diff --git a/src/hacks/Aimbot.cpp b/src/hacks/Aimbot.cpp index 2431e4de..ba6fbba5 100644 --- a/src/hacks/Aimbot.cpp +++ b/src/hacks/Aimbot.cpp @@ -563,12 +563,7 @@ bool smallBoxChecker(CachedEntity *target_entity) { if (CE_BAD(target_entity) || !g_IEntityList->GetClientEntity(target_entity->m_IDX)) return false; -#if ENABLE_VISUALS - if (target_entity->m_Type() == ENTITY_PLAYER) - { - hacks::shared::esp::SetEntityColor(target_entity, colors::target); - } -#endif + return true; } // Just hold m1 if we were aiming at something before and are in rapidfire @@ -753,13 +748,8 @@ CachedEntity *RetrieveBestTarget(bool aimkey_state) if (IsTargetStateGood(ent) && smallBoxChecker(ent) && Aim(ent)) isTargetGood = true; } - if (isTargetGood) + if (isTargetGood) // Melee mode straight up won't swing if the target is too far away. No need to prioritize based on distance. Just use whatever the user chooses. { - // Distance Priority, Uses this is melee is used - if (GetWeaponMode() == weaponmode::weapon_melee || (int) priority_mode == 2) - scr = 4096.0f - calculated_data_array[i].aim_position.DistTo(g_pLocalPlayer->v_Eye); - else - { switch ((int) priority_mode) { case 0: // Smart Priority @@ -790,7 +780,6 @@ CachedEntity *RetrieveBestTarget(bool aimkey_state) default: break; } - } // Crossbow logic if (!ent->m_bEnemy() && ent->m_Type() == ENTITY_PLAYER && CE_GOOD(LOCAL_W) && LOCAL_W->m_iClassID() == CL_CLASS(CTFCrossbow)) { @@ -843,7 +832,7 @@ bool IsTargetStateGood(CachedEntity *entity) // Distance float targeting_range = EffectiveTargetingRange(); - if (entity->m_flDistance() > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer) + if (entity->m_flDistance()-40 > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer) // m_flDistance includes the collision box. You have to subtract it (Should be the same for every model) return false; // Rage only check @@ -948,7 +937,7 @@ bool IsTargetStateGood(CachedEntity *entity) // Distance else if (EffectiveTargetingRange()) { - if (entity->m_flDistance() > (int) EffectiveTargetingRange() && tickcount > hacks::shared::aimbot::last_target_ignore_timer) + if (entity->m_flDistance()-40 > EffectiveTargetingRange() && tickcount > hacks::shared::aimbot::last_target_ignore_timer) return false; } @@ -993,7 +982,7 @@ bool IsTargetStateGood(CachedEntity *entity) // Distance float targeting_range = EffectiveTargetingRange(); - if (entity->m_flDistance() > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer) + if (entity->m_flDistance()-40 > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer) return false; // Grab the prediction var @@ -1073,6 +1062,12 @@ bool Aim(CachedEntity *entity) if (slow_aim) DoSlowAim(angles); +#if ENABLE_VISUALS + if (entity->m_Type() == ENTITY_PLAYER) + { + hacks::shared::esp::SetEntityColor(entity, colors::target); + } +#endif // Set angles current_user_cmd->viewangles = angles; @@ -1083,7 +1078,6 @@ bool Aim(CachedEntity *entity) current_user_cmd->tick_count = TIME_TO_TICKS(CE_FLOAT(entity, netvar.m_flSimulationTime)); aimed_this_tick = true; viewangles_this_tick = angles; - logging::Info("IT RAN"); // Finish function return true; } @@ -1099,7 +1093,7 @@ void DoAutoshoot(CachedEntity *target_entity) else if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised) return; // Handle Huntsman/Loose cannon - if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow) || g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCannon)) + else if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow) || g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCannon)) { if (!only_can_shoot) { @@ -1155,7 +1149,7 @@ void DoAutoshoot(CachedEntity *target_entity) // Ambassador check - if (IsAmbassador(g_pLocalPlayer->weapon())) + else if (IsAmbassador(g_pLocalPlayer->weapon())) { // Check if ambasador can headshot if (!AmbassadorCanHeadshot() && wait_for_charge) @@ -1164,11 +1158,11 @@ void DoAutoshoot(CachedEntity *target_entity) // Autoshoot breaks with Slow aimbot, so use a workaround to detect when it // can - if (slow_aim && !slow_can_shoot) + else if (slow_aim && !slow_can_shoot) attack = false; // Dont autoshoot without anything in clip - if (CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) == 0) + else if (CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) == 0) attack = false; if (attack) @@ -1277,7 +1271,7 @@ int notVisibleHitbox(CachedEntity *target, int preferred) else return hitbox_t::spine_1; } -int auto_hitbox(CachedEntity *target) +int autoHitbox(CachedEntity *target) { int preferred = 3; @@ -1371,7 +1365,7 @@ int BestHitbox(CachedEntity *target) { case 0: // AUTO priority - return auto_hitbox(target); + return autoHitbox(target); break; case 1: { // AUTO priority, return closest hitbox to crosshair