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Other does anyone know how to make undetected anti aim?

Newbie HvHer
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i seen some luas with anti aim is undetected in cs2 and just wonder how i can make it? if someone know
 
I'm not Plisskien
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Wdym by undetected anti-aim, be more specific??? Are you talking about some sort of legit anti-aim, thus something that would be not visible or what?
 
Newbie HvHer
User ID
103234
Messages
22
Reactions
3
Level
6
Wdym by undetected anti-aim, be more specific??? Are you talking about some sort of legit anti-aim, thus something that would be not visible or what?
no when i shoot with anti aim it gets flagged and i want to fix that this is my code


Code:
void F::ANTIAIM::RunAA(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn)
{
    if (!C_GET(bool, Vars.bAntiaim))
        return;

    if (pCmd == nullptr || pUserCmd == nullptr || pUserCmd->pViewAngles == nullptr)
        return;

    if (!pLocalPawn->IsValidMoveType())
        return;

    if (pCmd->nButtons.nValue & IN_USE || pCmd->nButtons.nValue & IN_ATTACK)
        return;

    auto active_weapon = H::cheat->m_weapon;
    if (active_weapon == nullptr)
        return;

    auto pWeaponVData = H::cheat->m_wpn_data;
    if (pWeaponVData == nullptr)
        return;

    if (pWeaponVData->GetWeaponType() == WEAPONTYPE_GRENADE)
    {
        auto Grenade = I::GameResourceService->pGameEntitySystem->Get<C_BaseCSGrenade>(active_weapon->GetRefEHandle());
        if (Grenade)
        {
            if (Grenade->GetThrowTime() > 0)
                return;
        }
    }

    if (pCmd->nButtons.nValue & IN_ATTACK)
    {
        return;
    }

    float flPitch = 0;
    float flYaw = pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue.y;

    if (C_GET(int, Vars.iAntiaimPitch) == AA_UP)
        flPitch = -2182423346297399750336966557899.f;

    if (C_GET(int, Vars.iAntiaimPitch) == AA_DOWN)
        flPitch = 89.f;

    if (C_GET(int, Vars.iAntiaimPitch) == AA_CENTER)
        flPitch = 0;

    if (C_GET(bool, Vars.bAntiaimYaw))
        flYaw -= 180.0f;

    pUserCmd->pViewAngles->angValue.x = flPitch;
    pUserCmd->pViewAngles->angValue.y = flYaw;
 

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