Add bullet tracers
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@ -31,5 +31,6 @@ void aimbot(usercmd_t* cmd);
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/* src/features/misc.c */
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/* src/features/misc.c */
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void custom_crosshair(void);
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void custom_crosshair(void);
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void bullet_tracers(usercmd_t* cmd);
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#endif /* FEATURES_H_ */
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#endif /* FEATURES_H_ */
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@ -29,3 +29,29 @@ void custom_crosshair(void) {
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gl_drawline(mx - gap, my + gap, mx - gap - len, my + gap + len, w, col);
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gl_drawline(mx - gap, my + gap, mx - gap - len, my + gap + len, w, col);
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gl_drawline(mx + gap, my + gap, mx + gap + len, my + gap + len, w, col);
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gl_drawline(mx + gap, my + gap, mx + gap + len, my + gap + len, w, col);
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}
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}
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void bullet_tracers(usercmd_t* cmd) {
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/* Only draw if we are holding attack and we can shoot */
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if (!CVAR_ON(tracers) || !(cmd->buttons & IN_ATTACK) || !can_shoot())
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return;
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/* Get player eye pos, start of tracer */
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vec3_t view_height;
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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/* Get forward vector from viewangles */
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vec3_t fwd;
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i_engine->pfnAngleVectors(cmd->viewangles, fwd, NULL, NULL);
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const int tracer_len = 3000;
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vec3_t end;
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end.x = local_eyes.x + fwd.x * tracer_len;
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end.y = local_eyes.y + fwd.y * tracer_len;
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end.z = local_eyes.z + fwd.z * tracer_len;
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/* NOTE: Change tracer settings here */
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const float w = 0.8;
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const float time = 2;
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draw_tracer(local_eyes, end, (rgb_t){ 66, 165, 245 }, 1, w, time);
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}
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@ -63,6 +63,7 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
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bhop(cmd);
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bhop(cmd);
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aimbot(cmd);
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aimbot(cmd);
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bullet_tracers(cmd);
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correct_movement(cmd, old_angles);
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correct_movement(cmd, old_angles);
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vec_clamp(cmd->viewangles);
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vec_clamp(cmd->viewangles);
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