Don't aim if holding sapper or pda
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parent
47694e3242
commit
3ab2ea1a87
3
TODO
3
TODO
@ -15,8 +15,7 @@
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//------------------------------------------------------------------------------------------------------------------// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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Hook + Aimbot FIX // //
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Hook + Aimbot FIX // //
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// //
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// // // //
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no aim sapper // //
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// //
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// //
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Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // //
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Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // //
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Proper AutoHitbox, Isnt this already a thing?? // //
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Proper AutoHitbox, Isnt this already a thing?? // //
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@ -23,6 +23,7 @@ public:
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bool bZoomed;
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bool bZoomed;
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float flZoomBegin;
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float flZoomBegin;
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bool holding_sniper_rifle;
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bool holding_sniper_rifle;
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bool holding_sapper;
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weaponmode weapon_mode;
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weaponmode weapon_mode;
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bool using_action_slot_item{ false };
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bool using_action_slot_item{ false };
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@ -488,6 +488,10 @@ bool IsTargetStateGood(CachedEntity *entity)
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}
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}
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IF_GAME(IsTF())
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IF_GAME(IsTF())
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{
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{
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//don't aim if holding sapper
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if (g_pLocalPlayer->holding_sapper)
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return false;
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// Wait for charge
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// Wait for charge
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if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle)
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if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle)
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{
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{
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@ -585,6 +589,9 @@ bool IsTargetStateGood(CachedEntity *entity)
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}
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}
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else if (entity->m_Type() == ENTITY_BUILDING)
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else if (entity->m_Type() == ENTITY_BUILDING)
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{
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{
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//Don't aim if holding sapper
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if (g_pLocalPlayer->holding_sapper)
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return false;
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// Enabled check
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// Enabled check
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if (!(buildings_other || buildings_sentry))
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if (!(buildings_other || buildings_sentry))
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return false;
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return false;
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@ -19,13 +19,17 @@ void LocalPlayer::Update()
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return;
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return;
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}
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}
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holding_sniper_rifle = false;
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holding_sniper_rifle = false;
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holding_sapper = false;
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wep = weapon();
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wep = weapon();
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if (CE_GOOD(wep))
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if (CE_GOOD(wep))
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{
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{
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weapon_mode = GetWeaponMode();
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weapon_mode = GetWeaponMode();
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if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) ||
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if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) ||
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wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
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wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
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holding_sniper_rifle = true;
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holding_sniper_rifle = true;
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if (wep->m_iClassID() == CL_CLASS(CTFWeaponBuilder) ||
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wep->m_iClassID() == CL_CLASS(CTFWeaponSapper))
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holding_sapper = true;
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}
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}
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team = CE_INT(entity, netvar.iTeamNum);
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team = CE_INT(entity, netvar.iTeamNum);
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life_state = CE_BYTE(entity, netvar.iLifeState);
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life_state = CE_BYTE(entity, netvar.iLifeState);
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