Add auto insta cap
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8b830a13db
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8149cf7de5
@ -20,6 +20,7 @@ CatVar shoot(CV_SWITCH, "se_shoot", "0",
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CatVar stickyspam(CV_SWITCH, "se_stickyspam", "0",
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CatVar stickyspam(CV_SWITCH, "se_stickyspam", "0",
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"Allows Spam of stickies simply by holding Mouse1.");
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"Allows Spam of stickies simply by holding Mouse1.");
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CatVar cloak(CV_SWITCH, "se_cloak", "0", "Instant decloak/cloak");
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CatVar cloak(CV_SWITCH, "se_cloak", "0", "Instant decloak/cloak");
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CatVar cap(CV_SWITCH, "se_cap", "0", "Auto instant cap");
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CatVar instant_weapon_switch(CV_SWITCH, "se_switch", "0",
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CatVar instant_weapon_switch(CV_SWITCH, "se_switch", "0",
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"Instant weapon switch");
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"Instant weapon switch");
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CatVar key(CV_KEY, "se_key", "0", "Sequence exploit key");
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CatVar key(CV_KEY, "se_key", "0", "Sequence exploit key");
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@ -138,6 +139,42 @@ void CreateMove()
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static bool bWasHolding = false;
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static bool bWasHolding = false;
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bool bIsHolding = ((g_pUserCmd->buttons & IN_ATTACK) ||
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bool bIsHolding = ((g_pUserCmd->buttons & IN_ATTACK) ||
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(g_pUserCmd->buttons & IN_ATTACK2));
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(g_pUserCmd->buttons & IN_ATTACK2));
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if (cap)
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{
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for (int i = 1; i < HIGHEST_ENTITY; i++)
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{
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CachedEntity *pEnt = ENTITY(i);
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if (!CE_GOOD(pEnt))
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continue;
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if (pEnt->m_iTeam == LOCAL_E->m_iTeam)
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continue;
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const model_t *model = RAW_ENT(pEnt)->GetModel();
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if (!model)
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continue;
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const char *model_name = g_IModelInfo->GetModelName(model);
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if (strstr("models/props_gameplay/cap_point_base.mdl", model_name))
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{
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if (!CE_GOOD(LOCAL_E))
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continue;
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ICollideable *c = RAW_ENT(pEnt)->GetCollideable();
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ICollideable *p = RAW_ENT(LOCAL_E)->GetCollideable();
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const Vector &max1 =
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p->OBBMaxs() + RAW_ENT(LOCAL_E)->GetAbsOrigin();
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const Vector &min1 =
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p->OBBMins() + RAW_ENT(LOCAL_E)->GetAbsOrigin();
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const Vector &max2 =
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c->OBBMaxs() + pEnt->m_vecOrigin + Vector(44, 44, 44);
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const Vector &min2 =
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c->OBBMins() + pEnt->m_vecOrigin - Vector(44, 44, 44);
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if ((min1.x <= max2.x && max1.x >= min2.x) &&
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(min1.y <= max2.y && max1.y >= min2.y) &&
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(min1.z <= max2.z && max1.z >= min2.z))
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{
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amount = (int) value;
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}
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}
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}
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}
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if (instant_weapon_switch && not HasCondition<TFCond_Cloaked>(LOCAL_E))
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if (instant_weapon_switch && not HasCondition<TFCond_Cloaked>(LOCAL_E))
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{
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{
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static int lastweapon = 0;
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static int lastweapon = 0;
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