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May 18th, 2019
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  1. #pragma once
  2.  
  3. #include "includes.hpp"
  4. #include "configs/configs.h"
  5.  
  6. struct FireBulletData
  7. {
  8. Vector src;
  9. CGameTrace enter_trace;
  10. Vector direction;
  11. CTraceFilter filter;
  12. float trace_length;
  13. float trace_length_remaining;
  14. float current_damage;
  15. int penetrate_count;
  16. };
  17.  
  18.  
  19. class AimRage : public singleton<AimRage>
  20. {
  21.  
  22. public:
  23.  
  24. QAngle m_viewangles1;
  25.  
  26. //void Work(CUserCmd *usercmd);
  27. void Work(CUserCmd * m_pcmd, csweaponinfo_t * weapt);
  28. bool TargetSpecificEnt(player_t * pEnt, csweaponinfo_t * weapt);
  29. void TargetEntities(csweaponinfo_t * weapt);
  30. //float GetDamageVec(const Vector &vecPoint, player_t *player, int hitbox);
  31.  
  32.  
  33. float GetDamageVec(const Vector & vecPoint, player_t * player, int hitbox, csweaponinfo_t * weapt);
  34.  
  35. bool SimulateFireBullet(weapon_t * weap, FireBulletData & data, player_t * player, int hitbox, csweaponinfo_t * weapt);
  36.  
  37.  
  38. int GetTickbase(CUserCmd* ucmd = nullptr);
  39. bool CockRevolver();
  40. void ScaleDamage(int hitgroup, player_t *player, float weapon_armor_ratio, float &current_damage);
  41. //float BestHitPoint(player_t *player, int prioritized, float minDmg, mstudiohitboxset_t *hitset, matrix3x4_t matrix[], Vector &vecOut);
  42. //Vector CalculateBestPoint(player_t *player, int prioritized, float minDmg, bool onlyPrioritized, matrix3x4_t matrix[]);
  43. bool CheckTarget(int i);
  44.  
  45. //void TargetEntities();
  46. float BestHitPoint(player_t * player, int prioritized, float minDmg, mstudiohitboxset_t * hitset, matrix3x4_t matrix[], Vector & vecOut, csweaponinfo_t * weapt);
  47. Vector CalculateBestPoint(player_t * player, int prioritized, float minDmg, bool onlyPrioritized, matrix3x4_t matrix[], csweaponinfo_t * weapt);
  48. //float BestHitPoint(player_t * player, int prioritized, float minDmg, mstudiohitboxset_t * hitset, matrix3x4_t matrix[], Vector & vecOut);
  49. //bool TargetSpecificEnt(player_t* pEnt);
  50. bool HitChance(QAngle angles, player_t *ent, float chance);
  51.  
  52. //void AutoStop();
  53. //void AutoCrouch();
  54.  
  55. //bool SimulateFireBullet(weapon_t *weap, FireBulletData &data, player_t *player, int hitbox);
  56. bool HandleBulletPenetration(csweaponinfo_t *wpn_data, FireBulletData &data);
  57. bool TraceToExit(Vector &end, CGameTrace *enter_trace, Vector start, Vector dir, CGameTrace *exit_trace);
  58. bool IsBreakableEntity(player_t *ent);
  59. void ClipTraceToPlayers(const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, ITraceFilter *filter, CGameTrace *tr);
  60. bool IsArmored(player_t *player, int armorVal, int hitgroup);
  61.  
  62. void traceIt(Vector &vecAbsStart, Vector &vecAbsEnd, unsigned int mask, player_t *ign, CGameTrace *tr);
  63.  
  64. CUserCmd *m_pcmd = nullptr;
  65. weapon_t* local_weapon = nullptr;
  66. int prev_aimtarget = NULL;
  67. bool can_fire_weapon = false;
  68. float cur_time = 0.f;
  69. };
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