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Aimlock 85 Head ?

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0% found this document useful (0 votes)
58 views3 pages

Aimlock 85 Head ?

Head only To

Uploaded by

gucthud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// Function placeholders for API calls

func enablePrimaryMouseButtonEvents(enabled: Bool) {}


func getWeaponName() -> String { return "" }
func setWeaponAccessory(slot: Int, accessory: String) {}
func setWeaponModifier(slot: Int, modifier: String) {}
func getWeaponRecoilX() -> Int { return 0 }
func getWeaponRecoilY() -> Int { return 0 }
func setMouseX(x: Int) {}
func setMouseY(y: Int) {}
import Foundation

// CONFIGURATION

// Legit Mode:
// 0 = Off
// 1 = On
let legitModePercent = 0

// Activation Key:
let scriptToggleKey = "Z"

// WEAPON

let weapons = [
"M4A1",
"AK47",
"M14",
"SCAR",
"GROZA",
"SKS",
"M249",
"FAMAS",
"SVD",
"XM8",
"M60",
"AN94",
"PLASMA",
"AUG",
"PARAFAL",
"WOODPECKER",
"KORD",
"KINGFISHER",
"GROZA-X",
"M249-X",
"SVD-Y",
"G36",
"AC80",
"ARMAESCUDO",
"M1887",
"M1887-X",
"SPAS12",
"M1014",
"MAG-7",
"CHARGEBUSTER",
"TROGON",
"UMP",
"MP5",
"VSS",
"MP40",
"P90",
"CG15",
"THOMPSON",
"BIZON",
"VECTOR",
"MAC10",
"USP",
"M1873",
"M500",
"M1979",
"USP-2",
"MINIUZI",
"KAR98K"
]

for weapon in weapons {


print("La arma seleccionada es: \(weapon)")
}

// RETICLE

let reticle = "Red Dot Sight"

// WEAPON CONFIGURATION

// Accessories
let accessory1 = "Suppressor"
let accessory2 = "Extended Mag A"
let accessory3 = "Grip Tape"

// Modifiers
let modifier1 = "No Stock"
let modifier2 = "Lightweight Barrel"
let modifier3 = "Fast Reload"

// CODE

func onEvent(event: String, arg: Int) {


// Check if legit mode is enabled
if legitModePercent > 0 && Int.random(in: 1...100) <= legitModePercent {
return
}

// Check if activation key is pressed


if scriptToggleKey == "Z" {
// Activate script
enablePrimaryMouseButtonEvents(enabled: false)
} else {
// Deactivate script
enablePrimaryMouseButtonEvents(enabled: true)
}

// Check if the weapon is correct


if arg == 1 && weapon == getWeaponName() {
// Apply accessories
setWeaponAccessory(slot: 1, accessory: accessory1)
setWeaponAccessory(slot: 2, accessory: accessory2)
setWeaponAccessory(slot: 3, accessory: accessory3)
// Apply modifiers
setWeaponModifier(slot: 1, modifier: modifier1)
setWeaponModifier(slot: 2, modifier: modifier2)
setWeaponModifier(slot: 3, modifier: modifier3)

// Apply recoil
var recoilX = 0
var recoilY = 0

if getWeaponRecoilX() > 0 {
recoilX = -getWeaponRecoilX()
}

if getWeaponRecoilY() > 0 {
recoilY = -getWeaponRecoilY()
}

setMouseX(x: recoilX)
setMouseY(y: recoilY)
}
}

// Function placeholders for API calls


func enablePrimaryMouseButtonEvents(enabled: Bool) {}
func getWeaponName() -> String { return "" }
func setWeaponAccessory(slot: Int, accessory: String) {}
func setWeaponModifier(slot: Int, modifier: String) {}
func getWeaponRecoilX() -> Int { return 0 }
func getWeaponRecoilY() -> Int { return 0 }
func setMouseX(x: Int) {}
func setMouseY(y: Int) {}

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