Update LagExploit.cpp
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8149cf7de5
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@ -32,7 +32,7 @@ CatVar value(CV_INT, "se_value", "900", "Sequence exploit value",
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CatCommand do_lagexploit("se_do", "Sequence exploit (for use in scripts)",
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CatCommand do_lagexploit("se_do", "Sequence exploit (for use in scripts)",
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[]() { AddExploitTicks(6); });
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[]() { AddExploitTicks(6); });
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AimbotCalculatedData_s calculated_data_array[2048]{};
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int exticks = 0;
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int exticks = 0;
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void AddExploitTicks(int ticks)
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void AddExploitTicks(int ticks)
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{
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{
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@ -59,6 +59,18 @@ static CatVar infinite_packs(CV_SWITCH, "infinite_packs", "0",
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"Activate sequence exploit when standing on "
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"Activate sequence exploit when standing on "
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"pickups while having not full HP/Ammo");
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"pickups while having not full HP/Ammo");
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bool VischeckPredictedEntity(CachedEntity *entity)
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{
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// Retrieve predicted data
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AimbotCalculatedData_s &cd = calculated_data_array[entity->m_IDX];
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if (cd.vcheck_tick == tickcount)
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return cd.visible;
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// Update info
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cd.vcheck_tick = tickcount;
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cd.visible = IsEntityVectorVisible(entity, entity->m_vecOrigin);
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return cd.visible;
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}
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void CreateMove()
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void CreateMove()
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{
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{
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if (CE_BAD(LOCAL_E))
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if (CE_BAD(LOCAL_E))
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@ -137,12 +149,28 @@ void CreateMove()
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return;
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return;
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int amount = 0;
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int amount = 0;
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static bool bWasHolding = false;
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static bool bWasHolding = false;
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static model_t *point = nullptr;
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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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if (cap)
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{
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{
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for (int i = 1; i < HIGHEST_ENTITY; i++)
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for (int i = 1; i < HIGHEST_ENTITY; i++)
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{
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{
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if (!point)
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{
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CachedEntity *pEnt = ENTITY(i);
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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",
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model_name))
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point = model;
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else
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continue;
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}
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CachedEntity *pEnt = ENTITY(i);
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CachedEntity *pEnt = ENTITY(i);
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if (!CE_GOOD(pEnt))
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if (!CE_GOOD(pEnt))
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continue;
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continue;
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@ -151,8 +179,7 @@ void CreateMove()
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const model_t *model = RAW_ENT(pEnt)->GetModel();
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const model_t *model = RAW_ENT(pEnt)->GetModel();
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if (!model)
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if (!model)
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continue;
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continue;
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const char *model_name = g_IModelInfo->GetModelName(model);
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if (model == point)
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if (strstr("models/props_gameplay/cap_point_base.mdl", model_name))
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{
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{
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if (!CE_GOOD(LOCAL_E))
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if (!CE_GOOD(LOCAL_E))
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continue;
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continue;
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