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/run_command.cpp | 18 ------------------ 1 file changed, 18 deletions(-) delete mode 100644 gmod/run_command.cpp (limited to 'gmod/run_command.cpp') diff --git a/gmod/run_command.cpp b/gmod/run_command.cpp deleted file mode 100644 index fad382d..0000000 --- a/gmod/run_command.cpp +++ /dev/null @@ -1,18 +0,0 @@ -#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