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 --- gmod/autowall.hpp | 34 ---------------------------------- 1 file changed, 34 deletions(-) delete mode 100644 gmod/autowall.hpp (limited to 'gmod/autowall.hpp') diff --git a/gmod/autowall.hpp b/gmod/autowall.hpp deleted file mode 100644 index dfddbcc..0000000 --- a/gmod/autowall.hpp +++ /dev/null @@ -1,34 +0,0 @@ -#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 -- cgit v1.2.3