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Автор темы
- #1
C++:
draw_combo(m_xor_str("Body aim if"), g_cfg.ragebot.weapon[hooks::rage_weapon].bodyaim_conditions, baim_cond, ARRAYSIZE(baim_cond));
ImGui::Spacing();
if (g_cfg.ragebot.weapon[hooks::rage_weapon].bodyaim_conditions == 0)
{
ImGui::SliderInt(m_xor_str("Baim when hp <="), &g_cfg.ragebot.weapon[hooks::rage_weapon].body_aim_health, 10, 100);
ImGui::Spacing();
}
C++:
std::vector <int> aim::get_hitboxes(adjust_data* record)
{
std::vector <int> hitboxes;
const auto slow_walk_detection = record->player->get_animation_state()->m_flFeetYawRate >= 0.01f && record->player->get_animation_state()->m_flFeetYawRate <= 0.8f;
if (g_cfg.ragebot.weapon[hooks::rage_weapon].bodyaim_conditions == 0 && record->player->m_iHealth() <= g_cfg.ragebot.weapon[hooks::rage_weapon].body_aim_health)
{
hitboxes.emplace_back(HITBOX_PELVIS);
hitboxes.emplace_back(HITBOX_STOMACH);
hitboxes.emplace_back(HITBOX_UPPER_CHEST);
hitboxes.emplace_back(HITBOX_LOWER_CHEST);
hitboxes.emplace_back(HITBOX_RIGHT_UPPER_ARM);
hitboxes.emplace_back(HITBOX_LEFT_UPPER_ARM);
return hitboxes;
}
if (g_cfg.ragebot.weapon[hooks::rage_weapon].bodyaim_conditions == 1 && slow_walk_detection)
{
hitboxes.emplace_back(HITBOX_PELVIS);
hitboxes.emplace_back(HITBOX_STOMACH);
hitboxes.emplace_back(HITBOX_UPPER_CHEST);
hitboxes.emplace_back(HITBOX_LOWER_CHEST);
hitboxes.emplace_back(HITBOX_RIGHT_UPPER_ARM);
hitboxes.emplace_back(HITBOX_LEFT_UPPER_ARM);
return hitboxes;
}
if (g_cfg.ragebot.weapon[hooks::rage_weapon].bodyaim_conditions == 2 && !record->player->m_fFlags() & FL_ONGROUND)
{
hitboxes.emplace_back(HITBOX_PELVIS);
hitboxes.emplace_back(HITBOX_STOMACH);
hitboxes.emplace_back(HITBOX_UPPER_CHEST);
hitboxes.emplace_back(HITBOX_LOWER_CHEST);
hitboxes.emplace_back(HITBOX_RIGHT_UPPER_ARM);
hitboxes.emplace_back(HITBOX_LEFT_UPPER_ARM);
return hitboxes;
}
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(4))
hitboxes.emplace_back(HITBOX_STOMACH);
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(5))
hitboxes.emplace_back(HITBOX_PELVIS);
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(2))
hitboxes.emplace_back(HITBOX_CHEST);
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(1))
hitboxes.emplace_back(HITBOX_UPPER_CHEST);
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(3))
hitboxes.emplace_back(HITBOX_LOWER_CHEST);
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(0))
hitboxes.emplace_back(HITBOX_HEAD);
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(6))
{
hitboxes.emplace_back(HITBOX_RIGHT_UPPER_ARM);
hitboxes.emplace_back(HITBOX_LEFT_UPPER_ARM);
}
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(7))
{
hitboxes.emplace_back(HITBOX_RIGHT_THIGH);
hitboxes.emplace_back(HITBOX_LEFT_THIGH);
hitboxes.emplace_back(HITBOX_RIGHT_CALF);
hitboxes.emplace_back(HITBOX_LEFT_CALF);
}
if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(8))
{
hitboxes.emplace_back(HITBOX_RIGHT_FOOT);
hitboxes.emplace_back(HITBOX_LEFT_FOOT);
}
return hitboxes;
}
C++:
const char* baim_cond[] =
{
"Lethal",
"Slow walking",
"In air"
};
credits owness