Merge pull request #193 from julianacat/master

Made teammate setting have more options
Having the setting is usefull due to playing medic, it would be nice to choose to only target your team or both
This commit is contained in:
julianacat 2017-07-17 00:25:11 -05:00 committed by GitHub
commit 3115c8f503
3 changed files with 5 additions and 7 deletions

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@ -59,7 +59,8 @@ static CatVar ignore_deadringer(CV_SWITCH, "aimbot_ignore_deadringer", "1", "Ign
static CatVar buildings_sentry(CV_SWITCH, "aimbot_buildings_sentry", "1", "Aim Sentry", "Should aimbot aim at sentryguns?");
static CatVar buildings_other(CV_SWITCH, "aimbot_buildings_other", "1", "Aim Other building", "Should aimbot aim at other buildings");
static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should aimbot aim at stickys");
static CatVar teammates(CV_SWITCH, "aimbot_teammates", "0", "Aim at teammates", "Aim at your own team. Useful for HL2DM");
static CatEnum teammates_enum({ "ENEMY ONLY", "TEAMMATE ONLY", "BOTH" });
static CatVar teammates(teammates_enum, "aimbot_teammates", "0", "Aim at teammates", "Use to choose which team/s to target");
static CatVar silent(CV_SWITCH, "aimbot_silent", "1", "Silent", "Your screen doesn't get snapped to the point where aimbot aims at");
static CatVar target_lock(CV_SWITCH, "aimbot_target_lock", "0", "Target Lock", "Keeps your previously chosen target untill target check fails");
static CatEnum hitbox_enum({
@ -96,7 +97,6 @@ static CatVar engine_projpred(CV_SWITCH, "debug_aimbot_engine_pp", "0", "Engine
// Followbot vars
static CatVar auto_spin_up(CV_SWITCH, "aimbot_spin_up", "0", "Auto Spin Up", "Spin up minigun if you can see target, useful for followbots");
/* TODO IMPLEMENT
static CatVar auto_spin_up(CV_SWITCH, "aimbot_spin_up", "0", "Auto Spin Up", "Spin up minigun if you can see target, useful for followbots");
static CatVar auto_zoom(CV_SWITCH, "aimbot_auto_zoom", "0", "Auto Zoom", "Automatically zoom in if you can see target, useful for followbots");
*/
@ -354,7 +354,7 @@ bool IsTargetStateGood(CachedEntity* entity) {
// Dont aim at dead player
if (!entity->m_bAlivePlayer) return false;
// Dont aim at teammates
if (!entity->m_bEnemy && !teammates) return false;
if ((int)teammates != 2 && ((!entity->m_bEnemy && !teammates) || (entity->m_bEnemy && teammates))) return false;
// Check if player is too far away
if (EffectiveTargetingRange()) {
if (entity->m_flDistance > EffectiveTargetingRange()) return false;

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@ -168,7 +168,7 @@ void DoWalking() {
}
// Without good target we must find a new one
if (CE_BAD(best_target)) {
if (CE_BAD(best_target) || g_GlobalVars->curtime - 2.5F > crumb_prune_timeout) {
float target_highest_score = -256;
CachedEntity* ent;

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@ -505,11 +505,9 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
rgrav = 0.2f;
rspeed = 990.0f;
} else if (weapon->m_iClassID == CL_CLASS(CTFCrossbow)) {
// TODO, get correct gravity
rgrav = 0.2f;
rspeed = 2400.0f;
} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
// TODO, get correct gravity
rgrav = 0.2f;
rspeed = 2400.0f;
}
@ -518,7 +516,7 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
return (rspeed || rgrav);
}
constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596 };
constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596, 416491033, 175278337 };
bool Developer(CachedEntity* ent) {
for (int i = 0; i < sizeof(developer_list) / sizeof(unsigned); i++) {