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AimRage.hpp
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#pragma once
class WeapInfo_t;
class Entity;
class EntityWeapon;
struct FireBulletData
{
Vector3 src;
trace_t enter_trace;
Vector3 direction;
TraceFilter filter;
float trace_length;
float trace_length_remaining;
float current_damage;
int penetrate_count;
};
class MoveFixer
{
public:
void start();
void stop();
private:
float forward;
float right;
Vector3 aechse;
};
class AimRage
{
public:
void work(UserCMD *userCMD, char *bSendPacket);
void fixupAngleDifference(UserCMD *userCMD, char *bSendPacket);
void fixMovement(Vector3 &oang, UserCMD *userCMD);
private:
void dropTarget();
bool isLocalInTarget(Entity *player);
void getBestTarget();
Vector3 getHitBox(Entity *player, int hitbox);
bool getNajTacka(Entity *player, Vector3 &best_hitbox);
bool getNajHitbox(Entity *player, Vector3 &best_hitbox);
bool checkTarget(int i);
template<class T, class U>
T clamp(T in, U low, U high);
float lagFix();
void targetRegion();
//bool hitSansa(float sansa);
bool hitSansa(Vector3 aechse, Entity *ent, float sansa);
void autoPucanje();
void pucanjeCheck();
void autoStati();
void autoCucati();
bool canPenetrate(WeapInfo_t *wpn_data, FireBulletData &data);
float getDamageVec(const Vector3 &vecPoint);
bool simulateFireBullet(EntityWeapon *weap, FireBulletData &data);
bool handleBulletPenetration(WeapInfo_t *wpn_data, FireBulletData &data);
bool traceToExit(Vector3 &end, trace_t &tr, float x, float y, float z, float x2, float y2, float z2, trace_t *trace);
bool traceToExit(Vector3 &end, trace_t *enter_trace, Vector3 start, Vector3 dir, trace_t *exit_trace);
bool isBreakableEntity(Entity *ent);
void clipTraceToPlayers(const Vector3 &vecAbsStart, const Vector3 &vecAbsEnd, unsigned int mask, TraceFilter *filter, trace_t *tr);
bool DidHitNonWorldEntity(Entity *ent);
void scaleDamage(int hitgroup, Entity *player, float weapon_armor_ratio, float ¤t_damage);
bool isArmored(Entity *player, int armorVal, int hitgroup);
void traceIt(Vector3 &vecAbsStart, Vector3 &vecAbsEnd, unsigned int mask, Entity *ign, trace_t *tr);
float najFov = 360.0f;
float maxDistancija = 8192.f;
float najPretnja = 0.f;
Vector3 najKost = Vector3(0, 0, 0);
Entity *najPlyr = nullptr;
bool bTarget = false;
UserCMD *userCMD;
char *bSendPacket;
};
extern std::unique_ptr<AimRage> aimRage;
extern bool lbyUpdated;