Merge pull request #94 from julianacan9999/master
Polished up SlowAim some more
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commit
1816e6a237
@ -244,7 +244,6 @@ static const std::string list_tf2 = R"(
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"aimbot_fov"
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"aimbot_prioritymode"
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"aimbot_charge"
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"aimbot_slow"
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"Ignore" [
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"Ignore/Respect Menu"
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"aimbot_respect_vaccinator"
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@ -269,9 +268,11 @@ static const std::string list_tf2 = R"(
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"aimbot_zoomed"
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"aimbot_only_when_can_shoot"
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"aimbot_enable_attack_only"
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"aimbot_slow_shunt"
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"aimbot_maxrange"
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"aimbot_interp"
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"aimbot_slow"
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"aimbot_slow_smooth"
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"aimbot_slow_autoshoot"
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"Projectile Aimbot" [
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"Projectile Aimbot Tweaks"
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"aimbot_projectile"
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@ -292,17 +292,109 @@ int ShouldTarget(CachedEntity* entity) {
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}
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//Initialize vars for slow aim
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static CatVar slowaim(CV_SWITCH, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the targets face\nUse with triggerbot.\nSilent breaks this");
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static CatVar slowaim_shunting(CV_FLOAT, "aimbot_slow_shunt", "0", "Slow Aim Shunt", "How strongly to shunt the aiming.", 100);
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float changey;
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float changex;
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float sai;
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float origx;
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float origy;
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float angiex;
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float angiey;
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int slowfliptype;
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int slowdir;
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static CatVar slowaim(CV_SWITCH, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the targets face\nDoesn't work with Silent or Anti-aim");
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static CatVar slowaim_smoothing(CV_INT, "aimbot_slow_smooth", "10", "Slow Aim Smooth", "How slow the slow aim's aiming should be", 50);
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static CatVar slowaim_autoshoot(CV_INT, "aimbot_slow_autoshoot", "10", "Slow Aim Threshhold", "Distance to autoshoot while smooth aiming", 25);
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bool slowCanShoot = false;
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/*//Salting vars that need to be saved due to them being time based
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static CatVar slowaim_salting(CV_SWITCH, "aimbot_slow_salt", "1", "Slow Aim Smooth", "Makes the slowaim more random", 5);
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float saltWait = 0;
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int saltRandom = 0;*/
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void slowAim(Vector &inputAngle, Vector userAngle) {
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//Initialize vars for slow aim
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int slowfliptype;
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int slowdir;
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float changey;
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float changex;
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/*//Use rand to randomize the change speed
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if (slowaim_salting) {
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if ((g_GlobalVars->curtime - 0.15F) > saltWait) {
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saltWait = g_GlobalVars->curtime;
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saltRandom = rand() % 3;
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}
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}*/
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//Angle clamping for when the aimbot chooses a too high of value
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if (inputAngle.y > 180) inputAngle.y = inputAngle.y - 360;
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if (inputAngle.y < -180) inputAngle.y = inputAngle.y + 360;
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//Determine whether to move the mouse at all for the yaw
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if (userAngle.y != inputAngle.y) {
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//Fliping The main axis to prevent 360s from happening when the bot trys to cross -180y and 180y
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slowfliptype = 0;
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if ( ((inputAngle.y < -90) && (userAngle.y > 90)) && (slowfliptype == 0) ) {
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slowfliptype = 1;
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inputAngle.y = inputAngle.y - 90;
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userAngle.y = userAngle.y + 90;
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}
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if ( ((inputAngle.y > 90) && (userAngle.y < -90)) && (slowfliptype == 0) ) {
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slowfliptype = 2;
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inputAngle.y = inputAngle.y + 90;
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userAngle.y = userAngle.y - 90;
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}
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//Math to calculate how much to move the mouse
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changey = (std::abs(userAngle.y - inputAngle.y)) / ((int)slowaim_smoothing) ;
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//Use stronger shunting due to the flip
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if (slowfliptype != 0) changey = ((( std::abs(userAngle.y - inputAngle.y) ) / ((int)slowaim_smoothing * (int)slowaim_smoothing)) / (int)slowaim_smoothing) ;
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//Determine the direction to move in before reseting the flipped angles
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slowdir = 0;
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if ((userAngle.y > inputAngle.y) && (slowdir == 0)) slowdir = 1;
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if ((userAngle.y < inputAngle.y) && (slowdir == 0)) slowdir = 2;
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//Reset Flipped angles and fix directions
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if (slowfliptype == 1) {
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inputAngle.y = inputAngle.y + 90;
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userAngle.y = userAngle.y - 90;
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slowdir = 2;
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}
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if (slowfliptype == 2) {
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inputAngle.y = inputAngle.y - 90;
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userAngle.y = userAngle.y + 90;
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slowdir = 1;
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}
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/*//If salted, then randomize the speed here
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if (slowaim_salting) {
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if (saltRandom == 0) changey = changey - (changey/2);
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if (saltRandom == 1) changey = changey - (changey/2.5);
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if (saltRandom == 2) changey = changey + (changey/4);
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if (saltRandom == 3) changey = changey + (changey/3);
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}*/
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//Move in the direction determined before the fliped angles
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if (slowdir == 1) inputAngle.y = userAngle.y - changey;
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if (slowdir == 2) inputAngle.y = userAngle.y + changey;
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}
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//Angle clamping for when the aimbot chooses a too high of value, fixes for when players are above your player
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if (inputAngle.x > 89) inputAngle.x = inputAngle.x - 360;
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//Determine whether to move the mouse at all for the pitch
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if (userAngle.x != inputAngle.x) {
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changex = (std::abs(userAngle.x - inputAngle.x)) / ((int)slowaim_smoothing) ;
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/*//If salted, then randomize the speed here
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if (slowaim_salting) {
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if (saltRandom == 0) changex = changex - (changex/2);
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if (saltRandom == 1) changex = changex - (changex/2.5);
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if (saltRandom == 2) changex = changex + (changex/4);
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if (saltRandom == 3) changex = changex + (changex/3);
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}*/
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//Determine the direction to move in
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if (userAngle.x > inputAngle.x) inputAngle.x = userAngle.x - changex;
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if (userAngle.x < inputAngle.x) inputAngle.x = userAngle.x + changex;
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}
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//Check if can autoshoot with slowaim
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slowCanShoot = false;
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if (changey < (0.02*(int)slowaim_autoshoot) && changex < (0.02*(int)slowaim_autoshoot)) slowCanShoot = true;
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}
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bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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//logging::Info("Aiming!");
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@ -327,82 +419,13 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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Vector tr = (hit - g_pLocalPlayer->v_Eye);
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fVectorAngles(tr, angles);
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//Needed for logic to determine whether to use slow aim. Without this, sai set to 0 will loop and freeze system
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sai = slowaim_shunting;
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if ( (slowaim == 1) && (silent == false) && (sai > 0) ) {
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//Save info to vars that are easy to work with
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origx = cmd->viewangles.x;
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origy = cmd->viewangles.y;
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angiex = angles.x;
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angiey = angles.y;
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//Angle clamping for when the aimbot chooses a too high of value
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if (angiey > 180) angiey = angiey - 360;
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if (angiey < -180) angiey = angiey + 360;
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//Determine whether to move the mouse at all for the yaw
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if (origy != angiey) {
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//Fliping The main axis to prevent 360s from happening when the bot trys to cross -180y and 180y
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slowfliptype = 0;
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if ( ((angiey < -90) && (origy > 90)) && (slowfliptype == 0) ) {
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slowfliptype = 1;
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angiey = angiey - 90;
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origy = origy + 90;
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}
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if ( ((angiey > 90) && (origy < -90)) && (slowfliptype == 0) ) {
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slowfliptype = 2;
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angiey = angiey + 90;
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origy = origy - 90;
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}
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//Math to calculate how much to move the mouse
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changey = (std::abs(origy - angiey)) / (sai) ;
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//Use stronger shunting due to the flip
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if (slowfliptype != 0) changey = ((( std::abs(origy - angiey) ) / (sai * sai)) / sai) ;
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//Determine the direction to move in before reseting the flipped angles
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slowdir = 0;
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if ((origy > angiey) && (slowdir == 0)) slowdir = 1;
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if ((origy < angiey) && (slowdir == 0)) slowdir = 2;
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//Slow the aiming to the aimpoint if true
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if (slowaim && !silent) slowAim(angles, cmd->viewangles);
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//Set angles
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fClampAngle(angles);
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cmd->viewangles = angles;
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//Reset Flipped angles and fix directions
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if (slowfliptype == 1) {
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angiey = angiey + 90;
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origy = origy - 90;
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slowdir = 2;
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}
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if (slowfliptype == 2) {
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angiey = angiey - 90;
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origy = origy + 90;
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slowdir = 1;
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}
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//Move in the direction determined before the fliped angles
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if (slowdir == 1) angles.y = origy - changey;
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if (slowdir == 2) angles.y = origy + changey;
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}
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//Angle clamping for when the aimbot chooses a too high of value, fixes for when players are above your player
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if (angiex > 89) angiex = angiex - 360;
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//Determine whether to move the mouse at all for the pitch
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if (origx != angiex) {
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changex = (std::abs(origx - angiex)) / (sai) ;
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//Determine the direction to move in
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if (origx > angiex) angles.x = origx - changex;
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if (origx < angiex) angles.x = origx + changex;
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}
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//Set the newly determined angles
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fClampAngle(angles);
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cmd->viewangles = angles;
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} else {
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//When slow aim is off, use the default angles.
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fClampAngle(angles);
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cmd->viewangles = angles;
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}
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if (silent) {
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g_pLocalPlayer->bUseSilentAngles = true;
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}
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@ -422,8 +445,9 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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break;
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}
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}
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//Autoshoot breaks Slow aimbot
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if (slowaim == true) attack = false;
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//Autoshoot breaks Slow aimbot, so use a workaround to detect when it can
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if (slowaim && !slowCanShoot) attack = false;
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if ( attack ) {
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cmd->buttons |= IN_ATTACK;
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}
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