator

Moderator

Joined: 21 Jan 2007
Posts: 101



2825 points

View user's items
	
PostPosted: Fri Jan 26, 2007 1:50 pm    Post subject: old sexy aimbot 	Reply with quote
old aimbot by me and FBI (the one that can code)

Code:
int TargetRegion(int ax)
{
   pmtrace_t *vis;
   float view_ofs[3];
    vec3_t vecEnd, up, right, forward, EntViewOrg, playerAngles;
   playerAngles[0]=0;
   playerAngles[1]=vPlayers[ax].getEnt()->angles[1];
   playerAngles[2]=0;
   gEngfuncs.pfnAngleVectors (playerAngles, forward, right, up);
   forward[2] = -forward[2];
   gEngfuncs.pEventAPI->EV_LocalPlayerViewheight(view_ofs);
    view_ofs[0]+= me.pmEyePos[0];
   view_ofs[1]+= me.pmEyePos[1];
   view_ofs[2]+= me.pmEyePos[2];
   if (vPlayers[ax].getEnt()->curstate.gaitsequence == 6)
   {
      EntViewOrg = vPlayers[ax].getEnt()->origin + forward*jumpF + up*jumpH + right*jumpR;
   }
   else if (vPlayers[ax].getEnt()->curstate.usehull == 0)
   {
      EntViewOrg = vPlayers[ax].getEnt()->origin + forward*standF + up*standH + right*standR;
   } else {
      EntViewOrg = vPlayers[ax].getEnt()->origin + forward*duckF + up*duckH + right*duckR;
   }
   vis = gEngfuncs.PM_TraceLine((float *)&view_ofs, (float *)&EntViewOrg, PM_TRACELINE_ANYVISIBLE, 2, -1);
   
   int pathtest = (vis->fraction==1.0);
   
   if (!pathtest && CorrectGunX())
   {
      pathtest = CanPenetrate(me.pmEyePos,EntViewOrg, CorrectGunX());
   }
   if(pathtest)
   {
      return true;
   }
   return false;
}

//===================================================================================
// *** Calc Target Spot && Me To Target && Aim Angle *** //
void CalcViewAngle(float* angle)
{
   float yaw, pitch, tmp, view_ofs[3];
   vec3_t view,up,right,forward,playerAngles,EntViewOrg;
   playerAngles[0]=0;
   playerAngles[1]=vPlayers[target].getEnt()->angles[1];
   playerAngles[2]=0;
   gEngfuncs.pfnAngleVectors (playerAngles, forward, right, up);

   forward[2] = -forward[2];

   gEngfuncs.pEventAPI->EV_LocalPlayerViewheight(view_ofs);

   if (vPlayers[target].getEnt()->curstate.gaitsequence == 6)
   {
      EntViewOrg = vPlayers[target].getEnt()->origin + forward*jumpF + up*jumpH + right*jumpR;
   }
   else if (vPlayers[target].getEnt()->curstate.usehull == 0)
   {
      EntViewOrg = vPlayers[target].getEnt()->origin + forward*standF + up*standH + right*standR;
   } else {
      EntViewOrg = vPlayers[target].getEnt()->origin + forward*duckF + up*duckH + right*duckR;
   }

   view[0] = EntViewOrg[0] - me.pmEyePos[0]-view_ofs[0];
   view[1] = EntViewOrg[1] - me.pmEyePos[1]-view_ofs[1];
   view[2] = EntViewOrg[2] - me.pmEyePos[2]-view_ofs[2];

   if (view[1]==0 && view[0]==0)
   {
      yaw = 0;
      if (view[2]>0)pitch = 90;
      else pitch = 270;
   }
   else
   {
      yaw = (atan2(view[1],view[0])*180.0/3.141592f);
      if (yaw<0)yaw += 360;
      tmp = sqrt (view[0]*view[0]+view[1]*view[1]);
      pitch = (atan2(view[2],tmp)*180.0/3.141592f);
      
   }

   angle[0] = pitch;
   angle[1] = yaw;
   angle[2] = 0;
   
   angle[0] *= -1;
   if (angle[0]>180) angle[0]-=360;
   if (angle[1]>180) angle[1]-=360;
}


add the missing functions, this is just the nice shit we made.