PostNeed Triggerbot Code

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Need Triggerbot Code
Ill be short and get to the point. First if I am reading the memory using ReadProcessMemory using my own program with an entirely different signature will vac be able to detect it.

Second I would love it if someone could link me to a triggerbot code. I'm having trouble finding a base to build off of. I would love it if someone could contact me via email(rovjames@hotmail.com)(throwaway no reason to spam) with either a direct copy and paste or some insight into how one is made. I'm not looking for something that is compiled so please do not send me that. I just need the raw code.
Quote Originally Posted by NitroForgetsHisPassword View Post
First if I am reading the memory using ReadProcessMemory using my own program with an entirely different signature will vac be able to detect it.
Yes, also do some research you have no idea what you're doing.
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Smurf.GlobalOffensive.Objects;
using Smurf.GlobalOffensive.SDK;
using Smurf.GlobalOffensive.Utils;

namespace Smurf.GlobalOffensive.Feauters
{
    public class TriggerBot
    {
        #region Fields

        public bool AimOntarget;
        private long _triggerLastTarget;
        private long _triggerLastShot;
        private bool _triggerEnabled;
        private bool _triggerAllies;
        private bool _triggerEnemies;
        private bool _triggerSpawnProtection;
        private bool _triggerDash;
        private bool _triggerZoomed;
        private bool _inCrossTrigger;
        private bool _boneTrigger;
        private bool _hitboxTrigger;
        public int TriggerDelayFirstRandomize;
        public int TriggerDelayShotsRandomize;
        private int _triggerDelayFirstShotMax;
        private int _triggerDelayFirstShotMin;
        private int _triggerDelayShotsMax;
        private int _triggerDelayShotsMin;
        public Vector3 ViewAngles;
        private WinAPI.VirtualKeyShort _triggerKey;
        private IEnumerable<Player> _validTargets;

        #endregion

        #region Methods

        public void Update()
        {
            if (!MiscUtils.ShouldUpdate())
                return;

            ReadSettings();

            if (!_triggerEnabled)
                return;

            if (Core.KeyUtils.KeyIsDown(_triggerKey))
            {
                ViewAngles = Core.Memory.Read<Vector3>((IntPtr)(Core.ClientState + Offsets.ClientState.ViewAngles));

                if (_triggerZoomed)
                    if (Core.LocalPlayerWeapon.ZoomLevel == 0)
                        return;

                if (_triggerDash)
                    if (Core.LocalPlayer.Velocity > 0)
                        return;

                RandomizeDelay();

                if (_inCrossTrigger)
                    InCrossTriggerBot();
                else if (_boneTrigger)
                    BoneTriggerBot();
                else if (_hitboxTrigger)
                    HitBoxTriggerBot();
            }
            else
                AimOntarget = false;
        }

        private void HitBoxTriggerBot()
        {
            GetValidTargets();
            foreach (Player target in _validTargets)
            {
                if (target.Health > 0 & !target.IsDormant)
                {
                    Vector3 bBone = target.GetBonePos(target, 8) + new Vector3(0, 0, 3);
                    Vector3 bottomHitboxHead = new Vector3(bBone.X - 2.54f, bBone.Y - 4.145f, bBone.Z - 7f);
                    Vector3 topHitboxHead = new Vector3(bBone.X + 2.54f, bBone.Y + 4.145f, bBone.Z + 3f);

                    Vector3 hBone = target.GetBonePos(target, 3);
                    Vector3 bottomHitboxBody = new Vector3(hBone.X - 7f, hBone.Y - 5.5f, hBone.Z - 25f);
                    Vector3 topHitboxBody = new Vector3(hBone.X + 7f, hBone.Y + 5.5f, hBone.Z + 15f);

                    Vector3 viewDirection = TraceRay.AngleToDirection(ViewAngles);
                    TraceRay viewRay = new TraceRay(Core.LocalPlayer.Position + Core.LocalPlayer.VecView, viewDirection);
                    float distance = 0;

                    if (viewRay.Trace(bottomHitboxHead, topHitboxHead, ref distance) | viewRay.Trace(bottomHitboxBody, topHitboxBody, ref distance))
                    {
                        if (!CheckDelay())
                            return;

                        _triggerLastShot = DateTime.Now.Ticks;

                        Engine.ForceAttack(0, 12, 10);
                    }
                }

            }

        }

        public float GetNextEnemyToCrosshair(int bone, ref IntPtr pPointer)
        {
            float fov = 0;
            Vector3 pAngles = ViewAngles;

            int[] playerArray = new int[33];
            float[] angleArray = new float[33];


            for (int i = 1; i <= 32; i++)
            {
                Player player = new Player(Core.Objects.GetEntityPtr(i));

                Vector3 pAngle = player.GetBonePos(player, bone);
                pAngle = Core.LocalPlayer.Position.CalcAngle(pAngle);
                pAngle = pAngle.ClampAngle();
                float iDiff = MathUtils.Get3DDistance(pAngle, pAngles);

                playerArray[i] = (int)player.BaseAddress;
                angleArray[i] = iDiff;
            }

            int closestPlayer = 0;
            float closestAngle = 360;

            for (int i = 1; i <= 32; i++)
            {
                Player player = new Player((IntPtr)playerArray[i]);
                float angle = angleArray[i];

                int curPlayerTeam = (int)player.Team;
                bool dormant = player.IsDormant;
                int health = player.Health;

                Vector3 pOriginVec = player.Position;
                pOriginVec.Z += 64;

                if (!(curPlayerTeam != (int) Core.LocalPlayer.Team & (!dormant) & health > 0 & angle < closestAngle))
                    continue;

                closestPlayer = (int)player.BaseAddress;
                closestAngle = angle;
                fov = angle;
            }
            pPointer = (IntPtr)closestPlayer;
            return fov;
        }

        private void InCrossTriggerBot()
        {
            BaseEntity target = Core.LocalPlayer.Target;
            if (target != null && ((_triggerAllies && target.Team == Core.LocalPlayer.Team) || (_triggerEnemies && target.Team != Core.LocalPlayer.Team)))
            {
                if (!AimOntarget)
                {
                    AimOntarget = true;
                    _triggerLastTarget = DateTime.Now.Ticks;
                }
                else
                {
                    if (!CheckDelay())
                        return;

                    _triggerLastShot = DateTime.Now.Ticks;

                    if (!_triggerSpawnProtection)
                        if (target.GunGameImmune)
                            return;

                    Engine.ForceAttack(0, 12, 10);
                }
            }
        }

        private void BoneTriggerBot()
        {
            GetValidTargets();
            foreach (Player validTarget in _validTargets)
            {
                Vector3 myView = Core.LocalPlayer.Position + Core.LocalPlayer.VecView;

                for (int i = 0; i < 81; i++)
                {
                    Vector3 aimView = validTarget.GetBonePos(validTarget, i);
                    Vector3 dst = myView.CalcAngle(aimView);
                    dst = dst.NormalizeAngle();
                    var fov = MathUtils.Fov(ViewAngles, dst, Vector3.Distance(Core.LocalPlayer.Position, validTarget.Position));

                    if (!(fov <= 5))
                        continue;

                    if (!AimOntarget)
                    {
                        AimOntarget = true;
                        _triggerLastTarget = DateTime.Now.Ticks;
                    }
                    else
                    {
                        if (!CheckDelay())
                            return;

                        _triggerLastShot = DateTime.Now.Ticks;

                        Engine.ForceAttack(0, 12, 10);
                    }
                }
            }
        }

        private bool CheckDelay()
        {
            if (!(new TimeSpan(DateTime.Now.Ticks - _triggerLastTarget).TotalMilliseconds >= TriggerDelayFirstRandomize))
                return false;
            if (!(new TimeSpan(DateTime.Now.Ticks - _triggerLastShot).TotalMilliseconds >= TriggerDelayShotsRandomize))
                return false;

            return true;
        }

        private void GetValidTargets()
        {
            _validTargets = Core.Objects.Players.Where(p => p.IsAlive && !p.IsDormant && p.Id != Core.LocalPlayer.Id /*&& p.SeenBy(Core.LocalPlayer)*/);
            if (_triggerEnemies)
                _validTargets = _validTargets.Where(p => p.Team != Core.LocalPlayer.Team);
            if (_triggerAllies)
                _validTargets = _validTargets.Where(p => p.Team == Core.LocalPlayer.Team);
            if (!_triggerSpawnProtection)
                _validTargets = _validTargets.Where(p => !p.GunGameImmune);
        }

        private void RandomizeDelay()
        {
            TriggerDelayFirstRandomize = new Random().Next(_triggerDelayFirstShotMin, _triggerDelayFirstShotMax) + 1;
            TriggerDelayShotsRandomize = new Random().Next(_triggerDelayShotsMin, _triggerDelayShotsMax) + 1;
        }

        private void ReadSettings()
        {
            try
            {
                _triggerEnabled = Core.Settings.GetBool(Core.LocalPlayerWeapon.WeaponName, "Trigger Enabled");
                _triggerKey = (WinAPI.VirtualKeyShort)Convert.ToInt32(Core.Settings.GetString(Core.LocalPlayerWeapon.WeaponName, "Trigger Key"), 16);
                _triggerEnemies = Core.Settings.GetBool(Core.LocalPlayerWeapon.WeaponName, "Trigger Enemies");
                _triggerAllies = Core.Settings.GetBool(Core.LocalPlayerWeapon.WeaponName, "Trigger Allies");
                _triggerSpawnProtection = Core.Settings.GetBool(Core.LocalPlayerWeapon.WeaponName, "Trigger Spawn Protected");
                _triggerDelayFirstShotMax = Core.Settings.GetInt(Core.LocalPlayerWeapon.WeaponName, "Trigger Delay FirstShot Max");
                _triggerDelayFirstShotMin = Core.Settings.GetInt(Core.LocalPlayerWeapon.WeaponName, "Trigger Delay FirstShot Min");
                _triggerDelayShotsMax = Core.Settings.GetInt(Core.LocalPlayerWeapon.WeaponName, "Trigger Delay Shots Max");
                _triggerDelayShotsMin = Core.Settings.GetInt(Core.LocalPlayerWeapon.WeaponName, "Trigger Delay Shots Min");
                _triggerDash = Core.Settings.GetBool(Core.LocalPlayerWeapon.WeaponName, "Trigger Dash");
                _triggerZoomed = Core.Settings.GetBool(Core.LocalPlayerWeapon.WeaponName, "Trigger When Zoomed");
                _inCrossTrigger = Core.Settings.GetBool("Misc", "InCross Trigger Bot");
                _boneTrigger = Core.Settings.GetBool("Misc", "Bone Trigger Bot");
                _hitboxTrigger = Core.Settings.GetBool("Misc", "Hitbox Trigger Bot");
            }
            catch (Exception e)
            {
#if DEBUG
                Console.WriteLine(e.Message);
#endif
            }
        }
        #endregion
    }

}
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