Finalize changes
This commit is contained in:
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e2d160473a
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@ -52,22 +52,16 @@
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"aimbot_hitbox",
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"aimbot_hitbox",
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"aimbot_zoomed",
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"aimbot_zoomed",
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"aimbot_only_when_can_shoot",
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"aimbot_only_when_can_shoot",
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"aimbot_enable_attack_only",
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"aimbot_maxrange",
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"aimbot_maxrange",
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"aimbot_slow",
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"aimbot_slow",
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"aimbot_slow_smooth",
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"aimbot_slow_autoshoot",
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{
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{
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"type": "list",
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"type": "list",
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"name": "Projectile Aimbot Tweaks",
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"name": "Projectile Aimbot Tweaks",
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"list": [
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"list": [
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"aimbot_projectile",
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"aimbot_projectile",
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"aimbot_proj_fovpred",
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"aimbot_proj_vispred",
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"aimbot_proj_gravity",
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"aimbot_proj_gravity",
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"aimbot_proj_speed",
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"aimbot_proj_speed",
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"aimbot_huntsman_charge",
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"aimbot_huntsman_charge"
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"aimbot_full_auto_huntsman"
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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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@ -439,31 +433,30 @@
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"type": "list",
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"type": "list",
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"name": "Miscellaneous",
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"name": "Miscellaneous",
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"list": [
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"list": [
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"name",
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"disconnect_reason",
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"name_stealer",
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"bhop_enabled",
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"nopush_enabled",
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"noisemaker",
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"tauntslide_tf2",
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"anti_afk",
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"events",
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"airstuck",
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"fast_vischeck",
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"instant_weapon_switch",
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"fakelag",
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"skinchanger",
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"autoqueue",
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"autotaunt",
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"autotaunt",
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"autotaunt_chance",
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"autotaunt_chance",
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"autojoin_team",
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"autojoin_team",
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"autojoin_class",
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"autojoin_class",
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"autoqueue",
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"events",
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"airstuck",
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"instant_weapon_switch",
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"name",
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"fakelag",
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"disconnect_reason",
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"name_stealer",
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"minigun_jump",
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"minigun_jump",
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"spycrab",
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"skinchanger",
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"bhop_enabled",
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"noisemaker",
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"nopush_enabled",
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"fast_vischeck",
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"anti_afk",
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"rollspeedhack",
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"info",
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"tauntslide_tf2",
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"tauntslide",
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"tauntslide",
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"flashlight",
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"flashlight",
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"rollspeedhack",
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"info",
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"request_balance_spam",
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"request_balance_spam",
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{
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{
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"type": "list",
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"type": "list",
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@ -476,6 +469,7 @@
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"removecond_taunt",
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"removecond_taunt",
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"removecond_bleeding",
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"removecond_bleeding",
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"removecond_stun",
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"removecond_stun",
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"spycrab",
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"instant_decloak",
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"instant_decloak",
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"instant_rezoom",
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"instant_rezoom",
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"infinite_packs",
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"infinite_packs",
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@ -80,7 +80,7 @@ bool EntityHitboxCache::VisibilityCheck(int id) {
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}
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}
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static CatEnum setupbones_time_enum({ "ZERO", "CURTIME", "LP SERVERTIME", "SIMTIME" });
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static CatEnum setupbones_time_enum({ "ZERO", "CURTIME", "LP SERVERTIME", "SIMTIME" });
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static CatVar setupbones_time(setupbones_time_enum, "setupbones_time", "1", "Setupbones", "Defines setupbones 4th argument, change it if your aimbot misses, idk!!");
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static CatVar setupbones_time(setupbones_time_enum, "setupbones_time", "3", "Setupbones", "Defines setupbones 4th argument, change it if your aimbot misses, idk!!");
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matrix3x4_t* EntityHitboxCache::GetBones() {
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matrix3x4_t* EntityHitboxCache::GetBones() {
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static float bones_setup_time = 0.0f;
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static float bones_setup_time = 0.0f;
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@ -22,7 +22,7 @@ static CatVar fovcircle_opacity(CV_FLOAT, "aimbot_fov_draw_opacity", "0.7", "FOV
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// Selective and related
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// Selective and related
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static CatEnum priority_mode_enum({ "SMART", "FOV", "DISTANCE", "HEALTH" });
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static CatEnum priority_mode_enum({ "SMART", "FOV", "DISTANCE", "HEALTH" });
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static CatVar priority_mode(priority_mode_enum, "aimbot_prioritymode", "0", "Priority mode", "Priority mode.\n"
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static CatVar priority_mode(priority_mode_enum, "aimbot_prioritymode", "0", "Priority mode", "Priority mode.\n"
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"SMART: Basically Auto-Threat. Will be tweakable eventually. "
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"SMART: Basically Auto-Threat. "
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"FOV, DISTANCE, HEALTH are self-explainable. HEALTH picks the weakest enemy");
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"FOV, DISTANCE, HEALTH are self-explainable. HEALTH picks the weakest enemy");
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static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits until it has enough charge to kill");
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static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits until it has enough charge to kill");
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static CatVar ignore_vaccinator(CV_SWITCH, "aimbot_ignore_vaccinator", "1", "Ignore Vaccinator", "Hitscan weapons won't fire if enemy is vaccinated against bullets");
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static CatVar ignore_vaccinator(CV_SWITCH, "aimbot_ignore_vaccinator", "1", "Ignore Vaccinator", "Hitscan weapons won't fire if enemy is vaccinated against bullets");
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@ -43,14 +43,13 @@ static CatEnum hitbox_enum({
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"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
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"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
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"KNEE R", "FOOT R" });
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"KNEE R", "FOOT R" });
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static CatVar hitbox(hitbox_enum, "aimbot_hitbox", "0", "Hitbox", "Hitbox to aim at. Ignored if AutoHitbox is on");
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static CatVar hitbox(hitbox_enum, "aimbot_hitbox", "0", "Hitbox", "Hitbox to aim at. Ignored if AutoHitbox is on");
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static CatVar zoomed_only(CV_SWITCH, "aimbot_zoomed", "1", "Zoomed only", "Don't autoshoot with unzoomed rifles");
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static CatVar zoomed_only(CV_SWITCH, "aimbot_zoomed", "0", "Zoomed only", "Don't autoshoot with unzoomed rifles");
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static CatVar only_can_shoot(CV_SWITCH, "aimbot_only_when_can_shoot", "1", "Active when can shoot", "Aimbot only activates when you can instantly shoot, sometimes making the autoshoot invisible for spectators");
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static CatVar only_can_shoot(CV_SWITCH, "aimbot_only_when_can_shoot", "1", "Active when can shoot", "Aimbot only activates when you can instantly shoot, sometimes making the autoshoot invisible for spectators");
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static CatVar attack_only(CV_SWITCH, "aimbot_enable_attack_only", "0", "Active when attacking", "Basically makes Mouse1 an AimKey, isn't compatible with AutoShoot");
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static CatVar max_range(CV_INT, "aimbot_maxrange", "0", "Max distance",
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static CatVar max_range(CV_INT, "aimbot_maxrange", "0", "Max distance",
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"Max range for aimbot\n"
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"Max range for aimbot\n"
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"900-1100 range is efficient for scout/widowmaker engineer", 4096.0f);
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"900-1100 range is efficient for scout/widowmaker engineer", 4096.0f);
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static CatVar extrapolate(CV_SWITCH, "aimbot_extrapolate", "0", "Latency extrapolation", "(NOT RECOMMENDED) latency extrapolation");
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static CatVar extrapolate(CV_SWITCH, "aimbot_extrapolate", "0", "Latency extrapolation", "(NOT RECOMMENDED) latency extrapolation");
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static CatVar slow_aim(CV_INT, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the target for more legit play\nDisables silent aimbot", 1, 50);
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static CatVar slow_aim(CV_INT, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the target for more legit play\nDisables silent aimbot", 0, 50);
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static CatVar projectile_aimbot(CV_SWITCH, "aimbot_projectile", "1", "Projectile aimbot", "If you turn it off, aimbot won't try to aim with projectile weapons");
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static CatVar projectile_aimbot(CV_SWITCH, "aimbot_projectile", "1", "Projectile aimbot", "If you turn it off, aimbot won't try to aim with projectile weapons");
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static CatVar proj_gravity(CV_FLOAT, "aimbot_proj_gravity", "0", "Projectile gravity",
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static CatVar proj_gravity(CV_FLOAT, "aimbot_proj_gravity", "0", "Projectile gravity",
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"Force override projectile gravity. Useful for debugging.", 1.0f);
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"Force override projectile gravity. Useful for debugging.", 1.0f);
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@ -155,7 +154,7 @@ void CreateMove() {
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} else return;
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} else return;
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// Not release type weapon
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// Not release type weapon
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} else if (CanShoot() && (g_pUserCmd->buttons & IN_ATTACK)) Aim(target);
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} else if (CanShoot() && (g_pUserCmd->buttons & IN_ATTACK) && CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) != 0) Aim(target);
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} else
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} else
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Aim(target);
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Aim(target);
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@ -166,10 +165,6 @@ void CreateMove() {
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bool ShouldAim() {
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bool ShouldAim() {
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// Checks should be in order: cheap -> expensive
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// Checks should be in order: cheap -> expensive
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// Check for +attack if settings allow it
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if (attack_only && !(g_pUserCmd->buttons & IN_ATTACK)) {
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return false;
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}
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// Check for +use
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// Check for +use
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if (g_pUserCmd->buttons & IN_USE) return false;
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if (g_pUserCmd->buttons & IN_USE) return false;
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// Check if using action slot item
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// Check if using action slot item
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@ -305,28 +305,24 @@ void CreateMove() {
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if (tauntslide_tf2) {
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if (tauntslide_tf2) {
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// Check to prevent crashing
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// Check to prevent crashing
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if (CE_GOOD(LOCAL_E)) {
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if (CE_GOOD(LOCAL_E)) {
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// If the local player is taunting
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if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
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if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
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// get directions
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float forward = 0;
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float forward = 0;
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float side = 0;
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float side = 0;
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// get directions
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if (g_pUserCmd->buttons & IN_FORWARD) forward += 450;
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if (g_pUserCmd->buttons & IN_FORWARD) forward += 450;
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if (g_pUserCmd->buttons & IN_BACK) forward -= 450;
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if (g_pUserCmd->buttons & IN_BACK) forward -= 450;
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if (g_pUserCmd->buttons & IN_MOVELEFT) side -= 450;
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if (g_pUserCmd->buttons & IN_MOVELEFT) side -= 450;
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if (g_pUserCmd->buttons & IN_MOVERIGHT) side += 450;
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if (g_pUserCmd->buttons & IN_MOVERIGHT) side += 450;
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// Push them to userCmd
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g_pUserCmd->forwardmove = forward;
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g_pUserCmd->forwardmove = forward;
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g_pUserCmd->sidemove = side;
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g_pUserCmd->sidemove = side;
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// Grab Camera angle
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static QAngle camera_angle;
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static QAngle cameraAngle;
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g_IEngine->GetViewAngles(camera_angle);
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g_IEngine->GetViewAngles(cameraAngle);
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// Set userAngle = camera angles
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// Doesnt work with anti-aim as well as I hoped... I guess this is as far as I can go with such a simple tauntslide
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//g_pUserCmd->viewangles.y = cameraAngle[1];
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if (!(hacks::shared::antiaim::enabled && hacks::shared::antiaim::yaw_mode && !(side || forward)))
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g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1];
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g_pUserCmd->viewangles.y = camera_angle[1];
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g_pLocalPlayer->v_OrigViewangles.y = camera_angle[1];
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// Use silent since we dont want to prevent the player from looking around
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// Use silent since we dont want to prevent the player from looking around
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g_pLocalPlayer->bUseSilentAngles = true;
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g_pLocalPlayer->bUseSilentAngles = true;
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@ -337,16 +333,11 @@ void CreateMove() {
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// Spams infinite autobalance spam function
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// Spams infinite autobalance spam function
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if (auto_balance_spam) {
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if (auto_balance_spam) {
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// Time Last used
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static float auto_balance_time = 0;
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static float auto_balance_time = 0;
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// If the timer exceeds 1 minute, jump and reset the timer
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if (g_GlobalVars->curtime - 0.15 > auto_balance_time) {
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if (g_GlobalVars->curtime - 0.15 > auto_balance_time) {
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// Use the Inf Request func
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SendAutoBalanceRequest();
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SendAutoBalanceRequest();
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// Reset
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// Reset timer
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auto_balance_time = g_GlobalVars->curtime;
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auto_balance_time = g_GlobalVars->curtime;
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}
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}
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}
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}
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