Aimbot Rework
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Load Diff
@ -50,12 +50,11 @@ 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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void Aim(CachedEntity* entity);
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void Aim(CachedEntity* entity);
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bool CanAutoShoot();
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void DoAutoshoot();
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int BestHitbox(CachedEntity* target);
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int BestHitbox(CachedEntity* target);
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int ClosestHitbox(CachedEntity* target);
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int ClosestHitbox(CachedEntity* target);
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void slowAim(Vector &inputAngle, Vector userAngle);
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void DoSlowAim(Vector &inputAngle);
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bool UpdateAimkey();
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bool UpdateAimkey();
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bool GetCanAim(int mode);
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float EffectiveTargetingRange();
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float EffectiveTargetingRange();
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}}}
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}}}
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@ -325,7 +325,7 @@ void CreateMove() {
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g_IEngine->GetViewAngles(cameraAngle);
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g_IEngine->GetViewAngles(cameraAngle);
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// Set userAngle = camera angles
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// Set userAngle = camera angles
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g_pUserCmd->viewangles.y = cameraAngle[1];
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//g_pUserCmd->viewangles.y = cameraAngle[1];
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g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1];
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g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1];
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// Use silent since we dont want to prevent the player from looking around
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// Use silent since we dont want to prevent the player from looking around
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@ -420,6 +420,7 @@ void DrawText() {
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AddSideString(format("Velocity2: ", vel.Length2D()));
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AddSideString(format("Velocity2: ", vel.Length2D()));
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AddSideString(format("flSimTime: ", LOCAL_E->var<float>(netvar.m_flSimulationTime)));
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AddSideString(format("flSimTime: ", LOCAL_E->var<float>(netvar.m_flSimulationTime)));
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if (g_pUserCmd) AddSideString(format("command_number: ", last_cmd_number));
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if (g_pUserCmd) AddSideString(format("command_number: ", last_cmd_number));
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AddSideString(format("clip: ", CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1)));
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/*AddSideString(colors::white, "Weapon: %s [%i]", RAW_ENT(g_pLocalPlayer->weapon())->GetClientClass()->GetName(), g_pLocalPlayer->weapon()->m_iClassID);
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/*AddSideString(colors::white, "Weapon: %s [%i]", RAW_ENT(g_pLocalPlayer->weapon())->GetClientClass()->GetName(), g_pLocalPlayer->weapon()->m_iClassID);
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//AddSideString(colors::white, "flNextPrimaryAttack: %f", CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flNextPrimaryAttack));
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//AddSideString(colors::white, "flNextPrimaryAttack: %f", CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flNextPrimaryAttack));
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//AddSideString(colors::white, "nTickBase: %f", (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * gvars->interval_per_tick);
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//AddSideString(colors::white, "nTickBase: %f", (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * gvars->interval_per_tick);
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@ -695,6 +695,7 @@ bool CanHeadshot() {
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}
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}
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bool CanShoot() {
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bool CanShoot() {
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float servertime, nextattack;
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float servertime, nextattack;
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servertime = (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * g_GlobalVars->interval_per_tick;
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servertime = (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * g_GlobalVars->interval_per_tick;
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