team aimbot settings wew

This commit is contained in:
julianacat 2017-07-17 00:22:31 -05:00
parent 257d7e1682
commit 79115daf28
3 changed files with 5 additions and 7 deletions

View File

@ -59,7 +59,8 @@ static CatVar ignore_deadringer(CV_SWITCH, "aimbot_ignore_deadringer", "1", "Ign
static CatVar buildings_sentry(CV_SWITCH, "aimbot_buildings_sentry", "1", "Aim Sentry", "Should aimbot aim at sentryguns?");
static CatVar buildings_other(CV_SWITCH, "aimbot_buildings_other", "1", "Aim Other building", "Should aimbot aim at other buildings");
static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should aimbot aim at stickys");
static CatVar teammates(CV_SWITCH, "aimbot_teammates", "0", "Aim at teammates", "Aim at your own team. Useful for HL2DM");
static CatEnum teammates_enum({ "ENEMY ONLY", "TEAMMATE ONLY", "BOTH" });
static CatVar teammates(teammates_enum, "aimbot_teammates", "0", "Aim at teammates", "Use to choose which team/s to target");
static CatVar silent(CV_SWITCH, "aimbot_silent", "1", "Silent", "Your screen doesn't get snapped to the point where aimbot aims at");
static CatVar target_lock(CV_SWITCH, "aimbot_target_lock", "0", "Target Lock", "Keeps your previously chosen target untill target check fails");
static CatEnum hitbox_enum({
@ -96,7 +97,6 @@ static CatVar engine_projpred(CV_SWITCH, "debug_aimbot_engine_pp", "0", "Engine
// Followbot vars
static CatVar auto_spin_up(CV_SWITCH, "aimbot_spin_up", "0", "Auto Spin Up", "Spin up minigun if you can see target, useful for followbots");
/* TODO IMPLEMENT
static CatVar auto_spin_up(CV_SWITCH, "aimbot_spin_up", "0", "Auto Spin Up", "Spin up minigun if you can see target, useful for followbots");
static CatVar auto_zoom(CV_SWITCH, "aimbot_auto_zoom", "0", "Auto Zoom", "Automatically zoom in if you can see target, useful for followbots");
*/
@ -354,7 +354,7 @@ bool IsTargetStateGood(CachedEntity* entity) {
// Dont aim at dead player
if (!entity->m_bAlivePlayer) return false;
// Dont aim at teammates
if (!entity->m_bEnemy && !teammates) return false;
if ((int)teammates != 2 && ((!entity->m_bEnemy && !teammates) || (entity->m_bEnemy && teammates))) return false;
// Check if player is too far away
if (EffectiveTargetingRange()) {
if (entity->m_flDistance > EffectiveTargetingRange()) return false;

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@ -168,7 +168,7 @@ void DoWalking() {
}
// Without good target we must find a new one
if (CE_BAD(best_target)) {
if (CE_BAD(best_target) || g_GlobalVars->curtime - 2.5F > crumb_prune_timeout) {
float target_highest_score = -256;
CachedEntity* ent;

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@ -505,11 +505,9 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
rgrav = 0.2f;
rspeed = 990.0f;
} else if (weapon->m_iClassID == CL_CLASS(CTFCrossbow)) {
// TODO, get correct gravity
rgrav = 0.2f;
rspeed = 2400.0f;
} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
// TODO, get correct gravity
rgrav = 0.2f;
rspeed = 2400.0f;
}
@ -518,7 +516,7 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
return (rspeed || rgrav);
}
constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596 };
constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596, 416491033, 175278337 };
bool Developer(CachedEntity* ent) {
for (int i = 0; i < sizeof(developer_list) / sizeof(unsigned); i++) {