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-   -   Any reliable legal aimbot code/stock function? (https://forums.alliedmods.net/showthread.php?t=328574)

Siveroo 11-16-2020 03:22

Any reliable legal aimbot code/stock function?
 
i've been using these code below, and it seems like there's a bug. Sometimes when the player is using the aimbot, he will aim the sky or the ground instead of the enemy. I get this code from another plugin, i might as well attach is if necesary, but either way this is the code i've been using

Code:
iNeariest(iEntity){     new iPlayers[32], iNum;         get_players(iPlayers, iNum, "ahe", get_user_team(iEntity) == 2 ? "TERRORIST" : "CT");         new iClosestPlayer = 0, Float:flClosestDist = 999999.0;     new iPlayer, Float:flDist;         new Float:fOrigin[3], Float:fAngles[3]         static Float:ent_origin[3],Float:fOfs[3];         pev(iEntity,pev_view_ofs,fOfs)         pev(iEntity,pev_origin,ent_origin);         ent_origin[0] += fOfs[0];     ent_origin[1] += fOfs[1];     ent_origin[2] += fOfs[2];         for( new i = 0; i < iNum; i++ )     {         iPlayer = iPlayers[ i ];                 engfunc(EngFunc_GetBonePosition, iPlayer, 7, fOrigin, fAngles);                 flDist = entity_range( iPlayer, iEntity );                 if(flDist < flClosestDist)         {             iClosestPlayer = iPlayer;             flClosestDist = flDist;         }     }     return iClosestPlayer; } entity_set_aim(ent, const Float:origin2[3]){     if(!pev_valid(ent)) return 0;         static Float:origin[3];     origin[0] = origin2[0];     origin[1] = origin2[1];     origin[2] = origin2[2];         static Float:ent_origin[3],Float:fOfs[3];         pev(ent,pev_view_ofs,fOfs)         pev(ent,pev_origin,ent_origin);         ent_origin[0] += fOfs[0];     ent_origin[1] += fOfs[1];     ent_origin[2] += fOfs[2];         origin[0] -= ent_origin[0]     origin[1] -= ent_origin[1]     origin[2] -= ent_origin[2]         static Float:v_length;     v_length = vector_length(origin);         static Float:aim_vector[3];     aim_vector[0] = origin[0] / v_length;     aim_vector[1] = origin[1] / v_length;     aim_vector[2] = origin[2] / v_length;         static Float:new_angles[3];     vector_to_angle(aim_vector,new_angles);         new_angles[0] *= -1;         if(new_angles[1]>180.0) new_angles[1] -= 360;     if(new_angles[1]<-180.0) new_angles[1] += 360;     if(new_angles[1]==180.0 || new_angles[1]==-180.0) new_angles[1]=-179.999999;         set_pev(ent,pev_angles,new_angles);     set_pev(ent,pev_fixangle,1);         return 1; }

Basically looking for the nearest enemy and then get their origin, then make the aimbotting player to aim to the origin. But seems like it's a little broken. So please let me know if there's another more reliable code i can use. Thank you :wink:


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