SolvedVisibility Check for Aimbot

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Visibility Check for Aimbot
sorry for English
I got an aimbot, but its aiming through walls.
When I hold the button, it locks, through the walls
In disconnected mode with the bot running normally, it does not pass through the wall.
Does anyone know how I fix it?


Code:
for each (Player player in EntiesLists->MaxPlayers)
				{
					if (player.GetPlayerIndex() == EntiesLists->pLocal.GetPlayerIndex() && EntiesLists->pLocal.IsInGame())
						continue;

					if (!player.IsAlive())
						continue;

					if (player.GetDormant())
						continue;

					if (player.getTeam() == EntiesLists->pLocal.getTeam())
						continue;
					
					if (!player.GetSpottedbyMask())
							continue;

					if (player.SetAntiSpawnProt())
						continue;
					
					Vector headPosition = player.GetBonePosition(settings->AimbotBone);

					if (headPosition.IsEmpty())
						return;

					Vector aimAngle;
					JustMath::CalcAngle(EntiesLists->pLocal.GetEyePosition(), headPosition, aimAngle);

					aimAngle.x -= AimPunch.x;
					aimAngle.y -= AimPunch.y;

					float Fov = JustMath::GetFov(EntiesLists->pLocal.GetViewAngles(), aimAngle);

					if (Fov < CustomFov) {
						AimAngle = aimAngle;
						CustomFov = Fov;
					}
				}
EntityBase.cpp
Code:

int EntityBase::getTeam()
{
	return Mem->ReadNow<int>(BaseAddres + Offset::TeamNum);
}

int EntityBase::GetPlayerIndex()
{
	return Mem->ReadNow<int>(BaseAddres + Offset::Index);
}

Vector EntityBase::GetPlayerPosition()
{
	if (CrossPosition.IsEmpty())
		CrossPosition = Mem->ReadNow<Vector>(BaseAddres + Offset::VecOrigin);
	return CrossPosition;
}

bool EntityBase::GetDormant()
{
	return Mem->ReadNow<char>(BaseAddres + Offset::Dormant)==1;
}

bool EntityBase::SetAntiSpawnProt()
{
	return Mem->ReadNow<bool>(BaseAddres + Offset::GunGameImmunity);
}

void EntityBase::SetSpotted(bool value)
{
	Mem->WriteNow<bool>(BaseAddres + Offset::bSpotted, value);
}

byte EntityBase::GetSpottedbyMask()
{
	return Mem->ReadNow<byte>(BaseAddres + Offset::SpottedByMask);
}
use some form of tracing, i see your using GetSpottedbyMask, that will work but is very very slow and has issues when the range is pretty far.
Quote Originally Posted by gogogokitty View Post
use some form of tracing, i see your using GetSpottedbyMask, that will work but is very very slow and has issues when the range is pretty far.

I need a source code
Quote Originally Posted by smookynew View Post
I need a source code
no you dont. it looks like you already have the function to do it the crappy but working way, this is why past projects suck and people dont learn anything
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