A unique perk class that provides auto-aim behavior. It registers a perk named "Aimbot", increases player stats for auto-aim and bullet homing radius, and periodically snaps the player's aim toward the nearest enemy unless the player is berserk.
using System;
using Sandbox;
[Perk( Rarity.Unique, alwaysOfferDebug: false )]
public class PerkAutoAim : Perk
{
private enum Mod { Time, Radius };
private TimeSince _timeSinceCheck;
static PerkAutoAim()
{
Register<PerkAutoAim>(
name: "Aimbot",
imagePath: "textures/icons/vector/auto_aim.png",
description: level => $"Auto-aim at the nearest enemy\n+{GetValue( level, Mod.Radius, true ).ToString("0.##")}m bullet homing range",
upgradeDescription: level => $"Auto-aim at the nearest enemy\n+{GetValue( level, Mod.Radius, true ).ToString( "0.##" )}m bullet homing range"
);
}
public override void Start()
{
base.Start();
ShouldUpdate = true;
}
public override void Refresh()
{
base.Refresh();
Player.Modify( this, PlayerStat.AutoAim, 1f, ModifierType.Add );
Player.Modify( this, PlayerStat.BulletHomingRadius, GetValue( Level, Mod.Radius ), ModifierType.Add );
Player.Modify( this, PlayerStat.BulletHomingRadiusDisplay, GetValue( Level, Mod.Radius, true ), ModifierType.Add );
}
public override void Update( float dt )
{
base.Update( dt );
if ( Player.Stats[PlayerStat.IsBerserk] > 0f )
return;
if ( _timeSinceCheck > 0.2f )
{
var closestEnemy = Manager.Instance.GetClosestEnemy( Player.Position2D, onlyCountsAsKill: false );
if ( closestEnemy.IsValid() )
{
var dir = (closestEnemy.Position2D - Player.Position2D).Normal;
Player.AimDir = dir;
}
_timeSinceCheck = 0f;
}
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.Radius:
default:
return 1.0f * (isPercent ? 1f : Utils.Meter2Unit);
}
}
}