// Aiming //
Vector3 aimingTo = Vector3.Zero;
if (Aimed == true || currentEntity.Distance > 300f || this.GameMemory.ReadByte(entityEntry + 0x137C) != 1)
{
/* Already aimed, not in range, entity is dead */
}
else if (ModifierKeys.HasFlag(Keys.Control) == true)
{
if (AimedEntity != null && AimedEntity.Id == currentEntity.Id)
{
if (Convert.ToBoolean(this.GameMemory.ReadByte(entityEntry + 0x137C)) == false)
{
// Target is dead //
AimedEntity = null;
}
else
{
Aimed = true;
AimedEntity = currentEntity;
Vector3 AIM; float offsetY = 0f;
{
switch (EntityState)
{
case 0: offsetY = 1.8f; ; break; // Standing [站立]
case 1: offsetY = 1.05f; ; break; // Crouched [坐著]
case 2: offsetY = 1.55f; break; // Walking [走路]
case 3: offsetY = 1.55f; break; // Running [跑步]
case 4: offsetY = 1.60f; break; // Jumping [跳躍]
case 5: offsetY = 1.05f; break; // Crouching [蹲著]
case 6: offsetY = 0.3f; break; // Prone [趴著]
case 7: offsetY = 0.3f; break; // Crawling [爬行]
}
}