mirror of
https://github.com/rei-2/Amalgam
synced 2026-10-10 04:43:09 +08:00
move splash mode into main vars
This commit is contained in:
@@ -505,10 +505,10 @@ static inline void DrawVisuals(CTFPlayer* pLocal, CTFWeaponBase* pWeapon, CUserC
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G::AimPoint = { tTarget.m_vPos, I::GlobalVars->tickcount };
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bool bPath = Vars::Visuals::Prediction::SwingLines.Value && Vars::Visuals::Prediction::PlayerPath.Value;
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bool bLine = Vars::Visuals::Line::TracersEnabled.Value;
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//bool bLine = Vars::Visuals::Line::TracersEnabled.Value;
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bool bBoxes = Vars::Visuals::Hitbox::BonesEnabled.Value & Vars::Visuals::Hitbox::BonesEnabledEnum::OnShot;
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bool bRealPath = Vars::Visuals::Prediction::RealPath.Value;
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if (bPath || bLine || bBoxes || bRealPath)
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if (bPath /*|| bLine*/ || bBoxes || bRealPath)
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{
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if (pCmd->buttons & IN_ATTACK && G::CanPrimaryAttack && pWeapon->m_flSmackTime() < 0.f)
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{
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@@ -538,17 +538,17 @@ static inline void DrawVisuals(CTFPlayer* pLocal, CTFWeaponBase* pWeapon, CUserC
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}
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if (G::Attacking == 1)
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{
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if (bLine)
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{
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Vec3 vEyePos = pLocal->GetShootPos();
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float flDist = vEyePos.DistTo(tTarget.m_vPos);
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Vec3 vForward; Math::AngleVectors(tTarget.m_vAngleTo, &vForward);
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//if (bLine)
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//{
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// Vec3 vEyePos = pLocal->GetShootPos();
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// float flDist = vEyePos.DistTo(tTarget.m_vPos);
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// Vec3 vForward; Math::AngleVectors(tTarget.m_vAngleTo, &vForward);
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if (Vars::Colors::LineIgnoreZ.Value.a)
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G::LineStorage.emplace_back(std::pair<Vec3, Vec3>(vEyePos, vEyePos + vForward * flDist), I::GlobalVars->curtime + Vars::Visuals::Line::DrawDuration.Value, Vars::Colors::LineIgnoreZ.Value);
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if (Vars::Colors::Line.Value.a)
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G::LineStorage.emplace_back(std::pair<Vec3, Vec3>(vEyePos, vEyePos + vForward * flDist), I::GlobalVars->curtime + Vars::Visuals::Line::DrawDuration.Value, Vars::Colors::Line.Value, true);
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}
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// if (Vars::Colors::LineIgnoreZ.Value.a)
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// G::LineStorage.emplace_back(std::pair<Vec3, Vec3>(vEyePos, vEyePos + vForward * flDist), I::GlobalVars->curtime + Vars::Visuals::Line::DrawDuration.Value, Vars::Colors::LineIgnoreZ.Value);
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// if (Vars::Colors::Line.Value.a)
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// G::LineStorage.emplace_back(std::pair<Vec3, Vec3>(vEyePos, vEyePos + vForward * flDist), I::GlobalVars->curtime + Vars::Visuals::Line::DrawDuration.Value, Vars::Colors::Line.Value, true);
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//}
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if (bBoxes)
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{
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auto vBoxes = F::Visuals.GetHitboxes(tTarget.m_pRecord->m_aBones, tTarget.m_pEntity->As<CBaseAnimating>());
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@@ -282,11 +282,12 @@ void CMenu::MenuAimbot(int iTab)
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if (Section("Projectile"))
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{
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FDropdown(Vars::Aimbot::Projectile::StrafePrediction, FDropdownEnum::Left);
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FDropdown(Vars::Aimbot::Projectile::SplashPrediction, FDropdownEnum::Right);
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FDropdown(Vars::Aimbot::Projectile::Hitboxes, FDropdownEnum::Right);
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FDropdown(Vars::Aimbot::Projectile::SplashPrediction, FDropdownEnum::Left);
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FDropdown(Vars::Aimbot::Projectile::SplashMode, FDropdownEnum::Right);
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FDropdown(Vars::Aimbot::Projectile::AutoDetonate, FDropdownEnum::Left);
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FDropdown(Vars::Aimbot::Projectile::AutoAirblast, FDropdownEnum::Right);
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FDropdown(Vars::Aimbot::Projectile::Hitboxes, FDropdownEnum::Left);
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FDropdown(Vars::Aimbot::Projectile::Modifiers, FDropdownEnum::Right);
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FDropdown(Vars::Aimbot::Projectile::Modifiers);
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FSlider(Vars::Aimbot::Projectile::MaxSimulationTime, FSliderEnum::Left);
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PushTransparent(!Vars::Aimbot::Projectile::StrafePrediction.Value);
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{
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@@ -327,9 +328,8 @@ void CMenu::MenuAimbot(int iTab)
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}
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FText("Splash", { 5, 5 });
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if (FPopupButton("Splash", { 0, -5 }, -8))
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if (FPopupButton("Splash", { 0, -5 }))
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{
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FDropdown(Vars::Aimbot::Projectile::SplashMode);
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PushTransparent(Vars::Aimbot::Projectile::SplashMode.Value != Vars::Aimbot::Projectile::SplashModeEnum::Trace);
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{
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FSlider(Vars::Aimbot::Projectile::SplashPointsDirect, FSliderEnum::Left);
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@@ -307,18 +307,21 @@ NAMESPACE_BEGIN(Vars)
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CVarEnum(StrafePrediction, VA_LIST("Predict", "Strafe prediction"), 0b11, DROPDOWN_MULTI, "Off",
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VA_LIST("Air strafing", "Ground strafing"),
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Air = 1 << 0, Ground = 1 << 1);
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CVarEnum(SplashPrediction, VA_LIST("Splash", "Splash prediction"), 0, NONE, nullptr,
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CVarEnum(Hitboxes, VA_LIST("Hitboxes", "Projectile hitboxes"), 0b001111, DROPDOWN_MULTI, nullptr,
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VA_LIST("Auto", "##Divider", "Head", "Body", "Feet", "##Divider", "Bodyaim if lethal", "Prioritize feet"),
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Auto = 1 << 0, Head = 1 << 1, Body = 1 << 2, Feet = 1 << 3, BodyaimIfLethal = 1 << 4, PrioritizeFeet = 1 << 5);
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CVarEnum(SplashPrediction, "Splash prediction", 0, NONE, nullptr,
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VA_LIST("Off", "Include", "Prefer", "Only"),
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Off, Include, Prefer, Only);
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CVarEnum(SplashMode, "Splash mode", 0, NONE, nullptr,
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VA_LIST("Trace", "Face"),
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Trace, Face);
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CVarEnum(AutoDetonate, "Auto detonate", 0b00, DROPDOWN_MULTI, "Off",
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VA_LIST("Stickies", "Flares", "##Divider", "Prevent self damage", "Ignore invisible"),
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Stickies = 1 << 0, Flares = 1 << 1, PreventSelfDamage = 1 << 2, IgnoreInvisible = 1 << 3);
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CVarEnum(AutoAirblast, "Auto airblast", 0b000, DROPDOWN_MULTI, "Off",
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VA_LIST("Enabled", "##Divider", "Redirect", "Ignore FOV"),
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Enabled = 1 << 0, Redirect = 1 << 1, IgnoreFOV = 1 << 2);
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CVarEnum(Hitboxes, VA_LIST("Hitboxes", "Projectile hitboxes"), 0b001111, DROPDOWN_MULTI, nullptr,
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VA_LIST("Auto", "##Divider", "Head", "Body", "Feet", "##Divider", "Bodyaim if lethal", "Prioritize feet"),
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Auto = 1 << 0, Head = 1 << 1, Body = 1 << 2, Feet = 1 << 3, BodyaimIfLethal = 1 << 4, PrioritizeFeet = 1 << 5);
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CVarEnum(Modifiers, VA_LIST("Modifiers", "Projectile modifiers"), 0b0010, DROPDOWN_MULTI, nullptr,
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VA_LIST("Charge weapon", "Cancel charge", "Use arm time", "Air splash", "Lob angles", "Target dormant"),
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ChargeWeapon = 1 << 0, CancelCharge = 1 << 1, UseArmTime = 1 << 2, AirSplash = 1 << 3, LobAngles = 1 << 4, TargetDormant = 1 << 5);
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@@ -359,9 +362,6 @@ NAMESPACE_BEGIN(Vars)
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CVar(HuntsmanPullPoint, "Huntsman pull point", false, NOSAVE | DEBUGVAR);
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CVar(HuntsmanPullNoZ, "Pull no Z", false, NOSAVE | DEBUGVAR);
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CVarEnum(SplashMode, "Splash mode", 0, NOSAVE | DEBUGVAR, nullptr,
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VA_LIST("Trace", "Face"),
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Trace, Face);
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CVar(SplashAirCount, "Splash air count", 0, NOSAVE | DEBUGVAR | SLIDER_MIN, 0, 10);
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CVar(SplashPointsDirect, "Splash points direct", 100, NOSAVE | DEBUGVAR | SLIDER_MIN | SLIDER_PRECISION, 0, 400, 5);
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CVar(SplashPointsArc, "Splash points arc", 100, NOSAVE | DEBUGVAR | SLIDER_MIN | SLIDER_PRECISION, 0, 400, 5);
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