autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
//if( !bulletTracePassed( self getTagOrigin( "pelvis" ), player getTagOrigin( "pelvis" ), false, self ) ) //Remove this and the next line to use it through walls ;)
// continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "pelvis" ), player getTagOrigin( "pelvis" ), aimAt getTagOrigin( "pelvis" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
{
//self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "pelvis" ) ) - ( self getTagOrigin( "pelvis" ) ) ) ); //Remove me to enable/disable aim assist!
if( self AttackButtonPressed() ){
aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
}
}
}
}
<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
aimAt thread [[level.callbackPlayerDamage]] ( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0 );
autoAimWalls()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "end_aimbot" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self waittill ( "weapon_fired" );
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_UNKNOWN", self getCurrentWeapon(), (0,0,0), (0,0,0), "TORSO_UPPER", 0 );
}
}