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Автор темы
- #1
Код:
void WeaponPatch()
{
USHORT Hash = 0;
WeaponData* Weapon = LocalPlayer.BasePlayer->GetActiveWeapon();
if (Weapon) Hash = Weapon->GetNameHash();
switch (Hash)
{
//nullptr
case 0: return;
//Weapon
case 0x5A9F:
Weapon->SuperBow();
break;
case 0x6B1:
case 0x74F5:
case 0x67DA:
case 0x3146:
case 0x79C4:
case 0x573C:
case 0xB32A:
case 0xC196:
Weapon->SetAutomatic();
case 0x7983:
case 0xE5EA:
case 0x77E9:
case 0xE97D:
case 0xC2DD:
case 0x52F7:
case 0xFDC3:
case 0x62E5:
case 0x6A09:
case 0x3511:
case 0xCFA1:
case 0xF87E:
Weapon->AntiSpread();
Weapon->NoRecoil();
case 0xB0A0:
case 0x435E:
{
//Weapon->FastReload();
if (Hash == 0x435E)
{
Weapon->SetAutomatic();
Weapon->SuperEoka();
}
} break;
//Melee
case 0xF3B9:
//Weapon->BuildAsUWant();
break;
case 0xCBD8:
case 0xAB85:
case 0xFB2B:
case 0x6104:
case 0xC859:
case 0x96D3:
case 0x7340:
case 0xC68B:
case 0x2F12:
case 0x65B4:
case 0x1F2D:
case 0x2658:
case 0xAC02:
case 0x282A:
case 0x8151:
case 0xFACE:
case 0x7296:
case 0x4B0A:
case 0xCD:
case 0x2333:
if (Vars::Misc::LongHand) {
Weapon->FatHand();
/*Weapon->LongHand();*/
Weapon->RunOnHit();
} break;
}
}
float GetFov(BasePlayer* Entity, BoneList Bone) {
Vector2 ScreenPos;
if (!LocalPlayer.WorldToScreen(Entity->GetBoneByID(Bone), ScreenPos)) return 1000.f;
return Math::Calc2D_Dist(Vector2(Vars::Global::ScreenWidth / 2, Vars::Global::ScreenHigh / 2), ScreenPos);
}
Vector3 Prediction(const Vector3& LP_Pos, BasePlayer* Player, BoneList Bone)
{
Vector3 BonePos = Player->GetBoneByID(Bone);
return BonePos;
}
void Normalize(float& Yaw, float& Pitch) {
if (Pitch < -89) Pitch = -89;
else if (Pitch > 89) Pitch = 89;
if (Yaw < -360) Yaw += 360;
else if (Yaw > 360) Yaw -= 360;
}
void GoToTarget(BasePlayer* player)
{
Vector3 Local = LocalPlayer.BasePlayer->GetBoneByID(neck);
Vector3 PlayerPos = Prediction(Local, player, BoneList(Vars::Global::BoneToAim));
Vector2 Offset = Math::CalcAngle(Local, PlayerPos) - LocalPlayer.BasePlayer->GetVA();
Vector2 RecoilAng = LocalPlayer.BasePlayer->GetRA();
Vector2 AngleToAim = LocalPlayer.BasePlayer->GetVA() + Offset;
if (Vars::AimBot::RCS) {
AngleToAim = AngleToAim - RecoilAng;
}
LocalPlayer.BasePlayer->SetVA(AngleToAim);
}
void Aim(BasePlayer* AimEntity)
{
if (Vars::AimBot::Activate)
{
WeaponData* ActWeapon = LocalPlayer.BasePlayer->GetActiveWeapon();
if (Vars::AimBot::Standalone && Vars::AimBot::RCS)
LocalPlayer.BasePlayer->SetRA();
if (AimEntity && !LocalPlayer.BasePlayer->IsMenu()) {
if (FC(user32, GetAsyncKeyState, (Vars::AimBot::RightMouseAiming ? 0x58 : VK_LBUTTON)))
if (ActWeapon) {
GoToTarget(AimEntity);
}
}
}
}
У меня есть функция аимбота и когда я ее использую то через небольшое время у меня просто он перестает работать и вх тоже. Остальные мемори функции по типу fakeadmin, flyhack, fov работают. В чем проблема?