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Dude what are you talking about, reverse player input is the only way to auto peek…Does someone have an autopeek that doesnt reverse player input? if yes, please share it.
like the supremacy autopeek. thats garbageDude what are you talking about, reverse player input is the only way to auto peek…
void Movement::AutoPeek(CUserCmd* cmd, float wish_yaw) {
if (g_input.GetKeyState(g_menu.main.aimbot.autopeek.get())) {
if (start_position.IsZero()) {
start_position = g_cl.m_local->GetAbsOrigin();
if (!(g_cl.m_flags & FL_ONGROUND)) {
CTraceFilterWorldOnly filter;
CGameTrace trace;
g_csgo.m_engine_trace->TraceRay(Ray(start_position, start_position - vec3_t(0.0f, 0.0f, 1000.0f)), MASK_SOLID, &filter, &trace);
if (trace.m_fraction < 1.0f)
start_position = trace.m_endpos + vec3_t(0.0f, 0.0f, 2.0f);
}
}
else {
bool revolver_shoot = g_cl.m_weapon_id == REVOLVER && !g_cl.m_revolver_fire && (cmd->m_buttons & IN_ATTACK || cmd->m_buttons & IN_ATTACK2);
if (g_cl.m_old_shot)
fired_shot = true;
if (fired_shot) {
vec3_t current_position = g_cl.m_local->GetAbsOrigin();
vec3_t difference = current_position - start_position;
if (difference.length_2d() > 5.0f && difference.length_2d() < 300.0f) {
vec3_t velocity = vec3_t(difference.x * cos(wish_yaw / 180.0f * math::pi) + difference.y * sin(wish_yaw / 180.0f * math::pi), difference.y * cos(wish_yaw / 180.0f * math::pi) - difference.x * sin(wish_yaw / 180.0f * math::pi), difference.z);
if (difference.length_2d() < 50.0f) {
cmd->m_forward_move = -velocity.x * 20.0f;
cmd->m_side_move = velocity.y * 20.0f;
}
else if (difference.length_2d() < 100.0f) {
cmd->m_forward_move = -velocity.x * 10.0f;
cmd->m_side_move = velocity.y * 10.0f;
}
else if (difference.length_2d() < 150.0f) {
cmd->m_forward_move = -velocity.x * 5.0f;
cmd->m_side_move = velocity.y * 5.0f;
}
else if (difference.length_2d() < 250.0f) {
cmd->m_forward_move = -velocity.x * 2.0f;
cmd->m_side_move = velocity.y * 2.0f;
}
else {
cmd->m_forward_move = -velocity.x * 1.0f;
cmd->m_side_move = velocity.y * 1.0f;
}
}
else {
fired_shot = false;
start_position.clear();
}
}
}
}
else {
fired_shot = false;
start_position.clear();
}
}
__forceinline bool IsZero(float tolerance = 0.01f) const
{
return (this->x > -tolerance && this->x < tolerance&&
this->y > -tolerance && this->y < tolerance&&
this->z > -tolerance && this->z < tolerance);
}
void AutoPeek(CUserCmd* cmd, float wish_yaw);
bool fired_shot;
vec3_t start_position = vec3_t(0.0f, 0.0f, 0.0f);
courvix does this have an circle?movement.cpp:void Movement::AutoPeek(CUserCmd* cmd, float wish_yaw) { if (g_input.GetKeyState(g_menu.main.aimbot.autopeek.get())) { if (start_position.IsZero()) { start_position = g_cl.m_local->GetAbsOrigin(); if (!(g_cl.m_flags & FL_ONGROUND)) { CTraceFilterWorldOnly filter; CGameTrace trace; g_csgo.m_engine_trace->TraceRay(Ray(start_position, start_position - vec3_t(0.0f, 0.0f, 1000.0f)), MASK_SOLID, &filter, &trace); if (trace.m_fraction < 1.0f) start_position = trace.m_endpos + vec3_t(0.0f, 0.0f, 2.0f); } } else { bool revolver_shoot = g_cl.m_weapon_id == REVOLVER && !g_cl.m_revolver_fire && (cmd->m_buttons & IN_ATTACK || cmd->m_buttons & IN_ATTACK2); if (g_cl.m_old_shot) fired_shot = true; if (fired_shot) { vec3_t current_position = g_cl.m_local->GetAbsOrigin(); vec3_t difference = current_position - start_position; if (difference.length_2d() > 5.0f && difference.length_2d() < 300.0f) { vec3_t velocity = vec3_t(difference.x * cos(wish_yaw / 180.0f * math::pi) + difference.y * sin(wish_yaw / 180.0f * math::pi), difference.y * cos(wish_yaw / 180.0f * math::pi) - difference.x * sin(wish_yaw / 180.0f * math::pi), difference.z); if (difference.length_2d() < 50.0f) { cmd->m_forward_move = -velocity.x * 20.0f; cmd->m_side_move = velocity.y * 20.0f; } else if (difference.length_2d() < 100.0f) { cmd->m_forward_move = -velocity.x * 10.0f; cmd->m_side_move = velocity.y * 10.0f; } else if (difference.length_2d() < 150.0f) { cmd->m_forward_move = -velocity.x * 5.0f; cmd->m_side_move = velocity.y * 5.0f; } else if (difference.length_2d() < 250.0f) { cmd->m_forward_move = -velocity.x * 2.0f; cmd->m_side_move = velocity.y * 2.0f; } else { cmd->m_forward_move = -velocity.x * 1.0f; cmd->m_side_move = velocity.y * 1.0f; } } else { fired_shot = false; start_position.clear(); } } } } else { fired_shot = false; start_position.clear(); } }
vector3.h:__forceinline bool IsZero(float tolerance = 0.01f) const { return (this->x > -tolerance && this->x < tolerance&& this->y > -tolerance && this->y < tolerance&& this->z > -tolerance && this->z < tolerance); }
movement.h:void AutoPeek(CUserCmd* cmd, float wish_yaw); bool fired_shot; vec3_t start_position = vec3_t(0.0f, 0.0f, 0.0f);
you need a seperate thing for thatcourvix does this have an circle?
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