Aimbot lags when pressing
so everytime i press the set key to use aimbot my fps seems to drop from about 90 to 15-20, making it unplayable? Would any one be able to help
My code (very messy sorry)
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bump ! really need help
- - - Updated - - -
CSGO KEYS GIVEN TO PERSON WHO CAN HELP
My code (very messy sorry)
Code:
#ifndef AIMBOT_H
#define AIMBOT_H
#define _USE_MATH_DEFINES
#include "Vector.h"
#include "Engine.h"
#include "Settings.h"
#include <math.h>
class Aimbot {
public:
void run() {
float bestdistance = 9999;
int target = -1;
bool visycheck;
if (Settings()->vischeck == 1) {
visycheck = false;
} else {
visycheck = true;
}
float psmooth = Settings()->psmo;
float ysmooth = Settings()->ysmo;
if (psmooth < 1.f || ysmooth < 1.f) {
psmooth = 1.f;
ysmooth = 1.f;
}
float paura = Settings()->paur;
float yaura = Settings()->yaur;
if (paura < 1.f || yaura < 1.f) {
paura = 1.f;
yaura = 1.f;
}
float checkx = paura;
float checkxtwo = paura * -1.f;
float checky = yaura;
float checkytwo = yaura * -1.f;
Vector diff;
while (true) {
if (Settings()->aimbotEnabled)
if (Engine()->me.team > 1 && Engine()->me.team < 4 && Engine()->me.hp > 0) {
DWORD dwPlayerz = Engine()->Memory()->Read<DWORD>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwLocalPlayer);
DWORD dwEnginez = Engine()->Memory()->Read<DWORD>(Engine()->getEngineModule()->dwBase + Engine()->Offsets()->dwEnginePointer);
int localid = Engine()->Memory()->Read<int>(dwPlayerz + Engine()->Offsets()->dwId);
if (GetAsyncKeyState(Settings()->aimas_key) & 0x8000) {
Vector mypunch = Engine()->Memory()->Read<Vector>(dwPlayerz + Engine()->Offsets()->dwVecPunch);
Vector curangl,stableang = Engine()->Memory()->Read<Vector>(dwEnginez + Engine()->Offsets()->dwSetViewAngle);
Vector myPos = Engine()->Memory()->Read<Vector>(dwPlayerz + Engine()->Offsets()->dwVecOrigin);
Vector myOrig = Engine()->Memory()->Read<Vector>(dwPlayerz + Engine()->Offsets()->dwVecViewOffset);
for (int i = 0; i < Engine()->iEnemies; i++) {
if (Engine()->entEnemies[i].is_dormant || Engine()->me.team == Engine()->entEnemies[i].team && Engine()->entEnemies[i].hp < 1) {
}
Vector testanga,testangb = Engine()->Memory()->Read<Vector>(dwEnginez + Engine()->Offsets()->dwSetViewAngle);
calcFov(myPos, Engine()->entEnemies[i].position, testanga, mypunch, myOrig);
diff.x = testanga.x - testangb.x;
diff.y = testanga.y - testangb.y;
clampAngles(diff);
diff.y = fabs(diff.y);
float idistance = calcDist(myPos, Engine()->entEnemies[i].position);
Engine()->entEnemies[i].fovx = sin(diff.x * (M_PI / 180)) * idistance;
Engine()->entEnemies[i].fovy = sin(diff.y * (M_PI / 180)) * idistance;
int tempmask = Engine()->Memory()->Read<int>(Engine()->entEnemies[i].dwBase + Engine()->Offsets()->dwSpottedByMask);
int pid = localid - 1;
if (diff.y < 130.f && Engine()->entEnemies[i].fovy < checky && Engine()->entEnemies[i].fovy > checkytwo && Engine()->entEnemies[i].fovx > checkxtwo && Engine()->entEnemies[i].fovx < checkx && Engine()->entEnemies[i].fovx != 0 && Engine()->entEnemies[i].fovy != 0) {
if (!Engine()->entEnemies[i].is_dormant && Engine()->me.team != Engine()->entEnemies[i].team && Engine()->entEnemies[i].hp > 0 && ((tempmask & (0x1 << pid)) != 0 || visycheck)) {
float vectorlength = sqrt(Engine()->entEnemies[i].fovy*Engine()->entEnemies[i].fovy + Engine()->entEnemies[i].fovx*Engine()->entEnemies[i].fovx);
if (vectorlength < bestdistance) {
bestdistance = vectorlength;
target = i;
}
}
}
}
if (Engine()->entEnemies[target].hp < 1 || Engine()->entEnemies[target].hp > 10000000 || Engine()->entEnemies[target].is_dormant || target == -1 || Engine()->entEnemies[target].fovy > checky || Engine()->entEnemies[target].fovy < checkytwo || Engine()->entEnemies[target].fovx < checkxtwo || Engine()->entEnemies[target].fovx > checkx) {
target = -1;
bestdistance = 9999;
continue;
}
if (Engine()->me.weapon_ammo == 0) {
continue;
}
calcAng(myPos, Engine()->entEnemies[target].position, curangl, mypunch, myOrig);
Vector randomname;
randomname.x = curangl.x - stableang.x;
randomname.y = curangl.y - stableang.y;
randomname.z = 0.f;
clampAngles(randomname);
randomname.x = stableang.x + randomname.x / psmooth;
randomname.y = stableang.y + randomname.y / ysmooth;
clampAngles(randomname);
Engine()->Memory()->Write<Vector>(dwEnginez + Engine()->Offsets()->dwSetViewAngle, randomname);
} else {
bestdistance = 9999;
target = -1;
}
}
Sleep(1);
}
}
private:
void clampAngles(Vector &angles) {
if (!std::isfinite(angles.x)) {
angles.x = 0;
}
if (!std::isfinite(angles.y)) {
angles.y = 0;
}
while (angles.y < -180.0f) angles.y += 360.0f;
while (angles.y > 180.0f) angles.y -= 360.0f;
if (angles.x > 89.0f) angles.x = 89.0f;
if (angles.x < -89.0f) angles.x = -89.0f;
angles.z = 0;
}
void calcAng(Vector &src, Vector &dst, Vector &viewAngl, Vector &mpnch, Vector &myOrig) {
float delta[3] = { (src.x - dst.x), (src.y - dst.y), (src.z + myOrig.z - dst.z) };
float hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
viewAngl.x = atanf(delta[2] / hyp) * (180 / M_PI) - mpnch.x * 2.f;
viewAngl.y = atanf(delta[1] / delta[0]) * (180 / M_PI) - mpnch.y * 2.f;
viewAngl.z = 0.0f;
if (delta[0] >= 0.0) {
viewAngl.y += 180.0f;
}
}
void calcFov(Vector &src, Vector &dst, Vector &viewAngl, Vector &mpnch, Vector &myOrig) {
float delta[3] = { (src.x - dst.x), (src.y - dst.y), (src.z + myOrig.z - dst.z) };
float hyp = sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
viewAngl.x = atanf(delta[2] / hyp) * (180 / M_PI);
viewAngl.y = atanf(delta[1] / delta[0]) * (180 / M_PI);
viewAngl.z = 0.0f;
if (delta[0] >= 0.0) {
viewAngl.y += 180.0f;
}
}
float calcDist(Vector &myPos, Vector &enPos) {
return sqrt((myPos.x - enPos.x) * (myPos.x - enPos.x) + (myPos.y - enPos.y) * (myPos.y - enPos.y) + (myPos.z - enPos.z) * (myPos.z - enPos.z));
}
};
#endif
bump ! really need help
- - - Updated - - -
CSGO KEYS GIVEN TO PERSON WHO CAN HELP
