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void NoRecoil(void* instance, Vector3* recoilVec, float a1, float a2) {
if (!Vars.SilentAim !Vars.Enable) return;
recoilVec->x = 0;
recoilVec->y = 0;
recoilVec->z = 0;
}
void bitch(void *_this, float a1, float a2) {
if (!_this !Vars.Enable) return;
void* local = game_sdk->GetLocalPlayer(game_sdk->Curent_Match());
if (!local !game_sdk->Component_GetTransform(local)) return;
if (!game_sdk->get_IsFiring(local)) return;
void* target = GetClosestEnemy();
if (!target) return;
if (game_sdk->GetHp(target) <= 0) return;
Vector3 targetPos;
switch (Vars.Target) {
case HEAD:
targetPos = GetHeadPosition(target);
break;
case HEADv2:
targetPos = GetNeckPosition(target);
break;
case BODY:
targetPos = GetChestPosition(target);
break;
}
Vector3 eye = GetHeadPosition(local);
Quaternion aimRot = GetRotationToTheLocation(targetPos, 0, eye);
if (Vars.SilentAim) {
game_sdk->set_aim(local, aimRot);
} else if (Vars.Aimbot) {
}
}
void AutoHookSilentFire() {
static bool isHooked = false;
void* fireOffset = (void*)getRealOffset(ENCRYPTOFFSET("0x105F924D0"));
void* noRecoilAddr = (void*)getRealOffset(ENCRYPTOFFSET("0x105EE93F0"));
if (!Vars.SilentAim) return;
void* match = game_sdk->Curent_Match();
if (!match) return;
void* local = game_sdk->GetLocalPlayer(match);
if (!local !game_sdk->Component_GetTransform(local)) return;
bool isFiring = game_sdk->get_IsFiring(local);
if (!isFiring && isHooked) {
Unhook(fireOffset);
Unhook(noRecoilAddr);
isHooked = false;
return;
}
if (isFiring) {
void* enemy = GetClosestEnemy();
if (!enemy || game_sdk->GetHp(enemy) <= 0) return;
if (!isHooked) {
void* addr[] = { fireOffset, noRecoilAddr };
void* func[] = { (void*)bitch, (void*)NoRecoil };
hook(addr, func, 2);
isHooked = true;
}
}
}
AutoHookSilentFire() //at get players
ImGui::Checkbox(oxorany("SilentAim"), &Vars.SilentAim);