Vector3 aimingTo = Vector3.Zero;
if (Aimed == true || currentEntity.Distance > 300f || this.GameMemory.ReadByte(entityEntry + 0x137C) != 1)
{
}
else if (Main_MouseClick(MouseButtons.Right) || Convert.ToBoolean(Native.GetAsyncKeyState(Keys.XButton1) & 0x8000) == true)
{
if (AimedEntity != null && AimedEntity.Id == currentEntity.Id)
{
if (Convert.ToBoolean(this.GameMemory.ReadByte(entityEntry + 0x137C)) == false)
{
AimedEntity = null;
}
else
{
Aimed = true;
AimedEntity = currentEntity;
Vector3 AIM; float offsetY = 1.6f;
if (AimedEntity.Type == 0x55) offsetY = 0.20f;
if (AimedEntity.Type == 0x13) offsetY = 0.75f;
if (AimedEntity.Type == 0x14) offsetY = 0.50f;
if (AimedEntity.Type == 0x50) offsetY = 0.65f;
if (WorldToScreen(new Vector3(AimedEntity.Pos.X, AimedEntity.Pos.Y + offsetY, AimedEntity.Pos.Z), out AIM))
{
int moveOffsetX = (int)(Math.Round(AIM.X) - this.GameWindowCenter.X) / 2;
int moveOffsetY = (int)(Math.Round(AIM.Y) - this.GameWindowCenter.Y) / 2;
DrawText("Aimed at " + AimedEntity.Name + ": " + moveOffsetX + ", " + moveOffsetY, ref TextRegion, Color.Red);
if (moveOffsetX != 0 || moveOffsetY != 0) Native.mouse_event(0x0001, (short)moveOffsetX, (short)moveOffsetY, 0, 0);
}
}
}
else if (AimedEntity == null && WorldToScreen(new Vector3(EntityX, EntityY + 1f, EntityZ), out aimingTo))
{
float distance = Vector2.Distance(new Vector2(aimingTo.X, aimingTo.Y), new Vector2(this.GameWindowCenter.X, this.GameWindowCenter.Y));
if (distance < 100f)
{
AimedEntity = currentEntity; Aimed = true;
float moveOffsetX = aimingTo.X - this.GameWindowCenter.X;
float moveOffsetY = aimingTo.Y - this.GameWindowCenter.Y;
Native.mouse_event(0x0001, (short)moveOffsetX, (short)moveOffsetY, 0, 0);
}
}
}
else
{
AimedEntity = null;
}
There's the aimbot you need.