CatVar stuff......
This commit is contained in:
parent
eef689b01b
commit
d6a991562d
@ -10,18 +10,27 @@
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#include "common.h"
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#include "sdk.h"
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CatEnum::CatEnum(const char** values, int size, int min) {
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m_Values = values;
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m_iMin = min;
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m_iMax = min + size - 1;
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m_iLength = size;
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CatVar::CatVar(CatVar_t type, std::string name, std::string defaults, std::string short_description, ICatEnum* enum_type, float minv, float maxv, std::string long_description) {
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m_Type = type;
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m_pConVar = CreateConVar(name.c_str(), defaults.c_str(), short_description.c_str());
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m_EnumType = enum_type;
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m_flMinValue = minv;
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m_flMaxValue = maxv;
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SetDescription(long_description);
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}
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const char* CatEnum::Name(int value) {
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CatEnum::CatEnum(std::vector<std::string> values, int min) {
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m_values = values;
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m_iMin = min;
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m_iMax = min + values.size() - 1;
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m_iLength = values.size();
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}
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std::string CatEnum::Name(int value) {
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if (value - m_iMin >= 0 && value - m_iMin <= m_iMax) {
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return m_Values[value - m_iMin];
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return m_values.at(value - Minimum());
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}
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return (const char*)0;
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return "unknown";
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}
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int CatEnum::Maximum() {
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@ -44,7 +53,7 @@ void CatVar::Increment(int factor) {
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m_pConVar->SetValue(!m_pConVar->GetInt());
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} break;
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case CatVar_t::CV_INT:
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m_pConVar->SetValue(m_pConVar->GetInt() + factor * m_iStep);
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m_pConVar->SetValue(m_pConVar->GetInt() + factor * m_fStep);
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break;
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case CatVar_t::CV_FLOAT:
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m_pConVar->SetValue(m_pConVar->GetFloat() + (float)factor * m_fStep);
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@ -67,7 +76,7 @@ void CatVar::Decrement(int factor) {
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m_pConVar->SetValue((int)!m_pConVar->GetInt());
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break;
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case CatVar_t::CV_INT:
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m_pConVar->SetValue(m_pConVar->GetInt() - factor * m_iStep);
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m_pConVar->SetValue(m_pConVar->GetInt() - factor * m_fStep);
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break;
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case CatVar_t::CV_FLOAT:
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m_pConVar->SetValue(m_pConVar->GetFloat() - (float)factor * m_fStep);
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@ -10,8 +10,16 @@
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class ConVar;
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#define CREATE_CV(type, name, defaults, description) \
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new CatVar(CreateConVar(CON_PREFIX name, defaults, description), type);
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#include "beforecheaders.h"
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#include <string>
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#include <vector>
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#include "aftercheaders.h"
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//#define CREATE_CV(type, name, defaults, description) \
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// new CatVar(CreateConVar(CON_PREFIX name, defaults, description), type);
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//#define CREATE_CV_DESC(type, name, defaults, description, detailed) \
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// new CatVar(CreateConVar(CON_PREFIX name, defaults, description), type, detailed);
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enum CatVar_t {
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CV_SWITCH,
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@ -24,18 +32,18 @@ enum CatVar_t {
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class ICatEnum {
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public:
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inline virtual ~ICatEnum() {}
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virtual const char* Name(int value) = 0;
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virtual std::string Name(int value) = 0;
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virtual int Minimum() = 0;
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virtual int Maximum() = 0;
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};
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class CatEnum : public ICatEnum {
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public:
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CatEnum(const char** values, int size, int min = 0);
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virtual const char* Name(int value);
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CatEnum(std::vector<std::string> values, int min = 0);
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virtual std::string Name(int value);
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virtual int Maximum();
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virtual int Minimum();
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const char** m_Values;
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std::vector<std::string> m_values;
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int m_iMin;
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int m_iMax;
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int m_iLength;
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@ -43,11 +51,14 @@ public:
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class CatVar {
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public:
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inline CatVar(ConVar* var, CatVar_t type) { m_iStep = 1; m_fStep = 0.5f; m_pConVar = var; m_Type = type; }
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inline CatVar(ConVar* var, ICatEnum* catenum) { m_pConVar = var; m_Type = CatVar_t::CV_ENUM; m_EnumType = catenum; }
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CatVar(CatVar_t type, std::string name, std::string defaults, std::string short_description, ICatEnum* enum_type = 0, float min = 0.0f, float max = 1.0f, std::string long_description = "no description");
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//inline CatVar(ConVar* var, CatVar_t type, std::string desc = "") { m_fStep = 1; m_fStep = 0.5f; m_pConVar = var; m_Type = type; SetDescription(desc); }
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//inline CatVar(ConVar* var, ICatEnum* catenum, std::string desc = "") { m_pConVar = var; m_Type = CatVar_t::CV_ENUM; m_EnumType = catenum; SetDescription(desc); }
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inline CatVar_t GetType() { return m_Type; }
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inline ICatEnum* GetEnum() { return 0; }
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inline ConVar* GetConVar() { return m_pConVar; }
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inline void SetDescription(std::string description) { m_strDescription = description; }
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inline std::string Description() { return m_strDescription; }
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bool GetBool();
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int GetInt();
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@ -57,12 +68,13 @@ public:
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void Increment(int factor = 1);
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void Decrement(int factor = 1);
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inline void SetStep(int step) { m_iStep = step; }
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inline void SetStep(float step) { m_fStep = step; }
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int m_iStep;
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float m_flMaxValue;
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float m_flMinValue;
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float m_fStep;
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std::string m_strDescription;
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ICatEnum* m_EnumType;
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CatVar_t m_Type;
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ConVar* m_pConVar;
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@ -47,7 +47,6 @@ void RootWindow::Setup() {
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g_pGUI->m_pTooltip = new CTooltip();
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AddChild(g_pGUI->m_pTooltip);
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CBaseWindow* ws = new CBaseWindow("splitwindow");
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AddChild(ws);
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ws->SetPositionMode(ABSOLUTE);
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TitleBar* wst = new TitleBar(ws, "Window Layout Test");
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ws->AddChild(wst);
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@ -33,31 +33,45 @@ const char* Aimbot::GetName() {
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return "AIMBOT";
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}
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const char* psza__AimKeyMode[] = { "DISABLED", "AIMKEY", "REVERSE", "TOGGLE" };
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const char* psza__Hitbox[] = {
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"HEAD", "PELVIS", "SPINE 0", "SPINE 1", "SPINE 2", "SPINE 3", "UPPER ARM L", "LOWER ARM L",
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"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
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"KNEE R", "FOOT R"
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};
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const char* psza__Priority[] = {
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"SMART", "FOV", "DISTANCE", "HEALTH"
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};
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Aimbot::Aimbot() {
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target_systems[0] = new TargetSystemSmart();
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target_systems[1] = new TargetSystemFOV();
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target_systems[2] = new TargetSystemDistance();
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m_bAimKeySwitch = false;
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this->v_eAimKeyMode = CREATE_CV(new CatEnum(psza__AimKeyMode, ARRAYSIZE(psza__AimKeyMode)), "aimbot_aimkey_mode", "1", "Aimkey Mode");
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this->v_bEnabled = CREATE_CV(CV_SWITCH, "aimbot_enabled", "0", "Enabled");
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this->v_eHitbox = CREATE_CV(new CatEnum(psza__Hitbox, ARRAYSIZE(psza__Hitbox)), "aimbot_hitbox", "0", "Hitbox");
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this->v_bAutoHitbox = CREATE_CV(CV_SWITCH, "aimbot_autohitbox", "1", "Autohitbox");
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this->v_bPrediction = CREATE_CV(CV_SWITCH, "aimbot_prediction", "1", "Latency pred");
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this->v_bAutoShoot = CREATE_CV(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot");
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this->v_bSilent = CREATE_CV(CV_SWITCH, "aimbot_silent", "1", "Silent");
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this->v_bZoomedOnly = CREATE_CV(CV_SWITCH, "aimbot_zoomed", "1", "Zoomed Only");
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this->v_iAutoShootCharge = CREATE_CV(CV_FLOAT, "aimbot_autoshoot_charge", "0.0", "Autoshoot Charge");
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this->v_iMaxRange = CREATE_CV(CV_INT, "aimbot_maxrange", "0", "Max distance");
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this->v_eAimKeyMode = CREATE_CV_DESC(
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new CatEnum({ "DISABLED", "AIMKEY", "REVERSE", "TOGGLE" }),
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"aimbot_aimkey_mode", "1", "Aimkey Mode",
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"Disabled: aimbot is always active\nAimkey: aimbot is active when key is down\nReverse: aimbot is disabled when key is down\nToggle: key toggles aimbot");
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this->v_bEnabled = CREATE_CV_DESC(
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CV_SWITCH, "aimbot_enabled", "0", "Enabled",
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"Main aimbot switch");
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this->v_eHitbox = CREATE_CV_DESC(
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new CatEnum({
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"HEAD", "PELVIS", "SPINE 0", "SPINE 1", "SPINE 2", "SPINE 3", "UPPER ARM L", "LOWER ARM L",
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"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
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"KNEE R", "FOOT R" }),
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"aimbot_hitbox", "0", "Hitbox",
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"Hitbox to aim at.\nIgnored if AutoHitbox is on");
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this->v_bAutoHitbox = CREATE_CV_DESC(
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CV_SWITCH, "aimbot_autohitbox", "1", "Autohitbox",
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"Automatically decide the hitbox to aim at.\nFor example: Sniper rifles and Ambassador always aim at head,\nrocket launchers aim at feet if enemy is standing and at body\nif enemy is midair for easy airshots");
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this->v_bPrediction = CREATE_CV_DESC(
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CV_SWITCH, "aimbot_interp", "1", "Latency interpolation",
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"Enable simple latency interpolation");
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this->v_bAutoShoot = CREATE_CV_DESC(
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CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot",
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"Shoot automatically when the target is locked");
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this->v_bSilent = CREATE_CV_DESC(
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CV_SWITCH, "aimbot_silent", "1", "Silent",
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"Your screen doesn't get snapped to the point where aimbot aims at");
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this->v_bZoomedOnly = CREATE_CV_DESC(
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CV_SWITCH, "aimbot_zoomed", "1", "Zoomed Only",
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"Don't aim with unzoomed rifles");
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/*this->v_iAutoShootCharge = CREATE_CV(
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CV_FLOAT, "aimbot_autoshoot_charge", "0.0", "Autoshoot Charge");*/
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this->v_iMaxRange = CREATE_CV_DESC(
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CV_INT, "aimbot_maxrange", "0", "Max distance",
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"Max range for aimbot\n900-1100 range is efficient for scout/widowmaker engineer");
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this->v_bRespectCloak = CREATE_CV(CV_SWITCH, "aimbot_respect_cloak", "1", "Respect cloak");
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this->v_bCharge = CREATE_CV(CV_SWITCH, "aimbot_charge", "0", "Wait for charge");
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this->v_bEnabledAttacking = CREATE_CV(CV_SWITCH, "aimbot_enable_attack_only", "0", "Active when attacking");
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@ -71,7 +85,7 @@ Aimbot::Aimbot() {
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this->v_fAutoShootHuntsmanCharge = CREATE_CV(CV_FLOAT, "aimbot_huntsman_charge", "0.5", "Huntsman charge");
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this->v_fSmoothValue = CREATE_CV(CV_FLOAT, "aimbot_smooth_value", "0.2", "Smooth value");
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this->v_eAimKey = CREATE_CV(CV_INT, "aimbot_aimkey", "0", "Aimkey");
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this->v_ePriorityMode = CREATE_CV(new CatEnum(psza__Priority, ARRAYSIZE(psza__Priority)), "aimbot_prioritymode", "0", "Priority mode");
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this->v_ePriorityMode = CREATE_CV(new CatEnum({ "SMART", "FOV", "DISTANCE", "HEALTH" }), "aimbot_prioritymode", "0", "Priority mode");
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v_bAimBuildings = CREATE_CV(CV_SWITCH, "aimbot_buildings", "1", "Aim @ Buildings");
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v_bActiveOnlyWhenCanShoot = CREATE_CV(CV_SWITCH, "aimbot_only_when_can_shoot", "1", "Active when can shoot");
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v_fSmoothAutoshootTreshold = CREATE_CV(CV_FLOAT, "aimbot_smooth_autoshoot_treshold", "0.01", "Smooth autoshoot");
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@ -440,12 +454,7 @@ bool Aimbot::Aim(CachedEntity* entity, CUserCmd* cmd) {
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if (!smoothed && this->v_bAutoShoot->GetBool()) {
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if (g_pLocalPlayer->clazz == tf_class::tf_sniper) {
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if (g_pLocalPlayer->bZoomed) {
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if (this->v_iAutoShootCharge->GetBool()) {
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float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
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if (bdmg < this->v_iAutoShootCharge->GetFloat()) return true;
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} else {
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if (!CanHeadshot()) return true;
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}
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if (!CanHeadshot()) return true;
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}
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}
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if (g_pLocalPlayer->weapon()->m_iClassID != ClassID::CTFCompoundBow) {
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@ -61,7 +61,7 @@ public:
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CatVar* v_bAutoShoot;
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CatVar* v_bSilent;
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CatVar* v_bZoomedOnly;
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CatVar* v_iAutoShootCharge;
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//CatVar* v_iAutoShootCharge;
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CatVar* v_fAutoShootHuntsmanCharge;
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CatVar* v_iMaxRange;
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CatVar* v_bRespectCloak;
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@ -16,17 +16,13 @@ const char* AntiAim::GetName() {
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return "ANTI-AIM";
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}
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const char* psza__YawMode[] = { "KEEP", "STATIC", "RANDOM", "SPIN" };
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const char* psza__PitchMode[] = { "KEEP", "STATIC", "RANDOM" };
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AntiAim::AntiAim() {
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this->v_bEnabled = CREATE_CV(CV_SWITCH, "aa_enabled", "0", "Enable");
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this->v_flPitch = CREATE_CV(CV_FLOAT, "aa_pitch", "-89.0", "Pitch");
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this->v_flYaw = CREATE_CV(CV_FLOAT, "aa_yaw", "0.0", "Yaw");
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this->v_flSpinSpeed = CREATE_CV(CV_FLOAT, "aa_spin", "10.0", "Spin speed");
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this->v_PitchMode = CREATE_CV(new CatEnum(psza__PitchMode, ARRAYSIZE(psza__PitchMode)), "aa_pitch_mode", "1", "Pitch mode");
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this->v_YawMode = CREATE_CV(new CatEnum(psza__YawMode, ARRAYSIZE(psza__YawMode)), "aa_yaw_mode", "3", "Yaw mode");
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this->v_PitchMode = CREATE_CV(new CatEnum({ "KEEP", "STATIC", "RANDOM", "SPIN" }), "aa_pitch_mode", "1", "Pitch mode");
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this->v_YawMode = CREATE_CV(new CatEnum({ "KEEP", "STATIC", "RANDOM" }), "aa_yaw_mode", "3", "Yaw mode");
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}
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float yaw = -180;
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@ -35,8 +35,6 @@ void ESP::PaintTraverse(void*, unsigned int, bool, bool) {
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}
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}
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const char* psza__ProjectileESP[] = { "OFF", "ALL", "CRIT" };
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ESP::ESP() {
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this->v_bSeeLocal = CREATE_CV(CV_SWITCH, "esp_local", "1", "Local ESP in thirdperson");
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this->v_bEnabled = CREATE_CV(CV_SWITCH, "esp_enabled", "0", "ESP");
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@ -60,7 +58,7 @@ ESP::ESP() {
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v_bShowHealthNumbers = CREATE_CV(CV_SWITCH, "esp_health_num", "1", "Health in numbers");
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v_bShowMoney = CREATE_CV(CV_SWITCH, "esp_money", "1", "MvM money");
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v_bShowRedMoney = CREATE_CV(CV_SWITCH, "esp_money_red", "1", "Red MvM money");
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CatEnum* proj = new CatEnum(psza__ProjectileESP, ARRAYSIZE(psza__ProjectileESP));
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CatEnum* proj = new CatEnum({ "OFF", "ALL", "CRIT" });
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this->v_iShowRockets = CREATE_CV(proj, "esp_proj_rockets", "1", "Rockets");
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this->v_iShowArrows = CREATE_CV(proj, "esp_proj_arrows", "1", "Arrows");
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this->v_iShowStickies = CREATE_CV(proj, "esp_proj_stickies", "1", "Stickies");
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@ -20,12 +20,6 @@ Vector eye;
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trace_t* enemy_trace;
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trace::FilterDefault* filter;
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const char* psza__HitboxT[] = {
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"ANY", "HEAD", "PELVIS", "SPINE 0", "SPINE 1", "SPINE 2", "SPINE 3", "UPPER ARM L", "LOWER ARM L",
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"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
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"KNEE R", "FOOT R"
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};
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Triggerbot::Triggerbot() {
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filter = new trace::FilterDefault();
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enemy_trace = new trace_t();
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@ -34,7 +28,11 @@ Triggerbot::Triggerbot() {
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this->v_bFinishingHit = CREATE_CV(CV_SWITCH, "trigger_finish", "1", "Noscope weak enemies");
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this->v_bIgnoreCloak = CREATE_CV(CV_SWITCH, "trigger_cloak", "0", "Ignore cloak");
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this->v_bZoomedOnly = CREATE_CV(CV_SWITCH, "trigger_zoomed", "1", "Zoomed only");
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this->v_iHitbox = CREATE_CV(new CatEnum(psza__HitboxT, ARRAYSIZE(psza__HitboxT), -1), "trigger_hitbox", "-1", "Hitbox");
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this->v_iHitbox = CREATE_CV(new CatEnum({
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"ANY", "HEAD", "PELVIS", "SPINE 0", "SPINE 1", "SPINE 2", "SPINE 3", "UPPER ARM L", "LOWER ARM L",
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"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
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"KNEE R", "FOOT R"
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}, -1), "trigger_hitbox", "-1", "Hitbox");
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this->v_iMinRange = CREATE_CV(CV_INT, "trigger_range", "0", "Max range");
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this->v_bBuildings = CREATE_CV(CV_SWITCH, "trigger_buildings", "1", "Trigger @ Buildings");
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this->v_bIgnoreVaccinator = CREATE_CV(CV_SWITCH, "trigger_respect_vaccinator", "1", "Don't shoot at vaccinated enemies");
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