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