Cvector enpos ; int enid = SF -> getSAMP ( ) -> getPlayers ( ) -> pLocalPlayer -> sAimingAtPid ; if ( enid != 65535 ) { enpos . fX = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 0 ] ; enpos . fY = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 1 ] ; enpos . fZ = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 2 ] ; }
int enid = GetPlayerTarget ( 50 ) ; if ( enid != - 1 ) { enpos . fX = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 0 ] ; enpos . fY = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 1 ] ; enpos . fZ = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 2 ] ; }
CCamera * pCamera = GAME -> GetCamera ( ) ; mypos = * pCamera -> GetCam ( pCamera -> GetActiveCam ( ) ) -> GetSource ( ) ; vector = mypos - enpos ; float AngleX = atan2f ( vector . fY , - vector . fX ) - M_PI / 2 ;
* ( float * ) 0xB6F258 = - ( AngleX - M_PI / 2 ) ;
float * crosshairOffset = ( float * ) 0xB6EC10 ; float mult = tan ( pCamera -> GetCam ( pCamera -> GetActiveCam ( ) ) -> GetFOV ( ) * 0.5f * 0.017453292f ) ; float fx = M_PI - atan2 ( 1.0f , mult * ( crosshairOffset [ 1 ] - 0.5f + crosshairOffset [ 1 ] - 0.5f ) ) ;
* ( float * ) 0xB6F258 = - ( AngleX - fx ) ;
void Aimbot ( ) { CVector mypos ; CVector enpos ; CVector vector ; int enid = SF -> getSAMP ( ) -> getPlayers ( ) -> pLocalPlayer -> sAimingAtPid ; if ( enid != 65535 ) { enpos . fX = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 0 ] ; enpos . fY = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 1 ] ; enpos . fZ = SF -> getSAMP ( ) -> getPlayers ( ) -> pRemotePlayer [ enid ] -> pPlayerData -> onFootData . fPosition [ 2 ] ; CCamera * pCamera = GAME -> GetCamera ( ) ; mypos = * pCamera -> GetCam ( pCamera -> GetActiveCam ( ) ) -> GetSource ( ) ; vector = mypos - enpos ; float * crosshairOffset = ( float * ) 0xB6EC10 ; float mult = tan ( pCamera -> GetCam ( pCamera -> GetActiveCam ( ) ) -> GetFOV ( ) * 0.5f * 0.017453292f ) ; float fx = M_PI - atan2 ( 1.0f , mult * ( crosshairOffset [ 1 ] - 0.5f + crosshairOffset [ 1 ] - 0.5f ) ) ; float AngleX = atan2f ( vector . fY , - vector . fX ) - M_PI / 2 ; * ( float * ) 0xB6F258 = - ( AngleX - fx ) ; } }