// Token: 0x06000172 RID: 370 RVA: 0x0000CED4 File Offset: 0x0000B0D4
        public static void SmoothAim(GameObject obj)
        {
            Camera  mainCam     = OptimizationVariables.MainCam;
            Vector3 aimPosition = AimbotCoroutines.GetAimPosition(obj.transform, "Skull");
            bool    flag        = aimPosition == AimbotCoroutines.PiVector;
            bool    flag2       = !flag;

            if (flag2)
            {
                OptimizationVariables.MainPlayer.transform.rotation    = Quaternion.Slerp(OptimizationVariables.MainPlayer.transform.rotation, Quaternion.LookRotation(aimPosition - OptimizationVariables.MainPlayer.transform.position), Time.deltaTime * AimbotOptions.AimSpeed);
                OptimizationVariables.MainPlayer.transform.eulerAngles = new Vector3(0f, OptimizationVariables.MainPlayer.transform.rotation.eulerAngles.y, 0f);
                mainCam.transform.localRotation = Quaternion.Slerp(mainCam.transform.localRotation, Quaternion.LookRotation(aimPosition - mainCam.transform.position), Time.deltaTime * AimbotOptions.AimSpeed);
                float num   = mainCam.transform.localRotation.eulerAngles.x;
                bool  flag3 = num <= 90f && num <= 270f;
                bool  flag4 = flag3;
                if (flag4)
                {
                    num = mainCam.transform.localRotation.eulerAngles.x + 90f;
                }
                else
                {
                    bool flag5 = num >= 270f && num <= 360f;
                    bool flag6 = flag5;
                    if (flag6)
                    {
                        num = mainCam.transform.localRotation.eulerAngles.x - 270f;
                    }
                }
                AimbotCoroutines.Pitch = num;
                AimbotCoroutines.Yaw   = OptimizationVariables.MainPlayer.transform.rotation.eulerAngles.y;
            }
        }
 // Token: 0x06000170 RID: 368 RVA: 0x00002B12 File Offset: 0x00000D12
 public static IEnumerator AimToObject()
 {
     for (;;)
     {
         bool flag  = !DrawUtilities.ShouldRun() || !AimbotOptions.Enabled;
         bool flag4 = flag;
         if (flag4)
         {
             yield return(new WaitForSeconds(0.1f));
         }
         else
         {
             bool flag2 = AimbotCoroutines.LockedObject != null && AimbotCoroutines.LockedObject.transform != null && ESPComponent.MainCamera != null;
             bool flag5 = flag2;
             if (flag5)
             {
                 bool flag3 = HotkeyUtilities.IsHotkeyHeld("_AimbotKey") || !AimbotOptions.OnKey;
                 bool flag6 = flag3;
                 if (flag6)
                 {
                     AimbotCoroutines.IsAiming = true;
                     bool smooth = AimbotOptions.Smooth;
                     bool flag7  = smooth;
                     if (flag7)
                     {
                         AimbotCoroutines.SmoothAim(AimbotCoroutines.LockedObject);
                     }
                     else
                     {
                         AimbotCoroutines.Aim(AimbotCoroutines.LockedObject);
                     }
                 }
                 else
                 {
                     AimbotCoroutines.IsAiming = false;
                 }
             }
             else
             {
                 AimbotCoroutines.IsAiming = false;
             }
             yield return(new WaitForEndOfFrame());
         }
     }
     yield break;
 }
        // Token: 0x06000173 RID: 371 RVA: 0x0000D0A8 File Offset: 0x0000B2A8
        private static Vector2 CalcAngle(GameObject obj)
        {
            Vector3 vector = ESPComponent.MainCamera.WorldToScreenPoint(AimbotCoroutines.GetAimPosition(obj.transform, "Skull"));

            return(Vector2.zero);
        }