Changed Invis ESP to VACC esp + fixed melee detection
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@ -14,10 +14,8 @@ Smoothe the smooth aim
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Extract TF2 path from /proc/maps
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Display on the left
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Flare aim on fire
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VACC esp
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Triggerbot ambassador correction
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Aim Sticky
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Melee Aimbot
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Hook + Aimbot FIX
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ESP Icons
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ESP Distance sort
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@ -92,7 +92,7 @@ Color black;
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Color red, blu;
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Color red_b, blu_b; // Background
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Color red_i, blu_i; // Invis
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Color red_v, blu_v; // Invis
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Color red_u, blu_u;
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Color yellow; // Deprecated
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@ -124,8 +124,8 @@ void colors::Init() {
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blu = Color(28, 108, 237, 255);
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red_b = Color(64, 32, 32, 178);
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blu_b = Color(32, 32, 64, 178);
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red_i = Color(252, 159, 159, 255);
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blu_i = Color(159, 191, 252, 255);
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red_v = Color(196, 102, 108, 255);
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blu_v = Color(102, 182, 196, 255);
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red_u = Color(216, 34, 186, 255);
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blu_u = Color(167, 75, 252, 255);
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yellow = Color(255, 255, 0, 255);
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@ -182,9 +182,9 @@ Color colors::EntityF(CachedEntity* ent) {
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if (ent->m_iTeam == TEAM_BLU) result = blu_u;
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else if (ent->m_iTeam == TEAM_RED) result = red_u;
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}
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if (ent->Var<int>(netvar.iCond) & cond::cloaked) {
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if (ent->m_iTeam == TEAM_BLU) result = blu_i;
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else if (ent->m_iTeam == TEAM_RED) result = red_i;
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if (ent->Var<int>(netvar.iCond2) & cond_ex::vacc_bullet) {
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if (ent->m_iTeam == TEAM_BLU) result = blu_v;
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else if (ent->m_iTeam == TEAM_RED) result = red_v;
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}
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switch (GetRelation(ent->m_pEntity)) {
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case FRIEND:
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@ -32,7 +32,7 @@ extern Color black;
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extern Color red, blu;
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extern Color red_b, blu_b; // Background
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extern Color red_i, blu_i; // Invis
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extern Color red_v, blu_v; // Vaccinator
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extern Color red_u, blu_u; // Ubercharged
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extern Color yellow; // Deprecated
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extern Color orange;
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@ -244,6 +244,12 @@ void ESP::ProcessEntity(CachedEntity* ent) {
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if (IsPlayerInvulnerable(ent->m_pEntity)) {
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ent->AddESPString(color, bgclr, "INVULNERABLE");
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}
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if (ent->Var<int>(netvar.iCond1) & cond_ex::vacc_bullet) {
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ent->AddESPString(color, bgclr, "VACCINATOR ACTIVE");
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}
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if (ent->Var<int>(netvar.iCond1) & cond_ex::vacc_pbullet) {
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ent->AddESPString(color, bgclr, "VACCINATOR PASSIVE");
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}
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if (IsPlayerCritBoosted(ent->m_pEntity)) {
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ent->AddESPString(color, bgclr, "CRIT BOOSTED");
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}
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@ -415,12 +415,35 @@ float DistToSqr(IClientEntity* entity) {
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return g_pLocalPlayer->v_Origin.DistToSqr(entity->GetAbsOrigin());
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}
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bool IsMeleeWeapon(IClientEntity* ent) {
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if (!ent) return false;
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switch (ent->GetClientClass()->m_ClassID) {
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case ClassID::CTFBat:
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case ClassID::CTFBat_Fish:
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case ClassID::CTFBat_Giftwrap:
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case ClassID::CTFBat_Wood:
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case ClassID::CTFShovel:
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case ClassID::CTFKatana:
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case ClassID::CTFFireAxe:
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case ClassID::CTFBottle:
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case ClassID::CTFSword:
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case ClassID::CTFFists:
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case ClassID::CTFWrench:
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case ClassID::CTFRobotArm:
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case ClassID::CTFBonesaw:
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case ClassID::CTFClub:
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case ClassID::CTFKnife:
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return true;
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}
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return false;
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}
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weaponmode GetWeaponMode(IClientEntity* player) {
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if (!player) return weapon_invalid;
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int weapon_handle = GetEntityValue<int>(player, netvar.hActiveWeapon);
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if (weapon_handle == GetEntityValue<int>(player, netvar.hMyWeapons + sizeof(int) * 2)) return weaponmode::weapon_melee;
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IClientEntity* weapon = interfaces::entityList->GetClientEntity(weapon_handle & 0xFFF);
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if (!weapon) return weaponmode::weapon_invalid;
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if (IsMeleeWeapon(weapon)) return weaponmode::weapon_melee;
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switch (weapon->GetClientClass()->m_ClassID) {
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case ClassID::CTFLunchBox:
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case ClassID::CTFLunchBox_Drink:
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@ -72,6 +72,8 @@ bool IsAmbassador(IClientEntity* ent);
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void AimAt(Vector origin, Vector target, CUserCmd* cmd);
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void AimAtHitbox(IClientEntity* ent, int hitbox, CUserCmd* cmd);
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bool IsMeleeWeapon(IClientEntity* ent);
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QAngle VectorToQAngle(Vector in);
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Vector QAngleToVector(QAngle in);
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