This commit is contained in:
julianacat 2017-07-02 02:27:08 -05:00
parent 8ced275749
commit afc32b6a1f

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