From d6286faaa1e8e863ee76bb523412d5ead04a2a63 Mon Sep 17 00:00:00 2001 From: julianacat Date: Tue, 4 Jul 2017 16:03:36 -0500 Subject: [PATCH 1/3] Fixed pistols with only can shoot --- src/hacks/Aimbot.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/hacks/Aimbot.cpp b/src/hacks/Aimbot.cpp index f7233ce6..37f19e6f 100644 --- a/src/hacks/Aimbot.cpp +++ b/src/hacks/Aimbot.cpp @@ -840,6 +840,7 @@ 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) || From afe09d5a6ae27bc2fadac6e198381d3e8c2ab4aa Mon Sep 17 00:00:00 2001 From: julianacat Date: Tue, 4 Jul 2017 18:08:27 -0500 Subject: [PATCH 2/3] Added crossbow and rescue proj pred --- simple-ipc | 2 +- src/hacks/Aimbot.cpp | 24 ++++++++++++++---------- src/helpers.cpp | 10 +++++++++- 3 files changed, 24 insertions(+), 12 deletions(-) diff --git a/simple-ipc b/simple-ipc index 94a287d6..e532876f 160000 --- a/simple-ipc +++ b/simple-ipc @@ -1 +1 @@ -Subproject commit 94a287d6faa00d44e1084b04e602842849858443 +Subproject commit e532876ffd707a48389d54ff904dcc40a84f2839 diff --git a/src/hacks/Aimbot.cpp b/src/hacks/Aimbot.cpp index 37f19e6f..d6337491 100644 --- a/src/hacks/Aimbot.cpp +++ b/src/hacks/Aimbot.cpp @@ -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 diff --git a/src/helpers.cpp b/src/helpers.cpp index 6b65e4fb..fc009f7a 100644 --- a/src/helpers.cpp +++ b/src/helpers.cpp @@ -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; From 7f7deb3c9ba7fe5bc691ad28f1ddee6af0d2addf Mon Sep 17 00:00:00 2001 From: julianacat Date: Wed, 5 Jul 2017 05:56:51 -0500 Subject: [PATCH 3/3] hmmm --- src/helpers.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/helpers.cpp b/src/helpers.cpp index fc009f7a..ad8497bd 100644 --- a/src/helpers.cpp +++ b/src/helpers.cpp @@ -505,9 +505,11 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) { rgrav = 0.2f; rspeed = 990.0f; } else if (weapon->m_iClassID == CL_CLASS(CTFCrossbow)) { + // TODO, get correct gravity rgrav = 0.2f; rspeed = 2400.0f; } else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) { + // TODO, get correct gravity rgrav = 0.2f; rspeed = 2400.0f; }