Improve readability

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NotAnUser1 2020-10-19 15:25:12 +03:00 committed by GitHub
parent d2cb3afab5
commit 54aafc5d18
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3 changed files with 37 additions and 37 deletions

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@ -90,9 +90,9 @@
<AutoVariable width="fill" target="aimbot.target.stickybomb" label="Aim at stickybombs"/>
<AutoVariable width="fill" target="aimbot.target.sentry" label="Aim at sentry guns"/>
<AutoVariable width="fill" target="aimbot.target.other-buildings" label="Aim at other buildings"/>
<AutoVariable width="fill" target="aimbot.target.ignore-cloaked-spies" label="Ignore cloaked Spies"/>
<AutoVariable width="fill" target="aimbot.target.ignore-vaccinator" label="Ignore Vaccinator Uber"/>
<AutoVariable width="fill" target="aimbot.target.ignore-deadringer" label="Ignore Dead Ringer Spies"/>
<AutoVariable width="fill" target="aimbot.target.ignore-cloaked-spies" label="Ignore Cloaked"/>
<AutoVariable width="fill" target="aimbot.target.ignore-vaccinator" label="Ignore Vaccinator"/>
<AutoVariable width="fill" target="aimbot.target.ignore-deadringer" label="Ignore Dead Ringer"/>
</List>
</Box>
<Box padding="12 6 6 6" width="content" height="content" name="Autoshoot" x="170" y="250">

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@ -33,8 +33,8 @@
<AutoVariable width="fill" target="trigger.target.stickybombs" label="Stickybombs" tooltip="Fire upon stickybombs."/>
<AutoVariable width="fill" target="trigger.target.buildings-sentry" label="Sentry guns"/>
<AutoVariable width="fill" target="trigger.target.buildings-other" label="Other buildings"/>
<AutoVariable width="fill" target="trigger.target.ignore-cloaked-spies" label="Ignore Cloaked Spies"/>
<AutoVariable width="fill" target="trigger.target.ignore-vaccinator" label="Ignore Vaccinator uber"/>
<AutoVariable width="fill" target="trigger.target.ignore-cloaked-spies" label="Ignore Cloaked"/>
<AutoVariable width="fill" target="trigger.target.ignore-vaccinator" label="Ignore Vaccinator"/>
</List>
</Box>
</Tab>

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