Added broken pitch slow aim

This commit is contained in:
Julian Rowe 2017-04-25 22:31:58 -05:00
parent 2120abcefa
commit 9d10930f9d
2 changed files with 92 additions and 15 deletions

View File

@ -240,10 +240,12 @@ static const std::string list_tf2 = R"(
"aimbot_aimkey"
"aimbot_aimkey_mode"
"aimbot_autoshoot"
"aimbot_autoshoot_delay"
"aimbot_hitboxmode"
"aimbot_fov"
"aimbot_prioritymode"
"aimbot_slow"
"aimbot_slow_intensity"
"aimbot_slow_threshhold"
"aimbot_charge"
"Ignore" [
"Ignore/Respect Menu"
@ -538,6 +540,10 @@ static const std::string list_tf2 = R"(
"log"
]
]
"debug_sl_1"
"debug_sl_2"
"debug_sl_3"
"debug_sl_4"
)";
List& MainList() {

View File

@ -25,10 +25,14 @@ float cur_proj_grav { 0.0f };
bool headonly { false };
int last_target { -1 };
bool silent_huntsman { false };
/*Broken Autoshoot delay code
int iTickAutoshootDelay { 0 };
static CatVar autoshoot_delay(CV_FLOAT, "aimbot_autoshoot_delay", "0", "Autoshoot Delay", "Delays your shot to increase accuracy", 100.0);
*/
static CatVar slowaim(CV_SWITCH, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the targets face\nGreat for legit configs\nSilent disables this");
static CatVar slowaim_intensity(CV_FLOAT, "aimbot_slow_intensity", "0", "Slow Aim Intensity", "How strongly to pull your crosshair you an enemies head.", 100);
static CatVar slowaim_threshhold(CV_FLOAT, "aimbot_slow_threshhold", "0", "Slow Aim Threshhold", "How close to shoot", 100);
//static CatVar slowaim_randomness(CV_FLOAT, "aimbot_slow_random", "0", "meme", "succ", 100);
static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
int ClosestHitbox(CachedEntity* target) {
@ -293,7 +297,17 @@ int ShouldTarget(CachedEntity* entity) {
}
return 27;
}
float changey;
float changex;
float sai;
float origx;
float origy;
float angiex;
float angiey;
static CatVar meme1(CV_FLOAT, "debug_sl_1", "0", "origx", "kill", 1000);
static CatVar meme2(CV_FLOAT, "debug_sl_2", "0", "angix", "kill", 1000);
static CatVar meme3(CV_FLOAT, "debug_sl_3", "0", "changex", "kill", 1000);
static CatVar meme4(CV_FLOAT, "debug_sl_4", "0", "sai", "kill", 1000);
bool Aim(CachedEntity* entity, CUserCmd* cmd) {
//logging::Info("Aiming!");
Vector hit;
@ -317,16 +331,51 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
Vector tr = (hit - g_pLocalPlayer->v_Eye);
fVectorAngles(tr, angles);
bool smoothed = false;
/*if (this->v_bSmooth->GetBool()) {
if ( (slowaim == 1) && (silent == false) ) {
Vector da = (angles - g_pLocalPlayer->v_OrigViewangles);
fClampAngle(da);
smoothed = true;
if (da.IsZero(v_fSmoothAutoshootTreshold->GetFloat())) smoothed = false;
da *= this->v_fSmoothValue->GetFloat() * (((float)rand() / (float)RAND_MAX) * this->v_fSmoothRandomness->GetFloat());
angles = g_pLocalPlayer->v_OrigViewangles + da;
}*/
fClampAngle(angles);
cmd->viewangles = angles;
if (da.IsZero(slowaim_threshhold)) smoothed = false;
sai = slowaim_intensity;
origx = cmd->viewangles.x;
origy = cmd->viewangles.y;
angiex = angles.x;
angiey = angles.y;
/*if ( origy != angiey ) {
if ( origy > angiey ) {
changey = ( origy + angiey ) / (sai*sai) ;
angles.y = origy + changey;
} else {
changey = ( origy + angiey ) / (sai*sai) ;
angles.y = origy - changey;
}
}*/
if ( origx != angiex ) {
if ( origx > angiex ) {
changex = ( std::abs(origx - angiex ) ) / (sai) ;
angles.x = origx - changex;
}
if ( origx < angiex ) {
changex = ( std::abs(origx - angiex ) ) / (sai) ;
angles.x = origx + changex;
logging::Info("Adding");
}
meme1 = origx;
meme2 = angiex;
meme3 = changex;
meme4 = sai;
}
//logging::Info("ayyming!");
fClampAngle(angles);
cmd->viewangles.x = angles.x;
//fClampAngle(angles);
//cmd->viewangles = angles;
} else {
fClampAngle(angles);
cmd->viewangles = angles;
}
if (silent) {
g_pLocalPlayer->bUseSilentAngles = true;
}
@ -346,7 +395,8 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
break;
}
}
bool autoshoot_delay_bool = false;
//Broken Autoshoot Delay code
/*bool autoshoot_delay_bool = false;
if ( autoshoot_delay == 0 ) {
bool autoshoot_delay_bool = false;
} else {
@ -357,18 +407,39 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
iTickAutoshootDelay = 0;
}
if ( attack && autoshoot_delay_bool ) {
if ( (iTickAutoshootDelay++ / 200 ) >= autoshootdelayvar ) {
cmd->buttons |= IN_ATTACK;
}
UpdateAutoShootTimer();
} else {
if ( attack ) {
cmd->buttons |= IN_ATTACK;
}
}*/
if ( attack ) {
cmd->buttons |= IN_ATTACK;
}
}
return true;
}
/*Broken Autoshoot delay code
//Ripped from AAAA timer
float autoshoot_timer_start = 0.0f;
float autoshoot_timer = 0.0f;
void UpdateAutoShootTimer() {
const float& curtime = g_GlobalVars->curtime;
if (autoshoot_timer_start > curtime) autoshoot_timer_start = 0.0f;
if (!autoshoot_timer || !autoshoot_timer_start) {
autoshoot_timer = autoshoot_delay;
autoshoot_timer_start = curtime;
} else {
if (curtime - autoshoot_timer_start > autoshoot_timer) {
cmd->buttons |= IN_ATTACK;
autoshoot_timer_start = curtime;
autoshoot_timer = autoshoot_delay;
}
}
}*/
bool ShouldAim(CUserCmd* cmd) {
if (aimkey && aimkey_mode) {
bool key_down = g_IInputSystem->IsButtonDown((ButtonCode_t)(int)aimkey);