Offsets.m_dwBoneMatrixOffset=0x00002698;
Offsets.m_dwClientStateOffset=0x00610344;
Offsets.m_dwCrosshairIDOffset=0x0000A954;
Offsets.m_dwDormantOffset=0x000000E9;
Offsets.m_dwEntityListOffset=0x04A9B4E4;
Offsets.m_dwFlagsOffset=0x00000100;
Offsets.m_dwLifeStateOffset=0x0000025B;
Offsets.m_dwOriginOffset=0x00000134;
Offsets.m_dwPlayerIndexOffset=0x00000178;
Offsets.m_dwPunchOffset=0x00003018;
Offsets.m_dwShotsFiredOffset=0x0000A2B0;
Offsets.m_dwSpottedByMaskOffset=0x0000097C;
Offsets.m_dwSpottedOffset=0x00000939;
Offsets.m_dwTeamNumberOffset=0x000000F0;
Offsets.m_dwLocalPlayerOffset=0x00A804CC;
Offsets.m_dwVelocityOffset=0x00000110;
Offsets.m_dwViewAngleOffset=0x00004D0C;
Offsets.m_dwViewOffsetOffset=0x00000104;
//automatically switch targets
Aimbot.m_bAutoTarget=0;
//aimbot on or off
Aimbot.m_bEnabled=1;
//use spotted vischeck
Aimbot.m_bSpottedVisibleCheck=1;
//target players who are in mid-air
Aimbot.m_bTargetJumpingPlayers=1;
//target teammates
Aimbot.m_bTargetTeam=0;
//aimbot timeout on or off
Aimbot.m_bTimeout=0;
//field of view of the targeting range, minimum = 0, maximum = 100
Aimbot.m_fAimFOVPercent=3;
//maximum random recoil reduction percent for pitch axis
Aimbot.m_fRandomPitchReductionMaxPercent=102;
//minimum random recoil reduction percent for pitch axis
Aimbot.m_fRandomPitchReductionMinPercent=98;
//maximum random percent of the target distance, minimum = 0, maximum = 100
Aimbot.m_fRandomSmoothingMaxPercent=10;
//minimum random percent of the target distance, minimum = 0, maximum = 100
Aimbot.m_fRandomSmoothingMinPercent=0;
//maximum random recoil reduction for yaw axis
Aimbot.m_fRandomYawReductionMaxPercent=102;
//minimum random recoil reduction for yaw axis
Aimbot.m_fRandomYawReductionMinPercent=98;
//if aimbot takes more than this amount(ms) to tick, skip thread sleep
Aimbot.m_fSkipSleepThreshold=5;
//constant pitch recoil reduction percent, minimum = 0, maximum = 100
Aimbot.m_fStaticPitchReductionPercent=100;
//constant percent of the target distance, minimum = 0, maximum = 100
Aimbot.m_fStaticSmoothPercent=100;
//constant yaw recoil reduction percent, minimum = 0, maximum = 100
Aimbot.m_fStaticYawReductionPercent=100;
//milliseconds to sleep between aimbot ticks
Aimbot.m_fTickSleep=1;
//milliseconds until aimbot stops
Aimbot.m_fTimeout=5000;
//ratio of 1 millisecond to percent of target distance
Aimbot.m_fTimeSmoothingRatio=0.07;
//virtual key as integer to activate the aimbot
Aimbot.m_iActivationKey=1;
//1 = static(target only m_iTargetBone1), 2 = variable(target closest of 2 bones), 3 = variable(target random of 2 bones)
Aimbot.m_iBoneTargetingMode=2;
//number of shots until aimbot targets
Aimbot.m_iTargetingIgnoreShotCount=1;
//number of shots until recoil control starts
Aimbot.m_iRecoilControlIgnoreShotCount=0;
//1 = static, 2 = variable(recoil control is random)
Aimbot.m_iRecoilControlMode=2;
//1 = static, 2 = variable(smoothing varies as time elapses), 3 = variable(smoothing is random)
Aimbot.m_iSmoothingMode=3;
//index of first target bone
Aimbot.m_iTargetBone1=6;
//index of second target bone
Aimbot.m_iTargetBone2=5;
//1 = incross, 2 = FOV
Aimbot.m_iTargetingMode=2;
//client module name
Global.m_wsClientModuleName=client.dll;
//engine module name
Global.m_wsEngineModuleName=engine.dll;
//target process name
Global.m_wsProcessName=csgo.exe;