Readd removed checks for aimbot
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6530e72b2b
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@ -38,6 +38,7 @@ void Reset();
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// Stuff to make storing functions easy
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// Stuff to make storing functions easy
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bool isAiming();
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bool isAiming();
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CachedEntity *CurrentTarget();
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CachedEntity *CurrentTarget();
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bool ShouldAim();
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CachedEntity *RetrieveBestTarget(bool aimkey_state);
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CachedEntity *RetrieveBestTarget(bool aimkey_state);
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bool IsTargetStateGood(CachedEntity *entity);
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bool IsTargetStateGood(CachedEntity *entity);
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bool Aim(CachedEntity *entity);
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bool Aim(CachedEntity *entity);
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@ -442,9 +442,8 @@ static void CreateMove()
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target_last = nullptr;
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target_last = nullptr;
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return;
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return;
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}
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}
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else if (!aimkey_status)
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else if (!aimkey_status || !ShouldAim())
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{
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{
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target_last = nullptr;
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target_last = nullptr;
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return;
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return;
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}
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}
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@ -519,6 +518,7 @@ static void CreateMove()
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}
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}
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}
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}
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}
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}
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bool projectileSpecialCases(CachedEntity *target_entity, int weapon_case)
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bool projectileSpecialCases(CachedEntity *target_entity, int weapon_case)
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{
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{
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@ -654,6 +654,64 @@ bool MouseMoving()
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return false;
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return false;
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}
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}
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#endif
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#endif
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// The first check to see if the player should aim in the first place
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bool ShouldAim()
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{
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// Checks should be in order: cheap -> expensive
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// Check for +use
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if (current_user_cmd->buttons & IN_USE)
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return false;
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// Check if using action slot item
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else if (g_pLocalPlayer->using_action_slot_item)
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return false;
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// Using a forbidden weapon?
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else if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFKnife) || CE_INT(LOCAL_W, netvar.iItemDefinitionIndex) == 237 || CE_INT(LOCAL_W, netvar.iItemDefinitionIndex) == 265)
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return false;
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// Carrying A building?
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else if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bCarryingObject))
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return false;
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// Deadringer out?
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else if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bFeignDeathReady))
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return false;
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else if (g_pLocalPlayer->holding_sapper)
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return false;
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// Is bonked?
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else if (HasCondition<TFCond_Bonked>(g_pLocalPlayer->entity))
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return false;
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// Is taunting?
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else if (HasCondition<TFCond_Taunting>(g_pLocalPlayer->entity))
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return false;
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// Is cloaked
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else if (IsPlayerInvisible(g_pLocalPlayer->entity))
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return false;
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else if (LOCAL_W->m_iClassID() == CL_CLASS(CTFMinigun) && CE_INT(LOCAL_E, netvar.m_iAmmo + 4) == 0)
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return false;
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#if ENABLE_VISUALS
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if (assistance_only && !MouseMoving())
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return false;
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#endif
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switch (GetWeaponMode())
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{
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case weapon_hitscan:
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break;
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case weapon_melee:
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break;
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// Check we need to run projectile Aimbot code
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case weapon_projectile:
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if (!projectileAimbotRequired)
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return false;
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break;
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// Check if player doesnt have a weapon usable by aimbot
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default:
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return false;
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};
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return true;
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}
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// Function to find a suitable target
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// Function to find a suitable target
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CachedEntity *RetrieveBestTarget(bool aimkey_state)
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CachedEntity *RetrieveBestTarget(bool aimkey_state)
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{
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{
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