UI.AddHotkey(["Rage", "General", "General", "Key assignment"], "Dormant Aimbot", "Dormant Aimbot")
function check(){
// enenies arr
var e = Entity.GetEnemies()
// filter as only dormant, alive and hittable enemies
var d = e.filter(function(e){
return Entity.IsDormant(e) && Entity.IsAlive(e) && Trace.Bullet(Entity.GetLocalPlayer(), e, Entity.GetEyePosition(Entity.GetLocalPlayer()), va(Entity.GetRenderOrigin(e), [0, 0, 45]))[1] > 1
})
// sort hittable by damage
var c = d.sort(function(a, b){
return Trace.Bullet(Entity.GetLocalPlayer(), a, Entity.GetEyePosition(Entity.GetLocalPlayer()), va(Entity.GetRenderOrigin(a), [0, 0, 45]))[1] - Trace.Bullet(Entity.GetLocalPlayer(), b, Entity.GetEyePosition(Entity.GetLocalPlayer()), va(Entity.GetRenderOrigin(b), [0, 0, 45]))[1]
})[0]
// if no enemies return
if(!c) return;
var weapon_index = Entity.GetWeapon(Entity.GetLocalPlayer());
var m_flNextPrimaryAttack = Entity.GetProp(weapon_index,"DT_BaseCombatWeapon","m_flNextPrimaryAttack")//gets time until next attack
var viewangle = VectorAngles(subtract(va(Entity.GetRenderOrigin(c), [0, 0, 45]),Entity.GetEyePosition(Entity.GetLocalPlayer())))
if(!can_shoot(Entity.GetLocalPlayer()))//checks if you can shoot
return;
if(UI.GetValue(["Rage", "General", "General", "Key assignment", "Dormant Aimbot"])){
if( Globals.Curtime() - m_flNextPrimaryAttack > 0.1){
UserCMD.SetViewAngles(viewangle, true)
UserCMD.SetButtons((1 << 0) | UserCMD.GetButtons())
dmg = Trace.Bullet(Entity.GetLocalPlayer(), c, Entity.GetEyePosition(Entity.GetLocalPlayer()), va(Entity.GetRenderOrigin(c), [0, 0, 45]))[1]
// log shot
Cheat.PrintLog("Dormant aimed at " + Entity.GetName(c) + " for " +dmg + " dmg", UI.GetColor(["Config", "Cheat", "General", "Log color"]))
}
}
}
Cheat.RegisterCallback("CreateMove", "check")