made working tauntslide
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890d33b390
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@ -249,7 +249,6 @@ void draw::OutlineRect(int x, int y, int w, int h, int color) {
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g_ISurface->DrawOutlinedRect(x, y, x + w, y + h);
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}
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//Potentially broken circle draw
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void draw::DrawCircle(float x, float y, float r, int num_segments, int color) {
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if (num_segments < 3 || r == 0 ) return;
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g_ISurface->DrawSetColor(*reinterpret_cast<Color*>(&color));
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@ -674,7 +674,7 @@ EAimbotLocalState ShouldAim() {
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}
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return EAimbotLocalState::GOOD;
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}
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static CatVar fov_draw(CV_SWITCH, "aimbot_fov_draw", "0", "Draw Fov Ring", "Draws a ring to represent your current aimbot fov\nDoesnt change according to zoom fov\nWIP");
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void PaintTraverse() {
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if (!enabled) return;
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@ -133,7 +133,7 @@ int StartSceneEvent_hooked(IClientEntity* _this, int sceneInfo, int choreoScene,
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float last_bucket = 0;
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static CatVar tauntslide_moveable(CV_SWITCH, "tauntslide_moveable", "0", "Taunt Slide", "Allows free movement while taunting with movable taunts\nOnly works in tf2");
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static CatVar tauntslide_moveable(CV_SWITCH, "tauntslide_moveable", "0", "Taunt Slide", "Allows free movement while taunting with movable taunts\nOnly works in tf2\nWIP");
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void CreateMove() {
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static bool flswitch = false;
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@ -145,15 +145,23 @@ void CreateMove() {
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static bool changed = false;
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static ConVar *pNoPush = g_ICvar->FindVar("tf_avoidteammates_pushaway");
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//Only work if the catvar enables it
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if (tauntslide_moveable) {
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//If the local player is taunting
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if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
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//Set actual angles = the third person cameras angle
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g_pUserCmd->viewangles.y = g_pLocalPlayer->v_OrigViewangles.y;
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//Use silent since we dont want to prevent the player from looking around
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g_pLocalPlayer->bUseSilentAngles = true;
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//Check to prevent crashing
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if (CE_GOOD(LOCAL_E)) {
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//If the local player is taunting
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if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
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logging::Info("sLIDDING ");
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//Grab Camera angle
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static QAngle cameraAngle;
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g_IEngine->GetViewAngles(cameraAngle);
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//Set userAngle = camera angles
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g_pUserCmd->viewangles.y = cameraAngle[1];
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//Use silent since we dont want to prevent the player from looking around
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g_pLocalPlayer->bUseSilentAngles = true;
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}
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}
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}
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if (no_taunt_ticks && CE_GOOD(LOCAL_E)) {
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