public static void Start() { while (true) { Thread.Sleep(50); if (!Properties.Settings.Default.doorspammer) { continue; } if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } while ((DllImport.GetAsyncKeyState(Properties.Hotkey.Default.doorspammerKey) & 0x8000) != 0) { ClientCMD.Exec("+use"); // I did not add this to LocalPlayer to avoid delay. But i dont try, maybe this will not happen lol Thread.Sleep(15); ClientCMD.Exec("-use"); Thread.Sleep(15); } } }
public static void Start() //disabled { while (true) { Thread.Sleep(1); if (!Properties.Settings.Default.runboostbot) { continue; } if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } if (LocalPlayer.Dormant) { continue; } Entity target = null; while ((DllImport.GetAsyncKeyState(Properties.Hotkey.Default.runboostbotKey) & 0x8000) != 0) { Thread.Sleep(1); if (target == null) { target = Aimbot.BestDistance(); } boosting = true; Vector3 position = target.Position; if (target.Speed <= 0) { LocalPlayer.MoveClearX(); } else { LocalPlayer.ViewAngleY = Aimbot.NormalizedAngle(Aimbot.CalcAngle(LocalPlayer.ViewPosition, position)).y; LocalPlayer.MoveForward(); } } if (boosting) { LocalPlayer.MoveClearX(); boosting = false; } } }
public static void Start() { while (true) { Thread.Sleep(1); if (!Properties.Settings.Default.bhop) { continue; } if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } if (LocalPlayer.Speed <= 0) { continue; } Vector3 oldAngle = LocalPlayer.ViewAngle; while ((DllImport.GetAsyncKeyState(0x20) & 0x8000) != 0) { Thread.Sleep(1); if (Properties.Settings.Default.autostrafe) { strafe = true; Vector3 cuurentAngle = LocalPlayer.ViewAngle; if (cuurentAngle.y > oldAngle.y) { LocalPlayer.MoveLeft(); } else if (cuurentAngle.y < oldAngle.y) { LocalPlayer.MoveRight(); } } if (LocalPlayer.Flags == 257 || LocalPlayer.Flags == 263) { if (rnd.Next(100) < Properties.Settings.Default.bhopChoke) { Thread.Sleep(20); } LocalPlayer.Jump(); } oldAngle = LocalPlayer.ViewAngle; } if (strafe) { LocalPlayer.MoveClearY(); strafe = false; } } }
public static void Start() { while (Properties.Settings.Default.aimbot) { Thread.Sleep(1); if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } if (LocalPlayer.Dormant) { continue; } if (!((DllImport.GetAsyncKeyState(0x01) & 0x8000) != 0)) { continue; } Entity target = BestFOV(Properties.Settings.Default.fov, Properties.Settings.Default.boneid); if (target.Index == -1) { continue; } LocalPlayer.ViewAngle = NormalizedAngle(Smooth(LocalPlayer.ViewAngle, RSC(CalcAngle(LocalPlayer.ViewPosition, target.BonePosition(Properties.Settings.Default.boneid))))); } }
public static void Start() { while (true) { Thread.Sleep(10); if (!Properties.Settings.Default.perfectnade) { continue; } if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } if (LocalPlayer.ViewAngle.x != -89) { continue; } if (LocalPlayer.ActiveWeapon != 44) { continue; } if (LocalPlayer.Speed != 0) { continue; } if ((DllImport.GetAsyncKeyState(0x02) & 0x8000) != 0) { Thread.Sleep(800); if (!((DllImport.GetAsyncKeyState(0x02) & 0x8000) != 0)) { continue; } ClientCMD.Exec("+attack"); Thread.Sleep(80); ClientCMD.Exec("-attack2"); Thread.Sleep(1); ClientCMD.Exec("-attack"); } } }
public static void Start() { while (true) { Thread.Sleep(1); if (!Properties.Settings.Default.blockbot) { continue; } if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } Entity target = null; while ((DllImport.GetAsyncKeyState(Properties.Hotkey.Default.blockbotKey) & 0x8000) != 0) { Thread.Sleep(1); if (target == null) { target = Aimbot.BestDistance(); } blocking = true; float speed = target.Speed; if ((LocalPlayer.Position - target.BonePosition(8)).Length < 30) { if (LocalPlayer.Flags == 256) { continue; } if (bb) { LocalPlayer.MoveClearY(); bb = false; } hb = true; if (target.Speed == 0 && (LocalPlayer.Position - target.ViewPosition).Length < 10) { LocalPlayer.MoveClearX(); continue; } LocalPlayer.ViewAngleY = Aimbot.NormalizedAngle(Aimbot.CalcAngle(LocalPlayer.ViewPosition, target.Position)).y; LocalPlayer.MoveForward(); } else { bb = true; Vector3 angle = Aimbot.CalcAngle(LocalPlayer.ViewPosition, target.Position); angle.y -= LocalPlayer.ViewAngle.y; angle = Aimbot.NormalizedAngle(angle); if (speed > 1 || Math.Abs(angle.y) > 1) { if (angle.y < 0.0f) { LocalPlayer.MoveRight(); } else if (angle.y > 0.0f) { LocalPlayer.MoveLeft(); } } else { LocalPlayer.MoveClearY(); } } } if (blocking || hb || bb) { if (hb) { LocalPlayer.MoveClearX(); hb = false; } Thread.Sleep(1); if (bb) { LocalPlayer.MoveClearY(); bb = false; } blocking = false; } } }
public static void Start() { while (true) { Thread.Sleep(1); if (!Properties.Settings.Default.blockbot) { continue; } if (!LocalPlayer.InGame) { continue; } if (LocalPlayer.Health <= 0) { continue; } Entity target = null; while ((DllImport.GetAsyncKeyState(Properties.Hotkey.Default.blockbotKey) & 0x8000) != 0) { if (target == null) { target = Aimbot.BestDistance(); } blocking = true; float speed = target.Speed; Vector3 angle = Aimbot.CalcAngle(LocalPlayer.ViewPosition, target.Position); angle.y -= LocalPlayer.ViewAngle.y; angle = Aimbot.NormalizedAngle(angle); if (speed > 10 || Math.Abs(angle.y) > 10) { if (angle.y < 0.0f) { LocalPlayer.MoveRight(); } else if (angle.y > 0.0f) { LocalPlayer.MoveLeft(); } } else { LocalPlayer.MoveClearY(); } Thread.Sleep(1); } if (blocking == true) { LocalPlayer.MoveClearY(); blocking = false; } } }