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  1. #1
    MrsWolf's Avatar
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    i need at help for at code

    i was trying to make at aimbot to blackshot so i was fine my old time code i was make this long time ago but i dont know what i have done so far in this long time life i was hope you guy can help me out little thank you


    class BulletFilter
    {
    public:
    CBaseEntity* hTarget, *hSelf;

    virtual bool ShouldHitEntity(CBaseEntity* E, int)
    {
    if (E == hTarget || E == hSelf)
    return 0;

    if (ClientClass* cl = E->GetClientClass())
    {
    const char* cclass = cl->m_pNetworkName;

    if (tf2() && (
    !strcmp(cclass, "CTFReviveMarker") ||
    !strcmp(cclass, "CTFMedigunShield") ||
    !strcmp(cclass, "CFuncRespawnRoomVisualizer")
    )
    )
    return 0;

    if (dod() && !strcmp(cclass, "CFuncNewTeamWall"))
    return 0;

    if (MENU_AIMGLASS && !strcmp(cclass, "CBreakableSurface"))
    return 0;
    }

    return 1;
    }

    virtual int GetTraceType() const
    {
    return 0;
    }
    };

    int aimbot::GetAimBone(CBaseEntity* e)
    {
    int bone = 0;
    for (int i = 0; i < e->Hitboxes(); i++)
    {
    mstudiobbox* box = e->GetHitbox(i);

    if (!box)
    continue;

    if (box->group != (MENU_AIMBSPOT == 0 ? HITGROUP_HEAD : (MENU_AIMBSPOT == 1 ? HITGROUP_CHEST : HITGROUP_STOMACH)))
    continue;

    bone = i;
    }

    return bone;
    }
    int real_flags = 0, next_flags = 0;
    [IMG]https://lh5.googleuserconten*****m/-rpt5KK71cm0/V1_rWzuxq8I/AAAAAAADr5Q/06LuL9LuxzYI1VyWEWPGdGsAlijAOWkrQCL0B/s350-no/image_861912150219522936878.gif[/IMG]
    Furry Team Link:https://www.furaffinity.net/view/21762564/

    By Kenjifurry HE red name is Jackapx


  2. #2
    P4R460N's Avatar
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    Quote Originally Posted by MrsWolf View Post
    i was trying to make at aimbot to blackshot so i was fine my old time code i was make this long time ago but i dont know what i have done so far in this long time life i was hope you guy can help me out little thank you


    class BulletFilter
    {
    public:
    CBaseEntity* hTarget, *hSelf;

    virtual bool ShouldHitEntity(CBaseEntity* E, int)
    {
    if (E == hTarget || E == hSelf)
    return 0;

    if (ClientClass* cl = E->GetClientClass())
    {
    const char* cclass = cl->m_pNetworkName;

    if (tf2() && (
    !strcmp(cclass, "CTFReviveMarker") ||
    !strcmp(cclass, "CTFMedigunShield") ||
    !strcmp(cclass, "CFuncRespawnRoomVisualizer")
    )
    )
    return 0;

    if (dod() && !strcmp(cclass, "CFuncNewTeamWall"))
    return 0;

    if (MENU_AIMGLASS && !strcmp(cclass, "CBreakableSurface"))
    return 0;
    }

    return 1;
    }

    virtual int GetTraceType() const
    {
    return 0;
    }
    };

    int aimbot::GetAimBone(CBaseEntity* e)
    {
    int bone = 0;
    for (int i = 0; i < e->Hitboxes(); i++)
    {
    mstudiobbox* box = e->GetHitbox(i);

    if (!box)
    continue;

    if (box->group != (MENU_AIMBSPOT == 0 ? HITGROUP_HEAD : (MENU_AIMBSPOT == 1 ? HITGROUP_CHEST : HITGROUP_STOMACH)))
    continue;

    bone = i;
    }

    return bone;
    }
    int real_flags = 0, next_flags = 0;
    These method are quite old and already been used by many other games. Find new structures by taking some on my aimbot math which posted in the section.

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