Outdated[Mod Selector] Improved Autoaim 19.1

Posts 3145 of 87 · Page 3 of 6
Quote Originally Posted by infern000 View Post
is there any reason the shatters objects are checked against local 15 and not 14 like the others? this is not maat's code i know that. im just curious.

and maybe as an idea, give annotations what to comment out to make the aimbot go "always shoot nearest enemy regardless of enemyhp"!?!
Have a short list of enemies for the list? Post it and I will add this
The XML ID appears to be Actual Greater Nature Sprite, I'm guessing the Greater Nature Sprite ID is for the version that first spawns that is invulnerable. Take a look at the code below to see what I mean.

Greater Nature Sprite
Code:
   <Object type="0x0923" id="Greater Nature Sprite">
      <Group>Greater Nature Sprites</Group>
      <Enemy/>
      <Class>Character</Class>
      <Texture>
         <File>lofiChar28x8</File>
         <Index>0x30</Index>
      </Texture>
      <HitSound>monster/sprites_hit</HitSound>
      <DeathSound>monster/sprites_death</DeathSound>
      <Size>140</Size>
      <MaxHitPoints>3600</MaxHitPoints>
      <Defense>7</Defense>
      <Flying/>
      <XpMult>0.0</XpMult>
      <Projectile id="0">
         <ObjectId>Green Bolt</ObjectId>
         <Damage>45</Damage>
         <Speed>80</Speed>
         <LifetimeMS>1700</LifetimeMS>
         <Size>70</Size>
         <PassesCover/>
      </Projectile>
   </Object>
Actual Greater Nature Sprite
Code:
   <Object type="0x0924" id="Actual Greater Nature Sprite">
      <DisplayId>Greater Nature Sprite</DisplayId>
      <Group>Greater Nature Sprites</Group>
      <Enemy/>
      <Class>Character</Class>
      <Texture>
         <File>lofiChar28x8</File>
         <Index>0x30</Index>
      </Texture>
      <HitSound>monster/sprites_hit</HitSound>
      <DeathSound>monster/sprites_death</DeathSound>
      <Size>140</Size>
      <MaxHitPoints>3600</MaxHitPoints>
      <Defense>7</Defense>
      <Flying/>
      <XpMult>0.4</XpMult>
      <Projectile id="0">
         <ObjectId>Green Bolt</ObjectId>
         <Damage>55</Damage>
         <Speed>80</Speed>
         <LifetimeMS>1700</LifetimeMS>
         <Size>70</Size>
         <PassesCover/>
      </Projectile>
   </Object>
@excitedguy

How about this?

Code:
;----------------------------------
;AIMBOT ; Edited by maat7043 1/22/2014
;----------------------------------
; NAMES TO UPDATE
;
        #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
	#set functionname "aim_"                                       ; the function name
	#set mouseClass "com.company.assembleegameclient.game:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
	#set ObjPropertiesDictionary "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 17
     initscopedepth 16
     maxscopedepth 18
    code
      getlocal0
      pushscope
      
      ; Get Camera Angle and add it to firing angle
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      add
      setlocal            7
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              SHOOT
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
	  
      ; Tesla Coil Check
      getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA
	  
      ; Use first instance of loc4 to check if the object is a character i.e. not a wall
      getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE 
      iftrue              NEXTOBJ

      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsStasis"), 0  ;Check if target is in STASIS
      iftrue              NEXTOBJ
      
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0  ;Check if target is in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9

      ; Get Weapon Range
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), $"ObjLibDictionary")
      getlex              QName(PackageNamespace(""), $"gameobjVector")
      pushbyte            0 
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")]) 
      dup
      setlocal            11
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Shield"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Key"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Flooder"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Blue Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Red Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Pentaract Eye"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beach Spectre"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Overseer"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Mysterious Crystal"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Steed"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
      
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      dup
      setlocal            13

      ; List of enemies to Trump HP Preference
      getlocal            15
      pushstring          "Greater Nature Sprite"
      ifeq                HP

      getlocal            15
      pushstring          "Actual Greater Nature Sprite"
      ifeq                HP

      jump                HP_SKIP

HP:
      ; Cheated a bit here and made their health really high to bybass the check
      pushbyte            10000
      setlocal            13

HP_SKIP:
      ; Check to see if they are equal
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4    
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

      jump                NEXTOBJ

NEXTOBJ:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:      
      ; Check to see if only constructs remain
      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
I added in a ID check just like with the others that sets their HP to 10000 right after the normal HP check. This way the enemies in this list will always register with the highest hp.
Quote Originally Posted by maat7043 View Post
@excitedguy

How about this?

Code:
;----------------------------------
;AIMBOT ; Edited by maat7043 1/22/2014
;----------------------------------
; NAMES TO UPDATE
;
        #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
	#set functionname "aim_"                                       ; the function name
	#set mouseClass "com.company.assembleegameclient.game:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
	#set ObjPropertiesDictionary "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 17
     initscopedepth 16
     maxscopedepth 18
    code
      getlocal0
      pushscope
      
      ; Get Camera Angle and add it to firing angle
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      add
      setlocal            7
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              SHOOT
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
	  
      ; Tesla Coil Check
      getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA
	  
      ; Use first instance of loc4 to check if the object is a character i.e. not a wall
      getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE 
      iftrue              NEXTOBJ

      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsStasis"), 0  ;Check if target is in STASIS
      iftrue              NEXTOBJ
      
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0  ;Check if target is in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9

      ; Get Weapon Range
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), $"ObjLibDictionary")
      getlex              QName(PackageNamespace(""), $"gameobjVector")
      pushbyte            0 
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")]) 
      dup
      setlocal            11
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Shield"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Key"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Flooder"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Blue Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Red Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Pentaract Eye"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beach Spectre"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Overseer"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Mysterious Crystal"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Steed"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
      
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      dup
      setlocal            13

      ; List of enemies to Trump HP Preference
      getlocal            15
      pushstring          "Greater Nature Sprite"
      ifeq                HP

      getlocal            15
      pushstring          "Actual Greater Nature Sprite"
      ifeq                HP

      jump                HP_SKIP

HP:
      ; Cheated a bit here and made their health really high to bybass the check
      pushbyte            10000
      setlocal            13

HP_SKIP:
      ; Check to see if they are equal
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4    
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

      jump                NEXTOBJ

NEXTOBJ:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:      
      ; Check to see if only constructs remain
      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
I added in a ID check just like with the others that sets their HP to 10000 right after the normal HP check. This way the enemies in this list will always register with the highest hp.
Amazing! It has everything!
Quote Originally Posted by maat7043 View Post
@excitedguy

How about this?

Code:
;----------------------------------
;AIMBOT ; Edited by maat7043 1/22/2014
;----------------------------------
; NAMES TO UPDATE
;
        #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
	#set functionname "aim_"                                       ; the function name
	#set mouseClass "com.company.assembleegameclient.game:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
	#set ObjPropertiesDictionary "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 17
     initscopedepth 16
     maxscopedepth 18
    code
      getlocal0
      pushscope
      
      ; Get Camera Angle and add it to firing angle
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      add
      setlocal            7
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              SHOOT
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
	  
      ; Tesla Coil Check
      getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA
	  
      ; Use first instance of loc4 to check if the object is a character i.e. not a wall
      getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE 
      iftrue              NEXTOBJ

      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsStasis"), 0  ;Check if target is in STASIS
      iftrue              NEXTOBJ
      
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0  ;Check if target is in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9

      ; Get Weapon Range
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), $"ObjLibDictionary")
      getlex              QName(PackageNamespace(""), $"gameobjVector")
      pushbyte            0 
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")]) 
      dup
      setlocal            11
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Shield"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Key"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Flooder"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Blue Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Red Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Pentaract Eye"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beach Spectre"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Overseer"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Mysterious Crystal"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Steed"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
      
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      dup
      setlocal            13

      ; List of enemies to Trump HP Preference
      getlocal            15
      pushstring          "Greater Nature Sprite"
      ifeq                HP

      getlocal            15
      pushstring          "Actual Greater Nature Sprite"
      ifeq                HP

      jump                HP_SKIP

HP:
      ; Cheated a bit here and made their health really high to bybass the check
      pushbyte            10000
      setlocal            13

HP_SKIP:
      ; Check to see if they are equal
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4    
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

      jump                NEXTOBJ

NEXTOBJ:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:      
      ; Check to see if only constructs remain
      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
I added in a ID check just like with the others that sets their HP to 10000 right after the normal HP check. This way the enemies in this list will always register with the highest hp.
Tried this new code out, and I am having issues building a client with it, output is below. I only selected connect to production server and the auto aim mods.

Code:
java -jar modSelector.jar
Loading 19.1.0_autoNexus\19.1.0_autoNexus.xml
Loading 19.1.0_drv2.5\19.1.0_drv2.xml
Loading 19.1.0_forcelq\19.1.0_forcelq.xml
Loading 19.1.0_fsv2\19.1.0_fsv2.xml
Loading 19.1.0_hpBar\19.1.0_hpBar.xml
Loading 19.1.0_invviewer\19.1.0_invviewer.xml
Loading 19.1.0_jNoobAutoAim\19.1.0_jNoobAutoAim.xml
Loading 19.1.0_lavawalls\19.1.0_lavawalls.xml
Loading 19.1.0_noAlly\19.1.0_noAlly.xml
Loading 19.1.0_noDebuffs\19.1.0_noDebuffs.xml
Loading 19.1.0_noLagro\19.1.0_qNote.xml
Loading 19.1.0_NotificationSpam\19.1.0_NotificationSpam.xml
Loading 19.1.0_NumericalHpMp\19.1.0_NumericalHpMp.xml
Loading 19.1.0_prod\19.1.0_prod.xml
Loading 19.1.0_proxyServer\19.1.0_proxyServer.xml
Loading 19.1.0_qNote\19.1.0_qNote.xml
Loading 19.1.0_redupart\19.1.0_ReduPart.xml
Loading 19.1.0_remLoading\19.1.0_remLoading.xml
Loading 19.1.0_swNoSlow\19.1.0_swNoSlow.xml
Loading 19.1.0_swSpeed\19.1.0_swSpeed.xml
Loading 19.1.0_tileHack\19.1.0_tileHack.xml

Client to mod: client.swf
Cleaning up files from previous build...
Running exporter...
Running disassembler...
Applying modifications...
   Inserting - "Connect to Production Server" - prod.txt
   Inserting - "jNoob Auto-Aim" - autoAim_2.txt
   Inserting - "jNoob Auto-Aim" - 19.1.0_jNoobAutoAim.txt
   Inserting - "jNoob Auto-Aim" - 19.1.0_jNoobAutoAim_notif.txt
   Inserting - "jNoob Auto-Aim" - 19.1.0_autoaim_offShootFix.txt
Running assembler...
[Stdout] object.Exception@assembler.d(1242): client-1\com/company/assembleegamec
lient/objects\Player.class.asasm(8943,32):
[Stdout]        (included from client-1\com/company/assembleegameclient/objects/
Player.script.asasm(39,32))
[Stdout]        (included from client-1/client-1.main.asasm(958,72))
[Stdout] ----------------
[Stdout] 0x004565B4
[Stdout] 0x0045643F
[Stdout] 0x004383D4
[Stdout] 0x0040233C
[Stdout] 0x0043F2C4
[Stdout] 0x0043EF49
[Stdout] 0x00439370
[Stdout] 0x750D336A in BaseThreadInitThunk
[Stdout] 0x76EE9F72 in RtlInitializeExceptionChain
[Stdout] 0x76EE9F45 in RtlInitializeExceptionChain
[Stdout] ----------------
[Stdout] std.conv.ConvOverflowException@C:\D\dmd2\windows\bin\..\..\src\phobos\s
td\conv.d(1294): Conversion positive overflow
[Stdout] ----------------
[Stdout] 0x004565B4
[Stdout] 0x0045643F
[Stdout] 0x0041F828
[Stdout] 0x004361F8
[Stdout] 0x0043E68D
[Stdout] 0x00435D09
[Stdout] 0x00435C82
[Stdout] 0x004358B8
[Stdout] ----------------
java********Exception: Error occured with RABCDAsm!
        at com.nilly****tmg.modifier.gui.MainWindow.launchProgram(MainWindow.java
:462)
        at com.nilly****tmg.modifier.gui.MainWindow.access$9(MainWindow.java:424)

        at com.nilly****tmg.modifier.gui.MainWindow$5.buildClient(MainWindow.java
:264)
        at com.nilly****tmg.modifier.gui.MainWindow$5.actionPerformed(MainWindow.
java:237)
        at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
        at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
        at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour
ce)
        at java.awt.Component.processMouseEvent(Unknown Source)
        at javax.swing.JComponent.processMouseEvent(Unknown Source)
        at java.awt.Component.processEvent(Unknown Source)
        at java.awt.Container.processEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
        at java.awt.EventQueue.access$200(Unknown Source)
        at java.awt.EventQueue$3.run(Unknown Source)
        at java.awt.EventQueue$3.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
ce)
        at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
ce)
        at java.awt.EventQueue$4.run(Unknown Source)
        at java.awt.EventQueue$4.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Sour
ce)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Deleting disassembled files folder...
Deleting extracted abc files...
Build Failed.
Try increasing the max stack to 17. Let me know if that fixes it. Im at work
Quote Originally Posted by maat7043 View Post
Try increasing the max stack to 17. Let me know if that fixes it. Im at work
Tried, no luck
Quote Originally Posted by excitedguy View Post
Tried, no luck
Fixed! I was a noob and was using the wrong var type.
First post is updated. Sorry about that.

I guess thats what I get for making quick changes at work on notepad
Quote Originally Posted by maat7043 View Post
Fixed! I was a noob and was using the wrong var type.
First post is updated. Sorry about that.

I guess thats what I get for making quick changes at work on notepad
Works great! It's prioritizing the greater nature sprites when they become vulnerable, and I love killing the contructs now, works great with a paralyze pet!
Quote Originally Posted by maat7043 View Post
Try increasing the max stack to 17. Let me know if that fixes it. Im at work
i try it, and still have the same build error.
You should make it so it wont fire at constructs if they're on the ignore list and work as it does now if they're removed from the list. Not all characters have the DPS to destroy constructs even with auto aim.
Quote Originally Posted by Cryogen235 View Post
You should make it so it wont fire at constructs if they're on the ignore list and work as it does now if they're removed from the list. Not all characters have the DPS to destroy constructs even with auto aim.
The way its setup right now it can easily be commented out. I will look at it today though and see if I can make it slightly more user friendly to change. The way it works right now it won't fire at them unless they are in range and there is nothing else in range
The Avatar isn't in the list, correct? Would it be possible to add that?
It works fine now, good job!
Added in options selection and a new feature:
1. I added in a options selection so you can toggle features on and off
2. I added in Incognito mode. It randomly modifies your firing angle by -5 to 5 degrees

I need a tester/reviewer please

Code:
;----------------------------------
;AIMBOT ; Edited by maat7043 1/22/2014
;----------------------------------
; NAMES TO UPDATE
;
    #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
	#set functionname "aim_"                                       ; the function name
	#set mouseClass "com.company.assembleegameclient.game:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
	#set ObjPropertiesDictionary "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
    maxstack 16
     localcount 20
     initscopedepth 16
     maxscopedepth 18
     code
      getlocal0
      pushscope

;----------------------------------
; OPTIONS <-- 1 = yes 0 = no
;----------------------------------
      ; Shoot constructs if no other enemies in range?
      pushint             1   ; <-- Change This
      setlocal            17

      ; Shoot Tesla Coils?
      pushint             1   ; <-- Change This
      setlocal            18

      ; Incognito mode?
      pushint             1   ; <-- Change This
      setlocal            19
;----------------------------------
; Code Body: only serious coders past this point
;----------------------------------
      
      ; Get Camera Angle and add it to firing angle
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      add
      setlocal            7
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              SHOOT
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
	  
      ; Tesla Coil Check
      getlocal            18
      pushint             0
      ifeq                OPTION2

      getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA

OPTION2:	  
      ; Check if the object is a character i.e. not a wall
      getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE 
      iftrue              NEXTOBJ

      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsStasis"), 0  ;Check if target is in STASIS
      iftrue              NEXTOBJ
      
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0  ;Check if target is in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9

      ; Get Weapon Range
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), $"ObjLibDictionary")
      getlex              QName(PackageNamespace(""), $"gameobjVector")
      pushbyte            0 
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")]) 
      dup
      setlocal            11
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
      getlocal            17
      pushint             0
      ifeq                SKIP

      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      ; Steel Bot Priority
      getlocal            16
      pushnull
      ifeq                EMPTY

      getlocal            16
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

EMPTY:      
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Shield"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Key"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Flooder"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Blue Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Red Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Pentaract Eye"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beach Spectre"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Overseer"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Mysterious Crystal"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Steed"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
	  	  
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      setlocal            13
	  
      ; HP Priority Override
	  getlocal            15
	  pushstring          "Greater Nature Sprite"
	  ifeq                HP
	  
	  getlocal            15
	  pushstring          "Actual Greater Nature Sprite"
	  ifeq                HP
	  
	  jump                HP_SKIP
	  
HP:	  
	  pushshort           10000
	  setlocal            13

HP_SKIP:	  
      ; Check to see if they are equal
	  getlocal            13
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4    
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

      jump                NEXTOBJ

NEXTOBJ:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:
      ; Check to see if only constructs remain
      getlocal            17
      pushint             0
      ifeq                SHOOT

      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      ; Incognito modifier
      getlocal            19
      pushint             0
      ifeq                OPTION3

      ; Random add/subtract
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          .5
      ifge                ADD

      jump                SUBTRACT

ADD:
      ; add random int * multiplier to angle
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          5 ; <- multiplier
      multiply
      getlocal            7
      add

      jump                OPTION3

SUBTRACT:
      ; subtract random int * multiplier to angle
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          5
      multiply
      getlocal            7
      swap
      subtract      

OPTION3:
      ; over 360?
      pushdouble          360
      getlocal            7
      ifge                OVER

      ; less than 0?
      pushdouble          0
      getlocal            7
      ifle                UNDER
      
      jump                NEITHER

OVER:
      ; subtract 360
      getlocal            7
      pushdouble          360
      subtract
      setlocal            7
      jump                NEITHER

UNDER:
      ; add 360
      getlocal            7
      pushdouble          360
      add
      setlocal            7

NEITHER:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
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