//LOCAL
DWORD dw_PlayerBase = 0xA2F4AC;
DWORD dw_Health = 0xFC;
DWORD dw_Team = 0xF0;
//ENEMY
DWORD dw_EntityBase = 0x4A4A894;
DWORD dw_EntityLoopDist = 0x10;
DWORD dw_NumPlayers = 32;
//BUNNY
DWORD dw_ForceJump = 0x4EDFC98;
DWORD dw_flagsoff = 0x100;
//TRIGGER
DWORD dw_CrossId = 0xAA48;
DWORD dw_ForceAttack = 0x2E8A864;
bool ForceJump (bool _value) {
return *(bool*)((DWORD)clientDll + dw_ForceJump) = _value;
}
struct EntityList
{
int m_iTeamNum;
DWORD BaseEntity;
}EntityList[32];
DWORD IsTargetEnemy() //returns 1 if crosshairs are over enemy, 0 if not
{
for (int i = 0; i < dw_NumPlayers; i++) //Loop through players and grab information
{
EntityList[i].BaseEntity = *(DWORD*)dw_EntityBase + (i * dw_EntityLoopDist);
EntityList[i].BaseEntity = *(DWORD*)dw_EntityPlayer + dw_Team;
}
if ((EntityList[GetLocalPlayerVar(dw_CrossId) - 1].m_iTeamNum != GetLocalPlayerVar(dw_Team)) | 0x00)
return 1;
else
return 0;
}
void Trigger () {
if (TriggerStat == true) {
while (!clientDll) {
DWORD clientDll = (DWORD)GetModuleHandle("client.dll");
Sleep(10);
}
while (!dw_LocalPlayer) {
GetLocalPlayer();
Sleep(10);
}
if (IsTargetEnemy() == 1) {
ForceAttack (true);
Sleep(60);
ForceAttack (false);
}
Sleep(1);
}
}


InTriggerloop
......
while (!dw_LocalPlayer) {
GetLocalPlayer();
Sleep(10);
}
int CrossID = GetLocalPlayerVar(dw_CrossId);
if(CrossID != 0)
{
*(DWORD*)dw_EntityBase + (CrossID * dw_EntityLoopDist);
if(dw_EntityBase!= null && dw_EntityBase.m_iTeamNum != GetLocalPlayerVar(dw_Team))
Shoot();
}
.......
void CLegitBot::DoTrigger(CUserCmd *pCmd)
{
IClientEntity* pLocal = hackManager.pLocal();
// Don't triggerbot with the knife..
CBaseCombatWeapon* pWeapon = (CBaseCombatWeapon*)Interfaces::EntList->GetClientEntityFromHandle(pLocal->GetActiveWeaponHandle());
if (pWeapon) { if (pWeapon->GetAmmoInClip() == 0 || !GameUtils::IsBallisticWeapon(pWeapon)) return; }
else return;
// Triggerbot
// Get the view with the recoil
Vector ViewAngles; Interfaces::Engine->GetViewAngles(ViewAngles);
ViewAngles += pLocal->localPlayerExclusive()->GetAimPunchAngle() * 2.f;
// Build a ray going fowards at that angle
Vector forwardVec;
AngleVectors(ViewAngles, &forwardVec);
forwardVec *= 8192.f;
// Get ray start / end
Vector start = pLocal->GetOrigin() + pLocal->GetViewOffset();
Vector end = start + forwardVec;
trace_t trace;
GameUtils::UTIL_TraceLine(start, end, MASK_SOLID, pLocal, 0, &trace);
if (trace.m_pEnt && (trace.hitgroup > 0 && trace.hitgroup <= 7))
{
if (TargetMeetsTriggerRequirements(trace.m_pEnt))
{
pCmd->buttons |= IN_ATTACK;
}
}
}