C#:
bool hotkeyPressed; //if your hotkey is pressed set to true
bool silentAim = false; //if false do instaflick, if true do silent aim
float distance = 2.5f; //flick distance
int fovX = 100; //flick fov
int fovY = 50;
int delay = 250; //delay between flicks / shots
DateTime lastFlick; //last time the bot shot at an enemy
while (hotkeyPressed)
{
//if enemy in fov...
if (Math.Abs(enemy.X) < fovX && Math.Abs(enemy.Y) < fovY)
{
//if last flick was longer than (delay) milliseconds ago...
if ((DateTime.Now - lastFlick).TotalMilliseconds > delay)
{
//create vector to aim at
var move = new Vector2(enemy.X * distance, enemy.Y * distance);
//instaflick to target
Mouse.Move(move.X, move.Y);
//shoot
Mouse.Click(); //I recommend using random delays between press and release
//flick back to original position if silentAim = true
if (silentAim)
Mouse.Move(-move.X, -move.Y);
//update lastFlick
lastFlick = DateTime.Now;
}
}
}
bool hotkeyPressed; //if your hotkey is pressed set to true
bool silentAim = false; //if false do instaflick, if true do silent aim
float distance = 2.5f; //flick distance
int fovX = 100; //flick fov
int fovY = 50;
int delay = 250; //delay between flicks / shots
DateTime lastFlick; //last time the bot shot at an enemy
while (hotkeyPressed)
{
//if enemy in fov...
if (Math.Abs(enemy.X) < fovX && Math.Abs(enemy.Y) < fovY)
{
//if last flick was longer than (delay) milliseconds ago...
if ((DateTime.Now - lastFlick).TotalMilliseconds > delay)
{
//create vector to aim at
var move = new Vector2(enemy.X * distance, enemy.Y * distance);
//instaflick to target
Mouse.Move(move.X, move.Y);
//shoot
Mouse.Click(); //I recommend using random delays between press and release
//flick back to original position if silentAim = true
if (silentAim)
Mouse.Move(-move.X, -move.Y);
//update lastFlick
lastFlick = DateTime.Now;
}
}
}