Merge pull request #336 from BenCat07/patch-2
Fix lagexploit on zoom + add instant weapon switch
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commit
f7ca64f38b
@ -18,6 +18,8 @@ CatVar toggle(CV_SWITCH, "se_toggle", "0", "Toggle sequence exploit");
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CatVar shoot(CV_SWITCH, "se_shoot", "0",
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CatVar shoot(CV_SWITCH, "se_shoot", "0",
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"Allows instant revving up or shooting two shots at once");
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"Allows instant revving up or shooting two shots at once");
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CatVar cloak(CV_SWITCH, "se_cloak", "0", "Instant decloak/cloak");
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CatVar cloak(CV_SWITCH, "se_cloak", "0", "Instant decloak/cloak");
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CatVar instant_weapon_switch(CV_SWITCH, "se_switch", "0",
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"Instant weapon switch");
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CatVar key(CV_KEY, "se_key", "0", "Sequence exploit key");
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CatVar key(CV_KEY, "se_key", "0", "Sequence exploit key");
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CatVar master_switch(CV_SWITCH, "se_master", "1", "Enable sequence exploit",
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CatVar master_switch(CV_SWITCH, "se_master", "1", "Enable sequence exploit",
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"Master switch for the sequence exploit\nDisabling this "
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"Master switch for the sequence exploit\nDisabling this "
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@ -107,7 +109,8 @@ void CreateMove()
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// TODO: Alternative to - LOCAL_E->m_iAmmo <
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// TODO: Alternative to - LOCAL_E->m_iAmmo <
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// LOCAL_E->m_iMaxAmmo That is pseudocode but checking each
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// LOCAL_E->m_iMaxAmmo That is pseudocode but checking each
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// weapon for ammo + engie for metal would be ideal
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// weapon for ammo + engie for metal would be ideal
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if ((e->m_ItemType == ITEM_AMMO_SMALL ||
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if (CE_INT(g_pLocalPlayer->weapon(), netvar.m_iAmmo) < 5 &&
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(e->m_ItemType == ITEM_AMMO_SMALL ||
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e->m_ItemType == ITEM_AMMO_MEDIUM ||
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e->m_ItemType == ITEM_AMMO_MEDIUM ||
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e->m_ItemType == ITEM_AMMO_LARGE))
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e->m_ItemType == ITEM_AMMO_LARGE))
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{
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{
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@ -133,6 +136,13 @@ void CreateMove()
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(g_pUserCmd->buttons & IN_ATTACK2));
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(g_pUserCmd->buttons & IN_ATTACK2));
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if (!LOCAL_E->m_bAlivePlayer)
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if (!LOCAL_E->m_bAlivePlayer)
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return;
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return;
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if (instant_weapon_switch && not HasCondition<TFCond_Cloaked>(LOCAL_E))
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{
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static int lastweapon = 0;
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if (lastweapon != g_pUserCmd->weaponselect)
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amount = 1 * 90;
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lastweapon = g_pUserCmd->weaponselect;
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}
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if (cloak && shoot)
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if (cloak && shoot)
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{
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{
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if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFKnife))
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if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFKnife))
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@ -158,12 +168,24 @@ void CreateMove()
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{
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{
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if (shoot)
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if (shoot)
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{
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{
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if (CanShoot() && bIsHolding && !bWasHolding)
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if (not g_pLocalPlayer->holding_sniper_rifle)
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amount = 1 * 90;
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{
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else if (bWasHolding && !bIsHolding)
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if (CanShoot() && bIsHolding && !bWasHolding)
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amount = 1 * 90;
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amount = 1 * 90;
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bWasHolding = (g_pUserCmd->buttons & IN_ATTACK) ||
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else if (bWasHolding && !bIsHolding)
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(g_pUserCmd->buttons & IN_ATTACK2);
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amount = 1 * 90;
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bWasHolding = (g_pUserCmd->buttons & IN_ATTACK) ||
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(g_pUserCmd->buttons & IN_ATTACK2);
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}
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else
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{
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bIsHolding = (g_pUserCmd->buttons & IN_ATTACK);
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if (CanShoot() && bIsHolding && !bWasHolding)
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amount = 1 * 90;
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else if (bWasHolding && !bIsHolding)
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amount = 1 * 90;
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bWasHolding = (g_pUserCmd->buttons & IN_ATTACK);
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}
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}
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}
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}
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}
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else if (!shoot)
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else if (!shoot)
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