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void PlayerTakeDamage(void* ClosestEnemy){
if(Save::DamageInfo != NULL && clock() > Save::AimDelay){
Save::AimDelay = clock() + Save::AimFPS;
void* LocalPlayer = GameFacadeCurrentLocalPlayer();
void* WeaponOnHand = PlayerWeaponOnHand(LocalPlayer);
*(void**)((uintptr_t) Save::DamageInfo + 0x18) = *(void**)((uintptr_t) LocalPlayer + 0xE0);
*(void**)((uintptr_t) Save::DamageInfo + 0x30) = WeaponOnHand;
*(Vector3*)((uintptr_t) Save::DamageInfo + 0x38) = CameraPosition(LocalPlayer);
*(Vector3*)((uintptr_t) Save::DamageInfo + 0x44) = PlayerHeadPosition(ClosestEnemy);
PlayerNetworkStartWholeBodyFiring(LocalPlayer,WeaponOnHand);
PlayerTakeDamage(ClosestEnemy,Save::DamageInfo,NULL,*(void**)((uintptr_t) ClosestEnemy + 0x744),0);
PlayerNetworkStopFire(LocalPlayer,WeaponOnHand);
}
}
if(Save::DamageInfo != NULL && clock() > Save::AimDelay){
Save::AimDelay = clock() + Save::AimFPS;
void* LocalPlayer = GameFacadeCurrentLocalPlayer();
void* WeaponOnHand = PlayerWeaponOnHand(LocalPlayer);
*(void**)((uintptr_t) Save::DamageInfo + 0x18) = *(void**)((uintptr_t) LocalPlayer + 0xE0);
*(void**)((uintptr_t) Save::DamageInfo + 0x30) = WeaponOnHand;
*(Vector3*)((uintptr_t) Save::DamageInfo + 0x38) = CameraPosition(LocalPlayer);
*(Vector3*)((uintptr_t) Save::DamageInfo + 0x44) = PlayerHeadPosition(ClosestEnemy);
PlayerNetworkStartWholeBodyFiring(LocalPlayer,WeaponOnHand);
PlayerTakeDamage(ClosestEnemy,Save::DamageInfo,NULL,*(void**)((uintptr_t) ClosestEnemy + 0x744),0);
PlayerNetworkStopFire(LocalPlayer,WeaponOnHand);
}
}
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Forwarded from FWZ π»π³ (Δα»©c Duy)
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