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 --- tf2/projectile_pred.cpp | 70 ------------------------------------------------- 1 file changed, 70 deletions(-) delete mode 100644 tf2/projectile_pred.cpp (limited to 'tf2/projectile_pred.cpp') diff --git a/tf2/projectile_pred.cpp b/tf2/projectile_pred.cpp deleted file mode 100644 index c54f712..0000000 --- a/tf2/projectile_pred.cpp +++ /dev/null @@ -1,70 +0,0 @@ -#include "projectile_pred.h" -#include "sdk.h" -#include "interfaces.h" - -namespace util -{ - - vec3_t c_projectile_pred::predict_player( c_base_player* player ) { - if ( !player || !player->is_valid( ) ) return vec3_t{ }; - - static auto sv_gravity = cl.m_cvar( )->FindVar( "sv_gravity" ); //unnecessary for now - auto local = g_ctx.m_local; //will be used for stuff like grenades - //will also need to calculate friction etc - auto weapon = local->get_active_weapon( ); - if ( !weapon ) return player->get_origin( ); - - float projectile_speed = get_projectile_speed( weapon ); - - vec3_t player_vel = player->get_velocity( ); - vec3_t projectile_vel = vec3_t( ); - - float estimated_travel_time = ( local->get_eye_pos( ) - player->get_origin( ) ).length( ) / projectile_speed + cl.m_globals->interval_per_tick; - vec3_t estimated_predicted_pos = player->get_origin( ) + player_vel * estimated_travel_time; - - return estimated_predicted_pos; - } - - float c_projectile_pred::get_projectile_speed( c_base_weapon* weapon ) { - if ( !weapon ) - return -1.f; - /* - this is completely hardcoded - if you can find a better way to figure this out - then please tell me - -- nave - */ - - int id = weapon->GetClientClass( )->m_class_id; - - float BeginCharge; - float Charge; - - //return flSpeed; - switch ( id ) { - case ClientClassIDs::CTFGrenadeLauncher: - return 840.0f; - case ClientClassIDs::CTFRocketLauncher_DirectHit: - return 1980.0f; - case ClientClassIDs::CTFRocketLauncher: - case ClientClassIDs::CTFRocketLauncher_Mortar: - return 1100.0f; - case ClientClassIDs::CTFFlareGun: - return 1450.0f; - case ClientClassIDs::CTFBat_Wood: - return 1940.0f; - case ClientClassIDs::CTFSyringeGun: - return 990.0f; - case ClientClassIDs::CTFCompoundBow: { - return 0.f; //need more shit, cba now - } - - default: - return -1.0f; - } - - return -1.0f; - } -} - -util::c_projectile_pred projectile_pred; \ No newline at end of file -- cgit v1.2.3