Make aimbot not run unneccesarily when in rapidfire
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8aebd9d073
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920b6e5a42
@ -17,6 +17,7 @@
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#include <targethelper.hpp>
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#include "hitrate.hpp"
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#include "FollowBot.hpp"
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#include "Warp.hpp"
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namespace hacks::shared::aimbot
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{
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@ -241,6 +242,7 @@ static void doAutoZoom(bool target_found)
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// Current Entity
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CachedEntity *target_last = 0;
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bool aimed_this_tick = false;
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Vector viewangles_this_tick(0.0f);
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// If slow aimbot allows autoshoot
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bool slow_can_shoot = false;
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@ -433,6 +435,20 @@ static void CreateMove()
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}
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}
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// Just hold m1 if we were aiming at something before and are in rapidfire
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static void CreateMoveWarp()
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{
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if (hacks::tf2::warp::in_rapidfire && aimed_this_tick)
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{
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current_user_cmd->viewangles = viewangles_this_tick;
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g_pLocalPlayer->bUseSilentAngles = *silent;
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current_user_cmd->buttons |= IN_ATTACK;
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}
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// Warp should call aimbot normally
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else if (!hacks::tf2::warp::in_rapidfire)
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CreateMove();
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}
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#if ENABLE_VISUALS
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bool MouseMoving()
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{
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@ -1022,7 +1038,9 @@ void Aim(CachedEntity *entity)
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// Set tick count to targets (backtrack messes with this)
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if (!shouldBacktrack(entity) && nolerp && entity->m_IDX <= g_IEngine->GetMaxClients())
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current_user_cmd->tick_count = TIME_TO_TICKS(CE_FLOAT(entity, netvar.m_flSimulationTime));
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aimed_this_tick = true;
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aimed_this_tick = true;
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viewangles_this_tick = angles;
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// Finish function
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return;
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}
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@ -1595,7 +1613,7 @@ static InitRoutine EC([]() {
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EC::Register(EC::LevelInit, Reset, "INIT_Aimbot", EC::average);
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EC::Register(EC::LevelShutdown, Reset, "RESET_Aimbot", EC::average);
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EC::Register(EC::CreateMove, CreateMove, "CM_Aimbot", EC::late);
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EC::Register(EC::CreateMoveWarp, CreateMove, "CMW_Aimbot", EC::late);
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EC::Register(EC::CreateMoveWarp, CreateMoveWarp, "CMW_Aimbot", EC::late);
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#if ENABLE_VISUALS
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EC::Register(EC::Draw, DrawText, "DRAW_Aimbot", EC::average);
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#endif
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