Merge pull request #473 from TotallyNotElite/master
Do some stuff from todo list and clean it up
This commit is contained in:
commit
5bf42d6c87
23
TODO
23
TODO
@ -15,11 +15,10 @@
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//------------------------------------------------------------------------------------------------------------------// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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Hook + Aimbot FIX // //
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Hook + Aimbot FIX // //
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// //
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// // // //
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no aim sapper // //
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// //
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// //
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Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // //
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Make hacks respect Mannpower powerups and other conditions when calcuating damage, hitbox and prioritizing targets // //
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Proper AutoHitbox, Isnt this already a thing?? // //
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// //
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// //
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// //
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Flare aim on fire // //
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Flare aim on fire // //
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Improve Projectile Aimbot. A lot. // //
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Improve Projectile Aimbot. A lot. // //
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@ -28,7 +27,7 @@ MAX -> MIN priority // //
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// //
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// //
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Hunter Rifle? // //
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Hunter Rifle? // //
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// //
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// //
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No AutoShoot when disguised // //
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// //
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Ambassador bodyshotting // //
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Ambassador bodyshotting // //
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No Trigger Mediguns // //
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No Trigger Mediguns // //
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More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // //
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More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // //
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@ -42,9 +41,9 @@ add Spectator Silent for projectile weapons // //
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// //
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// //
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Improve aimbot accuracy // //
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Improve aimbot accuracy // //
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// //
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// //
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Add Multipoint (Take hitbox, shrink it, then use corners as points to check) // //
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// //
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// //
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Make ambasador check rely on wait for charge user setting // //
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// //
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// //
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// //
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// //
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//------------------------------------------------------------------------------------------------------------------// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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@ -56,14 +55,14 @@ Make ambasador check rely on wait for charge user setting // //
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//Visuals/GUI //
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//Visuals/GUI //
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//------------------------------------------------------------------------------------------------------------------// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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Display on the left // //
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// //
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// //
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make gui color change // //
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// //
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// //
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// //
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// //
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Cheat status menu (A gui to display enabled/disabled states of user settings for when the menu is off) // //
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Cheat status menu (A gui to display enabled/disabled states of user settings for when the menu is off) // //
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// //
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// //
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add teleporter count down // //
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add teleporter count down // //
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add spy cloak esp // //
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// //
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// //
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// //
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Make ubercharge esp color RGB when fully charged // //
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Make ubercharge esp color RGB when fully charged // //
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// //
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// //
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@ -88,11 +87,11 @@ Tracers/Spy Cam // //
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//------------------------------------------------------------------------------------------------------------------// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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TTS // //
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TTS // //
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namesteal // //
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// //
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autovote // //
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// //
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// //
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// //
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dominatesay assistsay worldsay // //
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dominatesay assistsay worldsay // //
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InsultSpam // //
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// //
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// //
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// //
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//------------------------------------------------------------------------------------------------------------------// //
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//------------------------------------------------------------------------------------------------------------------// //
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// //
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// //
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@ -179,6 +179,8 @@ constexpr condition_data_s CreateConditionMask(ConditionList... conds)
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// Should be either expanded or unused
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// Should be either expanded or unused
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constexpr condition_data_s KInvisibilityMask =
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constexpr condition_data_s KInvisibilityMask =
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CreateConditionMask(TFCond_Cloaked);
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CreateConditionMask(TFCond_Cloaked);
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constexpr condition_data_s KDisguisedMask =
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CreateConditionMask(TFCond_Disguised);
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// Original name
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// Original name
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constexpr condition_data_s KVisibilityMask =
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constexpr condition_data_s KVisibilityMask =
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CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker,
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CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker,
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@ -52,6 +52,7 @@ void EndConVars();
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bool IsPlayerInvulnerable(CachedEntity *player);
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bool IsPlayerInvulnerable(CachedEntity *player);
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bool IsPlayerCritBoosted(CachedEntity *player);
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bool IsPlayerCritBoosted(CachedEntity *player);
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bool IsPlayerInvisible(CachedEntity *player);
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bool IsPlayerInvisible(CachedEntity *player);
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bool IsPlayerDisguised(CachedEntity *player);
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const char *GetBuildingName(CachedEntity *ent);
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const char *GetBuildingName(CachedEntity *ent);
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Vector GetBuildingPosition(CachedEntity *ent);
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Vector GetBuildingPosition(CachedEntity *ent);
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@ -23,6 +23,7 @@ public:
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bool bZoomed;
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bool bZoomed;
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float flZoomBegin;
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float flZoomBegin;
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bool holding_sniper_rifle;
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bool holding_sniper_rifle;
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bool holding_sapper;
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weaponmode weapon_mode;
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weaponmode weapon_mode;
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bool using_action_slot_item{ false };
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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",
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static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
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static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
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"Shoot automatically when the target is locked, isn't "
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"Shoot automatically when the target is locked, isn't "
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"compatible with 'Enable when attacking'");
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"compatible with 'Enable when attacking'");
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static CatVar autoshoot_disguised(CV_SWITCH, "aimbot_autoshoot_disguised", "1", "Autoshoot while disguised",
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"Shoot automatically if disguised.");
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static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint",
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static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint",
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"Multipoint aimbot");
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"Multipoint aimbot");
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static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
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static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
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@ -488,6 +490,10 @@ bool IsTargetStateGood(CachedEntity *entity)
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}
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}
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IF_GAME(IsTF())
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IF_GAME(IsTF())
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{
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{
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//don't aim if holding sapper
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if (g_pLocalPlayer->holding_sapper)
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return false;
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// Wait for charge
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// Wait for charge
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if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle)
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if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle)
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{
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{
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@ -585,6 +591,9 @@ bool IsTargetStateGood(CachedEntity *entity)
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}
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}
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else if (entity->m_Type() == ENTITY_BUILDING)
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else if (entity->m_Type() == ENTITY_BUILDING)
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{
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{
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//Don't aim if holding sapper
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if (g_pLocalPlayer->holding_sapper)
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return false;
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// Enabled check
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// Enabled check
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if (!(buildings_other || buildings_sentry))
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if (!(buildings_other || buildings_sentry))
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return false;
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return false;
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@ -767,11 +776,11 @@ void Aim(CachedEntity *entity)
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// A function to check whether player can autoshoot
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// A function to check whether player can autoshoot
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void DoAutoshoot()
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void DoAutoshoot()
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{
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{
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// Enable check
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// Enable check
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if (!autoshoot)
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if (!autoshoot)
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return;
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return;
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if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised)
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return;
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// Handle Compound bow
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// Handle Compound bow
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if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow))
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if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow))
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{
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{
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@ -814,7 +823,7 @@ void DoAutoshoot()
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if (IsAmbassador(g_pLocalPlayer->weapon()))
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if (IsAmbassador(g_pLocalPlayer->weapon()))
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{
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{
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// Check if ambasador can headshot
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// Check if ambasador can headshot
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if (!AmbassadorCanHeadshot())
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if (!AmbassadorCanHeadshot() && wait_for_charge)
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attack = false;
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attack = false;
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}
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}
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}
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}
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@ -855,6 +855,13 @@ bool IsPlayerInvisible(CachedEntity *player)
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player);
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player);
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}
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}
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bool IsPlayerDisguised(CachedEntity *player)
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{
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return HasConditionMask<KDisguisedMask.cond_0, KDisguisedMask.cond_1,
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KDisguisedMask.cond_2, KDisguisedMask.cond_3>(
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player);
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}
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// F1 c&p
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// F1 c&p
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Vector CalcAngle(Vector src, Vector dst)
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Vector CalcAngle(Vector src, Vector dst)
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{
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{
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@ -19,6 +19,7 @@ void LocalPlayer::Update()
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return;
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return;
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}
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}
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holding_sniper_rifle = false;
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holding_sniper_rifle = false;
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holding_sapper = false;
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wep = weapon();
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wep = weapon();
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if (CE_GOOD(wep))
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if (CE_GOOD(wep))
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{
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{
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@ -26,6 +27,9 @@ void LocalPlayer::Update()
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if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) ||
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if (wep->m_iClassID() == CL_CLASS(CTFSniperRifle) ||
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wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
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wep->m_iClassID() == CL_CLASS(CTFSniperRifleDecap))
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holding_sniper_rifle = true;
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holding_sniper_rifle = true;
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if (wep->m_iClassID() == CL_CLASS(CTFWeaponBuilder) ||
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wep->m_iClassID() == CL_CLASS(CTFWeaponSapper))
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holding_sapper = true;
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}
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}
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team = CE_INT(entity, netvar.iTeamNum);
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team = CE_INT(entity, netvar.iTeamNum);
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life_state = CE_BYTE(entity, netvar.iLifeState);
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life_state = CE_BYTE(entity, netvar.iLifeState);
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@ -295,6 +295,7 @@ static const std::string list_tf2 = R"(
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"aimbot_aimkey"
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"aimbot_aimkey"
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"aimbot_aimkey_mode"
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"aimbot_aimkey_mode"
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"aimbot_autoshoot"
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"aimbot_autoshoot"
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"aimbot_autoshoot_disguised"
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"aimbot_hitboxmode"
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"aimbot_hitboxmode"
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"aimbot_fov"
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"aimbot_fov"
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"aimbot_fov_draw"
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"aimbot_fov_draw"
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