stuff
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8ced275749
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@ -120,6 +120,10 @@ void CreateMove() {
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// Check if aimbot is enabled
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// Check if aimbot is enabled
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if (!enabled) return;
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if (!enabled) return;
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// Save should aim info
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bool shouldAim = ShouldAim();
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bool aimkeyStatus = UpdateAimkey();
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// Refresh projectile info
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// Refresh projectile info
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int huntsman_ticks = 0;
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int huntsman_ticks = 0;
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projectile_mode = (GetProjectileData(g_pLocalPlayer->weapon(), cur_proj_speed, cur_proj_grav));
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projectile_mode = (GetProjectileData(g_pLocalPlayer->weapon(), cur_proj_speed, cur_proj_grav));
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@ -137,16 +141,16 @@ void CreateMove() {
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}
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}
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// Refresh our best target
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// Refresh our best target
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CachedEntity* target = RetrieveBestTarget();
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CachedEntity* target = RetrieveBestTarget(aimkeyStatus);
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// Check target for dormancy and if there even is a target at all
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// Check target for dormancy and if there even is a target at all
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if (CE_GOOD(target) && foundTarget) {
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if (CE_GOOD(target) && foundTarget) {
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// Set target esp color to pink
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// Set target esp color to pink
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hacks::shared::esp::SetEntityColor(target, colors::pink);
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hacks::shared::esp::SetEntityColor(target, colors::pink);
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// Check if player can aim
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// Check if player can aim and if aimkey allows aiming
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// We also preform a CanShoot check here per the old canshoot method
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// We also preform a CanShoot check here per the old canshoot method
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if (ShouldAim() && GetCanAim(1)) {
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if (shouldAim && UpdateAimkey() && GetCanAim(1)) {
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// Check if player isnt using a huntsman
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// Check if player isnt using a huntsman
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if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
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if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
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@ -210,8 +214,6 @@ bool ShouldAim() {
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if (attack_only && !(g_pUserCmd->buttons & IN_ATTACK)) {
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if (attack_only && !(g_pUserCmd->buttons & IN_ATTACK)) {
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return false;
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return false;
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}
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}
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// Check if aimkey allows aiming
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if (!UpdateAimkey()) return false;
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// Check for +use
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// Check for +use
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if (g_pUserCmd->buttons & IN_USE) return false;
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if (g_pUserCmd->buttons & IN_USE) return false;
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// Check if using action slot item
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// Check if using action slot item
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@ -265,15 +267,15 @@ bool ShouldAim() {
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}
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}
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// Function to find a suitable target
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// Function to find a suitable target
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CachedEntity* RetrieveBestTarget() {
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CachedEntity* RetrieveBestTarget(bool aimkey) {
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// If we have a previously chosen target, target lock is on, and the aimkey is allowed, then attemt to keep the previous target
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// If we have a previously chosen target, target lock is on, and the aimkey is allowed, then attemt to keep the previous target
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if (target_lock && foundTarget && UpdateAimkey()) {
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if (target_lock && foundTarget && aimkey) {
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if (CE_GOOD(target_last)) {
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if (CE_GOOD(target_last)) {
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// Check if previous target is still good
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// Check if previous target is still good
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if (IsTargetStateGood(target_last)) {
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if (IsTargetStateGood(target_last)) {
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// If it is then return it again
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// If it is then return it again
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return target_locked;
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return target_last;
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}
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}
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}
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}
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}
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}
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@ -813,6 +815,7 @@ bool UpdateAimkey() {
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// First time is when the aimbot Determines if it should aim and autoshoot
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// First time is when the aimbot Determines if it should aim and autoshoot
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// Second time is for when the aimbot determines only when it should aim and always autoshoots
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// Second time is for when the aimbot determines only when it should aim and always autoshoots
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// Using either mode has problems with some weapons so we compramise by using a combo of the 2
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// Using either mode has problems with some weapons so we compramise by using a combo of the 2
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// The point of using this function for 2 uses is to not make duplicate funcs for essentialy the same thing
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bool GetCanAim(int mode) {
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bool GetCanAim(int mode) {
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// User setting check
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// User setting check
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