Add tapfire for Miniguns

This commit is contained in:
BenCat07 2020-02-02 22:16:35 +01:00
parent 12b8bb7994
commit a2d06db27e
2 changed files with 20 additions and 3 deletions

View File

@ -28,6 +28,7 @@
<AutoVariable width="fill" target="aimbot.wait-for-charge" label="Wait for Charge"/>
<AutoVariable width="fill" target="aimbot.autoshoot-disguised" label="Autoshoot Disguised"/>
<AutoVariable width="fill" target="aimbot.auto.spin-up" label="Auto Spin-up"/>
<AutoVariable width="fill" target="aimbot.auto.tapfire" label="Tapfire minigun"/>
<AutoVariable width="fill" target="aimbot.auto.zoom" label="Auto Zoom"/>
<AutoVariable width="fill" target="aimbot.auto.unzoom" label="Auto Unzoom"/>
</List>
@ -101,7 +102,7 @@
<AutoVariable width="fill" target="aimbot.projectile.sticky-autoshoot" label="Sticky Threshold"/>
</List>
</Box>
<Box padding="12 6 6 6" width="content" height="content" name="Backtracking" x="340" y="110">
<Box padding="12 6 6 6" width="content" height="content" name="Backtracking" x="340" y="125">
<List width="150">
<AutoVariable width="fill" target="backtrack.enable" label="Enable Backtracking"/>
<AutoVariable width="fill" target="aimbot.backtrack" label="Aim at Backtracking"/>

View File

@ -58,6 +58,7 @@ static settings::Boolean aimbot_debug{ "aimbot.debug", "0" };
static settings::Boolean engine_projpred{ "aimbot.debug.engine-pp", "0" };
static settings::Boolean auto_spin_up{ "aimbot.auto.spin-up", "0" };
static settings::Boolean minigun_tapfire{ "aimbot.auto.tapfire", "false" };
static settings::Boolean auto_zoom{ "aimbot.auto.zoom", "0" };
static settings::Boolean auto_unzoom{ "aimbot.auto.unzoom", "0" };
@ -269,7 +270,7 @@ static void CreateMove()
}
else if (LOCAL_W->m_iClassID() == CL_CLASS(CTFPipebombLauncher))
{
float chargebegin = *((float *) ((unsigned) RAW_ENT(LOCAL_W) + 3152));
float chargebegin = *((float *) ((uintptr_t) RAW_ENT(LOCAL_W) + 3152));
float chargetime = g_GlobalVars->curtime - chargebegin;
DoAutoshoot();
@ -303,8 +304,23 @@ static void CreateMove()
}
else
{
DoAutoshoot(target_entity);
Aim(target_entity);
// We should tap fire with the minigun on Bigger ranges to maximize damage, else just shoot normally
if (!minigun_tapfire || g_pLocalPlayer->weapon()->m_iClassID() != CL_CLASS(CTFMinigun))
DoAutoshoot(target_entity);
else if (minigun_tapfire)
{
// Used to keep track of what tick we're in right now
static int tapfire_delay = 0;
tapfire_delay++;
// This is the exact delay needed to hit
if (tapfire_delay == 17 || target_entity->m_flDistance() <= 1250.0f)
{
DoAutoshoot(target_entity);
tapfire_delay = 0;
}
}
}
}