{
Entity* inX = inCrosshair();
if (inX != nullptr && Engine()->me.weapon_ammo > 0 && inX->hp > 0)
if (Settings()->trig_delay > 0)
{
Sleep(Settings()->trig_delay);
}
autoAttacking = true;
Engine()->Memory()->Write<int>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwAttack, 1);
Sleep(Settings()->trig_time);
}
Entity* inX = inCrosshair();
if (inX != nullptr && Engine()->me.weapon_ammo > 0 && inX->hp > 0)
{
Sleep(Settings()->trig_delay);
autoAttacking = true;
Engine()->Memory()->Write<int>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwAttack, 1);
Sleep(Settings()->trig_time);
}