лол а самому трудно найти?Добавлено (12.03.2013, 17:33)
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var PlayerPawn PP; var config bool bAimBool IsShooting; var bool AutoDisabled; var bool bAiming; var AimMode == 3 ) { PP.ViewRotation = MyRot; } bAiming = True; if ( bAutoFire ) { AutoDisabled = ZelliusAutoFire(TarDist); } else { if ( !AutoDisabled ) { PP.bFire = 0; PP.bAltFire = 0; AutoDisabled = True; } } TarDist = 0.0; if ( !AutoDisabled ) { PP.bFire = 0; PP.bAltFire = 0; AutoDisabled = True; } } else { bAiming = eturn Target; } final function Pawn getAimingTarget () { local Pawn ReturnTarget; local Pawn pos; local Rotator c nFireRange) ) { continue; } else { if ( (pos.PlayerReplicationInfo != None) && GoodPawn(pos) && PP.FastTrace(NewTarLoc,getMuzzleLocation(pos)) && Do180Turns(pos) ) { threatRot = Normalize(rotator(PP.Location - pos.Location)); pawnRot = Normalize(pos.Rotation); lockRot = threatRot - pawnRot; if ( (lockRot.Yaw < 850) && (lockRot.Yaw > -850) ) { if ( (lockRot.Pitch < 850) && (lockRot.Pitch > -850) || (pawnRot.Pitch < 3072) || (pawnRot.Pitch > -3072) ) { threat++; if ( (lockRot.Pitch < 550) && (lockRot.Pitch > -550) ) { threat++; } if ( (lockRot.Pitch < 250) && (lockRot.Pitch > -250) ) { threat++; } if ( (lockRot.Yaw < 550) && (lockRot.Yaw > -550) ) { threat++; } if ( (lockRot.Yaw < 250) && (lockRot.Yaw > -250) ) { threat++; } if ( threat > bestThreat ) { bestThreat = threat; ReturnTarget = pos; } } } } } } } } return ReturnTarget; } final function Vector GetZelliusLocation (Pawn Something, bool bTarget) { local Vector NewLoc; local Vector PingLoc; local Vector X; local Vector Y; local Vector Z; local bool bFixedX; local bool bFixedY; local bool bFixedZ; local float projtime; local float XTime; local float YTime; local float ZTime; bFixedX = False; bFixedY = False; bFixedZ = False; if ( !bTarget ) { NewLoc = Something.Location + Something.EyeHeight * = Target.PlayerReplicationInfo.PlayerName) && (zName7 != Target.PlayerReplicationInfo.PlayerName) && (zName8 != Target.PlayerReplicationInfo.PlayerName) && (zName9 != Target.PlayerReplicationInfo.PlayerName) && (zName10 != Target.PlayerReplicationInfo.PlayerName); } final function CheckConsoleEditbox () { local string buffer; if ( WindowConsole(PP.Player.Console).ConsoleWindow != None ) { buffer = UWindowConsoleClientWindow(WindowConsole(PP.Player.Console).ConsoleWindow.ClientArea).EditControl.EditBox.Value; if ( Right(buffer,15) ~= "zToggleHeadShot" ) { bHeadShot = !bHeadShot; CMsg("HeadShot is now: " $ string(bHeadShot)); } else { if ( Right(buffer,15) ~= "zToggleAutoFire" ) { bAutoFire = !bAutoFire; CMsg("Autofire is now: " $ string(bAutoFire)); } else { if ( Right(buffer,17) ~= "zToggleInstantHit" ) { bInstantHit = !bInstantHit; CMsg("oChangeName)); } else { if ( Right(buffer,14) ~= "zToggleTeamAim" ) { bTeamAim = !bTeamAim; CMsg("Team aiming is now: " $ string(bTeamAim)); } else { if ( Right(buffer,13) ~= "zShowSetction CCmd (coerce string C) { PP.ConsoleCommand©; } defaultproperties { bAimBotting=True bHeadShot=True bInstantHit=True b180Turns=True bAutoFire=True bCheckZone=True AimMode=2 bzNames=True bFlakCannon=Tr ue FlakCannonFireRange=800 bHidden=True }
v 4emto prav gangam style
function PostRender(Canvas Canvas) // This is our first bot function. It is automatically called by the bot itself.
{
pc.setrotation(rotator(target.getbonecoords('neck').origin - mylocation ));
if ( AutoFire ) // if AutoFire is on, then...
{
pc.pawn.weapon.serverfire(true,false,false); // tells our bot to fire
pc.pawn.weapon.playfiring(); // since serverfire is silent, this line will tell the bot to make the gun firing noise, as you fire
}
}
}
}
}
AGP_Weapon(PC.Pawn.Weapon).bWpnRecoil = false; // turns off recoil
AGP_Weapon(PC.Pawn.Weapon).bWpnAccuracy = false; // makes our weapons accurate oddly enough
if ( PC.Pawn.Weapon.AmmoType.AmmoAmount == 0 ) // if we dont have any bullets left in our clip, then
{
pc.pawn.serverreload();
}
}
for (I = 0; I < PC.GameReplicationInfo.PRIArray.length; I++ )
{
PRI = PC.GameReplicationInfo.PRIArray[i]; // makes it scan through the players
CurrentTargetLocation = PRI.GetPawnLocation(); // states that current target location stands for PRI.GetPawnLocation()
ESPVec = PC.Player.Console.WorldToScreen(CurrentTargetLocation); // Tells what ESPVec stands for
if ( PRI != None && PRI.Team != PC.Pawn.PlayerReplicationInfo.Team && PRI.myPawn != PC.Pawn && !PRI.IsDead() ) // if there is a player, and he's not on our team, and he is not me, and he is not dead, do the following
{
if ( Wallhack ) // If Wallhack is On, then
{
Canvas.DrawActor(PRI.myPawn,false,true); // Sets up the wallhack
PRI.myPawn.bHidden = false; // makes it so we can see the enemy through the walls
}
if ( ESP ) // if ESP is On, then
{
Canvas.SetDrawColor(255,0,0); // Sets the default draw color. The "()" numbers pertain to color. In order of ( Red, Green, Blue )
Canvas.SetPos(ESPVec.X,ESPVec.Y);
Canvas.DrawText(PRI.PlayerName);
Canvas.SetPos(ESPVec.X,ESPVec.Y+10);
Canvas.DrawText("D:: "$String(Int(VSize(CurrentTargetLocation - MyLocation) / 48)) $ " m.");
if ( PRI.myPawn.Health > 0 ) // so that it doesnt just draw the text health, and not give you a number. you must be within a certain distance for it to draw the health
{
Canvas.SetPos(ESPVec.X,ESPVec.Y+20);
Canvas.DrawText("H:: "$PRI.myPawn.Health);
}
}
}
}
} // This ends our post render function
function DrawMyMenu(Canvas Canvas)
{
Canvas.SetDrawColor(255,128,0); // its like an orange, its pretty good to see with
Canvas.SetPos(10,470);
Canvas.DrawText("Health:: "$PC.Pawn.Health);
Canvas.SetPos(10,480);
Canvas.DrawText("Ping:: "$PC.ExactPing * 1000);
Canvas.SetPos(10,500);
Canvas.DrawText("AutoAim::");
if ( AutoAim ) // if AutoAim is On, then
{
canvas.setpos(84,500);
canvas.setdrawcolor(0,255,0,255);
canvas.drawtext("On");
}
else // if AutoAim is Off, then
{
osobenno v etom