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
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3115c8f503
@ -59,7 +59,8 @@ static CatVar ignore_deadringer(CV_SWITCH, "aimbot_ignore_deadringer", "1", "Ign
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static CatVar buildings_sentry(CV_SWITCH, "aimbot_buildings_sentry", "1", "Aim Sentry", "Should aimbot aim at sentryguns?");
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static CatVar buildings_sentry(CV_SWITCH, "aimbot_buildings_sentry", "1", "Aim Sentry", "Should aimbot aim at sentryguns?");
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static CatVar buildings_other(CV_SWITCH, "aimbot_buildings_other", "1", "Aim Other building", "Should aimbot aim at other buildings");
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static CatVar buildings_other(CV_SWITCH, "aimbot_buildings_other", "1", "Aim Other building", "Should aimbot aim at other buildings");
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static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should aimbot aim at stickys");
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static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should aimbot aim at stickys");
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static CatVar teammates(CV_SWITCH, "aimbot_teammates", "0", "Aim at teammates", "Aim at your own team. Useful for HL2DM");
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static CatEnum teammates_enum({ "ENEMY ONLY", "TEAMMATE ONLY", "BOTH" });
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static CatVar teammates(teammates_enum, "aimbot_teammates", "0", "Aim at teammates", "Use to choose which team/s to target");
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static CatVar silent(CV_SWITCH, "aimbot_silent", "1", "Silent", "Your screen doesn't get snapped to the point where aimbot aims at");
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static CatVar silent(CV_SWITCH, "aimbot_silent", "1", "Silent", "Your screen doesn't get snapped to the point where aimbot aims at");
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static CatVar target_lock(CV_SWITCH, "aimbot_target_lock", "0", "Target Lock", "Keeps your previously chosen target untill target check fails");
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static CatVar target_lock(CV_SWITCH, "aimbot_target_lock", "0", "Target Lock", "Keeps your previously chosen target untill target check fails");
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static CatEnum hitbox_enum({
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static CatEnum hitbox_enum({
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@ -96,7 +97,6 @@ static CatVar engine_projpred(CV_SWITCH, "debug_aimbot_engine_pp", "0", "Engine
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// Followbot vars
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// Followbot vars
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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");
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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");
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/* TODO IMPLEMENT
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/* TODO IMPLEMENT
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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");
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static CatVar auto_zoom(CV_SWITCH, "aimbot_auto_zoom", "0", "Auto Zoom", "Automatically zoom in if you can see target, useful for followbots");
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static CatVar auto_zoom(CV_SWITCH, "aimbot_auto_zoom", "0", "Auto Zoom", "Automatically zoom in if you can see target, useful for followbots");
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*/
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*/
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@ -354,7 +354,7 @@ bool IsTargetStateGood(CachedEntity* entity) {
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// Dont aim at dead player
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// Dont aim at dead player
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if (!entity->m_bAlivePlayer) return false;
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if (!entity->m_bAlivePlayer) return false;
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// Dont aim at teammates
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// Dont aim at teammates
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if (!entity->m_bEnemy && !teammates) return false;
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if ((int)teammates != 2 && ((!entity->m_bEnemy && !teammates) || (entity->m_bEnemy && teammates))) return false;
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// Check if player is too far away
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// Check if player is too far away
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if (EffectiveTargetingRange()) {
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if (EffectiveTargetingRange()) {
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if (entity->m_flDistance > EffectiveTargetingRange()) return false;
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if (entity->m_flDistance > EffectiveTargetingRange()) return false;
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@ -168,7 +168,7 @@ void DoWalking() {
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}
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}
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// Without good target we must find a new one
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// Without good target we must find a new one
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if (CE_BAD(best_target)) {
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if (CE_BAD(best_target) || g_GlobalVars->curtime - 2.5F > crumb_prune_timeout) {
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float target_highest_score = -256;
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float target_highest_score = -256;
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CachedEntity* ent;
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CachedEntity* ent;
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@ -505,11 +505,9 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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rgrav = 0.2f;
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rgrav = 0.2f;
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rspeed = 990.0f;
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rspeed = 990.0f;
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} else if (weapon->m_iClassID == CL_CLASS(CTFCrossbow)) {
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} else if (weapon->m_iClassID == CL_CLASS(CTFCrossbow)) {
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// TODO, get correct gravity
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rgrav = 0.2f;
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rgrav = 0.2f;
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rspeed = 2400.0f;
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rspeed = 2400.0f;
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} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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// TODO, get correct gravity
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rgrav = 0.2f;
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rgrav = 0.2f;
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rspeed = 2400.0f;
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rspeed = 2400.0f;
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}
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}
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@ -518,7 +516,7 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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return (rspeed || rgrav);
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return (rspeed || rgrav);
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}
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}
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constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596 };
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constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596, 416491033, 175278337 };
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bool Developer(CachedEntity* ent) {
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bool Developer(CachedEntity* ent) {
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for (int i = 0; i < sizeof(developer_list) / sizeof(unsigned); i++) {
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for (int i = 0; i < sizeof(developer_list) / sizeof(unsigned); i++) {
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