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Assaultcube aimbot and telekill
Assaultcube aimbot and telekill










  1. #Assaultcube aimbot and telekill full#
  2. #Assaultcube aimbot and telekill free#

Do you see any ways I can improve readability, maintainability and performance, and make it more object-oriented? /* Note that the shotgun works differently because of multiple bullets.I am actually quite new to C++, although I have previously programmed in Java. Sendshoot(from, newto) // send our shot over to the serverThat's it for the guns, now do the same for the knife(knife::attack). Gunwait = info.attackdelay // apply the gun wait time Raydamage(from, newto, owner) // apply the damageĪttackfx(from, newto, 0) // apply the effects Newto = players->o // the new hit location is our enemys locationĪttackphysics(from, newto) // send the attack physics If(from.distxy(players->o)o) // if it is save our new distance as best distance If(!isteam(player1->team, players->team) & players != player1 & players->state = CS_ALIVE) // and the team isnt the same, its not pointing to our own player and the enemy is alive If(players=NULL) continue //if the pointer is not NULL

assaultcube aimbot and telekill

Vec newto // where our new hit location is }Now scroll all the way down untill you find 'gl_drawhud', which is where you're going to do the actual targetting.Īt the end of gl_drawhud(just before the glMatrixMode(GL_MODELVIEW)) put this code:Ĭode: float tdist=9999999.9 //max distance we want Lasttarget=ttarget // assign the current target as last targetīestdist=0.0f //reset the best distance so we wont fuck up next time we call the target function Ttarget=i // set him as our temporary targetīestdist=tDist // set the last distance as the best distance If(IsVisible(player1->o, players->o) & tDistteam, players->team)) // if our target is on our team skip it.įloat tDist = Get2DDistance(player1->o, players->o) // assign tDist with the 2d distance between us and our temporary target If(players->state = CS_ALIVE & player1->state = CS_ALIVE) // if we're both alive. If(players = NULL || player1 = NULL || players = player1) // if player or a possible target is null, or if our possible target is ourselves skip it. Return lasttarget // our old target is visible so lets keep aiming for him =D

assaultcube aimbot and telekill

If(IsVisible(player1->o, players->o)=true) If(lasttarget != -1 & players->state = CS_ALIVE & players != NULL & player1 != NULL & player1->state = CS_ALIVE) If you are having any issues, shoot us an email, Contact MPGH Support.

#Assaultcube aimbot and telekill free#

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  • #Assaultcube aimbot and telekill full#

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    Assaultcube aimbot and telekill