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- #pragma once
- #include "includes.hpp"
- #include "configs/configs.h"
- struct FireBulletData
- {
- Vector src;
- CGameTrace enter_trace;
- Vector direction;
- CTraceFilter filter;
- float trace_length;
- float trace_length_remaining;
- float current_damage;
- int penetrate_count;
- };
- class AimRage : public singleton<AimRage>
- {
- public:
- QAngle m_viewangles1;
- //void Work(CUserCmd *usercmd);
- void Work(CUserCmd * m_pcmd, csweaponinfo_t * weapt);
- bool TargetSpecificEnt(player_t * pEnt, csweaponinfo_t * weapt);
- void TargetEntities(csweaponinfo_t * weapt);
- //float GetDamageVec(const Vector &vecPoint, player_t *player, int hitbox);
- float GetDamageVec(const Vector & vecPoint, player_t * player, int hitbox, csweaponinfo_t * weapt);
- bool SimulateFireBullet(weapon_t * weap, FireBulletData & data, player_t * player, int hitbox, csweaponinfo_t * weapt);
- int GetTickbase(CUserCmd* ucmd = nullptr);
- bool CockRevolver();
- void ScaleDamage(int hitgroup, player_t *player, float weapon_armor_ratio, float ¤t_damage);
- //float BestHitPoint(player_t *player, int prioritized, float minDmg, mstudiohitboxset_t *hitset, matrix3x4_t matrix[], Vector &vecOut);
- //Vector CalculateBestPoint(player_t *player, int prioritized, float minDmg, bool onlyPrioritized, matrix3x4_t matrix[]);
- bool CheckTarget(int i);
- //void TargetEntities();
- float BestHitPoint(player_t * player, int prioritized, float minDmg, mstudiohitboxset_t * hitset, matrix3x4_t matrix[], Vector & vecOut, csweaponinfo_t * weapt);
- Vector CalculateBestPoint(player_t * player, int prioritized, float minDmg, bool onlyPrioritized, matrix3x4_t matrix[], csweaponinfo_t * weapt);
- //float BestHitPoint(player_t * player, int prioritized, float minDmg, mstudiohitboxset_t * hitset, matrix3x4_t matrix[], Vector & vecOut);
- //bool TargetSpecificEnt(player_t* pEnt);
- bool HitChance(QAngle angles, player_t *ent, float chance);
- //void AutoStop();
- //void AutoCrouch();
- //bool SimulateFireBullet(weapon_t *weap, FireBulletData &data, player_t *player, int hitbox);
- bool HandleBulletPenetration(csweaponinfo_t *wpn_data, FireBulletData &data);
- bool TraceToExit(Vector &end, CGameTrace *enter_trace, Vector start, Vector dir, CGameTrace *exit_trace);
- bool IsBreakableEntity(player_t *ent);
- void ClipTraceToPlayers(const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, ITraceFilter *filter, CGameTrace *tr);
- bool IsArmored(player_t *player, int armorVal, int hitgroup);
- void traceIt(Vector &vecAbsStart, Vector &vecAbsEnd, unsigned int mask, player_t *ign, CGameTrace *tr);
- CUserCmd *m_pcmd = nullptr;
- weapon_t* local_weapon = nullptr;
- int prev_aimtarget = NULL;
- bool can_fire_weapon = false;
- float cur_time = 0.f;
- };
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