Merge pull request #473 from TotallyNotElite/master

Do some stuff from todo list and clean it up
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LightCat 2018-05-26 22:03:05 +02:00 committed by GitHub
commit 5bf42d6c87
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8 changed files with 41 additions and 17 deletions

23
TODO
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@ -15,11 +15,10 @@
//------------------------------------------------------------------------------------------------------------------// //
// //
Hook + Aimbot FIX // //
// //
no aim sapper // //
// // // //
// //
Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // //
Proper AutoHitbox, Isnt this already a thing?? // //
// //
// //
Flare aim on fire // //
Improve Projectile Aimbot. A lot. // //
@ -28,7 +27,7 @@ MAX -> MIN priority // //
// //
Hunter Rifle? // //
// //
No AutoShoot when disguised // //
// //
Ambassador bodyshotting // //
No Trigger Mediguns // //
More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // //
@ -42,9 +41,9 @@ add Spectator Silent for projectile weapons // //
// //
Improve aimbot accuracy // //
// //
Add Multipoint (Take hitbox, shrink it, then use corners as points to check) // //
// //
// //
Make ambasador check rely on wait for charge user setting // //
// //
// //
//------------------------------------------------------------------------------------------------------------------// //
// //
@ -56,14 +55,14 @@ Make ambasador check rely on wait for charge user setting // //
//Visuals/GUI //
//------------------------------------------------------------------------------------------------------------------// //
// //
Display on the left // //
// //
// //
make gui color change // //
// //
// //
Cheat status menu (A gui to display enabled/disabled states of user settings for when the menu is off) // //
// //
add teleporter count down // //
add spy cloak esp // //
// //
// //
Make ubercharge esp color RGB when fully charged // //
// //
@ -88,11 +87,11 @@ Tracers/Spy Cam // //
//------------------------------------------------------------------------------------------------------------------// //
// //
TTS // //
namesteal // //
autovote // //
// //
// //
// //
dominatesay assistsay worldsay // //
InsultSpam // //
// //
// //
//------------------------------------------------------------------------------------------------------------------// //
// //

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@ -179,6 +179,8 @@ constexpr condition_data_s CreateConditionMask(ConditionList... conds)
// Should be either expanded or unused
constexpr condition_data_s KInvisibilityMask =
CreateConditionMask(TFCond_Cloaked);
constexpr condition_data_s KDisguisedMask =
CreateConditionMask(TFCond_Disguised);
// Original name
constexpr condition_data_s KVisibilityMask =
CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker,

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@ -52,6 +52,7 @@ void EndConVars();
bool IsPlayerInvulnerable(CachedEntity *player);
bool IsPlayerCritBoosted(CachedEntity *player);
bool IsPlayerInvisible(CachedEntity *player);
bool IsPlayerDisguised(CachedEntity *player);
const char *GetBuildingName(CachedEntity *ent);
Vector GetBuildingPosition(CachedEntity *ent);

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@ -23,6 +23,7 @@ public:
bool bZoomed;
float flZoomBegin;
bool holding_sniper_rifle;
bool holding_sapper;
weaponmode weapon_mode;
bool using_action_slot_item{ false };

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@ -33,6 +33,8 @@ static CatVar aimkey_mode(aimkey_modes_enum, "aimbot_aimkey_mode", "1",
static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
"Shoot automatically when the target is locked, isn't "
"compatible with 'Enable when attacking'");
static CatVar autoshoot_disguised(CV_SWITCH, "aimbot_autoshoot_disguised", "1", "Autoshoot while disguised",
"Shoot automatically if disguised.");
static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint",
"Multipoint aimbot");
static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
@ -488,6 +490,10 @@ bool IsTargetStateGood(CachedEntity *entity)
}
IF_GAME(IsTF())
{
//don't aim if holding sapper
if (g_pLocalPlayer->holding_sapper)
return false;
// Wait for charge
if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle)
{
@ -585,6 +591,9 @@ bool IsTargetStateGood(CachedEntity *entity)
}
else if (entity->m_Type() == ENTITY_BUILDING)
{
//Don't aim if holding sapper
if (g_pLocalPlayer->holding_sapper)
return false;
// Enabled check
if (!(buildings_other || buildings_sentry))
return false;
@ -767,11 +776,11 @@ void Aim(CachedEntity *entity)
// A function to check whether player can autoshoot
void DoAutoshoot()
{
// Enable check
if (!autoshoot)
return;
if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised)
return;
// Handle Compound bow
if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow))
{
@ -814,7 +823,7 @@ void DoAutoshoot()
if (IsAmbassador(g_pLocalPlayer->weapon()))
{
// Check if ambasador can headshot
if (!AmbassadorCanHeadshot())
if (!AmbassadorCanHeadshot() && wait_for_charge)
attack = false;
}
}

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@ -855,6 +855,13 @@ bool IsPlayerInvisible(CachedEntity *player)
player);
}
bool IsPlayerDisguised(CachedEntity *player)
{
return HasConditionMask<KDisguisedMask.cond_0, KDisguisedMask.cond_1,
KDisguisedMask.cond_2, KDisguisedMask.cond_3>(
player);
}
// F1 c&p
Vector CalcAngle(Vector src, Vector dst)
{

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@ -19,13 +19,17 @@ void LocalPlayer::Update()
return;
}
holding_sniper_rifle = false;
holding_sapper = false;
wep = weapon();
if (CE_GOOD(wep))
{
weapon_mode = GetWeaponMode();
if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) ||
wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
holding_sniper_rifle = true;
wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
holding_sniper_rifle = true;
if (wep->m_iClassID() == CL_CLASS(CTFWeaponBuilder) ||
wep->m_iClassID() == CL_CLASS(CTFWeaponSapper))
holding_sapper = true;
}
team = CE_INT(entity, netvar.iTeamNum);
life_state = CE_BYTE(entity, netvar.iLifeState);

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@ -295,6 +295,7 @@ static const std::string list_tf2 = R"(
"aimbot_aimkey"
"aimbot_aimkey_mode"
"aimbot_autoshoot"
"aimbot_autoshoot_disguised"
"aimbot_hitboxmode"
"aimbot_fov"
"aimbot_fov_draw"