Add option to stop autoshoot while disguised
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3ab2ea1a87
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2
TODO
2
TODO
@ -27,7 +27,7 @@ MAX -> MIN priority // //
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// //
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// //
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Hunter Rifle? // //
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Hunter Rifle? // //
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// //
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// //
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No AutoShoot when disguised // //
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// //
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Ambassador bodyshotting // //
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Ambassador bodyshotting // //
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No Trigger Mediguns // //
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No Trigger Mediguns // //
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More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // //
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More projectile weapons aimbot (wrap assassin, wrangler, stickybomb, airstrike) // //
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@ -179,6 +179,8 @@ constexpr condition_data_s CreateConditionMask(ConditionList... conds)
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// Should be either expanded or unused
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// Should be either expanded or unused
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constexpr condition_data_s KInvisibilityMask =
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constexpr condition_data_s KInvisibilityMask =
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CreateConditionMask(TFCond_Cloaked);
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CreateConditionMask(TFCond_Cloaked);
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constexpr condition_data_s KDisguisedMask =
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CreateConditionMask(TFCond_Disguised);
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// Original name
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// Original name
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constexpr condition_data_s KVisibilityMask =
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constexpr condition_data_s KVisibilityMask =
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CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker,
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CreateConditionMask(TFCond_OnFire, TFCond_Jarated, TFCond_CloakFlicker,
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@ -52,6 +52,7 @@ void EndConVars();
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bool IsPlayerInvulnerable(CachedEntity *player);
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bool IsPlayerInvulnerable(CachedEntity *player);
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bool IsPlayerCritBoosted(CachedEntity *player);
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bool IsPlayerCritBoosted(CachedEntity *player);
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bool IsPlayerInvisible(CachedEntity *player);
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bool IsPlayerInvisible(CachedEntity *player);
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bool IsPlayerDisguised(CachedEntity *player);
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const char *GetBuildingName(CachedEntity *ent);
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const char *GetBuildingName(CachedEntity *ent);
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Vector GetBuildingPosition(CachedEntity *ent);
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Vector GetBuildingPosition(CachedEntity *ent);
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@ -33,6 +33,8 @@ static CatVar aimkey_mode(aimkey_modes_enum, "aimbot_aimkey_mode", "1",
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static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
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static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
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"Shoot automatically when the target is locked, isn't "
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"Shoot automatically when the target is locked, isn't "
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"compatible with 'Enable when attacking'");
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"compatible with 'Enable when attacking'");
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static CatVar autoshoot_disguised(CV_SWITCH, "aimbot_autoshoot_disguised", "1", "Autoshoot while disguised",
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"Shoot automatically if disguised.");
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static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint",
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static CatVar multipoint(CV_SWITCH, "aimbot_multipoint", "0", "Multipoint",
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"Multipoint aimbot");
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"Multipoint aimbot");
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static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
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static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
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@ -774,11 +776,11 @@ void Aim(CachedEntity *entity)
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// A function to check whether player can autoshoot
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// A function to check whether player can autoshoot
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void DoAutoshoot()
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void DoAutoshoot()
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{
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{
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// Enable check
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// Enable check
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if (!autoshoot)
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if (!autoshoot)
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return;
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return;
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if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised)
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return;
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// Handle Compound bow
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// Handle Compound bow
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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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{
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{
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@ -855,6 +855,13 @@ bool IsPlayerInvisible(CachedEntity *player)
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player);
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player);
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}
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}
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bool IsPlayerDisguised(CachedEntity *player)
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{
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return HasConditionMask<KDisguisedMask.cond_0, KDisguisedMask.cond_1,
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KDisguisedMask.cond_2, KDisguisedMask.cond_3>(
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player);
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}
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// F1 c&p
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// F1 c&p
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Vector CalcAngle(Vector src, Vector dst)
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Vector CalcAngle(Vector src, Vector dst)
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{
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{
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@ -295,6 +295,7 @@ static const std::string list_tf2 = R"(
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"aimbot_aimkey"
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"aimbot_aimkey"
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"aimbot_aimkey_mode"
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"aimbot_aimkey_mode"
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"aimbot_autoshoot"
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"aimbot_autoshoot"
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"aimbot_autoshoot_disguised"
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"aimbot_hitboxmode"
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"aimbot_hitboxmode"
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"aimbot_fov"
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"aimbot_fov"
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"aimbot_fov_draw"
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"aimbot_fov_draw"
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