Auto Zeus (legit)

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C++:
void CMisc::AutoZeus(CUserCmd* cmd)
{
    if (!Vars.misc_AutoZeus)
        return;

    if (!g_LocalPlayer || !g_LocalPlayer->IsAlive())
        return;

    if (!g_LocalPlayer->m_hActiveWeapon())
        return;

    if (!g_LocalPlayer->m_hActiveWeapon()->IsZeus())
        return;


    float maxdist = 142;
    float bestdist = 81;
    int index = -1;

    if (index == -1)
    {
        for (int i = 0; i < I::Engine->GetMaxClients(); i++)
        {
            C_BasePlayer* entity = (C_BasePlayer*)I::EntityList->GetClientEntity(i);

            if (!entity) continue;
            if (!entity->IsAlive() || entity->IsDormant() || entity == G::LocalPlayer || entity->IsTeammate()) continue;

            float dist = (G::LocalPlayer->m_vecOrigin() - entity->m_vecOrigin()).Length();


            if (dist < maxdist)
            {
                bestdist = dist;
                index = i;
            }
        }
    }

    if (index == -1)
        return;

    C_BasePlayer * target = (C_BasePlayer*)I::EntityList->GetClientEntity(index);

    if (!target)
        return;

    Vector traceStart, traceEnd;
    trace_t tr;

    QAngle viewAngles;
    Interfaces::Engine->GetViewAngles(viewAngles);
    QAngle viewAngles_rcs = viewAngles + Globals::LocalPlayer->m_aimPunchAngle() * 2.0f;

    Math::AngleVectors(viewAngles_rcs, traceEnd);

    traceStart = Globals::LocalPlayer->GetEyePos();
    traceEnd = traceStart + (traceEnd * 8192.0f);

    Utils::TraceLine(traceStart, traceEnd, 0x46004003, Globals::LocalPlayer, &tr);

    static int g_iTimer = 0;

    C_BasePlayer * Player = (C_BasePlayer*)tr.hit_entity;
    if (Player && Player->GetClientClass()->m_ClassID == CCSPlayer && !Player->m_bGunGameImmunity() && tr.hitgroup)
    {
        if (!g_iTimer)
            g_iTimer = GetTickCount();

        if (GetTickCount() > g_iTimer + (Vars.misc_AutoZeus_Delay * 1000))
            cmd->buttons |= IN_ATTACK;
    }
    else
        g_iTimer = 0;
}
Использовать через CreateMove.
Vars.misc_AutoZeus_Delay - задержка перед выстрелом, float переменная в секундах (не мс)
 
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