Autobackstab improvements

This commit is contained in:
TotallyNotElite 2018-08-01 22:45:55 +02:00
parent b2bc660e8f
commit 662d1f1e4a

View File

@ -14,6 +14,8 @@ static CatVar enabled(CV_SWITCH, "autobackstab", "0", "Auto Backstab",
"Does not depend on triggerbot!");
static CatVar silent(CV_SWITCH, "autobackstab_silent", "1", "Silent");
int checkNextTick = -1;
void traceEntity(int *result_eindex, Vector *result_pos, QAngle angle,
Vector loc)
{
@ -56,8 +58,10 @@ bool canBackstab(CachedEntity *tar, Vector angle, Vector loc, Vector hitboxLoc)
traceEntity(&IDX, &hitLoc, QAngle(angle.x, angle.y, angle.z), loc);
if (IDX == tar->m_IDX)
{
if (loc.DistTo(hitboxLoc) < meleeRange)
if (loc.DistTo(hitboxLoc) <= meleeRange)
return true;
else
checkNextTick = tar->m_IDX;
}
}
return false;
@ -71,8 +75,11 @@ void CreateMove()
return;
if (g_pLocalPlayer->weapon()->m_iClassID() != CL_CLASS(CTFKnife))
return;
// Get melee range of knife
CachedEntity *besttarget = nullptr;
//Check if we need to check a player again. We do this because our backstab range may be different after we have rotated
if (checkNextTick == -1)
{
for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
{
CachedEntity *target = ENTITY(i);
@ -98,22 +105,20 @@ void CreateMove()
}
}
}
}
else
{
// If we need to check a player again, set besttarget to the idx of the player
besttarget = ENTITY(checkNextTick);
checkNextTick = -1;
}
if (CE_GOOD(besttarget))
{
Vector hitboxLoc =
besttarget->hitboxes.GetHitbox(hacks::shared::aimbot::ClosestHitbox(besttarget))
->center;
Vector angle = NET_VECTOR(RAW_ENT(LOCAL_E), netvar.m_angEyeAngles);
if (canBackstab(besttarget, angle, g_pLocalPlayer->v_Eye, hitboxLoc))
{
g_pUserCmd->buttons |= IN_ATTACK;
besttarget = nullptr;
return;
}
else
{
for (float i = -180.0f; i < 180.0f; i += 1.0f)
for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 1.0f)
{
// Get angles
Vector tr = (hitboxLoc - g_pLocalPlayer->v_Eye);
@ -122,7 +127,6 @@ void CreateMove()
// Clamping is important
fClampAngle(xAngle);
angle.x = xAngle.x;
angle.y = i;
if (canBackstab(besttarget, angle, g_pLocalPlayer->v_Eye, hitboxLoc))
{
g_pUserCmd->viewangles = angle;
@ -132,7 +136,6 @@ void CreateMove()
g_pLocalPlayer->bUseSilentAngles = true;
return;
}
}
}
}
}