Aimbot Rework

This commit is contained in:
julianacat 2017-08-27 00:56:28 -05:00
parent 5a3d12c2da
commit e2d160473a
4 changed files with 233 additions and 393 deletions

File diff suppressed because it is too large Load Diff

View File

@ -50,12 +50,11 @@ bool ShouldAim();
CachedEntity* RetrieveBestTarget(bool aimkey_state); CachedEntity* RetrieveBestTarget(bool aimkey_state);
bool IsTargetStateGood(CachedEntity* entity); bool IsTargetStateGood(CachedEntity* entity);
void Aim(CachedEntity* entity); void Aim(CachedEntity* entity);
bool CanAutoShoot(); void DoAutoshoot();
int BestHitbox(CachedEntity* target); int BestHitbox(CachedEntity* target);
int ClosestHitbox(CachedEntity* target); int ClosestHitbox(CachedEntity* target);
void slowAim(Vector &inputAngle, Vector userAngle); void DoSlowAim(Vector &inputAngle);
bool UpdateAimkey(); bool UpdateAimkey();
bool GetCanAim(int mode);
float EffectiveTargetingRange(); float EffectiveTargetingRange();
}}} }}}

View File

@ -325,7 +325,7 @@ void CreateMove() {
g_IEngine->GetViewAngles(cameraAngle); g_IEngine->GetViewAngles(cameraAngle);
// Set userAngle = camera angles // Set userAngle = camera angles
g_pUserCmd->viewangles.y = cameraAngle[1]; //g_pUserCmd->viewangles.y = cameraAngle[1];
g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1]; g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1];
// Use silent since we dont want to prevent the player from looking around // Use silent since we dont want to prevent the player from looking around
@ -420,6 +420,7 @@ void DrawText() {
AddSideString(format("Velocity2: ", vel.Length2D())); AddSideString(format("Velocity2: ", vel.Length2D()));
AddSideString(format("flSimTime: ", LOCAL_E->var<float>(netvar.m_flSimulationTime))); AddSideString(format("flSimTime: ", LOCAL_E->var<float>(netvar.m_flSimulationTime)));
if (g_pUserCmd) AddSideString(format("command_number: ", last_cmd_number)); if (g_pUserCmd) AddSideString(format("command_number: ", last_cmd_number));
AddSideString(format("clip: ", CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1)));
/*AddSideString(colors::white, "Weapon: %s [%i]", RAW_ENT(g_pLocalPlayer->weapon())->GetClientClass()->GetName(), g_pLocalPlayer->weapon()->m_iClassID); /*AddSideString(colors::white, "Weapon: %s [%i]", RAW_ENT(g_pLocalPlayer->weapon())->GetClientClass()->GetName(), g_pLocalPlayer->weapon()->m_iClassID);
//AddSideString(colors::white, "flNextPrimaryAttack: %f", CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flNextPrimaryAttack)); //AddSideString(colors::white, "flNextPrimaryAttack: %f", CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flNextPrimaryAttack));
//AddSideString(colors::white, "nTickBase: %f", (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * gvars->interval_per_tick); //AddSideString(colors::white, "nTickBase: %f", (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * gvars->interval_per_tick);

View File

@ -695,6 +695,7 @@ bool CanHeadshot() {
} }
bool CanShoot() { bool CanShoot() {
float servertime, nextattack; float servertime, nextattack;
servertime = (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * g_GlobalVars->interval_per_tick; servertime = (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * g_GlobalVars->interval_per_tick;