CrosshairToggle()
{
if(!self.crosshair)
{
self thread crosshair();
self iprintln("Aimbot [^2ON^7]");
self.crosshair = true;
}
else
{
self notify("endAimbot");
self iprintln("Aimbot [^1OFF^7]");
self.crosshair = false;
}
}
Crosshairs()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon("endAimbot");
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(isRealistic(aimAt))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
}
}
wait 0.05;
}
CrosshairToggle()
{
if(!self.crosshair)
{
self thread crosshair();
self iprintln("Aimbot [^2ON^7]");
self.crosshair = true;
}
else
{
self notify("endAimbot");
self iprintln("Aimbot [^1OFF^7]");
self.crosshair = false;
}
}
Crosshairs()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon("endAimbot");
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(isRealistic(aimAt))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
}
}
wait 0.05;
}
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