if (Config.Aimbot) {
auto WeaponManager = localPlayer->WeaponManagerComponent;
if (!WeaponManager) return;
auto Slot = WeaponManager->GetCurrentUsingPropSlot();
if ((int)Slot.GetValue() < 1 || (int)Slot.GetValue() > 3) return;
auto CurrentWeapon = (ASTExtraShootWeapon*)WeaponManager->CurrentWeaponReplicated;
if (!CurrentWeapon) return;
auto ShootWeaponEntity = CurrentWeapon->ShootWeaponEntityComp;
if (!ShootWeaponEntity) return;
auto& AimConfig = ShootWeaponEntity->AutoAimingConfig;
AimConfig.OuterRange.Speed = 3.5f;
AimConfig.OuterRange.RangeRate = 8.0f;
AimConfig.OuterRange.SpeedRate = 7.0f;
AimConfig.OuterRange.RangeRateSight = 8.0f;
AimConfig.OuterRange.SpeedRateSight = 7.0f;
AimConfig.OuterRange.CrouchRate = 4.0f;
AimConfig.OuterRange.ProneRate = 4.0f;
AimConfig.OuterRange.DyingRate = 0.0f;
AimConfig.InnerRange.Speed = 3.5f;
AimConfig.InnerRange.RangeRate = 8.0f;
AimConfig.InnerRange.SpeedRate = 7.0f;
AimConfig.InnerRange.RangeRateSight = 8.0f;
AimConfig.InnerRange.SpeedRateSight = 7.0f;
AimConfig.InnerRange.CrouchRate = 4.0f;
AimConfig.InnerRange.ProneRate = 4.0f;
AimConfig.InnerRange.DyingRate = 0.0f;
}
New Aimbot ✅
Share with credit 💋
Cr:
@YtMursleen