aimbot fix

This commit is contained in:
BenCat07 2018-05-25 14:11:55 +02:00
parent 203aaffbd7
commit 421c4b691f

View File

@ -8,7 +8,6 @@
#include <hacks/Aimbot.hpp> #include <hacks/Aimbot.hpp>
#include <hacks/CatBot.hpp> #include <hacks/CatBot.hpp>
#include <hacks/AntiAim.hpp> #include <hacks/AntiAim.hpp>
#include <hacks/Backtrack.hpp>
#include <hacks/ESP.hpp> #include <hacks/ESP.hpp>
#include "common.hpp" #include "common.hpp"
@ -205,12 +204,8 @@ void CreateMove()
// Refresh our best target // Refresh our best target
CachedEntity *target_entity = RetrieveBestTarget(aimkey_status); CachedEntity *target_entity = RetrieveBestTarget(aimkey_status);
if (CE_BAD(target_entity) || !foundTarget) if (CE_BAD(target_entity) || !foundTarget)
{ return;
hacks::shared::backtrack::dontbacktrack = true;
target_entity = hacks::shared::backtrack::BestTarget();
if (CE_BAD(target_entity))
return;
}
if (!g_IEntityList->GetClientEntity(target_entity->m_IDX)) if (!g_IEntityList->GetClientEntity(target_entity->m_IDX))
return; return;
if (!target_entity->hitboxes.GetHitbox( if (!target_entity->hitboxes.GetHitbox(
@ -464,7 +459,7 @@ bool IsTargetStateGood(CachedEntity *entity)
PROF_SECTION(PT_aimbot_targetstatecheck); PROF_SECTION(PT_aimbot_targetstatecheck);
// Checks for Players // Checks for Players
if (entity->m_Type() == ENTITY_PLAYER) if (entity->m_Type == ENTITY_PLAYER)
{ {
// Local player check // Local player check
if (entity == LOCAL_E) if (entity == LOCAL_E)
@ -588,7 +583,7 @@ bool IsTargetStateGood(CachedEntity *entity)
// Check for buildings // Check for buildings
} }
else if (entity->m_Type() == ENTITY_BUILDING) else if (entity->m_Type == ENTITY_BUILDING)
{ {
// Enabled check // Enabled check
if (!(buildings_other || buildings_sentry)) if (!(buildings_other || buildings_sentry))
@ -703,14 +698,6 @@ void Aim(CachedEntity *entity)
// Get angles // Get angles
Vector tr = (PredictEntity(entity) - g_pLocalPlayer->v_Eye); Vector tr = (PredictEntity(entity) - g_pLocalPlayer->v_Eye);
if (!VischeckPredictedEntity(entity))
{
int tick = hacks::shared::backtrack::Besttick(entity);
hacks::shared::backtrack::Backtrack(entity, tick);
tr = hacks::shared::backtrack::headPositions[entity->m_IDX][tick]
.hitboxpos -
g_pLocalPlayer->v_Eye;
}
// Multipoint // Multipoint
if (multipoint && !projectile_mode) if (multipoint && !projectile_mode)
{ {
@ -861,7 +848,7 @@ const Vector &PredictEntity(CachedEntity *entity)
return result; return result;
// Players // Players
if ((entity->m_Type() == ENTITY_PLAYER)) if ((entity->m_Type == ENTITY_PLAYER))
{ {
// If using projectiles, predict a vector // If using projectiles, predict a vector
if (projectile_mode && if (projectile_mode &&
@ -888,7 +875,7 @@ const Vector &PredictEntity(CachedEntity *entity)
} }
// Buildings // Buildings
} }
else if (entity->m_Type() == ENTITY_BUILDING) else if (entity->m_Type == ENTITY_BUILDING)
{ {
result = GetBuildingPosition(entity); result = GetBuildingPosition(entity);
// Other // Other