Finalize changes

This commit is contained in:
julianacat 2017-08-27 02:53:02 -05:00
parent e2d160473a
commit 85d90fe5e7
4 changed files with 32 additions and 52 deletions

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@ -52,22 +52,16 @@
"aimbot_hitbox", "aimbot_hitbox",
"aimbot_zoomed", "aimbot_zoomed",
"aimbot_only_when_can_shoot", "aimbot_only_when_can_shoot",
"aimbot_enable_attack_only",
"aimbot_maxrange", "aimbot_maxrange",
"aimbot_slow", "aimbot_slow",
"aimbot_slow_smooth",
"aimbot_slow_autoshoot",
{ {
"type": "list", "type": "list",
"name": "Projectile Aimbot Tweaks", "name": "Projectile Aimbot Tweaks",
"list": [ "list": [
"aimbot_projectile", "aimbot_projectile",
"aimbot_proj_fovpred",
"aimbot_proj_vispred",
"aimbot_proj_gravity", "aimbot_proj_gravity",
"aimbot_proj_speed", "aimbot_proj_speed",
"aimbot_huntsman_charge", "aimbot_huntsman_charge"
"aimbot_full_auto_huntsman"
] ]
} }
] ]
@ -439,31 +433,30 @@
"type": "list", "type": "list",
"name": "Miscellaneous", "name": "Miscellaneous",
"list": [ "list": [
"name",
"disconnect_reason",
"name_stealer",
"bhop_enabled",
"nopush_enabled",
"noisemaker",
"tauntslide_tf2",
"anti_afk",
"events",
"airstuck",
"fast_vischeck",
"instant_weapon_switch",
"fakelag",
"skinchanger",
"autoqueue",
"autotaunt", "autotaunt",
"autotaunt_chance", "autotaunt_chance",
"autojoin_team", "autojoin_team",
"autojoin_class", "autojoin_class",
"autoqueue",
"events",
"airstuck",
"instant_weapon_switch",
"name",
"fakelag",
"disconnect_reason",
"name_stealer",
"minigun_jump", "minigun_jump",
"spycrab",
"skinchanger",
"bhop_enabled",
"noisemaker",
"nopush_enabled",
"fast_vischeck",
"anti_afk",
"rollspeedhack",
"info",
"tauntslide_tf2",
"tauntslide", "tauntslide",
"flashlight", "flashlight",
"rollspeedhack",
"info",
"request_balance_spam", "request_balance_spam",
{ {
"type": "list", "type": "list",
@ -476,6 +469,7 @@
"removecond_taunt", "removecond_taunt",
"removecond_bleeding", "removecond_bleeding",
"removecond_stun", "removecond_stun",
"spycrab",
"instant_decloak", "instant_decloak",
"instant_rezoom", "instant_rezoom",
"infinite_packs", "infinite_packs",

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@ -80,7 +80,7 @@ bool EntityHitboxCache::VisibilityCheck(int id) {
} }
static CatEnum setupbones_time_enum({ "ZERO", "CURTIME", "LP SERVERTIME", "SIMTIME" }); static CatEnum setupbones_time_enum({ "ZERO", "CURTIME", "LP SERVERTIME", "SIMTIME" });
static CatVar setupbones_time(setupbones_time_enum, "setupbones_time", "1", "Setupbones", "Defines setupbones 4th argument, change it if your aimbot misses, idk!!"); static CatVar setupbones_time(setupbones_time_enum, "setupbones_time", "3", "Setupbones", "Defines setupbones 4th argument, change it if your aimbot misses, idk!!");
matrix3x4_t* EntityHitboxCache::GetBones() { matrix3x4_t* EntityHitboxCache::GetBones() {
static float bones_setup_time = 0.0f; 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
// Selective and related // Selective and related
static CatEnum priority_mode_enum({ "SMART", "FOV", "DISTANCE", "HEALTH" }); static CatEnum priority_mode_enum({ "SMART", "FOV", "DISTANCE", "HEALTH" });
static CatVar priority_mode(priority_mode_enum, "aimbot_prioritymode", "0", "Priority mode", "Priority mode.\n" static CatVar priority_mode(priority_mode_enum, "aimbot_prioritymode", "0", "Priority mode", "Priority mode.\n"
"SMART: Basically Auto-Threat. Will be tweakable eventually. " "SMART: Basically Auto-Threat. "
"FOV, DISTANCE, HEALTH are self-explainable. HEALTH picks the weakest enemy"); "FOV, DISTANCE, HEALTH are self-explainable. HEALTH picks the weakest enemy");
static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits until it has enough charge to kill"); static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits until it has enough charge to kill");
static CatVar ignore_vaccinator(CV_SWITCH, "aimbot_ignore_vaccinator", "1", "Ignore Vaccinator", "Hitscan weapons won't fire if enemy is vaccinated against bullets"); static CatVar ignore_vaccinator(CV_SWITCH, "aimbot_ignore_vaccinator", "1", "Ignore Vaccinator", "Hitscan weapons won't fire if enemy is vaccinated against bullets");
@ -43,14 +43,13 @@ static CatEnum hitbox_enum({
"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R", "HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
"KNEE R", "FOOT R" }); "KNEE R", "FOOT R" });
static CatVar hitbox(hitbox_enum, "aimbot_hitbox", "0", "Hitbox", "Hitbox to aim at. Ignored if AutoHitbox is on"); static CatVar hitbox(hitbox_enum, "aimbot_hitbox", "0", "Hitbox", "Hitbox to aim at. Ignored if AutoHitbox is on");
static CatVar zoomed_only(CV_SWITCH, "aimbot_zoomed", "1", "Zoomed only", "Don't autoshoot with unzoomed rifles"); static CatVar zoomed_only(CV_SWITCH, "aimbot_zoomed", "0", "Zoomed only", "Don't autoshoot with unzoomed rifles");
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"); 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");
static CatVar attack_only(CV_SWITCH, "aimbot_enable_attack_only", "0", "Active when attacking", "Basically makes Mouse1 an AimKey, isn't compatible with AutoShoot");
static CatVar max_range(CV_INT, "aimbot_maxrange", "0", "Max distance", static CatVar max_range(CV_INT, "aimbot_maxrange", "0", "Max distance",
"Max range for aimbot\n" "Max range for aimbot\n"
"900-1100 range is efficient for scout/widowmaker engineer", 4096.0f); "900-1100 range is efficient for scout/widowmaker engineer", 4096.0f);
static CatVar extrapolate(CV_SWITCH, "aimbot_extrapolate", "0", "Latency extrapolation", "(NOT RECOMMENDED) latency extrapolation"); static CatVar extrapolate(CV_SWITCH, "aimbot_extrapolate", "0", "Latency extrapolation", "(NOT RECOMMENDED) latency extrapolation");
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); 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);
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"); 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");
static CatVar proj_gravity(CV_FLOAT, "aimbot_proj_gravity", "0", "Projectile gravity", static CatVar proj_gravity(CV_FLOAT, "aimbot_proj_gravity", "0", "Projectile gravity",
"Force override projectile gravity. Useful for debugging.", 1.0f); "Force override projectile gravity. Useful for debugging.", 1.0f);
@ -155,7 +154,7 @@ void CreateMove() {
} else return; } else return;
// Not release type weapon // Not release type weapon
} else if (CanShoot() && (g_pUserCmd->buttons & IN_ATTACK)) Aim(target); } else if (CanShoot() && (g_pUserCmd->buttons & IN_ATTACK) && CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) != 0) Aim(target);
} else } else
Aim(target); Aim(target);
@ -166,10 +165,6 @@ void CreateMove() {
bool ShouldAim() { bool ShouldAim() {
// Checks should be in order: cheap -> expensive // Checks should be in order: cheap -> expensive
// Check for +attack if settings allow it
if (attack_only && !(g_pUserCmd->buttons & IN_ATTACK)) {
return false;
}
// Check for +use // Check for +use
if (g_pUserCmd->buttons & IN_USE) return false; if (g_pUserCmd->buttons & IN_USE) return false;
// Check if using action slot item // Check if using action slot item

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@ -305,28 +305,24 @@ void CreateMove() {
if (tauntslide_tf2) { if (tauntslide_tf2) {
// Check to prevent crashing // Check to prevent crashing
if (CE_GOOD(LOCAL_E)) { if (CE_GOOD(LOCAL_E)) {
// If the local player is taunting
if (HasCondition<TFCond_Taunting>(LOCAL_E)) { if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
// get directions
float forward = 0; float forward = 0;
float side = 0; float side = 0;
// get directions
if (g_pUserCmd->buttons & IN_FORWARD) forward += 450; if (g_pUserCmd->buttons & IN_FORWARD) forward += 450;
if (g_pUserCmd->buttons & IN_BACK) forward -= 450; if (g_pUserCmd->buttons & IN_BACK) forward -= 450;
if (g_pUserCmd->buttons & IN_MOVELEFT) side -= 450; if (g_pUserCmd->buttons & IN_MOVELEFT) side -= 450;
if (g_pUserCmd->buttons & IN_MOVERIGHT) side += 450; if (g_pUserCmd->buttons & IN_MOVERIGHT) side += 450;
// Push them to userCmd
g_pUserCmd->forwardmove = forward; g_pUserCmd->forwardmove = forward;
g_pUserCmd->sidemove = side; g_pUserCmd->sidemove = side;
// Grab Camera angle static QAngle camera_angle;
static QAngle cameraAngle; g_IEngine->GetViewAngles(camera_angle);
g_IEngine->GetViewAngles(cameraAngle);
// Set userAngle = camera angles // 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
//g_pUserCmd->viewangles.y = cameraAngle[1]; if (!(hacks::shared::antiaim::enabled && hacks::shared::antiaim::yaw_mode && !(side || forward)))
g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1]; g_pUserCmd->viewangles.y = camera_angle[1];
g_pLocalPlayer->v_OrigViewangles.y = camera_angle[1];
// Use silent since we dont want to prevent the player from looking around // Use silent since we dont want to prevent the player from looking around
g_pLocalPlayer->bUseSilentAngles = true; g_pLocalPlayer->bUseSilentAngles = true;
@ -337,16 +333,11 @@ void CreateMove() {
// Spams infinite autobalance spam function // Spams infinite autobalance spam function
if (auto_balance_spam) { if (auto_balance_spam) {
// Time Last used
static float auto_balance_time = 0; static float auto_balance_time = 0;
// If the timer exceeds 1 minute, jump and reset the timer
if (g_GlobalVars->curtime - 0.15 > auto_balance_time) { if (g_GlobalVars->curtime - 0.15 > auto_balance_time) {
// Use the Inf Request func
SendAutoBalanceRequest(); SendAutoBalanceRequest();
// Reset
// Reset timer
auto_balance_time = g_GlobalVars->curtime; auto_balance_time = g_GlobalVars->curtime;
} }
} }