made working tauntslide
This commit is contained in:
parent
890d33b390
commit
f824452eaf
@ -249,7 +249,6 @@ void draw::OutlineRect(int x, int y, int w, int h, int color) {
|
|||||||
g_ISurface->DrawOutlinedRect(x, y, x + w, y + h);
|
g_ISurface->DrawOutlinedRect(x, y, x + w, y + h);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Potentially broken circle draw
|
|
||||||
void draw::DrawCircle(float x, float y, float r, int num_segments, int color) {
|
void draw::DrawCircle(float x, float y, float r, int num_segments, int color) {
|
||||||
if (num_segments < 3 || r == 0 ) return;
|
if (num_segments < 3 || r == 0 ) return;
|
||||||
g_ISurface->DrawSetColor(*reinterpret_cast<Color*>(&color));
|
g_ISurface->DrawSetColor(*reinterpret_cast<Color*>(&color));
|
||||||
|
@ -674,7 +674,7 @@ EAimbotLocalState ShouldAim() {
|
|||||||
}
|
}
|
||||||
return EAimbotLocalState::GOOD;
|
return EAimbotLocalState::GOOD;
|
||||||
}
|
}
|
||||||
|
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");
|
||||||
void PaintTraverse() {
|
void PaintTraverse() {
|
||||||
if (!enabled) return;
|
if (!enabled) return;
|
||||||
|
|
||||||
|
@ -133,7 +133,7 @@ int StartSceneEvent_hooked(IClientEntity* _this, int sceneInfo, int choreoScene,
|
|||||||
|
|
||||||
float last_bucket = 0;
|
float last_bucket = 0;
|
||||||
|
|
||||||
static CatVar tauntslide_moveable(CV_SWITCH, "tauntslide_moveable", "0", "Taunt Slide", "Allows free movement while taunting with movable taunts\nOnly works in tf2");
|
static CatVar tauntslide_moveable(CV_SWITCH, "tauntslide_moveable", "0", "Taunt Slide", "Allows free movement while taunting with movable taunts\nOnly works in tf2\nWIP");
|
||||||
|
|
||||||
void CreateMove() {
|
void CreateMove() {
|
||||||
static bool flswitch = false;
|
static bool flswitch = false;
|
||||||
@ -145,15 +145,23 @@ void CreateMove() {
|
|||||||
static bool changed = false;
|
static bool changed = false;
|
||||||
static ConVar *pNoPush = g_ICvar->FindVar("tf_avoidteammates_pushaway");
|
static ConVar *pNoPush = g_ICvar->FindVar("tf_avoidteammates_pushaway");
|
||||||
|
|
||||||
|
|
||||||
//Only work if the catvar enables it
|
//Only work if the catvar enables it
|
||||||
if (tauntslide_moveable) {
|
if (tauntslide_moveable) {
|
||||||
//If the local player is taunting
|
//Check to prevent crashing
|
||||||
if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
|
if (CE_GOOD(LOCAL_E)) {
|
||||||
//Set actual angles = the third person cameras angle
|
//If the local player is taunting
|
||||||
g_pUserCmd->viewangles.y = g_pLocalPlayer->v_OrigViewangles.y;
|
if (HasCondition<TFCond_Taunting>(LOCAL_E)) {
|
||||||
//Use silent since we dont want to prevent the player from looking around
|
logging::Info("sLIDDING ");
|
||||||
g_pLocalPlayer->bUseSilentAngles = true;
|
//Grab Camera angle
|
||||||
|
static QAngle cameraAngle;
|
||||||
|
g_IEngine->GetViewAngles(cameraAngle);
|
||||||
|
//Set userAngle = camera angles
|
||||||
|
g_pUserCmd->viewangles.y = cameraAngle[1];
|
||||||
|
//Use silent since we dont want to prevent the player from looking around
|
||||||
|
g_pLocalPlayer->bUseSilentAngles = true;
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (no_taunt_ticks && CE_GOOD(LOCAL_E)) {
|
if (no_taunt_ticks && CE_GOOD(LOCAL_E)) {
|
||||||
|
Reference in New Issue
Block a user