✪ n0LLIE
 
 
oid AimAtPos(float x, float y)

{

float ScreenCenterX = (this.Width / 2);
float ScreenCenterY = (this.Height / 2);
float TargetX = 0;
float TargetY = 0;
if (x != 0)
{
if (x > ScreenCenterX)
{
TargetX = -(ScreenCenterX - x);
TargetX /= AimSpeed;
if (TargetX + ScreenCenterX > ScreenCenterX * 2) TargetX = 0;
}

if (x < ScreenCenterX)
{
TargetX = x - ScreenCenterX;
TargetX /= AimSpeed;
if (TargetX + ScreenCenterX < 0) TargetX = 0;
}
}
if (y != 0)
{
if (y > ScreenCenterY)
{
TargetY = -(ScreenCenterY - y);
TargetY /= AimSpeed;
if (TargetY + ScreenCenterY > ScreenCenterY * 2) TargetY = 0;
}

if (y < ScreenCenterY)
{
TargetY = y - ScreenCenterY;
TargetY /= AimSpeed;
if (TargetY + ScreenCenterY < 0) TargetY = 0;
}
}
if (!smooth)
{
mouse_event(0x0001, (uint)(TargetX), (uint)(TargetY), NULL, NULLPTR);
return;
}
TargetX /= 10;
TargetY /= 10;
if (Math.Abs(TargetX) < 1)
{
if (TargetX > 0)
{
TargetX = 1;
}
if (TargetX < 0)
{
TargetX = -1;
}
}
if (Math.Abs(TargetY) < 1)
{
if (TargetY > 0)
{
TargetY = 1;
}
if (TargetY < 0)
{
TargetY = -1;
}
}
mouse_event(0x0001, (uint)TargetX, (uint)TargetY, NULL, NULLPTR);
}

Vector3 head = GetBonePos(ent, 51);
if (w2scn(head, w2sHead))
{

if (aimbot && entityTeam != PlayerTeam)
{
double distance = Dist2D((this.Width / 2), (this.Height / 2), w2sHead.x, w2sHead.y);
if (distance < lowDist)
{
lowDist = distance;
aimPosX = W2SNPos.x;
aimPosY = W2SNPos.y;
}
}

if (aimbot)
{
if(GetAsyncKeyState(/0x12/)!=0)
AimAtPos(aimPosX, aimPosY);
Circle((int)(this.Width / 2), (int)(this.Height / 2), lowDistAmt, 30, Color.Orange);
}

void Circle(int X, int Y, int radius, int numSides, Color Color)
{
float Step = (float)(Math.PI * 2.0 / numSides);
int Count = 0;
for (float a=0; a < Math.PI*2.0; a += Step)
{
float X1 = (float)(radius * Math.Cos(a) + X);
float Y1 = (float)(radius * Math.Sin(a) + Y);
float X2 = (float)(radius * Math.Cos(a + Step) + X);
float Y2 = (float)(radius * Math.Sin(a + Step) + Y);
if (Count!=0)
{
DrawLine(X1, Y1, X2, Y2, 1, Color);
}
Count += 2;
}
}
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