commit
1563fd835c
@ -1 +1 @@
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Subproject commit dd569c63b2ca85e8d9d395a586d54464bb0e1916
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Subproject commit e532876ffd707a48389d54ff904dcc40a84f2839
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@ -663,7 +663,7 @@ int BestHitbox(CachedEntity* target) {
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// We only want to aim for the head if the ambassador can headshot
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headonly = AmbassadorCanHeadshot();
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// 18 health is a good number to use as thats the usual minimum damage it can do with a bodyshot, but damage could potentially be higher
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if (target->m_iHealth <= 18) headonly = false;
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if (target->m_iHealth <= 18 || IsPlayerCritBoosted(g_pLocalPlayer->entity)) headonly = false;
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// If player is using a rocket based weapon, prefer the hip
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} else if (ci == CL_CLASS(CTFRocketLauncher) ||
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ci == CL_CLASS(CTFRocketLauncher_AirStrike) ||
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@ -25,7 +25,6 @@ CatVar teamname_spam(CV_SWITCH, "spam_teamname", "0", "Teamname Spam", "Spam cha
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std::chrono::time_point<std::chrono::system_clock> last_spam_point {};
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bool teamname_swap = false;
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int current_index { 0 };
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TextFile file {};
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@ -185,6 +184,7 @@ void CreateMove() {
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IF_GAME (IsTF2()) {
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// Spam changes the tournament name in casual and compeditive gamemodes
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if (teamname_spam) {
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static bool teamname_swap = false;
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if (teamname_swap) {
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teamname_swap = false;
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g_IEngine->ServerCmd("tournament_teamname Cat");
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@ -482,7 +482,8 @@ weaponmode GetWeaponMode() {
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weapon->m_iClassID == CL_CLASS(CTFFlareGun_Revenge) ||
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weapon->m_iClassID == CL_CLASS(CTFSyringeGun) ||
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weapon->m_iClassID == CL_CLASS(CTFCrossbow) ||
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weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue) ||
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weapon->m_iClassID == CL_CLASS(CTFDRGPomson)) {
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return weaponmode::weapon_projectile;
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} else if (weapon->m_iClassID == CL_CLASS(CTFJar) ||
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weapon->m_iClassID == CL_CLASS(CTFJarMilk)) {
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@ -503,6 +504,7 @@ bool LineIntersectsBox(Vector& bmin, Vector& bmax, Vector& lmin, Vector& lmax) {
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return true;
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}
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// TODO add bison and grapple hook
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// TODO FIX this function
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bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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float rspeed, rgrav;
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@ -545,6 +547,8 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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rgrav = 0.2f;
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rspeed = 2400.0f;
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} else if (weapon->m_iClassID == CL_CLASS(CTFDRGPomson)) {
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rspeed = 1200.0f;
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}
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speed = rspeed;
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gravity = rgrav;
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@ -752,6 +756,26 @@ bool IsEntityVisiblePenetration(CachedEntity* entity, int hb) {
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return false;
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}
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// Used for getting class names
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CatCommand print_classnames("debug_print_classnames", "Lists classnames currently available in console", []() {
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// Create a tmp ent for the loop
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CachedEntity* ent;
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// Go through all the entities
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for (int i = 0; i < HIGHEST_ENTITY; i++) {
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// Get an entity
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ent = ENTITY(i);
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// Check for null/dormant
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if (CE_BAD(ent)) continue;
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// Print in console, the class name of the ent
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logging::Info(format(RAW_ENT(ent)->GetClientClass()->m_pNetworkName).c_str());
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}
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});
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void PrintChat(const char* fmt, ...) {
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#if TEXTMODE
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return;
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@ -290,3 +290,94 @@ float DistanceToGround(Vector origin) {
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g_ITrace->TraceRay(ray, MASK_PLAYERSOLID, &trace::filter_no_player, &ground_trace);
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return 8192.0f * ground_trace.fraction;
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}
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/*
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// Set of to be fuctions for preciting players, similear to ncc prediction.
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// The way air prediction works is that we use getabsvel to get a baseline position of where the player could be
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// next tick. Then we save that into the array for our math next tick.
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// After the first tick passed, we check to see how the GetAbsVel function actually performed and we can correct for its
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// mistakes by comparing the result from GetAbsVel last tick and where the player currently is this tick and applying an
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// offset for predictions.
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// With the new offset, you can use GetAbsVel and apply the offset to get 1 tick but for every other time you would need
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// to apply the offset due to the way airstrafing works.
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// GetAbsVel only works in a strait fassion of what the players current velocity and doesnt factor in what the players
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// next velocity could be due to the player having the ability to airstrafe and change that by quite a bit.
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// Ground prediction works in the way of it using GetAbsVel to get a baseline direction of where the player is going and
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// attempting to predict the players movement from that. The prediction should check its surroundings for corners, walls,
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// and the like to determine a path of where the player could potentially go. We would also want to check if players
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// collision box would intercept a wall or floor and interpolate even more with that in mind.
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// If a player is moving too steeply onto a wall, the prediction should stop there and count that as a place for where the
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// player would be for any time after it.
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// we can change between the two prediction types based on the ground flag netvar.
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// For using the predictions to work as projectile aimbot, we can determine the distance from the player kind of like how
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// the current projectile aimbot currently does but we will follow the predicted path instead of just placing a vector in
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// a really simple fassion.
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// This is based on the estimation that GetAbsVelocity predicts players next position for the next createmove tick
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// A set of vectors for every potential player
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static Vector last_predicted_vector[32];
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// An array to store predictions
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static Vector last_predictions[32];
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// Vectors to determine whether the player was in the air last tick
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static bool last_predicted_inair[32];
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// Should be run every createmove to predict playermovement
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void RunPredictPlayers() {
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// Create a cached ent for use in the for loop
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CachedEntity* ent;
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// Loop through players
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for (int i = 0; i < 32; i++) {
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// Get an ent from current loop and check for dormancy/null
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ent = ENTITY(i);
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if (CE_BAD(ent)) continue;
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// Grab netvar for ground to control type of prediction
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int flags = CE_INT(g_pLocalPlayer->entity, netvar.iFlags);
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bool ground = (flags & (1 << 0));
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// For ground prediction, we would just use the old method for now
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if (ground) {
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// Set our last "in air" state to false
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last_predicted_vector_inair[i] = false;
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// For air prediction, attempts to exerpolate strafing speed
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} else {
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// If we were not in the air last tick, we need to create our first prediction
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if (!last_predicted_inair[i]) {
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// Set "in air" to true to allow air prediction to work next tick
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last_predicted_inair[i] = true;
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// Get our abs velocity and set it into the array
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velocity::EstimateAbsVelocity(RAW_ENT(ent), last_predicted_vector[i]);
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// Since we have been in the air last tick, we can create an offset off of prediction errors
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} else {
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// Create a storage vector and get abs velocity of
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Vector current_prediction;
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velocity::EstimateAbsVelocity(RAW_ENT(ent), current_prediction);
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last_predictions[32];
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}
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}
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}
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}
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// Draws our predicted player pathing for debug or visual use
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void DrawPredictPlayers() {
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// TODO
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}
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*/
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Reference in New Issue
Block a user