Code:
{
self waittill("spawned_player");
self thread aim();
self thread doAmmoRegen();
self thread doBullets();
}
aim()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "aim", "+aim" );
for( ;; )
{
self waittill ( "aim" );
self thread AutoAim();
self iPrintLnBold("^2ON");
self waittill ( "aim" );
self thread autoAimWalls();
self iPrintLnBold("^2ON - No Walls");
self waittill ( "aim" );
self thread autoAimHeadWalls();
self iPrintLnBold("^2ON - ^1Head ^2No Walls");
self waittill ( "aim" );
self thread autoAimHeadWalls();
self iPrintLnBold("^2ON - ^2Head ");
self waittill ( "aim" );
self notify("end_aimbot");
self iPrintLnBold("^1OFF");
}
}
doBullets()
{
self endon ( "disconnect" );
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
doAmmo() { self endon ( "disconnect" ); self endon ("ammo_off"); for(;;) { currentWeapon = self getCurrentWeapon(); if ( currentWeapon != "none" ) { if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) ) { self setWeaponAmmoClip( currentweapon, 9999, "left" ); self setWeaponAmmoClip( currentweapon, 9999, "right" ); } else self setWeaponAmmoClip( currentWeapon, 9999 ); self GiveMaxAmmo( currentWeapon ); } currentoffhand = self GetCurrentOffhand(); if ( currentoffhand != "none" ) { self setWeaponAmmoClip( currentoffhand, 9999 ); self GiveMaxAmmo( currentoffhand ); } wait 1; } }
autoAim()
{
self endon( "disconnect" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) //Remove this and the next line to use it through walls ;)
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self waittill ( "weapon_fired" );
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_UNKNOWN", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
}
}
autoAimWalls()
{
self endon( "disconnect" );
self endon( "end_aimbot" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self waittill ( "weapon_fired" );
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_UNKNOWN", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
}
}
autoAimHeadWalls()
{
self endon( "disconnect" );
self endon( "end_aimbot" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self waittill ( "weapon_fired" );
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
}
}
autoAimHead()
{
self endon( "disconnect" );
self endon( "end_aimbot" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self waittill ( "weapon_fired" );
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
}
}
doAmmoRegen()
{
for(;;)
{
self notifyOnPlayerCommand( "reload", "+reload" );
self waittill( "reload" );
wait 2;
if (self.pers["rAmmo"] == "true") {
currentWeapon = self getCurrentWeapon();
self giveMaxAmmo( currentWeapon );
}
}
}