Readd removed checks for aimbot
This commit is contained in:
parent
6530e72b2b
commit
d2cb483124
@ -38,6 +38,7 @@ void Reset();
|
||||
// Stuff to make storing functions easy
|
||||
bool isAiming();
|
||||
CachedEntity *CurrentTarget();
|
||||
bool ShouldAim();
|
||||
CachedEntity *RetrieveBestTarget(bool aimkey_state);
|
||||
bool IsTargetStateGood(CachedEntity *entity);
|
||||
bool Aim(CachedEntity *entity);
|
||||
|
@ -442,9 +442,8 @@ static void CreateMove()
|
||||
target_last = nullptr;
|
||||
return;
|
||||
}
|
||||
else if (!aimkey_status)
|
||||
else if (!aimkey_status || !ShouldAim())
|
||||
{
|
||||
|
||||
target_last = nullptr;
|
||||
return;
|
||||
}
|
||||
@ -519,6 +518,7 @@ static void CreateMove()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool projectileSpecialCases(CachedEntity *target_entity, int weapon_case)
|
||||
{
|
||||
|
||||
@ -654,6 +654,64 @@ bool MouseMoving()
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// The first check to see if the player should aim in the first place
|
||||
bool ShouldAim()
|
||||
{
|
||||
// Checks should be in order: cheap -> expensive
|
||||
|
||||
// Check for +use
|
||||
if (current_user_cmd->buttons & IN_USE)
|
||||
return false;
|
||||
// Check if using action slot item
|
||||
else if (g_pLocalPlayer->using_action_slot_item)
|
||||
return false;
|
||||
// Using a forbidden weapon?
|
||||
else if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFKnife) || CE_INT(LOCAL_W, netvar.iItemDefinitionIndex) == 237 || CE_INT(LOCAL_W, netvar.iItemDefinitionIndex) == 265)
|
||||
return false;
|
||||
|
||||
// Carrying A building?
|
||||
else if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bCarryingObject))
|
||||
return false;
|
||||
// Deadringer out?
|
||||
else if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bFeignDeathReady))
|
||||
return false;
|
||||
else if (g_pLocalPlayer->holding_sapper)
|
||||
return false;
|
||||
// Is bonked?
|
||||
else if (HasCondition<TFCond_Bonked>(g_pLocalPlayer->entity))
|
||||
return false;
|
||||
// Is taunting?
|
||||
else if (HasCondition<TFCond_Taunting>(g_pLocalPlayer->entity))
|
||||
return false;
|
||||
// Is cloaked
|
||||
else if (IsPlayerInvisible(g_pLocalPlayer->entity))
|
||||
return false;
|
||||
else if (LOCAL_W->m_iClassID() == CL_CLASS(CTFMinigun) && CE_INT(LOCAL_E, netvar.m_iAmmo + 4) == 0)
|
||||
return false;
|
||||
#if ENABLE_VISUALS
|
||||
if (assistance_only && !MouseMoving())
|
||||
return false;
|
||||
#endif
|
||||
switch (GetWeaponMode())
|
||||
{
|
||||
case weapon_hitscan:
|
||||
break;
|
||||
case weapon_melee:
|
||||
break;
|
||||
// Check we need to run projectile Aimbot code
|
||||
case weapon_projectile:
|
||||
if (!projectileAimbotRequired)
|
||||
return false;
|
||||
break;
|
||||
// Check if player doesnt have a weapon usable by aimbot
|
||||
default:
|
||||
return false;
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Function to find a suitable target
|
||||
CachedEntity *RetrieveBestTarget(bool aimkey_state)
|
||||
{
|
||||
|
Reference in New Issue
Block a user