diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/internal_rewrite/autowall.hpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (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/internal_rewrite/autowall.hpp')
| -rw-r--r-- | cheat/internal_rewrite/autowall.hpp | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/autowall.hpp b/cheat/internal_rewrite/autowall.hpp new file mode 100644 index 0000000..5e433e0 --- /dev/null +++ b/cheat/internal_rewrite/autowall.hpp @@ -0,0 +1,35 @@ +#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 current_damage; + int penetrate_count; +
+ float travel_range{ };
+ float traveled{ };
+ float to_travel{ }; +}; + +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 ); + }; +}
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