Antiaim sourcecode?

Posts 15 of 5 · Page 1 of 1
Antiaim sourcecode?
Hey, i was wondering if someone maybe had a antiaim sourcecode? any would be great
Figure it out instead of asking to be spoonfed, jeeze
Quote Originally Posted by asuchan View Post
Figure it out instead of asking to be spoonfed, jeeze
And how do you know if i have a antiaim or not? Mine is just bad, i am looking for a fucking sourcecode maybe to look at it and learn how to make it better? ffs people like you annoy me alot, specially people who come here and dont know how to code 1 line .
Quote Originally Posted by hurenzohnkiller View Post
And how do you know if i have a antiaim or not? Mine is just bad, i am looking for a fucking sourcecode maybe to look at it and learn how to make it better? ffs people like you annoy me alot, specially people who come here and dont know how to code 1 line .
If you're looking for help making one or understanding how AA works you could just ask for help rather than asking for the source code as were just going to assume you want to paste it in your cheat.

if you really want help (no spoonfeed) pm me your steam profile
Edge Antiaim:

Code:
    bool EdgeAntiAim( cEntity *localPlayer, CUserCmd *cmd, float flWall, float flCornor )
    {
        static CTraceFilterNoPlayers filter;
     
        bool ret = false;
     
        Vector localPosition = localPlayer->GetEyePosition( );
     
        for( int y = 0; y < 360; y++ )
        {
            Vector tmp( 10.0f, cmd->viewangles.y, 0.0f );
            tmp.y += y;
            tmp.NormalizeAngles( );
     
            Vector forward;
            AngleVectors( tmp, forward );
     
            float length = ( ( 16.0f + 3.0f ) + ( ( 16.0f + 3.0f ) * sin( DegToRad( 10.0f ) ) ) ) + 7.0f;
            forward *= length;
     
            Ray_t ray;
            trace_t traceData;    
     
            ray.Init( localPosition, ( localPosition + forward ) );
            g_pEngineTrace->TraceRay( ray, 0x200400B, ( CTraceFilter* )&filter, &traceData );
     
            if( traceData.fraction != 1.0f )
            {
                Vector angles;
                Vector Negate = traceData.plane.normal;
     
                Negate *= -1;
                VectorAngles( Negate, angles );
     
                tmp.y = angles.y;
                tmp.NormalizeAngles( );
                trace_t leftTrace, rightTrace;
     
                Vector left, right;
                AngleVectors( tmp + Vector( 0.0f, 30.0f, 0.0f ), left );
                AngleVectors( tmp - Vector( 0.0f, 30.0f, 0.0f ), right );
     
                left *= ( length + ( length * sin( DegToRad( 30.0f ) ) ) );
                right *= ( length + ( length * sin( DegToRad( 30.0f ) ) ) );
     
                ray.Init( localPosition, ( localPosition + left ) );
                g_pEngineTrace->TraceRay( ray, 0x200400B, ( CTraceFilter* )&filter, &leftTrace );
     
                ray.Init( localPosition, ( localPosition + right ) );
                g_pEngineTrace->TraceRay( ray, 0x200400B, ( CTraceFilter* )&filter, &rightTrace );
     
                if ( ( leftTrace.fraction == 1.0f )
                    && ( rightTrace.fraction != 1.0f ) )
                {
                    tmp.y -= flCornor;
                    // LEFT
                }
                else if ( ( leftTrace.fraction != 1.0f )
                    && ( rightTrace.fraction == 1.0f ) )
                {
                    tmp.y += flCornor;
                    // RIGHT
                }
     
                cmd->viewangles.y = tmp.y;
                cmd->viewangles.y -= flWall;
                ret = true;
            }
        }
     
        return ret;
    }
Credits kiro/walle
Posts 15 of 5 · Page 1 of 1

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