The reason why Aimbot override autofire is :
* Autofire can be toggled on or off without additional coding, which is perfect in some situations like tombs
* Shooting code need parameters, which are freely available in autofire .
* Aimbot code must be runned constantly by the program. We can put in in player.Update instead, but it may cause a timing problem with the auto-nexus (same place)
Now, its easy to let autofire do its job if aimbot doesnt find a mob
Edit the "aim_" method in Player.class.asasm.
Code:
kill 6
kill 5
;getlocal 12
;pushbyte 0
;ifeq END
SHOOT:
getlocal0
getlocal 7
callpropvoid QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
Look for something similar, as i pasted it directly from my source so it may be different for you.
Just remove or comment (put a ';' before) those 3 instructions, recompile, and enjoy..
Remember, letting autofire "fire" will greatly decrease your accuracy
