Added crossbow and rescue proj pred

This commit is contained in:
julianacat 2017-07-04 18:08:27 -05:00
parent 82c240ab32
commit afe09d5a6a
3 changed files with 24 additions and 12 deletions

@ -1 +1 @@
Subproject commit 94a287d6faa00d44e1084b04e602842849858443
Subproject commit e532876ffd707a48389d54ff904dcc40a84f2839

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