From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- cheat/gmod/run_command.cpp | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) create mode 100644 cheat/gmod/run_command.cpp (limited to 'cheat/gmod/run_command.cpp') diff --git a/cheat/gmod/run_command.cpp b/cheat/gmod/run_command.cpp new file mode 100644 index 0000000..fad382d --- /dev/null +++ b/cheat/gmod/run_command.cpp @@ -0,0 +1,18 @@ +#include "hooks.hpp" +#include "base_cheat.hpp" +#include "context.hpp" + +void __fastcall hooks::run_command( void* ecx_, void* edx_, IClientEntity* entity, user_cmd_t* ucmd, IMoveHelper* move_helper) { + static auto run_command_o = g_gmod.m_prediction->get_old_function< decltype( &hooks::run_command ) >( 17 ); + if( g_gmod.m_panic ) return run_command_o( ecx_, edx_, entity, ucmd, move_helper ); + + if( g_settings.misc.no_recoil ) { + vec3_t angle; + g_gmod.m_engine( )->GetViewAngles( angle ); + run_command_o( ecx_, edx_, entity, ucmd, move_helper ); // weapon events are done during prediction, any viewangle change( could be recoil could be not ) during these weapon events will be changed back to its original state. + g_gmod.m_engine( )->SetViewAngles( angle ); + } + else { + run_command_o( ecx_, 0, entity, ucmd, move_helper ); + } +} -- cgit v1.2.3