Updated removecond for pickups to use AddExploitTicks like the other options

This commit is contained in:
Retarded-Skid 2017-07-13 20:53:30 -04:00
parent 48ea721a82
commit 4f54a34629

View File

@ -128,6 +128,43 @@ void CreateMove() {
} }
} }
} }
// Infinite pickups (health and ammo)
if (infinite_packs && CE_GOOD(LOCAL_E)) {
ICollideable* p = RAW_ENT(LOCAL_E)->GetCollideable();
const Vector& max1 = p->OBBMaxs();
const Vector& min1 = p->OBBMins();
for (int i = 1; i < entity_cache::max; i++) {
CachedEntity* e = ENTITY(i);
// CE_BAD is used to prevent removeconding on empty spaces where the item hasn't respawned
// Distance check so removecond activates before collision with the pickup
if (CE_BAD(e) || e->m_iClassID != CL_CLASS(CBaseAnimating) || e->m_flDistance > 66.0f) {
continue;
}
// Lag for health
if (LOCAL_E->m_iHealth < LOCAL_E->m_iMaxHealth && (e->m_ItemType == ITEM_HEALTH_SMALL || e->m_ItemType == ITEM_HEALTH_MEDIUM || e->m_ItemType == ITEM_HEALTH_LARGE) ) {
AddExploitTicks(3);
}
// Lag for ammo / metal
// TODO: Alternative to - LOCAL_E->m_iAmmo < LOCAL_E->m_iMaxAmmo
// That is pseudocode but checking each weapon for ammo + engie for metal would be ideal
if ((e->m_ItemType == ITEM_AMMO_SMALL || e->m_ItemType == ITEM_AMMO_MEDIUM || e->m_ItemType == ITEM_AMMO_LARGE) ) {
AddExploitTicks(3);
}
// Not working for some reason?
/*ICollideable* c = RAW_ENT(e)->GetCollideable();
const Vector& max2 = c->OBBMaxs();
const Vector& min2 = c->OBBMins();
if ( (min1.x <= max2.x && max1.x >= min2.x) &&
(min1.y <= max2.y && max1.y >= min2.y) &&
(min1.z <= max2.z && max1.z >= min2.z) ) {
logging::Info("Collision with %d", i);
amount = 900;
break;
}*/
}
}
} }
// More paste from kathook // More paste from kathook
if (g_pUserCmd->buttons & (IN_ATTACK | IN_ATTACK2)) { if (g_pUserCmd->buttons & (IN_ATTACK | IN_ATTACK2)) {
@ -147,41 +184,6 @@ void CreateMove() {
amount = int(mini_lag_exploit); amount = int(mini_lag_exploit);
} }
// Infinite pickups (I'll probably have to move this somewhere else)
if (infinite_packs && CE_GOOD(LOCAL_E)) {
ICollideable* p = RAW_ENT(LOCAL_E)->GetCollideable();
const Vector& max1 = p->OBBMaxs();
const Vector& min1 = p->OBBMins();
for (int i = 1; i < entity_cache::max; i++) {
CachedEntity* e = ENTITY(i);
if (CE_BAD(e)) continue;
if (e->m_iClassID != CL_CLASS(CBaseAnimating)) continue;
if (e->m_flDistance > 54.0f) continue;
if (e->m_ItemType == ITEM_NONE) continue;
// Lag for health
if (LOCAL_E->m_iHealth < LOCAL_E->m_iMaxHealth) {
if (e->m_ItemType == ITEM_HEALTH_SMALL || e->m_ItemType == ITEM_HEALTH_MEDIUM || e->m_ItemType == ITEM_HEALTH_LARGE) amount = lagValue;
}
// Lag for ammo / metal
// TODO: Figure out way to properly check for not having max-ammo
//
// if (LOCAL_E->m_iAmmo < LOCAL_E->m_iMaxAmmo) {
if (e->m_ItemType == ITEM_AMMO_SMALL || e->m_ItemType == ITEM_AMMO_MEDIUM || e->m_ItemType == ITEM_AMMO_LARGE) amount = lagValue;
// Not working for some reason?
/*ICollideable* c = RAW_ENT(e)->GetCollideable();
const Vector& max2 = c->OBBMaxs();
const Vector& min2 = c->OBBMins();
if ( (min1.x <= max2.x && max1.x >= min2.x) &&
(min1.y <= max2.y && max1.y >= min2.y) &&
(min1.z <= max2.z && max1.z >= min2.z) ) {
logging::Info("Collision with %d", i);
amount = 900;
break;
}*/
}
}
if (!amount) return; if (!amount) return;
// Modifying command_number and lastoutgoingcommand turned out to be useless // Modifying command_number and lastoutgoingcommand turned out to be useless