Closed LauraSavall closed 3 months ago
Hm, just saw a weird bug where AFTER the triggerbot delay, Dexterion keep AIMBot to work, so if you triggersomeone, you watch around right after...slowly approach to the enemy and zam your player will "force aim" to enemy... which is quite flagged on replay/spectator Will dig into it
Hmm, seems right, but I'm not approving or merging this request right now. I'm busy these weeks. Also, we're thinking of re-coding all of Dexterion with Vulkan graphics support for faster rendering. Additionally an new GUI might be created. All featured that was mentioned will be only applied to Kernel-Dexterion, However usermode will be updated too based in kernel-mode using normal read.mem.
Well nvm mergin this.
trigger_cooldown Logic:
The trigger_cooldown function is returning an int that is a casted result from a floating-point calculation. This calculation might not behave as intended. Specifically: ((rand() % 50) / 100) will always result in 0 because integer division in C++ discards any fractional part. Hence, this expression will always return 0. As a result, your trigger_cooldown function always returns 0.15, which after casting to int, becomes 0. This will affect your sleep and click timing, making it nearly instantaneous.
added a //printf("Cooldown: %d ms\n", t); // Correct printf syntax for int to debug and it's true... old version return 0ms EACH time