Hi RG! Im editing snow engine for Bo1 and have a question about C++
//Small proportion of the code bool Aimbot = false; bool L1Needed = false; //jumping down void Aimthread(uint64_t) { for(;;) { if(Aimbot) //=true { if (L1Needed = true) { if (ButtonMonitoring::ButtonPressed(ButtonMonitoring::L1) && ButtonMonitoring::ButtonPressed(ButtonMonitoring::R1) || ButtonMonitoring::ButtonPressed(ButtonMonitoring::L1)) //runs the aimbot if L1 = true { int myindex = *(int*)(*(int*)(0xC3DFB8)); vec3 Aim = getOrigin(GetNearestPlayer(myindex)); vec3 me = getOrigin(myindex); vec3 angles = {Aim.x - me.x,Aim.y - me.y,Aim.z - me.z - 12}; vec3 base = *(vec3*)(ClActive() + 0xAC); vec3 cangle = vectoangles(angles); vec3 fin = {cangle.x - base.x,cangle.y - base.y,0}; *(vec3*)(ClActive() + 0x284C) = fin; } else //not sure if this will work { If (L1Needed = false) //it will do the aimbot without aiming { int myindex = *(int*)(*(int*)(0xC3DFB8)); vec3 Aim = getOrigin(GetNearestPlayer(myindex)); vec3 me = getOrigin(myindex); vec3 angles = {Aim.x - me.x,Aim.y - me.y,Aim.z - me.z - 12}; vec3 base = *(vec3*)(ClActive() + 0xAC); vec3 cangle = vectoangles(angles); vec3 fin = {cangle.x - base.x,cangle.y - base.y,0}; *(vec3*)(ClActive() + 0x284C) = fin; } } } } else { sleep(100); } } }
Would the L1Needed toggling work? (L1 = Aiming down sight)