Update weaponIds
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parent
40f014de59
commit
1da95a4c35
src/features
@ -33,6 +33,13 @@
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#define PRIORITY_MEDIUM 2
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#define PRIORITY_MEDIUM 2
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#define PRIORITY_HIGH 3
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#define PRIORITY_HIGH 3
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// Weapon IDs
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#define WEAPON_GLOCK 17
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#define WEAPON_DEAGLE 26
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#define WEAPON_AK47 28
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#define WEAPON_M4A1 22
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#define WEAPON_AWP 33
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extern const char* hitbox_options[];
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extern const char* hitbox_options[];
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extern int current_hitbox;
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extern int current_hitbox;
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@ -60,7 +67,7 @@ bool get_hitbox(cl_entity_t* ent, int hitbox_id, hitbox_t* out_hitbox) {
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out_hitbox->radius = 5.0f;
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out_hitbox->radius = 5.0f;
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bool is_ak47 = (g_currentWeaponID == 30);
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bool is_ak47 = (g_currentWeaponID == WEAPON_AK47);
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studiohdr_t* studio = NULL;
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studiohdr_t* studio = NULL;
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if (ent->model) {
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if (ent->model) {
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@ -321,7 +328,7 @@ void aimbot(usercmd_t* cmd) {
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}
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}
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if (cmd->buttons & IN_ATTACK) {
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if (cmd->buttons & IN_ATTACK) {
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if (g_currentWeaponID == 30) {
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if (g_currentWeaponID == WEAPON_AK47) {
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viewangles.x -= g_punchAngles[0] * 1.2f;
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viewangles.x -= g_punchAngles[0] * 1.2f;
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viewangles.y -= g_punchAngles[1] * 0.8f;
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viewangles.y -= g_punchAngles[1] * 0.8f;
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@ -348,7 +355,7 @@ void aimbot(usercmd_t* cmd) {
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vec3_t aim_direction = vec_sub(best_target.aim_point, eye_pos);
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vec3_t aim_direction = vec_sub(best_target.aim_point, eye_pos);
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vec3_t aim_angles = vec_to_ang(aim_direction);
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vec3_t aim_angles = vec_to_ang(aim_direction);
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if (g_currentWeaponID == 30) {
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if (g_currentWeaponID == WEAPON_AK47) {
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if (shot_count > 0) {
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if (shot_count > 0) {
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float ak_compensation = CLAMP(shot_count * 0.25f, 0.0f, 6.0f);
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float ak_compensation = CLAMP(shot_count * 0.25f, 0.0f, 6.0f);
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@ -375,7 +382,7 @@ void aimbot(usercmd_t* cmd) {
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float smooth_factor = g_settings.aimbot_smooth;
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float smooth_factor = g_settings.aimbot_smooth;
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if (g_currentWeaponID == 30 && shot_count > 1) {
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if (g_currentWeaponID == WEAPON_AK47 && shot_count > 1) {
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smooth_factor *= 0.7f;
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smooth_factor *= 0.7f;
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}
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}
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@ -10,10 +10,11 @@ static time_t last_log_time = 0;
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static vec3_t last_punch = {0, 0, 0};
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static vec3_t last_punch = {0, 0, 0};
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static vec3_t previous_viewangles = {0, 0, 0};
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static vec3_t previous_viewangles = {0, 0, 0};
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#define WEAPON_AK47 30
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#define WEAPON_GLOCK 17
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#define WEAPON_M4A1 31
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#define WEAPON_AWP 33
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#define WEAPON_DEAGLE 26
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#define WEAPON_DEAGLE 26
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#define WEAPON_AK47 28
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#define WEAPON_M4A1 22
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#define WEAPON_AWP 33
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#define AK47_RECOIL_VERT_MULT 2.8f
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#define AK47_RECOIL_VERT_MULT 2.8f
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#define AK47_RECOIL_HORIZ_MULT 0.9f
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#define AK47_RECOIL_HORIZ_MULT 0.9f
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