Teleporter countdown
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parent
c9181bc9f7
commit
08769e165e
15
TODO
15
TODO
@ -42,14 +42,13 @@ add Spectator Silent for projectile weapons // //
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//Visuals/GUI //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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// //
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// //
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// //
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// //
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// //
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Cheat status menu (A gui to display enabled/disabled states of user settings for when the menu is off) // //
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// //
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add teleporter count down // //
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// //
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// //
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// //
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Make ubercharge esp color RGB when fully charged // //
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// //
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@ -61,7 +60,7 @@ ESP Icons // //
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ESP Distance sort // //
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Show sapped buildings in ESP // // // //
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carrying esp // //
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Tracers/Spy Cam // //
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Spy Cam // //
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// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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@ -74,11 +73,11 @@ Tracers/Spy Cam // //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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TTS // //
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// //
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// //
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// //
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// //
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// //
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dominatesay assistsay worldsay // //
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// //
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// //
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// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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@ -65,6 +65,7 @@ public:
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offset_t iUpgradeLevel;
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offset_t m_hBuilder;
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offset_t m_iObjectType;
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offset_t m_bMiniBuilding;
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offset_t m_bBuilding;
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offset_t m_iTeleState;
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offset_t m_flTeleRechargeTime;
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@ -168,7 +168,7 @@ struct offsets
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}
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static constexpr uint32_t PreDataUpdate()
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{
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return PlatformOffset(17, undefined, undefined);
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return PlatformOffset(15, undefined, undefined);
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}
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static constexpr uint32_t Paint()
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{
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@ -124,6 +124,8 @@ void NetVars::Init()
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this->m_bBuilding = gNetvars.get_offset("DT_BaseObject", "m_hBuilding");
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this->m_iObjectType =
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gNetvars.get_offset("DT_BaseObject", "m_iObjectType");
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this->m_bMiniBuilding =
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gNetvars.get_offset("DT_BaseObject", "m_bMiniBuilding");
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this->m_iTeleState =
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gNetvars.get_offset("DT_ObjectTeleporter", "m_iState");
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this->m_flTeleRechargeTime =
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@ -251,7 +251,7 @@ void CreateMove()
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{
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// Check usersettings if enabled
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if (!enable)
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if (!*enable)
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return;
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// Something
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@ -259,25 +259,22 @@ void CreateMove()
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ResetEntityStrings(); // Clear any strings entities have
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entities_need_repaint.clear(); // Clear data on entities that need redraw
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// TODO, Find the benefit of using max clients with this logic
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// Get max clients and
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static int max_clients = g_IEngine->GetMaxClients();
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int max_clients = g_IEngine->GetMaxClients();
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int limit = HIGHEST_ENTITY;
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// If not using any other special esp, we lower the min to the max clients
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if (!buildings && !proj_esp && !item_esp)
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limit = std::min(max_clients, HIGHEST_ENTITY);
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{ // I still dont understand the purpose of prof_section and surrounding in
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// brackets
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{ // Prof section ends when out of scope, these brackets here.
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PROF_SECTION(CM_ESP_EntityLoop);
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// Loop through entities
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for (int i = 0; i < limit; i++)
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{
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// Get an entity from the loop tick and process it
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent))
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continue;
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ProcessEntity(ent);
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// Update Bones
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if (i <= 32)
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@ -1041,7 +1038,23 @@ void _FASTCALL ProcessEntity(CachedEntity *ent)
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: (classid == CL_CLASS(CObjectSentrygun) ? "Sentry Gun"
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: "Dispenser"));
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int level = CE_INT(ent, netvar.iUpgradeLevel);
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AddEntityString(ent, format("LV ", level, ' ', name));
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int IsMini = CE_INT(ent, netvar.m_bMiniBuilding);
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if (!IsMini)
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AddEntityString(ent, format("LV ", level, ' ', name));
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else
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AddEntityString(ent, format("Mini ", name));
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if (classid == CL_CLASS(CObjectTeleporter))
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{
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float next_teleport = CE_FLOAT(ent, netvar.m_flTeleRechargeTime);
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float yaw_to_exit = CE_FLOAT(ent, netvar.m_flTeleYawToExit);
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if (yaw_to_exit)
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{
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if (next_teleport < g_GlobalVars->curtime)
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AddEntityString(ent, "Ready");
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else
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AddEntityString(ent, format(next_teleport - g_GlobalVars->curtime, "s"));
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}
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}
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}
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// If text health is true, then add a string with the health
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if ((int) show_health == 1 || (int) show_health == 3)
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