Improve readability
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@ -90,9 +90,9 @@
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<AutoVariable width="fill" target="aimbot.target.stickybomb" label="Aim at stickybombs"/>
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<AutoVariable width="fill" target="aimbot.target.sentry" label="Aim at sentry guns"/>
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<AutoVariable width="fill" target="aimbot.target.other-buildings" label="Aim at other buildings"/>
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<AutoVariable width="fill" target="aimbot.target.ignore-cloaked-spies" label="Ignore cloaked Spies"/>
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<AutoVariable width="fill" target="aimbot.target.ignore-vaccinator" label="Ignore Vaccinator Uber"/>
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<AutoVariable width="fill" target="aimbot.target.ignore-deadringer" label="Ignore Dead Ringer Spies"/>
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<AutoVariable width="fill" target="aimbot.target.ignore-cloaked-spies" label="Ignore Cloaked"/>
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<AutoVariable width="fill" target="aimbot.target.ignore-vaccinator" label="Ignore Vaccinator"/>
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<AutoVariable width="fill" target="aimbot.target.ignore-deadringer" label="Ignore Dead Ringer"/>
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</List>
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</Box>
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<Box padding="12 6 6 6" width="content" height="content" name="Autoshoot" x="170" y="250">
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@ -33,8 +33,8 @@
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<AutoVariable width="fill" target="trigger.target.stickybombs" label="Stickybombs" tooltip="Fire upon stickybombs."/>
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<AutoVariable width="fill" target="trigger.target.buildings-sentry" label="Sentry guns"/>
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<AutoVariable width="fill" target="trigger.target.buildings-other" label="Other buildings"/>
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<AutoVariable width="fill" target="trigger.target.ignore-cloaked-spies" label="Ignore Cloaked Spies"/>
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<AutoVariable width="fill" target="trigger.target.ignore-vaccinator" label="Ignore Vaccinator uber"/>
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<AutoVariable width="fill" target="trigger.target.ignore-cloaked-spies" label="Ignore Cloaked"/>
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<AutoVariable width="fill" target="trigger.target.ignore-vaccinator" label="Ignore Vaccinator"/>
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</List>
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</Box>
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</Tab>
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@ -213,22 +213,22 @@ std::unordered_map<studiohdr_t *, bonelist_s> bonelist_map{};
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// These are strings that never change and should only be constructed once
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const std::string hoovy_str = "Hoovy";
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const std::string dormant_str = "*DORMANT*";
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const std::string jarated_str = "*JARATED*";
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const std::string slowed_str = "*SLOWED*";
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const std::string zooming_str = "*ZOOMING*";
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const std::string crit_str = "*CRITS*";
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const std::string blast_p_str = "*BLAST PASSIVE*";
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const std::string blast_a_str = "*BLAST VACCINATOR*";
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const std::string fire_p_str = "*FIRE PASSIVE*";
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const std::string fire_a_str = "*FIRE VACCINATOR*";
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const std::string bullet_p_str = "*BULLET PASSIVE*";
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const std::string bullet_a_str = "*BULLET VACCINATOR*";
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const std::string invulnerable_str = "*INVULNERABLE*";
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const std::string ready_ringer_str = "*DEADRINGER OUT*";
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const std::string cloaked_str = "*CLOAKED*";
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const std::string in_ringer_str = "*DEADRINGERED*";
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const std::string botname_str = "BOT #";
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const std::string dormant_str = "*Dormant*";
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const std::string jarated_str = "*Jarate*";
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const std::string slowed_str = "*Slow*";
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const std::string zooming_str = "*Zoom*";
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const std::string crit_str = "*Crits*";
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const std::string blast_p_str = "*Blast Passive*";
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const std::string blast_a_str = "*Blast Vaccinator*";
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const std::string fire_p_str = "*Fire Passive*";
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const std::string fire_a_str = "*Fire Vaccinator*";
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const std::string bullet_p_str = "*Bullet Passive*";
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const std::string bullet_a_str = "*Bullet Vaccinator*";
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const std::string invulnerable_str = "*Invulnerable*";
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const std::string ready_ringer_str = "*Dead Ringer Out*";
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const std::string cloaked_str = "*Cloak*";
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const std::string in_ringer_str = "*Dead Ringer*";
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const std::string botname_str = "Bot #";
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const std::string tp_ready_str = "Ready";
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const std::string sapped_str = "*Sapped*";
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const std::string teleporter_str = "Teleporter";
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@ -236,17 +236,17 @@ const std::string sentry_str = "Sentry Gun";
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const std::string dispenser_str = "Dispenser";
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const std::string rare_spell_str = "Rare Spell";
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const std::string spell_str = "Spell";
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const std::string tf2c_spawner_respawn_str = "-- RESPAWNING --";
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const std::string ammo_big_str = "{iii}";
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const std::string ammo_medium_str = "{ii}";
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const std::string ammo_small_str = "{i}";
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const std::string tf2c_spawner_respawn_str = "-- Respawning --";
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const std::string ammo_big_str = "Big Ammo";
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const std::string ammo_medium_str = "Medium Ammo";
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const std::string ammo_small_str = "Small Ammo";
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const std::string tf2c_adrenaline_str = "[a]";
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const std::string hl_battery_str = "[Z]";
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const std::string health_big_str = "[+++]";
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const std::string health_medium_str = "[++]";
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const std::string health_small_str = "[+]";
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const std::string mvm_money_str = "$$$";
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const std::string mvm_red_money_str = "~$~";
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const std::string health_big_str = "Big Medkit";
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const std::string health_medium_str = "Medium Medkit";
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const std::string health_small_str = "Small Medkit";
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const std::string mvm_money_str = "Money";
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const std::string mvm_red_money_str = "~Money~";
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const std::string tank_str = "Tank";
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const std::string rpg_str = "RPG";
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const std::string smg_str = "SMG";
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@ -259,10 +259,10 @@ const std::string alyx_gun_str = "Alyx Gun";
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const std::string ar2_str = "AR2";
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const std::string point357_str = ".357";
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const std::string slam_str = "SLAM";
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const std::string arrow_str = "[ >>---> ]";
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const std::string sticky_str = "[ {*} ]";
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const std::string pill_str = "[ (PP) ]";
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const std::string rocket_str = "[ ==> ]";
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const std::string arrow_str = "-->";
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const std::string sticky_str = "X";
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const std::string pill_str = "<=>";
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const std::string rocket_str = "=>";
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// Function called on draw
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static void Draw()
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@ -1115,7 +1115,7 @@ void _FASTCALL ProcessEntity(CachedEntity *ent)
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}
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else if (classid == CL_CLASS(CTFDroppedWeapon) && item_esp && item_dropped_weapons)
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{
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AddEntityString(ent, std::string("WEAPON ") + RAW_ENT(ent)->GetClientClass()->GetName());
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AddEntityString(ent, std::string("Dropped Weapon")); //I've never seen this not being "WEAPON CTFDroppedWeapon" so why not make it prettier?
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// MVM Money esp
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}
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@ -1171,7 +1171,7 @@ void _FASTCALL ProcessEntity(CachedEntity *ent)
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}
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else if (item_powerups && itemtype >= ITEM_POWERUP_FIRST && itemtype <= ITEM_POWERUP_LAST)
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{
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AddEntityString(ent, std::string(powerups[itemtype - ITEM_POWERUP_FIRST]) + " PICKUP");
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AddEntityString(ent, std::string(powerups[itemtype - ITEM_POWERUP_FIRST])); //User should already know it's a pickup
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// TF2C weapon spawner esp
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}
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@ -1219,7 +1219,7 @@ void _FASTCALL ProcessEntity(CachedEntity *ent)
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bool IsMini = CE_BYTE(ent, netvar.m_bMiniBuilding);
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bool IsSapped = CE_BYTE(ent, netvar.m_bHasSapper);
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if (!IsMini)
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AddEntityString(ent, format("LVL ", level, ' ', name));
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AddEntityString(ent, format("Level ", level, ' ', name));
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else
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AddEntityString(ent, std::string("Mini ") + name);
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if (IsSapped)
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