aim_fire
Description
Fired when the rage aimbot shoots at a player.
Example
local hitgroup_names = {"generic", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "?", "gear"}
local function aim_fire(e)
local flags = {
e.teleported and "T" or "",
e.interpolated and "I" or "",
e.extrapolated and "E" or "",
e.boosted and "B" or "",
e.high_priority and "H" or ""
}
local group = hitgroup_names[e.hitgroup + 1] or "?"
print(string.format(
"Fired at %s (%s) for %d dmg (chance=%d%%, bt=%2d, flags=%s)",
entity.get_player_name(e.target), group, e.damage,
math.floor(e.hit_chance + 0.5), globals.toticks(e.backtrack),
table.concat(flags)
))
end
client.set_event_callback("aim_fire", aim_fire)
Arguments
Index | Name | Type |
---|---|---|
0 | Argument #0 | table |
#0 - Properties
Name | Description |
---|---|
id | Shot ID, this can be used to find the corresponding aim_hit / aim_miss event |
target | Target player entindex |
hit_chance | Chance the shot will hit, depends on spread |
hitgroup | Targeted hit group, this is not the same thing as a hitbox |
damage | Predicted damage the shot will do |
backtrack | Amount of ticks the player was backtracked |
boosted | True if accuracy boost was used to increase the accuracy of the shot |
high_priority | True if the shot was at a high priority record, like on shot backtrack |
interpolated | Player was interpolated |
extrapolated | Player was extrapolated |
teleported | Target player was teleporting (breaking lag compensation) |
tick | Tick the shot was fired at. This can be used to draw the hitboxes using client.draw_hitboxes |
x | X world coordinate of the aim point |
y | X world coordinate of the aim point |
z | Z world coordinate of the aim point |