parent
33f9146268
commit
d09e882ef2
@ -563,12 +563,7 @@ bool smallBoxChecker(CachedEntity *target_entity)
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{
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{
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if (CE_BAD(target_entity) || !g_IEntityList->GetClientEntity(target_entity->m_IDX))
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if (CE_BAD(target_entity) || !g_IEntityList->GetClientEntity(target_entity->m_IDX))
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return false;
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return false;
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#if ENABLE_VISUALS
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if (target_entity->m_Type() == ENTITY_PLAYER)
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{
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hacks::shared::esp::SetEntityColor(target_entity, colors::target);
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}
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#endif
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return true;
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return true;
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}
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}
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// Just hold m1 if we were aiming at something before and are in rapidfire
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// Just hold m1 if we were aiming at something before and are in rapidfire
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@ -753,13 +748,8 @@ CachedEntity *RetrieveBestTarget(bool aimkey_state)
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if (IsTargetStateGood(ent) && smallBoxChecker(ent) && Aim(ent))
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if (IsTargetStateGood(ent) && smallBoxChecker(ent) && Aim(ent))
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isTargetGood = true;
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isTargetGood = true;
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}
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}
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if (isTargetGood)
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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.
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{
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{
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// Distance Priority, Uses this is melee is used
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if (GetWeaponMode() == weaponmode::weapon_melee || (int) priority_mode == 2)
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scr = 4096.0f - calculated_data_array[i].aim_position.DistTo(g_pLocalPlayer->v_Eye);
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else
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{
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switch ((int) priority_mode)
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switch ((int) priority_mode)
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{
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{
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case 0: // Smart Priority
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case 0: // Smart Priority
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@ -790,7 +780,6 @@ CachedEntity *RetrieveBestTarget(bool aimkey_state)
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default:
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default:
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break;
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break;
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}
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}
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}
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// Crossbow logic
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// Crossbow logic
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if (!ent->m_bEnemy() && ent->m_Type() == ENTITY_PLAYER && CE_GOOD(LOCAL_W) && LOCAL_W->m_iClassID() == CL_CLASS(CTFCrossbow))
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if (!ent->m_bEnemy() && ent->m_Type() == ENTITY_PLAYER && CE_GOOD(LOCAL_W) && LOCAL_W->m_iClassID() == CL_CLASS(CTFCrossbow))
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{
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{
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@ -843,7 +832,7 @@ bool IsTargetStateGood(CachedEntity *entity)
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// Distance
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// Distance
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float targeting_range = EffectiveTargetingRange();
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float targeting_range = EffectiveTargetingRange();
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if (entity->m_flDistance() > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer)
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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)
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return false;
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return false;
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// Rage only check
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// Rage only check
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@ -948,7 +937,7 @@ bool IsTargetStateGood(CachedEntity *entity)
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// Distance
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// Distance
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else if (EffectiveTargetingRange())
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else if (EffectiveTargetingRange())
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{
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{
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if (entity->m_flDistance() > (int) EffectiveTargetingRange() && tickcount > hacks::shared::aimbot::last_target_ignore_timer)
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if (entity->m_flDistance()-40 > EffectiveTargetingRange() && tickcount > hacks::shared::aimbot::last_target_ignore_timer)
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return false;
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return false;
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}
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}
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@ -993,7 +982,7 @@ bool IsTargetStateGood(CachedEntity *entity)
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// Distance
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// Distance
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float targeting_range = EffectiveTargetingRange();
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float targeting_range = EffectiveTargetingRange();
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if (entity->m_flDistance() > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer)
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if (entity->m_flDistance()-40 > targeting_range && tickcount > hacks::shared::aimbot::last_target_ignore_timer)
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return false;
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return false;
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// Grab the prediction var
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// Grab the prediction var
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@ -1073,6 +1062,12 @@ bool Aim(CachedEntity *entity)
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if (slow_aim)
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if (slow_aim)
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DoSlowAim(angles);
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DoSlowAim(angles);
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#if ENABLE_VISUALS
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if (entity->m_Type() == ENTITY_PLAYER)
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{
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hacks::shared::esp::SetEntityColor(entity, colors::target);
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}
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#endif
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// Set angles
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// Set angles
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current_user_cmd->viewangles = angles;
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current_user_cmd->viewangles = angles;
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@ -1083,7 +1078,6 @@ bool Aim(CachedEntity *entity)
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current_user_cmd->tick_count = TIME_TO_TICKS(CE_FLOAT(entity, netvar.m_flSimulationTime));
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current_user_cmd->tick_count = TIME_TO_TICKS(CE_FLOAT(entity, netvar.m_flSimulationTime));
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aimed_this_tick = true;
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aimed_this_tick = true;
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viewangles_this_tick = angles;
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viewangles_this_tick = angles;
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logging::Info("IT RAN");
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// Finish function
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// Finish function
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return true;
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return true;
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}
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}
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@ -1099,7 +1093,7 @@ void DoAutoshoot(CachedEntity *target_entity)
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else if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised)
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else if (IsPlayerDisguised(g_pLocalPlayer->entity) && !autoshoot_disguised)
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return;
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return;
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// Handle Huntsman/Loose cannon
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// Handle Huntsman/Loose cannon
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if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow) || g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCannon))
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else if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCompoundBow) || g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFCannon))
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{
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{
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if (!only_can_shoot)
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if (!only_can_shoot)
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{
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{
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@ -1155,7 +1149,7 @@ void DoAutoshoot(CachedEntity *target_entity)
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// Ambassador check
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// Ambassador check
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if (IsAmbassador(g_pLocalPlayer->weapon()))
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else if (IsAmbassador(g_pLocalPlayer->weapon()))
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{
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{
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// Check if ambasador can headshot
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// Check if ambasador can headshot
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if (!AmbassadorCanHeadshot() && wait_for_charge)
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if (!AmbassadorCanHeadshot() && wait_for_charge)
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@ -1164,11 +1158,11 @@ void DoAutoshoot(CachedEntity *target_entity)
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// Autoshoot breaks with Slow aimbot, so use a workaround to detect when it
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// Autoshoot breaks with Slow aimbot, so use a workaround to detect when it
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// can
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// can
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if (slow_aim && !slow_can_shoot)
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else if (slow_aim && !slow_can_shoot)
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attack = false;
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attack = false;
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// Dont autoshoot without anything in clip
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// Dont autoshoot without anything in clip
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if (CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) == 0)
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else if (CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) == 0)
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attack = false;
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attack = false;
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if (attack)
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if (attack)
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@ -1277,7 +1271,7 @@ int notVisibleHitbox(CachedEntity *target, int preferred)
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else
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else
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return hitbox_t::spine_1;
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return hitbox_t::spine_1;
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}
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}
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int auto_hitbox(CachedEntity *target)
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int autoHitbox(CachedEntity *target)
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{
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{
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int preferred = 3;
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int preferred = 3;
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@ -1371,7 +1365,7 @@ int BestHitbox(CachedEntity *target)
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{
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{
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case 0:
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case 0:
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// AUTO priority
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// AUTO priority
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return auto_hitbox(target);
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return autoHitbox(target);
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break;
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break;
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case 1:
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case 1:
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{ // AUTO priority, return closest hitbox to crosshair
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{ // AUTO priority, return closest hitbox to crosshair
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