Removed vischeck stuff, added dropshadow instead of outline
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parent
7201cec138
commit
f3f6d0373e
@ -275,8 +275,8 @@ void draw::Initialize() {
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interfaces::engineClient->GetScreenSize(draw::width, draw::height);
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}
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interfaces::surface->SetFontGlyphSet(fonts::ESP, "TF2 Build", fonts::ESP_HEIGHT, 0, 0, 0, 0x0); // or Ubuntu Mono Bold
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interfaces::surface->SetFontGlyphSet(fonts::MENU, "Verdana", fonts::MENU_HEIGHT, 0, 0, 0, 0x0);
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interfaces::surface->SetFontGlyphSet(fonts::ESP, "TF2 Build", fonts::ESP_HEIGHT, 0, 0, 0, interfaces::surface->FONTFLAG_DROPSHADOW); // or Ubuntu Mono Bold
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interfaces::surface->SetFontGlyphSet(fonts::MENU, "Verdana", fonts::MENU_HEIGHT, 0, 0, 0, interfaces::surface->FONTFLAG_DROPSHADOW);
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interfaces::surface->SetFontGlyphSet(fonts::MENU_BIG, "Verdana Bold", fonts::MENU_BIG_HEIGHT, 0, 0, 0, 0x0);
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}
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@ -379,7 +379,7 @@ void draw::WString(unsigned long font, int x, int y, int color, int shadow, cons
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if (shadow) {
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unsigned char alpha = (color >> 24);
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int black_t = ((alpha == 255) ? colors::black : colors::Create(0, 0, 0, alpha / shadow));
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if (shadow > 0) {
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/*if (shadow > 0) {
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draw::WString(font, x + 1, y + 1, black_t, false, text);
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}
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if (shadow > 1 && !g_Settings.bFastOutline->GetBool()) {
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@ -390,7 +390,7 @@ void draw::WString(unsigned long font, int x, int y, int color, int shadow, cons
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draw::WString(font, x, y + 1, black_t, false, text);
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draw::WString(font, x, y - 1, black_t, false, text);
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draw::WString(font, x - 1, y, black_t, false, text);
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}
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}*/
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}
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interfaces::surface->DrawSetTextPos(x, y);
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interfaces::surface->DrawSetTextColor(*reinterpret_cast<Color*>(&color));
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@ -51,7 +51,7 @@ void CMenuWindow::AddElements() {
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tab->AddChild(new CCVarContainer(tab, g_phAimbot->v_fOverrideProjSpeed));
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//tab->AddChild(new CCVarContainer(tab, g_phAimbot->v_iMaxAutoshootRange));
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tab->AddChild(new CCVarContainer(tab, g_phAimbot->v_iMaxRange));
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tab->AddChild(new CCVarContainer(tab, g_phAimbot->v_iSeenDelay));
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//tab->AddChild(new CCVarContainer(tab, g_phAimbot->v_iSeenDelay));
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tab->AddChild(new CCVarContainer(tab, g_phAimbot->v_kAimKey));
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AddTab("esp", "ESP");
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tab = GetTab("esp");
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@ -62,7 +62,7 @@ void CMenuWindow::AddElements() {
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ADDCVAR(g_phESP->v_bBox);
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ADDCVAR(g_phESP->v_bTeammates);
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ADDCVAR(g_phESP->v_bLegit);
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ADDCVAR(g_phESP->v_iLegitSeenTicks);
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//ADDCVAR(g_phESP->v_iLegitSeenTicks);
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ADDCVAR(g_phESP->v_bShowHealthNumbers);
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ADDCVAR(g_phESP->v_bShowName);
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if (TF) ADDCVAR(g_phESP->v_bShowClass);
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@ -97,8 +97,8 @@ Aimbot::Aimbot() {
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"Aimbot only activates when you can instantly shoot, sometimes making the autoshoot invisible for spectators");
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//v_fSmoothAutoshootTreshold = new CatVar(CV_FLOAT, "aimbot_smooth_autoshoot_treshold", "0.01", "Smooth autoshoot");
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//this->v_fSmoothRandomness = CREATE_CV(CV_FLOAT, "aimbot_smooth_randomness", "1.0", "Smooth randomness");
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this->v_iSeenDelay = new CatVar(CV_INT, "aimbot_delay", "0", "Aimbot delay", NULL,
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"# of ticks that should've passed since you can see any hitbox of enemy before aimbot will aim at them", true, 300.0f);
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// this->v_iSeenDelay = new CatVar(CV_INT, "aimbot_delay", "0", "Aimbot delay", NULL,
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// "# of ticks that should've passed since you can see any hitbox of enemy before aimbot will aim at them", true, 300.0f);
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this->v_bProjPredVisibility = new CatVar(CV_SWITCH, "aimbot_proj_vispred", "0", "Projectile visibility prediction", NULL,
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"If disabled, aimbot won't lock at enemies that are behind walls, but will come out soon");
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this->v_bProjPredFOV = new CatVar(CV_SWITCH, "aimbot_proj_fovpred", "0", "Projectile FOV mode", NULL,
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@ -355,7 +355,7 @@ int Aimbot::ShouldTarget(CachedEntity* entity) {
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#if NO_DEVIGNORE != true
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if (Developer(entity)) return 2; // TODO developer relation
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#endif
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if (entity->m_lSeenTicks < (unsigned)this->v_iSeenDelay->GetInt()) return 3;
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//if (entity->m_lSeenTicks < (unsigned)this->v_iSeenDelay->GetInt()) return 3;
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if (!entity->m_bAlivePlayer) return 5;
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if (!entity->m_bEnemy && !v_bAimAtTeammates->GetBool()) return 7;
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if (v_iMaxRange->GetInt() > 0) {
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@ -59,7 +59,7 @@ public:
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CatVar* v_fFOV;
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CatVar* v_eHitbox;
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CatVar* v_bAutoHitbox;
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CatVar* v_iSeenDelay;
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// CatVar* v_iSeenDelay;
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CatVar* v_bInterpolation;
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CatVar* v_bAutoShoot;
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CatVar* v_bSilent;
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@ -45,7 +45,7 @@ ESP::ESP() {
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this->v_bShowFriends = new CatVar(CV_SWITCH, "esp_friends", "1", "Show friends", NULL, "Always show friends");
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this->v_bVisCheck = new CatVar(CV_SWITCH, "esp_vischeck", "1", "VisCheck", NULL, "ESP visibility check - makes enemy info behind walls darker, disable this if you get FPS drops");
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this->v_bLegit = new CatVar(CV_SWITCH, "esp_legit", "0", "Legit Mode", NULL, "Don't show invisible enemies");
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this->v_iLegitSeenTicks = new CatVar(CV_INT, "esp_legit_seenticks", "150", "Legit delay", NULL, "Delay after enemy gone behind a wall where you can still see them", true, 200.0);
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// this->v_iLegitSeenTicks = new CatVar(CV_INT, "esp_legit_seenticks", "150", "Legit delay", NULL, "Delay after enemy gone behind a wall where you can still see them", true, 200.0);
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v_bShowDroppedWeapons = new CatVar(CV_SWITCH, "esp_item_weapons", "0", "Dropped weapons", NULL, "Show dropped weapons");
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v_bShowAmmoPacks = new CatVar(CV_SWITCH, "esp_item_ammo", "0", "Ammo packs", NULL, "Show ammo packs");
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v_bShowHealthPacks = new CatVar(CV_SWITCH, "esp_item_health", "1", "Health packs", NULL, "Show health packs");
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@ -130,9 +130,9 @@ void ESP::ProcessEntityPT(CachedEntity* ent) {
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bool cloak = IsPlayerInvisible(ent);
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if (v_bLegit->GetBool() && ent->m_iTeam != g_pLocalPlayer->team && !GetRelation(ent)) {
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if (cloak) return;
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if (ent->m_lLastSeen > v_iLegitSeenTicks->GetInt()) {
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/*if (ent->m_lLastSeen > v_iLegitSeenTicks->GetInt()) {
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return;
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}
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}*/
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}
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if (!ent->m_bEnemy && !v_bTeammates->GetBool() && !GetRelation(ent)) break;
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if (!ent->m_bAlivePlayer) break;
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@ -142,9 +142,9 @@ void ESP::ProcessEntityPT(CachedEntity* ent) {
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}
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case ENTITY_BUILDING: {
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if (v_bLegit->GetBool() && ent->m_iTeam != g_pLocalPlayer->team) {
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if (ent->m_lLastSeen > v_iLegitSeenTicks->GetInt()) {
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/*if (ent->m_lLastSeen > v_iLegitSeenTicks->GetInt()) {
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return;
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}
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}*/
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}
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if (CE_INT(ent, netvar.iTeamNum) == g_pLocalPlayer->team && !v_bTeammates->GetBool()) break;
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DrawBox(ent, fg, 1.0f, 0.0f, true, CE_INT(ent, netvar.iBuildingHealth), CE_INT(ent, netvar.iBuildingMaxHealth));
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@ -279,9 +279,9 @@ void ESP::ProcessEntity(CachedEntity* ent) {
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int level = CE_INT(ent, netvar.iUpgradeLevel);
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const char* name = (ent->m_iClassID == g_pClassID->CObjectTeleporter ? "Teleporter" : (ent->m_iClassID == g_pClassID->CObjectSentrygun ? "Sentry Gun" : "Dispenser"));
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if (v_bLegit->GetBool() && ent->m_iTeam != g_pLocalPlayer->team) {
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if (ent->m_lLastSeen > v_iLegitSeenTicks->GetInt()) {
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/*if (ent->m_lLastSeen > v_iLegitSeenTicks->GetInt()) {
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return;
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}
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}*/
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}
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ent->AddESPString("LV %i %s", level, name);
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if (this->v_bShowHealthNumbers->GetBool()) {
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@ -308,9 +308,9 @@ void ESP::ProcessEntity(CachedEntity* ent) {
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// only if bTeammatePowerup or bTeammates is true
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if (v_bLegit->GetBool() && ent->m_iTeam != g_pLocalPlayer->team && !GetRelation(ent)) {
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if (IsPlayerInvisible(ent)) return;
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if (ent->m_lLastSeen > (unsigned)v_iLegitSeenTicks->GetInt()) {
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/*if (ent->m_lLastSeen > (unsigned)v_iLegitSeenTicks->GetInt()) {
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return;
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}
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}*/
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}
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if (power >= 0 && (ent->m_bEnemy || this->v_bTeammatePowerup->GetBool() || this->v_bTeammates->GetBool())) {
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ent->AddESPString("HAS [%s]", powerups[power]);
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@ -48,7 +48,7 @@ public:
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CatVar* v_bVisCheck;
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CatVar* v_bLegit;
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CatVar* v_bShowHealthNumbers;
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CatVar* v_iLegitSeenTicks;
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// CatVar* v_iLegitSeenTicks;
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CatVar* v_iShowRockets;
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CatVar* v_iShowArrows;
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CatVar* v_iShowPipes;
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