@@ -44,9 +44,9 @@ local mSensetivity = menu:AddComponent(MenuLib.Slider("Charge Sensetivity",1 ,5
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-- local mAutoMelee = menu:AddComponent(MenuLib.Checkbox("Auto Melee", true, ItemFlags.FullWidth))
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local mFov = menu :AddComponent (MenuLib .Slider (" Aimbot FOV" ,10 ,360 ,360 ))
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local mAutoRefill = menu :AddComponent (MenuLib .Checkbox (" Crit Refill" , true ))
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- local AchargeRange = menu :AddComponent (MenuLib .Checkbox (" Charge Reach" , false , ItemFlags .FullWidth ))
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+ local AchargeRange = menu :AddComponent (MenuLib .Checkbox (" Charge Reach" , true , ItemFlags .FullWidth ))
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local mAutoGarden = menu :AddComponent (MenuLib .Checkbox (" Troldier assist" , false ))
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- local mmVisuals = menu :AddComponent (MenuLib .Checkbox (" Enable Visuals" , true ))
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+ local mmVisuals = menu :AddComponent (MenuLib .Checkbox (" Enable Visuals" , false ))
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local mKeyOverrite = menu :AddComponent (MenuLib .Keybind (" Manual overide" , key ))
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local Visuals = {
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[" Range Circle" ] = true ,
@@ -339,6 +339,7 @@ local function OnCreateMove(pCmd)
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-- Get current latency and lerp
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local latOut = clientstate .GetLatencyOut ()
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+ local latIn = clientstate .GetLatencyIn ()
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lerp = client .GetConVar (" cl_interp" ) or 0
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-- local Tolerance = 4
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-- print(lerp)
@@ -549,13 +550,14 @@ local collision = false
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can_attack = collision
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can_charge = false
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end
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+
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-- Check for charge range
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if pLocalClass == 4 and AchargeRange :GetValue () and chargeLeft == 100 then -- Check for collision during charge
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collision = checkCollision (vPlayerFuture , pLocalOrigin , Charge_Range )
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if collision then
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can_attack = true
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tick_count = tick_count + 1
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- if tick_count % (Latency + 4 ) == 0 then
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+ if tick_count % (time - Latency + 4 ) == 0 then
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can_charge = true
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end
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end
@@ -573,7 +575,7 @@ local collision = false
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-- (swingrange extending and aimpos height_adjustment)
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- local hitboxSize = Vector3 (36 , 36 , 36 ) + Vector3 (pWeapon :GetSwingRange (), pWeapon :GetSwingRange (), pWeapon :GetSwingRange ())
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+ --[[ local hitboxSize = Vector3(36, 36, 36) + Vector3(pWeapon:GetSwingRange(), pWeapon:GetSwingRange(), pWeapon:GetSwingRange())
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local straightAimDistance = pWeapon:GetSwingRange() + ((swingRangeMultiplier * 36) / 2)
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local cornerAimDistance = ((swingRangeMultiplier * 36) / 2) + math.sqrt((pWeapon:GetSwingRange())^2 + pWeapon:GetSwingRange()^2)
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@@ -582,7 +584,7 @@ local collision = false
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-- Calculate the pitch angle adjustment
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pitchAngle = 0 --vdistance * 0.1 * math.atan(adjustedAimPosition.x - pLocalOrigin.x, math.sqrt((adjustedAimPosition.x - pLocalOrigin.x)^2))
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-
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+ ]]
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elseif aimpos == nil then
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aimpos = CurrentTarget :GetAbsOrigin () + Vheight -- aimpos = (hitbox[1] + hitbox[2]) * 0.5 --if no collision point accesable then aim at defualt hitbox
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end
@@ -604,12 +606,12 @@ local collision = false
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elseif Maimbot :GetValue () and flags & FL_ONGROUND == 1 and can_attack then -- if predicted position is visible then aim at it
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-- change angles at target
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Eaimpos = Math .PositionAngles (pLocalOrigin , Eaimpos )
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- pCmd :SetViewAngles (Eaimpos .pitch + pitchAngle , Eaimpos .yaw , 0 ) -- pCmd:SetViewAngles(aimpos:Unpack()) --engine.SetViewAngles(aimpos) -- -- engine.SetViewAngles(aimpos) --
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+ pCmd :SetViewAngles (Eaimpos .pitch , Eaimpos .yaw , 0 ) -- pCmd:SetViewAngles(aimpos:Unpack()) --engine.SetViewAngles(aimpos) -- -- engine.SetViewAngles(aimpos) --
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elseif Maimbot :GetValue () and flags & FL_ONGROUND == 0 and can_attack then -- if we are in air then aim at target
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-- change angles at target
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Eaimpos = Math .PositionAngles (pLocalOrigin , Eaimpos )
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- pCmd :SetViewAngles (Eaimpos .pitch + pitchAngle , Eaimpos .yaw , 45 ) -- engine.SetViewAngles(aimpos) --set angle at aim position manualy not silent aimbot
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+ pCmd :SetViewAngles (Eaimpos .pitch , Eaimpos .yaw , 45 ) -- engine.SetViewAngles(aimpos) --set angle at aim position manualy not silent aimbot
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elseif not inAttackAim and Mchargebot :GetValue () and pLocal :InCond (17 ) then -- manual charge controll
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-- Calculate the source and destination vectors
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