Attempted to add bypass for not shooting at 100% charge
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@ -52,6 +52,7 @@ static CatVar priority_mode(priority_mode_enum, "aimbot_prioritymode", "0", "Pri
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"SMART: Basically Auto-Threat. Will be tweakable eventually. "
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"FOV, DISTANCE, HEALTH are self-explainable. HEALTH picks the weakest enemy");
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static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits until it has enough charge to kill");
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static CatVar wait_for_charge_bypass(CV_SWITCH, "aimbot_charge_if_full", "1", "Sniper rifle will shoot at 100% charge even if the shot will not kill", "Aimbot waits until 100% charge");
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static CatVar ignore_vaccinator(CV_SWITCH, "aimbot_ignore_vaccinator", "1", "Ignore Vaccinator", "Hitscan weapons won't fire if enemy is vaccinated against bullets");
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static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
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static CatVar ignore_cloak(CV_SWITCH, "aimbot_ignore_cloak", "1", "Ignore cloaked", "Don't aim at invisible enemies");
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@ -114,6 +115,7 @@ bool silent_huntsman { false };
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// for current frame, to avoid performing them again
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AimbotCalculatedData_s calculated_data_array[2048] {};
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// The main "loop" of the aimbot.
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// The main "loop" of the aimbot.
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void CreateMove() {
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@ -282,7 +284,7 @@ CachedEntity* RetrieveBestTarget(bool aimkey_state) {
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// We dont have a target currently so we must find one, reset statuses
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foundTarget = false;
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target_last = -1;
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target_last = nullptr;
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// Book keeping vars
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float target_highest_score, scr;
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@ -350,7 +352,10 @@ bool IsTargetStateGood(CachedEntity* entity) {
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float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
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if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
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if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
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return false;
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// If player has charge bypassing fire at 100% charge even if wont kill
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if (!wait_for_charge_bypass || (wait_for_charge_bypass && g_pLocalPlayer->flZoomBegin != 1.0f)) {
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return false;
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}
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}
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}
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// If settings allow, ignore taunting players
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@ -887,7 +892,7 @@ CachedEntity* CurrentTarget() {
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// Used for when you join and leave maps to reset aimbot vars
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void Reset() {
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target_last = -1;
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target_last = nullptr;
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projectile_mode = false;
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}
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@ -956,3 +961,4 @@ void DrawText() {
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@ -12,6 +12,7 @@
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"aimbot_fov_draw",
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"aimbot_prioritymode",
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"aimbot_charge",
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"aimbot_charge_if_full",
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{
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"type": "list",
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"name": "Ignore",
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@ -499,4 +500,4 @@
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}
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]
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}
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]
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]
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