Added "Wait for charge"
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@ -95,6 +95,7 @@ List& MainList() {
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"aimbot_proj_fovpred"
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"aimbot_proj_vispred"
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"aimbot_interp"
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"aimbot_charge"
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"Auto Heal" [
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"Auto Heal Menu"
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"autoheal_enabled"
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@ -187,10 +187,21 @@ void Reset() {
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projectile_mode = false;
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}
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static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge");
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int ShouldTarget(CachedEntity* entity) {
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// Just assuming CE is good
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// TODO IsSniperRifle.. ugh
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if (entity->m_Type == ENTITY_PLAYER) {
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if (TF) {
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// idk wtf
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if (wait_for_charge && (g_pLocalPlayer->weapon()->m_iClassID == g_pClassID->CTFSniperRifle || g_pLocalPlayer->weapon()->m_iClassID == g_pClassID->CTFSniperRifleDecap)) {
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float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
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if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
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if ((bdmg * 3) < entity->m_iHealth) {
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return 28;
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}
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}
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if (ignore_taunting && HasCondition(entity, TFCond_Taunting)) return 1;
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if (IsPlayerInvulnerable(entity)) return 4;
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if (respect_cloak && IsPlayerInvisible(entity)) return 6;
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