Added broken pitch slow aim
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2120abcefa
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9d10930f9d
@ -240,10 +240,12 @@ static const std::string list_tf2 = R"(
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"aimbot_aimkey"
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"aimbot_aimkey"
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"aimbot_aimkey_mode"
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"aimbot_aimkey_mode"
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"aimbot_autoshoot"
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"aimbot_autoshoot"
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"aimbot_autoshoot_delay"
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"aimbot_hitboxmode"
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"aimbot_hitboxmode"
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"aimbot_fov"
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"aimbot_fov"
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"aimbot_prioritymode"
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"aimbot_prioritymode"
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"aimbot_slow"
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"aimbot_slow_intensity"
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"aimbot_slow_threshhold"
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"aimbot_charge"
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"aimbot_charge"
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"Ignore" [
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"Ignore" [
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"Ignore/Respect Menu"
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"Ignore/Respect Menu"
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@ -538,6 +540,10 @@ static const std::string list_tf2 = R"(
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"log"
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"log"
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]
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]
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]
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]
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"debug_sl_1"
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"debug_sl_2"
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"debug_sl_3"
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"debug_sl_4"
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)";
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)";
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List& MainList() {
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List& MainList() {
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@ -25,10 +25,14 @@ float cur_proj_grav { 0.0f };
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bool headonly { false };
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bool headonly { false };
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int last_target { -1 };
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int last_target { -1 };
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bool silent_huntsman { false };
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bool silent_huntsman { false };
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/*Broken Autoshoot delay code
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int iTickAutoshootDelay { 0 };
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int iTickAutoshootDelay { 0 };
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static CatVar autoshoot_delay(CV_FLOAT, "aimbot_autoshoot_delay", "0", "Autoshoot Delay", "Delays your shot to increase accuracy", 100.0);
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static CatVar autoshoot_delay(CV_FLOAT, "aimbot_autoshoot_delay", "0", "Autoshoot Delay", "Delays your shot to increase accuracy", 100.0);
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*/
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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");
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static CatVar slowaim_intensity(CV_FLOAT, "aimbot_slow_intensity", "0", "Slow Aim Intensity", "How strongly to pull your crosshair you an enemies head.", 100);
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static CatVar slowaim_threshhold(CV_FLOAT, "aimbot_slow_threshhold", "0", "Slow Aim Threshhold", "How close to shoot", 100);
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//static CatVar slowaim_randomness(CV_FLOAT, "aimbot_slow_random", "0", "meme", "succ", 100);
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static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
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static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
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int ClosestHitbox(CachedEntity* target) {
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int ClosestHitbox(CachedEntity* target) {
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@ -293,7 +297,17 @@ int ShouldTarget(CachedEntity* entity) {
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}
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}
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return 27;
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return 27;
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}
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}
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float changey;
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float changex;
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float sai;
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float origx;
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float origy;
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float angiex;
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float angiey;
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static CatVar meme1(CV_FLOAT, "debug_sl_1", "0", "origx", "kill", 1000);
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static CatVar meme2(CV_FLOAT, "debug_sl_2", "0", "angix", "kill", 1000);
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static CatVar meme3(CV_FLOAT, "debug_sl_3", "0", "changex", "kill", 1000);
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static CatVar meme4(CV_FLOAT, "debug_sl_4", "0", "sai", "kill", 1000);
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bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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//logging::Info("Aiming!");
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//logging::Info("Aiming!");
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Vector hit;
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Vector hit;
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@ -317,16 +331,51 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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Vector tr = (hit - g_pLocalPlayer->v_Eye);
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Vector tr = (hit - g_pLocalPlayer->v_Eye);
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fVectorAngles(tr, angles);
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fVectorAngles(tr, angles);
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bool smoothed = false;
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bool smoothed = false;
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/*if (this->v_bSmooth->GetBool()) {
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if ( (slowaim == 1) && (silent == false) ) {
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Vector da = (angles - g_pLocalPlayer->v_OrigViewangles);
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Vector da = (angles - g_pLocalPlayer->v_OrigViewangles);
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fClampAngle(da);
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fClampAngle(da);
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smoothed = true;
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smoothed = true;
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if (da.IsZero(v_fSmoothAutoshootTreshold->GetFloat())) smoothed = false;
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if (da.IsZero(slowaim_threshhold)) smoothed = false;
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da *= this->v_fSmoothValue->GetFloat() * (((float)rand() / (float)RAND_MAX) * this->v_fSmoothRandomness->GetFloat());
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sai = slowaim_intensity;
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angles = g_pLocalPlayer->v_OrigViewangles + da;
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origx = cmd->viewangles.x;
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origy = cmd->viewangles.y;
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angiex = angles.x;
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angiey = angles.y;
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/*if ( origy != angiey ) {
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if ( origy > angiey ) {
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changey = ( origy + angiey ) / (sai*sai) ;
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angles.y = origy + changey;
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} else {
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changey = ( origy + angiey ) / (sai*sai) ;
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angles.y = origy - changey;
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}
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}*/
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}*/
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if ( origx != angiex ) {
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if ( origx > angiex ) {
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changex = ( std::abs(origx - angiex ) ) / (sai) ;
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angles.x = origx - changex;
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}
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if ( origx < angiex ) {
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changex = ( std::abs(origx - angiex ) ) / (sai) ;
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angles.x = origx + changex;
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logging::Info("Adding");
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}
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meme1 = origx;
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meme2 = angiex;
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meme3 = changex;
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meme4 = sai;
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}
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//logging::Info("ayyming!");
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fClampAngle(angles);
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cmd->viewangles.x = angles.x;
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//fClampAngle(angles);
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//cmd->viewangles = angles;
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} else {
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fClampAngle(angles);
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fClampAngle(angles);
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cmd->viewangles = angles;
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cmd->viewangles = angles;
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}
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if (silent) {
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if (silent) {
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g_pLocalPlayer->bUseSilentAngles = true;
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g_pLocalPlayer->bUseSilentAngles = true;
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}
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}
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@ -346,7 +395,8 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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break;
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break;
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}
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}
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}
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}
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bool autoshoot_delay_bool = false;
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//Broken Autoshoot Delay code
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/*bool autoshoot_delay_bool = false;
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if ( autoshoot_delay == 0 ) {
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if ( autoshoot_delay == 0 ) {
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bool autoshoot_delay_bool = false;
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bool autoshoot_delay_bool = false;
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} else {
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} else {
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@ -357,18 +407,39 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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iTickAutoshootDelay = 0;
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iTickAutoshootDelay = 0;
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}
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}
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if ( attack && autoshoot_delay_bool ) {
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if ( attack && autoshoot_delay_bool ) {
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if ( (iTickAutoshootDelay++ / 200 ) >= autoshootdelayvar ) {
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UpdateAutoShootTimer();
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cmd->buttons |= IN_ATTACK;
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}
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} else {
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} else {
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if ( attack ) {
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if ( attack ) {
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cmd->buttons |= IN_ATTACK;
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cmd->buttons |= IN_ATTACK;
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}
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}
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}*/
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if ( attack ) {
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cmd->buttons |= IN_ATTACK;
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}
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}
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}
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}
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return true;
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return true;
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}
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}
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/*Broken Autoshoot delay code
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//Ripped from AAAA timer
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float autoshoot_timer_start = 0.0f;
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float autoshoot_timer = 0.0f;
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void UpdateAutoShootTimer() {
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const float& curtime = g_GlobalVars->curtime;
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if (autoshoot_timer_start > curtime) autoshoot_timer_start = 0.0f;
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if (!autoshoot_timer || !autoshoot_timer_start) {
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autoshoot_timer = autoshoot_delay;
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autoshoot_timer_start = curtime;
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} else {
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if (curtime - autoshoot_timer_start > autoshoot_timer) {
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cmd->buttons |= IN_ATTACK;
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autoshoot_timer_start = curtime;
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autoshoot_timer = autoshoot_delay;
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}
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}
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}*/
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bool ShouldAim(CUserCmd* cmd) {
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bool ShouldAim(CUserCmd* cmd) {
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if (aimkey && aimkey_mode) {
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if (aimkey && aimkey_mode) {
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bool key_down = g_IInputSystem->IsButtonDown((ButtonCode_t)(int)aimkey);
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bool key_down = g_IInputSystem->IsButtonDown((ButtonCode_t)(int)aimkey);
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