Add tapfire for Miniguns
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@ -28,6 +28,7 @@
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<AutoVariable width="fill" target="aimbot.wait-for-charge" label="Wait for Charge"/>
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<AutoVariable width="fill" target="aimbot.autoshoot-disguised" label="Autoshoot Disguised"/>
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<AutoVariable width="fill" target="aimbot.auto.spin-up" label="Auto Spin-up"/>
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<AutoVariable width="fill" target="aimbot.auto.tapfire" label="Tapfire minigun"/>
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<AutoVariable width="fill" target="aimbot.auto.zoom" label="Auto Zoom"/>
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<AutoVariable width="fill" target="aimbot.auto.unzoom" label="Auto Unzoom"/>
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</List>
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@ -101,7 +102,7 @@
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<AutoVariable width="fill" target="aimbot.projectile.sticky-autoshoot" label="Sticky Threshold"/>
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</List>
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</Box>
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<Box padding="12 6 6 6" width="content" height="content" name="Backtracking" x="340" y="110">
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<Box padding="12 6 6 6" width="content" height="content" name="Backtracking" x="340" y="125">
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<List width="150">
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<AutoVariable width="fill" target="backtrack.enable" label="Enable Backtracking"/>
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<AutoVariable width="fill" target="aimbot.backtrack" label="Aim at Backtracking"/>
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@ -58,6 +58,7 @@ static settings::Boolean aimbot_debug{ "aimbot.debug", "0" };
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static settings::Boolean engine_projpred{ "aimbot.debug.engine-pp", "0" };
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static settings::Boolean auto_spin_up{ "aimbot.auto.spin-up", "0" };
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static settings::Boolean minigun_tapfire{ "aimbot.auto.tapfire", "false" };
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static settings::Boolean auto_zoom{ "aimbot.auto.zoom", "0" };
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static settings::Boolean auto_unzoom{ "aimbot.auto.unzoom", "0" };
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@ -269,7 +270,7 @@ static void CreateMove()
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}
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else if (LOCAL_W->m_iClassID() == CL_CLASS(CTFPipebombLauncher))
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{
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float chargebegin = *((float *) ((unsigned) RAW_ENT(LOCAL_W) + 3152));
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float chargebegin = *((float *) ((uintptr_t) RAW_ENT(LOCAL_W) + 3152));
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float chargetime = g_GlobalVars->curtime - chargebegin;
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DoAutoshoot();
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@ -303,8 +304,23 @@ static void CreateMove()
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}
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else
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{
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DoAutoshoot(target_entity);
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Aim(target_entity);
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// We should tap fire with the minigun on Bigger ranges to maximize damage, else just shoot normally
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if (!minigun_tapfire || g_pLocalPlayer->weapon()->m_iClassID() != CL_CLASS(CTFMinigun))
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DoAutoshoot(target_entity);
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else if (minigun_tapfire)
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{
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// Used to keep track of what tick we're in right now
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static int tapfire_delay = 0;
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tapfire_delay++;
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// This is the exact delay needed to hit
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if (tapfire_delay == 17 || target_entity->m_flDistance() <= 1250.0f)
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{
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DoAutoshoot(target_entity);
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tapfire_delay = 0;
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}
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}
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}
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}
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