Added crossbow and rescue proj pred
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@ -1 +1 @@
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Subproject commit 94a287d6faa00d44e1084b04e602842849858443
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Subproject commit e532876ffd707a48389d54ff904dcc40a84f2839
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@ -59,6 +59,7 @@ static CatVar buildings_sentry(CV_SWITCH, "aimbot_buildings_sentry", "1", "Aim S
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static CatVar buildings_other(CV_SWITCH, "aimbot_buildings_other", "1", "Aim Other building", "Should aimbot aim at other buildings");
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static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should aimbot aim at stickys");
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static CatVar teammates(CV_SWITCH, "aimbot_teammates", "0", "Aim at teammates", "Aim at your own team. Useful for HL2DM");
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static CatVar teammates_helpful(CV_SWITCH, "aimbot_teammates_helpful", "0", "Use helpful weapons on teammates", "Allows weapons like the crusaders and the rescue ranger to be used on friendly objects");
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static CatVar silent(CV_SWITCH, "aimbot_silent", "1", "Silent", "Your screen doesn't get snapped to the point where aimbot aims at");
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static CatVar target_lock(CV_SWITCH, "aimbot_target_lock", "0", "Target Lock", "Keeps your previously chosen target untill target check fails");
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static CatEnum hitbox_enum({
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@ -338,8 +339,11 @@ bool IsTargetStateGood(CachedEntity* entity) {
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if (entity == LOCAL_E) return false;
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// Dont aim at dead player
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if (!entity->m_bAlivePlayer) return false;
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// Dont aim at teammates
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if (!entity->m_bEnemy && !teammates) return false;
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// Dont aim at teammates as well as check if weapon allows teamates
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if (!entity->m_bEnemy && !teammates && !(LOCAL_W->m_iClassID == CL_CLASS(CTFCrossbow) && teammates_helpful)) {
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return false;
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}
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// Check if player is too far away
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if (EffectiveTargetingRange()) {
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if (entity->m_flDistance > EffectiveTargetingRange()) return false;
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@ -390,7 +394,7 @@ bool IsTargetStateGood(CachedEntity* entity) {
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// Check if building aimbot is enabled
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if ( !(buildings_other || buildings_sentry) ) return false;
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// Check if enemy building
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if (!entity->m_bEnemy) return false;
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if (!entity->m_bEnemy && !(LOCAL_W->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue) && teammates_helpful)) return false;
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// Check if building is within range
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if (EffectiveTargetingRange()) {
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if (entity->m_flDistance > (int)EffectiveTargetingRange()) return false;
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@ -839,13 +843,13 @@ bool GetCanAim(int mode) {
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// Weapons that should attack continuously
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bool using_wep_on_list =
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFPistol_Scout) ||
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFPistol) ||
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFMinigun) ||
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFSyringeGun) ||
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFSMG) ||
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFRevolver) ||
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g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFFlameThrower);
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LOCAL_W->m_iClassID == CL_CLASS(CTFPistol_Scout) ||
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LOCAL_W->m_iClassID == CL_CLASS(CTFPistol) ||
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LOCAL_W->m_iClassID == CL_CLASS(CTFMinigun) ||
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LOCAL_W->m_iClassID == CL_CLASS(CTFSyringeGun) ||
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LOCAL_W->m_iClassID == CL_CLASS(CTFSMG) ||
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LOCAL_W->m_iClassID == CL_CLASS(CTFRevolver) ||
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LOCAL_W->m_iClassID == CL_CLASS(CTFFlameThrower);
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switch (mode) {
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case 1: // The first check when the aimbot checks if it can aim or shoot
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@ -445,7 +445,9 @@ weaponmode GetWeaponMode() {
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weapon->m_iClassID == CL_CLASS(CTFBat_Giftwrap) ||
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weapon->m_iClassID == CL_CLASS(CTFFlareGun) ||
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weapon->m_iClassID == CL_CLASS(CTFFlareGun_Revenge) ||
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weapon->m_iClassID == CL_CLASS(CTFSyringeGun)) {
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weapon->m_iClassID == CL_CLASS(CTFSyringeGun) ||
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weapon->m_iClassID == CL_CLASS(CTFCrossbow) ||
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weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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return weaponmode::weapon_projectile;
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} else if (weapon->m_iClassID == CL_CLASS(CTFJar) ||
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weapon->m_iClassID == CL_CLASS(CTFJarMilk)) {
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@ -502,6 +504,12 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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} else if (weapon->m_iClassID == CL_CLASS(CTFSyringeGun)) {
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rgrav = 0.2f;
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rspeed = 990.0f;
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} else if (weapon->m_iClassID == CL_CLASS(CTFCrossbow)) {
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rgrav = 0.2f;
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rspeed = 2400.0f;
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} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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rgrav = 0.2f;
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rspeed = 2400.0f;
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}
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speed = rspeed;
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gravity = rgrav;
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