summaryrefslogtreecommitdiff
path: root/cheat/gmod/autowall.hpp
diff options
context:
space:
mode:
authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/gmod/autowall.hpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/gmod/autowall.hpp')
-rw-r--r--cheat/gmod/autowall.hpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/cheat/gmod/autowall.hpp b/cheat/gmod/autowall.hpp
new file mode 100644
index 0000000..dfddbcc
--- /dev/null
+++ b/cheat/gmod/autowall.hpp
@@ -0,0 +1,34 @@
+#pragma once
+#include "sdk.hpp"
+#include "pattern.hpp"
+#include "interface.hpp"
+
+struct fire_bullet_data_t {
+ vec3_t src;
+ CGameTrace enter_trace;
+ vec3_t direction;
+ CTraceFilter filter;
+ float trace_length;
+ float trace_length_remaining;
+ float length_to_end;
+ float current_damage;
+ int penetrate_count;
+};
+
+namespace features
+{
+ class c_autowall {
+ private:
+ bool is_armored( c_base_player* entity, int armor_value, int hitgroup );
+ void scale_damage( c_base_player* entity, int hitgroup, float weapon_armor_ratio, float& damage );
+ void trace_line( const vec3_t& abs_start, const vec3_t& abs_end, unsigned mask, void* ignore, CGameTrace* trace );
+ bool is_breakable( IClientEntity* ent );
+
+ bool trace_to_exit( vec3_t start, vec3_t& dir, vec3_t& out_end, CGameTrace& tr, CGameTrace* exit_trace );
+
+ public:
+ bool handle_bullet_penetration( weapon_info_t* wpn_data, fire_bullet_data_t& data );
+ bool fire_bullet( c_base_player* shooter, c_base_player* target, weapon_info_t* wep_data, fire_bullet_data_t& data, bool ent_check = true, bool scale_damage = true );
+ float run( c_base_player* shooter, c_base_player* target, const vec3_t& end, bool ent_check = true );
+ };
+} \ No newline at end of file