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NOVA SRC DO THE KING CHEATS ANTIGA NOVA ATUALIZAÇÃO BY @GDZINMODZDEV ? MÁXIMO DE REAÇÕES
NEW SCR OF THE KING CHEATS OLD NEW UPDATE BY @GDZINMODZDEV ? MAXIMUM REACTIONS
VCS QUEREM SRC GRÁTIS? EU VOU FAZER UMA E MANDAR AQUI PARA VC PDP?
Do you want free SRC? I'll make one and send it to you, okay?
void* local_player = GetLocalPlayer(current_Match);
if (!local_player) return;
void* closestEnemy = GetClosestEnemy();
if (!closestEnemy) return;
// ─── Cálculo de la rotación objetivo ──────────────────────────────
Vector3 enemyLocation = GetAdjustedPosition(closestEnemy);
Vector3 playerLocation = CameraMain(local_player);
Quaternion currentRotation = GetCameraRotation(local_player);
Quaternion targetRotation = GetRotationToLocation(enemyLocation, 0.1f, playerLocation);
Quaternion smoothRotation;
if (aimSmoothing == 0) {
smoothRotation = targetRotation;
} else {
float smoothFactor = aimSmoothing / 10.0f;
if (smoothFactor < 0.0f) smoothFactor = 0.0f;
if (smoothFactor > 1.0f) smoothFactor = 1.0f;
smoothRotation = Quaternion::Slerp(currentRotation, targetRotation, smoothFactor);
}
// ─── Modo de apuntado ─────────────────────────────────────────────
bool isScopeOn = get_IsSighting(local_player);
bool isFiring = get_IsFiring(local_player);
bool shouldAim = false;
if (aimbotAuto) shouldAim = true;
if (aimbotTrigger && isFiring) shouldAim = true;
if (aimbotAim && isScopeOn) shouldAim = true;
if (aimbotTrigger && aimbotAim && (isFiring || isScopeOn)) shouldAim = true;
if (shouldAim) {
set_aim(local_player, smoothRotation);
}
}
// Agregar en cheat.h o Main.cpp 👇
// Aimbott():
#pragma once
// ═══════════════════════════════════════════════════════════════════════
//
// GDZIN MODZ CHEATS
//
// BY @POBREVIVEREISEMPRE
// BY @GDZIN MODZ
//
// © Todos los derechos reservados
//
// ═══════════════════════════════════════════════════════════════════════
#include <cmath>
#include <string>
#include <algorithm>
// ═══════════════════════════════════════════════════════════════════════
// VISIBILIDAD
// ═══════════════════════════════════════════════════════════════════════
bool IsVisible(void* player) {
if (player == NULL) return false;
void* hitObj = NULL;
Vector3 cameraLocation = Transform_GetPosition(Component_GetTransform(Camera_main()));
Vector3 headLocation = Transform_GetPosition(Component_GetTransform(Player_GetHeadCollider(player)));
return !Physics_Raycast(cameraLocation, headLocation, 12, &hitObj);
}
// ═══════════════════════════════════════════════════════════════════════
// ENEMIGO MÁS CERCANO
// ═══════════════════════════════════════════════════════════════════════
void* GetClosestEnemy() {
float shortestDistance = MAX_DISTANCE;
void* closestEnemy = NULL;
void* get_MatchGame = Curent_Match();
void* LocalPlayer = GetLocalPlayer(get_MatchGame);
if (LocalPlayer != NULL && get_MatchGame != NULL && Startgs) {
MyDictionary* dict = *(MyDictionary**)((uintptr_t)get_MatchGame + ListPlayer);
if (dict != nullptr && dict->entries != nullptr) {
int total = dict->count;
for (int u = 0; u < total; u++) {
void* Player = dict->entries->vector[u].value;
if (Player != NULL
&& !get_isLocalTeam(Player)
&& (ignoreKnockedEnemies || !get_IsDieing(Player))
&& get_isVisible(Player)
&& get_MaxHP(Player) > 0.0f) {
Vector3 PlayerPos = getPosition(Player);
Vector3 LocalPlayerPos = getPosition(LocalPlayer);
float distance = Vector3::Distance(LocalPlayerPos, PlayerPos);
Vector3 targetDir = Vector3::Normalized(PlayerPos - LocalPlayerPos);
float angle = Vector3::Angle(
targetDir,
GetForward(Component_GetTransform(Camera_main()))
) * AIM_ANGLE_MULTIPLIER;
if (distance < Aimdis && angle <= Fov_Aim) {
if (angle < shortestDistance) {
shortestDistance = angle;
closestEnemy = Player;
}
}
}
}
}
}
return closestEnemy;
}
// ═══════════════════════════════════════════════════════════════════════
// POSICIÓN AJUSTADA PARA LA MIRA
// ═══════════════════════════════════════════════════════════════════════
Vector3 GetAdjustedPosition(void* closestEnemy) {
Vector3 headPos = GetHeadPosition(closestEnemy);
if (aimPosition == 1) {
headPos.y += NECK_OFFSET;
} else if (aimPosition == 2) {
Vector3 hipPos = GetHipPosition(closestEnemy);
headPos = Vector3::Lerp(headPos, hipPos, 0.5f);
} else if (aimPosition == 3) {
headPos = GetHipPosition(closestEnemy);
}
return headPos;
}
// ═══════════════════════════════════════════════════════════════════════
// ROTACIÓN ACTUAL DE LA CÁMARA
// ═══════════════════════════════════════════════════════════════════════
Quaternion GetCameraRotation(void* localPlayer) {
return GetRotation(Component_GetTransform(Camera_main()));
}
// ═══════════════════════════════════════════════════════════════════════
// AIMBOT PRINCIPAL
// BY @POBREVIVEREISEMPRE | BY @GDZIN MODZ
// ═══════════════════════════════════════════════════════════════════════
void Aimbott() {
if (!AimbotEsp) return;
void* current_Match = Curent_Match();
if (!current_Match) return;
ESTOU TRABALHANDO NA VERSÃO V6 DO MOD "GDZIN MODZ CHEATS" ENTÃO AGUARDEM....
I'm working on version V6 of the "GDZIN MODZ CHEATS" mod, so stay tuned....
ESTOU TRABALHANDO NA VERSÃO V6 DO MOD "GDZIN MODZ CHEATS" ENTÃO AGUARDEM....
I'm working on version V6 of the "GDZIN MODZ CHEATS" mod, so stay tuned....
