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📄 perfectwall.txt

📁 * first open client.cpp and search for that USER_MSG_INTERCEPT(TeamInfo) over it u add this
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1. Delete ur canpenetrate and correctgun or gun weapon declaration in aimbot.cpp 
2. only have pathfree in ur aimbot.cpp 
3. add this to ur aimbot.cpp under targetregion: 

NOTE #1: when doing all of this pasting u may get errors 
with like differente declarations because one coding might be telling 
'PathFree' to check the autowall call while ur declaration for pathfree 
is 'pathFree' .. IT IS CASE SENSITIVITY MAKE SURE U GET THE CAPITALIZATION 
RIGHT!!!! 

int OriginAimbot::GetDamageVec(int ax, float *targetspot, bool onlyvis) 
{ 
int hitdamage, penetration = WALL_PEN0, bullettype, damage; 
vec3_t vecEnd, up, right, forward, EntViewOrg, PlayerOrigin, playerAngles; 
float distance, wallpierce, defaultvec[3] = {0,0,0}; 
vector<aimvec>::iterator si, end; 

PredictTarget(ax,PlayerOrigin); 

if (vPlayers[ax].getEnt()->curstate.usehull == 0) 
{ 
if (AimVecsS.size() > 0) 
{ 
si = AimVecsS.begin(); 
end = AimVecsS.end(); 

defaultvec[0] = AimVecsS[0].h; 
defaultvec[1] = AimVecsS[0].f; 
defaultvec[2] = AimVecsS[0].r; 
} 
} 
else 
{ 
if (AimVecsD.size() > 0) 
{ 
si = AimVecsD.begin(); 
end = AimVecsD.end(); 

defaultvec[0] = AimVecsD[0].h; 
defaultvec[1] = AimVecsD[0].f; 
defaultvec[2] = AimVecsD[0].r; 
} 
} 

playerAngles[0]=0; 
playerAngles[1]=vPlayers[ax].getEnt()->angles[1]; 
playerAngles[2]=0; 

gEngfuncs.pfnAngleVectors(playerAngles, forward, right, up); 

forward[2] = -forward[2]; 

if (!onlyvis && cvar.autowall) 
penetration = playerItems.CurPenetration(); 

bullettype = playerItems.CurBulletType(); 

damage = playerItems.CurDamage(); 

distance = playerItems.CurDistance(); 

wallpierce = playerItems.CurWallPierce(); 

for (;si!=end;++si) 
{ 
targetspot[0] = PlayerOrigin[0] + up[0] * si->h + forward[0] * si->f + right[0] * si->r; 
targetspot[1] = PlayerOrigin[1] + up[1] * si->h + forward[1] * si->f + right[1] * si->r; 
targetspot[2] = PlayerOrigin[2] + up[2] * si->h + forward[2] * si->f + right[2] * si->r; 

hitdamage = CanPenetrate(me.pmEyePos, targetspot, distance, penetration, bullettype, damage, wallpierce); 
if (hitdamage > 0) 
return hitdamage; 
} 

targetspot[0] = PlayerOrigin[0] + up[0] * defaultvec[0] + forward[0] * defaultvec[1] + right[0] * defaultvec[2]; 
targetspot[1] = PlayerOrigin[1] + up[1] * defaultvec[0] + forward[1] * defaultvec[1] + right[1] * defaultvec[2]; 
targetspot[2] = PlayerOrigin[2] + up[2] * defaultvec[0] + forward[2] * defaultvec[1] + right[2] * defaultvec[2]; 

return CanPenetrate(me.pmEyePos, targetspot, distance, penetration, bullettype, damage, wallpierce); 
} 

4. replace ur calcfovangleandvisibility code with this: 

void OriginAimbot::calcFovangleAndVisibility(int ax) 
{ 
int damage; 
float targetspot[3]; 
PlayerInfo& r = vPlayers[ax]; 

r.fovangle = ((1.0-GetAimingFov(ax))*360.0); 

if (!GetAimingTeam(ax)) 
{ 
r.visible = 0; 
r.damage = 0; 

r.damagespot[0] = 0; 
r.damagespot[1] = 0; 
r.damagespot[2] = 0; 
} 
else 
{ 
damage = GetDamageVec(ax, targetspot, true); 
if (damage) 
{ 
r.visible = 2; 
} 
else 
{ 
damage = GetDamageVec(ax, targetspot, false); 
if (damage) 
r.visible = 1; 
else 
r.visible = 0; 
} 

r.damage = damage; 

r.damagespot[0] = targetspot[0]; 
r.damagespot[1] = targetspot[1]; 
r.damagespot[2] = targetspot[2]; 
} 
} 

5. open up aimbot.h and only have declarations for Pathfree And VectorAngles 
that means delete ur CorrectGun(or Iswallgun w/e u have) and ur Canpenetrate definitions 

6. Add this coding under originaimbot class: 

int GetDamageVec(int ax, float *targetspot, bool onlyvis); 

7. Now open up ur playeritem.cpp file and under the canSwitch() code paste this: 

void PlayerItems::SetWeaponData(struct HlWeaponInfo *weapon) 
{ 
switch (weapon->iId) 
{ 
case WEAPONLIST_P228: 
weapon->ClipCap = CLIPCAP_P228; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 4096.0f; 
weapon->wallpierce1 = 0.8f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 32; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_P228; 
break; 
case WEAPONLIST_UNKNOWN1: 
weapon->ClipCap = 0; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_NONE; 
break; 
case WEAPONLIST_SCOUT: 
weapon->ClipCap = CLIPCAP_SCOUT; 
weapon->penetrate = WALL_PEN2; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.98f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 75; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_SCOUT; 
break; 
case WEAPONLIST_HEGRENADE: 
weapon->ClipCap = 0; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_NONE; 
break; 
case WEAPONLIST_XM1014: 
weapon->ClipCap = CLIPCAP_XM1014; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_XM1014; 
break; 
case WEAPONLIST_C4: 
weapon->ClipCap = 0; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_NONE; 
break; 
case WEAPONLIST_MAC10: 
weapon->ClipCap = CLIPCAP_MAC10; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.82f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 29; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_MAC10; 
break; 
case WEAPONLIST_AUG: 
weapon->ClipCap = CLIPCAP_AUG; 
weapon->penetrate = WALL_PEN1; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.96f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 32; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_AUG; 
break; 
case WEAPONLIST_SMOKEGRENADE: 
weapon->ClipCap = 0; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_NONE; 
break; 
case WEAPONLIST_ELITE: 
weapon->ClipCap = CLIPCAP_ELITE; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.75f; // left 
weapon->wallpierce2 = 0.75f; // right 
weapon->damage1 = 20; // left 
weapon->damage2 = 27; // right 
weapon->bullettype = BULLET_ELITE; 
break; 
case WEAPONLIST_FIVESEVEN: 
weapon->ClipCap = CLIPCAP_FIVESEVEN; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 4096.0f; 
weapon->wallpierce1 = 0.885f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 14; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_FIVESEVEN; 
break; 
case WEAPONLIST_UMP45: 
weapon->ClipCap = CLIPCAP_UMP45; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.82f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 30; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_UMP45; 
break; 
case WEAPONLIST_SG550: 
weapon->ClipCap = CLIPCAP_SG550; 
weapon->penetrate = WALL_PEN1; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.98f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 40; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_SG550; 
break; 
case WEAPONLIST_UNKNOWN2: 
weapon->ClipCap = 0; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_NONE; 
break; 
case WEAPONLIST_UNKNOWN3: 
weapon->ClipCap = 0; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_NONE; 
break; 
case WEAPONLIST_USP: 
weapon->ClipCap = CLIPCAP_USP; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 4096.0f; 
weapon->wallpierce1 = 0.79f; // unsilenced 
weapon->wallpierce2 = 0.79f; // silenced 
weapon->damage1 = 34; // unsilenced 
weapon->damage2 = 30; // silenced 
weapon->bullettype = BULLET_USP; 
break; 
case WEAPONLIST_GLOCK18: 
weapon->ClipCap = CLIPCAP_GLOCK18; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.75f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 20; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_GLOCK18; 
break; 
case WEAPONLIST_AWP: 
weapon->ClipCap = CLIPCAP_AWP; 
weapon->penetrate = WALL_PEN2; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.99f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 115; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_AWP; 
break; 
case WEAPONLIST_MP5: 
weapon->ClipCap = CLIPCAP_MP5; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.84f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 26; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_MP5; 
break; 
case WEAPONLIST_M249: 
weapon->ClipCap = CLIPCAP_M249; 
weapon->penetrate = WALL_PEN1; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.97f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 32; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_M249; 
break; 
case WEAPONLIST_M3: 
weapon->ClipCap = CLIPCAP_M3; 
weapon->penetrate = WALL_PEN0; 
weapon->distance = 0.0f; 
weapon->wallpierce1 = 0.0f; 
weapon->wallpierce2 = 0.0f; 
weapon->damage1 = 0; 
weapon->damage2 = 0; 
weapon->bullettype = BULLET_M3; 
break; 
case WEAPONLIST_M4A1: 
weapon->ClipCap = CLIPCAP_M4A1; 
weapon->penetrate = WALL_PEN1; 
weapon->distance = 8192.0f; 
weapon->wallpierce1 = 0.97f; // unsilenced 
weapon->wallpierce2 = 0.95f; // silenced 
weapon->damage1 = 32; // unsilenced 
weapon->damage2 = 33; // silenced 
weapon->bullettype = BULLET_M4A1; 
break; 
case WEAPONLIST_TMP: 

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