Merge pull request #14 from nullworks/master

TODO list
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LightCat 2018-05-27 11:24:31 +02:00 committed by GitHub
commit 22821d78e1
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8 changed files with 41 additions and 17 deletions

23
TODO
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@ -15,11 +15,10 @@
//------------------------------------------------------------------------------------------------------------------// // //------------------------------------------------------------------------------------------------------------------// //
// // // //
Hook + Aimbot FIX // // Hook + Aimbot FIX // //
// // // // // //
no aim sapper // //
// // // //
Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // // Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // //
Proper AutoHitbox, Isnt this already a thing?? // // // //
// // // //
Flare aim on fire // // Flare aim on fire // //
Improve Projectile Aimbot. A lot. // // Improve Projectile Aimbot. A lot. // //
@ -28,7 +27,7 @@ MAX -> MIN priority // //
// // // //
Hunter Rifle? // // Hunter Rifle? // //
// // // //
No AutoShoot when disguised // // // //
Ambassador bodyshotting // // Ambassador bodyshotting // //
No Trigger Mediguns // // No Trigger Mediguns // //
More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // // More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // //
@ -42,9 +41,9 @@ add Spectator Silent for projectile weapons // //
// // // //
Improve aimbot accuracy // // Improve aimbot accuracy // //
// // // //
Add Multipoint (Take hitbox, shrink it, then use corners as points to check) // //
// // // //
Make ambasador check rely on wait for charge user setting // // // //
// //
// // // //
//------------------------------------------------------------------------------------------------------------------// // //------------------------------------------------------------------------------------------------------------------// //
// // // //
@ -56,14 +55,14 @@ Make ambasador check rely on wait for charge user setting // //
//Visuals/GUI // //Visuals/GUI //
//------------------------------------------------------------------------------------------------------------------// // //------------------------------------------------------------------------------------------------------------------// //
// // // //
Display on the left // //
// // // //
make gui color change // // // //
// //
// // // //
Cheat status menu (A gui to display enabled/disabled states of user settings for when the menu is off) // // Cheat status menu (A gui to display enabled/disabled states of user settings for when the menu is off) // //
// // // //
add teleporter count down // // add teleporter count down // //
add spy cloak esp // // // //
// // // //
Make ubercharge esp color RGB when fully charged // // Make ubercharge esp color RGB when fully charged // //
// // // //
@ -88,11 +87,11 @@ Tracers/Spy Cam // //
//------------------------------------------------------------------------------------------------------------------// // //------------------------------------------------------------------------------------------------------------------// //
// // // //
TTS // // TTS // //
namesteal // // // //
autovote // // // //
// // // //
dominatesay assistsay worldsay // // dominatesay assistsay worldsay // //
InsultSpam // // // //
// // // //
//------------------------------------------------------------------------------------------------------------------// // //------------------------------------------------------------------------------------------------------------------// //
// // // //

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@ -179,6 +179,8 @@ constexpr condition_data_s CreateConditionMask(ConditionList... conds)
// Should be either expanded or unused // Should be either expanded or unused
constexpr condition_data_s KInvisibilityMask = constexpr condition_data_s KInvisibilityMask =
CreateConditionMask(TFCond_Cloaked); CreateConditionMask(TFCond_Cloaked);
constexpr condition_data_s KDisguisedMask =
CreateConditionMask(TFCond_Disguised);
// Original name // Original name
constexpr condition_data_s KVisibilityMask = constexpr condition_data_s KVisibilityMask =
CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker, CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker,

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@ -52,6 +52,7 @@ void EndConVars();
bool IsPlayerInvulnerable(CachedEntity *player); bool IsPlayerInvulnerable(CachedEntity *player);
bool IsPlayerCritBoosted(CachedEntity *player); bool IsPlayerCritBoosted(CachedEntity *player);
bool IsPlayerInvisible(CachedEntity *player); bool IsPlayerInvisible(CachedEntity *player);
bool IsPlayerDisguised(CachedEntity *player);
const char *GetBuildingName(CachedEntity *ent); const char *GetBuildingName(CachedEntity *ent);
Vector GetBuildingPosition(CachedEntity *ent); Vector GetBuildingPosition(CachedEntity *ent);

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@ -23,6 +23,7 @@ public:
bool bZoomed; bool bZoomed;
float flZoomBegin; float flZoomBegin;
bool holding_sniper_rifle; bool holding_sniper_rifle;
bool holding_sapper;
weaponmode weapon_mode; weaponmode weapon_mode;
bool using_action_slot_item{ false }; bool using_action_slot_item{ false };

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@ -33,6 +33,8 @@ static CatVar aimkey_mode(aimkey_modes_enum, "aimbot_aimkey_mode", "1",
static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot", static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
"Shoot automatically when the target is locked, isn't " "Shoot automatically when the target is locked, isn't "
"compatible with 'Enable when attacking'"); "compatible with 'Enable when attacking'");
static CatVar autoshoot_disguised(CV_SWITCH, "aimbot_autoshoot_disguised", "1", "Autoshoot while disguised",
"Shoot automatically if disguised.");
static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint", static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint",
"Multipoint aimbot"); "Multipoint aimbot");
static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" }); static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
@ -488,6 +490,10 @@ bool IsTargetStateGood(CachedEntity *entity)
} }
IF_GAME(IsTF()) IF_GAME(IsTF())
{ {
//don't aim if holding sapper
if (g_pLocalPlayer->holding_sapper)
return false;
// Wait for charge // Wait for charge
if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle)
{ {
@ -585,6 +591,9 @@ bool IsTargetStateGood(CachedEntity *entity)
} }
else if (entity->m_Type() == ENTITY_BUILDING) else if (entity->m_Type() == ENTITY_BUILDING)
{ {
//Don't aim if holding sapper
if (g_pLocalPlayer->holding_sapper)
return false;
// Enabled check // Enabled check
if (!(buildings_other || buildings_sentry)) if (!(buildings_other || buildings_sentry))
return false; return false;
@ -767,11 +776,11 @@ void Aim(CachedEntity *entity)
// A function to check whether player can autoshoot // A function to check whether player can autoshoot
void DoAutoshoot() void DoAutoshoot()
{ {
// Enable check // Enable check
if (!autoshoot) if (!autoshoot)
return; return;
if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised)
return;
// Handle Compound bow // Handle Compound bow
if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow)) if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow))
{ {
@ -814,7 +823,7 @@ void DoAutoshoot()
if (IsAmbassador(g_pLocalPlayer->weapon())) if (IsAmbassador(g_pLocalPlayer->weapon()))
{ {
// Check if ambasador can headshot // Check if ambasador can headshot
if (!AmbassadorCanHeadshot()) if (!AmbassadorCanHeadshot() && wait_for_charge)
attack = false; attack = false;
} }
} }

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@ -855,6 +855,13 @@ bool IsPlayerInvisible(CachedEntity *player)
player); player);
} }
bool IsPlayerDisguised(CachedEntity *player)
{
return HasConditionMask<KDisguisedMask.cond_0, KDisguisedMask.cond_1,
KDisguisedMask.cond_2, KDisguisedMask.cond_3>(
player);
}
// F1 c&p // F1 c&p
Vector CalcAngle(Vector src, Vector dst) Vector CalcAngle(Vector src, Vector dst)
{ {

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@ -19,6 +19,7 @@ void LocalPlayer::Update()
return; return;
} }
holding_sniper_rifle = false; holding_sniper_rifle = false;
holding_sapper = false;
wep = weapon(); wep = weapon();
if (CE_GOOD(wep)) if (CE_GOOD(wep))
{ {
@ -26,6 +27,9 @@ void LocalPlayer::Update()
if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) || if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) ||
wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap)) wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
holding_sniper_rifle = true; holding_sniper_rifle = true;
if (wep->m_iClassID() == CL_CLASS(CTFWeaponBuilder) ||
wep->m_iClassID() == CL_CLASS(CTFWeaponSapper))
holding_sapper = true;
} }
team = CE_INT(entity, netvar.iTeamNum); team = CE_INT(entity, netvar.iTeamNum);
life_state = CE_BYTE(entity, netvar.iLifeState); life_state = CE_BYTE(entity, netvar.iLifeState);

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@ -295,6 +295,7 @@ static const std::string list_tf2 = R"(
"aimbot_aimkey" "aimbot_aimkey"
"aimbot_aimkey_mode" "aimbot_aimkey_mode"
"aimbot_autoshoot" "aimbot_autoshoot"
"aimbot_autoshoot_disguised"
"aimbot_hitboxmode" "aimbot_hitboxmode"
"aimbot_fov" "aimbot_fov"
"aimbot_fov_draw" "aimbot_fov_draw"