#include "antiaim.hpp" #include #include #include "../../core/variables.h" void F::ANTIAIM::RunAA(CUserCmd* pCmd) { if (!C_GET(bool, Vars.bAntiAim)) return; if (!I::Engine->IsConnected() || !I::Engine->IsInGame()) // Checking if you are connected and in game return; if (!SDK::LocalController || !SDK::LocalController->IsPawnAlive()) // Checking if your spectating and alive return; if (pCmd->m_nButtons.m_nValue & ECommandButtons::IN_USE || pCmd->m_nButtons.m_nValue & ECommandButtons::IN_ATTACK) // Checking if you are not pressing e or attacking return; if (int32_t nMoveType = SDK::LocalController->GetMoveType(); nMoveType == MOVETYPE_NOCLIP || nMoveType == MOVETYPE_LADDER) return; C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get(SDK::LocalController->GetPawnHandle()); if (pLocalPawn == nullptr) return; if (SDK::LocalController->IsThrowingGrenade(SDK::LocalController->GetPlayerWeapon(SDK::LocalPawn))) return; float flPitch = 0; float flYaw = 0; switch (C_GET(int, Vars.iBaseYawType)) { case 0: break; case 1: flYaw += -180.f; // Backwards break; case 2: flYaw += 180.f; // Forwards break; default: break; } switch (C_GET(int, Vars.iPitchType)) { case 0: break; case 1: // Down flPitch = 120.f; break; case 2: // Up flPitch = -120.f; break; case 3: // Zero flPitch = 0.f; break; default: break; } pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x = flPitch; pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y += flYaw; pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y = MATH::AngleNormalize(pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y); pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x = MATH::AngleNormalize(pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x); pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.z = 0.f; }