void pRunBoost(CUserCmd* cmd){
// variables
// me
CBaseEntity* me = Interfaces.ClientEntList->GetClientEntity(Interfaces.Engine->GetLocalPlayer());
// other entity
CBaseEntity* ent;
// highest ent
int highestent = Interfaces.ClientEntList->GetHighestEntityIndex();
// my pos
Vector mepos;
// other players pos
Vector entpos;
// other pos to get angles
Vector pos;
// angle to pass into move correction
Vector ang;
// initialise angles.
ang.x = 0;
ang.y = 0;
ang.z = 0;
// IF I DONT EXIST
// IF I AM NOT ALIVE
if (!(me->isAlive())){ return; }
// if im jumping
if (cmd->buttons & IN_JUMP){ return; }
for (int i = 0; i >= highestent; i++){
// get ent here
ent = Interfaces.ClientEntList->GetClientEntity(i);
// check ent out
// if ent doesnt exist / just in case so no chance of crashing game
if (!ent)
continue;
// IF ENT NOT ALIVE
if (!(ent->isAlive())){ continue; }
// IF ENT IS DORMANT
if (ent->GetDormant()){ continue; }
// get ents pos
entpos = ent->GetOrigin();
// Get My POS
mepos = me->GetOrigin();
// is under me - probably where i fucked up?
if (!(entpos.y < mepos.y && entpos.y + 90 > mepos.y))
continue;
// is he directly under me
if (!(entpos.x - 20 < mepos.x && entpos.x + 20 > mepos.x))
continue;
if (!(entpos.z - 20 < mepos.z && entpos.z + 20 > mepos.z))
continue;
// Get Angle to Move
// transfer to 0,0,0
pos.x = entpos.x - mepos.x;
pos.y = entpos.y - mepos.y;
pos.z = entpos.z - mepos.z;
// get angle
ang.x = tan(pos.z / pos.x);
// move player - dont think it ever reaches here. as i never move at all
QAngle old;
Interfaces.Engine->GetViewAngles(old);
CorrectMovement(ang, cmd, 650.0f, 0);
}
// return to createmove
return;
}

