This is a old version. Use the new one which i will post later. This function has useless loops and lags ur game.
This gets the first player, who is the closest to your crosshair.
You can add your own filters to skip some players.
This gets the first player, who is the closest to your crosshair.
You can add your own filters to skip some players.
Code:
//0AB1: @GET_AIM_TARGET_ACTOR 1 IN_RADIUS_FROM_CROSSHAIR 400.0 _STORE_TO 0@
:GET_AIM_TARGET_ACTOR
FOR 28@ = 0.0 TO 0@ STEP 8.0
0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
000A: 29@ += 0x4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
for 30@ = 0 to 35584 step 0x100
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 0x1
if and
0029: 31@ >= 0x00
001B: 0x80 > 31@
then
005A: 31@ += 30@
if
056D: actor 31@ defined
then
if
803C: $PLAYER_ACTOR == 31@ // (int)
then
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and { PUT YOUR CHECKS RIGHT BELOW THIS...}
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
80DF: actor 31@ driving
8118: actor 31@ dead
02CB: actor 31@ bounding_sphere_visible
then
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
then
0AB2: 1 31@
end
end
end
end
end
end
END
0AB2: 1 -1
//0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
:getScreenXYFrom3DCoords
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@